#dusk-modding
1 messages · Page 47 of 1
What happens if you make a sphere?
Well it's just a problematic process
To show you how desperate people are for stuff that even resembles round shapes in TB i suggest watching 2 videos from dumptruck_ds
Making arches and Making Pillars
also I am not sure if that has been reported yet, but func_detail marked as passable will be solid in DUSK @ancient depot
It's probably due to func_detail generating clipnodes despite being non-solid compared to func_illusionary that doesn't make clipnodes whatsoever
it's likely because we dont actually use clipnodes
Oh I see
the grid size one, is super useful for making hills holy heck
I'll look into it among the dozen other things I need to fix lol
I made a pistol using sub 1 unit grid sizes
It was painful but i liked the result a lot
Turned out it was fucking tiny lol
Still looked good when i scaled it tho
Why did you need to make a pistol?
Sure
sounds sick
You think having two jacobs as a boss fight would work?
you still building brush guns, Vriska?
Building the first phase obvs super alpha but will be like drangelic castle bridge leading to tower from dark souls 2 w/e name
That would be frantic.
I think that's an old one tho
that's an old one, but i'll make more yes
inb4 hired by new blood for dusk 2
i hope so
i should probably spend this time on making the layout instead
shit good nights best of luck peace
Vris: I spent hours working on these really fine details
Me: H I L L
oh man
i found the fucking skelelon i made from brushes back when i was making church
i love that bone fucker
There are premade skeletons!
it's literally the best decoration i've ever made
Why spend the time?
no?
there arent tho
there are skulls and various bones
but not skeletons
also brushwork gives a personal touch to things i believe
i still love this guy so much
haha
hes a real cutie
I really like stuff when its in a way clunky af
and that skele.. thats one clunky skelebro :D
yea I noticed
instead of actually thinking about the combat and layout
yea this
sure its very time consuming to create these but I do think they have way more personality than a placed model
fucking
make good trees with brushes
other than pines
you get my respect
yeah
i only use props when they have functionality that i cant add
like toilets
however!
i made a working sink that fills with blood
hey im having some issues with my lighting, some objects will look kinda bright and others look completely dark, my lighting is garbage
sure, did I graduate to rat yet?
up it somewhere and post link
oh ok
also rat'll come quick
Have thing. Now I slep https://twitter.com/CrypticJacknife/status/1228712340721295361
The #DUSK SDK Alpha is now open; Let's feed some content to https://t.co/U6diPpnnv9!
Try survive Cult Town Meltdown™
💥 100+ Enemies!
🧐 Ponder Clues For Secrets!
🏃 Multiple Exits
Skill 3 Advised, 4 for Dusk Dudes 💪
cc @NewBlood @DUSKdev @DaveOshry
Are those all textures from Quake 1?
wouldve been a week earlier if i hadnt lost power most of the last 7 :<
woah!
good mix imo
all my maps do that
hey how do you even do that lol
like you made so many maps with huge layouts
i thought those would take ages
Ok here is the link to my map https://imgur.com/vBUb3Wi
they do. this was an endless relay of not stopping building things lol.
anyway leave feedback here twitter, modio w/e. I nap 😴
sadly props arent lit up right most of the time - and also try getting it out of the ground
aw man
you know that sounds like a good way to make shit
i constantly stop on things and spend hours on them with little payoff
while just making a map results in, well, actual maps
Is DUSK support coming for Trenchbroom anytime soon?
well
i mean you already make maps for dusk in it tho?
how was it again, anything that produces a bsp file goes?
I mean having the actual models to appear, because sometimes it´s kind of a pain going back to the editor, adjust positions to make it look right
q1 bsp and hl1 bsp yes
oh you need a .fgd for that
there is a fan-made one floating around but no official one yet
I'm a very gameplay orientated player, so I hope it's reflected in my levels that's more about how it feels than it looks
Kinda envy you people
My maps are all shine and no content
Like, smashing a window into a factory over a sea of mages leathernecks, an infinite supply of machinegun ammo, and a handfull of fast fire power ups
Look pretty but might as well not have any enemies
Like a puzzle thing? I actually wanted to make a silent hill type thing with a focus on exploration and atmosphere rather than combat
But i wont do that right now cuz we dont have music and fog and skyboxes
And i dont have time lol
That does sound like a good idea tho
My level is gonna be like a Schwarzenegger action flick
Just an absolute storm of bullets, blood, and adrenaline
I kinda want someone to make a non stop level
Like you just don't get a chance to stop through the entire thing
Hell yea man
I like this a lot
This is SO much better than my first map lol
Great job
Some good lighting with that would look amazing
I had some fun making this
well thats nice!
I always felt as if the military in dusk felt a bit weak in it's force so I gave them jets
Thanks. I started with the nose and went from there with an image
see ya
PewPew
I´m making Quake maps for the first time with Trenchbroom and also own DUSK on Steam that comes along with the SDK. With that i wasted a few hours making a level to test out the capabilities of the SDK, and i am relatively satisfied with it.
If for some reason you still haven...
@stone copper Looks cool ngl
kinda looks like something from NUTS.wad imo
Better fill the whole thing with Big Johns
I'm making an arena level where you fight 2 jakobs right now, a sort of "Fox only final destination" type of thing
Sounds cool
I wonder, in the future will you be able to change Jacob´s model to like Ranger or Doomguy´s models? because that would look really fucking cool ngl
Jacob isn't cool enough to be doomguy
He's a punk cunt
Also it is spelled with a K according to his entity name
It's done, have yet to test it though
Anyone want the bsp?
Okay map is waaaay tooo small
How do I scale it all at once?
No, it's waaaay too small man
like the size of a wwe cage match
with guns
Here ya go, made it bigger
Okay upon testing
They are imortal
They get down to 500 hp, and the cultists are supposed to spawn and kill them, but they have combined health so they always have 1000 minimum so the cultists never spawn
Downloaded it
playing it a bit later
I think the SDK was a mistake 🤣 this is a meme death sound mod i´m posting soon.
@DUSKdev
@DaveOshry
@NewBlood https://t.co/yhYycKOiOe
Big John is a good boi
COME ON KILL ME
Still no mod to replace chomper with underwater Big John?
@mental pilot Here´s a meme for ya that i made lol
big john is real
He´s in all of our hearts
hey so i don't have an SDK folder in my dusk steam file, do i have to make that or is something wrong?
its a blank page
disable any script blockers you may be using
? i don't use any
although that shouldn't really make a difference since this is plain html
well none that i know of
that url is definitely correct. something funky is going on with your browser by the looks of it
try a different browser perhaps
fuck it lets give edge a try
that worked
aand i found a fix, thanks @spiral nexus and @ivory magnet
👍
i'd recommend bookmarking that page while you're there
there's a good amount of useful basic info there
wow, so i could play opposing force in dusk? sweet
Half-Life and Quake campaigns aren't fully supported yet, but they're more or less in a playable state
okay
my music isn't working in the modded client
so all of my dusk.wad textures appear black in the editor, any clue why?
youre missing quake's palette .lmp
you just need to config trenchbroom to either know where quake is, or, point it at a folder with the subdirectories /id1/gfx/palette.lmp
did the scaling get changed again? in my map you have to crouch jump where you had to jump normally before and jump pads seem weaker now.
Nope
It's possibly a rare physics bug
I'd try restarting the game
There is a known extremely rare physics bug that reduce jump height
Including jump padd
Never ever had that, is that something in the original Dusk?
Yes!
It's extremely rare and we don't know the cause
But we've had it multiple times
Obviously happens at the start of a level right? My computer is no potato so it might be a misfired script that's overly excited
TES5: Skyrim has that kind of issue if you run too many mods and scripts at once
Interestingly, it persists through level loads if I recall correctly, which is baffling. The only known fix is to restart the game
Then that might occur at the launch of the game
It makes me feel think it's an engine level bug, but hard to tell
One day we'll find it
Alt-tabbing maybe? Alt-tabbing sabotages many games
Or- oh I know. I watched this TAS on Legend of Zelda: OoT, and it involved firing slingshots at exact angles. Something about a "code after use" glitch to manipulate code in the background.
If maybe someone accesses a part of the menu right as the camera spun into a specific angle, could start the first step of the shenanigans.
...can literally imagine TASes of Dusk that involve checking the sound volumes at an exact time to make gravity heavier to triple-jump sooner
lol
Well I sorta got it workin: hhttps://www.dropbox.com/s/1jz7c6gf9nvto5d/dusktest.jpg?dl=0
for some reason the textures won't load in game and objects are dark. It's kinda jank that the objects aren't recognized by trenchbroom so they can't be seen in editor, unless I've done something incorrect setting it up.
Choose the first option when using dusk.wad
huh
I can see textures in editor but not in game for some reason. Monsters have the right textures and so do weapons but not walls
seems objects, like that forklift, do as well but I can only see it with stuff like the flashlight :/
yeah, objects don't seem to be effected by world lights, only created light sources like mortor shots or the flashlight. Plus the whole missing texture thing.
Making a .map to a .bsp is just running it through qbsp then through the light.exe right?
or should I do it the other way around?
does the .wad file have to be somewhere specific?
I just put it in the Trenchboom folder
Honestly I have no clue if that affects anything
@timber atlas do you have palette.lmp in your mod's folder?
palette.lmp ?
Where does palette.imp actually go?
I don't have that in my modfolder either.
for textures to work one needs to have palette.lmp in your mod's root folder
wait what
There's a quake_palette in the textures folder
but no palette.imp
where do I get said file?
I don't have that in said folder, and my maps work. :/
so if you have like /mymod/ folder where there is like /maps/ and /textures/, put in that /mymod/ folder palette.lmp
k, lets see if this works
nope
I have a mymaps folder, should I rename it to mymod?
You can name it whatever you want
I put the palette.imp file here and renamed the folder just in case \Steam\steamapps\common\Dusk\SDK\mnt\local\mymod
I don't have palette.lmp in mine, they still work so that can't be the problem
I have no idea
one sec
Since I can't upload anything here, I have to look for an uploading service
I know the feeling
I just want to check if my maps work on your system
try mega. I don't think you need an account for that.
You could otherwise just post it somewhere else on discord like your own server and then post the link from that here
alright, let me load this up
just don't start RelativeWadPath :V
soo... you all know priestess_activate.flac right?
I started up the D one, and it works fine
Doark?
so it's not palette.lmp
do you use any custom WADs in your map?
no, just dusk.wad
Did you try putting dusk.wad into the root folder?
the map is literally just a test room
I moved my test map into your folder and the textures are still missing
so my guess is its not compiling them for some reason
It HAS to be something with the .wad
dunno. I got the wad file from someone here yesterday. Is there an official place to download it?
Its pinned in this channel
does it have to be in a specific folder or something?
Still no clue :B
You don't need the wad file for it to work in DUSK, but you can place it in your mod's root folder if that somehow helps
OK, I redownloaded the wad file and now it works o.O
Technically all of your textures should bake within the map if you're using TB
Doesn't seem like objects like the forklift are being effected by world lights but at least there are textures now
Do your objects anyhow go inside the ground?
if they do try lifting them upwards slightly in TB
I'll give it a shot. It's a bit difficult to tell since they don't show up in TB, only in game.
in TB it's just a small red box.
Just place one in the void and put some light around it :V
Entities take the lighting of the ground below them
if they go inside the ground they have nothing to take lighting from, so they appear black
So i´m having this issue that enemy corpses and props are dark even tho there is lighting in the maps
hold up
is there a way to see these objects in TB?
unfortunately not as of right now
shame. I guess I'll just have to wait for the SDK to develop more before using them.
It's good practice though
yeah. Gotta get used to TB
also why JumpPads don´t work? like i get stuck in place instead of going up
Vris said that sometimes the lighting just does that with objects @turbid whale, not much we can do about it yet
Ah k.
I had a few bushes in my level shrouded in the void too
@still raptor yeah it was a bug, the jumping height is normal now 👍
@tardy charm Can you bounce rockets and other projectiles off the jump pad? If not, the jump pad might be too low in the ground, and the projectiles might be detonating on the ground instead of going up
That said, in the original DUSK you are able to bunnyhop over jump-pads without taking them. So if you can't in the SDK, there's another sign of a misplacement with the jump pad. (Assuming you get past getting stuck on it like fly paper.)
...
...
And by the way, can I make a small mod request? A mod to constantly lose 1 health per second and make it able to kill, but not trigger the 'oof' sound nor flash the edges of your screen red. Sort of a 'time attack' game mode, where you actually start caring about ||cooking viscera for a health boost.||
there's no trigger_hurt yet
Then what's used to kill players for falling off the map in Dusk then?
Trigger_hurt will be available soon™
Good enough for me
How would I go about adding music to a level?
not available yet
dang
you can technically do it now but it's not practical in any way
Hopfully that will be added soon
How about water, does water work correctly? Setting a brush to func_water lets me go in it but I can't see through it and it has some weirdness.
water should be working properly
All I gotta do is set a brush to func_water right and use a water texture right?
dusk.wad doesn't seem to have skip or trigger textures
i forgot what it was but there's some naming schemes for having skip textures but i don't remember them
Does light_environment even work?
where's the link for the quake palette?
WAIT FOUND IT
...so I dragged it into trenchbroom like I do the dusk wad and it didn't load despiiite the fact its the file I need, what am I doin' wrong here if I can ask?
you don't need the quake palette for trenchbroom
it's only required for when you want to play your compiled map in dusk
well uh, i was told i need it so the textures aren't pitch-black in trenchbroom
i think it does but idk anymore for sure
just set it to like 1000 and test it ingame
you'll know it works when all of your weapons are fully white
It'll be nice if/when there's lighting presets
Is it supposed to make the ENTIRE sky emit light?
_sunlight2 does that btw
Many thanks Vriska
Hrmm... it doesnt seem to work
The text is RGB then the intensity correct?
?
Just intensity
Color is a different value
Or property i mean
nd if you're making it in TB, keep in mind that colored light in Q1 bsp isn't supported yet
If you want color - compile with a half-life compiling tools
Ah I see, what about sky lighting? It acts just like a normal light for me as of right now
Alright i'll explain it all, buckle up
Property LIGHT lights up all areas, outside and inside
_sunlight is directional light emmited by brushes with a sky texture (like quake skyboxes) in an angle detrimened by _sun_mangle where the value is x y z
In dusk it works the same, however sky textures are invisible
_sunlight2 works like a fuckton of lights in the entire skybox - so it's like an ambient light on all OUTSIDE areas
AH I SEE
I had to do it on worldspawn
I was trying to do it with the light_environment entity
Ahhh gotcha
Also thats nice Liraxus
though my faces still appear black in the trenchbroom editor :V
You need a palette file for trenchbroom
Example of a path for TB to "see" it
C:\1234\id1\gfx
Id1 and gfx are important names don't change them
You need specifically id1\gfx btw
Pop the file inside of gfx
Also could help setting the game path to whatever folder id1 is in
...can I set it to dusk_win?
?
Wha?
The folder?
nah, the game path
i don't have quake, i just have the palette downloaed
yes
I just made a generic fiel in my C: directory so far
that's why we're making a folder like in quake
for TB to find that palette file
and then say "oh Quake is in that folder"
C:\Dusk Palette\id1\gfx/palette.lmb is what I have
I know its not dusk palette but its just like that so I don't forget.
alright
now in tb, set the quake game path to dusk palette
if doesnt work, remove the space in folder name
also put the palette file in id1 as well just in case
just copy paste it
good-o
well, now I jsut gotta figure out what level I'm gonna make...hrm...
lack of inspiration was why I dropped mapping hobby back in the day 😅 just ended up doing test maps and all that when I had no ideas and eventually got bored with it.
this exploding barrel that makes a certain amount of flips and lands on a car hood took a long time to do but no clue where to use it
i guess it's nice to take a break when nothing comes to mind, but i cant see dropping it entirely at all
I was a teenager then. I had other things in my mind
Nah I know what I wanna make and I have the stupidest idea on how I'm gonna prototype it
never stop the madness 👍
Alexa...open Roblox Studio
on a side note, if I can ask one more question before I get to level design, what are some things not possible in modding besides custom npcs and vehicles? Can I still put down stuff like doors and the gravity flip mechanic amongst other stuff? (teleporters, jump pads?)
rotating doors not a thing yet
gravity flip isnt a thing yet (funny you mention that, i made a map that creates an illusion of flipping gravity)
How do I add decals on to surfaces, like those blood stain textures?
Also is there a way to make brushes translucent? I want to have see through glass windows
decals - you probably need the transparent dusk what
wad*
and then just applying them on small brushes near walls
yes you can make translucent brushes
Oh hell yeah
make it an entity first - like func_breakable
then make a new property rendermode, set it to 1
then a new property, renderamt, set it to anything from 0 (fully transparent) to 255 (fully visible), 100 works best for glass imo
Thanks alot
Awesome
strange why the normal dusk.wad doesn't have transparent textures
We didn't have transparency support for custom maps when it was generated
Changed the Cult town release to a folder with palette in it and a maps folder if anyone wanted to jump in that handnt already done the whole Quake level transfer. Should work 🤔
I feel like skyboxes, music and colored lighting are kind of the priority features, am I right?
ᵍᵒᵈ ᶦ ʰᵒᵖᵉ ˢᵒ
Colored lighting is what I want the most tbh
I'm not massively concerned about colored lighting atm because you can use hlbsp for it
Oh I see
atm my priority is support for VIS (which entails an almost-rewrite of the BSP code), which will bring .lit support with it anyway
Yeah makes sense
I think there's a bunch of semi supported stuff for the mean time. I need to catch up on the patchwork functions you guys have been working with 😮 like we got transparency and yeah unsure about this alleged half supported 'func train'ing?
func_train is a quake thing
we have a partial func_train but we disabled it because the movement isn't properly accurate yet
last thing we want is someone to make a map relying on behaviour we're going to patch
how is the general progression going on your side zom? we heading down the pathway to another official update or are we still looking at adding more?
The stuff I'm doing isn't ready yet but I believe we have some stuff in there right now that people might want
You guys got a date window or just using an arbitrary number of features to flag when its worth throwing it up?
No rush ofc
just curious
word
getting used to trenchbroom. Water still looks odd for some reason.
it's not transparent and looks as if you are under it even when hardly in it.
water do be like that
quake water can be transparent though and has sorta waves going on
not sure what I'm doing wrong here.
i'm not expert on water
but how about you make it a func_water?
and/or do trasnparency things with rendermode
it is func_water
otherwise you can't swim in it
func_water isn't a quake thing so TB doesn't show any key values for it sadly
from what I've found online at least
you can swim in water without func_water in dusk
just make it a texture that starts with *
like *lava from quake wads or something
I can't seem to find anything starting with *
I just searched water and used the textures there
get yourself some quake texture waters then
actually i can drop one here
that i use
pretty sure this one has *water
would it load in dusk?
yes
alright, I'll give it a shot
i think quake has some amazing textures, cant imagine making dusk maps without them
the main game doesn't use quake stuff does it?
nope
so I probably shouldn't then I suppose
why not tho
the textures fit together very well imo
for example
1 moment
shilling my map here
bricks, the red neon-y shit from quake and gore/crystals from dusk
Not saying they don't work together, just trying to figure out what's specific to Dusk
well
dusk textures are specific to dusk
that's about it
you can group textures in TB by the way
by wad
just so you dont lose track or which are which
What I mean is I'm trying to keep it close to what would be used in an actual dusk level, at least while I'm still learning the program, instead of mixing and matching things together.
well it's all up to you
i do suggest at least getting the water texture
they look very very similar anyway
How to i make a floor that insta kills the player if they touch it?
trigger_hurt doesnt work yet sadly
Fuck
I'm making a jump map, and I want a pogo section where you can't touch the floor
Because that's how every jump map i've played has gone
Tf2
uhhhh
i spent hundreds of hours on tf2 jump maps and i can say with 100% confidence that they just use trigger_teleport with destination being the beginning of the section
killing the player would make them return to the start of the map, not the start of the pogo section
yeah jump maps usually do that.
Okay, how do I set where it teleports the player?
info_teleport_destination entity
it's a quake thing so you can find it on the right panel in the "entity" tab
put it where you want
and i'll tell you how to connect them
placed it down
alright now click it and find a targetname property
set it to anything you want, i use BALLS or 1234
or name it something sensible or something
and do it to the teleport trigger too?
nope
for trigger_teleport you need to set a target property which is the name of the destination
which is trargetname
dd?
Dusk Due
Oh okay
also NBULLETS or the player will run out of ammo
lol, I added monster_fish and they fly 😛
hmm. monsters seem to be kinda....dumb with their pathing. I set up a bridge but can't get a leatherneck to cross it. It just goes to where the bridge texture starts and no farther. Also can't get em to go through a doorway. Is there some like a node or something I need to place to tell them what to do?
Enemies recognize doors as being still closed even when they are open
Same with, for example, broken func_breakable entities
there's no door there. It's just an open doorway
Cant really do much about it, can i see the place where the problem occurs?
And the bridge spot too
what do you mean invisible brushes? There aren't any.
oops just my vision being weird
hm
make sure the entire bridge is on 1 level
try to make it wider as well
which or both?
Alright, give me a sec to try this out
idk now Quake era games handle enemy movement. I'm more used to Source with it's nodes or nav_mesh
I don't suppose Dusk uses a nav_mesh system?
Well they called it "navmesh issues so probably
Ok so widening the bridge seems to have fixed that issue, but they still won't go through the archway
they just go to that corner and run into the wall :/
try making it taller
is that the only thing to really do, just change the geometry? There's nothing I can use to influence them?
yep
Well actually TB can have pathing, it's just that dusk doesn't support that kinda stuff
Oh, I think I found the issue. There was a small gap in the floor under the arch
Oh makes sense then
I don't remember. Trying to connect a button to a door but it doesn't seem to want to open when pressed. Musta set something up wrong.
Can i see the properties of the button and the door?
Lmao
uh....why is it showing THAT image when it's not THAT image o.O
You just dm me the screenshots
Alright let's see here
First of all remove the sounds
They arent supported in dusk
Try setting their spawnflags to 4
Also can i see them in-editor?
Like the placement
Just in case - try moving them in case they have brushes bemeath them
Also if you did the stuff above and it doesn't work - try removing the health property fron the door
From*
there isn't a health property set. It's just default 0
I can press the button and it goes in as if it was pressed, but the door doesn't move.
Did you check if there's a brush under it?
It was sitting ontop of the floor brush
Not that
I mean i copied and pasted brushes in the same spot sometimes without realising it
And that can create an illusion of the door not opening
Oh that, no it's just the one brush
Did you set spawnflags?
I set them to 4
and still nothing?
The current angle is 180
If it doesn't work - just for the sake of experiment - try setting the angle to -1 or -2
180 is 180 but there should be an arrow inside of the door
Pointing to where it opens to
That works
By default doors open based on their length in terms of facing towards the angle
For example we have a 5 unit long and 1 unit wide brush
If the door opens to the side, it'll move 5 units to the side
If it moves forward - it moves only by 1 unit
You can change how much they move by changing the "lip" value
That's probably what was going on. It was moving but in a direction where it was unnoticable
Thanks for all the help. I appreciate you guys not getting annoyed by all my questions 😄
np
Vris question
How do I make a wall that breaks but only from explosions like the cracked walls in dusk>
There's no direct support for that yet because we don't expose a concept of damage types, but you could probably do this horrifying trick:
make a tiny room below the floor with a rat in it, then set the rat's target to the breakable brush
the explosion should kill it through the floor and trigger the brush
Okay
So do I give the breakable part a health value?
give it a really high health value, because atm a breakable brush with infinite health won't break even when triggered
that'll be fixed in the upcoming patch
Okay, so I have them linked with target/target name. How do I make the rat's death trigger the breaking or is that already done?
should already work
there is a switch tho, look harder
If I make it a func_button and you press it will it switch textures to be flipped?
nope, but you can do a pro gamer move
not at the moment
Go on
and make the same brush, but with a flipped switch
and push it 0.125 units inside of the button
then make the button go inwards
bang, poolboy taught me that
How do I make it move?
just make sure it's just a brush
not another button
buttons should already move
just make sure the angle is inwards
Okay so I linked the button and door
well target/targetname
but when I press it nothing happens
Oh wait
Im dumb, they were both using target name
Are you sure explosions hurt things through walls?
i'm pretty sure they do at least sometimes
i can try to make a quick test map
if you want me to check
i'll do that, 1 sec
navmeshes are fucked when there isnt enough space for something to spawn
or at least when the entity "thinks" there isnt enough space
testing the map in a second
dangit it spawned on top for me as well
lmao
alright quick fix
seems like explosions dont hurt things behind walls
lemme try the smallest grid size
i can see the rat's tail pointing out but cant deal damage lol
well i guess that's a problem
oh well, was worth a shot
can doors that require to be shot activated with explosions? probably not?
don't think so
Fuck
I just spent half an hour trying to cram a rat in a box
Wait
Theres a slow mo cheat
Time to do an entire playthough in slow mo
it's really jank tho
So for simplicity sake i´m taking the Severnaya Bunker
ofc after i finish my first test level
not ringing a bell sadly, never played goldeneye
btw the first big battle in my test level is kinda slaughter mappy and chaotic, enemies going after you from every corner, projectiles flying everywhere
just pure lunacy in one single arena
and casuals will probably have a bad time with it
is your test level an actual map or just screwing around with tools
trying to do an actual DUSK map
ah gotcha
with an aesthetic similar to episode 1
This is kinda how chaotic it gets
thankfully i hid a Serum of Blistering heat on the map
but this screenshot is from an older version of the arena
because i added a secret that is accessed solely by rocket jumps
And a few hallowed health items are also scattered on the map
just to ease the pain a little bit
and i added 3 Wendigos just to screw with the player
but at the same time i don´t want it to be as brutally hard as Plutonia from Final Doom
as long as you continue on the move and pay attention to your surroundings you won´t get killed
that being constantly strafe jumping for the win
btw does colored lighting work?
If you compile the level with a half-life compiler yes
Quake outputs a .lit file for it but dusj doesn't support it yet
Dusk*
If you want a half life compiler i suggest ZHLT
Or was it zlht
Dunno
Can't find the sound of letherneck breathing. What's the name of it?
Idle?
I only have two files here. Die and alert.
Maybe they aren't in yet
I mean after all the SDK build still sin´t completely finished
fine then. thx
"people actually make cool levels"
"me at midnight" : haha borgar lmao
Love me some blocky burgers 👌
how do yall get texture in TrenchBroom
wads
click the top right "face" tab
on the bottom - texture collections and "add" or +
then select a wad
we have a wad with dusk textures and you can really use any
where's that dusk wad at
Does anyone have a good idea for the final room of the level?
bossfight probably
It´s about 6-7 minutes long now with that big battle arena
@honest stag thx g ur a real one
i didnt make the wad btw, credit goes to Aqua
should i make the level longer or is 7 minutes good?
i'd say short but sweet is always a nice choice
also
7 minutes is how long it takes you, the maker
it'll take anyone else more time
I don't think I made that wad
I tried making one but gave up cuz wally was being evil when I first started doing it
i'm pretty sure it's yours
but now instead I will take credit for the custom shitpost advertisements in my next map
I dont remember making it tho
you did
you used the textures for graffiti on derailed
i'll be damned if it was actually someone else
lemme try and check
omg you're right
it was mcclone
i'm a dumbass
sorry
I thought it was you cuz i saw you link it for the first time
How do i end the level btw?
Make trigger_changelevel
No need to edit properties, just that
my installed mods aren't showing up in the modded selection screen, (i have them selected in the moding menu) does anyone know how to fix this?
So uhhhh after a boss fight with Big John how do i make the door open after the player kills Big John?
do i use kill_target ?
@honest stag same energy
https://pbs.twimg.com/media/D1SzyUrWwAAoxmj?format=jpg&name=large
burbger
https://dusk.mod.io/the-farms-a-map-for-dusk My first DUSK map is out
Hello! How are you? Sorry to bother you but I was trying to create a simple map to test some mods that I am doing ... and I realized that I don't have the file "bspinfo.exe". Could someone pass me the file? Or tell me why this is? From already thank you very much! Oh, and sorry for bad English haha.
Pay no mind to that file
check the updated FAQ and watch quick setup video in pinned
Soap bow when?
Random idea. Soap & Water mod. Introducing a bar of soap to water will insta-kill anything in it
Also destroying the bar of soap
Seriously, I brought this up when dusk was still in development, a replacement mod for the crossbow that shoots insta-kill glowing blue soap bars
XD
there's no coding yet
oh
Yeah I can't code either. The most I ever did was in Roblox, making it so that block surfaces would change from studs to inlets, then become unanchored and fall out of the world. Then they'd eventually respawn
Just maps and texture replacers?
And I piggybacked on tutorials and other coding to make a crumbling bridge
I tried to learn how but it got far too complicated for me. That and I can't afford Codeacademy now
@cinder brook yep
Fuck
At least we have this
This is the sin I committed
Holy
Does it scream like a HL scientist?
This isn't sin, this is art
Yep
I couldn't change it's alert or idle sounds but the death and active sounds work
and his scream is awful
Oh god...
Aww, would be funny if it's idle was just it going "uuughh! Oh my. Haoh - oh!" And other stressed nonsense
Let it be known I tried
Thats all that matters
Have fun with it. If you can
Because I sure didn't
Now I can't get the screaming of the scientist out of my head
i loaded a map i downloaded and the textures arent workign
Which map?
Hey so I booted up TrenchBroom and started a new map, but now the textures aren't in the texture browser.
Did I forget to go into preferences or something?
yeah you need to load them in again through the texture collections tab
since you most likely selected absolute in your previous map for textures
YEAH THERE WE GO okay
I got it now
I'm all good now. But btw, is there a search function?
Oh there is
It's on the bottom
(I'm used to search bars on the top of everywhere else I use it)
Another question. What's the player's size? It seems you're taller in the game than your green cube in TrenchBroom suggests.
So 20% taller than 56 units
Well one obviously wants to provide some allowance for mobility. At the same time though there's some fuuuunky quirks when you crouch. You can touch pickups below you through thin floors, and enemies can also see and hit you through them, i.e. crouching in the Hunting Rifle room in E1M5: Sawdust.
i just make gimmick maps
Crouching can also trigger events that would normally have you walk there. You can make ||Jakob prematurely say "Hmmm... impressive" in E1M6, The Cutty Mine, by crouching at a certain spot in the back tunnel that leads to the exit switch.||
Right now what I'm gonna do is create a "dev room" as a reference list for myself, because the entity list makes Quake references
there's a unofficial fgd that include the dusk entities
I might need that, because you can't spawn cultists nor get all the guns with Quake's .fgd
You don't need fgd to spawn any of the DUSK entities
You can type manually (for example) monster_mage as entity's name
What FGD does is to compile premade list of entities so you don't have to make them manually
If you're still wishing to have user made made FGD you can search for it on this channel
you can check the full list with entities in pinned messages, i can link the .fgd if you really want it
keep in mind, not official
The FGD is pretty barebones though, so I'd recommend waiting for the official one
Oh so I'd be better off just making a little E2 level with the roster that is available
why tho
you can still spawn any entity
and the official fgd is a loooooong way off
i dont even use it and made 4 maps now
even the nuts.wad thing
Question, are we able to do air quotes?
I'm trying to figure out how I'm gonna convey messages on how to approach a given map. I can think of using some of the blood-on-wall quotes
No, as of right now overlays aren't supported unfortunately
Heya, I've been having trouble loading FLAC files, is there specific encoding settings i'd need to use to get them working?
@spiral nexus Well at least there's word-on-wall textures that I can use to convey what hopefully gets the point across
feel free to make your own textures too
if you need to, you can slap text in photoshop or whatever and use your own transparent text stuff
What's the link to the changelog?
Is there a way to tele the player between one location and another?
oh shit i just saw you put in announcements Blorc's mod lol
yeah you just use a teleporter
so just put down two object_teleporters?
object teleport requires some more specific setup than that
theres also
object teleport is like the teleporter pad from dusks campaign
but if you dont want it to be visible, i would use trigger teleport
or visible, you can make it look like a portal or whatever from quake
up to your design
oh ok, thanks man!
Changelog?
What changelog?
There was a patch? @lament ore
Is object_teleporter even working rn or is it still just crashing the map
i believe it was fixed but i could be wrong
if its not fixed on live itll be fixed on the next patch
I'm almost ready to release my map, quick question, how do I make a func_breakable have wood effects instead of glass?
Cool
Do enemies move through illusionary walls
I don't believe they do currently, it's an oversight
Fuk
I'll make a note to try and fix that for the next update
I just realized
Your the dude doing the sdk
Is there an offical place to report bugs?
Steam forums is the "recommended" spot, since it's easier for us to track
oh shit someone else did the music workaround
with the sickles as well
nice
i'll try out your map
I figured out that abomination of a workaround on my own haha
nice
also i suggest to put this on your mod page - "if the trees are white, reload the map"
What's the music workaround?
oh yeah I forgot
make the sickle draw sound an entire music track
o.O
so i cant really talk about gameplay cuz i kinda dont care about it in maps
but i do care a lot about the look
i think the parking lot area could be improved in 3 ways - less lightposts, turn down the brightness and add some props like cars (dusk has object_car)
also the glass can be made transparent - you just need to add 2 properties to it
rendermode (set it to 1)
and renderamt (set it to anything between 0 (invisible) and 255 (fully visible), 100 works best for glass imo
I gave up on the cars because of the lightning problems, I'll add them when those are fixed
yeah objects don't get world light :/
the glass was a happy little accident, I like it like this because it looks like a one-way glass
they dont but you can always make a prop from brushes
it's always a nice thing to see and making a car shouldnt be that much of a problem
anyway
this section needs less lightposts and probably some ambient light because the contrast between light and dark is too much
ok i must say - that thing with the dusk symbol - fucking great
awesome, seriously
that was great
i loved it lol
didnt find 2 secrets tho
like literally just the thing with... well i wont spoil for others
but that was great, nice idea
bruhh that was cool
I probably won't change anything until the next SDK update, im super tired now
You know
really fun for a first map
that reminds of my map with the gravity flipping trick that works almost exactly like that
nice enemy layouts
cool, i was worried about the enemies
oh god i noclipped into the monster closet cuz i was curious and my heart skipped a beat
its a big monster closet haha
man so many new maps released but so little time to play them
since lads are plugging maps here, may I replug my map too or one can do that only once?
ey how long is your map
roughly
if it's not too long i might have time to blast through it
downloadin
oooo interesting texture choice
oh damn more than just map textures
I made a damn sewer level
add 1 to the counter
sounds and model textures too :O
lmao the sounds
holy shit
nice
ok that was actually amazing
i love the rifle sound
i might have missed some sounds cuz i already have a sound mod
it a pickup sounds any different?
like for coins
Nah
I only changed the player sounds and weapons, and half of them didn't work probably due to SDK not supporting them yet
The map didn't come out as I planned, but idk I might continue it nonetheless
do eet
@spiral nexus nice gameboy advance level
It's supposed to be the original gameboy, but since there aren't custom shaders I can't make it have only 4+1 colours at screen at a time
I did my best to keep the aesthetic though
dammit
mama killed me
@spiral nexus very cool level my man but too many pickups imo 🙂
Cheers
I can't balance for shit so I just scattered enemies and ammo everywhere to live up the map
Personally was more into just designing the thing
You did very well with detail indeed
@spiral nexus How do you load a wad in TrenchBroom? Trying to use lego textures. Could not load texture collection 'D:\STEAM\steamapps\common\Dusk\SDK\mnt\local\Mymods\legotex.wad'
I don't use TB so I don't think I can help, but maybe you're using Half-Life's WAD3 instead of Quake one
Which TB doesn't support
@honest stag might help better
Who call
Where did you get the wad from?
Doom wads and quake wads are different things i think
Zombie made a Makewad thing
Makes texture wads from folders with images in them
Check pinned messages
Completely different
ooh ok ty ty
Quake still technically uses doom wads (albeit slightly modified), but they're called PAKs
Doom Wads contain map and texture, Quake/Half life Wads are just textures
which makes it more confusing that there's a separate type of wad for textures
ohh right bois well said
What angle number does door go down?
Well said
Hello! What is the best place to look for Dusk mods?
Thanks!
did you lose everything?
Yup
I wise man once said: CTRL+S ALL THE TIME
