#dusk-modding

1 messages ยท Page 44 of 1

frank violet
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i can't screenshot for some reason, my PC is being a bitch

still raptor
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that 2 minute tutorial included an important part at the start where you tell trenchbroom where quake is installed on your pc

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basically it needs the quake palette

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which you can download from the quake wiki if you dont have quake

frank violet
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ok i got that

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let me try it again

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so i just choose the folder the quake palette is in, right?

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ok it's still not working

gritty forge
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i can't really help you

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500 could

still raptor
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so, i guess im not sure what problem youre even having then

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a screenshot would help

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can you use snipping tool?

frank violet
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what is that

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if i could send files, I'd screenshot and send it to you

still raptor
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its a program that comes with windows that takes screenshots

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you can dm it to me if you want

gritty forge
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this is why New Blood devs are better than other devs

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rockstar just tells you to go to hell

still raptor
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oh

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ok @frank violet youre fine

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its just because you dont have quake installed, and its looking for quakes models

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the map will still work fine

gritty forge
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I've never heard of a dev who says, you can dm me it you need to

still raptor
frank violet
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gottcha

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however

still raptor
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hm

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yeah ok your textures, i see now

frank violet
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look at it now, even the dusk models are black

still raptor
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ok

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so in the folder where you want to tell the game quake is

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make a folder called id1

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and in that folder

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a folder called gfx

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then put the palette file in the gfx folder

frank violet
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I'll try it, thanks

still raptor
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that should work

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so you would tell trenchbroom its in C;/fakequake/

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and inside of "fakequake"

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you need fakequake/id1/gfx/palette.lmp

frank violet
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i see

still raptor
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then that should work

frank violet
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it's all just black, dusk textures
still aren't loading

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Gonna try to reinstall stuff

still raptor
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no no

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hold on

frank violet
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ok

still raptor
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what folder is trenchbroom pointed at for quake?

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Edit>Preferences>Quake

frank violet
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D:\The D\Trechbroom and Mods\Mod Folder\fakequake\id1\gfx

still raptor
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just point it at Fakequake

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keep id1 and gfx, but trenchbroom needs to be pointed at fakequake

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so D:\The D\Trenchbroom and Mods\Mod Folder\fakequake

frank violet
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gottcha

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I SEE IT ALL NOW

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yes

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thank you, good sir!

still raptor
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๐Ÿ‘

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have fun

gray shuttle
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Hey, is the Dusk SDK available on Linux? I used the dusk_sdk beta code but I don't get an option when I launch the game

ivory magnet
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not yet

gray shuttle
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Ah ok thanks! Will it be available at some point or should I just start using WINE?

ivory magnet
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linux support is indeed planned, but for the time being wine or a VM are your best options unfortunately

lament ore
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Ye I've been doing everything on Mac in a Windows VM

sleek ore
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Could you potentially make new enemies with the SDK?

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wait theres trenchbroom?

still raptor
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right now, you cant make new enemies

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but in the future, yes

sleek ore
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ok ty

honest stag
lament ore
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that's just a regular walmart

viscid sinew
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ha

sleek ore
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every walmart is demon walmart

lament ore
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time to 3d model with a fucking touchpad because I can't find a mouse

cunning fulcrum
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shouldn't it be demonmart? or better Cultmart?

honest stag
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clip brushes aint working for me

lament ore
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yeah I haven't been able to use em either

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I thought it was just cuz zhlt was doing something special tho

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@ancient depot

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although AAATrigger doesn't work with ZHLT either unlike Ericw (?)

ancient depot
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Yeah there's something up with them, I need to look into it

honest stag
honest stag
river axle
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I can't wait to play Euro Dusk Simulator 2.

tepid python
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func_vehicle

honest stag
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func_shittytruck

spiral nexus
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the promised day of the reckoning will start once we have func_vehicle in Dusk

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that is too much power for us, mere mortals

gritty forge
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So many bruhshes

honest stag
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my map has so fucking many small brushes lol

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lemme check actually

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2705 brushes lol

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i am about uhhh

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60% done with the layout/details

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so that amount will go up by about 1500 brushes when i'm done

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the map is really small too

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yoo devs, is .lit support high-priority? it's something i REALLY need for my map :(

spiral nexus
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make sure to group your small brushes into entity brushes for optimization (also suddenly not running out of visleaf, clipnode or face limits), although I am not sure if Quake compilers have any particular limits

honest stag
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if i run into any problems like that, i'll go around the map and optimize the shit out of it

spiral nexus
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It's a good habit to do from the beginning, but I must say I am myself pretty lazy on optimization

modest imp
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If it doesn't obstruct your view, func_detail that shit.

honest stag
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eh it wont take much work honestly

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again, any problems arise - will do

spiral nexus
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Usually good thumbrule is that if a brush isn't primitive shape like rectangle or very big wedge, you should make into func_detail (func_wall if you're not using ericw's tools)

modest imp
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Even primitive stuff can split up visleaves unnecessarily sometimes, honestly.

honest stag
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what stops me from making every brush a func_detail

modest imp
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Oh, the entire map being one big visleaf. That's all. :V

spiral nexus
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func_detail doesn't seal the map

honest stag
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we dont have to seal maps in here tho right

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and vis is useless right now

spiral nexus
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Yeah as of right now

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but vis is gonna be supported at some point

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also without proper vis you can run into lighting problems if hulls are incomplete

modest imp
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I wonder what's more practical; occlusion and frustum culling, or visleaves? ๐Ÿค”

honest stag
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i have no clue what any of that means :^)

modest imp
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Occlusion culling is when polys aren't rendered when they're obscured by something--say, a wall. Frustum culling is automatic culling of anything not within the player's field of view.

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So they overlap.

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Visleaf culling is far easier on resources than occlusion or frustum culling, but can make mapping more of a pain in the ass.

spiral nexus
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Leaves are quite interesting way to optimize geometry, but main problem is that they're absolutely useless in multiplayer especially in big ones due to abundance of players everywhere

modest imp
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Not quite! After all, rendering is still done clientside. All the server does is collect and report player status.

spiral nexus
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Areportals are still open at least in Source

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if player is within it

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always open areaportals (which force the client to unrender the area even if player is within it) kind of fix the problem a bit, but for example in cs:go they're practically never used since there is a possibility player can snipe you from across the whole map

modest imp
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Huh, I'm surprised. I thought visual representation and actual player data were separate in that regard.

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So the client would know there's a player in another room, and have all the requisite data regarding that player's actions, but wouldn't actually put effort into rendering it until it actually becomes visible to the client.

spiral nexus
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not quite, what I mean is that uuuh

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basically the problem is that if a player A is in a small tower for example that has a window, and player B is in an outside area, usually everything within the tower would be unredered (if optimization is performed properly) to the player B but that gives the Player A advantage over Player B since Player B doesn't see A while A sees B

modest imp
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The thing is, if that tower Player A is in was visible from the location Player B is in--which it would, seeing as you'd need line of sight between A and B to actually shoot them--then that visleaf would be active, wouldn't it?

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If I recall, visleaves are active whenever a player has line of sight into them.

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If B isn't even looking in A's direction, it wouldn't matter if it was rendered or not.

spiral nexus
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That's the thing, if you use default areaportals they have to be kept open and you can't force player to close it due to hypothetical situations where two players would be looking at each other

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in makes them very inefficient since players are constantly looking at each other in multiplayer

modest imp
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Remember though, rendering is done clientside. So what's being rendered for one player doesn't have to be rendered for another.

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Ideally, the server wouldn't give two shits who's looking at who. It just tracks what the players do with the limitations of the map in mind.

spiral nexus
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but you're doing optimization for the client, not the server

modest imp
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Mhm, which is why players can render different visleaves at the same time.

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It's not about what both players see at the same time. All the client cares about is the player that's using it, and what they see--plus, what information from the server affects them.

spiral nexus
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no-no, I get that, what I was getting at is that map optimized for singleplayer will work really poorly in multiplayer since the client will have to open a portal any time other player is looking at it from a long distance

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also I am not really sure how cs:go handles the 3D sound thing, but it might just be some serverside quirk that it sends to the client or something

modest imp
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Oh, but why would it be tracking the portals that other players can see through?

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All it really needs to know is what the other player is doing at that moment in terms of gameplay, not how it's being optimized for that other player.

spiral nexus
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that makes sense

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also sorry if I have bad time explaining, I'm a bit crap at English ๐Ÿ˜…

modest imp
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No big deal. ๐Ÿ˜

iron needle
honest stag
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oh my god lol

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you leaked by taskbar

iron needle
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Oh umm... want me to delete?

honest stag
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nah jk

iron needle
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Sorry I probably should have asked permission. I just thought it was funny lol

honest stag
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kinda wouldnt make sense, it's already publid lol

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public*

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since it's posted in here

iron needle
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Yeah fair

honest stag
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since you're here - what's the priority on .lit support? it's a very integral part of my map and i dont want to finish it before it's supported

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and i cant compile with zhlt cuz i use brushes that are <1 unit big

iron needle
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I'm not sure actually. You'll want to ask Zombie

honest stag
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aw alright

iron needle
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I've been really busy with other stuff so I haven't been working as much on the SDK over the past few weeks

honest stag
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makes sense why updates slowed down then :P
no big deal, we waited for the sdk and we'll wait a bit more lol

alpine depot
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the blue outline of the window bugs me to hell

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i cant unsee it, why trenchbroom why

honest stag
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? what outline

modest imp
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Man, I hope we see more maps with the "old coal town" aesthetic. It's not something you see often in games.

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Hell, closest thing to that I can think of in recent memory--not counting DUSK--is Ravenholm from HL2. :v

honest stag
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flames is doing a map like that i think?
or sorta similar?

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it's pretty damn sick too

half dust
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Funny my second map will be exactly that.

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The first is rural/religious.

modest imp
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What's the difference? smugveon

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"Everything went to shit when the coal mine shut down, but now that the cult moved in, things are looking up!"

spiral nexus
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Bruh Big Iron in Dusk

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also first acts of Blood are pretty much what you describe

half dust
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Yeah, I guess it's the same but different.

harsh swift
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anyone got any tips for map design

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like

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not actually using map makers but

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ways of designing them

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idk how to explain

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like whats a good starting room and what should i make from there and shit

honest stag
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just make whatever comes to mind lol
people go about different ways of doing it

harsh swift
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i've like never made a 3d map

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so i don't have any real ideas

honest stag
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i make maps VERY slowly, room by room
rarely making other rooms before previous ones are detailed
some people make a basic layout shape maybe in drawing or with basic brushes and go from there

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like "wouldnt it be cool if there was x here"

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what do you think would be really cool to see in a map?

harsh swift
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i just want something fun lol

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but not ugly

honest stag
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maybe sorta a theme first?
like a medieval style think a-la quake 1
or more sci-fi like doom
or something dusk-like

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and then go more specific

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more and more details will come to mind as you narrow this and in the process of making a map

harsh swift
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alright

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thanks

cosmic copper
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does anyone have the key value pairs for func_rotating?

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specifically how to set the axis

harsh swift
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i got no textures when i load the map

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i fixed it nvm

harsh swift
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man

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i didnt know duskdude had barely any sounds

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updated my mod so there's a version with all sounds replaced than just jump

summer dagger
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YO

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i've been away from my pc for the last 2 weeks what's new

lofty grotto
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@harsh swift I put the folder in the Dusk\SDK\mnt\local folder but the new sounds do not appear in the game. Still getting Duskdude's original voices

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Am I doing something wrong?

harsh swift
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are you enabling it in the modding options?

viscid sinew
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Did you go to the mod menu and enable it?

harsh swift
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and then applying

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@lofty grotto

lofty grotto
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Do I have to use the sdk launcher first?

harsh swift
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yeah

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i think it only works in sdk i haven't tried otherwise

lofty grotto
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Ok Iโ€™ll try that, thank you.

harsh swift
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just tick the box and then click apply and it should work

lofty grotto
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Thank you, it works now!

harsh swift
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nice

cosmic copper
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going for a more realistic industrial look this time around\

alpine depot
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woahhhhh holy shit

harsh swift
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damn

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sick

cosmic copper
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thanks

alpine depot
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man i'd love to see someone recreate the hl2 beta chapters that were unused, the air exchange would sooooo fit in with dusk's industrial theming

gritty forge
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That custom screenshot reminds me of Blood.

iron needle
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ooooh that looks really good

harsh swift
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god i have no idea what im doing here

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even if i did i have no creativity to design rooms around

tepid python
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there's still no E1M1 doom remake

cosmic copper
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I thought I saw someone working on one when the SDK first got released

iron needle
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god i have no idea what im doing here me throughout Dusk's development, before Dusk's development, and after Dusk's development

stark crescent
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I'm not getting any music when launching Dusk in SDK mode, am I doing something wrong? I can't find any mention of this in the Readme file.

harsh swift
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its not so much i have n oidea

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its just

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i really don't know what i want to make

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and even if i did, how it would or should look

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like i could probably put rooms together but filling them with anything meaningful or any detail or anything, i have nothing that comes to mind for that

still raptor
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the sdk currently doesnt play music on the menu, or in custom maps

cunning fulcrum
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f

spiral nexus
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@lament ore Is there any clever way to make a frustum (as in shape) in JACK?

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Or wedge brushes are the only option

gritty forge
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I'm recreating E1M1 from doom2brush with help

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But I need some help again with platforms and lights

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Watched dumptrucks light vid

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Is there any easy way to add lights to maps

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I made congo in dusk

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But without light

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And targets in trenchbroom

spiral nexus
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generally you will be working with light entity, you can illuminate whole map with light_environment given that your map is open so it can receive light casted from the skybox

gritty forge
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So I need to use light enviroment

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Allright

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And guys dusk dude is more taller than doomguy

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He can't fit the exit doors in entryway

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You just need to slide in some of the maps

spiral nexus
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Duskdude is same height as Gordon and the Ranger iirc

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use info_player_start for reference

gritty forge
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Okay

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Doom to quake to dusk

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It's really hard btw

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Doom had no brushes

spiral nexus
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the way things are done in Doom is radically different to proper 3D engines

carmine slate
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so is there any way to make dusk maps for the gog version of the game or am I SOL on that one?

viscid sinew
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Not atm no

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but the SDK will be avaliable in GOG once fully released

carmine slate
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that's a major bummer

viscid sinew
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It's early days

still raptor
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we might try to make it available sooner

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we understand gog folks are missing out

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and never want that to be the case

gritty forge
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Guys how to make switched change map ?

honest stag
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switched change map?

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you mean a map that goes into another map when you hit trigger_changelevel?

gritty forge
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you mean a map that goes into another map when you hit trigger_changelevel?
@honest stag yes that's what I meant

supple radish
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new update to jusk will come out tomorrow

mortal narwhal
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whats new with jusk?

gritty forge
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Also my lights doesn't work I used qbsp and light

supple radish
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a couple of things

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most of it is in e3m4

mortal narwhal
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nice

supple radish
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ill get some fresh screenshots

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menu sound is now big john

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changed the jump sound

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this

mortal narwhal
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what is that?

supple radish
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the fireball

mortal narwhal
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whats the texture supposed to be?

tight fractal
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His mouth

supple radish
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the grass is now big john

mortal narwhal
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nice

supple radish
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it should be up tomorrow im going to sleep now

tight fractal
mortal narwhal
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gg

spiral nexus
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Bruh for the first time I actually found a proper use for the vertex manipulation tool in JACK/VHE, instead of making very unorthodox shapes that break the Geneva convention

gritty forge
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its okey bro

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theres stuff in the default quake makes that break the Geneva convention

spiral nexus
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I think Romero surpassed Geneva conventions long time ago

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especially after Daikatana

cosmic copper
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has anyone gotten func_plat to work? for me it just teleports instantaniously

gritty forge
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you set some wierd speed on it or somethin?

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actually I don't know if we're gotten the update with it yet

still raptor
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pretty sure you have

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go play e1m1 and check

onyx marten
still raptor
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im not sure exactly which brush we're looking at

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but its very possibly a lightmap error

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first check if its like that in quake

onyx marten
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will do

still raptor
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if its an error with our bsp renderer, it might get fixed pretty soon

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zombie is in the middle of a rewrite of it that may fix most if not all lightmap issues

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and allow us to implement light styles

onyx marten
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ok maybe I'm too dumb to load my map properly in quake but my map seems completely broken in it. but i guess its a lightmap thing cuz it looked fine in quake

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nice

still raptor
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if you send me the bsp i can check whats up

cosmic copper
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so for func_plat, quake e1m1 actualy uses func_door for all the elevators.

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which I would do, but func_door doesnt work if it touches another func_door. Im trying to make an enclosed elevator thing

long anchor
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hmmm

cosmic copper
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oh wait nevermind, there is one

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im going to compile and see

long anchor
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which I would do, but func_door doesnt work if it touches another func_door. Im trying to make an enclosed elevator thing
you mean if you make several brushes that are func doors?

cosmic copper
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yeah, or belong to the same func_door

long anchor
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hmmmmmmm

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and it works fine

cosmic copper
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hmm

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could i see the entity info?

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like with the KVPs and stuff

long anchor
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kvps?

cosmic copper
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key value pairs

long anchor
cosmic copper
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ok the lip might be my problem. is it set to 0?

long anchor
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hmmmmmm

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uhm

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nothing on the lip, guess it's 0

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look

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i think i know why it's not working for you

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did you select everything and turned it into an entity, or you made it piece by piece?

cosmic copper
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ok ive made it that exactly, i will give it a shot

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its all in one entity

long anchor
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ok

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then i don't know

cosmic copper
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ok it works

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thanks a bunch, i think it was the lip

long anchor
vestal field
long anchor
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ooo thanks for that

gritty forge
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good gamer shit

cunning fulcrum
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god yall create such fucking cool shit ๐Ÿ˜ฒ

olive mesa
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anyone know any good tutorials on getting started with dusk modding?

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I'd love to make some maps but I don't know where to begin with Trenchbroom

mortal narwhal
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dumptruck_ds has a great tutorial series for tb on youtube

olive mesa
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alrighty, thanks!

mortal narwhal
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Oh and a good word of advice if you will, start off making maps using a big grid size, then move on to smaller grid sizes @olive mesa

tepid python
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Always use grid size 16 and never go smaller

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The bigger the better

supple radish
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jusk version 2

cunning fulcrum
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i feel like jusk is going to cross the line of too much at some point

supple radish
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i feel like we crossed that line a long while ago

honest stag
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fuck i just noticed the left hand clipping

gritty forge
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Literally unplayable

honest stag
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g o d the hands took me so long

alpine depot
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hey can someone make a texture wad for me? i have a texture ready but putting it into a wad is gonna be the death of me lol

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oh hey nvm i figured it out lol

vernal magnet
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heh

spiral nexus
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How illegal is it to make campaign of maps with a sewer level?

sterile junco
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is there an example of a fun sewer level in a game

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i only recall terrible times with them

spiral nexus
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It's staple of retro shooters at least

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Imma make sewer level and no one can stop me

gritty forge
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Cease

fringe nymph
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Half Loaf

gritty forge
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This is as much as i can do

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It's not like my words have an actual inpact on your life

sterile junco
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has anybody here played the futurama ps2 game

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its second level is a sewer

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and it might actually be the worst sewer level

still raptor
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dusk had like, a quarter of a sewer level

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wasnt very sewery though

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previously e2m2 was a sewer level believe it or not

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lmfao

honest stag
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E1mS

still raptor
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that legendary dont go in the ruins wendigo reveal

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was a sewer level

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thats one of the most complete scrapped levels there is actually

fringe nymph
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next to E3M5?

still raptor
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e3m5 doesnt have a super complete scrapped version

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its got a lot to it

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but its not like, a finished thing

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e2m2 is pretty much a finished level

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ill say what was it, e2m8? has also a very interesting alternate version

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but its like a combination of things that made it into other levels

fringe nymph
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those still exist or are yeeted out of recycle bin

spiral nexus
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If I barricade my house from Civvie, making sewer level probably will be fine

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I hope

long anchor
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Civvie's always watching

spiral nexus
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He will personally come to my house and force me to complete Blood on highest difficulty

long anchor
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I think he will force you to play something shitty instead

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What was the latest one?

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Postal: Corkscrew Rules

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that's more punishing than playing Blood

spiral nexus
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aside of crappy translation Postal: Corkscrew Rules isn't even that bad

fringe nymph
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guys

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whos civvie

long anchor
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guy from YT

fringe nymph
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ok

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who the hell are YT

long anchor
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i don't remember if i can put links so i won't

sterile junco
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youtube

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he reviews all fps's

fringe nymph
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what fps's

spiral nexus
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He's just a boomer lad doing funny internet videos for fellow boomers like everyone on this server

long anchor
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aside of crappy translation Postal: Corkscrew Rules isn't even that bad
it's super cringe, not in original postal way, in much more terrifying way

spiral nexus
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it reminds me of Nuclear Titbit if you know that game

long anchor
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at least for me, I as russian feel super uncomfortable seeing or playing P:CR

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Not because i'm offended or some shit but because it's super cringe

fringe nymph
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whats cringe?

long anchor
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cringe is cringe

spiral nexus
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I think I just have a thing for 2000's jank

sterile junco
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psycho mantis?

fringe nymph
#

who?

spiral nexus
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who am I

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what am I

fringe nymph
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you are EmiruFin
the weeb

long anchor
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whos veven

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whats beer books

spiral nexus
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if I am weeb then why don't I have anime girl as my profile picture

lament ore
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Civvie is in prison and his administrators will surely encourage you to make more sewer levels for his suffering

#

A little while back someone on Twitter hosted a mapping jam for sewer levels. Shame I didn't know about Civvie back then.

fringe nymph
#

who is civvie

last talon
#

a fat youtube personality who smokes 2 packs of cigarettes a day

onyx marten
#

My compiler says my "map exceeds bsp29 node/leaf limit. recompile with -bsp2 flag"

#

what does that mean/what can i do?

spiral nexus
#

compile with -bsp2 flag

#

also optimize your map with func_details/func_walls

onyx marten
#

yeah i already use lots of func_details, where can i select -bsp2?

spiral nexus
#

are you using TB? idk how TB works

onyx marten
#

yup, tb and compiling with ericwtools

spiral nexus
#

usually you should have something like parameters and there you haev a field where you can write own compiling commands

#

maybe in like advanced compiling settings

onyx marten
#

oh ok just type -bsp2 into command line arguments?

spiral nexus
#

Yeah, I presume so

onyx marten
#

doesnt seem to work, error message still shows up

tepid python
#

Use the compiling Gui

onyx marten
#

i am

#

thats where the error shows up

#

ohh i got it now

#

i used the general command line arguments, not the qbsp one

cosmic copper
#

does anyone have any tips for lighting big outside areas?

still raptor
#

use sunlight

#

this page has great examples for how to get your lighting correct

#

click on the links on the side to get example images and the settings used to achieve them

#

sunlight in particular is very good for lighting outdoor areas

alpine depot
leaden quartz
#

epic

gritty forge
#

mistery!

tepid python
alpine depot
#

the postal music makes it perfect

sleek moat
#

I'm trying to launch the sdk version today and it's just giving me a black screen

#

wut

sleek moat
#

the SDK version of the game won't run

#

it's just a perpetual black screen, no feedback to the user, no logs that I can find. I sure could use some help

tepid python
#

something broke

leaden quartz
#

are you running it in 32 bit?

sleek moat
#

my OS is 64 bit and steam is 64 bit, and I'm running it from steam

lament ore
#

Check integrity of game files under local files

#

Failing that, reinstall

gritty forge
#

Is the SDK out? Because I can't find it anywhere.

sleek moat
#

base game works fine

#

sdk binary gives black screen

#

it didn't do it a week ago

gritty forge
#

Where can I access the modding tools?

sleek moat
#

you need a beta code

#

look in the pins

gritty forge
#

Thanks

sleek moat
#

yw

leaden quartz
#

damn lmao

spiral nexus
#

Oh yeah, once models are supported and you can use .mdl files, will SDK only support .mdl files compiled for GoldSrc or will it work with Source models too?

ancient depot
#

The primary model format is IQM, mdl is only a secondary feature that will likely come after that

#

Only Quake and GoldSrc-format MDL is planned for now (alongside Quake 3 MD3)

#

I wanna avoid going too overboard with model formats though, since each model format we support increases maintenance requirements

gritty forge
#

fun fact source .mdl files still have quakec in them

ancient depot
#

it's not QuakeC but rather QC, which are different things

#

confusing, yes

#

lol

gritty forge
spiral nexus
#

I just wanted TF2 frying pan in Dusk ๐Ÿ˜”

gritty forge
#

Don't know how hard it is to backport

viscid sinew
#

Just make a low poly frying pan and add the sound effects?

#

make in consistent with DUSK's visuals as well

#

would make for a better mod.

gritty forge
#

@ancient depot command line option to launch straight into a map plz?

ancient depot
#

tough to do with how dusk works atm

#

but it's definitely in the plans

spiral nexus
#

@viscid sinew but it being out-of-place with other visuals would add to the comedic effect

viscid sinew
gritty forge
#

I gave up while remaking that shitty E1M1 Hangar map

#

So I decided to not make it

#

Because of light shit

#

When I made it from tb 2 with dusk format my lights didn't work

#

But with quake format It works

#

Wtf ?

#

Can someone help me ?

#

And also trigger_hurt doesn't works on me

ancient depot
#

trigger_hurt isn't implemented at the moment

spiral nexus
#

sex is cool and all, but have you ever compiled a map without compiler reporting any leaks

#

best feeling ever tbh

gritty forge
#

I compiled with ericw tools

#

trigger_hurt isn't implemented at the moment
Oh okay

forest mountain
#

ngl I'd love a mod that replaces the sword with a frying pan

#

Maybe then I'd actually run through E3M1 with the Sword like you're supposed to.

gritty forge
#

Make your own

#

It's simple

sleek moat
#

alright, let's take another whack at this. Minute 46: I launched the sdk version of DUSK. I'll report back at the top of the hour on whether or not the game is still black-screened

sleek moat
#

16 minutes and the game is still blackscreened. I think it's safe to say something's wrong. Had I launched the base game instead, I'd be finishing episode 1 from a new game by now.

sleek moat
#

Lol, I just attempted an episode 1 speedrun from game launch to summary and got in IGT of 9 minutes and RTA of 11m44s. So I wasn't even exaggerating

tepid python
#

maybe just reinstall dusk

sleek moat
#

I tried emptying the mod folder as a sanity check and the game launched

#

so one of the following mods breaks the game:

  • func_vehicle
  • Horror Critic
  • map01 (remake of the first level from a different game)
  • neurotextures
  • nuts
tepid python
#

try adding them back one at a time

sleek moat
#

That's what I'm doing BIGJOHN

#

It's Horror Critic

#

Since I'm not the only one experiencing this issue, I'll go ahead and report the mod

still raptor
#

ty for your service

#

we can flag the mod

alpine depot
#

i think it's the description.xml being a bit off with the <Content> tags, i remember my game wouldn't load at all when i set my mod's Content tag in the description.xml to be Maps and not Levels

sleek moat
#

It might also be good for @ancient depot to nab a copy of it so he can find out why it breaks the game and use that information to make the SDK more robust

still raptor
#

yeah the description needs to be correct

#

thats likely what happened

alpine depot
#

the creator put <Content>Textures and Sounds</Content> when i'm pretty sure instead of an and you just leave a space between the tags

sleek moat
#

okay, here's the xml file

<descriptor>
    <title>Horror Critic</title>
    <author>Shiro</author>
    <content>Textures and Sound</content>
    <summary>He remembers it so you don't have to.</summary>
    <preview>preview.png</preview>
</descriptor>
alpine depot
#

well the Sound should have an s at the end too i think, so that's also a concern

#

as far as i'm aware, haven't delved into multi-tag mods yet but i hope i'm remembering this right

still raptor
#

thats correct

#

it should be Textures Sounds

#

@fast ridge if you wanna update your mod to fix that, thatd be ace ๐Ÿ‘Œ

#
<descriptor>
    <title>Horror Critic</title>
    <author>Shiro</author>
    <content>Textures Sounds</content>
    <summary>He remembers it so you don't have to.</summary>
    <preview>preview.png</preview>
</descriptor>```
sleek moat
#

a validator being included in the game could help with this. If it were to insta-crash (or ignore the mod entirely) with an error message saying the description is improperly formatted, that could help a lot with reports

fast ridge
#

ah shit

#

thanks man

#

@still raptor Will get to work on that

sleek moat
fast ridge
#

odd

#

Give me a sec

#

I'll take down the mod for now, if it's crashing games then peeps shouldn't be downloadin it. I'll work on it in my free time

leaden quartz
#

func_vehicle is an absolute necessity

#

anybody who remembers nippermaps would unequivocally agree.

honest stag
#

BRUSH BULLETS

#

who tf is going to look at that in-game why do i bother

viscid sinew
#

I appreciate the ludicious detail

honest stag
#

haha yes let me just stand here and zoom into this fucking pistol i cant pick up

#

so i can see all the tiny details

viscid sinew
#

I'll be sure to when you release it ๐Ÿ˜‰

honest stag
#

ey thanks

gritty forge
#

Please make those func_details

honest stag
#

no

#

i spent 2 weeks making a map and i actually really dont like it now that i look back and it's 99% done

fringe nymph
#

mfw you model and texture stuff so well in TB but you dont know how to do that in blender

spiral nexus
#

Working with brushes is way more intuitive than standard polygonal stuff

#

It'll always be pretty blocky though

#

That being said brush modelling only adds to the aesthetic in retro maps

gritty forge
#

@honest stag just finish and release it bro

honest stag
#

I'm waiting for feedback from some people and after that it's going to be out

#

I'm never touching an outside map ever again
That felt like 2 weeks down the drain lol
Super sub-par

#

And it doesn't even have the colored lighting i really wanted

still raptor
#

you could round trip it to JACK and compile it for hlbsp

#

and get your colored lights

honest stag
#

tried that, i have too many sub 1 unit brushes

still raptor
#

well, then id just bake it with colored lights anyways and wait for .lit support

#

and theyll just be there when its ready

sterile arrow
#

is there a way to make func_breakable break with a trigger?

honest stag
#

wasnt that added in the recent patch?

#

not sure

#

yea

#

it was

sterile arrow
#

ohh ok i must be doing something wrong

#

do you use target or killtarget for it

honest stag
#

i think target

#

i'm not sure but you dont need a health value for it

#

if it's triggered?

#

serisouly unsure here

sterile arrow
#

ok i tried target and killtarget with health and with 0 health and nothing has worked

#

the rest of the trigger fires off fine too idgi

honest stag
#

let me try that

#

alright testing in a moment

sterile arrow
#

thanks dude

honest stag
#

hm didnt work, lemme try other versions

#

oh hey

#

it works

#

i was wrong about the health value

#

it needs to be there

#

here's the setup if you need to see it

sterile arrow
#

sickk thank you thank you

sterile arrow
last talon
#

looks like good shit hitting a limited edition fan

sterile arrow
#

thats the goal ๐Ÿ˜Ž

gritty forge
#

Nice dude

honest stag
#

https://dusk.mod.io/the-lost-mansion
i cant say i'm too happy with this map, but enjoy this short experience

mod.io

You have heard stories about something EVIL going on in an abandoned cult leader's mansion. Of course, you broke through a wall leading to the mansion, and now you have to find your way inside.

last talon
#

lets give it a try then

honest stag
#

obv it's the first release version so expect things to break even tho i had someone playtest it

#

if you see something not right - tell me right away

last talon
#

I'll do

#

cant run it for some reason. wont show up on level select. I'm fairly sure I have the right folder set up as I just deleted a few and it shows on the selection

#

probably my bad tho

#

I dont know whats wrong. folders are set up correctly but it just wont show :/

#

one other map aint showing up either but I'm confused what is causing it. wrong type of BSP file if it even can be anything like that?

#

yeah it was me being a dumdum but dont know why I cant run shimmering cistern aethink

gritty forge
#

you enabled the mod?

last talon
#

I have

honest stag
#

i'm not sure honestly
it worked fine for me and playtesters

#

restart the game?

last talon
#

it works now yea

honest stag
#

ah ok

last talon
#

but I cant get another map to run for some reason

honest stag
#

which one

last talon
#

alot of the cars are black, I could easily get stuck by jumping into the blue key area before getting the red one

#

needs more health pickups unless you are going for flawless run

honest stag
#

sdk problem sadly

#

with the cars

#

did you find the secrets i might ask?

last talon
#

also I dont know how that rat house secret is supposed to work, great stuff but I cant seem to find a way for the teleport to work all the times

honest stag
#

it's a weird thing i liked - squish yourself in and move the camera to the side

#

it's evil and doesnt make any sense

#

that's why i love it

last talon
#

what about the teleport to the wizard alley

#

that didnt seem to make any sense either :D

honest stag
#

hm?

last talon
#

sorry not wizards

#

fork maidens

honest stag
#

wait how did you get there exactly?

last talon
#

I teleported from the rat house

#

picked up my grenade launcher

#

stood still and got teleported there

#

no clue why it felt jank af :D

honest stag
#

and okay yeah the borders of that secret are teleports so you dont break the map

#

by jumping around

last talon
#

I see

#

but I could get to the blue key and couldnt find a quick way out without the red key

#

was pretty easy to get there too, jump on rat house, jump on shelf, jump on roof and over the fence

honest stag
#

yeah that's why i dont like open areas
it's just a lot to make the player not fuck about where they arent supposed to be

last talon
#

also the fork maiden alley has a nice see thru graffiti which is obviously some transparency fuckery

honest stag
#

goddamnit i thought i fixed that

#

and that's in the release fuck me lol

#

lemme try and put some stuff in the map real quick

#

before anyone notices

last talon
#

hehe

#

I'll try to beat it in the meanwhile

#

oh yeah might want to put something in that empty hotel room or whatever it is

#

door wont open but its easy to get inside thru the window

honest stag
#

...damnit

last talon
#

oh yeah and that big gate

honest stag
#

alright good place for a secret actually

last talon
#

if you can make it stay open it would be dope.

honest stag
#

is it not?

last talon
#

apparently not

#

I opened it, went to the walmart, came back and it was closing

long anchor
#

oh

#

i didn't say a word about the gate closing?

last talon
#

also leathernecks dont know how to get out of the mall

long anchor
#

oopsie

honest stag
#

navmesh thing

long anchor
#

i guess that's because all enemies can't go through place where doors/breakables are

honest stag
#

i dont know how it looks so cant fix it

#

sadly

last talon
#

yea I guess its leatherneck problem

#

was fun looking at the AI in the hedge maze after I blew it all up

honest stag
#

omg dont tell me they actually follow the labyrinth

#

after it's broken

last talon
#

they do :D

long anchor
#

they are

honest stag
#

jesus

last talon
#

mall needs more hash :D

honest stag
#

hotfix comin up

#

when it compiles

last talon
#

oh yeah nice map made out of brushes :D

#

tbh alot of nice stuff made out of brushes xD

honest stag
#

thanks lol

#

that's why the map is so short

#

instead of making it fun i spent time making that stuff

last talon
#

yea blew all your modder budget in making a gun out of brushes :D

honest stag
#

lol yeah

last talon
#

but yea you might want to look at that brush

honest stag
#

oh my GID

#

GOD

#

how the fuck did that happen

#

this mansion was literally the first thing i built

#

and didnt see that

last talon
honest stag
#

i forgot this existed lol

last talon
#

oh god I had completely forgotten that explosions can redirect projectiles

#

that fork maiden is shooting for the moon

#

you need to add a subtle king of the hill meme at this BBQ

#

HOLY FUCK WHAT THE RAT IS THAT

#

your giant rat killed me

honest stag
#

i did btw

last talon
#

oh then I just didnt notice it

honest stag
#

it's just

#

WAY too subtle

last talon
#

propane bottle? :D

honest stag
#

ye

last talon
#

I noticed that and thought "this needs a hank hill quote or something"

#

okay last try. this time I died because I thought I was in a safe location where the rat cant get to me and alt tabbed without pausing

#

also pretty merciful enemy placement with that black philip. it sees you when the map starts and shoots but projectile is too big to go past that pillar.

#

and the innkeep scientist doesnt see you for some reason

honest stag
#

ye i know

last talon
#

which is actually a nice thing

honest stag
#

i thought it was funny

last talon
#

yea I think its nice

#

activates when you take his pistol

long anchor
#

(or you can sneak past him, don't disturb his sweet nap)

last talon
#

nah I'll rather let that other dude jack off behind the bathroom door

long anchor
#

jmao

#

heh

last talon
#

which is a good enemy placement even tho it is predictable

long anchor
#

jmao BIGJOHN

last talon
#

lol

#

jacking your ass off sure

long anchor
last talon
#

is this an SDK issue too that leatherneck's dont make other sounds 'cept the wakeup one?

long anchor
#

yep

last talon
#

these mofos can creep up on you bad without those sounds lol

long anchor
#

that's what happened when i played Vriskas map for first time

#

same happened few times on my map too

last talon
#

also who doesnt like going through the garbage to find some half eaten bigmacs?

#

so little health pickups if you fuck up that you are definitely going to want those hp vials :D

#

even tho they wont help you

long anchor
#

that's my everyday food irl

last talon
#

you could eat for free easy at a mcdonalds garbage bin if they'd just let you

#

is there someting up in the attic of the inn? I can see a window but dont want to use my HP for rivet jumping lol

honest stag
#

it's a secret

long anchor
#

that's a secret and you have to find a proper way how to get there

last talon
#

thought so

honest stag
#

ye

last talon
#

I'll keep looking

long anchor
#

(or ask)

last talon
#

that rat house secret is great

long anchor
#

^

last talon
#

even tho it is jank af :D

honest stag
#

i really liked how it doesnt make ANY sense

#

but works anyway

#

so i left it like that

long anchor
#

i genuinely have no idea how you made it and it's awesome

last talon
#

yea and you are going to find it if you generally snoop around

#

yea wtf teleporters dont work that way what the fuck

honest stag
#

lol

#

want me to ruin the magic?

long anchor
#

one day - maybe

last talon
#

yea dont

honest stag
#

i started laughing like a maniac when i realised what was happening

#

i was just as confused at first

last talon
#

I bet :D

long anchor
#

you possess the true knowledge , keep it safe

last talon
#

but tbh I do enjoy the fact that its not working any way its supposed to in the general sense but its fairly obvious that if you have a rat house in your level its gotta be something :D

#

so people will most likely find it

honest stag
#

not everyone lol

last talon
#

ofc not

#

but if you play games like these alot

#

hey one tip I do want to ask: the secret entrance to the attic is it before the gate or after it?

honest stag
#

before

last talon
#

thanks

#

I've died so many times already that I dont really want to replay the start any more :D

#

so thats the only tip I want

#

lol took me enough time

#

I was overthinking it after that rat house

#

tried to dig into the outdoor WC

honest stag
#

lol
well glad you found it

last talon
#

there we go

#

took me enough times to beat it lol

#

not necessarily a bad thing but you can activate the welders and fork maidens before getting to their areas

honest stag
#

just played func_vehicle

#

that was fucking hysterical thank you @tepid python

fringe nymph
#

Did someone said

#

func_vehicle

honest stag
long anchor
#

same same

#

good ol' weapon pickup sound trick

#

also, how's the explosion made?

honest stag
#

ask flippy he made it not me

long anchor
#

yeah i know

tepid python
#

16 gascans get teleported in front of you on the same position

honest stag
#

lol holy shit

long anchor
#

ooooo

tepid python
#

For some reason monsters didn't work

#

Otherwise i would've just done that

long anchor
#

khm khm it would be cool if explosions from canisters, mortars and rivets could deal damage and break breakables khm khm

#

how do english people actually do the text-cough?

tepid python
#

In the end the gascans are better because it seems like the car actually exploded

#

Oh yeah the breakable secret in my jump map requires 40 melee hits to open because rivets do nothing

long anchor
#

there were secret?

#

heh

honest stag
#

monsters should work
even if they dont - we have a cool workaround that people used a couple times

tepid python
#

oh well the current version of func vehicle is already too much effort for a shitpost

honest stag
#

downloading blender rn
time to take level details to the next level
actually this is for future when we'll have custom weapons and stuff
i'm still holding out to that silent hill-ish thing

#

is it difficult to learn?

#

... actually
Can .map files be ported to whatever format dusk will support?

#

Because i'm so down for making blocky guns and using them

gritty forge
#

I think theres a .bsp to .obj somewhere

#

but I think zombie might just let you load .bsp files as models

#

obviously no animations lmao

spiral nexus
#

there are Blender plugins that let you export bsp files into one big mesh in Blender

#

it would be pretty funny to have .bsp as custom model support though

gritty forge
#

@still raptor hello .bsp model support plz

torpid agate
#

Trench boom supports exporting as obj I think

onyx marten
#

clip textures don't work atm right?

gritty forge
#

I think they do

onyx marten
#

using a normal brush with the clip textures doesn't work for me

spiral nexus
#

I think ZHLT clip textures aren't working rn

#

Zombie said he's gonna look into it

onyx marten
#

zhlt? I'm using quakes clip texture (if that makes a difference, i have no idea)

spiral nexus
#

Seems like it happens with all clip textures then

onyx marten
#

alright thx

swift drum
#

Hey. Just popping in to see how development of H-Dusk is coming along?

still raptor
#

lol

gritty forge
#

Understandable but we don't have scripting yet

swift drum
#

๐Ÿ˜”

gritty forge
#

But Dusk already has a hot momma

alpine depot
#

is there a limit to how many func_breakables can be triggered at once?

#

no reason in particular, no siree

covert matrix
#

does this mean we get to ride janky ass tanks in DUSK now?

#

those were my favorite Sven Coop maps

alpine depot
#

ok nevermind my triggers just aint working to begin with

#

lol

#

ok i am absolutely stumped

#

my triggers arent triggering the func_breakables at all

ancient depot
#

What if you set spawnflags to 0?

#

Also what texture is your trigger using?

alpine depot
#

i'm using the crack texture, and nothing happened when i set it to 0, thats why i had it set to 1

ancient depot
#

1 is equivalent to putting PlayerOnly

alpine depot
#

ohh, i saw Entity Only in the editor

ancient depot
#

Although it looks like we don't have any support for that in trigger_once thonk even though we should

#

looks like only trigger_teleport supports that atm

#

but anyway, that looks like it should be working

alpine depot
#

would the amount of func_breakables matter?

ancient depot
#

nope

alpine depot
#

oh ok cuz i have 78 of them in this specific sequence

ancient depot
#

does it work in Half-Life?

alpine depot
#

havent tried it yet

ancient depot
#

oh is your map compiled for quake?

alpine depot
#

yeah im using ericw's compiling tools

ancient depot
#

Could you provide a BSP?

#

@alpine depot oh, I just checked the code

#

Looks like we have a mistake in our func_breakable implementation

#

We don't treat health as having a default of 1, but 0

#

and we treat 0 as unbreakable

#

So if you add the health property to your func_breakable and ensure it's 1, it should work

#

I'll look into a proper fix for the next patch

alpine depot
#

I had a gut feeling lmao

ancient depot
#

Since I'm fairly certain an unbreakable func_breakable is still meant to break when triggered

#

Note that your func_breakables have all been grouped into one brush though lol

alpine depot
#

I always set the health to something like 10000 for good measure but this time I ignored that

ancient depot
#

so they just break into a few boards in the center

alpine depot
#

yeah that was part of my attempt to fix it

ancient depot
#

ah okay

alpine depot
#

thanks for checking it out though I never would've figured that out

ancient depot
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np

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glad to be of assistance

frank violet
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is there a way to tell what enemy I'm placing in trenchbroom?

honest stag
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? yes?

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what do yo mean exactly

frank violet
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When i place a quake enemy, it's labeled in trenchbroom as "monster_shambler"

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is there a list that says what that will be?

honest stag
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oh you can just rename it to any dusk monster from entities.txt - check pinned

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it will show up in game

frank violet
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ah cool, is there a list of what translated to what or do i need to through every monster and find out who is who myself?

ancient depot
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the translation thing is only a compatibility thing for existing maps

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you can place monster_mage etc

honest stag
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you can get a custom .fgd from somewhere here too

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with preset entity names and some sizes too

ancient depot
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they wont appear with their models in the editor yet but we'll be putting out a support kit for that later

frank violet
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I just want to know what monster_zonbie spawns, is what i mean

honest stag
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well zombie is leatherneck i think lol

ancient depot
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I think that spawns a leatherneck

frank violet
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I think I'm going to make a list, at the very least for myself

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just to figure out what spawns what

honest stag
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dog is a goat
army is a soldier
the big army guy is the welder
the knight is a priestess

ancient depot
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Yeah we should make a wiki page for it

honest stag
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i can start doing that rn actually

ancient depot
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๐Ÿ‘Œ

frank violet
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I've got a map with all the enemies on it rn

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I'll assist if you want help

honest stag
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ey sure, just tell me which is what and i'll make it into the page

frank violet
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do we want to do just enemies or all the items too

honest stag
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actually yeah

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good idea

frank violet
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live with a screen r/n of everything

honest stag
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can watch discord streams sadly

frank violet
#

F

honest stag
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cant*

ancient depot
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you could post a screenshot on imgur and link it

frank violet
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why is file uploading not allowed here? just to keep shitposting to a minimum?

ancient depot
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its only disallowed for new users

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anti spam measure

frank violet
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gottcha

ancient depot
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eventually you'll automatically get a Rat role

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which will let you post files

frank violet
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oh boy, rats

ancient depot
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usually within your first day or two of being active

frank violet
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that's fair

ancient depot
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and if we were interested in stopping shitposting we'd have to delete the whole server and terminate the company picardy

torpid agate
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Pls delete the server

frank violet
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I suppose shitposting and productivity can go hand in hand

still raptor
frank violet
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Ok I'm gonna make a list of the things, than post it.

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gimme a few minutes

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item_rockets: Rivet
Item_shells: shotgun shells, 12 pck
Item_key1: blue key
Item_key2: yellwo key
item_heath: larger health pack
item_cells: crossbow bolts
item_artifact_super_damage: fast fire totem
item_invulnerability: superhot heroin
item_artifact_invisibility: superhot heroin
Item_sigil: ??? Nothing?
item_spikes: Assult Rifle Ammo
Misc_explobox: red 55 gallon barrel w/ explosive
item_artifact_envirosuit: Fire-proof suit thingy that protects you from lava
item_armor1: diamond
item_armor2: diamond
item_armorlnv: Diamond

honest stag
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alright gotcha, lemme use that

frank violet
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i have more as well

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grenadelauncher: mortar
lightning: crossbow
naiulgun: assault rifle
rocket launcher: riveter
supernailgun: bold action rifle/sniper rifle
rocketlauncher: Riveter
supershotgun: super shotgun

honest stag
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alright now i need
monster_boss
monster_fish
monster_hell_knight
monster_ogre (both)
monster_oldone
monster_shalrath
monster_shambler
monster_tarbaby

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i have the other ones

ancient depot
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fish is lil chomper

honest stag
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..makes sense

ancient depot
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shambler is cowgirl I think

frank violet
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monster_fish: mini chomper
hell knight: horror frog thingy that yells and spits
knight: priestess with the sword that sounds like the heater from home alone
ogre: scarecrow
ogre_marksman: ??? nothing?
enforcer: welder
dog: black phillup (the goat)
old one: Stephan Weyte
demon1: wendigo
army: soldeir
shambler: Cowgirl
shalrath: fork maiden
wizard: flying bone monk thing, i think that's what they're called. Not the spinning ball of death.
tarbaby: cart dog

honest stag
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"horror frog thingy that yells and spits"

frank violet
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zombie: leatherneck

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idk what it's called

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that's the best i can describe it

honest stag
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Horror

frank violet
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oh really

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i think "fuck" would be a better name for them, that's what i say when i see them

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i think that's everything, i can go check again if we're missing anything

frank violet
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"boss" and "ogremarksman" don't spawn anything

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unless i fucked it up somehow

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it is entirely possible that i did mess it up, it took me forever to get trenchbroom working. I'm not very computer-savvy. I'll check back tomorrow after messing around with it a bit more.

spiral nexus
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The offsets for them are off right now iirc

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So they might spawn in a different place as the entity

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Not sure though

frank violet
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i think i noticed this ^

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I'll check tomorrow afternoon

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or, later this afternoon, I suppose

ancient depot
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"boss" and "ogremarksman" don't spawn anything
I don't think any replacements are set up for them so they don't spawn anything yeah

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I had a replacement for ogremarksman listed in my earlier prototypes but I guess it never got carried over

honest stag
#

is it possible to make some sort of invisible barrier which the player can walk through that blocks the enemies' view?
Like walking past an enemy without them being aggro'd

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so that the enemies dont aggro from miles away in open areas

spiral nexus
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Do enemies see through func_illusionary in DUSK?

honest stag
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actually probably not

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let me test it realy quick

long anchor
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there's func_illusionary?

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wow

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i missed a lot of stuff during my 2-weeks vacation from mapping

honest stag
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yep they do

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dang

ancient depot
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func_illusionary has been in since almost the beginning

sterile arrow
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itd be sick if we could just turn aggro on and off with triggers

frank violet
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that's one of the issues I've been having

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dusk doesn;t work well with enemies running across the map at the player

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it's much better for the player when you can see them coming. or at least have them appear in front of the player before they aggro

jagged kestrel
#

hey all scott here from mod.io. Just letting you know we've deployed an update to our discord bot should you want to invite it in here (basically sends a notification whenever a mod is released or updated)

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If an admin wants to give it a trial, steps are:

  1. Invite it https://discordbot.mod.io/
  2. Set default game using ~game DUSK
  3. Subscribe to updates using ~subscribe DUSK

All done! Hope that helps ๐Ÿ˜„

iron needle
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@verbal peak

verbal peak
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we'll look into it!

alpine depot
#

oooo are we surrendering to skynet?

verbal peak
#

maybe eventually

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judgement day will have to wait

alpine depot
#

just let me get some popcorn and a lawn chair before then

ivory magnet
#

maybe later once the modding scene grows a bit more

tepid python
#

it's already huge

ivory magnet
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it's way larger already than we expected it to be yeah

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but releases are still scarce enough at this point to not warrant a bot and a releases channel for it to post in. we'll definitely make use of it once the SDK is more feature complete though ๐Ÿ™‚

spiral nexus
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The bot could post mod publications on this channel or something

gritty forge
#

Add it cowards dance

civic sentinel
#

Are the ask custom models available yet?

ancient depot
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Custom model support isn't in yet

gritty forge
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Gimme static_prop dance actually how would you handle collision for that

tardy charm
#

Can we do custom weapons or is it just maps atm?

gritty forge
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just maps right now my dude

small gate
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iqm has early rejection data IIRC

tardy charm
#

Oh? Because i would love to try to port the weapons from Quake 1 and 2 on DUSK

small gate
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what format is Dusk going to support early on for models I'm not sure tho

tardy charm
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Perhaps Quake engine map support?

small gate
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bsp is already in

tardy charm
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i meant models

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Would be neat if you could throw in models from the Quake engine to DUSK

small gate
#

vanilla mdl is sorta crusty tho

tardy charm
#

because of the lack of skeletal animations and model interpolation right?

small gate
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also limited numerical representation

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quantization artifacts yay