#dusk-modding
1 messages · Page 50 of 1
for some reason the "light" entity isn't working for me?
You running it thrue the light compiler?
@tardy charm Missing textures likely means you're missing palette.lmp
It's a file from Quake that you can dump in the mnt/local/dusk folder
In the near future that file won't be necessary anymore
MORE MODS MORE MODS
68 not enuf
we need 666
Boutta play dusk to synthwave then hah
i cant provide an extra 598 mods to get to 666 but i can contribute my fork maiden/cowgirl strip club
is this sufficient enough?
oh did you finish that thing?
not yet
i'm basically scrapping the whole strip club because i thought of a better way to do its interior
cages and gritty support beams and wires and weird stuff like that
yknow
typical strip club things
maybe big john getting a lap dance by a fork maiden because he deserves that special treatment
and with the new .lit support i can add wHaCKy EfFecTs
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
@ancient depot
Can't guarantee it but I'll add that to my list of future stuff
yessss sick thanks
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
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
i missed mapping and screwing around with small detail work
i just added handgun harmony to my latest map and it fits sooooo well
you put your music in a music subfolder in your mod folder
and then do music/name_here.ogg
.mp3 or .flac is also supported
so like i can only use 1 mod that has music at a time?
maps only play the music you add in worldspawn
cant change the music as much of a travesty as that is
yo i dont think i've even added music to maps, what exactly should i do to worldspawn
music value
alright thank you
dont forget the proper extension at the end
gotcha gotcha thanks
i really need to also figure out how to use the .ent things, they seem useful
so it seems like i cant export my map because it's bsp2?
"church.bsp
LoadBSPFile: 'church.bsp'
BSP is version BSP2"
that's all i get but no export, help"?
i cant revert the map to .bsp cuz it's over a limit of something, dont remember what, probably brushes
trying to get a .ent here
there we go, turns out --export isnt even a thing
i used --extract-entities instead
oh wow this is really cool
you can even change the light amount that's sick
yup
complete control over the entity lump
we used it to add music to the half life level in that youtube video
wish it was possible to screw around with sunlight tho
If you can merge the .ent back into the .bsp you could re-run light on it
but at that point just edit the .map if you still have it lmao
yeah that makes more sense
automatically re-running the lightmapper and re-loading the map is a cool idea though
might see if we can add that down the line
would make map iteration much nicer
are we going to see ways of adding individual particles anytime soon?
particles are likely to come alongside scripting
lmao you dont want scripting aqua?
cleaning up dusk's eldritch codebase is a long path
if you make the new version of the codebase messier than the original then the original codebase should be better to work with
problem solved
lmao
just intentionally suck at programming
the most lovecraftian part of dusk is its good
just use if statement after if statement and murder all of the arrays and switch statements
it just did
just use if statement after if statement and murder all of the arrays and switch statements
so become yandaredev?
precisely
hmm
fog would be a pretty easy thing to do
and its definitely something that adds a lot to maps
aw yeaaaaaaaaaaa thanks
What´s the name of the entity of a torch that is already lit?
prop_torch
How does it look like? And is it one of those torches that can be attached to a wall?
isnt this the blown out torch that you can pick up? might be wrong
Going to give it a go and see how it is.
pretty sure props are mostly the stuff you can pick up/move
and ojbects are mostly static shit
like a car
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?
Let me know if there is one, i would love to implement some sounds in the maps, both for atmosphere and character lines.
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
may or may not work
I´ll try to find some sort of workaround.
has the lighting for objects been fixed yet?
i think they added the lightproxy thing which can be used to fix it yourself???
do I need to name a light then target the object to it?
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
lemme see
actually wait, is this a dusk-specific thing?
yes
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?
or the other way around
lightproxy gets set to the targetname of the entity you want it to steal light from
ah alright so the first one is correct, thank you
can you steal light from any entity?
yes
dunno what that is
an empty entity that does nothing
oh for setting lighting, gotcha
do we have any control of how music is mixed like the volume etc
other than the player's volume settings no
we could expose some advanced mixing options with scripting
Keep up the good work Zombo.
🙏
Remember to hardcode things
ahh sick fair enough
Oh yeah! DUSK´s SDK comes now with custom music support! So i went ahead and updated my first map with some headbanging metal bliss, enjoy the results: https://t.co/sSyEIX4Wwi
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?
I just had a big brain moment
yes, you can!
you can bake off-map areas and do stuff with doors and func_trains (when its available) to make weird lighting effects
make flickering lights, or whatever
its truly big brain shit
FUCKING BIG BRAIN MOMENT RIGHT HERE
pls do func_train or similar next update
I need rainbow lighting for my strip club
yeah we have train almost completed, its just slightly off
So now we can imitate light styles without light styles in the game yet
this is einstein level big braining
good enough for now lol
man that's awesome though
definitely trying that out tomorrow
itll be interesting to see what people come up with using it
the SDK is already seriously shaping up, it's crazy
we had that big brain moment when we were coming up with the solution for the lighting problems
its similar to like, control sector stuff in doom or build
where you can use off-map areas to do weird effects
kek’s quest
scientists HATE me
I approve
can existing dusk map songs be changed?
WAIT WHAT
AAAAAAAAAAAAAA LET ME COMPILE
i dunno why it decided to start calculating vis stuff all of a sudden, it has never done that before
@torpid agate damn you managed to figure out doom floors?
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!
okey let me look
trigger_hurt isn't implemented
trigger_push doesn't even exist
trigger_once should only trigger one time
func_rotating isn't implemented (this isn't even in quake btw)
func_door toggle should work, did you set wait to -1? and have a button pointing to it?
func_door_rotating is just a func_illusionary right now, so the maps that use it doesn't break
thanks for the response, i meant trigger_push not func, my bad
I've been messing around with toggle doors and trigger_once for a while now, with no success
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
Here´s a new thing that is possibly my next thing to do with DUSK´s SDK, here´s a very small preview of it. https://t.co/USQ7aKAky5
I think the teleporter just stays on after you activate it the first time
Let me look at the door again
That would make sense, so you would trigger it again to deactivate?
okey it seams like the toggle flag isn't actually read so it's just behaving like a "get stuck open" door
what tool do y'all recommend for unpacking quake Paks?
Unless Dusk can read .pak files but I don't think it can?
not atm it cant
@gritty forge thanks so much for checking that, you're awesome
https://dusk.mod.io/the-farms-a-map-for-dusk I updated my map, includes music now
My first DUSK map, it´s a short but challenging 8 minute long level with Episode 1´s aesthetic (kind of) featuring a big battle arena and a boss fight with Big John. Tell me your thoughts in the comments about my first attempt in DUSK mapping.
Can e1m1’s music be replaced?
i'd imagine if you replaced the e1m1 files in the dusk folder, maybe?
i tried, but it didn't seem to work
well, i tried making the same files in my mod folder
You can't replace campaign music currently, it's the same issue that causes certain enemy & weapon sounds to not get replaced
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.
"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?
yes
no because they're baked yeah
dang
there we go, had some time to do an example of what you can do with lightproxy and trains
damn what that music tho
cool thanks
when is someone gonna remake alien insanity in dusk for scott
please god no
So, if I don't have Quake installed, I cannot set up TrenchBroom for DUSK?
yes you can
make a folder structure id1/gfx and put palette.lmp in the gfx folder
point tb at that
and youre good to go
hUh
wat
Okay, more serious note
Where do I get dusk.wad, or do I have to compile it myself?
Dusk.wad is in the pinned messages of this channel
Okay, couldn't figure this out still
I got Dusk.wad
All textures in the editor are black
Thought it might be an error of the editor
It's not
Compiling the map into .bsp and then running it just gives me default editor textures.
Am I just... Unworthy?
alright here's what you need to do first
can i see your path to trenchbroom?
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
Once we have an embedded palette I might make a breaking change, so that the game looks for palette.lmp inside gfx
Meaning existing mods would use the embedded palette unless palette.lmp is moved to gfx
(Which won't really matter since I don't think anyone uses a custom palette currently, just the Quake one)
wait doesnt that mean people wont see textures properly if they arent a mapper and dont have that folder?
or will the game look into the mod folder as well
oh wait
"embedded palette"
im a dummy
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.
you have a music folder inside of your mod folder right?
can i see the "music" property as well?
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
You should be able to just enter it manually into worldspawn
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?
yea
just music/penismusic.ogg or whatever
hmm....let me try something real quick
you can also use mp3 and flac i think
who said mp3 to me i'll find them
ooohhhh, that was the issue. turns out you can't use mp3 or flac. changed it to ogg, and it worked
hmm i couldve sworn we supported flac
goddamnit @alpine depot mp3 isnt supported
yeah, been trying flac that last few times, didn't work, but it got fixed as soon as I changed it to ogg
because im pretty sure we intended to support it
@ancient depot do you know the case here?
flac should work
will look into it tomorrow
several audio files in the game are .flac
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
Question, this was a custom audio track, right?
yes, it was
Could you provide the .flac and the bsp?
DM if you're not comfortable sharing publicly
alright, just a moment
@cosmic bridge ok so
the music just works on my end
lol
Are you sure the .flac on your end is called U Got That.flac (case-sensitive) in a folder called music?
Why. Doesn’t. Unity. Support. FLAC. Out Of The Box?
But does support mod tracker files.
Newer versions of Unity support .flac, but the audio formats Unity supports are completely irrelevant to the SDK
Because we cannot rely on Unity's own audio format support, as we load audio externally
You should activate windows tho.
glad to see more people starting mapping after the update
I already have palette set up like that
can i see the path to trenchbroom and to the id1 folder and what's inside of it
also
did you set a quake gamepath? even if you dont have the game - point it to the folder that has the id1 folder
also, just in case - put the palette into the id1 folder as well
Is there a list over the last update’s changes? I held off from mapping for awhile because of some of the limitations.
lemme find that for ya
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
Should look like this, right? https://i.imgur.com/zApfpE7.png
That should point to the folder outside of id1 I believe
Aah
I thought I had to select the folder with the palette itself
Okay, this fixes it, textures are in
ey nice
Okay, so how do Quake entities translate to Duk?
Rottweilers become the weird bull things in Dusk
what about the others?
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
Oh, that's right, I already downloaded it yesterday...
use light.exe
basically just drag your bsp on top of light.exe and your lighting will bake
but there are a lot of commands available to effect the lighting
heres my compile stuff
yep thats about right, mine is nearly identical
I'm thinking I should probably set the working dir to the dusk map folder
that more clean
need to have full paths to your wad files tho
I mean, I understand how to bake lightning
I'm not sure how exactly do light entities translate to actual light in the evel.
It's not identical to Q1, is it?
It should be
Is there an entity for backpack full of ammo? don't see a quake equivalent on the wiki page
nvm, someone anwsered that this mornin
https://dusk.mod.io/nuts-mini Made my first map today, thanks to Vriska and others who have posted tons of helpful advice.
lmao nice
What exactly was the goal of the original NUTS?
Just see how much monsters you can cram in one map?
Yeah
OG nuts was made in 2001, back then it was prob an impossible to run joke map.
Was og nuts made for vanilla?
Actually ended up going to the original doomworld page for NUTS.
The readme file clearly states must be run with Boom or Legacy
So, no, probably not made with vanilla in mind.
anyone got or is willing to help create a dusk mod that has Metallica music
idk if this is the right place to ask but
how difficult is dusk modding compared to doom
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 ?
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
You can do that using a custom fgd, yeah
We'll be releasing an official one in time, but until then there is a community-made one floating around
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
Our end goal is to combine the best of doom & quake modding
@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
Correct
You can approximate the bounding boxes at least, but for accurate sizes etc you need the models
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
(it's a quake mapping tool)
oh, I'll be sure to check that out then. thank you! :)
by "in a way", I'm guessing you mean doing more advanced things like bridges, slopes, and rooms over rooms?
yeah that too
it's like
very very intuitive
i HIGHLY suggest tutorials by dumptruck_ds
very clear and simple to follow
@ancient depot @candid dew ok i see, can you explain me what fgd is ? i'm new to all of this
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.
Yeah, pretty much that
alright, thanks guys 🙂
can someone help me with gun sounds mod?
don't really understand where should i put folders with sound files
and creator doesn't mention it either
oh, nvm, i should've used sdk version and i think i will figure it out later
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?
i mean i don't have quake or half life in bought games, so, yeah
and it seems you can't save the game on custom levels
or is it just a thing in sdk?
yeah, saving isn't possible yet
Well, I thought I might as well take a crack at a really quick map... https://imgur.com/a/OpdKAaQ
Ouuu she pretty doe 🥴
looks really good
Looks like the weapon sound mod got fixed in the sdk version, thx zom
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?
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
@normal osprey Oooh, very pretty
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
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
In my case, I own quake on steam. I can retrieve the palette from the steam installation?
Yes.
oh you can just point your trenchbroom at quake then
you dont even need to extract anything
Where can i find the exe that export the Map file of trenchboom to the format qbsqp.exe?
Have to download it
I am sure there are other compilers, but this one seems to be the most recommended one
How can i use the makewad to get my own textures for walls etc?
sorry for dumb question lol 😄 Found the wikipage and everything works fine 😅
so everything you need for proper q1 convetion into dusk is lmp, bsps files and correct folder path?
How can i add custom music to level?
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?
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
Is there anyway to get their models to appear in the editor or do I just need to work with the entity cubes?
there is a custom .fgd but i dont think it's for trenchbroom
but there will be an official one down the road
^
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
Maybe one day, we shall have... Sound...
https://imgur.com/yjAwMTe (Doinked up mah link. don't mind me.)
looks heretical 👌
woaaaaahhhhhh
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.
yeah it's a pretty simple trick for the cool effect it does honestly
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.
Here is what I mean, here is the map without fog: https://imgur.com/QELQ3cB
and this is with it: https://imgur.com/ez9Gsdy
Wait, there is fog?
oh lol
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
😄
The tough part, I imagine, is getting the values consistent with how Quake treats them
yeah idk how we would ensure compat with quake/hl/otherwise fog
thats a tricky one
just doing our own would be easy
oh hell yeah your own fog sounds cool
i mean fog is fog right, not like the difference is too huge
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
Does colored lights work in SDK alpha? I did try to create sun and flashing lights to my level and those did not work.
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
oh okay thanks 🙂
cant wait for next SDK updates 😄 So hyped to create custom models for enemies and weapons.
the sdk is chugging along slowly but surely it seems
people are gonna go nuts with mods as time goes on i think
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 😄
:0
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
hey that's how a lot of amazing games started
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
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
i have a lovely map/mod idea that i think would be super fun but i have no experience mapping jsadfhdjsk
it's pretty easy if you're using trenchbroom
very intuitive tool
with great tutorials by dumptruck_ds on youtube
will dusk's original .blend files ever be released?
Probably not, but the models will be released in more usable formats
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"
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
or in the ZDoom engine
Ah yes I love when people are like "Guys check out my doom mod" and it doesn't run in the vanilla engine
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
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
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.
I mean 2.5 is above average
cus noone rates stuff higher then 4/5
just like noone rates stuff higher then 9/10
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
That's rigtht, I think completely average at 2.5
@sly flicker throwing something together in unity is the modern day substitute
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
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
i'm using water_f1 from dusk.wad
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
no there's no symbol on the one I have
ok so as long as the texture's name begin with ' * ' the engine detect it as liquid
pretty sure yeah
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?
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
well it's fine, i'll use the quake water, thanks 👍
@gritty forge you can also turn your brush into a func_water
that's... discouraging
@honest stag don't worry too much about it, the guy plays doom eternal with more ammo modded in
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
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
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?
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
Still sounds difficult for me.
Opening with Notepad++ gives me a huge list of unreadable characters.
why would you open it with notepad++
How else am I supposed to prescribe a path? I'm completely confused and broken.
- Make a folder to put all your textures in, put that folder in the same place as makewad.exe
- Grab palette.lmp, put that in the folder too
- While the folder is open in Windows explorer, type cmd into the address bar to open a command prompt in that folder
- Type makewad textureFolderName palette.lmp mywad.wad
@wooden pier
Let me try
if only there was like a shorter way to type in the foldername or atleast i'm assuming it requires the path to it
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?
of a texture name?
Yep
All right, thank you then!
Oh, one more question. Can I do .wad with .jpg or preferably .png files?
preferably png
Okay thx
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?
Changed any file names, path names before that?
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
Thats very odd hm
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?
what file is it not finding?
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)
Sounds like you're doing some file copying post-compilation, and the file path is incorrect for the last one?
i have no idea, i didnt change any settings in the compiling gui and i think that didnt come up before
Maybe you were trying to copy a file that is no longer being generated? .lit for example
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
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.
it generates .log , .map , .pts & .bsp files for me and copies the .bsp files i think
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
i don't know, if those are the commands youre talkin about no
i cant run quakespasm too, maybe that causes the problems?
Ah sorry, I can't help, I don't use the compiling gui
np, thx anyway
whats broke about it
It breaks stuff.
they dont activate when triggered by triggers
They 100% should
@ancient depot now that func_breakable things default to 1 hp, can they be broken by triggers?
they were able to be broken by triggers before the update
you just had to set the hp to be higher than 1
Trying to set up trenchbroom. having issues figuring how i point it to dusk
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
pls
im alternating days on switch and sdk 😆
if you have an example bsp where this should be working
please send it my way
@honest stag They're supposed to be breakable through triggers but something in the latest patch broke that
what in the world
Never mind the void grate, what happened to your shotty!?
it's smol
it's a baby super shotgun, duh
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.
that's how they stand on it
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
Ok, now all three mages are teleporting normally, but these two bastards are still falling through the floor
Why the hell?
Likely caused by the navmesh
Are you guys planning to add notarget?
At some point, yeah
oooooooh
(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
thanks zombie very cool
thanks all duskdevs for deving dusk stuff
hail zombie
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?
I'm sorry if this is a dumb question but how do i check the line?
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?
sure
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
Theoretically Dusk supports that, but whether or not the tools you use do is another question entirely
@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
good to know, thanks
sort of a design flaw with TB
its open source so we COULD fix it
make it CSV or something
or just have [texturename]
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
ahhhh
just didnt know that when naming it
fair enough
yeah i think most of them just use _ where they would use spaces
or you could camelCase
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
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
I'm new to the whole DUSK modding scene, but is there a specific way to enable custom music yet?
Yes
add music to your worldspawn entity
and then give it a path to your music
i.e. music\yoursong.ogg
!! Thank you!!
lol, ranks are broken
What do you mean
dont you know
we're all rats🐀
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
lol, ranks are broken
check the date
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
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
ye
Do advanced light properties like delay work?
yup
I haven't even touched those yet, I'll have to experiment with those eventually
Does anyone have wad with these transparent textures: ruins_access, artifact_storage, books_beer?
probably going to have to make them manually
wait like, 8 hours, it'll be there eventually
cyka blyat
haha today i will make a map and focus on gameplay firs-
Can a sky brush only seal a map if set on top of a room or can you also use it as a wall?
you can use it as a wall
great, thanks
Does anyone know is func_illusionary supposed to block bullets?
Yeah I didn't think so either, must be bugged I guess
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?
Has anyone else had this problem?
Which map are you trying to load
any of them
it does the same thing for all the maps
do you have any other mods enabled?
negative
can we get maybe a screenshot of your mod directory?
ok
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
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
im wondering if having spaces in your mod folder might be doing that
thats our bad if that is the case
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
but SOME should load
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
there will be a patch up like tomorrow probably right?
in fact i think its on our internal branch already
it is
alright let me try C1A0
hit your harddrive with a crowbar until it works
now theres a solution
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
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
I'm just glad to get some light on the situation
I look forward to the next patch
thanks again!
yeah i didnt think we were that shortsighted that spaces would stop us
but you had everything else correct
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
does the crystal of madness exist in the sdk? i didnt find it in the entities
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'
dusk uses spherecast for aiming, doesn't it?
If you have autoaim on yes
otherwise it falls back to just a basic ray? or is the spherecast radius just shrunk?
It's just a ray if you turn autoaim off
is shotgun also spherecast, just larger, or randomly scattered rays?
scattered rays
ah, so shotgun isn't affected by aim assist?
if you have aim assist on, its spherecast
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?
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
- 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?
Yeah, like three minutes ago.
wtf where
@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
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
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
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 🙂
The build should be good to put out publicly so we'll try and get it moved over to the public branch asap
oh hell yeah
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
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
ah arlgiht
gotcha
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
like from dusk?
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
ʸᵒᵘ ʰᵃᵈ ᵃ ᵈᵉᵃᵈˡᶦⁿᵉˀ
Sometimes
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
I can definitely add wind zones
Just a brush that adds velocity to the player
ez
noice
noice
func_push
There you go
spooky wind sounds
and you cant' remove them
smh
I think they're used in like 1-2 levels too
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)
oh no zombie is reading quakec bytecode again
dude I swear you've said something about importing entities from quake before
I might've, but that was likely talking about the same thing I just mentioned
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...
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
Ah, I superficially understand that I think
so basically with help of this thingy and a bit of scripting magic we can fully recreate Quake\Half-Life
I hope i'll be able to do what i planned to do with SDK
What would that be?
*** S E C R E T***
lmao
we'll see when sdk will be released
i've been so itchy to make that silent hill style thing oh mang
especially now that i have a lot of free time
Scott was experimenting with fog before
but no fog fug
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
So that could be coming soon if it turns out well
oh hell yeah would be sick
yeah we def need fog
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
a worldspawn property or smth
im not good at this but seems like that's where it would make sense
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
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
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
I think one of the e2 levels has fog too
is it possible now to make teleports emit particles and sound when enemies teleport?
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
use func_breakable with the Teleporter type
wdym
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
fixes? so I can't trigger breakable rn?
yeah the current version on steam has that feature broken
ok alright
i hope it won't break anything cause i really don't want to fix manually a dozen or two of breakables 
if anything your breakable entities will START working as of next patch
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
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
can I point a teleporter to a npc 🤔 that should work right
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
hire me to rewrite the dusk entities 😎
I wouldn't wish that on anybody
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
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
hold up
is it possible to set an origin point for the doors since it's not a quake feature
origin point?
so like i cant make a door rotate around it's bottom point or a center point in TB?
suppose not
aw
sooo by default they rotate around their middle point or something?
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
ohhhhhh that makes sense
so like an invisible cube at the "hinge" part right?
yeah
go me, implementing features I didn't expect to be that useful later on
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
auto-closing isn't implemented for any door kind yet
and yeah, doors always do that
but doesn't that mean your parent-child idea won't work? Since the func_door_rotating doesn't rotate around its center point
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
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
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?
then the opposite happens, the door appears at the map origin and rotates widely
no, sadly it doesn't
hm
Man if only the guy making the sdk knew what he was doing and made the sdk actually work without problems
Yeah that guy sounds like a dick
and a doofus
what's the changelog for the update?
Added stuff
rotating doors, nice
the water kinda leaks beyond the metal wall, you are underwater where the red marking is. anyone know how to fix that?
i have a thought about this but i'm not a duskdev to be sure
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
maybe somehow game counts this whole rectangle space as water, not those little parts by themself
Texture-based water is currently handled that way, yes
It uses the BSP tree bounding boxes
Which is clearly very much not correct
Texture-based water is currently handled that way, yes
and as we can see on the screenshot it's func_detail