#dusk-modding
1 messages Β· Page 48 of 1
I know the feeling, once forgot to save while working for like 5 hours on an animation
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
Trenchbroom auto saves though
auto save is for babies
yea tb does autosaves
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?
?
Can i see a screenshot?
this is the greatest map of all time
@honest stag https://gyazo.com/a38b5811b1e8014e8dd7e7f58192d8ca
Hover over the black vertical bars
Should be able to expand it
The cursor appear when I hover on it but I can't expand it
You definitely should be able to
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:
---- 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
I'm completely new to Quake mapping so I have absolutely no clue how to fix that. Does anyone have a clue/guess?
someone was gonna do it. why not me? https://imgur.com/a/rYRnFlH
Why though?
BECAUSE I KNEW SOMEONE WAS GONNA DO IT, and for some reason i had to beat them to it
you better replace the sounds aswell
i don't wanna make meme mods, but they're just too funny not to
I can feel your parents disappointment from here
did one of my messages automatically get deleted?
i just tried to send a message and it got INSTANTLY deleted
That was big john censoring you
yauughhhh delete me
big john's final words
You delete him, but in the back of your head you hear a ghostly, "Mua-ha-ha-ha, yeaughl!"
"COME ON KILL MEH!"
I like messing around with these
Wait
Wait
Has someone made a mod that replaces big johns fight music with a "shitty midi of Big Gun?"
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.
You need the Dusk_transparent.wad
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
Ok!
Be warned though
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
In my case I do, how can I get rid of the old .wad? Oooor is that a hassle.
I think getting rid of it will remove all your currently placed textures, i dunno
Well thankfully I'm not using that many, and I know their names
Concrete, fence, some writing on the walls
Cool cool
transparent textures have a { in front of their name
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
Oh and music, can I trigger custom music to play in certain areas?
Sorta?
i think @honest stag has used colored lighting or atleast tried it
animated textures no
and idk about flickering lights
all Quake and Half-Life lighting styles are coming soonβ’οΈ
coloured lighting actually already works if you compile with HL compilation tools
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.
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.
the mages stopped glowing, anybody know why that might be?
Check settings
@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
how do you guys go about editing/adding textures?
check pinned messages for a makewad program
makes texture wads from folders with imagies
images*
thank ya vriska
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?
not needed
So just point it to a Quake dir then and make a quake map like usual? o:
Yes
You can get the list of dusk-specific entities in pinned messages
And textures too
Oh thanks!
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
Alright o:
Hello I had a few question about map making?
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
you can use any map maker that outputs a compatible bsp
its not required to use trenchbroom
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
TrenchBroom is what we officially recommend and support but people have had success with tools like JACK
radiant, jack, hammer, worldcraft, etc
trenchbroom is definitely what id suggest, you dont need to know anything about the other games to get started
there are probably a dozen other tools that will work however
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.
oh no, thats just if you want a quick easy start
we will be releasing a definition file that populates the editor with dusk specific enemies etc
however there is one the community made already available
so you never even have to look at quake monsters if you dont want to
i believe this is the most recent version
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?
ah i think its because this is formatted for JACK
ah shit
thats an easy fix
So the models and all that jazz will be DUSK accruate if I use that file @still raptor
if so how do I install it
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
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
well queston
Should I just use stock standered trench broom? How will I know which assests are which?
so, you can use this fgd file and they are named what they are, like in this image
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
theyll spawn in game just fine
and yes this is stock standard TB
in the games folder of the install
you can create a new folder called Dusk
this is about all you need in that folder
Thanks
then when you click new map youll have dusk as its own entry
JACK has been really great to use, aside of some compatibility issues with HL stuff in Dusk
I wouldn't recommend it, if you don't have any kind of HL modding and mapping background though
Hmmm, has ambient sound mod support been finished/fixed/etc yet?
werent any patches since january i think
ambient audio counts as music which isn't fixed yet
I had an idea on how to make a sort of bootleg survival mode you can work into a normal level
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.
Though drawing inspiration from Episode 1's Cutty Mine is good too, not as much ambience to worry about.
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
well if you have a .map file you can use a q1 converter
if you just have the bsp - probably not?
actually
if trenchbroom supports .obj - you can probably convert q3 maps into it????
talking outta my ass here
Erm, no?
Ok, simple example
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
So the problem how to get a Doom map intro Trenchbroom?
I saw already Doom 2 Map01 without lighting in duskmods
But I don't see any way to get geometry working in Q1 concept
oh well cant you just compile it with a q1 compiler?
or load it up in trenchbroom, since it works with .map files
urgh
Trenchbroom is requiring an engine to run
COnverted map is Q3 engine map, not Q1
So it won't run in Dusk
dusk supports q3bsp
...what
but regardless, a .map can be converted
it supports quake 1, quake 3, half life and bsp2
quake 2 bsp is the one we don't support
np
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
for now, not really
colored lightmaps are one thing, and it has higher limits than q1 and hl bsp
but once we support .lit files there's not a huge reason to use it over bsp2
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
So I need to convert it to Q1?
you can place entities and manually change their type
just enter monster_mage for example
there is a full list of dusk-specific stuff here
and a custom .fgd floating around as well
Thank you!
also q3 has bezier patches
which we dont support yet
but thats a major difference
time to google that real quick
OH S H I T
that, the way textures are stored, and like zomb said, colored lightmaps are the main advantages of quake 3 bsp
god i'm having flashbacks to trying to make a bowl and constantly crashing
also i think it does lighting nodes when you compile
which im not sure we'll ever use
@ancient depot might know better about that feature
yeah exactly vriska, any curvy stuff is best made with beziers
this is the classic example
q3a map
holy fuck
that would look so blocky with q1
as for textures
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
π
heres a good visualization of the differences between vertex based organic shapes, and beziers
this looks so nice
(kinda loses the blocky charm but still)
yeah you would never do something like this as part of map geometry
but
thats the basic gist of arguably the most key feature of q3bsp, next to the lighting vols
yes
Silentcontempt
"Unworthy"
im gonna make a memeworthy mod
Someone already turned the leathernecks into peter griffin, we've already peaked
But do go on
It'll make sense once I upload the clip in like... 20ish minutes
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
Okay hear me out
Here is Jakob from DUSK saying "Chungus...big Chungus" https://t.co/0rvbQCcs7H
440
1480
Do enemies not fall if something opens/breaks under them?
That ruins my plans of a wave based survival room
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
Anyone know a way for me to make this idea work?
Please... ANything
I don't know if trigger count already is possible
Is there a way to like raise the teleporters?
don't think so
Gotta think outside the box to make epic maps
I was thinking outside the box
Can you make moving props?
Cause you could have the enemies get pushed up into a teleport zone by a raised jump pad
you could move monsters with a func door
I thought such things mentioned in Trenchbroom Youtube tutorial series
@stone copper https://dev.newblood.games/index.php/Func_door
Last dumb question, can one action say a door opening, have multiple required triggers. Like, 4 enemies dying?
I don't know if trigger count already is possible
trigger count would do exactly that
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)
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.
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
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
Right, you just can't do that jump map and earn the Untouchable award is the point I'm making
(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)
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
and that is probably an appeal of modding in general
at least for substantial amount of people.
I'm a pretty big fan of the original game's map design, personally. It's as linear as a beehive
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?
that's all you need, for mapping that is, i'm guessing you also have the compiling tools downloaded
Yeah, I have necros and ericw tools
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
I just realized my map is impossible to pacifist since this jet merks 4 cultists
https://cdn.discordapp.com/attachments/586508960128040961/678276373424635913/Dusk_2020.02.15_-_10.23.10.02.DVR.mp4
Though I suppose you could possibly lure them out with gunshots
Let me see
Ope, got the compiler to work
Tho in Quakespasm everything is pink and black checkerboard. I assume that's normal?
Use dusk
by that i mean load that map in dusk
you also need the palette file for textures to work
her\e
let me send some pics to show what I mean
I was hoping I'd be able to test in Quakespasm, but now that I think about that, it doesn't make any sense.
So I'll have to go through the rigmarole of booting the dusk sdk everytime I want to test?
well you can test the same map without quitting dusk
So I often just leave dusk open while mapping
Oh, I figured I'd have to restart Dusk for it to notice the changes
this is the map path
Ignore "CustomFuck" thats just my test folder
but you go though that file tree up until local
and in your map folder there should be 2 folders if you are doing no extra stuff
Theres the palette file
In your case "customfuck" would just be whatever you named the mod you are working on
ok, palette is all set
Inside you put your maps folder which the bsps go in and palette
Now you can just start the SDK and load the map
Alright, if I have quake entities in there, will it even work?
ohhh, is there documentation on that?
Let me post this, it gives entity definitions for dusk's enemies and props
You can also download the transparent texture wad for the updated textures
but thats a bit up, lemme see if I can find it
There it is
That has the transparent textures
I also found the most recent fgd
the qmdl fgd doesnt work with trenchbroom only JACK, just a heads up
aw my bad
so wait, what are the fgd's for?
loading dusk enemies and props
Ohhh. Does that just go with the map file in dusk's directory?
I appreciate the help! 
you go all the way down
and there you can browse for external fgd
load the dusk.fgd
and you can place most of dusk's props and enemies
I believe it has all the enemies but some props and objects dont work
π Got iiiiiiiit
There is also a bug where some objects render as completely black despite the light around them
Is that just in Trenchbroom, or in Dusk?
that's an odd bug
some objects just lack light from the world entirely
yet flashlight works for some reason
have you tried lifting it up from the ground
@ancient depot I forget did we fix this?
Why don't enemies just fall when the floor is removed from under them?
This is what the world would look like if the enemies just obeyed gravity
Duskdude's scale compared to the Ranger's makes Ranger look like a manlet
Why don't enemies just fall when the floor is removed from under them? cause that's not how navmeshes work
when we add back support for updating navmeshes you could pull that off
but not right now
I have finally finished my map
It may be garbage but its my garbage
gonna play it fam
@tight pawn Finished it wasnt too bad lol
weird white trees tho might be me
ok ty
@gritty forge ayy glad it was half decent haha π
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
nah it isn't, not sure if it will be possible in the future. The only entities visible are monsters
or rather quake monsters
it'll be possible once we release our trenchbroom kit later on
you can do it yourself if you want to do the work
but it will take a lot of effort
possible, yes. advisable? probably not
any idea when that water bug will be fixed?
Fine, thanks for the answer!
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
uh oh map competition
We plan on having a mapping competition somewhere down the line. Not before the SDK is completed though
i meant as in i'm currently making a battle tower aswell @stone copper
Oh, yours will be a lot more visually nice to look at.
Mines pretty much pure gameplay, kinda like each floor is a binding of isaac room
you got something to show already?
First two floors
I'm building it around the intent to play it on cero
That leatherneck room is pretty hard wont lie, but you can kinda cheese their ai
Do we have the damage numbers of weapons?
I think the dusk wiki has it but im not sure if its correct
doesn't duskworld have damage numbers
I have never even booted up duskworld
you get an achievement if you do
I know
But If i'm gonna boot it up I wanna play it ya know?
I wanna rocket jump, charge the sword mid air, and kill someone before I hit the ground. That would be neato
Holy shit the duskworld startup music is badass, thank you Andrew.

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.)
For reference, a pistol shot is 25 damage. I'm unsure if Duskworld preserves these damage numbers.
Should be still wholly relevant in the SDK; there hasn't been any patches to change the weapons.
Combine with a jump-to-crouch to climb short walls
wtf
is this a zoomer way of saying "crouch jump"
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?
@neon summit There's no official .fgd on it just yet, but it's floating around this channel
Okay, I'll search for it then
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
What is the "Ambush" spawnflag?
is there any eta on when the sdk is getting another update
i am fiending for more features π₯΅
i would guess sometime after next week
basically we've been busy getting ready for PAX East, which is next week
oh shit dusk 2 confirmed
So how do I use Trench Broom with Dusk?
Check the pinned if you're new here
https://dev.newblood.games/index.php/Dusk:FAQ
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
Amid Dusk confirmed
AMID DUSK. YESS now which one is that duke-like one where you play as a girl and fight an evil scienceman?
Ion Fury

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.
https://www.youtube.com/watch?v=T1AI47RqWmA
Basically almost every gunshot is cutoff in the beginning. To skip comparison jump straight to 0:17.
I've had that issue, too
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.
Thank you!
Loving these sounds.
I still have some similar plans, except with using and modifying sounds from other games.
Good old days of bringing Doom sounds to every first person shooter imaginable π
@sharp trail trenchbroom or?
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.
I see.
Since I'm a sound editor, I should start creating my own sounds for mods as well sometime.
Nice
paulstretch every sound in the game

How do I run Dusk maps?
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
Trenchbroom
@sharp trail
Now welding bois also explode with a Wilhelm scream, because why not https://www.youtube.com/watch?v=RBSkPqemuVQ
i love that so much
I'll keep it then 
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
what are you trying to load exactly
i have no idea what that is but dusks sdk currently supports quake and half-life maps
ok so a map loaded
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.
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
Tried that with textures "all_mad.png" and "flush_sins", may be a map decal issue, may be a coincidence, same result.
dang what mod are you using cause that looks smooth
@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.
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.)
I'd like to hear an alternative opinion if you have something to offer: https://www.reddit.com/r/DUSKTheGame/comments/f6jrmn/i_make_a_reference_for_my_forthcoming_map/?utm_source=share&utm_medium=web2x
2 votes and 1 comment so far on Reddit
Tbh i'm not sure if i see any difference with and w/o the hd sound mod
@regal ore THAT SOUNDS AMAZING (tho the hunting rifle sounds like something from call of duty lmao)
Is there a downloadable version?
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.
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
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.
man I hope we're able to add particle effects and stuff like that eventually soon(tm), itd add sooo much to my maps
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
that doesnt sound right - all secrets work properly
can i see you setup with the secret?
it's just a test map mind you as i was trying to figure out how to make the quake stuff work in DUSK.
i'd like to see the entity tab as well, would be nice
there shouldnt be any trouble with them tho
for the secret?
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
np
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
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.
ah i think i know why
did you just click a brush and type in "trigger_secret" as the classname in place of worldspawn?
yup
figured it'd work since I was able to do that with random func and changing them to the pistols and single shotgun
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
fair enough.
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
good tip. will look into it as i used to mess with source/gldsrc A LOT.
i was trying out j.a.c.k. earlier.
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
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
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.
does anyone have a working .fgd for Dusk entities? The one I found produces an error in Trenchbroom...
@honest stag
We built this specifically for NUTS.WAD https://t.co/zbwrreQzWz
@remote vector
Yay, thanks! Works without problems! β€οΈ
Oh nice, an officially-endorsed one?
hey uhhhhhh
my map has dissapeared from dusk.mod.io
it used to be the first uploaded map
oh, no wait
it's just not there when i sort by date added??????
ok
oh wtf that's weird
@granite jackal that's the custom one and the dood who made it himself
that science team mod
I'm with the science team
EEEEEEEEEEEEEEEEEAAAAAAAAAAAAEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
no glasses
YOUR RIGHT
this is bringing back old memories
the "many" voice actors of half life 2..
@lapis hare weeb
is it possible to trigger a trigger?
why would you need to trigger a trigger exactly
cant you make that trigger the initial one?
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
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
I mean if its supported yet to trigger other triggers using a button or trigger
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
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
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
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
i wal literally just typing out that
i think you can trigger triggers
i could be wrong
i dont see why we couldnt support that
If it works I'm going to make an actual fucking Big John dating simulator
I'm surprised it's not an official game yet.
Dating simulator is probably better to do when scripting is available
But using only triggers and doors creates an interesting challenge
I cannot save in the SDK
Jazz?
https://dusk.mod.io/func-vehicle
Short jokemap based on inside jokes within the New Blood community. My favorite. It's actually oddly impressive how the author was able to work around the limitations and script in all these things (including the first-ever music in a custom DU...
It has this music
the map's called func_vehicle
and it's Postal 2 OST which is one of the jokes of this map
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
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
oh lol
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.
Hey, check the pinned messages on this channel and read the FAQ for the quick start https://dev.newblood.games/index.php/Dusk:FAQ
if you have problems with mapping in Trenchbroom, I recommend dumptruck_ds' video tutorials
I'm more in a corner where I don't have Quake or anything else so I dunno if I can map.
You do not need Quake in order to use Trenchbroom, alternatively if you have Half Life you can use JACK for mapping

Anything that is able to create HL1 or Quake maps can be used for Dusk mapping, TB is just recommended
I have experience with Hammer, though I do like how simple TB looks.
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
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.
also what's up with doors
thats a good ass map
yea def go for jack if you are familiar with hammer
I'm glad we have Func_Vehicle
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?
Right place. As far as I know no official one yet, but there's a third party .fgd. check pinned messages please
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
yeah i checked the pins and didnt see what i was looking for but ill search around, thanks
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
Someone actually played my map lmao
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
why the heck it so hard to change the scientists sounds?
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.
Yes, same issue
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.
Are you able to save when playing custom levels with the SDK? I've tried to and nothing works.
nah doesnt work yet
there are quite a few features that aint implemented yet into the SDK
ok, thx for the info!
music doesnt play either 
I'd imagine both of these features are pretty high on the list
@regal ore there are still some issues with changing a lot of enemy noises atm. We will fix!
what about changing the models? any tools on changing the weapon, item or NME models?
Model replacement is an upcoming feature
my first thought was "can't wait for better looking snipper riffles"
my second thought was "so HDusk can be realized"
the latest feature is real guns
is there a way to limit the detection radius of entities somehow?
as far as i know - no
hmm damn
most enemies seem to detect me from almost miles away, wish I could solve that somehow
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
or the more common method of keeping enemies in a box off the map and teleporting them in when they need to be in
func_enemyvisibilityblockwall when
alternatively func_illusionary could just block enemy vision, which I feel like should be a thing
@spiral nexus hmm thanks, that might work. gonna test it out later
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
yea no, I know. Tried illusionary already a while back
was talking about the other func
that was a bad joke of mine lol
oh
π
got me
btw, could you help me with determining the source of a compiling error real quick? I'm completely lost with it
Do you have error log?
yea, gonna send it on pm to not flood the chat here
Made a square thing. https://imgur.com/XO0gaxu
Does this fit with the style of the game? 
Imo yes, IF you make it look more trashy and dirty π Also, I'd remove the strings at the top there
I could try adding noise through the Gimp 
that might work
I'm not sure if it's better. https://imgur.com/Pqp5jhr
doesn't look too bad honestly, at points it seems a bit too random but other than that it's aight
What do you mean by 'at points it seems a bit too random'?
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
Thank you, now I get it. There's a problem with how the model lies on the texture, I'll check it out later.
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
You mean I can do it through the Gimp? (I don't know it that well yet)
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.
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.
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
I just thought I could cut the image and reflect the bottom, thanks for your help! 
anytime!
Can DUSK compile .bsp2 maps?
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
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?
as it currently stands, the sdk doesnt support model swaps, that feature will arrive in an upcoming update
alpha and all
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
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
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
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
Is there anything special I have to do for skyboxes?
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*
Alright, that's good to know
What about transparent textures? Cuz my trees still have the black crud around them
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
I forgot to import the transparent dusk wad. >.<
So if I have that wad in, it should work?
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
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
Progress!
yo i like it
people underuse the moody dim lighting imo
i used it for the bunker map and it worked awesome
like here
Didn't I make a Dusk WAD3 with proper transparency and such a while back and somebody downgraded it to WAD2 for trenchbroom too
Since Dusk is made on Unity, will there be things you can't transfer to the SDK?
Depends what you mean by that
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.
The plan is for the SDK to be robust enough for you to make Dusk again from scratch
At minimum
daaamn
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.

I can almost see Dusk's Unity framework becoming some sort of Quake/Build engine of indie scene once it becomes open source.
I'd absolutely love to see that happen
more games with modding support out of the box sounds great
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
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
we're all very impressed by your ridiculous brush based creations
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
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
limitations breed creativity
me waiting for scripting
https://media.discordapp.net/attachments/586508960128040961/678270288567468032/unknown.png me waiting for more sdk features
Me waiting for mappers to get a static_model entity so they don't have to do detail work with brushes
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
Yeah but then you can just grab stuff like "Babys first table model" from the internet and smack it in
but that's too easy
https://media.discordapp.net/attachments/670453745162649611/678615744736657419/unknown.png?width=592&height=576 oh my god info_player_start is about to slip up on the dusk textures cheeseburger fucking my god no
Oh my god, he has helmet on, he can't hear us
you just me laugh at work idiot
I didn't laugh you, you did it to yourself
@ancient depot thank you 
Updated generic weapon switching sound and the pistol firing sound to sound less dull and reflect the actual firepower. https://www.youtube.com/watch?v=bgBa-QEHGhU
I also added the firing sounds for Scarecrows and Soldiers, so when the full sound replacement comes they'll be already there.
Some did.
They're not walking on this earth anymore.
Patrick Hunt smokes a Patrick Blunt while others call him a Patrick Cunt
Count me as two, I want to be like that bugged fish from Quake.
@honest stag Moody lighting is how I hide the fact that I suck at using lighting
How do you do water?
Use a texture that starts with *
alternatively you can also use func_water if your compiler supports it
is there a way to get weather effects in custom maps yet? And if there is, how?
nope
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.
Ohhh.
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.
...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.
Bruh, Trenchbroom doesn't have prefabs?
nope
yes
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?
You could yes
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
@honest stag shit thats a nice build
fk that
Is there anyway to do music right now? Or is that in development?
you can replace already existing sounds and that's it so far
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.
that sounds pretty unworkable 
In TB: View --> Preferences --> Tab with the Mouse Symbol --> Last Category there's a Speed Slider
@frank violet
Thank
u welcome my man
Can we get a mod that replaces the riveter noise with the quake rocket launcher?
wouldn't really fit tho cuz the riveters firing speed is faster than the Q1 rocket sound
^that
eh, can work
The Riveter is something entirely seperate from a rocket launcher anyway, it shoots giant screws not grenades.
hey someone can replace the sound for a meat slap for all i care
q3 rocket launcher sounds pleasing so why not
I guess, yea. Fair enough, obviously. I'm just trying to say that you don't always need to change something.
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
true
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?
yes
Neat... Wish I knew how to get the quake map files
I found em, they need to be .bsp's right?
.bsp to be opened in Dusk, .map to be opened with TB
You gotta remember that Duskdude is half as thick and 1.5 times as high as the Marine
need a palette file if you dont already have one
I do have one
Maybe I need to open the map in TB save it, then run it through necro's
don't you need the palette BEFORE compiling?
Nope, even in tb there's no textures
In theory
Curse you John Romero
I played through it anyway, kind of a sureal vibe without the music or textures
you need to have the id1 wad enabled in trenchbroom to see the textures
Ah, found those too now, thank ye
messing with clipping https://a.uguu.se/U8D322TdPG2Q_TrenchBroom_K1ETIjdTiO.png
ey nice
looks like a japanese gate or something
haven't compiled a bsp since half-life! https://imgur.com/olWecui
heeeellll yesssss i see you are a man of good taste
i made a hallway almost exactly like that, lit with candles too
looks sweet
Considering optimization: If you group brushes (via the context menu), does that fulfill the same purpose as setting brushes as func_detail?
No, because brushes are still brushes
and func_details are entities
grouped brushes will render simultaneously, but a grouped brush will still block visleafs
Ah, aight, makes sense. Kinda expected that. Thanks @spiral nexus
Is there any way for colored lighting to work? IΒ΄m using Trenchbroom and Ericw tools to compile the maps
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
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
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.
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
@hollow owl
thanks!
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.
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
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.
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
How to get JACK to compile DUSK textures though?
@spiral nexus
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
@cloud dune HL BSP doesn't bake wads within the bsp, you must put the wad within your mod's root folder
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
Pass -nowadtextures, -wadinclude or -wadautodetect to indicate that you're using wads and then put the wad into your mod folder
np
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.
Ok, I'm confused. What map editor should I use to make custom maps for Dusk?
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
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
i just installed JACK and im excited to get to work!
Have fun 
What's the problem?
I have no idea where to start
I'd personally recommend making small maps before working on big projects
I always do some unfunny meme shit
it's just i don't know how to get dusk assets into JACK
and i don't have much experience with game making
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
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
No you don't need to have Quake for JACK
Dusk doesn't have any official files besides the WAD yet
Where can i get the WAD
Check the pinned
By func bread?
I have never done this before. do i need to take dusk files and place them into jack?
Just use the one made by Func_bread I guess, https://cdn.discordapp.com/attachments/586508960128040961/671859338754916360/dusk_wad3.wad
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
What is configurations? Is it just what the project is save under?
Because I don't have any 'configurations'
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
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?
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
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
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
So how would I import a weapon to load on the floor?
I'm afraid you can't put custom models right now, you can brushmodel it though
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.
You can put DUSK weapons and some models as entities
In the map editor or in the Dusk SDK because i was unable to put entities in JACK
uuuuh...
If you're having lots of troubles with setting up JACK, I'd recommend using Trenchbroom instead since it has more documentation https://dev.newblood.games/index.php/Dusk:FAQ#Creating_Mods
Oh. Am I supposed to put Dusk entities into JACK?
I used JACK because I was having trouble downloading Trenchbroom
yes you put dusk entities into jack
the dusk sdk at the moment is just a .bsp(quake and half-life maps) loader
how do you put the entities into JACK?
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
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?
file structure is correct? the map is a actual bsp?
It is stored in the form of .jmf file. Does that need to change? If so, how can I do so?
map has to be compiled to a .bsp file
How can I do that? I am obviously using JACK
@spiral nexus
All of the Half Life games are free rn btw
?
Oh im dumb
Just install HL1 and then reinstall JACK if it doesn't automatically detect it idk
Ok thanks!
I have half life deathmatch do you think it would detect it through there
I am installing hl now
I am reinstalling JACK now, what file type should i associate with? rmf or jmf. are they necessary?
Is func_button under a certain tab? I can't find it in my entity browser
@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
How do I make a door activate when the player just presses E on it? Cuz everything in Quake is either shoot or push
just make a brush door entity, it works with e in dusk
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
try making the door have a "dont link" spawnflag as well
it definitely works by pressing E, with default everything
yes
targetname should be blank
when you give a door a targetname it's only openable by triggering it
with a "target"
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?
just use func_door for everything lmao
