#dusk-modding
1 messages · Page 49 of 1
Alright cool.
Last question: is there a way to make an object destroy itself?
Like, if i wanted a platform to break when stood on?
yep
you can make a func_breakable and connect it to a trigger_once
it will make a cool sound and particle effects depending the which material you select
check out the list of materials and stuff
np
hello, how can i get started making model replacements with dusk sdk?
Ah
that is coming in an update however
That's good
and how close is the update👀
Another 100 map releases from the community for next update
😈
(imagine if someone did that tho for modding tool updates...)
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.
Here's an example.
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.
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
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=1924401968
Now here's attention to detail. I'd gone on a prop hunt of E1M9, kept them all intact, and stacked them together. (You might need to zoom in.)
Now look at all the props. Now realize: that's a lot of loose objects.
So that we could count them all.
Because lookit, that's a lot of explosive barrels you can use - and still preserve the Low Tech award.
Or when designing a map, you can stretch out the momentum of a map by swapping guns for barrels.
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.
dont see how that would fix anything
since navmeshes arent changing right
if a monster cant be spawned somewhere then chances are - you cant teleport it there either
Correct
So I'm using J.A.C.K are there any tutorials for how to get it to work with DUSK?
What parameters does func_breakable need to have to function with trigger once?
I'm referencing the target name properly, but they aren't breaking
Your only objective: use the soap wisely.
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.

can anyone help me get some textures and sounds working?
wait no
im dumb
i've figured it out....
Our job here is done.
For often than not, sounds just do not play in my map and other custom maps. Is that normal?
uh
i am encountering a glitch
when i try beat a level it spawns me in the next one
but the loading screen is still shown
what's happening?
i also cant save
In the base game or custom maps?
@woeful yoke
Try adding/removing a health value for the func_breakablr
Also, custom sounds or all sounds?
All sounds, just custom maps
Like, flashlight sound only happens half the time. Same with pickups. Some monsters won't play their idle noise.
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
anyone have any idea why i cant save? it's in the base game
but only happens when im using sdks
Is there a way to force enemies to attack a specific target after activating a trigger?
For example: Make a horde of wendigos attack their jailors after unlocking their cells.
contained crystals of madness maybe?
that like have a way of breaking themselves
but im actually stumped on what my problem is...
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.
what im thinking
more so
is like a trigger that activates the mechanism to detonate the crystals
I think they have to be thrown to break.
I'm afraid you just cannot save in the SDK
as such thing hasn't been implemented yet
yes saving aint a thing
Hi there, I was just wondering if anyone knows how to run mods on the gog branch of the game.
@ivory magnet Buddy there isn't anything in there about the gog branch
The two are more or less identical in the way they work
the only really different thing is how you go about getting the sdk
if you haven't done so already, go to the manage installation menu and then over to beta channels
enter password oohagiantbarn
Hey guys, just uploaded the first version of my map to mod.io!
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.
Ooo nice screenshot
ey looks nice, i'll give it a go
Appreciated~ I gotta head to bed now, but hmu with c&c and I'll read it in the morning
I literally woke up and remembered that I didn't add an end-level trigger, AHHHH
well
i died like 2-3 times mid level now
cuz i suck
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
i think it could use more ambient lighting, some areas have a bit too much dark-light contrast like the first warehouse area
@woeful yoke those screens look gorgeous
Does anyone have an fdg that includes dusk monsters?
there is a custom one, but i think it only works for JACK
gentleman, I present to you exporting from valve hammer D:
https://imgur.com/tMm5vwf
THE PIXELS
True 8bit 11025hz experience like it's 1996 all over again: https://i.vgy.me/NtTjw8.mp4
So I asked this a while ago, but what is the ambush tag do?
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.
i dont think dusk supports this
@tulip edge The map has an incorrect colour palette
Is that compiled as Q1 or HL BSP?
@woeful yoke Really good level ! How did you manage to change the sky ? I thought it was impossible for now (i'm probably wrong)
he didnt change it tho?
I think the difference of light between his level and mine gave me this impression haha
@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.
Do you remember where you died?
yep
i died at the tower with the scientists cuz i wasnt careful
and died in the room with horrors
i think i died 1 more time but dont remember where
i think that's a bit too many horrors
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.
Did you find all the secrets?
The secret areas have:
- Hallowed Health
- Backpack
- Hunting Rifle
- Riveter
- Mortar
- SSG
oh yeah i found the ssg too
i THINKi found the riveter?
didnt really look for secrets i must say
just stumbled upon them
Yeah, most of them were softballs. I need to brush up on my secret hiding technique.
now that i played your map
you are legally obliged to play mine
Lol, for sure! Drop the link here and I'll play it after my shift today
an old one, but the feedback on this had been the most useful so far, other maps kinda suck https://dusk.mod.io/the-church
@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.
Did you manually do that window?
Yeah it's a vanilla Quake texture
can a multi_manager target another multi_manager?
dont see why not
some of my logic is just being messy and so im hacking around it using multi_manager targeting another multi_manager
i can see it having it's uses yeah
yeah ok nevermind my trigger_teleports for certain entities are just not having it today
trigger_teleports for boneballs and monks work, but the ones for welders and priestesses and horrors dont
well they all work but i need them to teleport in on a button press, not automatically when inside the trigger volume
bone balls and monks teleport in when needed, but priestesses and the rest all teleport in on map start
are you sure the teleport which they are inside of has a targetname?
are you sure it's not copied inside of itself without a targetname?
like a double brush by accident
yeah i checked
i can try and make a quick test map for them all
oh man i had huge problems with that on my enclave map, it seems so random
i have a teleport sequence for my other priestesses too
those work fine
ill add in some blank teleporters somewhere else and trigger those remotely as well
and see if that fixes it lol
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
hey may be weird but i'd make sure other brushes dont touch the teleport
or at least dont cross each other
that nothing touches it?
yeah i had the same problem
nice
well glad to be of help
i remembered that because of the old monster closet workaround with the func_door
where if a door touched a teleport - the monster got gibbed
for some fucking reason
Just pushed an update for my map. More light, adjusted the difficulty of traps, added more pickups.
👀
Playing on Cero Miedo is a genuine challenge now, lol
@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
- some breakables, for example the ruins entry and the wooden walls after the red door have glass set as material
- 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
- 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)
but overall really nice, entering the ruins is legitimately creepy and the details in the map are great
yo the yellow door is the door to the ruins
pretty sure
at least it was when i played it
oh yup it is
then i just didnt find the blue key
ok found it lol
in that case fuck my 2. and 3. complaint
@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
I couldn't figure out where I was supposed to set material? It didn't populate as one of the key-value pairs
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
trenchbroom is the recommended one
it's a quake map thing but it's really good
and spews out .bsp
also can use hl1bsp editors like JACK
anything that creates pre HL2 bsp, so anything like VHE 3.0, JACK, Trenchbroom, Sledge works
Hello gents. Is anybody interested in developing a race mode, defrag style?
ah, so I gotta use trenchbroom as external editor
DuskRally incoming
@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"
these are all available materials i think
There's actually more now
public enum MaterialType
{
Glass,
Wood,
Metal,
Flesh,
CinderBlock,
CeilingTile,
Computer,
UnbreakableGlass,
Rocks,
Grass,
Hay,
Lazer,
Scarecrow,
Teleporter,
}```
ooh nice, is teleporter the teleporter particles?
does anybody know if it's possible to convert a valve map format into a standard format in tb?
It's the teleporter particles, yeah
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.
@onyx marten yeah. Those planks were prefab objects, not brushes
i made duskworld server
@candid dew send us the map and we can isolate it probably
@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.
Don't worry, giving us a sample map would be helpful rather than bothersome if anything
We can almost immediately identify the issue in most cases if we have a map to reproduce the issue with
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.
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.
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.
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
have you tested this with sloped floors that are so steep as to be almost-but-not-quite 90 degree walls?
how do you get to the custom level select?
When custom weapons come out, I'm gonna do my best to make a fitting weapon to fill the role of BFG for DUSK
Just have it summon big john
Memey, but meh
Plus that's waaay too powerful
I was thinking an upgrade to the crossbow that shoots a spread of 5 sawblades that go through everything
i̸'ḿ d͟e̕a̢d fu͜ckin̕g͝ ser͜i͞o͘u̴ś ̸her͢e
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
/mnt/local/thecoolsoundmodIdownloaded/
yo my dudes
is there any way to make the player start without a flashlight like in some of the levels in dusk?
not atm sadly
oh damn ok i'll try to not drown in my own tears
hey guys, I came for the dusk wad
dusk_wad3.wad is the right one right?
wait I found it
ah thanks!
Do quakes power ups work in dusk? Cause I wanna throw in a quad damage
they're replaced with Dusk powerups
Heck
No quad rampages for me.
||Also when can we get a setting to keep the tab timer open between resets||
Arcane dimensions in dusk when
Someone else is already planning on HDusk
I'm still expecting DuskCaster
Is there a way to make a brush snap to the grid in trenchbroom?
keep getting brushes that only size to fit half a grid space or so and won't line up with everything else :/
grid snapping is user definable in tb
wuzzat mean?
you can pick the number of units the snapping happens at
where can I set that?
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.
just snap it to the grid
i guess im confused what the issue is?
you can hold shift when dragging stuff to snap it
That highlighted brush I can't get on grid
shift doesn't help cause it just moves up a space but still not on grid and editing the vertex does the same
do you have grid snapping on?
if you do, you can try lowering the grid snapping size until you get it aligned, then raise it back
I do have snap on, yeah
I guess I'll have to do that. I was hoping there would be a quicker way.
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.
theres probably an easy way to do both these things, i just havent put that amount of time into trenchbroom
maybe someone like @onyx marten would know
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
just click edit>snap vertices to grid
and for texture allignment shift click the brush face with the right texture and then alt click the faces you want alligned
Perfect
those are exactly what I was looking for
thanks
I need to write all this stuff down
btw @still raptor did you get to fix that water bug?
np
i think you find stuff like that in the trenchbroom manual
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?
speaking of HDusk, is anyone making concept art already? I could try, if nobody's gonna
I drew a sexy cultist once
show me
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
those are actually quake entities so they don't appear in dusk
think theres a fire one for dusk tho let me check
object_campfire
object_anomaly_fire
try one of those
will do
neither of those seem to work yet :/
guess I'll have to wait on that.
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.
there are some issues with that, nav stuff had to be retooled a bit due to some issues, but itll be worked out
@still raptor @ancient depot any idea when that water thing will be fixed?
next patch, hopefully
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
if it's what we think it is, it's like a one line fix
^
that'd be great, thanks
Wow it sure would be nice if there were more people working on the sdk nudge nudge wink wink
Absolutely open to community members helping out later on once the code's been tidied up more
Just be prepared for my very strict PR review process
ETA for music/makeWAD3?
Music is planned for next patch, MakeWAD3 can happen whenever
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)
how is music supposed to work
The music property on worldspawn
Glad to hear the stuff is being worked on. Guess I'll just have to wait for next patch 😛
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
Just be prepared for my very strict PR review process
strict pr review is just free training
👌
theres no issue with multiple floors
its a navmesh baking setting causing there to be no navmesh extremely close to walls
it happens on even single floors
anywhere near a wall, there will not be navigable area
this will highlight your issue more clearly
the blue area is navigable by ai
as you can see, closer to walls, there is no area they are allowed to navigate to
so if you stand in those areas, the AI will attempt to seek the closest possible nav point to that
if a floor above that point happens to be the closest point, thats where they will navigate to
yeah I've seen that happen with bridges
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.
a place you can observer this happen easily is actually e1m1 of dusks campaign
where normally the leatherneck on the stairs will run down them
if you stand in the right spot in this tunnel
he will attempt to reach the spot above the tunnel
because its the closest point
so he runs upstairs and opens the door
is that a displacement brush I see for the ground in that image? TB does displacements?
dang
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!
is there any way to view/edit navmesh in trenchbroom? couldnt find anything when i looked for it
No, sadly, but we'll probably just reduce this problem with either fine tuning on our end, or user definable tuning
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?
yes
bless
i am still trying to understand how to properly configure trenchbroom to assign dusk textureres and entity placements
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.
You can also create a custom fgd if youd like them to appear
but we will release an official one eventually
one day
I will try to review the pinned messages and see if i can make sense of it further
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
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.
looks like you should be using "amount"
thank you!
has this weird thing where it shows up black even with a light source directly over it but thats pretty non consequential
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.
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
Interesting. It might light itself since it creates its own light.
hopefully that'll all get fixed up soon
they should grab the light value thats on the ground under them
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
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
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?
likely custom
is it possible to have a brush emit light?
aight thanks
oh man thats really helpful
yes it is, plus it's a big time save
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
can i see the properties list for your door?
pretty sure my doors work like toggle all the time
your door is triggered by a button and you want that button to toggle the door?
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
ah you can use an entity called multi_manager for that
that sounds like exactly what I need
you can set different delays for each entity fire as well
give all of the doors the same targetname
and then put that in the button's target
I thought of that @ancient depot , unfortunately my case is more complex - multiple buttons and doors interacting
unless you want them to open with different delays i guess
if you want them to have different names, then yeah, you'll want something like multi_manager
tried creating a basic door w/out a targetname, with spawnflags 32 and it still closes itself though
There's also the valve page https://developer.valvesoftware.com/wiki/Multi_manager_(GoldSource_Engine)
also uh
Thanks!
I forget if we disabled the 16-entity limit in our implementation yet
that reminds me
Yes sorry, I mean I just created a new door to test there now
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
that's pretty nice, but numbers do still work right?
Yeah, we have to support numbers for Quake/HL compat
it's just easier for me to use the checkbox things rather than type them
i thought everyone used it
some people might be using an fgd that lacks the information for them I guess
makes sense
How would one go about making a see through grate like a fence?
use a transparent texture?
@pale lava all transparent textures start with { just find something like {fence and put that on a mesh
How would you do that in trenchbroom? I have the dusk.wad and i didn't see any textures that start with a {
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
Just drag n drop that intro trenchboom and you should get the transparent textures now
no problem my friend
one more question....do skip textures work
What are skip textures?
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
oh neat
I presume they don't because we don't have vis yet
I am trying to make a mesh fence with the fence texture but it seems to break geometry
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
Yo I'll totally take that fence - dm me
how does my "questionable dance club" look?
very questionable
needs lewder wall textures
needs Duke nukem stripers
Just like really jpeged Duke Nukem Strippers.
do we guys have any mods released already
if so, where can i check them
oh, nvm
found it
duke nukem strippers, got it
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)
For some reason I don't understand, it's impossible to change the inscriptions now. https://imgur.com/d7OfGPd
a wise choice indeed
I'm gonna build an ice cream parlor now and add that, thank you for this beautiful work of art
@alpine depot Will there be pistachio? Can't live without it.
ew gross
haha
I'll make a release if someone tells me why it doesn't work.
I mean, it's just a texture.
Why
have you checked if it needs an associated lightmap or normals map?
How can I do that?
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
What is this
good question
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
it's being removed anyway
likely they just want to bait people into clicking that link at the bottom
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
@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.
how do i install this?
https://dusk.mod.io/weapons-sfx-reimagined
@gritty forge Unpack the file and throw the folder into Dusk>SDK>mnt>local>dusk
got it danke
You have an SDK installed?
Are you through Steam?
Or GOG
If Steam, go through the game properties in beta versions and select SDK.
goggy
maybe this will help https://www.gog.com/forum/dusk/dusk_sdk_and_gog_galaxy
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mmmm ok
Hey has anyone been able to add custom enemies/weapons with models to dusk yet? If so what do you use to model them?
i think its still in development and not fully implemented in the sdk
You guys got anything to tease you're working on for the next update?
@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.
oooo ok
is it possible to change enemy sounds?
yes
it has to have the same extension as the original
can be a different format tho :v)
the original is...
seems to be the right format?
okay, so leatherneck alert.flac doesnt work, but die.flac does
actually, i think all the alert replacements dont work yet?
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
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
What issue are you having with Wally?
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
Discussing how to make angled steps in #Quake.
Rotate tool is never the answer (too much off-grid stuff). By combining all of #Trenchbroom's features you can get great results really fast, and no need to mess with any texture alignement thanks to UV lock!
#screenshotsaturday ...
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?
you playing the campaign?
yeah
Somebody Stop Him
Your modders were so preoccupied with whether or not they could, they didn't stop to think if they should. -some dinosaur lawyer
Dinosaur lawyer
The blood sucking lawyer!
do you guys have any mods that you recommend?
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
Are there any skeleton mods for duskworld yet?
any word on that sdk update?
sweet. Hope it has fixed door ai too
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
I'm just talking about monsters being able to walk through open doors.
That's what I mean yeah
that caused performance issues o.O
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
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.
You can try setting up the map so your doors are open by default, and then setting the "starts open" flag on them
That's an idea
Then the navmesh would bake with them open
although
they'd walk through the doors when they're closed that way
either approach would work properly once we have a door fix in anyway
I don't remember, does dusk have monsters that can teleport in?
No enemies that use teleporting as an ability, but you can use teleporters with them
just trying to think how to repopulate a room you've already cleared out till the doors get fixed.
teleporters would work then yeah
man i cant wait to implement some BOOMER TUNES in my maps
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
well now they teleport but just die in a shower of gibs lol
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
i'm curious as to how this will be used but also very afraid
i can already hear the bass boosted thomas the dank engine opening
TODAY
NICE
now that i have a buncha free time - it's time to work on my cathedral thing map
gotta get something out so we have an excuse to do nothing for a week to play Doom Eternal 
lmao and then alyx for people who are lucky enough to have vr i guess
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
paint.net/gimp for textures
audacity and maybe a tracker for some music for sfx
trenchboom or jack for maps
Can you make custom models with blender?
not yet
in the future
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
you can connect maps yea
Rust belt*
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
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
any word on that update?
the build was made last night, just gotta make sure it doesn't explode
then we can move it over to public
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
Duskout 76 when
after dave gets those shin extensions
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
are we able to trigger other music through triggers and whatnot?
sick
cant wait honestly
Not yet, that's likely something we'll save for scripting
dang
I could maybe add a trigger_changemusic or something for next patch
my elevator scene needs tension ascension :(
but I'd prefer it for when we have scripting and can have trigger_script
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.
My map already has custom music though
may or may not be in the patch
.lit support confirmed working
now you can do coloured lighting to your heart's content
YOOOOOOOOOOOOOOOOOOOOOOOOO
FUCKING BRUHHHHHHHHHHHH
this is amazing
proper orange lava lightsssss
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
are we going to have other light styles anytime soon, or is that further down the road?
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
ooh i cant wait for that
the big one there imo is having enemies able to actually walk through goddamn doors lol
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
oh right
that would help so much with my maps
would let me make them even bigger too
Yeah, there's a lot of room for optimization at the moment
.lit working is a big hell yes thank you for hard work
🙏
doing god's work
gives me an excuse to overhaul that godforsaken lift sequence in my first map
if only clip worked proper
That'll be fixed with the BSP overhaul too
what else is in this update besides magical .lit support and the legendary music addition?
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?
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
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?
wait rotating objects is already a thing?
pickups
lmao
i was getting excited for a second there
this is kinda lookin alright so far if you ask me
soulforge but it's murder time
this is very WIP, it's supposed to look more like uhhh this
not an exact copy, but an inspiration
will this also change func_breakable from just being glass or is there a way to set what it breaks to?
you already can change the material
how do?
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
is there a wiki that covers all this stuff so I don't constantly have to bother people here by asking questions? 😛
yeah it's still being worked on
kinda
everything around the sdk is still work in progress as you can see
yeah I've been learning TB
that means most quake tutorials/tips can help you out, there isnt much stuff that's only dusk specific
yeah I've been using quake tutorials on youtube for the most part. Only ask here things I can't find elsewhere
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
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?
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
is that really how it works?
ight
do quick saves not work for the sdk?
Any saves dont work i think
Saving in general is disabled because it wouldn't work with custom maps yet
Hey Zombie, do you prefer vertex or skeletal animations?
Yeah
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 :(
lmao
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.
couldn't you like make a skeleton animation in blender and then export it as a vertex one
yup
will that water fix be in the update?
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
also i wanted to ask
is it a difficult task to add custom skybox support? or is it just on low priority for now
it's somewhat difficult, gonna be looking at that after the BSP overhaul
oh man that's gonna be a while away
oh well, gotta be patient
I'll be continuing work on that after I'm done playing Eternal
lmao cant blame you
so yeah a while away 
either today or tomorrow
mang tomorrow is doom eternal
mang
mang
manga
Ah yes the dusk manga
we might put the update out early for discord folks
Ah yes that's me
ah yes that's you
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
i wish i knew how it worked
the .lit?
all of it
finally
yesssssssssssssssssssssss
wish i could set a moody sunset skybox tho
I LOVE IT
time to hit @ancient depot with the "Patch notes when"
you think you can just go play doom eternal
neato vriska
I posted them earlier in here
thank
And they fixed the audio cutoff too! Now my precious gunshots go boom with a proper punch! https://i.vgy.me/jcCQW1.mp4
lmao
lmao x2
Gamedev level up
if anything that might mean it was a Unity bug
the latest patch is on a newer version
Well, one less problem to worry about then
@regal ore sounds neat
https://dusk.mod.io/weapons-sfx-reimagined if you're interested. I just have to make a couple of tweaks to call it a proper release. Just gotta find time for that.
i'll try it
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
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?
thanks
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.
@still raptor how the path should look like? It begins with local\modname\music... or what?
@narrow matrix i think someone said that all nearby enemies start noticing you after first shot
i'll try both
thanks
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
@long anchor Thanks, I'll do some testing to see how far it extends in that case

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"
}```
"music/fuckyou.flac"
thats just in the .ent file

so i dont have to recompile the original half life map, but still add my own music to it
i see
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
thanks 500 very cool
hell yeah, music works
Yeah I can't wait for all the meme maps with music
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
can you use a info_null for that
oh and dont forget to use the light proxy stuff
what do you mean
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
is it possible to change music mid-level or it's one of the
things
ok
@gritty forge any entity should be usable as a light proxy
still can't break breakables with mortar\riveter\weldboy death explosion
literally unplayable, 0\10, fix when 
what updated

how the fuck is zombie even replying rn
doom is still unpacking
Its easier to show you what should happen
The middle structure doesnt break anymore after the update
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
wouldnt that cause instant breaking from weapons?
wtf, that's weird
they're just destroyed by being triggered, right?
do they break if you shoot them?
hmm, I'll have to look into it then
that's really strange, I can't think of what could've caused that
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?
yeah
wtf
the entity can be a door for example, so you can move it around to change the lighting on the object
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?
what the fuck is it already out
I think some people can play it early
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 
Australia, New Zealand and all of Asia got it unlocked way earlier than everybody else
North and South America have the latest unlock times 
Moscow here, cannot launch it but I see some people playing already. It will be available in Europe in 6 hours I think?
what's the filepath to dusk's music?
shouldn't it be like music/music_name_here.ogg/flac/whatever?
i'm having trouble with it myself
is that for custom music or music already in the game?
I can't find any ogg files in the game's files
i made "music" folder in my mod folder, then i copied some music from dusk\music
uhh
1 sec
and that's how it looks in worldspawn properties
where's dusk\music
don't mind this "s" in the end, i put it here intentionally to make music not play
I don't seem to have it.
there it is. Thanks
np
yeah im also having some issues with my func_breakables now
weird stuff is happening with my skybox too
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
you can see the odd cutoff here
oh lol. I didn't read the text and thought that was intentional
funcs are acting funky
where's that dang sdk changelog?
thanks, its not released yet is it?
it is
i didnt notice my steam updating, ill check it
i dont think enemy alert sounds are fixed yet?
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)
Yeah the skybrush isn't seetru
skybruh
is there a list of dusk's skyboxes?
buuug i've had this with 2 different maps now
usually happens with broken/not compatible maps
it's amazing how much adding music to a map does for it
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
dusk has some entities that have this effect, but otherwise you can probably just do the transparent texture thing
I could if I could find a texture like that, what are some of the entities that could do it?
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
rendermode as a func_wall?
or a func detail, whatever you like
so something like rendermode 100 should do it ya think?
remember, you can use .ents to tune stuff now
so you can hone in on a value super easily without recompiling the map
i wish i had big brain to do that
right, just trying to figure out what values exist that can be changed.
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
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
wait wait hold on
rendermode is 1
renderamt is another thing you add
that one is 0 - 255
@timber atlas Console isn't implemented in the SDK yet
Dumb question, how do you compile in Trenchbroom with a fully lit map?
is there a list of all sounds that can and can't be replaced currently?
So how do we put custom music in our custom DUSK maps?
because i just saw that custom music is now supported for DUSK.
textures are missing
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
yeah, i noticed the same thing, it still says 1.5 for the sdk version so im not sure if its updated or not
what's the very first clip that plays at the init of head cheese? i think its a stinger .flac?
Will there be workshop support for DUSK Mods?

