#dusk-modding

1 messages · Page 49 of 1

honest stag
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wait is -1 when you dont want the door to close back

woeful yoke
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Alright cool.

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Last question: is there a way to make an object destroy itself?

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Like, if i wanted a platform to break when stood on?

honest stag
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yep
you can make a func_breakable and connect it to a trigger_once

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it will make a cool sound and particle effects depending the which material you select

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check out the list of materials and stuff

woeful yoke
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oh hell yeah

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It's all coming together now

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Thanks for the help!!

honest stag
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np

sick reef
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hello, how can i get started making model replacements with dusk sdk?

honest stag
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not a thing yet sadly

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only textures sounds and maps

sick reef
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Ah

still raptor
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that is coming in an update however

sick reef
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That's good

honest stag
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and how close is the update👀

viscid sinew
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Another 100 map releases from the community for next update

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😈

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(imagine if someone did that tho for modding tool updates...)

honest stag
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i would just make 100 maps with 1 room

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different texture each time

granite jackal
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Big tip, make buttons intentionally shootable. One of my favorite things about the original Dusk maps is figuring out a precise angle and position with which I can hit a button with crossbows. My spatial memory is very solid.

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Here's an example.

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It skips a good chunk of the map, avoiding a lot of enemies. However the map doesn't give crossbows too much power; you can't shoot the next button required to reach the yellow key.

lapis hare
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also makes for some fun unintentional skips like when i found out you can skip the cultist clusterfuck in e3m2 and just get the blue key immediately since the door blocking off that area opens to a button

granite jackal
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Ohhh yeah, that one switch just on the other side of the door to skip a respectable chunk of the map.

As far as I can tell, Ice & Fire is also the only map that features a Fast Fire Totem inside a breakable prop! Now let this sink in: it's a powerup... that you can relocate and use later.

lapis hare
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ok but

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why did you take the time to stack them

granite jackal
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So that we could count them all.

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Because lookit, that's a lot of explosive barrels you can use - and still preserve the Low Tech award.

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Or when designing a map, you can stretch out the momentum of a map by swapping guns for barrels.

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I was taking a crack at reducing my completion times on E1M9 and... I noticed something. If you immediately rush forward, turn the corner and look left, there's teleportation particles. Mobs that get teleported someplace else, it seems.

Looks totally unnecessary to me but, surely that's done for a reason? Maybe those Leathernecks in cramped places couldn't be properly placed where we find them; they might have been teleported in.

So when you all are making your maps, and some mob is giving you trouble with pathfinding or placement... try placing them out in the open, and teleporting them where you want them.

honest stag
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dont see how that would fix anything

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since navmeshes arent changing right

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if a monster cant be spawned somewhere then chances are - you cant teleport it there either

ancient depot
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Correct

lavish peak
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So I'm using J.A.C.K are there any tutorials for how to get it to work with DUSK?

woeful yoke
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What parameters does func_breakable need to have to function with trigger once?

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I'm referencing the target name properly, but they aren't breaking

steep portal
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dusk mod idea:

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you have to clean dirt off of plates and cups

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call it

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DISH

modest imp
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Your only objective: use the soap wisely.

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Lightly rub it against dishes to clean them, but don't do it too hard--the uncontrollable power and unquenchable bloodthirst of the soap can end in tragedy.

regal ore
latent rain
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can anyone help me get some textures and sounds working?

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wait no

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im dumb

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i've figured it out....

regal ore
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Our job here is done.

woeful yoke
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For often than not, sounds just do not play in my map and other custom maps. Is that normal?

latent rain
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uh

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i am encountering a glitch

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when i try beat a level it spawns me in the next one

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but the loading screen is still shown

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what's happening?

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i also cant save

honest stag
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In the base game or custom maps?

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@woeful yoke
Try adding/removing a health value for the func_breakablr
Also, custom sounds or all sounds?

woeful yoke
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All sounds, just custom maps

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Like, flashlight sound only happens half the time. Same with pickups. Some monsters won't play their idle noise.

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The breakables work now for some reason (I just rebuilt them and gave them the same stats as before, so idk what was up with it before), but turns out my trap idea won't work anyway because enemies won't nav through places that had breakables

latent rain
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anyone have any idea why i cant save? it's in the base game

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but only happens when im using sdks

remote vector
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Is there a way to force enemies to attack a specific target after activating a trigger?

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For example: Make a horde of wendigos attack their jailors after unlocking their cells.

latent rain
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contained crystals of madness maybe?

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that like have a way of breaking themselves

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but im actually stumped on what my problem is...

remote vector
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I'd prefer to work with triggers for that since it's more precise. But I'll keep it in mind as an option, thanks.

latent rain
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what im thinking

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more so

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is like a trigger that activates the mechanism to detonate the crystals

remote vector
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I think they have to be thrown to break.

latent rain
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oh

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but could anyone help my problem?

spiral nexus
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I'm afraid you just cannot save in the SDK

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as such thing hasn't been implemented yet

honest stag
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yes saving aint a thing

smoky mirage
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Hi there, I was just wondering if anyone knows how to run mods on the gog branch of the game.

ivory magnet
smoky mirage
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@ivory magnet Buddy there isn't anything in there about the gog branch

ivory magnet
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The two are more or less identical in the way they work

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the only really different thing is how you go about getting the sdk

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if you haven't done so already, go to the manage installation menu and then over to beta channels

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enter password oohagiantbarn

woeful yoke
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Hey guys, just uploaded the first version of my map to mod.io!

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I'd love for y'all to test it and give me some feedback. it's my first time mapping for DUSK and my first time using Trenchbroom, so I know I can definitely improve.

viscid sinew
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Ooo nice screenshot

honest stag
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ey looks nice, i'll give it a go

woeful yoke
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Appreciated~ I gotta head to bed now, but hmu with c&c and I'll read it in the morning

woeful yoke
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I literally woke up and remembered that I didn't add an end-level trigger, AHHHH

honest stag
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well

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i died like 2-3 times mid level now

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cuz i suck

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overall - daaaaaamn
i cant really give gameplay feedback cuz i dont understand it, but i do really like the look of the map
i'm seriously impressed by how this is your first map and you manage to make it so nice in every way
my first map was like 3 shitty rooms lmao

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i think it could use more ambient lighting, some areas have a bit too much dark-light contrast like the first warehouse area

hasty pollen
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@woeful yoke those screens look gorgeous

tulip edge
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Does anyone have an fdg that includes dusk monsters?

honest stag
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there is a custom one, but i think it only works for JACK

tulip edge
honest stag
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THE PIXELS

regal ore
stone copper
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So I asked this a while ago, but what is the ambush tag do?

honest stag
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pretty sute it's for quake only but
"Ambush" means the monster must actually see the player for itself before it will begin attacking.

If not set as "Ambush" then the monster will begin attacking if it sees another monster has noticed the player.

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i dont think dusk supports this

ancient depot
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@tulip edge The map has an incorrect colour palette

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Is that compiled as Q1 or HL BSP?

zinc heron
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@woeful yoke Really good level ! How did you manage to change the sky ? I thought it was impossible for now (i'm probably wrong)

honest stag
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he didnt change it tho?

zinc heron
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I think the difference of light between his level and mine gave me this impression haha

woeful yoke
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@honest stag Thanks! Admittedly, it's not my first time making maps in general, so I have a bit of a leg-up on level design. I'll go back through and add some lights to some of the darker above-ground areas.

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Do you remember where you died?

honest stag
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yep
i died at the tower with the scientists cuz i wasnt careful
and died in the room with horrors

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i think i died 1 more time but dont remember where

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i think that's a bit too many horrors

woeful yoke
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Huh, didn't expect a death to the scientists. You might be right about the horrors though, I could probably trim a few. They tend to nug each other anyone.

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Did you find all the secrets?

honest stag
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actually i dont remember
i found at least one

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with the hunting rifle

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also mortar

woeful yoke
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The secret areas have:

  • Hallowed Health
  • Backpack
  • Hunting Rifle
  • Riveter
  • Mortar
  • SSG
honest stag
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oh yeah i found the ssg too

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i THINKi found the riveter?

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didnt really look for secrets i must say

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just stumbled upon them

woeful yoke
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Yeah, most of them were softballs. I need to brush up on my secret hiding technique.

honest stag
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now that i played your map
you are legally obliged to play mine

woeful yoke
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Lol, for sure! Drop the link here and I'll play it after my shift today

honest stag
woeful yoke
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@zinc heron Vriska is right btw; I wish I could have changed the skybox. I wanted this to be at twilight. Gotta just work with this one for now.

stone copper
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Did you manually do that window?

regal ore
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I do believe that's from Quake.

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If you're talking about the texture

rapid crown
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Yeah it's a vanilla Quake texture

honest stag
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yep that's correct
i did the demon face with brushes tho

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it has horns and shit too

alpine depot
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can a multi_manager target another multi_manager?

honest stag
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dont see why not

alpine depot
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some of my logic is just being messy and so im hacking around it using multi_manager targeting another multi_manager

honest stag
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i can see it having it's uses yeah

alpine depot
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yeah ok nevermind my trigger_teleports for certain entities are just not having it today

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trigger_teleports for boneballs and monks work, but the ones for welders and priestesses and horrors dont

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well they all work but i need them to teleport in on a button press, not automatically when inside the trigger volume

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bone balls and monks teleport in when needed, but priestesses and the rest all teleport in on map start

honest stag
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are you sure the teleport which they are inside of has a targetname?

alpine depot
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yeah

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i've made certain of everything

honest stag
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are you sure it's not copied inside of itself without a targetname?

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like a double brush by accident

alpine depot
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yeah i checked

honest stag
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i can try and make a quick test map for them all

onyx marten
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oh man i had huge problems with that on my enclave map, it seems so random

alpine depot
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i have a teleport sequence for my other priestesses too

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those work fine

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ill add in some blank teleporters somewhere else and trigger those remotely as well

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and see if that fixes it lol

onyx marten
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i didnt figure out a logical reason but by moving em around and trying different shapes and sizes of the trigger_teleport fixed it at some point

honest stag
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hey may be weird but i'd make sure other brushes dont touch the teleport

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or at least dont cross each other

alpine depot
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oh my fucking god

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that fixed it

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HOW

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HOW

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HOW

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good thing this is still alpha

onyx marten
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that nothing touches it?

alpine depot
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oh boy

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now they dont fuckin

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teleport IN

onyx marten
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yeah i had the same problem

alpine depot
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time to make them BIGGER

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THIS BETTER BE GOOD ENOUGH FOR YOU DUSK

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ey now it works

onyx marten
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nice

honest stag
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well glad to be of help

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i remembered that because of the old monster closet workaround with the func_door

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where if a door touched a teleport - the monster got gibbed

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for some fucking reason

woeful yoke
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Just pushed an update for my map. More light, adjusted the difficulty of traps, added more pickups.

honest stag
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👀

woeful yoke
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Playing on Cero Miedo is a genuine challenge now, lol

onyx marten
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@woeful yoke great map dude, really could be right out of the main game. really like the aesthetics and the lighting but noticed a few things

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  1. some breakables, for example the ruins entry and the wooden walls after the red door have glass set as material
  2. maybe you accidentally put a yellow key instead of a blue one in there? cuz i killed everything but didnt find a blue key / yellow door
  3. you could make a way to go back out of the ruins because it'd be possible to go in there without picking up the key first and ending up trapped (if i didnt miss the key elsewhere)
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but overall really nice, entering the ruins is legitimately creepy and the details in the map are great

honest stag
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yo the yellow door is the door to the ruins

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pretty sure

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at least it was when i played it

onyx marten
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oh yup it is

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then i just didnt find the blue key

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ok found it lol

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in that case fuck my 2. and 3. complaint

woeful yoke
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@onyx marten Thanks for playing! Those are valid criticisms, as they show your perspective as you played through. Being able to find the yellow key before finding the door is definitely not-great, but the original design of that whole building ended up not working, hence the current design

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I couldn't figure out where I was supposed to set material? It didn't populate as one of the key-value pairs

drowsy kiln
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how do u actually create levels? I figured out how to import bsp-structured levels. But is there any map editor? Or do I need to download some unity stuff

honest stag
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trenchbroom is the recommended one

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it's a quake map thing but it's really good

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and spews out .bsp

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also can use hl1bsp editors like JACK

spiral nexus
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anything that creates pre HL2 bsp, so anything like VHE 3.0, JACK, Trenchbroom, Sledge works

supple iris
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Hello gents. Is anybody interested in developing a race mode, defrag style?

drowsy kiln
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ah, so I gotta use trenchbroom as external editor

ocean cliff
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DuskRally incoming

onyx marten
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@woeful yoke np my man. Really? Because if I remember correctly you had some wooden planks that broke into wood if damaged. Anyway, are you using the unofficial .fgd func_bread (i think?) made? if not you can just set key "material" value "wood" / "2"

ancient depot
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There's actually more now

#
public enum MaterialType
{
    Glass,
    Wood,
    Metal,
    Flesh,
    CinderBlock,
    CeilingTile,
    Computer,
    UnbreakableGlass,
    Rocks,
    Grass,
    Hay,
    Lazer,
    Scarecrow,
    Teleporter,
}```
onyx marten
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ooh nice, is teleporter the teleporter particles?

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does anybody know if it's possible to convert a valve map format into a standard format in tb?

ancient depot
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It's the teleporter particles, yeah

gritty forge
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Alright,trying to enter my SDK on another acc.

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And it is not workin.

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Wat do,NBC?

candid dew
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Hey, I'm still pretty new at using TrenchBroom, but does anyone know if it has some kind of cordon feature similar to Hammer? My map has stopped loading in Dusk (loading screen loop), and it's gonna be a pain to try and isolate the issue.

woeful yoke
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@onyx marten yeah. Those planks were prefab objects, not brushes

ocean cliff
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i made duskworld server

still raptor
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@candid dew send us the map and we can isolate it probably

candid dew
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@still raptor Thank you for the offer! I don't want to bother anyone to that degree though, I'm sure it's something silly. I just need to spend a bit of time removing chunks and recompiling.

ancient depot
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Don't worry, giving us a sample map would be helpful rather than bothersome if anything

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We can almost immediately identify the issue in most cases if we have a map to reproduce the issue with

coral olive
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Hey guys! I recently started working with the DUSK SDK and i've noticed a rather critical bug involving pathfinding. If i could get some help it'd be much appreciated.

Seems to be anytime you have two "floors" stacked on top of one another, and a wall connecting the two floors, that you can utterly mess up the enemies pathfinding by pressing yourself against a wall, or into a corner. Doing so with a floor above you that can be reached causes the enemies to loop trying to get to you from the top floor. Not sure if its a problem with other maps but ive definitely noticed it on my end.

remote vector
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I think that's a general pathfinding issue, I've encountered it many times while playtesting in different situations. I think melee enemies are more prone to that than ranged ones. That's why in Dusk you mostly encounter Wendigos and Leathernecks in simple, flat corridors or in wide open spaces.

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Also, maybe your room isn't high enough for the enemy to enter. Obviously there's no real hitboxes yet without a proper .fgd with models so maybe some enemies appear smaller than they actually are. If you've experimented with Quake a bit, you can see that problem happen a lot with Fiends where they are unable to traverse certain areas because they can't jump or get stuck.

coral olive
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Ahh, yeah i have a little bit of experience modding with Quake in trenchbroom, but i dont remember any situations where that occurred personally, probably why it stood out so much.
I've tried half a dozen or more 'fixes' like making sure the enemies can enter, putting gaps in the floor to force them to go one way, nothing seems to fix. Oddly enough they have no problem traversing the level, but the second you touch a wall they go to the high ground. And it seems to happen 90% or more for me, just you dont notice it as much with ranged enemies because they tend to stop, fire a shot off, then continue looking for the high ground.

Hopefully theres a fix or workaround, because i really like making high towers and other architecture

half tusk
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have you tested this with sloped floors that are so steep as to be almost-but-not-quite 90 degree walls?

still anchor
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how do you get to the custom level select?

stone copper
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When custom weapons come out, I'm gonna do my best to make a fitting weapon to fill the role of BFG for DUSK

gritty forge
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Just have it summon big john

stone copper
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Memey, but meh

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Plus that's waaay too powerful

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I was thinking an upgrade to the crossbow that shoots a spread of 5 sawblades that go through everything

modest imp
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Wee Johns from Amid Evil, but thrown at the enemy like snarks from Half-Life.

stone copper
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Okay that would also be funny

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But I'm not trying to meme

modest imp
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i̸'ḿ d͟e̕a̢d fu͜ckin̕g͝ ser͜i͞o͘u̴ś ̸her͢e

covert magnet
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I have a mod I want to install with only a sounds folder in it. How do I install it? I've tried pasting it to the root folder, base folder, duskdata folder and mnt/local folder

gritty forge
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/mnt/local/thecoolsoundmodIdownloaded/

ornate finch
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yo my dudes

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is there any way to make the player start without a flashlight like in some of the levels in dusk?

onyx marten
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not atm sadly

ornate finch
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oh damn ok i'll try to not drown in my own tears

long flare
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hey guys, I came for the dusk wad
dusk_wad3.wad is the right one right?

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wait I found it

honest stag
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i suggest getting the dusk_transparent wad

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as well as that one

long flare
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ah thanks!

stone copper
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Do quakes power ups work in dusk? Cause I wanna throw in a quad damage

iron needle
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they're replaced with Dusk powerups

stone copper
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Heck

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No quad rampages for me.

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||Also when can we get a setting to keep the tab timer open between resets||

ashen moat
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Arcane dimensions in dusk when

tight fractal
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technically it already works

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just not very well

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/at all

late forum
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so can we script in the dusk sdk yet?

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I'm just waiting to make HUSK(HDusk)

sly flicker
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Someone else is already planning on HDusk

gritty forge
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I'm still expecting DuskCaster

timber atlas
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Is there a way to make a brush snap to the grid in trenchbroom?

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keep getting brushes that only size to fit half a grid space or so and won't line up with everything else :/

still raptor
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grid snapping is user definable in tb

timber atlas
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wuzzat mean?

still raptor
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you can pick the number of units the snapping happens at

timber atlas
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where can I set that?

still raptor
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View>Grid

timber atlas
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oh, do you mean setting the grid size? Is there no way to just snap a brush that isn't on grid, to the grid? I'm coming from my experience with hammer where you can do that.

still raptor
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just snap it to the grid

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i guess im confused what the issue is?

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you can hold shift when dragging stuff to snap it

timber atlas
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That highlighted brush I can't get on grid

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shift doesn't help cause it just moves up a space but still not on grid and editing the vertex does the same

still raptor
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do you have grid snapping on?

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if you do, you can try lowering the grid snapping size until you get it aligned, then raise it back

timber atlas
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I do have snap on, yeah

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I guess I'll have to do that. I was hoping there would be a quicker way.

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Oh, one more question. Is there a way to line up textures that isn't by hand. So like, select one face and use it's texture placement to continue the same texture on a nearby face.

still raptor
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theres probably an easy way to do both these things, i just havent put that amount of time into trenchbroom

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maybe someone like @onyx marten would know

onyx marten
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um maybe the grid size you want it to snap to is wrong? in the top down view it's like that for me sometimes

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just click edit>snap vertices to grid

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and for texture allignment shift click the brush face with the right texture and then alt click the faces you want alligned

timber atlas
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Perfect

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those are exactly what I was looking for

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thanks

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I need to write all this stuff down

onyx marten
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btw @still raptor did you get to fix that water bug?

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np

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i think you find stuff like that in the trenchbroom manual

timber atlas
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Looked around the manual and couldn't find an answer to this so I guess I'll ask here. Does TB have anything like overlays or decals for signs n such?

cloud dune
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func_detail

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@timber atlas

ocean cliff
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speaking of HDusk, is anyone making concept art already? I could try, if nobody's gonna

stone copper
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I drew a sexy cultist once

ocean cliff
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show me

timber atlas
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Ok, here's another TB question I can't find an answer for. How do I make a light have a fire model? torch lights are just light but there's no fire

gritty forge
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those are actually quake entities so they don't appear in dusk
think theres a fire one for dusk tho let me check

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object_campfire

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object_anomaly_fire

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try one of those

timber atlas
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will do

timber atlas
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neither of those seem to work yet :/

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guess I'll have to wait on that.

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Anyway, I've come across another issue that I'm gonna spam here. I can't get monsters to walk through a doorway after a door is opened. They only go to where the door is and no farther.

still raptor
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there are some issues with that, nav stuff had to be retooled a bit due to some issues, but itll be worked out

onyx marten
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@still raptor @ancient depot any idea when that water thing will be fixed?

ancient depot
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next patch, hopefully

still raptor
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i should have some time to sit down and look at stuff like that this week. if you didnt know most of us were busy off doing PAX, which just ended

ancient depot
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if it's what we think it is, it's like a one line fix

still raptor
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^

onyx marten
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that'd be great, thanks

gritty forge
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Wow it sure would be nice if there were more people working on the sdk nudge nudge wink wink

ancient depot
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Absolutely open to community members helping out later on once the code's been tidied up more

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Just be prepared for my very strict PR review process

fringe nymph
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ETA for music/makeWAD3?

ancient depot
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Music is planned for next patch, MakeWAD3 can happen whenever

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MakeWAD4 is the cool one though (our custom WAD that's backwards compatible with WAD2 & WAD3, but allows the textures to also support full colour when loaded by Dusk)

fringe nymph
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how is music supposed to work

ancient depot
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The music property on worldspawn

timber atlas
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Glad to hear the stuff is being worked on. Guess I'll just have to wait for next patch 😛

coral olive
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good to hear that some patches are coming. Will the next patch fix just the door nav problems or monster navigation in general? Because there seems to be some problems when multiple floors are present

small gate
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Just be prepared for my very strict PR review process

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strict pr review is just free training

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👌

still raptor
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theres no issue with multiple floors

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its a navmesh baking setting causing there to be no navmesh extremely close to walls

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it happens on even single floors

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anywhere near a wall, there will not be navigable area

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this will highlight your issue more clearly

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the blue area is navigable by ai

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as you can see, closer to walls, there is no area they are allowed to navigate to

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so if you stand in those areas, the AI will attempt to seek the closest possible nav point to that

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if a floor above that point happens to be the closest point, thats where they will navigate to

timber atlas
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yeah I've seen that happen with bridges

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I did have a weird issue where enemies would sometimes spawn on top of a brush they where placed under. I put some goats in a box that opens but they would sometimes spawn on the box and not in it.

still raptor
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a place you can observer this happen easily is actually e1m1 of dusks campaign

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where normally the leatherneck on the stairs will run down them

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if you stand in the right spot in this tunnel

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he will attempt to reach the spot above the tunnel

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because its the closest point

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so he runs upstairs and opens the door

timber atlas
#

is that a displacement brush I see for the ground in that image? TB does displacements?

still raptor
#

NO

#

srry capslock lol

#

nah its all done by hand

timber atlas
#

dang

coral olive
#

Ahh, that makes a lot more sense. Thanks for the help, I guess i'll just have to try making the spaces between my floors a bit more distant!

coral olive
#

is there any way to view/edit navmesh in trenchbroom? couldnt find anything when i looked for it

still raptor
#

No, sadly, but we'll probably just reduce this problem with either fine tuning on our end, or user definable tuning

cloud dune
#

will some kind of ambient_generic, or env_soundscape with a trigger type be available at some point or I guess just simply placing sounds for certain areas?

still raptor
#

yes

cloud dune
#

bless

half tusk
#

i am still trying to understand how to properly configure trenchbroom to assign dusk textureres and entity placements

timber atlas
#

the entities specific to dusk aren't in the browser for trenchbroom

#

you gotta place an entity and then write over it with whatever you want it to be for dusk.

#

Some entities do have a dusk version for them, like zombies being leathernecks n such.

#

for textures, I think you can just click and drag the dusk texture wad into the texture browser window

#

all that stuff should be in the pinned messages.

still raptor
#

You can also create a custom fgd if youd like them to appear

#

but we will release an official one eventually

timber atlas
#

one day

half tusk
#

I will try to review the pinned messages and see if i can make sense of it further

honest stag
#

i can try to guide you through dood

#

any particular issues like black textures? or do you dont know how to add the in the first place

coral olive
#

sorry for all the questions but how do you get a jump pad to work? I put the custom object down and it shows up but it doesnt actually have any height. I tried adding custom key values like 'height', 'jumpheight' ect but i cant figure it out.

gritty forge
#

looks like you should be using "amount"

coral olive
#

thank you!

#

has this weird thing where it shows up black even with a light source directly over it but thats pretty non consequential

timber atlas
#

object's don't get world light at the moment, only seem to get light from the flash light.

#

so anything named object_(whatever) is just black.

#

props work though.

coral olive
#

ahh okay, the only other object i used was object_burn_barrel which doesn't seem to have that issue, but of course it is on fire and has its own light source

timber atlas
#

Interesting. It might light itself since it creates its own light.

#

hopefully that'll all get fixed up soon

gritty forge
#

they should grab the light value thats on the ground under them

still raptor
#

Jakob is correct here, objects get light from the ground directly below them, so if you sink them into the ground on accident, youll end up with black objects

#

however in the upcoming patch theres a new light proxy system that allows you to define custom points to sample light from

coral olive
#

interesting. Its pretty hard to get objects to be exactly where they should be since the custom objects dont exactly line up with their proper shapes

#

at least as far as trenchbroom is concerned

alpine depot
#

Since music is being added in the next patch- planned at least- is it just going to be in-game Dusk music, or is custom music going to be supported as well?

still raptor
#

likely custom

onyx marten
#

is it possible to have a brush emit light?

still raptor
#

Yes

#

Well

#

Roughly

#

Check out surface lights on the ericw tools page

onyx marten
#

aight thanks

onyx marten
#

oh man thats really helpful

still raptor
#

yeah, its not technically the brush lighting up

#

but its close enough

onyx marten
#

yes it is, plus it's a big time save

candid dew
#

Has anyone managed to get toggle doors to work? The spawnflag doesn't seem to do anything i.e. the door always resets after the wait duration

#

If I set wait to -1 the door becomes unclosable

honest stag
#

can i see the properties list for your door?

#

pretty sure my doors work like toggle all the time

candid dew
honest stag
#

your door is triggered by a button and you want that button to toggle the door?

candid dew
#

yeah im trying to have one button trigger multiple doors, so I think i have to chain them

#

but the issue is that the toggling doesn't seem to work even in the basic case

honest stag
#

ah you can use an entity called multi_manager for that

candid dew
#

that sounds like exactly what I need

honest stag
#

you can set different delays for each entity fire as well

ancient depot
#

give all of the doors the same targetname

#

and then put that in the button's target

candid dew
#

I thought of that @ancient depot , unfortunately my case is more complex - multiple buttons and doors interacting

honest stag
#

unless you want them to open with different delays i guess

ancient depot
#

if you want them to have different names, then yeah, you'll want something like multi_manager

honest stag
#

lemme find the page for multi_manager

candid dew
#

tried creating a basic door w/out a targetname, with spawnflags 32 and it still closes itself though

honest stag
#

also uh

candid dew
#

Thanks!

ancient depot
#

I forget if we disabled the 16-entity limit in our implementation yet

honest stag
#

your spawnflag is 33

#

not 32

ancient depot
#

that reminds me

candid dew
#

Yes sorry, I mean I just created a new door to test there now

ancient depot
#

I need to decide on final names for the flags, because in Dusk you don't have to use numbers for those

#

you can use a comma-separated list of flag names

#

eg

#

StartsOpen, DontLink, GoldKeyRequired

honest stag
#

that's pretty nice, but numbers do still work right?

ancient depot
#

Yeah, we have to support numbers for Quake/HL compat

honest stag
#

it's just easier for me to use the checkbox things rather than type them

#

i thought everyone used it

ancient depot
#

some people might be using an fgd that lacks the information for them I guess

honest stag
#

makes sense

pale lava
#

How would one go about making a see through grate like a fence?

timber atlas
#

use a transparent texture?

tight pawn
#

@pale lava all transparent textures start with { just find something like {fence and put that on a mesh

pale lava
#

How would you do that in trenchbroom? I have the dusk.wad and i didn't see any textures that start with a {

tight pawn
#

Oh I think you are the first wad that didnt include transparent textures

#

let me see if I can find the one that has those textures real quick

pale lava
#

ohhhh

#

thanks!

tight pawn
#

Just drag n drop that intro trenchboom and you should get the transparent textures now

#

no problem my friend

pale lava
#

one more question....do skip textures work

tight pawn
#

What are skip textures?

deft frigate
#

skip is a special texture that doesnt actually compile into the final map which can be pretty useful to rotating large sections of asymmetrical geo and the like

tight pawn
#

oh neat

honest stag
#

i dont think they do

#

oh wait actually why wouldnt they

spiral nexus
#

I presume they don't because we don't have vis yet

cosmic willow
#

I am trying to make a mesh fence with the fence texture but it seems to break geometry

honest stag
#

yo i have a pre built fence from brushes
You want it? It's a separate .map file but you know, copy pasting structures is a thing

#

You can shoot through it as a nice bonus - and enemies detect you

#

That can be removed with an invisible brush ofc

true thorn
#

Yo I'll totally take that fence - dm me

alpine depot
tepid python
#

very questionable

gritty forge
#

needs lewder wall textures

verbal peak
#

needs Duke nukem stripers

hard pollen
#

Just like really jpeged Duke Nukem Strippers.

worn atlas
#

do we guys have any mods released already

#

if so, where can i check them

#

oh, nvm

#

found it

honest stag
#

it's kinda old but y'know it works

#

@true thorn

alpine depot
#

duke nukem strippers, got it

true thorn
#

thank you 🙂

#

I'm wondering if there are any admins here who have a plug into what the status of Linux development is. I'm an experience sysadmin with a background in OpenGL and I'd love to contribute - if I can - to the project (espcially in the case of getting DuskSDK over to us *nix folks)

wooden pier
timber atlas
#

a wise choice indeed

alpine depot
#

I'm gonna build an ice cream parlor now and add that, thank you for this beautiful work of art

wooden pier
#

@alpine depot Will there be pistachio? Can't live without it.

alpine depot
#

ew gross

wooden pier
#

haha

#

I'll make a release if someone tells me why it doesn't work.

#

I mean, it's just a texture.

#

Why

half tusk
#

have you checked if it needs an associated lightmap or normals map?

wooden pier
#

How can I do that?

alpine depot
#

lol whut normals, I dont think the textures have normal mapping

#

I've tried replacing the graffiti too and it didn't work either, I guess it's just not working for certain textures right now

#

same with skyboxes

crystal lily
tall zenith
#

good question

sly flicker
#

Word salad

#

That's what this is

tall zenith
#

seems like it

#

wiki vandalism might be

#

looking into it

sly flicker
#

I can vaguely make out some kind of rant or manifesto about how to get european chicks in the dating scene?

#

But it feels like it was in fact written by someone from Europe whose second language is English and it's very very very broken

tall zenith
#

it's being removed anyway

#

likely they just want to bait people into clicking that link at the bottom

sly flicker
#

Probably

#

Nopey nopey on that

tall zenith
#

there's more than one of these

#

we're working on it

honest stag
#

oh man was it a mistake to let basically anyone edit this stuff and add pages

#

i knew someone would screw with people like that

woeful yoke
#

@honest stag Oh hey, I finally got around to taking your advice on the materials. Updated my map to have proper noises now. Also doors move up and down like garage doors typically do instead of left to right.

gritty forge
wooden pier
#

@gritty forge Unpack the file and throw the folder into Dusk>SDK>mnt>local>dusk

gritty forge
#

got it danke

wooden pier
#

You have an SDK installed?

gritty forge
#

uhhh

#

idk

#

theres no sdk folder so i guess not

wooden pier
#

Are you through Steam?

#

Or GOG

#

If Steam, go through the game properties in beta versions and select SDK.

gritty forge
#

goggy

wooden pier
gritty forge
#

mmmm ok

nova valve
#

Hey has anyone been able to add custom enemies/weapons with models to dusk yet? If so what do you use to model them?

half tusk
#

i think its still in development and not fully implemented in the sdk

pearl fox
#

You guys got anything to tease you're working on for the next update?

regal ore
#

@gritty forge Unpack the file and throw the folder into Dusk>SDK>mnt>local>dusk
@wooden pier close enough, but this will override original game files. I made this mod the correct way, so @gritty forge would need to simply extract the folder to 'Dusk/SDK/mnt/local' so it will look like 'Dusk/SDK/mnt/local/Weapons SFX Reimagined'. Then in game you go to Modding > Weapons SFX Reimagined Beta and tick that.

gritty forge
#

oooo ok

terse salmon
#

is it possible to change enemy sounds?

gritty forge
#

yes

terse salmon
#

(both formats for testing)

#

doesnt seem to change, hmm

gritty forge
#

it has to have the same extension as the original

#

can be a different format tho :v)

terse salmon
#

okay, so leatherneck alert.flac doesnt work, but die.flac does

terse salmon
#

actually, i think all the alert replacements dont work yet?

ancient depot
#

Yeah some sounds don't get replaced currently, because they were set up differently in the code

#

A lot of the replacement stuff was automated, so things like that got missed

alpine depot
#

can someone help me make a transparent wad? wally is being stupid and decided not to do it

#

i have the images and everything, i can just give those out

still raptor
#

What issue are you having with Wally?

alpine depot
#

i'm not really sure, im putting the transparent texture into wally and using the appropriate wildcard "{" before the name, but the transparent stuff shows up as black rather than transparent

gritty forge
sour mural
#

im having a strange issue with the SDK. I created a small sound replacement mod, but now whenever i finish a level the game gets stuck in the loading screen while telling me the level is starting?

gritty forge
#

you playing the campaign?

sour mural
#

yeah

terse salmon
#
mod.io

DUSK but every character is The Mask™. Ipkiss' demon has planted his sward veneer on all of the (evil) residents of Dusk! The emerald veiled villainous devilkin also kitted them out in his iconic canary zoot suit, if you missed him the first time.

last talon
#

Somebody Stop Him
simmo

tulip edge
#

Your modders were so preoccupied with whether or not they could, they didn't stop to think if they should. -some dinosaur lawyer

thorn trench
#

Dinosaur lawyer

tulip edge
#

The blood sucking lawyer!

lofty condor
#

do you guys have any mods that you recommend?

lofty grotto
#

The reimagined gun sfx makes the guns sound a bit beefer plus the explosions for the mortar and riveter sound better too

#

Imo at least

#

I would love it if someone swapped the gun models with some of the maximum action weapons

#

But I don’t think the sdk allows that yet

gritty forge
#

Are there any skeleton mods for duskworld yet?

timber atlas
#

any word on that sdk update?

ancient depot
#

Planning to get it out tomorrow-ish

#

Main thing for the update is custom music

timber atlas
#

sweet. Hope it has fixed door ai too

ancient depot
#

That won't be in, that's a bit of a complex fix

#

An older version of the SDK supported that, but it brought major performance issues

#

Like, constant hitching

timber atlas
#

I'm just talking about monsters being able to walk through open doors.

ancient depot
#

That's what I mean yeah

timber atlas
#

that caused performance issues o.O

ancient depot
#

Yeah, because Dusk uses a navmesh for AI pathing

#

And it has to be re-generated when a door moves

#

Which is CPU-intensive

#

That's the reason doors only move up and down in the campaign

#

There are a few fixes I have in mind that should work, but there's other stuff that needs to be finished before I can do that

timber atlas
#

hmm, hopefully you guys can figure something out for that. Not being able to have monsters move from one room to the next as it opens has been annoying.

ancient depot
#

You can try setting up the map so your doors are open by default, and then setting the "starts open" flag on them

timber atlas
#

That's an idea

ancient depot
#

Then the navmesh would bake with them open

#

although

#

they'd walk through the doors when they're closed that way

timber atlas
#

well that's not good either

#

guess I'll just have to map around it somehow

ancient depot
#

either approach would work properly once we have a door fix in anyway

timber atlas
#

I don't remember, does dusk have monsters that can teleport in?

ancient depot
#

No enemies that use teleporting as an ability, but you can use teleporters with them

timber atlas
#

just trying to think how to repopulate a room you've already cleared out till the doors get fixed.

ancient depot
#

teleporters would work then yeah

alpine depot
#

man i cant wait to implement some BOOMER TUNES in my maps

honest stag
#

Oh dang tomorrow?

#

Awesome

timber atlas
#

hmm, can't seem to get trigger teleport to work :/

#

is it not part of the sdk yet?

#

wait...maybe I just did it wrong

timber atlas
#

well now they teleport but just die in a shower of gibs lol

ancient depot
#

New patch should be incoming today

#

I forgot most of what we've done since the last patch so I'll need to look at git logs lmao, but music is one of the things coming

#

Music for custom maps that is, replacing campaign music is another story for now

#

To set music, give the music property on worldspawn a value, such as music/e3m6_action.ogg

#

The song will be looped for the duration of the level

quiet harness
#

i'm curious as to how this will be used but also very afraid

versed inlet
#

i can already hear the bass boosted thomas the dank engine opening

honest stag
#

TODAY

#

NICE

#

now that i have a buncha free time - it's time to work on my cathedral thing map

ancient depot
#

gotta get something out so we have an excuse to do nothing for a week to play Doom Eternal picardy

honest stag
#

lmao and then alyx for people who are lucky enough to have vr i guess

gritty forge
#

So, what do you need to start making dusk mods?

#

Programs, I mean

honest stag
#

it depends on what kind of mod do you want to make

#

if you want maps - a map making tool like Trenchbroom
to replace sounds or textures - you dont need anything

#

and we dont have other mod type support

small gate
#

audacity and maybe a tracker for some music for sfx

#

trenchboom or jack for maps

gritty forge
#

Can you make custom models with blender?

honest stag
#

not yet

small gate
#

in the future

gritty forge
#

Also: can you make episodes/campaigns somehow or just single maps?

#

I was born in a very rust well-like region and I would love to make a dusk episode located there

honest stag
#

you can connect maps yea

gritty forge
#

Rust belt*

sturdy slate
#

How would I theoretically add a bloodstain to a wall/floor in trenchbroom? I'm mostly figuring this program out as I go, but I don't even know how I'd look something like this up

tepid python
#

you put gridsize to the lowest and then make a outline for wherever you want to put it

#

or make a new texture with the bloodstain on it I guess

timber atlas
#

any word on that update?

honest stag
#

give me update or give me deth

#

:(

ancient depot
#

the build was made last night, just gotta make sure it doesn't explode

#

then we can move it over to public

alpine depot
#

TIL: new builds of the dusk sdk are volatile by nature and can explode at any time for no reason

#

amazing fact

#

tell me more

ancient depot
#

It's true

#

Gotta be careful that we don't cause a nuclear disaster

alpine depot
#

Duskout 76 when

last talon
#

after dave gets those shin extensions

ancient depot
#

Supported music audio formats are the same as regular sound formats, btw

#

In case anyone was expecting it to be different

#

.ogg, .flac and .wav

alpine depot
#

are we able to trigger other music through triggers and whatnot?

honest stag
#

sick
cant wait honestly

ancient depot
#

Not yet, that's likely something we'll save for scripting

alpine depot
#

dang

ancient depot
#

I could maybe add a trigger_changemusic or something for next patch

alpine depot
#

my elevator scene needs tension ascension :(

ancient depot
#

but I'd prefer it for when we have scripting and can have trigger_script

timber atlas
#

dusk sdk gonna cause a resonance cascade

#

any music is better than no music. Dusk's tracks are great and makes for something nice to listen to when testing.

tepid python
#

My map already has custom music though

ancient depot
#

now you can do coloured lighting to your heart's content

alpine depot
#

YOOOOOOOOOOOOOOOOOOOOOOOOO

#

FUCKING BRUHHHHHHHHHHHH

#

this is amazing

#

proper orange lava lightsssss

ancient depot
#

We've got external .ent files now too, so you can override the entities in a BSP

#

Meaning you can add music to existing maps

alpine depot
#

are we going to have other light styles anytime soon, or is that further down the road?

ancient depot
#

light styles are a bit more complex, they'll be coming with my BSP overhaul later on

#

which'll bring VIS, light styles, proper AI navigation, etc

alpine depot
#

ooh i cant wait for that

ancient depot
#

the big one there imo is having enemies able to actually walk through goddamn doors lol

alpine depot
#

what's VIS again? i havent touched anything similar to goldsrc or the quake engine before starting dusk modding so im still learning the lingo

ancient depot
#

occlusion culling, basicallly

#

performance thing

alpine depot
#

oh right

#

that would help so much with my maps

#

would let me make them even bigger too

ancient depot
#

Yeah, there's a lot of room for optimization at the moment

mystic swallow
#

.lit working is a big hell yes thank you for hard work

ancient depot
#

🙏

alpine depot
#

doing god's work

#

gives me an excuse to overhaul that godforsaken lift sequence in my first map

#

if only clip worked proper

ancient depot
#

That'll be fixed with the BSP overhaul too

alpine depot
#

what else is in this update besides magical .lit support and the legendary music addition?

ancient depot
#

external .ent support and a few other things I've completely forgotten about and need to check git for

#

I think there was a map crash fix too?

alpine depot
#

when you're on the sdk grind so hard that you forgot what you did

#

when custom scripting happens i really feel like making a fallout-style rpg out of dusk

#

dusk dude heads on over to vegas but a mailman clonks him on the head for no reason and oh god jakob's back for round two, better hope the speech check succeeds

ancient depot
#

Support for .lit files
Support for .ent files
Support for custom music
Now running on Unity 2020.1.0b1
func_breakable now correctly defaults to 1hp
Miscellaneous object_teleporter fixes
Broken entities will no longer prevent map loads
"parentname" entity property support for parent/child relationships
Added "lightproxy" property to entities (allows you to transfer lighting from one entity to another)
Rendering fixes for transparent brushes
Rotating objects should no longer flicker

#

I think that's what's in so far?

alpine depot
#

wait rotating objects is already a thing?

ancient depot
#

pickups

alpine depot
#

oh

#

lol

ancient depot
#

lmao

alpine depot
#

i was getting excited for a second there

honest stag
#

oh shitttt .lit time

#

that's actually poggers

honest stag
lapis hare
#

soulforge but it's murder time

honest stag
#

not an exact copy, but an inspiration

timber atlas
#

will this also change func_breakable from just being glass or is there a way to set what it breaks to?

honest stag
#

you already can change the material

timber atlas
#

how do?

honest stag
#

add a property called "material" and then type in one of those as the value

#

like the word

#

also uhhh

#

there are people adding weird shit pages to new blood wiki again

timber atlas
#

is there a wiki that covers all this stuff so I don't constantly have to bother people here by asking questions? 😛

honest stag
timber atlas
#

nice, gonna favorite that

#

this wiki is...sparce

honest stag
#

yeah it's still being worked on

#

kinda

#

everything around the sdk is still work in progress as you can see

timber atlas
#

of course

#

hopefully someone will be able to update it more

honest stag
#

but in general

#

you use trenchbroom right?

#

or some other tool

timber atlas
#

yeah I've been learning TB

honest stag
#

that means most quake tutorials/tips can help you out, there isnt much stuff that's only dusk specific

timber atlas
#

yeah I've been using quake tutorials on youtube for the most part. Only ask here things I can't find elsewhere

honest stag
#

you can find a bit from half-life mapping tutorials as well
when it comes to features that are in HL but not in quake

#

like func_breakable

timber atlas
#

I'm familiar with source but not goldsource so it can be a bit confusing when TB doesn't have any properties for something by default

#

Oh that reminds me. Dusk has flip switches opposed to buttons. Is that a setting on the button or something else that may or may not be in the sdk yet?

honest stag
#

you can do a magic trick by copying the switch brush, giving it the flipped switch texture and pushing it 0.125 units inside
then direct the button to move into the other brush

#

bam, now it looks like the switch flipped

timber atlas
#

is that really how it works?

honest stag
#

dont know of a way to do it otherwise

#

dont think there is yet

timber atlas
#

ight

still raptor
#

yeah the .lit support will be nice

#

people can actually use colored lighting

timber atlas
#

do quick saves not work for the sdk?

honest stag
#

Any saves dont work i think

ancient depot
#

Saving in general is disabled because it wouldn't work with custom maps yet

hard pollen
#

Hey Zombie, do you prefer vertex or skeletal animations?

ancient depot
#

Skeletal

#

Or rather, I prefer a combination

hard pollen
#

Yeah

ancient depot
#

You can actually do vertex animation with a skeleton

#

and the skeleton allows you to morph the frames

#

nobody does that though even though it's cool :(

hard pollen
#

Yep.

#

IDK I was in the mood to ask a dumb question.

ancient depot
#

lmao

hard pollen
#

If I could only use one for a project though I'd probably go with Skeletal.

#

But making a game with vertex anims only seems like fun.

#

I know quite a few games use vertex anims on instanced static meshes for swarms and things.

gritty forge
#

couldn't you like make a skeleton animation in blender and then export it as a vertex one

ancient depot
#

yup

onyx marten
#

will that water fix be in the update?

ancient depot
#

yes, but I don't know if it'll actually fix the issues people were having

#

I applied the fix but haven't tested any problem cases

honest stag
#

also i wanted to ask
is it a difficult task to add custom skybox support? or is it just on low priority for now

ancient depot
#

it's somewhat difficult, gonna be looking at that after the BSP overhaul

honest stag
#

oh man that's gonna be a while away
oh well, gotta be patient

ancient depot
#

I'll be continuing work on that after I'm done playing Eternal

honest stag
#

lmao cant blame you

ancient depot
#

so yeah a while away picardy

gritty forge
#

So update today

#

?

ancient depot
#

either today or tomorrow

honest stag
#

mang tomorrow is doom eternal

gritty forge
#

mang

honest stag
#

mang

ivory magnet
#

manga

gritty forge
#

Ah yes the dusk manga

ancient depot
#

we might put the update out early for discord folks

gritty forge
#

Ah yes that's me

ivory magnet
#

ah yes that's you

still raptor
#

Sdk update is live

#

Enjoy the music, .ENT, and .lit

honest stag
#

yeeAAAAAAAAAAAAAAAAAAAA

#

hell fuckin yea

#

do we just drop the .lit alongside the bsp?

#

yep

#

oh man this looks so much better now

#

i gotta update my maps with this

stone copper
#

i wish i knew how it worked

honest stag
#

the .lit?

stone copper
#

all of it

honest stag
#

finally

#

wish i could set a moody sunset skybox tho

gritty forge
#

time to hit @ancient depot with the "Patch notes when"

honest stag
#

you think you can just go play doom eternal

tall zenith
#

neato vriska

ancient depot
#

I posted them earlier in here

honest stag
#

thank

regal ore
ancient depot
#

we... we did?

#

I mean, cough y-yeah

#

that's totally an intentional fix

honest stag
#

lmao

long anchor
#

lmao x2

regal ore
#

Gamedev level up

ancient depot
#

if anything that might mean it was a Unity bug

#

the latest patch is on a newer version

regal ore
#

Well, one less problem to worry about then

long anchor
#

@regal ore sounds neat

regal ore
long anchor
#

i'll try it

honest stag
#

it's actually pretty sick

#

well i'm off to bed
i hope to see some maps updated with boomer tunes when i wake up

long anchor
#

I really want to say that i'm hopefully going to finish my level but usually it ends up with month breaks from SDK

#

So, how to actually turn on those boomer tunes?

still raptor
#

add music to worldspawn

#

and then give it a path to the song you want to use

long anchor
#

thanks

narrow matrix
#

How does sound alerting enemies work in Dusk? Because I had an idea for a map set on a submarine but I realized that one gunshot could potentially alert every enemy on the map.

long anchor
#

@still raptor how the path should look like? It begins with local\modname\music... or what?

still raptor
#

/music/musicfile.ogg

#

or rather, i dont think you need the first /

long anchor
#

@narrow matrix i think someone said that all nearby enemies start noticing you after first shot

#

i'll try both

#

thanks

still raptor
#

as a point of advice

#

its worth generating a .ent file for your map

#

so you can edit things without recompiling the entire map

#

saves a lot of time

narrow matrix
#

@long anchor Thanks, I'll do some testing to see how far it extends in that case

long anchor
still raptor
#

for example

#

adding music to the lobby of half life

#
"wad" "\quiver\valve\halflife.wad;\quiver\valve\decals.wad;\quiver\valve\xeno.wad;\quiver\valve\sample.wad"
"chaptertitle" "C0A1TITLE"
"message" "Anomalous Materials"
"music" "music/fuckyou.flac"
"classname" "worldspawn"
}```
long anchor
#

"music/fuckyou.flac"

still raptor
#

thats just in the .ent file

long anchor
still raptor
#

so i dont have to recompile the original half life map, but still add my own music to it

long anchor
#

i see

still raptor
#

you can use this to edit all of your ents, so this will save TONS of troubleshooting time

#

ericw tools comes with a utility for generating .ent files

gritty forge
#

thanks 500 very cool

still raptor
#

bsputil.exe --export mapname.bsp

#

i believe

long anchor
#

hell yeah, music works

gritty forge
#

Yeah I can't wait for all the meme maps with music

still raptor
#

oh and dont forget to use the light proxy stuff

#

you can finally bury things in the ground and not have them be pitch black

gritty forge
#

can you use a info_null for that

long anchor
#

oh and dont forget to use the light proxy stuff
what do you mean

still raptor
#

yeah i think you can use any entity

#

the big brainers out there will bake an off-map area with cool lighting and then move a light proxy around to pick up that data and create cool lighting effects

long anchor
#

is it possible to change music mid-level or it's one of the soon things

still raptor
#

soontm

#

just basic music atm

long anchor
#

ok

ancient depot
#

@gritty forge any entity should be usable as a light proxy

long anchor
#

still can't break breakables with mortar\riveter\weldboy death explosion

#

literally unplayable, 0\10, fix when Shotty

unique ocean
#

what updated

proper vessel
unique ocean
#

oh lmao my map broke

ancient depot
#

oh no

#

what happened?

gritty forge
#

how the fuck is zombie even replying rn

ancient depot
#

doom is still unpacking

gritty forge
#

oh okey

#

understandable

unique ocean
#

Its easier to show you what should happen

#

The middle structure doesnt break anymore after the update

ancient depot
#

there were some changes to func_breakable to make its implementation more correct, that could be related

#

DM me the map and I'll take a look at it after I'm done with eternal

#

for now you can try messing with the entity's health

#

try setting it to 0

unique ocean
#

ok

#

It appears that the health value has zero impact on if the brush breaks or not

ancient depot
#

hm

#

what if you set the health to 1

#

for all parts

unique ocean
#

wouldnt that cause instant breaking from weapons?

ancient depot
#

yes

#

but that might be the only way to get it to break for now

unique ocean
#

oof

#

alirght let me see

#

It doesnt appear to work

ancient depot
#

wtf, that's weird

#

they're just destroyed by being triggered, right?

#

do they break if you shoot them?

unique ocean
#

yes

#

triggers dont work, but shooting them does

ancient depot
#

hmm, I'll have to look into it then

#

that's really strange, I can't think of what could've caused that

long anchor
#

How lightproxy actually works?

#

"(allows you to transfer lighting from one entity to another)"
so i should have two ents, one of them with lightproxy property, second with targentname?

ancient depot
#

yeah

long anchor
#

wtf

ancient depot
#

the entity can be a door for example, so you can move it around to change the lighting on the object

long anchor
#

I need two ents of the same type, or it's more about second ent's position and how the light's gonna fall on it?

ancient depot
#

the latter

#

doesn't matter what type it is

long anchor
#

noice

#

damn, it seems that people play Doom Eternal already

alpine depot
#

what the fuck is it already out

unique ocean
#

I think some people can play it early

long anchor
#

maybe some kind of pre-order bonus?

#

i heard about the event in certain russian store, DE is available on 19th

#

maybe simillar event happened somewhere

#

or guys like Zombie are special enough to play early BIGJOHN

sly flicker
#

Australia, New Zealand and all of Asia got it unlocked way earlier than everybody else

#

North and South America have the latest unlock times WILDWOODY1

unique ocean
#

bruh

#

I despise timezone exclusive releases

regal ore
#

Moscow here, cannot launch it but I see some people playing already. It will be available in Europe in 6 hours I think?

timber atlas
#

what's the filepath to dusk's music?

alpine depot
#

shouldn't it be like music/music_name_here.ogg/flac/whatever?

#

i'm having trouble with it myself

timber atlas
#

is that for custom music or music already in the game?

#

I can't find any ogg files in the game's files

long anchor
#

i made "music" folder in my mod folder, then i copied some music from dusk\music

#

uhh

#

1 sec

timber atlas
#

where's dusk\music

long anchor
#

don't mind this "s" in the end, i put it here intentionally to make music not play

timber atlas
#

I don't seem to have it.

long anchor
#

uhm

#

mnt\local\dusk

timber atlas
#

there it is. Thanks

long anchor
#

np

alpine depot
#

yeah im also having some issues with my func_breakables now

#

there's entire buildings behind a certain bit of sky in my map but now the objects behind the sky brushes aren't being rendered

sharp trail
#

oh lol. I didn't read the text and thought that was intentional

gritty forge
#

funcs are acting funky

terse salmon
#

where's that dang sdk changelog?

terse salmon
#

thanks, its not released yet is it?

tepid python
#

it is

terse salmon
#

i didnt notice my steam updating, ill check it

terse salmon
#

i dont think enemy alert sounds are fixed yet?

still raptor
#

the sky is correct now

#

sky brushes are meant to render in that way

#

before they were not rendering correctly

#

now you should use clip brushes to prevent oob, not sky

#

(in areas where you want to see whats behind the brush)

gritty forge
#

Yeah the skybrush isn't seetru

honest stag
#

skybruh

timber atlas
#

is there a list of dusk's skyboxes?

sharp trail
fringe nymph
#

usually happens with broken/not compatible maps

ancient depot
#

DM me the maps

#

We can't do anything about those bugs without maps to examine

timber atlas
#

it's amazing how much adding music to a map does for it

timber atlas
#

is there anyway to do something like godrays or a shaft of light?

#

I imagine the only way to do it would be with a light transparent texture

honest stag
#

dusk has some entities that have this effect, but otherwise you can probably just do the transparent texture thing

timber atlas
#

I could if I could find a texture like that, what are some of the entities that could do it?

honest stag
#

you could just use any texture that has yellow on in and then make that part be the entire face
then just slap rendermode on it and bam

#

the entities are one of the streetlights and a worklight pretty sure

timber atlas
#

rendermode as a func_wall?

honest stag
#

or a func detail, whatever you like

timber atlas
#

so something like rendermode 100 should do it ya think?

alpine depot
#

id wager 150 or higher

#

100 would be too visible

still raptor
#

remember, you can use .ents to tune stuff now

#

so you can hone in on a value super easily without recompiling the map

alpine depot
#

i wish i had big brain to do that

still raptor
#

just edit the .ent file in notepad

#

its pretty simple

timber atlas
#

right, just trying to figure out what values exist that can be changed.

still raptor
#

run "bsptutil.exe --export yourmapname.bsp"

#

and youll get a .ent

#

and you just slap it next to your map

#

and then you edit it in notepad

#

so to quickly iterate on you map you can just make a change, then reload

timber atlas
#

Oh, I've been meaning to ask, is there a way to enable a console in the sdk? I can't find a key for it in the keybind

honest stag
#

wait wait hold on

#

rendermode is 1
renderamt is another thing you add

#

that one is 0 - 255

ancient depot
#

@timber atlas Console isn't implemented in the SDK yet

fierce lava
#

Dumb question, how do you compile in Trenchbroom with a fully lit map?

still raptor
#

use ericw's tools

terse salmon
#

is there a list of all sounds that can and can't be replaced currently?

tardy charm
#

So how do we put custom music in our custom DUSK maps?

#

because i just saw that custom music is now supported for DUSK.

terse salmon
tardy charm
tardy charm
#

I´m using a texture pack that adds Blood´s textures as usable Quake textures, any way i can fix this?

#

And @terse salmon the music isn´t playing

terse salmon
#

yeah, i noticed the same thing, it still says 1.5 for the sdk version so im not sure if its updated or not

tardy charm
#

I did add the music in

#

and it should play

terse salmon
#

what's the very first clip that plays at the init of head cheese? i think its a stinger .flac?

eternal abyss
#

Will there be workshop support for DUSK Mods?