#dusk-modding
1 messages · Page 45 of 1
still no skeletal animation tho
Which probably means i have to do some model rigging before porting
@small gate i believe the planned initial formats are iqm, and q1/3 mdl
Personally i find the crust of vanilla models charming
I do too, but I usually play with chonky pixels
because at hi res it looks off as hell
In the end i could not get much enjoyment out of STRAFE but i found the art direction on monsters and weapons to be appealing
mmm crust
e.g.: I love every single psx crust, texture swim? yes, vertex dancing? yes
dithering? hell yeah
I like it more when it is used as inspiration for an art style rather than being a "true" vanilla model
yeah they do not play well at modern res
Cause textures and the world around them does not look crusty as well
Blur-O-Vision™️, the way it's meant to be played
I always play games at 1080p
not playing games at 4k
ngl im smh rn
|| I don't either fucking RX480 wont handle it too well ||
How's the progress on HDusk?
lol
Making pretty good progress
is teleportation still a little fucky or are there some rules I don't know of? For some reason most of the monsters spawn in but some don't and their teleporters are all properly named and targeting different info_teleport_destinations /targetted by a multi_manager.
it's a bit fucky
damn
oh you can trigger a trigger_teleport or something?
yup
It has begun. I have begun constructing my first map ever. It looks like SHIT babyyy
that's the attitude
is teleportation still a little fucky or are there some rules I don't know of? For some reason most of the monsters spawn in but some don't and their teleporters are all properly named and targeting different info_teleport_destinations /targetted by a multi_manager.
@onyx marten i think only enemies that are touching the ground can teleport and the hitbox things in trenchbroom can be off and put them in the floor
i was having the same problem and i just replaced the whole thing and it worked for some reason
yeah youve gotta keep in mind the entities you are using are not exact, theyre approximations
so the hitboxes and sizes of those enemies differs from what is being displayed
when we release an official FGD we can make it exact
Scott
Eat your greens
Scott gimme the FGD
Nah but maybe have something in the entitie code that says what values it takes and stuff so you can auto generate a FGD file
Scott is going to be healthy
Hello friend :)
Good afternoon Jakob
Good afternoon gamer
It’s gaming time
no it's xx:06
does Animated mean it scrolls or something?
or like, a gif although i doubt something like wally supports gifs?
uhh isn't that the same as buttons?
I remember button textures having + in front of them
but yeah they're animated
wew
😠 Me want H-Dusk now! 😠
The horror but with double Ds
what the fuck is that supposed to mean lol
WAIT-
I'm not sure if what I'm thinking of is right or wrong
There's only three things that could mean and only one of them is not utterly AIDS
3? The previous post was about Hdusk, what the hell else could it mean?
It could mean double D sized knockers, two penises or two of the lad named Double D from Ed Edd 'n' Eddy 
OH NO THE HORROR IS HOT
Dusk but everyone is a cute anime girl
Okey so hypothetically if I needed concept art for HDusk who would I ask
I can only draw stickmen 😔
i can draw shit
Konrad can u draw lewd horrors tho
I mean if we're talking seriously here nah
But I can pay you for a soldier one
T 🅱️ose
so, how easy is the sdk to use
???
nothing.
are you under the impression that there is an editor in the sdk?
cuz there isnt one
the supported one is TB though
ah
need to do that outside of the sdk
the sdk only launches the map
also we cant edit the maps from dusk yet
what palette do i need ? something from the pak files ?
the best i can do is try maps from quake/2 and hl
also i'm not sure if quake 2 is supported
then i'll see what crashes and what doesn't.
i would have tried hl 2.
but i forgot which map uses custom assets.
source maps arent supported p. sure
there is a dusk dev wiki but it's pretty empty, you can find some info there tho
pretty sure there is a FAQ too
check pinned messages
guess i'm waiting till people go further in deving.
Guys i starte working on h dusk assets, things are already going great
Nobody knows what it should be
draw a bikini over the cowgirl textures and boom
This channel wasn't approved by the Vatican
Most of humanity was not approved by the Vatican
hallo, so is this the cool kids club they told me about?
to make Dusk maps, i need to download trenchbroom a quake 1 mapeditor right
but what i don’t know how do you load your custom made maps ?
Check the pins, bro.
There's a smorgasbord of info there, everything you'd need to know. :D
need some navigation here, where are those pins?
You can just click the pin at the top of the Discord window to view them.
anyone who understands sculpting and shit - i need your help
how can i improve the look of this? how should i do the hair?
Yeah, definitely minimize the number of brushes whenever possible. If a shape has no concave sections, it can be one brush.
Make brushes, not bruhshes
func_detail everything
Try taking the lower part and making it circular (duplicate and rotate)
please don't take me
too late
when we getting func_bruh
When you make it ™️
i did, i couldnt get it to be there and no clip with the other parts
hands are a fucking mess to move so it's as good as i could get it
no one must know
except you i guess
doesn't even hold the sword smh
alright i moved it around a bit
god i hope people dont look too closely at the hands, the more i try to make them look good up close the worse it gets
It's fine dude
That's what happens when you try to make small stuff in a map editor lmao
player size for reference
oh god oh heck
i domt really know where to go from here
i think i'll leave it as-is
Ok
Of monsters do not spawn like a waterfall from the weight i will be like so disappointed
I just gave you a million dollar idea
it's gonna be another patented jank teleport by vriska :D
oh hey i think flippy made a jump map, have you tried it?
I do not think that is a true statement
I have seen players die in Quake 1 jump maps
well i guess for challenge shit yes but overall i dont see why not go with godmode/inf. ammo
And if they didn't it's because they were given an infinite invul at the start of the level
Many jumps maps are built around giving a precise amount of ammo and making players figure out the best way to take advantage of them
uncapped bhop for cs:s bhop maps in DUSK when
jump map competition
jump map jam
Come on and map, and welcome to the jam
Mapping jam could be pretty exciting once SDK is more feature rich
jamp map jam
dask jamp map jam
@honest stag stop doing awesome stuff my eyeballs are burning
thanks mang
can I shill my map one more time here?
thats what #dusk-modding is for
play my map lol https://dusk.mod.io/undertow
what'd be a "funny haha" thing to replace soldier sounds with
squelching
R. Lee Ermey insults.
Is it normal to not be able to save or load in the SDK when your playing a map?
yes, saving is not supported yet in the sdk
saveload support when 
not for a long while yet
if we want to do it properly, that is
a lot of webs we need to untangle in the code first
ок
I mean prolly
I guess with some really elaborate scripting that could be possible...?
I sadly don't have any programming knowledge so I can't say
do enemies fall through a broken func_breakable?
probably not atm
ok so i need some ideas
this wall looks bland and i want to make another meme billboard ad to liven it up a bit, any ideas for what to advertise on said billboard?
Mom's kinky shop
was it something best left ungoogled? :D
come up with a soda ad that advertises blood soda
Or Mom's Non Euclidean Hospital
there is a Mom both in Dusk and Futurama
you mean mama?
i need to add a quick rust overlay like the rest of the ads
haha
and yes i am actually adding said club into my map
When can I have this kind of quality ads before my YT videos
this is definitely the vibe
perfect
nice
when music support is added i'm gonna blare the ricardo meme music
This is the quality content i live for
if you have any other ad ideas let me know and i'll add them in
Cart dog Animal Rescue
Priestes S&M
Fork Maiden retirement house
Chomper Sushi All You Can Eat
Wendigo Insurance ad of "We're always behind your back"


fork maiden retirement home coming up next
please use these ads so all the maps are connected
you should group them into a zip so people will have an easier time using them
once you are done with them
^
i'll fix the maiden quick and then throw all these into a zip
yum!
v2
oh god now it's harder to read the bottom
ahhhh
ill just murder the rust and call it a day
I feel like you can remove the last two lines and not lose anything
ye

this fucking chomper one is just beautiful
time to put it in a tweet
actually ill make a wad too for all these
now the wall looks so much better!
oh boi
nice
You know, a texture pack of nothing but advertising billboards and posters would be an adorable idea. :V
can anybody tell me why the water doesnt work? i just duplicated and lifted the ground brush, made it func_water and put a *watertexture on it. with that texture, the brush doesn't appear ingame and with a normal watertexture it's there but it behaves as if the brush was 2x as tall
this is with the normal water texture
what happens when you cut up the water brush?
didn't try it yet. you mean cut up so it doesn't go through other brushes?
and now for some god damn reason that "escape" screen appears when loading the map
are there other reasons for this than missing the palette.lmp ?
The escape screen appears when there's a critical error, a missing palette.lmp isn't classified as a critical error and would only cause you to get missing textures
So something else is wrong
Anyway, there seem to be some odd issues currently related to texture-based effects (water, clip, etc) so you might want to try and make it a func_water and give it a texture that doesn't start with *
or !
what could be a critical error?
A broken entity, invalid map data, etc
If you send over the BSP I can find out for you
and i did use one without * or ! but somehow the there is water above the brush
sure thanks
That might be related to a separate issue we need to fix for the next patch
I'll investigate both
For those that are curious, object_teleporter is broken atm which caused the error, so don't place that in your maps currently
It's fixed for the next patch, alongside hopefully forcing the game to push through any other loading errors so you can at least get into the map
are we going to have particle effects by themselves in the near-ish future? like, adding fire somewhere without needing a barrel fire or campfire stick pile prop thing, etc
sick
Zombie doesn't even give you an error message :(
so basically we all should wait for when console is out?
I mean the text file output log
if you run the game with dusk_win.bat it appears in etc/usr/output.log
Nice pun Zom🐝
Zom🅱️
haha, nice.
Has anybody made a bazingadusk thing yet
If there wasn't, now it is
is there a way we can count alive enemies and trigger something yet?
how do i get sdk can some help me
Welp
I wish i could make a texture mod for one of Dave's tweets but am at school :)
At least we got a lot of meme texture mods
don't judge me https://imgur.com/f82Km82
By the way, some of his sounds now make hoo-hoo.
make pooh the leatherneck
piglet becomes the bone monk
kanga and roo are mages and grand wizards respectively
it'd be great if I could do better with textures
it looks great as it is lol, meme mods should never be high quality or it just soils the whole mood of it
ooh what would be cool is a mod that disables model interpolation so we get that real old-school animation
old-school animations?
animation that isn't smoothed out, all choppy and whatnot
interpolation smooths out animation between keyframes, without it the models basically snap to the position/rotation of the next keyframe
I guess I got it
uploaded it here, if anyone's interested in installing it: https://www.moddb.com/games/dusk/addons/tigger1
how would i turn this into a set of double doors?
make them touch and they'll link
o lol
one day we'll add rotating doors lol
is the mama fight music miniboss_3_loop.ogg?
So is the SDK still the alpha first release thing?
kinda yeah
we have more features for mapping than on release but not everythin
What sequel
Jeez let them finish off DUSK first 💦
How can they answer a question like that?
How can they possibly know if the SDK will function with a second game when work on it is most likely still in its early stages
also "yea I'd like to make dusk 2" doesnt mean "I am going to make dusk 2 as the next thing on my list"
I think david said that he was very exhausted after dusk and wanted to do something else
I hope he had a lot of icecream
That's why he's on gloomwood now
Also he didn't say a sequel to what is coming.
Maybe it's the sequel of Big Rigs
What about Rat's for breakfast
I am not playing Rats for breakfast if it doesn't start with Jerma's rat song
True
Question ya'll (note I did read the pinned tweets, and I am not certain on this point, maybe I missed it) If one were to use a texture .wad from the quake wiki to texture a map, does this carry over into Dusk, or do you have to sort out each texture into .jpegs? I was a little unclear on that point.
it carries over into Dusk
Cool thank you, I didnt want to start a map with custom textures and then realixe halfway through that the .wad wasnt compatable
if you're using quake 1 then the textures are stored in the map file itself
if you're using quake 3 then you just need to include the wad in your mod folder
Im using Q1 with a texture wad ripped from doom
Yeah then the textures are in the .bsp file so you don't need to worry about it
Sweet. Thanks
Here's a .wad with colored door indicators since I don't think its been done yet. The colors might be a bit off from what they are in the game but they're based on the color of the key textures, so they should be pretty close.
Da real mvp
dude thank you, that's really useful
so i downloaded a map for dusk, loaded it into the sdk and i can see it under modding, but how do i play the map?
Hello guys, i'm kinda new here and i wanted to ask if someone knows how to configure trenchboom (Yeah i've seen the tutorial and read the text version BUT i don't have quake 1, so i kinda can't configure the path to it, and i never found the solution to my problem)
also i wanted to chat a little about mapping, because this will be my first attempts to make a map and i'm very new to it, i've got inspired by the design of dusk maps, i especially liked how each episode followed it's own theme
These are the best tutorials you can look up https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&feature=share
Thank you!
It's better if you try to do things on your own and ask specific questions if you have some
That what i was thinking about
It's hard that people will have time to teach everything by text
You can also use Trenchbroom to open other maps and check out what is happening there to learn further
Aw, i hope i won't be a pain in the ass with my questions! I sure will try to understand things by myself
But still, my main problem is configuration of trenchboom, mainly the part where i don't own quake 1
so i will be grateful if anyone will tell me do i need to buy it or there is a way to start mapping with only dusk files
there's only 1 file you really need from quake which is the pallete.lmp but it's available online so just dusk works
Thanks a lot!
I'm sorry, but i think i'm doing something wrong. I don't have a bspinfo.exe in my SDK folder!
the wiki is wrong on that
What should i do then?
there's a 2 minute video linked under it which does show the process properly
Thanks
I always forget that people can pin various stuff in discord :D
okay i'm confused now
trenchboom seem to not be able to load models because i don't have quake 1 at all
the only file of quake that i have is pallete.lmp
yeah everything works fine you just won't see the quake models in trenchbroom
this may be a dumb question but I'm making a big open map with lots of isles and stuff so it's hard to seal it, should i just make a big box around it?
thats a semi popular way to do it
but as a reminder, for now, you dont need to seal your maps
as we dont utilize vis yet
thats currently in progress however
vis is cursed
yeah but someone said having it sealed would decrease the loading times significantly
and if thats the case i need it, the game almost crashes everytime i load my map
yeah my maps load twice/triple as fast when they're sealed, Derailed was like up to a minute for loading when it wasn't sealed
it depends on the size too and i sorta was a bit ambitious with my first fuckin map lmao
ok having a box around it didnt change the terrible loading time/performance
yeah that would be placebo
in fact,as far as i can tell, adding the extra brushes to seal the map would only increase loading times
not by any significant amount
Hello yes, I am but a humble dummy, how do I load dusk textures and entities into TrenchBroom?
check pinned messages for the dusk.wad which is basically all dusk textures in one file
inside trenchbroom there's a tab called Face, press that then on the bottom you'll see a small text that reads texture collections
if you check the pins theres an FAQ on the dusk wiki that should help you out
Thanks a ton, I need to make a level to practice my rivet jumps
after one month of mapping i fuckin hate the loading screen music of dusk lol
huh
Ay yo wassup lads I've been away for a while how the SDK goin
It's bread himself
No updets :(
A couple maps got released tho
Some good (func_vehicle)
Some not good (my map)
@ancient depot @still raptor is the eventual plan to support HLSL or some other shader language? I'm gonna pick a shader language to learn soon and it might as well be the one the SDK is gonna use
what
thats a loaded question
external shader support in unity isnt really a thing, zombie has some ideas about it, but its going to be complicated. I assume HLSL would be the preferred language, but cant really speak to that until we have a real solid plan in place
Kk
@gritty forge there are ideas being thrown around about creating an ubershader that emulates, say, HLSL shaders
I have no idea what shader language will be used if/when we support it
Far too early to know, unfortunately
wasnt there a trello for dusk at one point?
ah ok
Yo when will Dusk get a proper SDK interface for easier mod making for people like me who want to get into modding but have no idea how to use trenchbroom or anything?
thats another thing i was confused about
I don't own quake so I didn't bother trying to learn trenchbroom because I didn't know if it required quake
Wait I think I'm just dumb
You don't need quake for dusk modding
Wherm'st do I find the SDK folder...
you dont need to own quake, but you do need an editor to make your own maps
most maps are made with q1bsp here, so we need a palette file to run maps with textures, which is free to get on quake wiki
you need a password
check pinned messages
Oh
Seems like a weird thing to keep behind a password but okay
Thanks
Excuse me for another very dumb question... What the heck is a bspinfo.exe
what are you trying to do?
Set up the profile in trenchbroom
The part of the wiki mentioning bspinfo is wrong, refer to the video linked slightly below that section instead
Oh thank you
We should probably just remove that section and put the video there instead until it's rewritten
You're not the first to be confused by it
You mean the two minute trenchbroom tut right?
Correct
for how to use it and stuff - dumptruck_ds has great tutorials on youtube
I know the basics, all I really need is a level to practice my rivet jumps on doing it in e2m1 is a pain
Also wont lie, that video sorta skips over the part i'm confused on.
You don't really need to make a profile
yeah that's not exactly needed, but you can fuck with it if you want
Okay, skipped that. Why is the compile button grayed out
in TB?
Ye
because you need compiling tools
i suggest not using the tb compiling thing and instead get some ericW's tools and maybe a GUI like Necro's gui for easy navigation
dumptruck_ds videos show how to set up all of that
Thats where bspinfo was
I'll keep it real with you, I have zero, and I mean ZERO experience with making mods. I'm just a speedrunner, who wants a clean environment to shoot explosives at his feet
well i suggest just giving dumptruck's tutorials a good look
they arent long and the first 2-3 videos should give you enough knowledge to make a basic map and launch it
skip things that are quake related like installing quakespasm
you do need to select the quake profile in TB tho
I'll give them a watch
You can already test your rivet jump skills with my jump map if you mean something like that
Or i guess you'd want a giant empty plane
oh yeah flippie made a cool jump map
I mean, thats the start, ideally id learn to make better maps
But for now I'm basically just remaking e2m1 without the fluff
basically at first just try to make a plane surface map just to make sure you can make a map and launch it
also since you installed the sdk i suggest playing some of the cool maps people made over at dusk.mod.io
Okay, I have necros I have a erictools, where do I put what now?
Also thank you for your patience
dumptruck's first setting up TB tutorial explains that stuff in detail
The quickstart one?
yep
I'm watching it and it makes zero sense, because I don't know the equivalent folders. Like do I just unzip necros and erics in SDK, or do I put them in the one where I made the textures/sounds/maps folder?
alright let's set this a bit straight
TB setup stuff has nothing to do with the sdk
SDK just launches the map after you did everything you want with it in TB and then compiled using tools
you can put the necro's and eric's anywhere as long as it doesnt go against the tutorial
a bit more to explain if that might help
When you're done with a map in TB and save it, it makes a .map file
ericw's tools take that file, compile it into a .bsp, add lighting and vis and all that cool stuff
so basically it doesnt matter where tb is, what matters is where it saves the .map files for your necro's GUI to launch all the ericw's tools and compile the map without you bothering too much
then after all that is done
you shove that bad .bsp boy into the sdk maps folder
and play it
i can guide you step by step in dm's to compile a map if you still have trouble
i had to spent a full day trying to figure out what to do
It would be a hell of a lot easier for me if you could just talk me through it. Like I know im dumb, but I'm making myself look really dumb right now.
alright switching to dms
Okay, with all of that sorted.
One final (hopefully) question
Where do I put the Palette files?
Turns out
I don't need textures
Yeeeeeet
Hold one final final question
Is nyraolepthotep an entity you can put in a map?
Oh my god he is
Yeep
What would be his name in TrenchBroom?
To get dusk entities in TB i put the wad in right?
Nope
Oh
Oh neat
An*
Rename them where?
Click on an entity - on the right top click the entity tab
The classname property of that thing - set it from whatever it's named to whatever you want it to be
Oh no...
Ohhhh noo
Time to make big johns pit of death
I have been given far too much power
Alright,imma get to mapping-
I used quake stuff before,so how do I import dusk texture pak?
Thanks comred
Trenchbroom question
I have pretty much everything set up now, except all the textures when I put dusk.wad into TB are black and I don't know where to put palette.lmb
Palette.lmp is only used in a mods folder for dusk not maps folder, you can check any dusk mod to see how it's supposed to look
Is there a way to turn off infighting?
there was a mod for that long before SDK but I cant remember where the guy uploaded it or if it even works anymore
Anywho, dumber question
How do I make a door work? I have it set to func_door and in game i press e on it and I am startled by the lack of opening
bleh I should really get around setting up jack.
its been so long tho that I might need a tutorial just for that
remember vhe and worldcraft setup being a nightmare if you had no clue what was what
JACK is pretty easy to setup and go
VHE 3 barely runs on modern systems so I wouldn't recommend setting it up
havent looked at jack for much else 'cept installed it
JACK has few odd quirks to it which are slightly off-putting for VHE veteran though
what kind?
I tried to just go with trenchbroom but it instantly feels like I aint getting all I want
Remember to go into settings and enable unit numbers, idk why doesn't JACK have that on by default
lol
I mean JACK is pretty identical to VHE 3 but something about it is off, and I can't precisely put my finger on it
sounds pretty ominous
You'll get used to it fairly quickly
most likely. I havent done any mapping in... christ more than ten years
but it'll all come back
I booted jack once and the UI instantly felt familiar so that's a bonus
havent felt the pressure yet to start as you cant load maps into duskworld yet afaik
It's single player only indeed
well we'll get it. just dont know when seeing that duskworld aint close to done either :D
But you know, one could start already so it'd be done by the time features are rolled in
yea I know
I already have a couple ideas written down and some layout drawn
I'm a lazy guy I'll get to it when I feel like it 
Hey, how do I set up a trigger that teleports enemies somewhere?
Dumb question, how do you translate something vertically?
alt in tb
if you still need a trigger help -
make a brush, right click it, select trigger - teleport
that place is now a teleport
by default it just teleports anything inside, but if you give it a targetname it wont teleport anything untill triggered
if you need a deeper explanation - dumptruck_ds has it
so whatever entity is it - a key, a button, a trigger_once - as long as it targets the teleport - it teleports in whatever you want
Can i drop a dusk map into TB?
Like say I wanted to take an official level and remove stuff from it, for examples all the enemies so I can practice in peace, is that a thing I could do?
Dang
Official maps were made in Unity, so there's pretty much no way to have them be editable
Maybe someone down the line will work on replicating them to MAP/BSP format
so whatever entity is it - a key, a button, a trigger_once - as long as it targets the teleport - it teleports in whatever you want
@honest stag Really? I tried teleporting a pickup and it didnt seem to work. on the other hand triggering the teleports doesnt work 100% of the time anyway
the most recent update was from 1/21 right? if so, i tried it after the update. but I'll try again.
but not being able to teleport a pickup isnt nearly as frustrating as having 2 mobs next to each other being set up exactly the same but only one of them teleporting in
nah didnt work
odd stuff
i'll try it a bit later today
what are you trying btw
spawn enemies on key pickup?
spawn enemies on trigger_once
i fixed most of em but i dont know how lol, it seems to be pretty random
try having that trigger_once target a multi_manager that targets your teleporters @onyx marten
yeah I'm doing that
oh yeah pretty sure trigger_once worked for me as well
i thought you wanted keys or some shit to do that
just put the trigger inside the key
I have it set up just like that
btw
does the trigger_teleport size or the enemy size matter?
cant you just set a target on the key entity?
instead of a trigger
pretty sure size doesnt matter (dont take this out of context)
idk i tried that and it didnt work but i didnt fiddle around with that much
as long as they touch it should be good
have you tried triggering the multi with something else?
the multi_manager targets each of the trigger_teleports and it works on 4 of the monsters
i think i tried with a button once but im not sure. anyway if the trigger_once was the problem none of em would work right?
yeah, maybe make the multi_manager target another multi_manager?
oh no jesus lol
and split the load
i dont think there is a limit to multimanager? or at least a reasonable limit
4 of the monsters?
hm
it seems the multi_manager only goes to 4, so use that fourth slot to trigger another multi?
j a n k
shouldnt be the problem either cuz i have another multi_manager working with 13 targets
I was just guessing
yeah there's the answer - works with 13
well that blows my idea out of the water
are the tp brushes' names unique?
are all the tp brushes targeting a teleport_destination?
yeah they all have the same short name with a different number
yup. the names have to be right since there's the red connection line
ahh
mage, mage_red, scarecrow and soldier i believe
i got all the teleports in that map to work except this box (in the pic is only a third of the box)
how many multi_managers are in your map?
wow
let me try that as an empty map
maybe theres a limit
yeah this map is too damn open so i have to teleport so many monsters in
i guess not since it still works on some. like the mage_red didnt work at first and then i switched the placement or size around or anything that wouldnt be a logical solution and then it worked
maybe you can't copy a monster entity but have to make a new one for every teleport?
it seems like you make all the teleports small?
yeah
dont see why unless it's optimisation i guess
try just making a big box of each
like a container or something
i had big boxes at one point but it worked with the small ones so i guess it should be fine. i made big boxes for the non working ones and that didnt fix it
but i'll try again, maybe if the box is bigger than the entity inside
@ancient depot Are there plans to have enemies be spawned/teleported in by a trigger signal so that we don't have to make monster closets?
that's a cute name ngl
lul
Just to be sure, semi-transparent func_water isn't supposed to be visible in the current version of SDK?
I am compiling with ZHLT and using ZHLT's FX amount and render properties
probably not?
semi-transparent func_walls work just fine, but water is completely invisible for me
in theory, can rendermode/renderamt work on water textures? i'm not a hlbsp expert so i dunno
like if you use them on a non-transparent water texture
Yeah ZHLT can do that
I tested it in HL1 and it works just fine
so it's Dusk specific problem
making the teleport brushes bigger didnt work btw
that's really odd
yup i dont see any logical reason why it is like that, it seems totally random
i bet it's either something silly we missed or a bug we dont know about
probably. you didnt find anything in the map either?
nothing unusual no
is it possible to have a func_door target something?
might as well use a huge func_button
@mortal narwhal Proper monster spawners are planned, yes
anyone know what the latest update is?
uhh why did I get a steam notification about the sdk being out
Stand by
i'm making a sexy sounds mod
i just wish WE COULD SAVE OUR GAME when running the SDK version
soon™
Writing things in caps does not help development
it may if you are typing comments to your code
IT'S COMMON KNOWLEDGE THAT CODE IN CAPS HAVE 30% LESS PIPELINE CONGESTION
//MULTITHREAD!!! OBEY ME!!!!

what's the difference between the map formats "standard" and "valve"? I didnt find any information on it in the interwebs
better lightmaps, textures with their own palettes, etc
@ HLBSP
you probably want to search for HLBSP vs QBSP
thx
Daddy Dave wouldn't put them into an update...
Maybe I have to prove that it's worthy first.
usually isnt a good idea to just throw whatever a fan whips up straight into the game
I am sure there is great work put into this but talking poorly on the game you are modding does not encourage people to value your work
yeah nah the chances of community mod content being incorporated into the main game are slim
if people want it they can easily download it
🥕
I wasn't talking poorly. I said it is already great.
It just fixes some problems.
Everything has problems.
Even the greatest of things.
Nothing is perfect in this world.
Also I am sorry but all I can find about "Sound Bulb" is a bunch of broken links.
I do not mean to denigrate your work or anything but it is kinda weird when you say "creator of ..." if no info can be found
It is just something for me to put down. If you want some help, I can show you what it is.
Yes it is true that everything has problem, but there is a difference between saying "this could be improved upon imo" and saying "This guy could have made the game take up even less space than it does"
It is a series of mods I am working on that revive sound effects.
I am saying that because it is true. The oversampling.
192kHz is a lot of audio data.
And its nyquist is so high that most of it we can't even hear anyway.
People can only hear up to 20kHz. And only very few can.
You see you don't get it. You might be right but you sound like you are looking down on the product, and that does bode well for you.
Look, I mean no harm. I just suck at wording things.
Dave is here, he knows what I am saying... At least, I think he is.
dave doesnt check this channel
ey it's a free world. you're free to make and distribute just about any kind of mod you want as long as it isn't illegal or malicious
Well he's missing out.
he barely checks the discord in general
that's why we're here
dudes the ceo of new blood and hes working in another game dev studio
the dude is allowed to not worry about this stuff
dave runs new blood and holds a high level position at rocketwerkz
I know he is.
he flat out doesn't have time
and you wouldn't want Dave to be more active here
Look. I am not a bad person.
that too
If I am coming off as one...
no one is saying that?
You guys are saying that I am talking shit about the game.
i think you need to focus on your wording a bit better
When that is not what I am doing.
I phased out a lot during my time in school.
That stuff ruins me.
not the place to discuss that
i mean there's no reason to really drag this on. just make whatever you want to make and release it when you're ready 👍
since the mod support is now there how do I access to mod the game ?
Which an update is being worked on.
check the pins on this channel
keep unrelated dusk stuff to #general-modding btw
everything you need to get started is there
because I went on the sdk version and all I can do is play the downloaded mods
It was related to something you said earlier.
oh
lmao
@onyx marten did you get your multi thing figured out?
sadly i didnt, I'm working on it right now
maybe I'll switch one room around so it doesnt need teleporting enemies and do the other ones from scratch
i hope i get it now since this is the only thing that's hindering me from calling that map done
I wonder if Doom maps will ever be compatible.
3D doom.
Think about that.
MMMM.
Since it's Unity, I'd bet someone can port the 3D enemies used in ZDoomGL.
i 100% do not want 3d doom
Not those models.
cant wait
i kinda love it
all that's missing is INFINITE BLOOM
Hang on, I will show you the models.
to go with that beautiful specular
They were never ported to GZDoom, that's how old they are.
doomsday engine is peak doom
Those ones were made with a lot of love and effort.
they still look bad
Unlike the Skulltag ones.
Yeah, they are a bit too detailed.
Considering it's a retro game.
if the enviroments matched, it wouldnt be too bad
they're just not good doom models honestly
What the fuck is that, is that a fucking pinky, hey don't look at me like that that's a weird looking fucking pinky
its just you cant take abstract low detail doom maps and throw detailed models into them
it doesnt work
These ones. They are low poly, low res, and fit the artstyle pretty well.
Porting them to GZDoom is extremely difficult.
it looks even better in motion
Knee Deep In The Dead
Doom like you haven't seen it before - 3D. Check out the Doomsday Engine (link below). It is highly customizable. Has lighting and particle effects, 3D models for enemies as well as items. This also works with Hexen and Heretic games. Full list is on th...
beautiful
The revenants in the pack that video is about are literally skeletons with a suit of armor, not revenants.
i just think i will always prefer sprites over models when it comes to doom
also horribly off-topic
We were talking about Dusk with Doom maps and enemies.
ohright i guess we were
So, why make models when some are already available.
I have the models from that picture.
They are md2 files.
And if anyone here knows how to work with MODELDEF for GZDoom, hit me up.
Someone tried to port them into GZDoom, I tried to contact him, but he never responded and hasn't done anything since like 2 years ago.
For Doom guns, you could possibly use the models from this mod.
Yes, those are models, not sprites.
Chaingun and Rocketlauncher
Just some ideas for modders. If anyone does it, please message me, I'd be happy to test it for you.
bro i just want func vehicle
func_shittytruck
funk_funkytruck
@tepid python same but trigger_hurt
func_duskmobile
congrats on the alpha release guys
by any chance do u guys know which folder to extract the zip file to when downloadin a map?
sdk/mnt/local - drop the mod folder there
tyty (:
Hey so im using trenchbroom for the map editor, i understand that the quake entities get replaced by dusk ones when the map loads, but none of them are for the standard shotgun, am I doing something wrong?
you can rename entities to get the one you want
you can use dusk specific entites - check the pinned messages for entities.txt
ohh ok thanks guys
theres the list of names
OR, optionally, you can use the community FGD file
mind you, its not official, so i cant make guarantees it wont cause problems
we will be releasing an official one down the road
yea i had the entities one open, didnt know i could rename them, thanks so much!
Hey I'm trying to find the bspinfo.exe file in the SDK but I can't find it, is it something different now?
there aint anything like that
pretty sure it's a part of compiling tools for maps
like ericw's tools
pretty sure there are some things wrong with the faq lol
no i dont think there are
ah so is there any indication as to what it would be? Because I can't find the right file for it to run
bspinfo.exe is not even necessary
So I could go without configuring the engine?
you should get ericw tools
download this, extract it somewhere
then youll have the files you need to follow the FAQ tutorial
alright
it doesnt matter where you put them btw
yeah ok tbh this faq does have some problems
not that its wrong
but its missing info
yea I've been noticing that as I've been going through
its alpha™️
sorry if I'm a little vague I'm extremely new to this whole modding thing
The 2 minute video on the FAQ is what helped me the most, shows all the tools you need to use to run the map
yeah
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-tool...
this might be a little more straightforward
yea I've been watching it and I got to the run phase and then it stopped working
what run phase? like in the game?
yea
wh happened that wasnt working? i can help out
I think you found what was wrong when I went to compile and then launch it said the file selected didn't work
it was the bsp
yeah see, in my little video here, we dont use trenchbrooms compile feature to simplify the workflow
just save the .map
and drag it onto ericw's QBSP.exe and then the resulting bsp onto LIGHT.exe
Yea then I tried pressing the launch button which also didnt work
launch button?
in run there was the compile and launch buttons
alright
basically those are features for when you have like a fully configured environment
so you're saying to configure the engine to the QBSP and when I run the map it will work?
yeah, you can just use the built in quake profile
just make sure you point it at quake, so that it can use the pallette file
if you dont have quake
we can work around that
I have quake, but I made the dusk profile as well
ok perfect, yeah you can just use the default quake thing
I'm just trying to figure out if the dusk profile is unecessary
ah I see
so if I already configured it I can compile then launch?
or do I still have to drag
ok
basically pressing compile IS the file dragging
heyy sorry another question, is it possible to have transparent textures? I'm using a fence texture but the parts that should be see through are black
yes, but you need to use the correct pallette index as the transparency
transparency is the last entry in the index
so if youre using the quake colors, its like the weird pink
bottom right
oh ok, the only palette I dragged in was the palette.lmp used in the video
yeah thats the quake one
so the textures youre using will one, only be transparent if theyre marked with * i believe
and also will only have the pixels using that color be transparent
I see, thank you again! haha
no problem
this is why half life bsp is a little nicer to user
because each texture has its own palette
so each texture can select its own transparency color
granted, the hl texture set uses a deep blue for it
ok so I found a little problem it pulls up the console for a split second and then nothing happens
things might be happening
the console is being run when you press compile
if you configed it following the faq, its likely you now have a bsp spit out into your sdk folder
Yo where can I find dusk.wad?
I looked in it but nothing happened
Ty
when I drag it it does the things but I'll screenshot
the picture won't pull up in discord
Uh just shoot it to me in a dm
I think that's what you wanted right?
The DUSK S.D.K. is now available!
https://store.steampowered.com/app/519860/DUSK/
Friends who are level designers in the industry always emphasize how important a playlist is for work. A lot of them like ambient tracks. So I'm doing a single pass (mistakes and all) of a very ...
El Oshcuro saves the day
Life saver
that actually sounds very very nice
finally i dont need to listen to "silent hill relaxing music 2 hours" playlist over and over
there's always some nier/nier automata and persona 5 relaxing playlists too
the near a tomato one being just 👌
yeah i have listened to persona music since the 5th game came out
i think iheard enough of it lol
i still do actually
i use a single video
on loop forever
The Develo (デベロ) is an official Japanese PC Engine hobbyist development kit for NEC's console. It includes a C compiler and an assembler. Some games made with this kit were published on demo discs, such as Frisbee Ken John.
gamer music, bgm, vgm, pc engine, development hardw...
quick question, how do you make walls?
brick n mortar m8
like a border
oh like invisible?
you mean vertical brushes?
you mean basic level layout wall?
yea
because you need to hold alt and drag up when making a brush
I'd recommend you watch a guide on mapping with trenchboom if you're that early on, it will make your life easier
he really does, and it will help you kickstart your mapping, there are lots of little things you're better off getting from a tut
gl
https://www.youtube.com/watch?v=tY2o8HaPfUE This is my music for modding DUSK
[Ahab:]
"Look sharp, marines!"
"Dead whale or sunk boat!"
"Hunt him 'til he spouts black blood"
"And rolls fin up!"
Old Thunder ye once was called,
Fulfill the prophecy
All but one shall be entombed
In the deep gulf of doom
Beware the white demon
Beware the blasphemous end
...
How to move objects up and down in TrenchBroom without using shift to drag it out?



