#dusk-modding

1 messages Β· Page 48 of 1

gritty forge
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Will do next time lol

rapid spire
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I know the feeling, once forgot to save while working for like 5 hours on an animation

gritty forge
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wtf damn

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bl

rapid spire
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I wouldn't mind as much if it was just my own thing. But I was doing it for a client and lost the contract because of that. Made me not do anims after that for a long time

gritty forge
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1 like 1 useless pray

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😦

tepid python
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Trenchbroom auto saves though

gritty forge
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auto save is for babies

honest stag
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yea tb does autosaves

zinc heron
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Hello guys, i've a problem with Trenchbroom (last version - windows), my entity windows seems locked, i can't open it and change values, any ideas?

honest stag
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?

gritty forge
honest stag
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Can i see a screenshot?

gritty forge
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this is the greatest map of all time

zinc heron
honest stag
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Hover over the black vertical bars
Should be able to expand it

zinc heron
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The cursor appear when I hover on it but I can't expand it

honest stag
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You definitely should be able to

zinc heron
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I'll try an older TrenchBroom version

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Thanks for your help anyway!

remote vector
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Yo! I got a problem when exporting my maps to Dusk via ericw tools. For some reason, the light.exe doesn't seem to work for me. I have lights placed within the level but no lightmap is generated for the .bsp. Everything else works fine.
The light logfile shows the following error message everytime:

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---- light / ericw-tools v0.18.1 ----
Raytracing backend: Embree
running with 8 threads
LoadBSPFile: 'D:\ericw-tools-v0.18'
************ ERROR ************
Error opening D:\ericw-tools-v0.18: No such file or directory

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I'm completely new to Quake mapping so I have absolutely no clue how to fix that. Does anyone have a clue/guess?

ocean cliff
stone copper
ocean cliff
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BECAUSE I KNEW SOMEONE WAS GONNA DO IT, and for some reason i had to beat them to it

tepid python
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you better replace the sounds aswell

ocean cliff
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i don't wanna make meme mods, but they're just too funny not to

stone copper
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I can feel your parents disappointment from here

ocean cliff
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did one of my messages automatically get deleted?

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i just tried to send a message and it got INSTANTLY deleted

stone copper
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That was big john censoring you

modest imp
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yauughhhh delete me

gritty forge
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big john's final words

granite jackal
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You delete him, but in the back of your head you hear a ghostly, "Mua-ha-ha-ha, yeaughl!"

stone copper
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"COME ON KILL MEH!"

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Wait

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Wait

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Has someone made a mod that replaces big johns fight music with a "shitty midi of Big Gun?"

granite jackal
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The wall writing and other transparent texture show up with black backgrounds in TrenchBroom, are they still going to be transparent? Also, do I need to offset the text's position in the wall by a tiny amount? Because they flicker in/out in the editor.

stone copper
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You need the Dusk_transparent.wad

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And yes move them like .125 away from the wall cause a transparent texture touching a wall will make that section of wall also transparent

granite jackal
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Ok!

stone copper
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Be warned though

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That wad has EVERY texture, not just the ones that need transparency, so if you add it to a map in progress you may have two of every texture

granite jackal
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In my case I do, how can I get rid of the old .wad? Oooor is that a hassle.

stone copper
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I think getting rid of it will remove all your currently placed textures, i dunno

granite jackal
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Well thankfully I'm not using that many, and I know their names

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Concrete, fence, some writing on the walls

stone copper
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Cool cool

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transparent textures have a { in front of their name

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Okay questions for more experienced modders. Are animated textures, blinking lights, and colored lights a thing? Cause I'm adding a technoir style club to a level

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Oh and music, can I trigger custom music to play in certain areas?

tepid python
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music not yet

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colored lights sorta

stone copper
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Sorta?

tepid python
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i think @honest stag has used colored lighting or atleast tried it

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animated textures no

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and idk about flickering lights

stone copper
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Damn.

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Those coming? Please tell me they're coming?

spiral nexus
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all Quake and Half-Life lighting styles are coming soonℒ️

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coloured lighting actually already works if you compile with HL compilation tools

stone copper
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Oh...

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I use erics.

frank violet
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New idea for someone who has more talent than me: DESK. it's like DUSK only it takes place in and around office building, and instead of being a horror shooter type of game you just go around and attended meetings and fix paper jams.

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And there's a pistol in the vending machine if you can figure out how to get the vending machine open. If you get this reference you're a true patrician.

onyx marten
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the mages stopped glowing, anybody know why that might be?

honest stag
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Check settings

onyx marten
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ohhh yeah thats probably low spec mode

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lol thats it, thanks

honest stag
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@stone copper nothing stops you from trying to compile a map with ZHLT for example - half life compiling tools
It's not always working with maps made in TB if you have <1 unit brushes but you might be able to do it anyway

bitter fiber
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how do you guys go about editing/adding textures?

honest stag
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check pinned messages for a makewad program
makes texture wads from folders with imagies

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images*

bitter fiber
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thank ya vriska

last night
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Hey there! I'm interested in making maps for Dusk but the Trenchbroom config is a little hard for me to tell what's going on; in the game preferences for Quake is the game path just the Dusk executable?

tepid python
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not needed

last night
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So just point it to a Quake dir then and make a quake map like usual? o:

honest stag
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Yes

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You can get the list of dusk-specific entities in pinned messages

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And textures too

last night
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Oh thanks!

honest stag
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Actually before you start using the wad in pinned messages - i suggest getting the same but but with transparency on stuff like wall writings - scroll just a bit up to find it @last night

last night
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Alright o:

restive quarry
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Hello I had a few question about map making?

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Will Dusk ever have its own map making tools? Iv seen people use trench broom but I dont make mods for any of the other games it supports and id rather just have on tool

still raptor
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you can use any map maker that outputs a compatible bsp

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its not required to use trenchbroom

restive quarry
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Are there any tools you would recomend other then trenchbroom? I could learn it if I have to but if there are other options id like to know

ancient depot
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TrenchBroom is what we officially recommend and support but people have had success with tools like JACK

still raptor
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radiant, jack, hammer, worldcraft, etc

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trenchbroom is definitely what id suggest, you dont need to know anything about the other games to get started

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there are probably a dozen other tools that will work however

restive quarry
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I saw in the quick guide that the player placement,monster and weapon models placed in the editor are all from quake. That seems like it would be a touch confusing.

still raptor
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oh no, thats just if you want a quick easy start

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we will be releasing a definition file that populates the editor with dusk specific enemies etc

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however there is one the community made already available

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so you never even have to look at quake monsters if you dont want to

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i believe this is the most recent version

alpine depot
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Could not load external entity definition file 'D:\Downloads\dusk_qmdl.fgd': At line 39, column 12: Expected integer, decimal, string, or ']', but got ':' (raw data: ':')

is this happening with anyone else when they try and load it?

still raptor
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ah i think its because this is formatted for JACK

alpine depot
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ah shit

still raptor
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thats an easy fix

restive quarry
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So the models and all that jazz will be DUSK accruate if I use that file @still raptor

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if so how do I install it

still raptor
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there wont be models yet because you need the models in order to display them, and we havent distributed the models quite yet, however, your editor will have dusk specific entities ready to be placed

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now, the dude who made this community definition file did put in the time to properly size some of the entities as well, but not all of them

restive quarry
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well queston

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Should I just use stock standered trench broom? How will I know which assests are which?

still raptor
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so, you can use this fgd file and they are named what they are, like in this image

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however, you wont get a visual of them yet, youll have to wait until we distribute the official fgd, or until someone rips the models, converts them, and puts an fgd together

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theyll spawn in game just fine

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and yes this is stock standard TB

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in the games folder of the install

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you can create a new folder called Dusk

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this is about all you need in that folder

restive quarry
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Thanks

still raptor
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then when you click new map youll have dusk as its own entry

spiral nexus
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JACK has been really great to use, aside of some compatibility issues with HL stuff in Dusk

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I wouldn't recommend it, if you don't have any kind of HL modding and mapping background though

proper notch
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Hmmm, has ambient sound mod support been finished/fixed/etc yet?

honest stag
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werent any patches since january i think

ancient depot
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ambient audio counts as music which isn't fixed yet

stone copper
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I had an idea on how to make a sort of bootleg survival mode you can work into a normal level

granite jackal
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I've had only a little experience in using mapmaking tools and I'm rapidly catching on to using TrenchBroom. Little tip, try imitating Episode 2 levels. Much easier architecture to emulate, not as much fiddling with slopes or trying to make it look natural.

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Though drawing inspiration from Episode 1's Cutty Mine is good too, not as much ambience to worry about.

honest stag
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Why is the horror as scp-096 not a thing yet

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I am disappoint

gritty forge
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Like a movie?

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Male version of L4D2 witch lol

grand girder
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Hi there. A stupid question, but is there a way to convert Q3 map to Q1 format? Or any_format model to Q1 map? I don't care about saving textures, scripts or everything else. I just want to get geometry converted to Q1 format which I can edit and add all other things

honest stag
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well if you have a .map file you can use a q1 converter
if you just have the bsp - probably not?

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actually

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if trenchbroom supports .obj - you can probably convert q3 maps into it????

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talking outta my ass here

grand girder
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Erm, no?

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Ok, simple example

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I made a Doom map. Wad2map gives me a Quake 3 layout from this Doom map. But I can't edit and use it in Quake 1 Mode in Trenchbroom. So I can't either run it in Dusk

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So the problem how to get a Doom map intro Trenchbroom?

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I saw already Doom 2 Map01 without lighting in duskmods

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But I don't see any way to get geometry working in Q1 concept

honest stag
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what kind of file does wad2map output?

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a .bsp or a .map?

grand girder
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map

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heh

honest stag
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oh well cant you just compile it with a q1 compiler?

grand girder
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Link?

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I don't see any q1 compiler in google

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I only see q3

honest stag
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or load it up in trenchbroom, since it works with .map files

grand girder
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urgh

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Trenchbroom is requiring an engine to run

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COnverted map is Q3 engine map, not Q1

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So it won't run in Dusk

ancient depot
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dusk supports q3bsp

honest stag
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...what

ancient depot
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but regardless, a .map can be converted

honest stag
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alright i'm too sleepy for this

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lmao

grand girder
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Oh, really? In Steam discussions I've read that it doesn't read

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*read q2/q3

ancient depot
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it supports quake 1, quake 3, half life and bsp2

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quake 2 bsp is the one we don't support

grand girder
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uh, ok

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That makes things clear

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Thank you very much

ancient depot
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np

honest stag
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by the way
i have no clue about anything related to it, but is there any reason for me to use the q3 bsp format instead of q1?
like can i get any benefits from that or are they not that different

ancient depot
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for now, not really

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colored lightmaps are one thing, and it has higher limits than q1 and hl bsp

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but once we support .lit files there's not a huge reason to use it over bsp2

grand girder
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Uh, I've got an another question. As I can see from the Trenchbroom options, in Q3 Mode I can't place enemies, because Q3 is the multiplayer game and it only have player_starts with weapons/powerups

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So I need to convert it to Q1?

ancient depot
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you can place entities and manually change their type

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just enter monster_mage for example

honest stag
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and a custom .fgd floating around as well

grand girder
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Thank you!

honest stag
still raptor
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also q3 has bezier patches

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which we dont support yet

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but thats a major difference

honest stag
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time to google that real quick

still raptor
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its fancy maths for curved surfaces

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so organic shapes are WAY easier

honest stag
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OH S H I T

still raptor
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that, the way textures are stored, and like zomb said, colored lightmaps are the main advantages of quake 3 bsp

honest stag
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god i'm having flashbacks to trying to make a bowl and constantly crashing

still raptor
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also i think it does lighting nodes when you compile

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which im not sure we'll ever use

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@ancient depot might know better about that feature

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yeah exactly vriska, any curvy stuff is best made with beziers

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this is the classic example

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q3a map

honest stag
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holy fuck
that would look so blocky with q1

ancient depot
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as for textures

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I haven't talked about it yet but I'm working on an extended quake-compatible WAD format that allows dusk to still use full colour textures

still raptor
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πŸ‘Œ

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heres a good visualization of the differences between vertex based organic shapes, and beziers

honest stag
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this looks so nice
(kinda loses the blocky charm but still)

still raptor
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yeah you would never do something like this as part of map geometry

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but

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thats the basic gist of arguably the most key feature of q3bsp, next to the lighting vols

stone copper
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Question

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How many units is dusk dude's collision?

tepid python
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yes

stone copper
royal spear
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Silentcontempt

stone copper
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"Unworthy"

ocean cliff
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im gonna make a memeworthy mod

stone copper
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Someone already turned the leathernecks into peter griffin, we've already peaked

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But do go on

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It'll make sense once I upload the clip in like... 20ish minutes

ocean cliff
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ahem, do you not remember my AHEGAO TORNADO?

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next, im gonna mod JAKOBS VOICE

stone copper
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Ahegao tornado was like, c tier meme

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What are you gonna change his voice to?

ocean cliff
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i actually had the idea of going onto fiverr or one of those paid service sites, get someone to make a japanese voiceover to fit with the localization

stone copper
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Okay hear me out

ocean cliff
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OOOOOOOO

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we can just get HIM TO DO ALL THE FOREIGN LANGUAGE LINES

stone copper
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Oh no

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How do I cause an enemies death to open a door?

ocean cliff
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johnny bravo 4 big john when?

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WHY DO I HAVE SO MANY MEME IDEAS?

stone copper
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Do enemies not fall if something opens/breaks under them?

tepid python
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indeed

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they can also walk on water

stone copper
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That ruins my plans of a wave based survival room

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I was gonna have mutliple doors that opened when enemies died, that would drop new monsters onto teleporters to keep the room populated with stuff to murder

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Anyone know a way for me to make this idea work?

stone copper
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Please... ANything

tepid python
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I don't know if trigger count already is possible

stone copper
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Is there a way to like raise the teleporters?

tepid python
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don't think so

stone copper
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Well fuck

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Once again a good idea is screwed by spaghetti coding

tepid python
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Gotta think outside the box to make epic maps

stone copper
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I was thinking outside the box

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Can you make moving props?

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Cause you could have the enemies get pushed up into a teleport zone by a raised jump pad

tepid python
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you could move monsters with a func door

stone copper
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That works? But gravity doesn't?

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Is there a way to change how much a door moves?

grand girder
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I thought such things mentioned in Trenchbroom Youtube tutorial series

tepid python
stone copper
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Last dumb question, can one action say a door opening, have multiple required triggers. Like, 4 enemies dying?

tepid python
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I don't know if trigger count already is possible

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trigger count would do exactly that

stone copper
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O h

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I had no idea what that was

granite jackal
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DUSK's map design revolves around the player being able to:
-not damage anyone with weapons or thrown props,
-preferably not use Riveters or Crossbows in a pacifist run
-kill most enemies with swords, sickles, thrown props and reflected projectiles,
-never be forced to take damage (i.e. both Duskmare-viable and without hurting yourself with a Riveter or Mortar)

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So if you design a map with certain schticks in mind, it might fly against the completionism of earning awards. That said though, you can still introduce that kind of stuff and allow a circumvention with secrets.

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Well, secrets or prop-stacking. And you don't necessarily have to, say, both do Low Tech and Completionist. So if a lone, unobstructive black phillip can't be hit with swords or thrown props, that's fine

tepid python
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no i just make a jump map and it works because the obstacles can be done with minimal skill and a lot of health pickups

granite jackal
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Right, you just can't do that jump map and earn the Untouchable award is the point I'm making

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(Of course this is custom mapping so, don't let anyone stop you! Just if you want to mimic the original game better, keep the 4 awards in mind)

spiral nexus
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actually with SDK I am more curious about getting different experiences in DUSK rather than just people making brownish looking maps that imitate DUSK gameplay

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and that is probably an appeal of modding in general

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at least for substantial amount of people.

granite jackal
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I'm a pretty big fan of the original game's map design, personally. It's as linear as a beehive

woeful yoke
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Hey guys, I want to make maps for Dusk. I have Trenchbroom all set up and I got dusk.wad. What other things am I going to need?

tepid python
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that's all you need, for mapping that is, i'm guessing you also have the compiling tools downloaded

woeful yoke
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Yeah, I have necros and ericw tools

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Tho my little test box isn't launching properly when I try to run it in quakespasm. idk if that has to do with dusk.wad tho

unique ocean
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Though I suppose you could possibly lure them out with gunshots

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Let me see

woeful yoke
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Ope, got the compiler to work

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Tho in Quakespasm everything is pink and black checkerboard. I assume that's normal?

unique ocean
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Use dusk

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by that i mean load that map in dusk

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you also need the palette file for textures to work

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her\e

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let me send some pics to show what I mean

woeful yoke
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I was hoping I'd be able to test in Quakespasm, but now that I think about that, it doesn't make any sense.

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So I'll have to go through the rigmarole of booting the dusk sdk everytime I want to test?

unique ocean
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well you can test the same map without quitting dusk

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So I often just leave dusk open while mapping

woeful yoke
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Oh, I figured I'd have to restart Dusk for it to notice the changes

unique ocean
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this is the map path

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Ignore "CustomFuck" thats just my test folder

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but you go though that file tree up until local

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and in your map folder there should be 2 folders if you are doing no extra stuff

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Theres the palette file

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In your case "customfuck" would just be whatever you named the mod you are working on

woeful yoke
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ok, palette is all set

unique ocean
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Inside you put your maps folder which the bsps go in and palette

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Now you can just start the SDK and load the map

woeful yoke
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Alright, if I have quake entities in there, will it even work?

unique ocean
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Depends on the entity

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Certain ones are replaced with dusk counterparts

woeful yoke
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ohhh, is there documentation on that?

unique ocean
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Let me post this, it gives entity definitions for dusk's enemies and props

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You can also download the transparent texture wad for the updated textures

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but thats a bit up, lemme see if I can find it

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There it is

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That has the transparent textures

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I also found the most recent fgd

alpine depot
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the qmdl fgd doesnt work with trenchbroom only JACK, just a heads up

unique ocean
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aw my bad

woeful yoke
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so wait, what are the fgd's for?

unique ocean
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loading dusk enemies and props

woeful yoke
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Ohhh. Does that just go with the map file in dusk's directory?

unique ocean
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No, its used in trenchbroom

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Let me send a pic

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under the entity tab

woeful yoke
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I appreciate the help! space_cheer

unique ocean
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you go all the way down

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and there you can browse for external fgd

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load the dusk.fgd

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and you can place most of dusk's props and enemies

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I believe it has all the enemies but some props and objects dont work

woeful yoke
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πŸ‘ Got iiiiiiiit

unique ocean
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There is also a bug where some objects render as completely black despite the light around them

woeful yoke
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Is that just in Trenchbroom, or in Dusk?

unique ocean
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But we just have to wait for that to be fixed

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Its a bug ingame

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here

woeful yoke
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that's an odd bug

unique ocean
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some objects just lack light from the world entirely

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yet flashlight works for some reason

tepid python
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have you tried lifting it up from the ground

unique ocean
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Ive had this issue before with jump pads

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Even then nothing I did helped

iron needle
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@ancient depot I forget did we fix this?

honest stag
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cars are still like that

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tractors as well

stone copper
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Why don't enemies just fall when the floor is removed from under them?

woeful yoke
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Duskdude's scale compared to the Ranger's makes Ranger look like a manlet

iron needle
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Why don't enemies just fall when the floor is removed from under them? cause that's not how navmeshes work

alpine depot
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well just make navmeshes work like that then smh

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😀

still raptor
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when we add back support for updating navmeshes you could pull that off

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but not right now

tight pawn
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I have finally finished my map

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It may be garbage but its my garbage

gritty forge
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gonna play it fam

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@tight pawn Finished it wasnt too bad lol

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weird white trees tho might be me

still raptor
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thats actually a bug with loading

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if you reload the map it will be fine

gritty forge
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ok ty

tight pawn
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@gritty forge ayy glad it was half decent haha πŸ™‚

zinc heron
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Hello guys, is this possible to preview entities from Dusk in Trenchbroom? They only appear in grey and without orientation, it's kind of boring, especially for big structures like cars or machines

onyx marten
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nah it isn't, not sure if it will be possible in the future. The only entities visible are monsters

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or rather quake monsters

ancient depot
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it'll be possible once we release our trenchbroom kit later on

still raptor
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you can do it yourself if you want to do the work

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but it will take a lot of effort

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possible, yes. advisable? probably not

onyx marten
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any idea when that water bug will be fixed?

zinc heron
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Fine, thanks for the answer!

stone copper
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So I'm reworking my idea for a wave based arena into a tower where you need to kill all enemies on the floor to advanced to the next

tepid python
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uh oh map competition

stone copper
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Huh?

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Where?

verbal peak
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We plan on having a mapping competition somewhere down the line. Not before the SDK is completed though

tepid python
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i meant as in i'm currently making a battle tower aswell @stone copper

stone copper
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Oh cool

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Can I see it?

tepid python
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trying to limit myself to only using id1 and dusk

stone copper
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Oh, yours will be a lot more visually nice to look at.

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Mines pretty much pure gameplay, kinda like each floor is a binding of isaac room

tepid python
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you got something to show already?

stone copper
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First two floors

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I'm building it around the intent to play it on cero

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That leatherneck room is pretty hard wont lie, but you can kinda cheese their ai

stone copper
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Do we have the damage numbers of weapons?

unique ocean
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I think the dusk wiki has it but im not sure if its correct

gritty forge
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doesn't duskworld have damage numbers

stone copper
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I have never even booted up duskworld

gritty forge
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you get an achievement if you do

stone copper
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I know

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But If i'm gonna boot it up I wanna play it ya know?

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I wanna rocket jump, charge the sword mid air, and kill someone before I hit the ground. That would be neato

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Holy shit the duskworld startup music is badass, thank you Andrew.

granite jackal
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I wrote up a little text-only "guide" in the discussions that describes a number of technical bits for each weapon.

(I'd have done it in the form of a guide if they didn't bloody require you to find and crop images first. I'm not that patient.)

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For reference, a pistol shot is 25 damage. I'm unsure if Duskworld preserves these damage numbers.

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Should be still wholly relevant in the SDK; there hasn't been any patches to change the weapons.

lapis hare
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Combine with a jump-to-crouch to climb short walls
wtf

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is this a zoomer way of saying "crouch jump"

neon summit
#

I'm interested in making a DUSK mod, where do I start?, I have plenty of experience with Hammer Editor and I know that DUSK can open .bsp files

#

Is there a .fgd with DUSK entities or something like that?

granite jackal
#

@neon summit There's no official .fgd on it just yet, but it's floating around this channel

neon summit
#

Okay, I'll search for it then

granite jackal
#

DuskyAI posted both the dusk.fgd and the transparent texture .wad, just type in fgd until you see him say and there you can browse for external fgd

stone copper
#

What is the "Ambush" spawnflag?

honest stag
#

what do you want to do?

#

cuz i dont remember anything like that

bitter fiber
#

is there any eta on when the sdk is getting another update

#

i am fiending for more features πŸ₯΅

still raptor
#

i would guess sometime after next week

#

basically we've been busy getting ready for PAX East, which is next week

gritty forge
#

oh shit dusk 2 confirmed

rancid fossil
#

So how do I use Trench Broom with Dusk?

spiral nexus
plain lantern
#

No we get Dusk: Opposing Force where you get to play as Jakob.

#

And Dusk: Blue Shift where you get to play as Big John

gritty forge
#

Amid Dusk confirmed

ocean cliff
#

AMID DUSK. YESS now which one is that duke-like one where you play as a girl and fight an evil scienceman?

viscid sinew
#

Ion Fury

ocean cliff
#

Amid Maximum Ion Dusk

#

otherwise known as A.M.I.D

viscid sinew
regal ore
#

Hey, guys! Where do I report Dusk SDK bugs? There's an audio bug currently present in SDK where every weapon sound plays a few dozen milliseconds further than it's initial starting point. I have a video showing what I mean.

still raptor
#

post it here if you want

#

or in the forums

regal ore
gritty forge
#

I've had that issue, too

regal ore
#

Ah, then this problem is not only mine. Which is good.

#

I'm currently working on reimagination of Dusk's weapon sounds and right now it sounds something like this: https://www.youtube.com/watch?v=qjpmHak8AFU
Gotta make draw sounds, try crossbow again, work on sickles and sword and add that explosion sound to welders when they explode, for consistency. I'm doing this mod just for sound design practice. I'll probably release it when this audio issue will get fixed because right now these gunshots lose their punch due to cutoff.

still raptor
#

we'll make sure to address it

#

i like your assault rifle sound man

#

its nice

regal ore
#

Thank you!

sharp trail
#

How to i add func stuff to brushes?

#

And how do i create entitys

gritty forge
#

Loving these sounds.

#

I still have some similar plans, except with using and modifying sounds from other games.

regal ore
#

Good old days of bringing Doom sounds to every first person shooter imaginable πŸ˜„

tepid python
#

@sharp trail trenchbroom or?

regal ore
#

These are created by mixing various stock libraries and my own private recordings. Been doing sound design for years, currently utterly unemployed so decided to practice a bit.

gritty forge
#

I see.

#

Since I'm a sound editor, I should start creating my own sounds for mods as well sometime.

regal ore
#

Nice

gritty forge
#

paulstretch every sound in the game

regal ore
frank mantle
#

How do I run Dusk maps?

spiral nexus
#

If you mean editing, unfortunately you can't edit the official maps since they were made in Unity

#

If you mean playing, all campaign maps are playable just like normal in the SDK

sharp trail
#

Trenchbroom

tepid python
regal ore
alpine depot
#

i love that so much

regal ore
#

I'll keep it then doomguygrin

frank mantle
#

I cannot load a map

#

The guide has instructions for Quake and Half-Life maps but not for Dusk maps

#

And although following the HL instructions did make the map appear in the game's list, it froze the game when loading

#

Why is there not a single tutorial on this

tepid python
#

what are you trying to load exactly

frank mantle
#

Cult Town Meltdown

#

Maybe I did everything right and it's just a slow map

tepid python
#

i have no idea what that is but dusks sdk currently supports quake and half-life maps

frank mantle
#

ok so a map loaded

eternal sail
#

Hello everybody, I have a problem with editing a map decal and would appreciate any help. I wanted to change the "below.png" texture, but no matter what I do, it stays the same as in the original, even when I turn off all textures other than my mod. Did anyone have a similar problem? Probably just me being stupid.

spiral nexus
#

Maybe that particular texture isn't changeable yet, since quite a few don't work yet

#

Try changing other textures and if they work then it's a problem on Dusk's part most likely

eternal sail
#

Tried that with textures "all_mad.png" and "flush_sins", may be a map decal issue, may be a coincidence, same result.

gritty forge
#

dang what mod are you using cause that looks smooth

granite jackal
#

@regal ore I'm genuinely impressed by all the gun sounds - you even changed the sound of explosives!

#

Eeeehhhh but Nako, I'd burned out on listening to the Wilhelm scream because another game, King Arthur's Gold, also uses it for player deaths. That, and I listened to a compilation of movies that use it and... yeah. I would hope for a mod to restore the original deathcry for welders, or I'd be staying very, very far away from Episode 2 levels.

#

Or maybe I'll strictly gib them with super shotguns, mortars and Riveters so I don't hear them with an overused sound clip.

gritty forge
#

Here is an idea if anyone wants to remake Doom in Dusk. Use low poly 3D models AND make colored lightmaps to really add in some atmosphere. You can even use my HD sounds (and I would prefer if you do.)

wooden pier
honest stag
#

Tbh i'm not sure if i see any difference with and w/o the hd sound mod

honest stag
#

@regal ore THAT SOUNDS AMAZING (tho the hunting rifle sounds like something from call of duty lmao)
Is there a downloadable version?

gritty forge
#

I still love the fact that Nakotuhin used stock library sounds combined with recorded sounds of his own to make these weapon sounds. They sound pretty faithful to the vanilla sounds.

ocean cliff
#

uh.. which video are you talking about? the one where he stands still at e2m1 or the fight scene in e2m1?.... cuz i'm lookin at the one where he's standin still and the weapon sounds are nowhere near similar to the originals

regal ore
#

Hold on, I just woke up.

@granite jackal I guess I'll make it a separate mod then.

@honest stag not yet, but probably I'll get it done today. Still have to do make the sword and the sickle sound as well as find the pistol draw. But on the other hand this mod currently loses its magic due to a bug described earlier so I'll either wait or make a soft launch.

@gritty forge the only sounds I made somewhat faithful are riveter and mortar due to that loud clanking they do. Otherwise I tried to make these sounds to be easier on listener's ears, punchier, but still have that old school "overcompressed" feel because, well, it's a retro fps.

alpine depot
#

man I hope we're able to add particle effects and stuff like that eventually soon(tm), itd add sooo much to my maps

cloud dune
#

How to make secrets work properly? trigger_secret works as intended in Quake but in DUSK it doesn't count them as secrets(0/0 secrets in the level when there's 2) and automatically finds them as soon as I spawn in rather than triggering when I run over them

honest stag
#

that doesnt sound right - all secrets work properly

#

can i see you setup with the secret?

cloud dune
#

it's just a test map mind you as i was trying to figure out how to make the quake stuff work in DUSK.

honest stag
#

i'd like to see the entity tab as well, would be nice

#

there shouldnt be any trouble with them tho

cloud dune
#

for the secret?

honest stag
#

and worldspawn as well

#

yes

honest stag
#

trigger_secret is supposed to be a brush, not an entity tho

#

right click a brush and select "make a brush entity", then trigger - secret

cloud dune
#

omg thank you

#

❀️

honest stag
#

np

cloud dune
#

the way i did it only works in quake i guess for anyone else rofl

#

weird

honest stag
#

never even heard of making it like that lmao

#

always seen it as a brush of any size, it's even one of the menus to make a "brush entity", not just an entity floating as 1 cube

#

just like any other trigger

cloud dune
#

fair enough. new to trenchbroom. Also i did try to make a brush a secret earlier by renaming the classname to trigger_secret but that ended up breaking everything

#

you have to right click it, it seems.

honest stag
#

ah i think i know why
did you just click a brush and type in "trigger_secret" as the classname in place of worldspawn?

cloud dune
#

yup

#

figured it'd work since I was able to do that with random func and changing them to the pistols and single shotgun

honest stag
#

yeah that breaks stuff
maybe there is a way to do things differently but i always make a brush entity first with a right click and THEN rename it if it's not a quake thing, like func_breakable

cloud dune
#

fair enough.

honest stag
#

also yeah dusk supports some half-life stuff which isnt seen anywhere in TB, looking through patch notes can give an idea about what exactly

cloud dune
#

good tip. will look into it as i used to mess with source/gldsrc A LOT.

still raptor
#

you can use a gldsrc editor if youre more comfortable with that

#

any will work

cloud dune
#

i was trying out j.a.c.k. earlier.

spiral nexus
#

GldSrc stuff has broken water and map transitions rn, everything else works just fine

#

You could try to compile with Quake tools or just wait for a patch

ancient depot
#

map transitions aren't really broken, just not implemented

#

the game just happens to only support quake-style transitions atm

#

the water is a really weird issue though and I'm looking into it

regal ore
#

Alright, boys and girls, here's beta release of my sound mod: https://dusk.mod.io/weapons-sfx-reimagined
All sounds except for sickles were made from scratch. Sickles were simply enhanced.
Currently I plan to try pistols again because they sound a tiny bit dull and also rework soldier's and scarecrow's gunshots for consistency.

mod.io

This mod replaces weapons sounds with more powerful and realistic ones created from scratch.

remote vector
#

does anyone have a working .fgd for Dusk entities? The one I found produces an error in Trenchbroom...

lament ore
#

@honest stag

remote vector
#

Yay, thanks! Works without problems! ❀️

granite jackal
#

Oh nice, an officially-endorsed one?

gritty forge
honest stag
#

hey uhhhhhh

#

it used to be the first uploaded map

#

oh, no wait

#

it's just not there when i sort by date added??????

#

ok

tepid python
#

oh wtf that's weird

honest stag
#

@granite jackal that's the custom one and the dood who made it himself

lapis hare
gritty forge
#

I'm with the science team

#

EEEEEEEEEEEEEEEEEAAAAAAAAAAAAEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

gritty forge
#

those half life scientists

#

why do they look so scary lol

honest stag
#

no glasses

gritty forge
#

YOUR RIGHT

#

this is bringing back old memories

#

the "many" voice actors of half life 2..

gritty forge
#

@lapis hare weeb

lapis hare
alpine depot
#

is it possible to trigger a trigger?

honest stag
#

why would you need to trigger a trigger exactly

#

cant you make that trigger the initial one?

alpine depot
#

I want to do a shitpost map where there's multiple options and then you approach an area that has a different event happen for whatever option you pick

honest stag
#

i could see that happening actually
doesnt sound very difficult
example - 2 buttons, "yes" and "no"
pick "yes", multi_manager blocks the other button with a func_door and in the room ahead a leatherneck spawns
pick "no" and the same happens, except insted of a leatherneck there's a scientist or something

#

i could see that being very possible yes

alpine depot
#

I mean if its supported yet to trigger other triggers using a button or trigger

honest stag
#

yo could you give an example of a specific situation? i'm sure there can be a workaround
but i dont think that's a thing? i'll test it out if you want

alpine depot
#

Dusk Dude goes to GameStop on March 20, 2020 to look for a new game to buy but he can only afford one- Dusk Dude needs to choose either Animal Crossing New Horizons or Doom Eternal

After he picks out a game he heads to the counter but depending on what game is picked the situation gets very precarious

honest stag
#

yep as buttons those are very possible
you could explain the other game dissapearing by saying "the ghosts are eager to get a game and there might be time to only get one"

#

or something

alpine depot
#

or just make it vanish and acknowledge nothing

#

I'll just do teleports for the games instead to get around it if triggers dont work like I want them to

honest stag
#

i wal literally just typing out that

still raptor
#

i think you can trigger triggers

#

i could be wrong

#

i dont see why we couldnt support that

alpine depot
#

If it works I'm going to make an actual fucking Big John dating simulator

regal ore
#

I'm surprised it's not an official game yet.

spiral nexus
#

Dating simulator is probably better to do when scripting is available

#

But using only triggers and doors creates an interesting challenge

frank mantle
#

I cannot save in the SDK

spiral nexus
#

You indeed cannot

#

the issue will be fixed at some point

frank mantle
#

uhhh

#

Is "The Chapel" supposed to have jazz

spiral nexus
#

Jazz?

frank mantle
#

It has this music

spiral nexus
#

the map's called func_vehicle

#

and it's Postal 2 OST which is one of the jokes of this map

frank mantle
#

Yes, but later I played The Chapel and it had the same music and I am pretty sure it's a bug

#

It was funny af

spiral nexus
#

No it isn't a bug, you just forgot to disable the func_vehicle map from the modding menu

#

the way the func_vehicle mod does music is to replace weapon pickup sound with 10 minutes of Postal 2 OST, the joke is that music is not yet supported in the SDK

frank mantle
#

oh lol

lavish peak
#

I still need to figure out how to get everything working so I can start working on a smaller mod to get my toes wet again with map making. Until then I'm just gonna make map layouts in Dungeon Painter.

spiral nexus
#

if you have problems with mapping in Trenchbroom, I recommend dumptruck_ds' video tutorials

lavish peak
#

I'm more in a corner where I don't have Quake or anything else so I dunno if I can map.

spiral nexus
#

You do not need Quake in order to use Trenchbroom, alternatively if you have Half Life you can use JACK for mapping

lavish peak
spiral nexus
#

Anything that is able to create HL1 or Quake maps can be used for Dusk mapping, TB is just recommended

lavish peak
#

I have experience with Hammer, though I do like how simple TB looks.

spiral nexus
#

Here are couple of lads who are using JACK (including me) for mapping, if you have experience with Source SDK you can try it instead

lavish peak
#

I do have more experience. I spent like 20 hours playing the Source SDK back in high school.

#

Ooooh, this is familiar

#

I might use JACK. We'll see, but thanks for the help.

frank mantle
#

also what's up with doors

still raptor
#

thats a good ass map

last talon
#

yea def go for jack if you are familiar with hammer

lavish peak
#

I'm glad we have Func_Vehicle

still raptor
#

we dont yet

#

it is 100% planned however

chrome orchid
#

Hi, sorry if this is a dumb question or the wrong place to ask this, but is there an fgd for dusk floating around anywhere?

rapid spire
#

Right place. As far as I know no official one yet, but there's a third party .fgd. check pinned messages please

spiral nexus
#

It's not pinned but a few has been posted around, use the search function

#

the FGDs are pretty barebones, so I recommend waiting for the official one and using user created ones only if you have to

chrome orchid
#

yeah i checked the pins and didnt see what i was looking for but ill search around, thanks

frank mantle
#

Can't see jack shit on some maps

#

Sometimes I have so fiew points of reference I cannot tell what direction I'm facing

#

yet alone shoot

tepid python
#

Someone actually played my map lmao

lavish peak
#

Once I get home, I'm gonna finish the test map layout in Dungeon Painter and then Im gonna try to make it in JACK

ocean cliff
#

why the heck it so hard to change the scientists sounds?

plain imp
#

Alright, so I put a map in the local folder and launched DUSK SDK. Found the map in the modding tab but it's telling me there is no content for it.

honest stag
#

did you check the "custom levels" section?

#

and did you turn it on anyway

plain imp
#

Yes, same issue

regal ore
#

Is it not possible to replace certain enemy sounds at the moment? Tried to add new gunshots to scarecrows and soldiers and the game doesn't seem to pick them up. Double checked my files. Welders work however.

real bobcat
#

Are you able to save when playing custom levels with the SDK? I've tried to and nothing works.

last talon
#

nah doesnt work yet

#

there are quite a few features that aint implemented yet into the SDK

real bobcat
#

ok, thx for the info!

last talon
#

music doesnt play either leon

#

I'd imagine both of these features are pretty high on the list

iron needle
#

@regal ore there are still some issues with changing a lot of enemy noises atm. We will fix!

ocean cliff
#

what about changing the models? any tools on changing the weapon, item or NME models?

still raptor
#

Model replacement is an upcoming feature

ocean cliff
#

my first thought was "can't wait for better looking snipper riffles"

#

my second thought was "so HDusk can be realized"

gritty forge
#

the latest feature is real guns

remote vector
#

is there a way to limit the detection radius of entities somehow?

honest stag
#

as far as i know - no

remote vector
#

hmm damn

#

most enemies seem to detect me from almost miles away, wish I could solve that somehow

honest stag
#

you can

#

may i interest you in some invisible brushes that are removed with triggers?

#

we dont have killtarget yet i think so i use a fully transparent func_breakable that breaks with a trigger

still raptor
#

or the more common method of keeping enemies in a box off the map and teleporting them in when they need to be in

spiral nexus
#

func_enemyvisibilityblockwall when

#

alternatively func_illusionary could just block enemy vision, which I feel like should be a thing

remote vector
#

@spiral nexus hmm thanks, that might work. gonna test it out later

spiral nexus
#

I think Vriska tried func_illusionary already and it didn't work

#

I was suggesting to make it block enemy vision

#

because I think in Half-Life it does, but I am not sure

remote vector
#

yea no, I know. Tried illusionary already a while back

#

was talking about the other func

spiral nexus
#

that was a bad joke of mine lol

remote vector
#

oh

#

πŸ˜„

#

got me

#

btw, could you help me with determining the source of a compiling error real quick? I'm completely lost with it

spiral nexus
#

Do you have error log?

remote vector
#

yea, gonna send it on pm to not flood the chat here

wooden pier
#

Does this fit with the style of the game? leonthink

remote vector
#

Imo yes, IF you make it look more trashy and dirty πŸ˜‰ Also, I'd remove the strings at the top there

wooden pier
#

I could try adding noise through the Gimp chonk

remote vector
#

that might work

wooden pier
remote vector
#

doesn't look too bad honestly, at points it seems a bit too random but other than that it's aight

wooden pier
#

What do you mean by 'at points it seems a bit too random'?

remote vector
#

oh wait, sorry. that's not the noise that's the problem

#

on the upper left edge, there's a random dark streak that looks very nasty with the noise for example

#

but it's on the regular texture as well

#

same with the leftover white streak a bit below it from the strings

wooden pier
#

Thank you, now I get it. There's a problem with how the model lies on the texture, I'll check it out later.

remote vector
#

tbh, if you wanna go the extra mile you could make the string attachments a seperate transparent texture that way they wouldn't get bent as well

wooden pier
#

You mean I can do it through the Gimp? (I don't know it that well yet)

remote vector
#

ofc, you'd have to isolate the strings from the original picture and make that a seperate texture (in your wad) that uses transparency. It's a fair bit of extra work tho and I'm not that well informed on texture work, so maybe stick to what you can do currently and worry about it later.

wooden pier
#

I'm not moving the textures to the wad yet. But what happens to the bottom part that used to have ropes on it? Either way, I think it's easier to find another reference or leave it like that, they don't interfere with me much, to be honest.

remote vector
#

Ultimately, it's you who knows what you'll need anyway. As for the bottom part: You could just stamp or draw that yourself (even more work then). For the time being you should just remove the strings (and those little spots I mentioned) from the texture. Just stamp them out or paint over them until you only have the orange with the 4 white stripes left.

#

Imo, Games like Dusk look better with simplistic (and sometimes plain) textures anyway since the models are low poly anyway

wooden pier
#

I just thought I could cut the image and reflect the bottom, thanks for your help! SENPAI

remote vector
#

anytime!

tropic plaza
#

Can DUSK compile .bsp2 maps?

gritty forge
#

Dusk doesn't compile shit

#

But can it run bsp2 maps? Yes

frank mantle
#

Map design tip: Give players weapons before expecting them to fight

#

Other map design fun fact: Guns don't work well without ammo

#

Okay this map is so bad I won't give it more than 5 minutes

half tusk
#

hi all, im curious about weapon models, just looking through the resources. can anyone give me a pointer to where they are stored, how to unpack and repack them?

still raptor
#

as it currently stands, the sdk doesnt support model swaps, that feature will arrive in an upcoming update

#

alpha and all

half tusk
#

okay cool

#

mapping it is

#

i'm particularly interested in what kinda fun things can be done with the 6 degrees of freedom

#

just reading through the faq now

still raptor
#

yeah man im waiting for someone to make a 6dof level when theres full scripting support and stuff

#

we originally wanted to use it in ep3 but just never really fit it in

half tusk
#

im just trying to get the hang of configuring trenchbroom, i think i did it right, quake, folder is dusk, engine is dusk.exe

#

the youtube video is kinda blurry for me

#

hmm, entities didn't load

#

nor textures

still raptor
#

ok so, in the video, we pointed the quake configuration at the folder where you have quake installed

#

if you dont have quake installed, thats fine

#

you mostly need quake palette.lmp

#

so you can point it to any location where you have id1/gfx/palette.lmp

#

and then everything should work just dandy

half tusk
#

oh i see

#

i like the geometry editor tho

#

its pretty slick

woeful yoke
#

Is there anything special I have to do for skyboxes?

honest stag
#

there is a default "day sky with clouds" skybox, we cant have others yet

#

you done need to do anything with it either, it's always present

#

dont*

woeful yoke
#

Alright, that's good to know

#

What about transparent textures? Cuz my trees still have the black crud around them

still raptor
#

for the record, any brushes textured with a texture name starting with sky will turn into skybox

#

you need to use textures that have the transparent palette index

woeful yoke
#

I forgot to import the transparent dusk wad. >.<

#

So if I have that wad in, it should work?

still raptor
#

well just make sure you use the transparent equivalents

#

the dusk wad has black on the trees, its likely that whatever transparent wad you have will have like the weird pinkish brownish that quake uses

#

the one in the bottom right

woeful yoke
#

I'm wondering if I didn't configure trenchbroom properly. Because I'm looking under dusk_transparent.wad and the trees have a black background

#

Ope, nevermind, I'm just stupid

woeful yoke
#

Progress!

honest stag
#

yo i like it
people underuse the moody dim lighting imo

#

i used it for the bunker map and it worked awesome

lament ore
#

Didn't I make a Dusk WAD3 with proper transparency and such a while back and somebody downgraded it to WAD2 for trenchbroom too

honest stag
#

mcclone made his own from scratch i think

#

not sure

wooden pier
#

Since Dusk is made on Unity, will there be things you can't transfer to the SDK?

ancient depot
#

Depends what you mean by that

wooden pier
#

For me personally, the number of opportunities for mapping and modeling is important. But in general, will we be able to make the content as good as the original, if we have enough tools here, of course, everything will probably depend on us.

ancient depot
#

The plan is for the SDK to be robust enough for you to make Dusk again from scratch

#

At minimum

honest stag
#

daaamn

wooden pier
#

I guess I'm just looking for reasons to start working with Unity. Anyway, keep doing what you're doing, you're doing a great job.

ancient depot
regal ore
#

I can almost see Dusk's Unity framework becoming some sort of Quake/Build engine of indie scene once it becomes open source.

ancient depot
#

I'd absolutely love to see that happen

#

more games with modding support out of the box sounds great

granite jackal
#

I'm a pretty big fan of how easy Trenchbroom is to pick up and use, once it's been downloaded and the files all sorted out. I'm sort of waiting on the big planned SDK features to come out though, so we can really go nuts on the map design

honest stag
#

everyone is a fan of TB right up untill you have to make something remotely round or spherical

#

jk, love it as well

#

but my god making a bowl is a nightmare

tall zenith
#

we're all very impressed by your ridiculous brush based creations

honest stag
#

i really really love poolboy's brushwork

#

shame that he doesnt want to add more of it like i tell him to

#

he made a goddamn amazing wheelchair once

#

the dude made a fuckin SHIP

#

like how cool is that

ancient depot
#

poolboy's work is phenomenal

#

I've been really impressed with the stuff people have put out so far, lots of creative workarounds for features we're missing lmao

tall zenith
#

limitations breed creativity

gritty forge
honest stag
gritty forge
#

Me waiting for mappers to get a static_model entity so they don't have to do detail work with brushes

last talon
#

but thats the whole fucking point :D

#

I'm fine with models unless they are way too hifi

#

anything you do with brushwork is bound to have way more character in it than models from an asset list

#

but it takes 100000000x more time

gritty forge
#

Yeah but then you can just grab stuff like "Babys first table model" from the internet and smack it in

honest stag
#

but that's too easy

regal ore
#

Oh my god, he has helmet on, he can't hear us

gritty forge
#

you just me laugh at work idiot

regal ore
#

I didn't laugh you, you did it to yourself

onyx marten
#

@ancient depot thank you danoshry

regal ore
tight fractal
#

Do people call you Patri cunt

#

Just curious

regal ore
#

Some did.

They're not walking on this earth anymore.

remote vector
#

Patrick Hunt smokes a Patrick Blunt while others call him a Patrick Cunt

ivory magnet
#

Uh oh

#

More Patrick's on the server

regal ore
#

Count me as two, I want to be like that bugged fish from Quake.

woeful yoke
#

@honest stag Moody lighting is how I hide the fact that I suck at using lighting

#

How do you do water?

spiral nexus
#

Use a texture that starts with *

#

alternatively you can also use func_water if your compiler supports it

remote vector
#

is there a way to get weather effects in custom maps yet? And if there is, how?

tepid python
#

nope

granite jackal
#

Actually it shouldn't be an issue to do spheres for Dusk in the future. Y'all remember the map Homecoming? Lot of spheres there.

honest stag
#

aint a dusk problem

#

a trenchbroom problem

granite jackal
#

Ohhh.

granite jackal
#

Still though, I bet you could make sphere-like shapes with a bunch of overlapping blocks, then shrink them to its surface area to create the outside "skin."

#

The magic two-number combination in trigonometry: 5 and 7. Experiment with making spherical designs that form a 2x2x14 pole in the middle, I'll whip up something on TrenchBroom.

#

The 14 part is very important but you can also do 28, 42, etc. Any multiple of 14 will do, but you want to start with something like that.

granite jackal
#

...Okay so I just actually set forward with my mapmaking theory and... it's complicated. Come to find out, it's frankly better to come up with custom angles based on the size of the block being used. You end up not being able to create full circles; making cylinders doesn't really work; textures don't loop properly around this. But... it might work with the right textures.

Anyway, I've determined that a 14.24-degree increment works well when rotating 2x2x16 blocks inside each other. Their edges will touch just fine.

spiral nexus
#

Bruh, Trenchbroom doesn't have prefabs?

tepid python
#

nope

spiral nexus
#

That's quite inconvenient

#

Can TB copypaste stuff from one map to another?

tepid python
#

yes

spiral nexus
#

Couldn't you create an assortment of shapes as a map and then just copy them from it when you need a cylinder in another map?

tepid python
#

You could yes

honest stag
#

actually someone made a map with sorta-spherical prefabs

#

in fact
i can give you people my bowl thing if you want it

#

took 10 fuckin years to make

#

hell you can have a hollow sphere if you double it and flip

#

lemme show it

gritty forge
#

@honest stag shit thats a nice build

honest stag
#

thank

#

i crashed like 20 times

gritty forge
#

fk that

woeful yoke
#

Is there anyway to do music right now? Or is that in development?

tepid python
#

you can replace already existing sounds and that's it so far

frank violet
#

Maybe I'm just an idiot who can't read the instructions, but is there a way to decrease the camera speed in trenchbroom? Will entering sucsm 1 into the console slow down the camera?

#

Like I'll just tap the w key and the camera will shoot for it at the speed of light and I'll spend an extra 30 seconds pedalfucking around trying to get back to where I was supposed to be.

last talon
#

that sounds pretty unworkable BIGJOHN

remote vector
#

In TB: View --> Preferences --> Tab with the Mouse Symbol --> Last Category there's a Speed Slider

#

@frank violet

frank violet
#

Thank

remote vector
#

u welcome my man

stone copper
#

Can we get a mod that replaces the riveter noise with the quake rocket launcher?

honest stag
#

do it yourselfℒ️

#

sound replacement stuff is really easy

ocean cliff
#

wouldn't really fit tho cuz the riveters firing speed is faster than the Q1 rocket sound

remote vector
#

^that

honest stag
#

eh, can work

remote vector
#

The Riveter is something entirely seperate from a rocket launcher anyway, it shoots giant screws not grenades.

honest stag
#

hey someone can replace the sound for a meat slap for all i care

#

q3 rocket launcher sounds pleasing so why not

remote vector
#

I guess, yea. Fair enough, obviously. I'm just trying to say that you don't always need to change something.

honest stag
#

well we dont NEED to make meme sound mods for dusk
but we do anyway, eh
in any case, i'll do it right now doc

remote vector
#

true

stone copper
#

Thanks vris

#

So, another dumb question. I noticed that in TB that all the quake enemies when put down turn into a dusk equivalent, does this mean that if I load quake maps into dusk the enemies will be changed?

remote vector
#

yes

stone copper
#

Neat... Wish I knew how to get the quake map files

remote vector
#

id released those a few years back

#

but I dunno where to get them

stone copper
#

I found em, they need to be .bsp's right?

remote vector
#

.bsp to be opened in Dusk, .map to be opened with TB

stone copper
#

Kk

#

Just compiled e1m1, hope it looks good in dusk

#

Ohhh noo

remote vector
#

You gotta remember that Duskdude is half as thick and 1.5 times as high as the Marine

stone copper
#

It's all textureless

#

THERES NO TEXTURES

honest stag
#

need a palette file if you dont already have one

stone copper
#

I do have one

#

Maybe I need to open the map in TB save it, then run it through necro's

remote vector
#

don't you need the palette BEFORE compiling?

stone copper
#

Nope, even in tb there's no textures

gritty forge
#

In theory

stone copper
#

Curse you John Romero

#

I played through it anyway, kind of a sureal vibe without the music or textures

tepid python
#

you need to have the id1 wad enabled in trenchbroom to see the textures

stone copper
#

Ah, found those too now, thank ye

cloud dune
honest stag
#

ey nice
looks like a japanese gate or something

tulip edge
honest stag
#

heeeellll yesssss i see you are a man of good taste
i made a hallway almost exactly like that, lit with candles too

river axle
#

looks sweet

remote vector
#

Considering optimization: If you group brushes (via the context menu), does that fulfill the same purpose as setting brushes as func_detail?

spiral nexus
#

No, because brushes are still brushes

#

and func_details are entities

#

grouped brushes will render simultaneously, but a grouped brush will still block visleafs

tardy charm
#

Still really WIP

remote vector
#

Ah, aight, makes sense. Kinda expected that. Thanks @spiral nexus

tardy charm
#

Is there any way for colored lighting to work? IΒ΄m using Trenchbroom and Ericw tools to compile the maps

tepid python
#

Not in trenchbroom

#

But Jack, yes

spiral nexus
#

if you compile with HL1 tools then they'll work

#

you can also compile as you normally do and just wait for when coloured lighting becomes supported for Quake maps

ancient depot
#

Since Q1BSP and HLBSP are almost identical, it should technically be possible for me to make a tool that merges a q1 bsp and a .lit file into a hlbsp

cloud dune
#

so using j.a.ck. and i can't get the textures to compile with the bsp(using default hlbsp, etc) but if i export it from j.a.c.k. then use ericw bsp tools it compiles just fine with textures.

hollow owl
#

Hi, just got the dusk sdk and was wondering how to get it started

#

im very confused as this is the image i get when i select custom level

#

oh

#

the image wont send but it is just the background with a small black box in the middle

cloud dune
#

@hollow owl

hollow owl
#

thanks!

cloud dune
#

what they don't tell you on the guide is you'll need to import DUSK's textures into trenchbroom, JACK, etc,. Using WADs is infinitely easier(download some dusk mods and you'll find a dusk.wad eventually). I might be doing something wrong but having the dusk wad made everything easier for me.

hollow owl
#

I was wondering if the dusk sdk is good to learn with as i would like to make a custom level for a school project

cloud dune
#

DUSK SDK is very alpha IMO since it uses Unity. SDK feels like a hack more or less rn just with the textures and sounds provided.

tepid python
#

it's good for learning mapping tools like trenchbroom and jack

#

but since it's missing features you won't be able to make the best you could have

cloud dune
#

How to get JACK to compile DUSK textures though?

tepid python
#

@spiral nexus

cloud dune
#

i see in CSG compiler messages that there is a WAD list it includes when it compiles but its not automatically including dusk.wad. Looking it up suggests to use -wadinclude name.wad

#

I added -wadinclude dusk.wad and it's added it to CSG now which is good but still no textures upon running

spiral nexus
#

@cloud dune HL BSP doesn't bake wads within the bsp, you must put the wad within your mod's root folder

cloud dune
#

I see that now...

#

well then

#

I figured it did since -wadinclude was a way to do it back in the day of 1.6

#

that and packrat tools

spiral nexus
#

Pass -nowadtextures, -wadinclude or -wadautodetect to indicate that you're using wads and then put the wad into your mod folder

cloud dune
#

gotcha.

#

God bless for the info ❀️

spiral nexus
#

np

cloud dune
#

Really hoping they figure out a better way with Unity or they at least update the modding guide as it really isn't helpful to those who haven't made maps ever.

hollow owl
#

Ok, I'm confused. What map editor should I use to make custom maps for Dusk?

cloud dune
#

Trenchbroom or JACK is what I've been seeing. Pick your poison. JACK is more like VHE if you're familiar.

#

i guess anything too that can technically make/compile a quake1/hl1 bsp

spiral nexus
#

TB is officially supported by DUSK devs

#

JACK also works fine though and here are few people using it

#

You can also use Sledge, VHE 3 or anything that can create HL1 or Quake maps

hollow owl
#

i just installed JACK and im excited to get to work!

spiral nexus
#

Have fun GWsiraMeguThumbsUp

hollow owl
#

Thanks, im gonna need it!

#

And im immediately stuck. πŸ€¦β€β™‚οΈ

spiral nexus
#

What's the problem?

hollow owl
#

I have no idea where to start

spiral nexus
#

I'd personally recommend making small maps before working on big projects

#

I always do some unfunny meme shit

hollow owl
#

it's just i don't know how to get dusk assets into JACK

#

and i don't have much experience with game making

spiral nexus
#

You can load WADs in settings --> game profiles --> textures, there's also pinned message on how to have DUSK textures non black-and-white (or you can just search for WAD3 version of DUSK WAD on this channel)

#

also remember to check draw sizing info in 2D view section of settings

#

Besides that JACK behaves exactly like Source VHE

hollow owl
#

I am asked to give a configuration in game profiles do I need to have a copy of Quake or something to use JACK or do I just need to have Dusk files

spiral nexus
#

No you don't need to have Quake for JACK

#

Dusk doesn't have any official files besides the WAD yet

hollow owl
#

Where can i get the WAD

spiral nexus
#

Check the pinned

hollow owl
#

By func bread?

#

I have never done this before. do i need to take dusk files and place them into jack?

spiral nexus
hollow owl
#

thank you

#

do I now configure that into JACK

spiral nexus
#

go into Game Profiles, Textures and press add files button, select the WAD and you will have Dusk textures

#

you don't need to do anything else, you can keep the Half-Life configuration

hollow owl
#

What is configurations? Is it just what the project is save under?

#

Because I don't have any 'configurations'

spiral nexus
#

If JACK works fine then don't think about it

#

otherwise you might need to install Half-Life idk, I don't think JACK requires it

last talon
#

hahaha dont fucking touch it if it works

#

couldnt describe it better

hollow owl
#

ok i have managed to figure out what i am doing. i have made a map but do i add items like weapons in JACK or in the Dusk sdk?

spiral nexus
#

You can place an Half Life weapons and monsters which will be replaced with DUSK weapons and monsters in game or you can just directly type the DUSK entity as its name

#

you have entities.txt in SDK files, you can look up the supported entities and then just name them that

#

There are also few user created FGD files you can use

hollow owl
#

I tried to add an entity and it comes up with the message of 'there are no point entities in current game data! entity tool not available'

#

so i wondered if i make the map in an editor and then place entities through dusk

spiral nexus
#

Dusk doesn't have any kind of map editing programme

#

the SDK is just support for running Quake and HL maps in Dusk

#

You might need to install Half-Life to use JACK then I guess, alternatively you can just use Trenchbroom which doesn't need anything to run whatsoever

#

Check the pinned for help with that

hollow owl
#

So how would I import a weapon to load on the floor?

spiral nexus
#

I'm afraid you can't put custom models right now, you can brushmodel it though

hollow owl
#

So I can't put Dusk models into the map? Because I just wanted to make a Dusk mini episode

#

I understand that there isn't support for new models yet.

spiral nexus
#

You can put DUSK weapons and some models as entities

hollow owl
#

In the map editor or in the Dusk SDK because i was unable to put entities in JACK

spiral nexus
#

uuuuh...

hollow owl
#

Oh. Am I supposed to put Dusk entities into JACK?

#

I used JACK because I was having trouble downloading Trenchbroom

tepid python
#

yes you put dusk entities into jack

#

the dusk sdk at the moment is just a .bsp(quake and half-life maps) loader

hollow owl
#

how do you put the entities into JACK?

tepid python
#

you drag in the regular jack entities into your map which i assume are the half-life ones and dusk will just recognise the entity and change it to the dusk version of it so half - life pistol will be the dusk pistol ingame

#

idk how jack works so i'm mostly just talking with trenchbroom experience here

hollow owl
#

I have made a test room and have loaded it into Dusk SDK but the game says that there is no content inside, it is just a box with textured interior

#

I have a copy of half life deathmatch, would I be able to use entities from that to place into JACK?

tepid python
#

file structure is correct? the map is a actual bsp?

hollow owl
#

It is stored in the form of .jmf file. Does that need to change? If so, how can I do so?

tepid python
#

map has to be compiled to a .bsp file

hollow owl
#

How can I do that? I am obviously using JACK

tepid python
#

@spiral nexus

spiral nexus
#

All of the Half Life games are free rn btw

hollow owl
#

Um..

#

They're not on steam

spiral nexus
#

?

hollow owl
#

Oh im dumb

spiral nexus
#

Just install HL1 and then reinstall JACK if it doesn't automatically detect it idk

hollow owl
#

Ok thanks!

#

I have half life deathmatch do you think it would detect it through there

#

I am installing hl now

hollow owl
#

I am reinstalling JACK now, what file type should i associate with? rmf or jmf. are they necessary?

woeful yoke
#

Is func_button under a certain tab? I can't find it in my entity browser

tepid python
woeful yoke
#

Thank you~

#

My map is getting very close to done. About 75%. Enemy placement, geometry, and (most) lighting is done. I just need to wrap my head around events

woeful yoke
#

How do I make a door activate when the player just presses E on it? Cuz everything in Quake is either shoot or push

onyx marten
#

just make a brush door entity, it works with e in dusk

woeful yoke
#

Tried that, it's not working. They only work when shot.

#

oh wait. They're shootable because they have a health value

#

Duh

#

ehhh, nope, still nothing

honest stag
#

try making the door have a "dont link" spawnflag as well

woeful yoke
#

Still not working

#

Should its target name be blank?

tepid python
#

it definitely works by pressing E, with default everything

honest stag
#

yes

#

targetname should be blank

#

when you give a door a targetname it's only openable by triggering it

#

with a "target"

woeful yoke
#

WELP

#

That's it then

#

I'm so used to naming everything for organization

#

So if I'm making a door opened by a button, is func_door the best brush to use, or func_door_secret?

#

And should wait be -1?

honest stag
#

just use func_door for everything lmao