#dusk-modding

1 messages · Page 50 of 1

half dust
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Yes

gritty forge
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for some reason the "light" entity isn't working for me?

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You running it thrue the light compiler?

gritty forge
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oh god

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im nowhere near qualified for this jhdfjksdf

still raptor
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Nah you are

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documentation for it is just really poor

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that will improve in time

ancient depot
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@tardy charm Missing textures likely means you're missing palette.lmp

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It's a file from Quake that you can dump in the mnt/local/dusk folder

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In the near future that file won't be necessary anymore

desert crane
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MORE MODS MORE MODS

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mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

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68 not enuf

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we need 666

wind needle
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Boutta play dusk to synthwave then hah

honest stag
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thank

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i should really finish the cathedral thing

alpine depot
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i cant provide an extra 598 mods to get to 666 but i can contribute my fork maiden/cowgirl strip club

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is this sufficient enough?

honest stag
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oh did you finish that thing?

alpine depot
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not yet

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i'm basically scrapping the whole strip club because i thought of a better way to do its interior

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cages and gritty support beams and wires and weird stuff like that

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yknow

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typical strip club things

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maybe big john getting a lap dance by a fork maiden because he deserves that special treatment

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and with the new .lit support i can add wHaCKy EfFecTs

honest stag
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so i dont thing i've ever asked devs, but are we going to have some way to add fog to maps?
the silent hill thing is still something i want to do but for now i'm just learning blender to add custom models later like lanterns and shit

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@ancient depot

ancient depot
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Can't guarantee it but I'll add that to my list of future stuff

honest stag
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yessss sick thanks

honest stag
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i started making concepts of the silent dusk thing but i dont think i can even make it an alpha since it's not possible to even take away the flashlight from the player

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i guess i can make the map but i'll have to design it with "no flashlight" in mind and then wait untill that's a possibility

alpine depot
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i just added handgun harmony to my latest map and it fits sooooo well

honest stag
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yo how do you actually do the music?

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i wanna try and add it to church

alpine depot
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you put your music in a music subfolder in your mod folder

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and then do music/name_here.ogg

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.mp3 or .flac is also supported

honest stag
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so like i can only use 1 mod that has music at a time?

alpine depot
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maps only play the music you add in worldspawn

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cant change the music as much of a travesty as that is

honest stag
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yo i dont think i've even added music to maps, what exactly should i do to worldspawn

alpine depot
honest stag
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alright thank you

alpine depot
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dont forget the proper extension at the end

honest stag
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gotcha gotcha thanks

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i really need to also figure out how to use the .ent things, they seem useful

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so it seems like i cant export my map because it's bsp2?

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"church.bsp
LoadBSPFile: 'church.bsp'
BSP is version BSP2"

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that's all i get but no export, help"?

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i cant revert the map to .bsp cuz it's over a limit of something, dont remember what, probably brushes

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trying to get a .ent here

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there we go, turns out --export isnt even a thing

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i used --extract-entities instead

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oh wow this is really cool

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you can even change the light amount that's sick

ancient depot
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yup

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complete control over the entity lump

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we used it to add music to the half life level in that youtube video

honest stag
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wish it was possible to screw around with sunlight tho

ancient depot
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If you can merge the .ent back into the .bsp you could re-run light on it

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but at that point just edit the .map if you still have it lmao

honest stag
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yeah that makes more sense

ancient depot
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automatically re-running the lightmapper and re-loading the map is a cool idea though

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might see if we can add that down the line

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would make map iteration much nicer

alpine depot
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are we going to see ways of adding individual particles anytime soon?

ancient depot
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particles are likely to come alongside scripting

alpine depot
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right

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scripting 🤮

honest stag
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lmao you dont want scripting aqua?

ancient depot
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cleaning up dusk's eldritch codebase is a long path

alpine depot
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if you make the new version of the codebase messier than the original then the original codebase should be better to work with

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problem solved

ancient depot
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lmao

alpine depot
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just intentionally suck at programming

lapis hare
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the most lovecraftian part of dusk is its good

alpine depot
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just use if statement after if statement and murder all of the arrays and switch statements

lapis hare
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...i meant to say its code

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how the fuck did it come out as good

alpine depot
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it just did

lapis hare
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just use if statement after if statement and murder all of the arrays and switch statements
so become yandaredev?

alpine depot
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precisely

still raptor
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hmm

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fog would be a pretty easy thing to do

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and its definitely something that adds a lot to maps

honest stag
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yes it's THE thing i need for any open map i make

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so would be nice to have

still raptor
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i might add something in spare time

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we'll talk it over

honest stag
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aw yeaaaaaaaaaaa thanks

tardy charm
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What´s the name of the entity of a torch that is already lit?

timber atlas
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prop_torch

tardy charm
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How does it look like? And is it one of those torches that can be attached to a wall?

honest stag
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isnt this the blown out torch that you can pick up? might be wrong

timber atlas
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dunno

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if you do walltorch you just get light so my guess is prop_torch

tardy charm
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Going to give it a go and see how it is.

timber atlas
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there's also object_torch

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give em both a shot

honest stag
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pretty sure props are mostly the stuff you can pick up/move

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and ojbects are mostly static shit

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like a car

tardy charm
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Can i also add custom sounds to the map? for example i wanna put one of Caleb´s lines from Blood in it, and i want to play, can i do that in the SDK now or isn´t it still supported yet?

honest stag
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not yet

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but there can probably be a huge and clunky workaround

tardy charm
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Let me know if there is one, i would love to implement some sounds in the maps, both for atmosphere and character lines.

honest stag
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what if
for example, you replace the wood impact sound on a caleb voice line
then make a trigger_once and connect it to a func_breakable brush with "WOOD" material right under it - then when the player walks over he hears the voice line
but then whenever you hear the wood impact sound the voice like would play so be carful with which sounds you replace

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may or may not work

tardy charm
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I´ll try to find some sort of workaround.

timber atlas
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has the lighting for objects been fixed yet?

honest stag
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i think they added the lightproxy thing which can be used to fix it yourself???

timber atlas
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do I need to name a light then target the object to it?

honest stag
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it transfers lighting from 1 entity to another, so if an object is fully dark then you can probably make it "steal" light from another entity

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lemme see

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actually wait, is this a dusk-specific thing?

ancient depot
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yes

honest stag
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so how exactly do we use it then
lemme make a guess
add a property "lightproxy" to the object that's going to be recieving light and target the "targetname" of the object which has the light you need?

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or the other way around

ancient depot
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lightproxy gets set to the targetname of the entity you want it to steal light from

honest stag
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ah alright so the first one is correct, thank you

timber atlas
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can you steal light from any entity?

ancient depot
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yes

timber atlas
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neat

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objects break when they take enough damage though right?

honest stag
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most of them i think yea

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if you mean the dusk ones

ancient depot
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Depends on the object but yeah

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you can use an info_null if you want

timber atlas
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dunno what that is

ancient depot
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an empty entity that does nothing

timber atlas
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oh for setting lighting, gotcha

sterile arrow
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do we have any control of how music is mixed like the volume etc

ancient depot
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other than the player's volume settings no

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we could expose some advanced mixing options with scripting

hard pollen
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Keep up the good work Zombo.

ancient depot
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🙏

hard pollen
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Remember to hardcode things

sterile arrow
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ahh sick fair enough

tardy charm
alpine depot
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Wait I wonder, could you use a lightproxy to change the color of a light in real time by using something like a func_door that moves between different colored lights when activated?

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I just had a big brain moment

still raptor
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yes, you can!

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you can bake off-map areas and do stuff with doors and func_trains (when its available) to make weird lighting effects

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make flickering lights, or whatever

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its truly big brain shit

alpine depot
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FUCKING BIG BRAIN MOMENT RIGHT HERE

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pls do func_train or similar next update

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I need rainbow lighting for my strip club

still raptor
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yeah we have train almost completed, its just slightly off

alpine depot
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So now we can imitate light styles without light styles in the game yet

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this is einstein level big braining

still raptor
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wellll, light styles work a bit differently

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but sort of yeah

alpine depot
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good enough for now lol

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man that's awesome though

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definitely trying that out tomorrow

still raptor
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itll be interesting to see what people come up with using it

alpine depot
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the SDK is already seriously shaping up, it's crazy

still raptor
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we had that big brain moment when we were coming up with the solution for the lighting problems

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its similar to like, control sector stuff in doom or build

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where you can use off-map areas to do weird effects

honest stag
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oh SHIT real-time light shit is fucking awesome

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who needs lightstyles amirite

torpid agate
honest stag
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nope

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nope get this out

torpid agate
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scientists HATE me

honest stag
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remove

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delete

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no

tall zenith
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I approve

terse salmon
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can existing dusk map songs be changed?

alpine depot
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AAAAAAAAAAAAAA LET ME COMPILE

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i dunno why it decided to start calculating vis stuff all of a sudden, it has never done that before

gritty forge
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@torpid agate damn you managed to figure out doom floors?

candid dew
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I've been having some issues with brush entities and I'm wondering if it's something I'm doing wrong, or if they just aren't functional in the SDK yet. If anyone could confirm this for any of the following entities I'd really appreciate it :D

trigger_hurt - not working
trigger_push - not working
trigger_once - seems to act like trigger_multiple
func_rotating - not working
func_door - toggle functionality not working
func_door_rotating - not working (door has no collision)

Note that the funcs are specified in entities.txt, and the triggers are not (although trigger_once seems to work at least partially anyway). Thanks!

gritty forge
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okey let me look

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trigger_hurt isn't implemented

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trigger_push doesn't even exist

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trigger_once should only trigger one time

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func_rotating isn't implemented (this isn't even in quake btw)

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func_door toggle should work, did you set wait to -1? and have a button pointing to it?

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func_door_rotating is just a func_illusionary right now, so the maps that use it doesn't break

candid dew
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thanks for the response, i meant trigger_push not func, my bad

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I've been messing around with toggle doors and trigger_once for a while now, with no success

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For doors, I've tried pretty much every combination of wait and spawnflags you can imagine.
I'm using a trigger_once to activate a trigger_teleport volume, and it triggers each time I enter it

tardy charm
gritty forge
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I think the teleporter just stays on after you activate it the first time

Let me look at the door again

candid dew
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That would make sense, so you would trigger it again to deactivate?

gritty forge
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okey it seams like the toggle flag isn't actually read so it's just behaving like a "get stuck open" door

clear beacon
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what tool do y'all recommend for unpacking quake Paks?

still raptor
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i use pak explorer

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but pak scape works too

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etc

clear beacon
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Unless Dusk can read .pak files but I don't think it can?

still raptor
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not atm it cant

candid dew
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@gritty forge thanks so much for checking that, you're awesome

gritty forge
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no problem bro

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now time to @ancient depot and tell him to fix game

tardy charm
terse salmon
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Can e1m1’s music be replaced?

alpine depot
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i'd imagine if you replaced the e1m1 files in the dusk folder, maybe?

terse salmon
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i tried, but it didn't seem to work

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well, i tried making the same files in my mod folder

ancient depot
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You can't replace campaign music currently, it's the same issue that causes certain enemy & weapon sounds to not get replaced

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As for adding music to existing maps, you can export an .ent file from the BSP, which you can edit to add a music property to worldspawn.

alpine depot
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"parentname" entity property support for parent/child relationships is parenting almost like grouping, but you can use it with different entity types and have them, for example, moved along with something like a func_door?

ancient depot
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yes

alpine depot
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oooooo

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could we move lights with that?

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although i'm certain they're baked lights

ancient depot
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no because they're baked yeah

alpine depot
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dang

still raptor
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there we go, had some time to do an example of what you can do with lightproxy and trains

lapis hare
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damn what that music tho

still raptor
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Its from armed police batrider

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spiral locus

lapis hare
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cool thanks

heavy sluice
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when is someone gonna remake alien insanity in dusk for scott

still raptor
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please god no

plain frost
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So, if I don't have Quake installed, I cannot set up TrenchBroom for DUSK?

still raptor
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yes you can

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make a folder structure id1/gfx and put palette.lmp in the gfx folder

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point tb at that

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and youre good to go

plain frost
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hUh

plain frost
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Ehh, no func_vehicle yet tho

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Worthless SDK

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2/10

last talon
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lmao

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theres func_shittytruck

plain frost
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wat

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Okay, more serious note

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Where do I get dusk.wad, or do I have to compile it myself?

tepid python
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Dusk.wad is in the pinned messages of this channel

plain frost
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Okay, couldn't figure this out still

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I got Dusk.wad

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All textures in the editor are black

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Thought it might be an error of the editor

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It's not

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Compiling the map into .bsp and then running it just gives me default editor textures.

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Am I just... Unworthy?

honest stag
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alright here's what you need to do first

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can i see your path to trenchbroom?

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actually i dont think that's needed
you need a quake palette file (google it and find one on quake wiki) in 2 locations
first one - for trenchbroom
second one for dusk
for trenchbroom, you need to make a folder called "id1", inside it - a folder "gfx", and put the pallete file there
for example, i have a folder "1234", and there are both trenchbroom and the id1 folders in it
for dusk you need to put the pallete file into the mod folder, but outside of the maps folder

ancient depot
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Once we have an embedded palette I might make a breaking change, so that the game looks for palette.lmp inside gfx

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Meaning existing mods would use the embedded palette unless palette.lmp is moved to gfx

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(Which won't really matter since I don't think anyone uses a custom palette currently, just the Quake one)

honest stag
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wait doesnt that mean people wont see textures properly if they arent a mapper and dont have that folder?

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or will the game look into the mod folder as well

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oh wait

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"embedded palette"

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im a dummy

cosmic bridge
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So, I'm pretty new to the map making scene, and I can't for the life of me figure out how to add music to my map. I've tried what monster_aqua and Zom were saying earlier, but I'm struggling on it.

honest stag
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you have a music folder inside of your mod folder right?

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can i see the "music" property as well?

cosmic bridge
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Yeah, I have a music folder in it, but that's the main issue, I can't figure out how to set up the property, it seems simple but I just couldn't figure it out. I'm using Trenchbroom if that helps any

ancient depot
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You should be able to just enter it manually into worldspawn

cosmic bridge
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worldspawn is the whole box in the entity tab with keys and values when I don't have anything selected, right? and I'm supposed to have a path towards the music file, correct?

honest stag
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yea
just music/penismusic.ogg or whatever

cosmic bridge
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hmm....let me try something real quick

honest stag
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you can also use mp3 and flac i think

still raptor
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no mp3

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wav, flac, ogg

honest stag
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who said mp3 to me i'll find them

cosmic bridge
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ooohhhh, that was the issue. turns out you can't use mp3 or flac. changed it to ogg, and it worked

still raptor
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hmm i couldve sworn we supported flac

honest stag
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goddamnit @alpine depot mp3 isnt supported

still raptor
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mp3 is explicitly not supported

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perhaps flac has an issue

cosmic bridge
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yeah, been trying flac that last few times, didn't work, but it got fixed as soon as I changed it to ogg

still raptor
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because im pretty sure we intended to support it

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@ancient depot do you know the case here?

ancient depot
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flac should work

still raptor
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will look into it tomorrow

ancient depot
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several audio files in the game are .flac

cosmic bridge
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alright, thanks for the help, that's all I needed. I'm sure you guys can figure that out, don't get why flac wasn't working for me

ancient depot
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Question, this was a custom audio track, right?

cosmic bridge
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yes, it was

ancient depot
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Could you provide the .flac and the bsp?

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DM if you're not comfortable sharing publicly

cosmic bridge
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alright, just a moment

ancient depot
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@cosmic bridge ok so

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the music just works on my end

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lol

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Are you sure the .flac on your end is called U Got That.flac (case-sensitive) in a folder called music?

terse salmon
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Why. Doesn’t. Unity. Support. FLAC. Out Of The Box?

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But does support mod tracker files.

ancient depot
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Newer versions of Unity support .flac, but the audio formats Unity supports are completely irrelevant to the SDK

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Because we cannot rely on Unity's own audio format support, as we load audio externally

rain delta
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messing with making a dusk map

plain frost
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You should activate windows tho.

honest stag
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glad to see more people starting mapping after the update

plain frost
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@honest stag About the issue from yesterday I was having

honest stag
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oh i think i answered you there, didya see it?

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i can resend it

plain frost
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I already have palette set up like that

honest stag
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can i see the path to trenchbroom and to the id1 folder and what's inside of it

plain frost
honest stag
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also

plain frost
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Oops

honest stag
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did you set a quake gamepath? even if you dont have the game - point it to the folder that has the id1 folder

plain frost
honest stag
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also, just in case - put the palette into the id1 folder as well

balmy thorn
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Is there a list over the last update’s changes? I held off from mapping for awhile because of some of the limitations.

honest stag
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lemme find that for ya

ancient depot
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It's mostly music stuff

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Steam forum thread has patch notes as always

honest stag
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id does have some cool stuff tho

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it*

ancient depot
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I want the next non-hotfix patch to be a big one, had a few things in the oven for a while and hopefully they're ready by then

plain frost
ancient depot
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That should point to the folder outside of id1 I believe

honest stag
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just the trenchbroom folder i think

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yea

plain frost
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Aah

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I thought I had to select the folder with the palette itself

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Okay, this fixes it, textures are in

honest stag
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ey nice

plain frost
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Okay, so how do Quake entities translate to Duk?

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Rottweilers become the weird bull things in Dusk

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what about the others?

honest stag
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there is a page for that on the new blood wiki
but you can straight up use dusk entities - check pinned messages for a full list
just rename any entity to something from that list and it will appear in-game

plain frost
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Oh, that's right, I already downloaded it yesterday...

plain frost
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Making progress!

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Still a little confused as to how exactly is lightning baked.

still raptor
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use light.exe

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basically just drag your bsp on top of light.exe and your lighting will bake

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but there are a lot of commands available to effect the lighting

gritty forge
still raptor
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yep thats about right, mine is nearly identical

gritty forge
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I'm thinking I should probably set the working dir to the dusk map folder

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that more clean

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need to have full paths to your wad files tho

plain frost
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I mean, I understand how to bake lightning

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I'm not sure how exactly do light entities translate to actual light in the evel.

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It's not identical to Q1, is it?

rain delta
gritty forge
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It should be

fiery ledge
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Is there an entity for backpack full of ammo? don't see a quake equivalent on the wiki page

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nvm, someone anwsered that this mornin

fiery ledge
ancient depot
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lmao nice

plain frost
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What exactly was the goal of the original NUTS?

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Just see how much monsters you can cram in one map?

ancient depot
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Yeah

fiery ledge
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OG nuts was made in 2001, back then it was prob an impossible to run joke map.

terse salmon
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Was og nuts made for vanilla?

plain frost
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Actually ended up going to the original doomworld page for NUTS.

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The readme file clearly states must be run with Boom or Legacy

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So, no, probably not made with vanilla in mind.

gritty forge
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anyone got or is willing to help create a dusk mod that has Metallica music

daring sandal
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idk if this is the right place to ask but

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how difficult is dusk modding compared to doom

gritty forge
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hi folks, I wonder if somehow we can display the mesh (or the bounding box at least) of an entity which isn't in the Quake list ?

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to give you an example, I have a prop_pitchfork entity, and i'd like to know its size in order to properly use it as dressing

ancient depot
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You can do that using a custom fgd, yeah

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We'll be releasing an official one in time, but until then there is a community-made one floating around

honest stag
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dusk mapping is literally just as complex as quake mapping, maybe half-life mapping
adding custom sounds/textures tho? literally anyone who knows how to replace files in folders can make those mods @daring sandal

daring sandal
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o, okay

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guess I'll stick to doom mapping then until I learn 3d stuff

ancient depot
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Our end goal is to combine the best of doom & quake modding

candid dew
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@gritty forge Yeah it's pretty annoying, but I assume there's no way to do this until the models are exported and available in a models folder for us to point the fgd at? @ancient depot

ancient depot
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Correct

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You can approximate the bounding boxes at least, but for accurate sizes etc you need the models

honest stag
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i suggest you check out trenchbroom and the tutorials for it, it's very very very simple, i think it's easier than making doom maps in a way @daring sandal

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(it's a quake mapping tool)

daring sandal
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oh, I'll be sure to check that out then. thank you! :)

daring sandal
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by "in a way", I'm guessing you mean doing more advanced things like bridges, slopes, and rooms over rooms?

honest stag
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yeah that too
it's like
very very intuitive

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i HIGHLY suggest tutorials by dumptruck_ds

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very clear and simple to follow

gritty forge
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@ancient depot @candid dew ok i see, can you explain me what fgd is ? i'm new to all of this

candid dew
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It's just a file that you can load into an editor like TrenchBroom, and it provides information about the different entities that you can use in Dusk. This means that the editor will suggest entities for you, and show default property values etc.

ancient depot
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Yeah, pretty much that

gritty forge
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alright, thanks guys 🙂

worn atlas
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can someone help me with gun sounds mod?
don't really understand where should i put folders with sound files

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and creator doesn't mention it either

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oh, nvm, i should've used sdk version and i think i will figure it out later

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i'd like to ask another question tho: if i want to play HL and Quake maps, is there any source i can download those maps from?
And when custom level is in, are enemies spawned on their own?

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i mean i don't have quake or half life in bought games, so, yeah

worn atlas
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and it seems you can't save the game on custom levels

worn atlas
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or is it just a thing in sdk?

long anchor
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yeah, saving isn't possible yet

normal osprey
gritty forge
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Ouuu she pretty doe 🥴

long anchor
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looks really good

pearl fox
#

Looks like the weapon sound mod got fixed in the sdk version, thx zom

worn atlas
#

was working for me perfectly tho

#

also, sdk version seem to work smoother for me in terms of performance

#

and please, tell me where can i find maps from HL and Quake if i don't own those games
i mean i only need bsp files, right?

sinful galleon
#

Quake has their map sources released, though the bsps themselves are something you will probably have to pay for in order to get.... Legally speaking, that is.

#

That being said, you could just compile off the sources.

#

Just don't distribute them

#

Not to mention that Q1 is like.. dirt cheap

plain frost
#

@normal osprey Oooh, very pretty

distant quail
#

If i understand correctly you need Q1 assets to generate a dusk mod?

#

The video posted on Dusk FAQ doesn't show the details of the path of the Quake map editor preference in Trenchboom

still raptor
#

no that is not the case, you dont need to own quake

#

you just need the quake palette.lmp

#

so if you point the trenchbroom quake pref to a folder containing two subfolders id1/gfx/palette.lmp

#

that will work

distant quail
#

In my case, I own quake on steam. I can retrieve the palette from the steam installation?

plain frost
#

Yes.

still raptor
#

oh you can just point your trenchbroom at quake then

#

you dont even need to extract anything

distant quail
#

Where can i find the exe that export the Map file of trenchboom to the format qbsqp.exe?

plain frost
#

Have to download it

#

I am sure there are other compilers, but this one seems to be the most recommended one

willow moth
#

How can i use the makewad to get my own textures for walls etc?

willow moth
#

sorry for dumb question lol 😄 Found the wikipage and everything works fine 😅

worn atlas
#

so everything you need for proper q1 convetion into dusk is lmp, bsps files and correct folder path?

willow moth
#

How can i add custom music to level?

narrow matrix
#

I followed the two minute trenchbroom tutorial and I have been able to make maps with Dusk textures, however several of the entities in Dusk don't have a 1:1 quake equivalent, for example the pistols and shotguns. How do I add these additional entities to Trenchbroom so I can include them in the map?

honest stag
#

Look in pinned messages for a dusk entity list
Just renane any entity to something fron there and it will appear in game

#

@narrow matrix

narrow matrix
#

Is there anyway to get their models to appear in the editor or do I just need to work with the entity cubes?

honest stag
#

there is a custom .fgd but i dont think it's for trenchbroom

#

but there will be an official one down the road

still raptor
#

^

#

this

#

basically we'll be releasing one in time

#

all the sdk stuff is very alpha, so its not the smoothest thing ever

#

and as for custom music @willow moth you just add a music key to worldspawn and give it a path

#

generally music\yourmusic.ogg

normal osprey
#

Maybe one day, we shall have... Sound...

last talon
#

looks heretical 👌

alpine depot
#

woaaaaahhhhhh

broken fable
#

Im hyped

#

I've been aching to see more map content

#

Feed my addiction to Dusk

gritty forge
#

^

#

i have a substance dependence on dusk and dusk alone

normal osprey
#

So earlier I was reading about someone wanting to do pseudo god rays... I think at least... The trick most quake mappers do is simple take a brush, set it is a detail illusionary or illusionary, and then apply a very low alpha value onto it. https://imgur.com/XDCo7Eg

#

Make sure you shape the ray properly though... as it is going to look like total trash if you don't.

honest stag
#

yeah it's a pretty simple trick for the cool effect it does honestly

normal osprey
#

Though I don't think the SDK can do alpha stuff yet.

#

Though on a related note, can we please have fog? It does wonders for the atmosphere of a map.

honest stag
#

it can

#

it just does it the half life way

#

through rendermode and renderamt

normal osprey
#

Wait, there is fog?

honest stag
#

they said the fog COULD be added later

#

i was talking about the alpha thing

normal osprey
#

oh lol

honest stag
#

but i agree yeah

#

fog is amazing and i wish i could marry it

ancient depot
#

Previously I said that I couldn't promise fog since I wasn't sure how it was done in Unity
But Scott believes it should be simple to add, so we'll definitely look at bringing it in as soon as we can

normal osprey
#

😄

ancient depot
#

The tough part, I imagine, is getting the values consistent with how Quake treats them

still raptor
#

yeah idk how we would ensure compat with quake/hl/otherwise fog

#

thats a tricky one

#

just doing our own would be easy

honest stag
#

oh hell yeah your own fog sounds cool
i mean fog is fog right, not like the difference is too huge

ancient depot
#

That is true, although we prefer to copy what Quake does as it means there are more tools that can operate on your map

#

If someone makes a tool for Quake, it'll work with Dusk, and vice versa that way

willow moth
#

Does colored lights work in SDK alpha? I did try to create sun and flashing lights to my level and those did not work.

honest stag
#

yet it does

#

when you compile a map with colored lights, it also outputs a .lit file next to the bsp

#

take it and put it into your mod folder next to the map

#

lightstyles dont work tho

#

i dont think they do at least

willow moth
#

oh okay thanks 🙂

willow moth
#

cant wait for next SDK updates 😄 So hyped to create custom models for enemies and weapons.

honest stag
#

the sdk is chugging along slowly but surely it seems
people are gonna go nuts with mods as time goes on i think

willow moth
#

I was working on a oldschool fps game few years ago but it never got finished. So i have folders full of plans, lore and concept art. Im gonna create it as Dusk mod haha 😄

hollow spindle
#

:0

sly flicker
#

That's actually a great idea

#

Not even just turning concepts for a full fledged game that never got made into a mod instead but testing out the concepts as a mod to begin with

honest stag
#

hey that's how a lot of amazing games started

sly flicker
#

Yeah

#

Which makes it weirder that to my knowledge it has actually kind of died out as a thing

#

It'd be especially useful for indie devs because it'd give them something to use as a foundation instead of having to start from scratch entirely and then get to the point where they start refining gameplay concepts and crap like that

honest stag
#

i mean i didnt really die out, it's probably the fact that the tools for game making are somewhat easier to use than before

#

some people still make mods that become games

#

but in general people would just skip the mod part

gritty forge
#

i have a lovely map/mod idea that i think would be super fun but i have no experience mapping jsadfhdjsk

honest stag
#

it's pretty easy if you're using trenchbroom

#

very intuitive tool

#

with great tutorials by dumptruck_ds on youtube

steep portal
#

will dusk's original .blend files ever be released?

still raptor
#

Probably not, but the models will be released in more usable formats

plain frost
#

i mean i didnt really die out, it's probably the fact that the tools for game making are somewhat easier to use than before
@honest stag Pretty much this. Making total conversions for existing games is more hassle most times than actually just making your own game from ground up.

#

Older titles still get amazing mods made for them mostly because it's a proof of concept or just a show of love for the original game.

#

At this point, whatever SgtMarkIV is doing with Doom, for example, has pretty much no reason to be a Doom sourceport mod, other than to be able to say "it's made in Doom"

small gate
#

tbh I wouldn't even call it "made in doom" since it's pretty much 100% not something you could argue was doable in doom engine, I'd just say its made in gzdoom

steep portal
#

or in the ZDoom engine

gritty forge
#

Ah yes I love when people are like "Guys check out my doom mod" and it doesn't run in the vanilla engine

honest stag
#

man
i watched someone play muh maps
and they were rated "1.5 , 2 , 2.5" out of 5

#

that's... discouraging

#

i mean i know there isnt a lot going on in them
but MAN THAT HURTS

viscid sinew
#

Not everyone is gonna like what you create, that's normal

#

shouldn't discourage you though; try to pick player's criticisms apart and see of anything of value can be taken from it

honest stag
#

Yeah uh
the review is just saying that my brushwork is cute and maybe that the map is short/person didnt have enough ammo

#

not much to go off of

#

but i'm gonna blow it out of the water with the silent hill thing once we get stuff like fog and custom models

#

i hope.

gritty forge
#

I mean 2.5 is above average

#

cus noone rates stuff higher then 4/5

#

just like noone rates stuff higher then 9/10

honest stag
#

i guess a 3/5 on the church map is fine then

#

but still

#

you dont really think "above average" when giving a 2.5 rating

plain frost
#

That's rigtht, I think completely average at 2.5

verbal shadow
#

@sly flicker throwing something together in unity is the modern day substitute

granite jackal
#

To be honest, the original Dusk maps set the bar pretty high.

#

Every other room has a secret, telltale by an odd wall texture, a hidden switch, a crevice you wouldn't notice going one direction, or simply an important cache.

#

Bonus points if you can do janky stuff like skipping a key or shooting switches with the crossbow.

#

Or, among my favorites, a secret inside a secret.

#

My real favorites are the ones that drop a big fat gun in your hands, or a healthy cache of its ammo after I'd just been encouraged to use a lot of it

gritty forge
#

hi folks, it may be a dumb question but i cannot find how to make liquid works with trenchbroom, does someone know how ? at the moment i only have a brush (worldspawn) with a water texture and it collides like any other brush

honest stag
#

the texture name must start with a specific symbol

#

which one are you using

gritty forge
#

i'm using water_f1 from dusk.wad

honest stag
#

so it has no symbols like * or {?

#

try getting a quake wad and a water texture from there, i'll give you one in a momen

#

t

gritty forge
#

no there's no symbol on the one I have

honest stag
#

here's what water textures should start with

gritty forge
#

ok so as long as the texture's name begin with ' * ' the engine detect it as liquid

honest stag
#

pretty sure yeah

gritty forge
#

ok so, the water texture from your .wad works, is there a way to rename the texture from dusk.wad from trenchbroom or do i need to use a wad editor?

honest stag
#

lemme find something for you actually

#

I remember there being an updated version of dusk wad somewhere

#

but in general i think quake water textures look pretty much fine for the dusk artstyle

#

nope cant find it

#

sorry

gritty forge
#

well it's fine, i'll use the quake water, thanks 👍

candid dew
#

@gritty forge you can also turn your brush into a func_water

onyx marten
#

that's... discouraging
@honest stag don't worry too much about it, the guy plays doom eternal with more ammo modded in

fiery ledge
#

Dusk modding reminds me of when Killing Floor 2 came out and for months and months maps were just box rooms or rehashes of the 3 vanilla maps, they really were 2.5/5 and stuff but everyone got much beter at it over time. Right now the important thing is to practice for when the SDK gets REAL good

onyx marten
#

well I'm very new to modding in general but there are a few really good dusk maps, sure what you can do is limited but derailed or undertow for example are really good imo

wooden pier
#

Still can't make a custom .wad through makewad that Zombee published. I put the .exe file in a folder filled with 128x128 .png images, but nothing happens after the launch.

#

What did I miss?

tepid python
#

clicking on it doesn

#

't do anything

#

it's a cmd tool(?) and the usage in your folder would be like makewad c:\Folder\wadFiles palette.lmp mywad.wad

wooden pier
#

Still sounds difficult for me.

#

Opening with Notepad++ gives me a huge list of unreadable characters.

tepid python
#

why would you open it with notepad++

wooden pier
#

How else am I supposed to prescribe a path? I'm completely confused and broken.

honest stag
#
  1. Make a folder to put all your textures in, put that folder in the same place as makewad.exe
  2. Grab palette.lmp, put that in the folder too
  3. While the folder is open in Windows explorer, type cmd into the address bar to open a command prompt in that folder
  4. Type makewad textureFolderName palette.lmp mywad.wad
#

@wooden pier

wooden pier
#

Let me try

alpine depot
#

holy shit you can type cmd into the address bar?!

#

fucking SORCERY

tepid python
#

if only there was like a shorter way to type in the foldername or atleast i'm assuming it requires the path to it

wooden pier
#

Yeah, it went great, thanks @honest stag for the step-by-step answer. I have here a warning about the length of the name exceeding 15 numbers, do I have to rename it and repeat?

honest stag
#

of a texture name?

wooden pier
#

Yep

honest stag
#

yeah better rename

#

i think that was fixed but whatevs

#

not a big deal

wooden pier
#

All right, thank you then!

#

Oh, one more question. Can I do .wad with .jpg or preferably .png files?

honest stag
#

preferably png

wooden pier
#

Okay thx

onyx marten
#

ayee so i got a problem.. i worked on my map and then at some point when compiling the lighting was really weird, i tried fixing it but couldnt. so i tried compiling autosaves to see when it happened/ what caused it but when compiling the autosaves the compiler says "couldn't find file" at the end and doesnt create a bsp. any ideas why that might be?

honest stag
#

Changed any file names, path names before that?

onyx marten
#

nope don't think so

#

it creates a new bsp when i compile the non-autosave version

#

so i tried moving the autosave to the normal maps folder but that didnt work

honest stag
#

Thats very odd hm

onyx marten
#

yeah, i have no idea what broke the lighting too

#

oh i found out what broke it

#

a surface light caused it for some reason

#

so the lighting works now but the compiler still says "system could not find file" but creates a working bsp. any ideas why that is or should i just ignore it?

still raptor
#

what file is it not finding?

onyx marten
#

i dont know, at the end of compiling it says

#

1 file(s) copied
1 file(s) copied
system cant find the specified file

#

(something along those lines it's in german)

candid dew
#

Sounds like you're doing some file copying post-compilation, and the file path is incorrect for the last one?

onyx marten
#

i have no idea, i didnt change any settings in the compiling gui and i think that didnt come up before

candid dew
#

Maybe you were trying to copy a file that is no longer being generated? .lit for example

onyx marten
#

i have no idea, sadly i dont understand jack shit lol. like i dont even know what a .lit file is / why or how I'd copy that

candid dew
#

Well the compilation process basically runs a tool on your .map file (which is what you edit) to compile it to a .bsp file, which is what the engine runs. The compiling tool might also generate other files, which provide additional info to the .bsp. I think you have it set up to generate those files, and then copy them into your Dusk SDK directory.

onyx marten
#

it generates .log , .map , .pts & .bsp files for me and copies the .bsp files i think

candid dew
#

But you have multiple copy commands set up? Is it possible that one of them is failing? Maybe try removing one and seeing if that fixes it

onyx marten
#

i don't know, if those are the commands youre talkin about no

#

i cant run quakespasm too, maybe that causes the problems?

candid dew
#

Ah sorry, I can't help, I don't use the compiling gui

onyx marten
#

np, thx anyway

alpine depot
#

func_breakable still broke 😔

#

sad dusk hours

gritty forge
#

whats broke about it

plain frost
#

It breaks stuff.

alpine depot
#

they dont activate when triggered by triggers

honest stag
#

They 100% should

#

@ancient depot now that func_breakable things default to 1 hp, can they be broken by triggers?

alpine depot
#

they were able to be broken by triggers before the update

#

you just had to set the hp to be higher than 1

rare moth
#

Trying to set up trenchbroom. having issues figuring how i point it to dusk

still raptor
#

You dont need to point it to dusk at all

#

also @alpine depot ill look into it tomorrow if i can

#

tomorrow is an SDK day

alpine depot
#

pls

still raptor
#

im alternating days on switch and sdk 😆

#

if you have an example bsp where this should be working

#

please send it my way

ancient depot
#

@honest stag They're supposed to be breakable through triggers but something in the latest patch broke that

long anchor
viscid sinew
#

Never mind the void grate, what happened to your shotty!?

long anchor
#

it's smol

upbeat belfry
#

it's a baby super shotgun, duh

long anchor
#

it's bit smaller than usual

#

cmon

long anchor
#

I have a little problem with teleporting enemies - teleports themself work fine, but in any form of trigger or enemy placement in the staging box they either fall through the floor of the box or stand on the trigger like it's solid brush and they won't teleport until i manually startle them.

#

One guy said that i can try moving enemies\triggers around but again, that didn't help.

#

hmmm... I just playtested the map and third mage got teleported. Others didn't

long anchor
#

Ok, now all three mages are teleporting normally, but these two bastards are still falling through the floor

#

Why the hell?

ancient depot
#

Likely caused by the navmesh

long anchor
#

Are you guys planning to add notarget?

ancient depot
alpine depot
#

oooooooh

ancient depot
#

(also ignore the fucked lighting in that video, and the current build of the game, it's fixed now)

#

just fixed func_breakable too

#

I must've made the recent changes to it while half asleep or something because it was completely fucked lol

gritty forge
#

thanks zombie very cool

long anchor
#

thanks all duskdevs for deving dusk stuff

alpine depot
#

hail zombie

onyx marten
#

when I try to load the map where i keep my models tb crashes and shows this

#

does anyone know why that is or how to fix it?

still raptor
#

this looks like an issue with your fgd maybe?

#

check line 1908

onyx marten
#

I'm sorry if this is a dumb question but how do i check the line?

still raptor
#

open it up , and scroll to the 1908th line to investigate the issue

#

its probably not the fgd now that i think of it

#

its like the map itself?

onyx marten
#

yeah the .map file

#

the issue tab is empty, it doesnt load anything

still raptor
#

can you upload the .map

#

i can look at it

#

or dm if you want it private

onyx marten
#

sure

still raptor
#

ah ok its a texture you used i think

#

MJ Bad

#

i dont think you can have textures with spaces in the name

#

that will fix it

ancient depot
#

Theoretically Dusk supports that, but whether or not the tools you use do is another question entirely

still raptor
#

@onyx marten

#

actually lemme dm lol

#

yeah i dont think tb does because it parses single lines with space separated values

#

-256 -192 16 ) ( -256 -191 16 ) ( -256 -192 17 ) MJ Bad [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1

#

MJ and Bad are 2 different values in this line when they need to be one texture name

onyx marten
#

good to know, thanks

still raptor
#

sort of a design flaw with TB

#

its open source so we COULD fix it

#

make it CSV or something

#

or just have [texturename]

onyx marten
#

yeah i think its not that much of an issue since i never had the problems with the wads i used, it was a custom texture of mine

still raptor
#

ahhhh

onyx marten
#

just didnt know that when naming it

still raptor
#

fair enough

#

yeah i think most of them just use _ where they would use spaces

#

or you could camelCase

onyx marten
#

is that a wad creator?

#

the version you sent me works, thx

ancient depot
#

Yeah, looks like a case where the .MAP format itself is a limitation

#

Perhaps encasing the texture name in quotes would fix it, but it'd likely revert back to plain MJ Bad after saving again in the editor

alpine depot
#

oh man i just had a really cool idea for a map, basically if the super gore nest from doom eternal was EVEN BIGGER and dusk dude has to climb it like a mountain before being able to get inside and murder it from the inside

#

the ultimate benchmark level for seeing just how big a level can be without causing someone's pc to melt

#

bouta make nuts.wad cry

gritty forge
#

I'm new to the whole DUSK modding scene, but is there a specific way to enable custom music yet?

still raptor
#

Yes

#

add music to your worldspawn entity

#

and then give it a path to your music

#

i.e. music\yoursong.ogg

gritty forge
#

!! Thank you!!

long anchor
#

lol, ranks are broken

honest stag
#

What do you mean

long anchor
#

or it's on my side

honest stag
#

dont you know
we're all rats🐀

long anchor
#

fair enough

#

damn it's so hard to finish the map

honest stag
#

for how long have you been making it now

#

3 months?

long anchor
#

i started like on a day 2 after first sdk release

#

i can say that i didn't map for 2 weeks and then for a month

#

but that's still 1.5 of a month

#

my map isn't even that big lol

#

at least i'm having fun with it and it looks pretty good

lapis hare
#

lol, ranks are broken
check the date

long anchor
#

ah i see

#

lol

#

hey @honest stag how do I make*** COLORFUL*** lights

#

how do i make? how TO make

#

oopsie, it's me being dumdum again

honest stag
#

so initially a light needs to have a _color property, you'll figure it out from there
after you compile the map, along with the .bsp there will be a .lit file as well
take that and put it next to your .bsp in the mod folder

long anchor
#

ok thanks

#

aah so there's actual color picker

#

or however it's called

honest stag
#

ye

long anchor
#

Do advanced light properties like delay work?

alpine depot
#

yup

#

I haven't even touched those yet, I'll have to experiment with those eventually

long anchor
#

Does anyone have wad with these transparent textures: ruins_access, artifact_storage, books_beer?

honest stag
#

probably going to have to make them manually

long anchor
#

2 kb/s wtf

honest stag
#

wait like, 8 hours, it'll be there eventually

gritty forge
#

cyka blyat

honest stag
long anchor
#

cyka blyat
da

#

no

#

that's how you do it

#

😎

honest stag
#

also i scrolled up and saw func_door_rotating

#

fuckin s i c k

onyx marten
#

Can a sky brush only seal a map if set on top of a room or can you also use it as a wall?

gritty forge
#

you can use it as a wall

onyx marten
#

great, thanks

candid dew
#

Does anyone know is func_illusionary supposed to block bullets?

gritty forge
#

I don't remember

#

I don't think so

candid dew
#

Yeah I didn't think so either, must be bugged I guess

long flare
#

I hate to ask this, but I can't seem to get the half-life maps to run in dusk
I followed all the instructions on the FAQ and whenever I load up a map I just get the start screen with ESCAPE layered over it ominously
I have all the .bsp files in the maps subfolder and the .wads in the parent folder
Am I missing something?

long flare
#

Has anyone else had this problem?

still raptor
#

Which map are you trying to load

long flare
#

any of them
it does the same thing for all the maps

still raptor
#

do you have any other mods enabled?

long flare
#

negative

still raptor
#

can we get maybe a screenshot of your mod directory?

long flare
#

ok

still raptor
#

also, if you try running the game through the batch file in the SDK folder

#

it will run the game with an ouput logger

#

so if you try running the maps and encounter that issue, you can post the log here

#

and we can check what the error is

long flare
#

ah okay

#

I'll try that too

#

I don't think I'm allowed to post screenshots yet

#

For some reason it won't upload

#

but you're talking about the files in Dusk\SDK\mnt\local

#

or the directory that the hl maps are in?

#

Here's the folder where all the hl stuff went

#

I'm pretty sure I got everything the FAQ told me to get

#

If I missed anything or anything looks wrong; I'd appreciate any input

still raptor
#

im wondering if having spaces in your mod folder might be doing that

long flare
#

omg, I didn't even think of that lol

#

let me check

still raptor
#

thats our bad if that is the case

long flare
#

no no

#

no problem at all

#

I actually should have caught that myself

ancient depot
#

There's actually a bug in the current version of the SDK that prevents several HL maps from loading

#

It's fixed in the upcoming patch

still raptor
#

but SOME should load

ancient depot
#

That one is completely my bad, I left out a division by 3 in the lightmap code

#

C1A0 should load, as should C1A2, but the lighting will be all broken

still raptor
#

there will be a patch up like tomorrow probably right?

#

in fact i think its on our internal branch already

ancient depot
#

it is

long flare
#

alright let me try C1A0

slate lion
#

hit your harddrive with a crowbar until it works

still raptor
#

now theres a solution

long flare
#

My valve index didn't come with a crowbar rip

#

Only crippling debt

#

Okay yeah I figured it out

#

The spaces in the mod directory don't have an effect
I was just loading maps that weren't working

#

C1A0 loads fine

#

Thanks a lot guys!

#

I'm just gonna test all the maps to see which ones work

#

It looks like C0A1A works too
It loads up at least

ancient depot
#

Yeah, just have to wait for the patch then

#

Sorry for breaking it lol

#

When I made the changes that ended up breaking it, I only tested a few maps and they all happened to be maps that still loaded

long flare
#

I'm just glad to get some light on the situation

#

I look forward to the next patch
thanks again!

still raptor
#

yeah i didnt think we were that shortsighted that spaces would stop us

#

but you had everything else correct

long flare
#

Yeah, I've loaded quake maps and stuff

#

so I already knew the basic structure

#

But other than trenchbroom that's the full extent of my knowledge

onyx marten
#

does the crystal of madness exist in the sdk? i didnt find it in the entities

candid dew
#

The way I understand it is, the water brush probably only has the water texture on the top face. The other faces have skip or nodraw or something. Dusk interprets this as a very thin water plane at the level of the top face that doesn't extend any further down. So when you move down through the water, you immediately 'pop out' on the other side, which makes you jump up back into the water

#

tldr 'bugged'

terse salmon
#

dusk uses spherecast for aiming, doesn't it?

gritty forge
#

If you have autoaim on yes

terse salmon
#

otherwise it falls back to just a basic ray? or is the spherecast radius just shrunk?

gritty forge
#

It's just a ray if you turn autoaim off

terse salmon
#

is shotgun also spherecast, just larger, or randomly scattered rays?

still raptor
#

scattered rays

terse salmon
#

ah, so shotgun isn't affected by aim assist?

still raptor
#

if you have aim assist on, its spherecast

terse salmon
#

with aim assist on, does shotgun function exactly the same as pistol, just with a higher damage amount?

#

or does is it multiple spherecasts scattered?

still raptor
#

multiple spherecasts

#

all non-projectile weapons work the same way

#

they call a common bullet shooting function that has parameters for damage, accuracy, etc based on which gun you have fired

desert crane
#
  • Implemented func_door_rotating
  • Fixed broken functionality in func_breakable
  • Fixed lightmap data being truncated in HLBSP
  • Fixed map load failure on some HLBSP maps
  • Updated to Unity 2020.1.0b3
#

y'all seen this right?

hard pollen
#

Yeah, like three minutes ago.

long anchor
#

wtf where

honest stag
#

not yet mang

#

it's an upcoming patch

terse salmon
#

@still raptor wow, multiple sphere casts is interesting, does the higher the aim assist setting increase the size of the spherecast and/or the spread of the scatter? Thanks for the infos btw, it’s really interesting

long anchor
#

not yet mang
it's an upcoming patch
sorry, me dum dum

#

also i didn't even notice

#

you're big john already

#

damn, i had a really long break

desert crane
#

no its live on SDK branch

#

right @ancient depot

ancient depot
#

uh I'm not sure, I can't move it over if it's not

#

would need to ask @iron needle

pearl fox
#

This is what 500 posted in #dusk-duskworld-dungeonsofdusk just a couple hours ago:

we have a new patch being tested right now on our internal branch that should be available in the next day or so

pearl fox
#

The sdk branch doesn't seem to update on my end yet. Take your time with the testing though, and thanks for all the hard work zombie 🙂

ancient depot
#

The build should be good to put out publicly so we'll try and get it moved over to the public branch asap

honest stag
#

oh hell yeah

honest stag
#

hey @ancient depot , sorry for the ping but is func_rotating implemented? it's mentioned in patch notes but i dont see or remember it

ancient depot
#

I believe it's implemented as a stub

#

Meaning it does nothing, but exists

#

func_door_rotating is more important so I prioritized that over it

honest stag
#

ah arlgiht

long anchor
#

gotcha

ancient depot
#

I still want to do a big patch later alongside the BSP overhaul that'll bring in a ton of entities that were missing before

honest stag
#

like from dusk?

ancient depot
#

Since the code in the SDK at the moment is still the older reader that I had to hurry and shove in to get it out in time

#

Yeah

honest stag
#

ʸᵒᵘ ʰᵃᵈ ᵃ ᵈᵉᵃᵈˡᶦⁿᵉˀ

desert crane
#

we have a calendar

#

we sort of stick to it

#

sometimes

ancient depot
#

Sometimes

long anchor
#

would it be possible to make wind? like, the one that moves player?
i think there were something like that in HL but i have no idea how it could be done

ancient depot
#

I can definitely add wind zones

#

Just a brush that adds velocity to the player

#

ez

long anchor
#

noice

honest stag
#

noice

ancient depot
#

I think Quake has support for that sort of

#

I forget how it works though

gritty forge
#

func_push

ancient depot
#

There you go

gritty forge
#

spooky wind sounds

#

and you cant' remove them

#

smh

#

I think they're used in like 1-2 levels too

ancient depot
#

There are tentative plans to do a QuakeC entity importer down the line, so you can throw a progs.dat at the game and it'll import all the entities from it

#

I've got the plans for how to implement it all done, the issue is coming up with a convenient way to exclude entities from the import process (because they may override entities that you want left alone)

gritty forge
#

oh no zombie is reading quakec bytecode again

ancient depot
#

again?

#

when was the first time?

#

lmao

gritty forge
#

dude I swear you've said something about importing entities from quake before

ancient depot
#

I might've, but that was likely talking about the same thing I just mentioned

pearl fox
#

So ideally that would mean that I could import the ogre only while keeping other DUSK entities in place? Still quite new to the modding thing...

ancient depot
#

Yes, although I was moreso thinking of stuff like func_door

#

Since our internal implementation of func_door at that point would include half-life features too

#

So if it got overridden with the Quake version, you'd lose that functionality

pearl fox
#

Ah, I superficially understand that I think

long anchor
#

so basically with help of this thingy and a bit of scripting magic we can fully recreate Quake\Half-Life

ancient depot
#

In theory

#

I'd rather see cool custom maps though

long anchor
#

I hope i'll be able to do what i planned to do with SDK

ancient depot
#

What would that be?

long anchor
#

*** S E C R E T***

ancient depot
#

lmao

long anchor
#

we'll see when sdk will be released

honest stag
#

i've been so itchy to make that silent hill style thing oh mang
especially now that i have a lot of free time

ancient depot
#

Scott was experimenting with fog before

honest stag
#

but no fog fug

long anchor
#

maybe i'll die tomorrow and nothing's going to be made and you'll be dissapointed that you won't ever see my cool shit

ancient depot
#

So that could be coming soon if it turns out well

honest stag
#

oh hell yeah would be sick

long anchor
#

yeah we def need fog

ancient depot
#

The actual fog feature is simple, we just aren't sure how to best expose it to mappers

#

Copying Quake or HL would be the obvious answer but we need a whole bunch of test cases

honest stag
#

a worldspawn property or smth
im not good at this but seems like that's where it would make sense

long anchor
#

i don't quite remember how fog looks in dusk campaign, was it, like, fog for the whole level or it was located in specific places

ancient depot
#

The limitation there is it means the fog cant be changed during play

#

I think HL has a fog trigger or something

#

in dusk afaik it's a bunch of particle effects

honest stag
#

oh i remember fog in dusk changing colors as well

#

like red fog on the top part of the tornado map
and blue fog below

ancient depot
#

I think one of the e2 levels has fog too

long anchor
#

is it possible now to make teleports emit particles and sound when enemies teleport?

ancient depot
#

particles yes, sound no

#

use func_breakable with the Teleporter type

#

a ton of sound related stuff still needs hooking up

#

To put it simply, the SDK entities act as a layer on top of the regular dusk ones, which aren't exactly the most extensible bits of code around

long anchor
#

use func_breakable with the Teleporter type
wdym

ancient depot
#

the type it breaks into

#

you know like grass, wood, etc

#

you trigger the breakable at the same time as the teleporter

#

if you set the breakable's parent name to the monster it should follow it too

long anchor
#

oh

#

ooooohhh

#

that's big brain stuff

#

hmm

ancient depot
#

hell yeah

#

will need to wait for the breakable fixes in the upcoming patch though

long anchor
#

fixes? so I can't trigger breakable rn?

ancient depot
#

yeah the current version on steam has that feature broken

long anchor
#

ok alright

#

i hope it won't break anything cause i really don't want to fix manually a dozen or two of breakables BIGJOHN

ancient depot
#

if anything your breakable entities will START working as of next patch

long anchor
#

heh

#

so far the only problem i've seen is the thing when you have to manually set health to 1, with standard health 1 it's UNbreakable, otherwise it's fine

ancient depot
#

Yeah that's the bug, I did the default 1hp change late at night and must've had like zero awareness of what I was doing

#

because what I changed did nothing of the sort

#

and instead broke everything

#

So in the current patch it's still 0 hp by default among other issues

gritty forge
#

can I point a teleporter to a npc 🤔 that should work right

ancient depot
#

don't see why not

#

...or not, since it uses dusk's own teleporter functionality under the hood which doesn't support moving teleport points afaik

#

yet another limitation of entities being a wrapper on top of existing objects, which will be mitigated eventually

gritty forge
#

hire me to rewrite the dusk entities 😎

ancient depot
#

I wouldn't wish that on anybody

gritty forge
#

lmao

#

The teleporter script isn't that big tho

#

actually you should be able to teleport to a gameobject already if it has a TeleporterGoalScript on it

long anchor
#

also, the update

ancient depot
#

yeah the patch is out now

#

now all of you can go and make me wanna die when you discover edge cases that stop rotating doors working properly or something

honest stag
#

hold up

#

is it possible to set an origin point for the doors since it's not a quake feature

ancient depot
#

origin point?

honest stag
#

how does it work exactly

#

like you know, the point which the door rotates around

ancient depot
#

oh

#

that's handled by the map compiler afaik

honest stag
#

so like i cant make a door rotate around it's bottom point or a center point in TB?

ancient depot
#

suppose not

honest stag
#

aw
sooo by default they rotate around their middle point or something?

ancient depot
#

Whatever trenchbroom sees the origin point as, yeah

#

actually, hm

#

There is a way

#

You make a separate entity which becomes the real func_door_rotating

#

and you parent the door to it

#

that entity will act as the origin point

#

so you have mydoor and mydoororigin

#

mydoor has parentname set to mydoororigin

#

and mydoororigin is the func_door_rotating

honest stag
#

ohhhhhh that makes sense
so like an invisible cube at the "hinge" part right?

ancient depot
#

yeah

honest stag
#

big brain time

#

thank you

ancient depot
#

go me, implementing features I didn't expect to be that useful later on

candid dew
#

Seems like func_door_rotating won't auto-close if the speed is < 22.4?

#

Also it seems to be rotating around the map origin, but I think that's normal

ancient depot
#

auto-closing isn't implemented for any door kind yet

#

and yeah, doors always do that

candid dew
#

but doesn't that mean your parent-child idea won't work? Since the func_door_rotating doesn't rotate around its center point

ancient depot
#

oh wait no I misinterpreted what you said

#

the doors have an origin point defined by the map compiler, it offsets the brush geometry when writing it to the bsp

candid dew
#

ok, I was able to work around it by placing the rotating door at the map origin, and manually adding an origin parameter to the entity which offsets it to the correct world pos

ancient depot
#

what if you do the reverse

#

place it in the correct spot and set origin to the correct value

#

or does trenchbroom already display the door in the correct spot?

candid dew
#

then the opposite happens, the door appears at the map origin and rotates widely

#

no, sadly it doesn't

ancient depot
#

hm

tight fractal
#

Man if only the guy making the sdk knew what he was doing and made the sdk actually work without problems

ancient depot
#

Yeah that guy sounds like a dick

sturdy tide
#

and a doofus

timber atlas
#

what's the changelog for the update?

gritty forge
#

uhh func_door_rotating

#

also func_breakable fixes

#

something something

ivory magnet
#

Added stuff

timber atlas
#

rotating doors, nice

onyx marten
#

the water kinda leaks beyond the metal wall, you are underwater where the red marking is. anyone know how to fix that?

long anchor
#

i have a thought about this but i'm not a duskdev to be sure

ancient depot
#

Water is kinda messed up rn, the stuff in the current codebase isn't well-equipped to handle it

#

It's in the process of being fixed but for now using func_water is a decent workaround

long anchor
#

maybe somehow game counts this whole rectangle space as water, not those little parts by themself

ancient depot
#

Texture-based water is currently handled that way, yes

#

It uses the BSP tree bounding boxes

#

Which is clearly very much not correct

long anchor
#

Texture-based water is currently handled that way, yes
and as we can see on the screenshot it's func_detail