#dusk-modding
1 messages ยท Page 44 of 1
that 2 minute tutorial included an important part at the start where you tell trenchbroom where quake is installed on your pc
basically it needs the quake palette
which you can download from the quake wiki if you dont have quake
ok i got that
let me try it again
so i just choose the folder the quake palette is in, right?
ok it's still not working
so, i guess im not sure what problem youre even having then
a screenshot would help
can you use snipping tool?
its a program that comes with windows that takes screenshots
you can dm it to me if you want
this is why New Blood devs are better than other devs
rockstar just tells you to go to hell
oh
ok @frank violet youre fine
its just because you dont have quake installed, and its looking for quakes models
the map will still work fine
I've never heard of a dev who says, you can dm me it you need to
look at it now, even the dusk models are black
ok
so in the folder where you want to tell the game quake is
make a folder called id1
and in that folder
a folder called gfx
then put the palette file in the gfx folder
I'll try it, thanks
that should work
so you would tell trenchbroom its in C;/fakequake/
and inside of "fakequake"
you need fakequake/id1/gfx/palette.lmp
i see
then that should work
it's all just black, dusk textures
still aren't loading
Gonna try to reinstall stuff
ok
D:\The D\Trechbroom and Mods\Mod Folder\fakequake\id1\gfx
just point it at Fakequake
keep id1 and gfx, but trenchbroom needs to be pointed at fakequake
so D:\The D\Trenchbroom and Mods\Mod Folder\fakequake
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
not yet
Ah ok thanks! Will it be available at some point or should I just start using WINE?
linux support is indeed planned, but for the time being wine or a VM are your best options unfortunately
Ye I've been doing everything on Mac in a Windows VM
ok ty
that's just a regular walmart
ha
every walmart is demon walmart
time to 3d model with a fucking touchpad because I can't find a mouse
shouldn't it be demonmart? or better Cultmart?
clip brushes aint working for me
yeah I haven't been able to use em either
I thought it was just cuz zhlt was doing something special tho
@ancient depot
although AAATrigger doesn't work with ZHLT either unlike Ericw (?)
Yeah there's something up with them, I need to look into it
curtains are suprisingly easy to make with brushes
behold the shittiest hotel room possible
also behold, the shittiest truck ever
I can't wait to play Euro Dusk Simulator 2.
func_vehicle
func_shittytruck
the promised day of the reckoning will start once we have func_vehicle in Dusk
that is too much power for us, mere mortals
So many bruhshes
my map has so fucking many small brushes lol
lemme check actually
2705 brushes lol
i am about uhhh
60% done with the layout/details
so that amount will go up by about 1500 brushes when i'm done
the map is really small too
yoo devs, is .lit support high-priority? it's something i REALLY need for my map :(
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
if i run into any problems like that, i'll go around the map and optimize the shit out of it
It's a good habit to do from the beginning, but I must say I am myself pretty lazy on optimization
If it doesn't obstruct your view, func_detail that shit.
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)
Even primitive stuff can split up visleaves unnecessarily sometimes, honestly.
what stops me from making every brush a func_detail
Oh, the entire map being one big visleaf. That's all. :V
func_detail doesn't seal the map
Yeah as of right now
but vis is gonna be supported at some point
also without proper vis you can run into lighting problems if hulls are incomplete
I wonder what's more practical; occlusion and frustum culling, or visleaves? ๐ค
i have no clue what any of that means :^)
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.
So they overlap.
Visleaf culling is far easier on resources than occlusion or frustum culling, but can make mapping more of a pain in the ass.
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
Not quite! After all, rendering is still done clientside. All the server does is collect and report player status.
Areportals are still open at least in Source
if player is within it
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
Huh, I'm surprised. I thought visual representation and actual player data were separate in that regard.
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.
not quite, what I mean is that uuuh
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
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?
If I recall, visleaves are active whenever a player has line of sight into them.
If B isn't even looking in A's direction, it wouldn't matter if it was rendered or not.
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
in makes them very inefficient since players are constantly looking at each other in multiplayer
Remember though, rendering is done clientside. So what's being rendered for one player doesn't have to be rendered for another.
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.
but you're doing optimization for the client, not the server
Mhm, which is why players can render different visleaves at the same time.
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.
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
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
Oh, but why would it be tracking the portals that other players can see through?
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.
that makes sense
also sorry if I have bad time explaining, I'm a bit crap at English ๐
No big deal. ๐
Oh umm... want me to delete?
nah jk
Sorry I probably should have asked permission. I just thought it was funny lol
kinda wouldnt make sense, it's already publid lol
public*
since it's posted in here
Yeah fair
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
and i cant compile with zhlt cuz i use brushes that are <1 unit big
I'm not sure actually. You'll want to ask Zombie
aw alright
I've been really busy with other stuff so I haven't been working as much on the SDK over the past few weeks
makes sense why updates slowed down then :P
no big deal, we waited for the sdk and we'll wait a bit more lol
doom eternal pre-alpha leak??!?!
the blue outline of the window bugs me to hell
i cant unsee it, why trenchbroom why
? what outline
Man, I hope we see more maps with the "old coal town" aesthetic. It's not something you see often in games.
Hell, closest thing to that I can think of in recent memory--not counting DUSK--is Ravenholm from HL2. :v
flames is doing a map like that i think?
or sorta similar?
it's pretty damn sick too
What's the difference? 
"Everything went to shit when the coal mine shut down, but now that the cult moved in, things are looking up!"
Yeah, I guess it's the same but different.
anyone got any tips for map design
like
not actually using map makers but
ways of designing them
idk how to explain
like whats a good starting room and what should i make from there and shit
just make whatever comes to mind lol
people go about different ways of doing it
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
like "wouldnt it be cool if there was x here"
what do you think would be really cool to see in a map?
maybe sorta a theme first?
like a medieval style think a-la quake 1
or more sci-fi like doom
or something dusk-like
and then go more specific
more and more details will come to mind as you narrow this and in the process of making a map
does anyone have the key value pairs for func_rotating?
specifically how to set the axis
man
i didnt know duskdude had barely any sounds
updated my mod so there's a version with all sounds replaced than just jump
@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
Am I doing something wrong?
are you enabling it in the modding options?
Did you go to the mod menu and enable it?
Do I have to use the sdk launcher first?
Ok Iโll try that, thank you.
just tick the box and then click apply and it should work
Thank you, it works now!
nice
woahhhhh holy shit
thanks
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
That custom screenshot reminds me of Blood.
ooooh that looks really good
god i have no idea what im doing here
even if i did i have no creativity to design rooms around
there's still no E1M1 doom remake
I thought I saw someone working on one when the SDK first got released
god i have no idea what im doing here me throughout Dusk's development, before Dusk's development, and after Dusk's development
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.
its not so much i have n oidea
its just
i really don't know what i want to make
and even if i did, how it would or should look
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
the sdk currently doesnt play music on the menu, or in custom maps
f
@lament ore Is there any clever way to make a frustum (as in shape) in JACK?
Or wedge brushes are the only option
I'm recreating E1M1 from doom2brush with help
But I need some help again with platforms and lights
Watched dumptrucks light vid
Is there any easy way to add lights to maps
I made congo in dusk
But without light
And targets in trenchbroom
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
So I need to use light enviroment
Allright
And guys dusk dude is more taller than doomguy
He can't fit the exit doors in entryway
You just need to slide in some of the maps
Duskdude is same height as Gordon and the Ranger iirc
use info_player_start for reference
the way things are done in Doom is radically different to proper 3D engines
so is there any way to make dusk maps for the gog version of the game or am I SOL on that one?
that's a major bummer
It's early days
we might try to make it available sooner
we understand gog folks are missing out
and never want that to be the case
Guys how to make switched change map ?
switched change map?
you mean a map that goes into another map when you hit trigger_changelevel?
you mean a map that goes into another map when you hit trigger_changelevel?
@honest stag yes that's what I meant
new update to jusk will come out tomorrow
whats new with jusk?
Also my lights doesn't work I used qbsp and light
nice
ill get some fresh screenshots
menu sound is now big john
changed the jump sound
this
what is that?
the fireball
whats the texture supposed to be?
His mouth
nice
it should be up tomorrow im going to sleep now

gg
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
its okey bro
theres stuff in the default quake makes that break the Geneva convention
I think Romero surpassed Geneva conventions long time ago
especially after Daikatana
has anyone gotten func_plat to work? for me it just teleports instantaniously
you set some wierd speed on it or somethin?
actually I don't know if we're gotten the update with it yet
any ideas why this brush is illuminated on the top? it shouldnt be and its sealed with the other brushes
im not sure exactly which brush we're looking at
but its very possibly a lightmap error
first check if its like that in quake
will do
if its an error with our bsp renderer, it might get fixed pretty soon
zombie is in the middle of a rewrite of it that may fix most if not all lightmap issues
and allow us to implement light styles
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
nice
if you send me the bsp i can check whats up
so for func_plat, quake e1m1 actualy uses func_door for all the elevators.
which I would do, but func_door doesnt work if it touches another func_door. Im trying to make an enclosed elevator thing
hmmm
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?
yeah, or belong to the same func_door
kvps?
key value pairs
that's for all brushes
ok the lip might be my problem. is it set to 0?
hmmmmmm
uhm
nothing on the lip, guess it's 0
look
i think i know why it's not working for you
did you select everything and turned it into an entity, or you made it piece by piece?
sneaky peek
figured i should link this because it has a lot of texture resources people can use https://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369
ooo thanks for that
good gamer shit
god yall create such fucking cool shit ๐ฒ
anyone know any good tutorials on getting started with dusk modding?
I'd love to make some maps but I don't know where to begin with Trenchbroom
dumptruck_ds has a great tutorial series for tb on youtube
alrighty, thanks!
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
i feel like jusk is going to cross the line of too much at some point
i feel like we crossed that line a long while ago
Literally unplayable
g o d the hands took me so long
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
oh hey nvm i figured it out lol
heh
How illegal is it to make campaign of maps with a sewer level?
is there an example of a fun sewer level in a game
i only recall terrible times with them
It's staple of retro shooters at least
Imma make sewer level and no one can stop me
Cease
Half Loaf
This is as much as i can do
It's not like my words have an actual inpact on your life
has anybody here played the futurama ps2 game
its second level is a sewer
and it might actually be the worst sewer level
dusk had like, a quarter of a sewer level
wasnt very sewery though
previously e2m2 was a sewer level believe it or not
lmfao
E1mS
that legendary dont go in the ruins wendigo reveal
was a sewer level
thats one of the most complete scrapped levels there is actually
next to E3M5?
e3m5 doesnt have a super complete scrapped version
its got a lot to it
but its not like, a finished thing
e2m2 is pretty much a finished level
ill say what was it, e2m8? has also a very interesting alternate version
but its like a combination of things that made it into other levels
those still exist or are yeeted out of recycle bin
If I barricade my house from Civvie, making sewer level probably will be fine
I hope
Civvie's always watching
He will personally come to my house and force me to complete Blood on highest difficulty
I think he will force you to play something shitty instead
What was the latest one?
Postal: Corkscrew Rules
that's more punishing than playing Blood
aside of crappy translation Postal: Corkscrew Rules isn't even that bad
guy from YT
i don't remember if i can put links so i won't
what fps's
He's just a boomer lad doing funny internet videos for fellow boomers like everyone on this server
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
it reminds me of Nuclear Titbit if you know that game
at least for me, I as russian feel super uncomfortable seeing or playing P:CR
Not because i'm offended or some shit but because it's super cringe
whats cringe?
cringe is cringe
I think I just have a thing for 2000's jank
psycho mantis?
who?
you are EmiruFin
the weeb
if I am weeb then why don't I have anime girl as my profile picture
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.
who is civvie
a fat youtube personality who smokes 2 packs of cigarettes a day
My compiler says my "map exceeds bsp29 node/leaf limit. recompile with -bsp2 flag"
what does that mean/what can i do?
yeah i already use lots of func_details, where can i select -bsp2?
are you using TB? idk how TB works
yup, tb and compiling with ericwtools
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
oh ok just type -bsp2 into command line arguments?
Yeah, I presume so
doesnt seem to work, error message still shows up
Use the compiling Gui
i am
thats where the error shows up
ohh i got it now
i used the general command line arguments, not the qbsp one
does anyone have any tips for lighting big outside areas?
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
im loving these posters so much
epic
mistery!
the postal music makes it perfect
I'm trying to launch the sdk version today and it's just giving me a black screen
wut
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
something broke
are you running it in 32 bit?
my OS is 64 bit and steam is 64 bit, and I'm running it from steam
Is the SDK out? Because I can't find it anywhere.
@lament ore https://i.imgur.com/lKwdDw8.png
base game works fine
sdk binary gives black screen
it didn't do it a week ago
Where can I access the modding tools?
Thanks
yw
damn lmao
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?
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
fun fact source .mdl files still have quakec in them

I just wanted TF2 frying pan in Dusk ๐
Don't know how hard it is to backport
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.
@ancient depot command line option to launch straight into a map plz?
@viscid sinew but it being out-of-place with other visuals would add to the comedic effect

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
trigger_hurt isn't implemented at the moment
sex is cool and all, but have you ever compiled a map without compiler reporting any leaks
best feeling ever tbh
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.
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
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.
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
maybe just reinstall dusk
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
try adding them back one at a time
That's what I'm doing 
It's Horror Critic
Since I'm not the only one experiencing this issue, I'll go ahead and report the mod
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
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
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
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>
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
thats correct
it should be Textures Sounds
@fast ridge if you wanna update your mod to fix that, thatd be ace ๐
<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>```
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 I just played with the mod on and it doesn't change the horror's texture for me
https://i.imgur.com/cqBoUS0.png
I do hear different sounds, though
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
func_vehicle is an absolute necessity
anybody who remembers nippermaps would unequivocally agree.
BRUSH BULLETS
BRUSH BULLETS
who tf is going to look at that in-game why do i bother
I appreciate the ludicious detail
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
I'll be sure to when you release it ๐
ey thanks
Please make those func_details
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
mfw you model and texture stuff so well in TB but you dont know how to do that in blender
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
@honest stag just finish and release it bro
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
you could round trip it to JACK and compile it for hlbsp
and get your colored lights
tried that, i have too many sub 1 unit brushes
well, then id just bake it with colored lights anyways and wait for .lit support
and theyll just be there when its ready
is there a way to make func_breakable break with a trigger?
i think target
i'm not sure but you dont need a health value for it
if it's triggered?
serisouly unsure here
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
thanks dude
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
sickk thank you thank you
looks like good shit hitting a limited edition fan
thats the goal ๐
Nice dude
https://dusk.mod.io/the-lost-mansion
i cant say i'm too happy with this map, but enjoy this short experience
lets give it a try then
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
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 
you enabled the mod?
I have
it works now yea
ah ok
but I cant get another map to run for some reason
which one
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
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
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
what about the teleport to the wizard alley
that didnt seem to make any sense either :D
hm?
wait how did you get there exactly?
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
and okay yeah the borders of that secret are teleports so you dont break the map
by jumping around
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
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
also the fork maiden alley has a nice see thru graffiti which is obviously some transparency fuckery
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
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
...damnit
oh yeah and that big gate
alright good place for a secret actually
if you can make it stay open it would be dope.
is it not?
also leathernecks dont know how to get out of the mall
oopsie
navmesh thing
i guess that's because all enemies can't go through place where doors/breakables are
yea I guess its leatherneck problem
was fun looking at the AI in the hedge maze after I blew it all up
they do :D
they are
jesus
mall needs more hash :D
oh yeah nice map made out of brushes :D
tbh alot of nice stuff made out of brushes xD
thanks lol
that's why the map is so short
instead of making it fun i spent time making that stuff
yea blew all your modder budget in making a gun out of brushes :D
lol yeah
I always forget that mspaint crop tool doesnt copy when you make your decision :(
but yea you might want to look at that brush
oh my GID
GOD
how the fuck did that happen
this mansion was literally the first thing i built
and didnt see that
the detail on this bad boy ๐
i forgot this existed lol
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
i did btw
oh then I just didnt notice it
propane bottle? :D
ye
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
ye i know
which is actually a nice thing
i thought it was funny
(or you can sneak past him, don't disturb his sweet nap)
nah I'll rather let that other dude jack off behind the bathroom door
which is a good enemy placement even tho it is predictable
jmao 

is this an SDK issue too that leatherneck's dont make other sounds 'cept the wakeup one?
yep
these mofos can creep up on you bad without those sounds lol
that's what happened when i played Vriskas map for first time
same happened few times on my map too
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
that's my everyday food irl
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
it's a secret
that's a secret and you have to find a proper way how to get there
thought so
ye
I'll keep looking
(or ask)
that rat house secret is great
^
even tho it is jank af :D
i really liked how it doesnt make ANY sense
but works anyway
so i left it like that
i genuinely have no idea how you made it and it's awesome
yea and you are going to find it if you generally snoop around
yea wtf teleporters dont work that way what the fuck
yea dont
i started laughing like a maniac when i realised what was happening
i was just as confused at first
I bet :D
you possess the true knowledge , keep it safe
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
not everyone lol
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?
before
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
lol
well glad you found it
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
ask flippy he made it not me
yeah i know
16 gascans get teleported in front of you on the same position
lol holy shit
ooooo
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?
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
monsters should work
even if they dont - we have a cool workaround that people used a couple times
oh well the current version of func vehicle is already too much effort for a shitpost
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
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
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
@still raptor hello .bsp model support plz
Trench boom supports exporting as obj I think
clip textures don't work atm right?
I think they do
using a normal brush with the clip textures doesn't work for me
zhlt? I'm using quakes clip texture (if that makes a difference, i have no idea)
Seems like it happens with all clip textures then
alright thx
Hey. Just popping in to see how development of H-Dusk is coming along?
lol
Understandable but we don't have scripting yet
๐
But Dusk already has a hot momma
is there a limit to how many func_breakables can be triggered at once?
no reason in particular, no siree
does this mean we get to ride janky ass tanks in DUSK now?
those were my favorite Sven Coop maps
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
does anything look off here?
i'm using the crack texture, and nothing happened when i set it to 0, thats why i had it set to 1
1 is equivalent to putting PlayerOnly
ohh, i saw Entity Only in the editor
Although it looks like we don't have any support for that in trigger_once
even though we should
looks like only trigger_teleport supports that atm
but anyway, that looks like it should be working
would the amount of func_breakables matter?
nope
oh ok cuz i have 78 of them in this specific sequence
does it work in Half-Life?
oh is your map compiled for quake?
yeah im using ericw's compiling tools
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
I had a gut feeling lmao
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
I always set the health to something like 10000 for good measure but this time I ignored that
so they just break into a few boards in the center
yeah that was part of my attempt to fix it
ah okay
thanks for checking it out though I never would've figured that out
is there a way to tell what enemy I'm placing in trenchbroom?
When i place a quake enemy, it's labeled in trenchbroom as "monster_shambler"
is there a list that says what that will be?
oh you can just rename it to any dusk monster from entities.txt - check pinned
it will show up in game
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?
the translation thing is only a compatibility thing for existing maps
you can place monster_mage etc
you can get a custom .fgd from somewhere here too
with preset entity names and some sizes too
they wont appear with their models in the editor yet but we'll be putting out a support kit for that later
I just want to know what monster_zonbie spawns, is what i mean
well zombie is leatherneck i think lol
I think that spawns a leatherneck
I think I'm going to make a list, at the very least for myself
just to figure out what spawns what
dog is a goat
army is a soldier
the big army guy is the welder
the knight is a priestess
Yeah we should make a wiki page for it
i can start doing that rn actually
๐
ey sure, just tell me which is what and i'll make it into the page
do we want to do just enemies or all the items too
live with a screen r/n of everything
can watch discord streams sadly
F
cant*
you could post a screenshot on imgur and link it
why is file uploading not allowed here? just to keep shitposting to a minimum?
gottcha
oh boy, rats
usually within your first day or two of being active
that's fair
and if we were interested in stopping shitposting we'd have to delete the whole server and terminate the company 
Pls delete the server
I suppose shitposting and productivity can go hand in hand

Ok I'm gonna make a list of the things, than post it.
gimme a few minutes
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
alright gotcha, lemme use that
i have more as well
grenadelauncher: mortar
lightning: crossbow
naiulgun: assault rifle
rocket launcher: riveter
supernailgun: bold action rifle/sniper rifle
rocketlauncher: Riveter
supershotgun: super shotgun
alright now i need
monster_boss
monster_fish
monster_hell_knight
monster_ogre (both)
monster_oldone
monster_shalrath
monster_shambler
monster_tarbaby
i have the other ones
fish is lil chomper
..makes sense
shambler is cowgirl I think
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
"horror frog thingy that yells and spits"
Horror
oh really
i think "fuck" would be a better name for them, that's what i say when i see them
i think that's everything, i can go check again if we're missing anything
"boss" and "ogremarksman" don't spawn anything
unless i fucked it up somehow
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.
The offsets for them are off right now iirc
So they might spawn in a different place as the entity
Not sure though
i think i noticed this ^
I'll check tomorrow afternoon
or, later this afternoon, I suppose
"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
I had a replacement for ogremarksman listed in my earlier prototypes but I guess it never got carried over
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
so that the enemies dont aggro from miles away in open areas
Do enemies see through func_illusionary in DUSK?
there's func_illusionary?
wow
i missed a lot of stuff during my 2-weeks vacation from mapping
func_illusionary has been in since almost the beginning
itd be sick if we could just turn aggro on and off with triggers
that's one of the issues I've been having
dusk doesn;t work well with enemies running across the map at the player
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
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)
If an admin wants to give it a trial, steps are:
- Invite it https://discordbot.mod.io/
- Set default game using
~game DUSK - Subscribe to updates using
~subscribe DUSK
All done! Hope that helps ๐
@verbal peak
we'll look into it!
oooo are we surrendering to skynet?
just let me get some popcorn and a lawn chair before then
maybe later once the modding scene grows a bit more
it's already huge
it's way larger already than we expected it to be yeah
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 ๐
The bot could post mod publications on this channel or something
Add it cowards 
Are the ask custom models available yet?
Custom model support isn't in yet
Gimme static_prop
actually how would you handle collision for that
Can we do custom weapons or is it just maps atm?
just maps right now my dude
iqm has early rejection data IIRC
Oh? Because i would love to try to port the weapons from Quake 1 and 2 on DUSK
what format is Dusk going to support early on for models I'm not sure tho
Perhaps Quake engine map support?
bsp is already in
i meant models
Would be neat if you could throw in models from the Quake engine to DUSK
vanilla mdl is sorta crusty tho
because of the lack of skeletal animations and model interpolation right?