#dusk-modding

1 messages · Page 51 of 1

long anchor
#

so i was right

#

hell yeah

#

big brain time

#

ahem

#

now smol brain time

#

how do i make preview pic for the mod with dusky font

#

?

#

i mean

#

i know how to make a pic

#

it's about font, yes

onyx marten
#

nah the walls are func detail

#

the square lines are from that, the water is just a brush with * texture

#

alright i'll try func_water

long anchor
#

nah the walls are func detail
😦

still raptor
#

func_water is definitely the suggested method

#

its much much more foolproof currently

onyx marten
#

alright, with func_water you dont get an animation tho right?

sturdy tide
long anchor
#

thanks

long anchor
#

So, I made it. I finally finished my map. Hope you guys will enjoy it. Also hope for some feedback. Now - bed.
https://dusk.mod.io/lower

mod.io

Currently this mappack contains 1 map. More maps are coming SOON™

alpine depot
#

that was a fun map, i was running a bit low on ammo in the beginning, which i think helped added to the difficulty, overall really cool aesthetics and layout

rare moth
#

I have a bug to report. I wasn't good enough to beat the map before i get ready for bed however.

#

||in the crates by the first Assault Rifle pickup? getting into or near the crates and crouching puts me into invisible water.||

solid isle
#

Been awhile since I've peek in here. I think I want to finally finish the E1M1 I was working on. How do you add music?

#

Didn't see anything about how that goes in the patch notes

honest stag
#

the music file goes into a "music" folder in your mod, format should be .ogg pretty sure
then add a worldspawn propety "music", with "music/coolmusic101.ogg" being the value

sturdy tide
#

msuic

honest stag
#

dang

still raptor
#

ogg, flac, or wav

gritty forge
#

sup

alpine depot
#

agh im getting the ESCAPE screen again

#

is there a specific list of causes for this i could refer to, to help me narrow down the search?

#

besides of course the error being so terrible that the game is begging you to exit it

sterile arrow
#

did something change with how the directories work? steam just did some weird shit where it forgot DUSK was installed so i had to point it at the correct folder and now i cant load my map with the sdk branch. i click 'custom map' and nothing comes up

#

its in the exact same spot

honest stag
#

did you double check if you enabled the mod?

#

in the modding section

#

cuz they disable sometimes

sterile arrow
#

ohhh hahah weird yea that was it thank u dude

still raptor
#

@alpine depot If you run the sdk through the batch file it will print an output log that will tell you the error

alpine depot
#

i tried doing that, but i didnt see the log anywhere

still raptor
#

Itll be in Dusk/SDK/etc/usr/output.log

long anchor
#

@rare moth that's some kind of SDK magic

#

I had this bug before i added any water

#

hmm

#

i think I should tell

#

Duskdevs, i had another weird SDK joke on my map, with ssg if to be precise. You see, sometimes, after i pick up ssg it seems to... respawn i guess?

#

It's not two ssgs duplicated into each other, i checked

#

there's only one in TB and that's it

still raptor
#

Are you sure you dont have full shotgun ammo when you pick up the ssg

#

because that will pick up the gun without picking up the ammo it provides, meaning the pickup will stay on the map

long anchor
#

maybe?

still raptor
#

Seems likely

#

also just for the record

#

those objects that you place, that end up being black

#

like the forklift/bulldozer, or the trash barrels

#

you can use the lightproxy key to get better lighting on them

#

i think you had some bushes with that as well

long anchor
#

oh, lightproxy

#

i tried to figure out how to make it work the day it was added

#

and then i forgot about it

still raptor
#

you can use something like an info_null and place it somewhere directly above where you would like the object to inherit lighting from

#

heres a video sort of showing how that works

#

the tree stump in the middle inherits from the func_train outside the map

#

and you can see it grabs the baked color from the little panel outside the map

#

and applies it to the stump

long anchor
#

wait what

#

it's dynamic?

#

wow

still raptor
#

if you want it to be

#

doesnt have to be used that way

#

but you can achieve lighting effects if you want to

#

teleporting entities around you should be able to get them to flicker or flash for say, some sort of broken light, or lighting strike or something

long anchor
#

gotcha

#

also afair there's no func_train in current build right?

still raptor
#

yeah thats still getting some dev time

#

i got something extremely close in that video

#

but its not quite ready

long anchor
#

alright

still raptor
#

but light proxy will work

#

basically func train has some floating point calculation errors due to our scaling methods

#

i did some maths to mitigate it, and its almost there, but not quite

desert crane
#

very nice @long anchor

#

I'm gonna stream this

#

I like the lamp and beers to start :-p

long anchor
#

Beer book huh

#

Well thanks

tight fractal
#

its part of a level pack, yeah?

long anchor
#

Yeah, I'm planning to make few more levels, like 2-3?

#

Probably 2

tight fractal
#

hell ye

desert crane
#

dank

#

soon we'll have scripting you can add story stuff :-p

#

HE WAS WORTHY YOU KNOW

long anchor
#

I really want func_train

tight fractal
#

then steam workshop so installing this will be ezpz lemon squeezee

desert crane
#

yeah @ancient depot where muh train level

long anchor
#

I want to make Big John fight in the end but i don't want to have plane arena without any props

#

that's where func_trains do their work

#

(hopefully)

ancient depot
#

@desert crane there is technically a train level someone made

#

Derailed

desert crane
#

oh yeah

#

I should install that

tight fractal
#

member the train level from quake 1.5

long anchor
#

It was featured in one of the steam news article

ancient depot
#

that level ruled

long anchor
#

yeah

tight fractal
#

strange aeons has a train-like level in ep2 as well

long anchor
#

You mean Wrath: Aeon of Ruin?

#

damn i should play it

ancient depot
#

Strange Aeons is a doom mod

long anchor
#

oh

#

strange aeons has a train-like level in ep2 as well
i read it like "it's strange that aeons has...."

#

me dum dum

honest stag
#

Oh shid custom map stream?

long anchor
#

seems like it

#

i hope one day my inet speed will be more than 5kb\s so i can actually watch these

honest stag
#

i made so much progress :(

#

why does it keep crashing on me

long anchor
#

NOOOOOO

honest stag
#

i lost like oh my god
2 hours or something
even with an autosave
that entire thing on the screenshot is gone

long anchor
#

F

#

I wonder why it crashes

honest stag
#

this time? not a single clue
i tried using a repeatable command to copy paste that pillar on a certain distance

#

but it just crashed on me

#

whatever ill make a better one

sly flicker
#

Looks good to me but then I don't know how to trenchbroom

honest stag
#

adjustments??? im happy to get my mapping spark again
actually im excited to start doing it again cuz of @long anchor 's new map

#

yo, do func_door_rotatings connect to each other same way normal doors do?

long anchor
#

ooo i like it

#

adjustments???
perhaps add more details in parts behind the pillars?

honest stag
#

already did actually, but i think it needs more

#

testing out rotating doors rn

ancient depot
#

@honest stag they do, but that was uh, unintentional lol

#

they're implemented on top of func_door so they inherit its quirks

honest stag
#

ohhhh that is quite nice actually
im trying to figure out how to make a double gate right now

ancient depot
#

did that hinge idea work btw?

honest stag
#

not tested yet

ancient depot
#

you may need to do what Freechips had to do

#

move the door to 0,0,0 and set the origin property to the actual location

honest stag
#

...huh

ancient depot
#

or you could play around with the origin property without moving the door

#

not quite sure what you'd need to set it to though, if it's even possible to get it to work that way

#

an alternative is for us to have built-in support for changing the actual model origin, which would require modifying the geometry

#

So we could reset the origin of the model to 0,0,0 while keeping it in place, which would allow you to freely set what point it rotates around without needing to do the hack Freechips had to do

honest stag
#

i have a workaround idea but i need to know for sure if rotating things default at the center or not

#

center of the brush that is

ancient depot
#

They rotate around point 0,0,0 currently, which is how it works in Half-Life too, but it seems Hammer has support for changing the origin of the model

#

which TrenchBroom seemingly doesn't

honest stag
#

ah alright

ancient depot
#

So we need to come up with a workaround (alternatively we could implement support for that and make a pull request on the TB github)

#

For now I'd be satisfied with a simple workaround though, so we can leave TB changes for when the SDK itself is in a more concrete state

#

based on the description of origin from the quake specs though, it seems it is possible to keep the door in place while still getting the rotation point correct

#

$origin x y z

This field is not interpreted by Quake-C, but it's useful for the program modelgen that generates the models.
Location of the object within the bounding box, in the quake editor.
ex: $origin 0 0 8

honest stag
#

huh so like
you just need a property called origin?
and the x y z part is the point? could it be that simple?

ancient depot
#

yeah

#

potentially

honest stag
#

ill try that in 10 minutes

#

it seems like the door doesnt work for me even with no properties

#

acutally
does it need anything essential?

ancient depot
#

a distance property

#

defines how far the door will move

honest stag
#

anything else?

#

like speed or something?

ancient depot
#

nope

#

speed will default to 100

honest stag
#

so i tried adding an "origin" property and the door isnt there lmao

#

lemme try something

ancient depot
#

it's probably far off in the map somewhere

honest stag
#

yeah
i used a point entity to get exact coordinates, it's just not there anymore

ancient depot
#

what if you set the same coords but negative

honest stag
#

like just reverse them? - to + and + to -?

ancient depot
#

yeah

honest stag
#

alright lemme try

#

still not there

ancient depot
#

hmm

#

what about 0,0,0?

honest stag
#

lemme do that

#

nope, door gone

ancient depot
#

brain explosion

still raptor
#

id make a very small test map to debug it

honest stag
#

hold on lemme try 0 0 0 again i think i fucked up

#

well fuck me

#

the door is there

#

@ancient depot

ancient depot
#

hahahaha

#

but does it rotate properly?

honest stag
#

actually it just connected to a door near it
lemme get rid of it

ancient depot
#

or does it rotate around the map origin

honest stag
#

seems like it wants to do the map origin thing, i'll double check

#

Yeah map origin

#

so why wont it rotate around the actual point tho, i dont see how that makes sense
if 0 0 0 is fine

#

why cant the actual xyzs work

ancient depot
#

Yeah you'll need to move the door to 0,0,0 and set origin to the actual coords then

honest stag
#

well dang
alright ill try

#

well damn it works

#

some cursed shit right there

#

i dont think i want any more rotating doors for now

long anchor
#

hehe

ancient depot
#

hahahaha

#

I'll toy around with a custom origin feature

#

So I think what I can do is calculate the distance from the origin, set that to the entity's position, and then offset all vertices in the model so it's centered on 0,0,0

#

That would have the same effect as moving the door to 0,0,0 and setting origin

still raptor
#

tbh thats something that we should probably do for a lot of things

#

like func_train

ancient depot
#

Yeah, we need to have workarounds to make HL stuff easier to do in a Quake editor

#

time to add morigin

still raptor
#

lol

ancient depot
#

annoyingly without the bsp overhaul, adding that will be painful

long anchor
#

Hey duskdevs

#

any news about fgd?

ancient depot
#

fgd will be coming after custom model support

long anchor
#

Hey duskdevs

#

any news about custom model support?

ancient depot
#

lmfao

long anchor
ancient depot
lapis hare
#

New Blood? more like SOON Blood

ivory magnet
#

more like old blood

#

cause all we do is boomer shit

long anchor
#

old blood is already occupied

#

oh

#

Papa Oshcuro is already streaming

#

i hope one day my inet speed will be more than 5kb\s so i can actually watch these

ancient depot
#

Dave, moments before dying: "Nobody dies in Dusk!"

honest stag
#

@long anchor dave is streaming your map lmao

long anchor
#

yeah i hear

#

i use mobile twitch to have only sound

#

cause it's not loading even in fucking 160p with my inet

ancient depot
#

wew

honest stag
#

jeez sorry to hear

#

i am totally stealing that mountains thing tbh, good idea for open area isolation

ancient depot
#

yeah it works really well

candid dew
#

@long anchor was the padlocked door supposed to be breakable?

#

Really liked the map btw, the difficulty was perfect imo

long anchor
#

was the padlocked door supposed to be breakable?
a little bit

#

thanks

candid dew
#

I stood there hitting it for a while before moving on

long anchor
#

The original idea was like

#

I made this fence with the lock

#

and one guy from this channel suggested to make it breakable so the door would open

#

and i made it partially breakable so you can say that you broke it, but it's still not opens

#

a little bit of trolling from me

candid dew
#

Damn, you got me

long anchor
still raptor
#

LMAO

ancient depot
#

gimme the trigger and nobody gets _hurt

long anchor
#

hahaha

long anchor
#

@still raptor I want to ask again about light proxy: I should put targetname of info_null into the value of lightproxy, right?

still raptor
#

yeah

long anchor
cursive bane
#

does anyone else have no textures load when they load up their map or am I missing something?

alpine depot
#

dave streamed my map whatta bruh moment

long anchor
#

@cursive bane this problem is so old that i dont even remember what causes it and how to fix it lol

#

Ah

#

Do you have palette.lmp in your folder?

cursive bane
#

yea I do

#

it's in the local folder which I hope is the right place

long anchor
#

Nah it should be in your mod folder

cursive bane
#

oh ok

#

thanks a lot now it works

long anchor
#

np

still raptor
#

could be an issue with where you placed the info null

#

nor with using info null itself, ive never tried using it

#

you could just pick any object in the level that has approximately the same lighting level and use that

onyx marten
#
mod.io

This is my third finished map set in a medieval world. Uses RuneResized.wad, ad_start.wad, ubilight_v103, dusk.wad and dusk_transparent.wad. Sadly the water surrounding all the isles doesnt work properly atm since the sdk has some problems with that.

#

Party people! I've updated Enclave since water, colored lighting and music are a thing now. Plus after seeing Dave have some trouble navigating the map I wanted to make progression a little more obvious. Lemme know what you think!

still raptor
#

Hell yeah

#

that map rules

long anchor
#

Yeehaw

pearl fox
#

Awesome!

desert crane
#

we streamin again

gritty forge
#

👀 approved

honest stag
#

i updated my bleh map to look way less bleh and actually added colored lighting because i forgot to do that when it was added https://dusk.mod.io/the-lost-mansion

mod.io

You have heard stories about something EVIL going on in an abandoned cult leader's mansion. Of course, you broke through a wall leading to the mansion, and now you have to find your way inside.

desert crane
#

noice

long anchor
#

bleh
hey that's copyrighted BIGJOHN

#

you're going to jail now Vriska

honest stag
#

are we getting workshop before or after custom model/scripting support

still raptor
#

after likely

#

but we'll see

#

its important that the architecture for everything is in place, because we dont want workshop mods hosted that get broken by significant changes

onyx marten
#

is there anything special you need to do to have doors like this triggered? i guess the problem is that they are actually 2 doors, but i tried triggering em like one entity with a button and i tried it with a multi_manager that triggers em separately and it doesnt work

long anchor
#

never touched something like this, can't say

#

Hey duskdevs, are you planning to make music changeable mid-level any time soon?

candid dew
#

@onyx marten it should work if all of the doors have the same targetname

onyx marten
#

@candid dew nope didn't work. both have the same targetname in that screenshot

candid dew
#

That's odd, what are the other attributes of the doors?

still raptor
#

its possible we fucked up the implementation too

#

check it in quake

candid dew
#

It definitely works for me in dusk at least

onyx marten
#

huh

#

it worked in quake

#

imma double check if it still doesnt work in dusk

#

works in quake, doesnt work in dusk

#

@candid dew are you sure it still works? if 500pts says it may be a bug. the only value difference with the other door entity is the angle

candid dew
#

I checked having two func_doors with the same targetname opened by one button

long anchor
#

@onyx marten big brain time: if one trigger can trigger one door make 2 triggers for each door, make them thin and place super close to each other so you'll touch two of them

candid dew
#

I'll try to recreate your scenario more closely

long anchor
onyx marten
#

Yeah actually that would probably work

#

But still I'd like to use the button if possible

gritty forge
#

I should start making dusk maps

#

Is it similar to source engine?

long anchor
#

oh you need a button

#

then it's harder

#

Is it similar to source engine?
can't say for sure, I only touched hammer for gldsrc

onyx marten
#

@gritty forge Idk if its similar but it isnt all that hard

long anchor
#

it's more like quake i guess

gritty forge
#

ah ok. lot of things in the screenshots reminded me of hammer

onyx marten
#

I think you can even use hammer?

long anchor
#

you can use jack

candid dew
#

@onyx marten i managed to repro your issue

#

i think it might have to do with overlapping entities, gonna check

onyx marten
#

Oh like make my door 4 separate doors instead of 2?

candid dew
#

yeah try that

gritty forge
#

how do I even open the sdk?

long anchor
#

enable beta in steam properties

onyx marten
#

You should be able to findeverything to set it up in pins

long anchor
#

oh right, we actually have proper guides now

gritty forge
#

ok thanks

long anchor
onyx marten
#

@candid dew will do

long anchor
#

oh

#

i've been promoted

#

yeehaw

gritty forge
#

What do the ranks do?

long anchor
#

nothing

gritty forge
#

cool

long anchor
#

more like indication of how long you're on the server

#

well

#

if you're active

#

yeah, how long you've been active

#

actually

#

now i remember

#

i think you can't share images (maybe not only images) if you don't have ANY ranks

ancient depot
#

Glad to announce I fixed objects turning pitch black

long anchor
#

god bless zombie

#

since you're here

#

Hey duskdevs, are you planning to make music changeable mid-level any time soon?

ancient depot
#

It's in the plans

long anchor
#

soon you mean

honest stag
#

the dev wiki isnt loading for me

#

whoops no it does

ancient depot
#

was a bit tricky because ProBuilder objects (such as the trees that drop leaves) had some little quirks

long anchor
#

what about white objects?

ancient depot
#

That's an unrelated issue

long anchor
#

gotcha

ancient depot
#

You can fix that by reloading the level

long anchor
#

yeah i know but that's still an issue lol

ancient depot
#

Basically, due to how pre-SDK dusk was set up, it's difficult to get the game to wait for textures to finish loading properly

#

So what happens is the game finishes loading before all of the object textures do

long anchor
#

i see

ancient depot
long anchor
#

nice pile of gravel

#

i wonder who made this map

ancient depot
long anchor
#

where did you get that йоба lol

ancient depot
#

I have many great shitpost emojis that people should appreciate more

#

in other news: also fixed the lighting on corpses, so now enemies won't suddenly go fullbright when they die

long anchor
#

hell yeah

#

it's so nice to see sdk getting better and better

pearl fox
#

Awesome

peak juniper
#

Hey everyone. Anyone use gog for dusk? Just got the sdk set up but not sure how to activate it in game

ancient depot
#

Do you use GOG Galaxy?

peak juniper
#

Trying to follow the guide and it doesn’t really line up

#

Yes

ancient depot
#

The wiki guide, I presume?

peak juniper
#

Yes that one

#

I have activated the sdk. Which is actually in game settings not manage installation, but I can’t right click on Dusk in my library to turn it on

#

Ok restarted gog and it worked

#

Thanks !

ancient depot
#

lol weird

#

Wonder why that happened then

peak juniper
#

Just played lower and really loved it

#

can’t wait to play more Dusk stuff

long anchor
#

Glad you liked it!

peak juniper
#

Noob question here: if I load up maps from half life or quake, are they already populated with enemies and stuff ?

#

Was just watching dusk quake on YouTube

long anchor
#

afair quake\hl enemies are automatiaclly replaced by dusk ones

peak juniper
#

Wow that is awesome

#

I know what I’m doing after work

long anchor
#

heh

clear flare
#

i need help

#

im trying to load Enclave

#

and it's keep freezing on loading

long anchor
#

i think it just takes looooong time time load cause it's super big

#

if it's not the case, then i really don't know

clear flare
#

oh lol

#

welp, i should try again

#

but for being correc

#

it's should be like this rigth?

long anchor
#

yea

#

actually let me see myself

clear flare
long anchor
#

ah you meant this

#

yeah it's tight

#

what

#

right*

#

me dum dum sorre

clear flare
#

and in the sdk load use first dusk local, then enclave?

long anchor
#

oh no, i have the old version of enclave

clear flare
#

i see the stream of dave

#

cool map

peak juniper
#

I just played enclave for a bit it does take a while

#

If you click early you get the spinning wheel

long anchor
#

yeah it takes scary amount of time to load

peak juniper
#

But it will eventually kick on

clear flare
#

ok, just confirming

#

thanks!

onyx marten
#

yeah i forgot to write something about it in the readme, it takes so much time to load

#

@candid dew Turning every single bar into a func_door worked, thanks!

candid dew
#

Glad to hear it, there's definitely something funky going on with door linking

onyx marten
#

yeah i dont get it, seems to have to do with whether the doors touch?

candid dew
#

Normally if one door opens, it also causes any doors it touches to open, but for some reason if you trigger all the doors then none of them open

onyx marten
#

@ancient depot sorry for the ping but will clip brushes be working anytime soon?

ancient depot
#

They're high up on my priority list, but since I'm not sure what the cause of them not working is yet I can't give a timeframe

onyx marten
#

aight thx

worn umbra
#

im trying my hand at trenchbroom but i cant find the pallate.lmp or dusk.fdg, anyone know where i could find them?

still raptor
#

Dusk.fgd has no official release

#

palette.lmp can be found here

worn umbra
#

thank you

alpine depot
honest stag
#

Looks like it would collapse under it's own weight tbh
maybe a pillar or three?

alpine depot
still raptor
#

ive been investigating fog

#

its not really a question of supporting it, we can do it easily

#

its a question of making it compatible with all previous implementations of fog from half life and quake

alpine depot
#

oh so that's what that's all about

still raptor
#

ive got it pretty close in some respects

honest stag
#

fug yea

still raptor
#

we could in a matter of like hours make our own fog system

#

but compatibility is definitely a goal

coral beacon
#

umm guys i just watched the tutorial on how to make trenchboom stuff and i at the beginning he puls that dusk wad thingy in there, where can i find that or do i need to download it someware?

honest stag
#

check pinned messages

coral beacon
#

ive read it 5 times now and i still dont get it

#

there isnt any options in trnchboom i can open

coral beacon
#

oh now i get it

#

thx

honest stag
#

tell me if the textures are black btw

coral beacon
#

oh yes they are

#

is that a common error or something?

still raptor
#

it means you didnt target a palette

honest stag
#

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

#

then, as your quake game path - point it to the folder that has the "id1" folder

#

@coral beacon

coral beacon
#

thanks alot guys

worn umbra
#

500_pts linked the quake palette directly a little bit ago

coral beacon
#

it says "Could not load palette file 'gfx/palette.imp': sile not found: 'palette.imp'" although i put the palette.imp file in there

#

im confused

#

welp im gonna go get some sleep bye

honest stag
#

it's mot .imp

#

it's .lmp

#

@coral beacon can i see your folder that had the pallete file? did you set up quake game path to the folder in which id1 is located?

nova valve
#

When will the ability for custom weapons come to the sdk?

long anchor
#

you mean just textures and models or like custom-custom weapons? if second then you'll have to wait until we can do scripting

#

for models you have to wait a bit too actually

coral beacon
#

YES IT WORKS

#

thank you guys so much! 😄

#

one more question can you inport dusk maps to edit in trenchboom?

#

also is there a list by the devs or something that says what items are what when thy spawn in dusk?

tepid python
coral beacon
#

thx

#

wait you cant place pistols or shotguns?

tepid python
#

this is a list just for the quake entities the ones you can quickly drag and drop in trenchbroom

honest stag
#

there is a list of all dusk stuff in pinned messages

#

just type the name of an entity from there into the classname of any other entity and it'll show up in game

coral beacon
#

oh ok

onyx marten
#

func_trains don't exist yet right?

tight fractal
#

Not yet

coral beacon
#

where do i edit the classname

#

?

onyx marten
#

in the entity tab. i presume you want to to turn a brush into an entity? right click the brush, turn into brush entity, select any entity and then change the classname in the entity tab

coral beacon
#

ok thank you

coral beacon
#

how do i make a door that moves up and down? also the sound of the dusk door doesnt play when i open it in game whats up with that? (sorry for the questions im totally new to 3d programm stuff)

long anchor
#

to make door move up and down you should put -1 or -2(?) in the "angle" property of your func_door

#

door sounds are not here yet

#

iirc Zombie said that it's in the next update or something

#

also

#

well

#

if you're working in TB ofc

coral beacon
#

ok thx alot

long anchor
#

np

coral beacon
#

one more thing how do i make doors open by pressing E at the moment the only way to open them is to shoot them

long anchor
#

uhh

#

1 sec

#

what properties your door has?

coral beacon
#

umm lemme check

long anchor
onyx marten
#

do you test in dusk or quake?

coral beacon
#

thare are some other properties like spawnflags, sound, target and some other stuff but aside from that its prtty much like that one

#

dusk

onyx marten
#

huh

#

never had that shooting em works

long anchor
#

^^^

#

I thought it might be because it has health property buuuut

#

oh

#

check spawnflags

coral beacon
#

also i dont have any spawnflags set of that helps

long anchor
#

ah

#

i see

onyx marten
#

yeah i dont think there even is a spawnflag like that

long anchor
#

what in the world

coral beacon
#

mybe setting toggle to true will do the trick

long anchor
#

i've never seen something like this

coral beacon
#

lemme test this

onyx marten
#

lmao yeah me neither

#

you can try but none of my doors have a spawnflag so i dont think thats it

coral beacon
#

it was it

#

i had to turn toggle on

#

withput spawnflgs i shoot doors to open them

#

so thats wierd

#

withou*

#

wow im bad at typing right now

onyx marten
#

Huh

coral beacon
#

well thanks for the support im gonna make my first map for real now

onyx marten
#

I'll try turning on toggle and see what that does for me

#

Maybe i can shoot doors then lol

#

Good luck

gritty forge
#

Ive been playing around with DUSK SDK and Trenchbroom, I still need to find out how to spawn certain objects but it is great

long anchor
#

well thanks for the support im gonna make my first map for real now
hope it won't take you 6 damn months like it was for me

onyx marten
#

Ive been playing around with DUSK SDK and Trenchbroom, I still need to find out how to spawn certain objects but it is great
@gritty forge What kinds of objects?

gritty forge
#

mainly sceneraio ones like trees and boulders

#

Im using quake as a base on TB tho

onyx marten
#

Uhh waddaya mean by spawn? Have obj tree in the map or have em spawn in?

gritty forge
#

in the map I mean

onyx marten
#

Check the pins for an entities list, it's pretty easy actually

gritty forge
#

ooo thank

onyx marten
#

Just make a point entity and change the classname

#

Np

coral beacon
#

I'll try turning on toggle and see what that does for me
@onyx marten i menat i had none activated and when i turned toggle it worked not off

onyx marten
#

Yeah but i have it off and can open doors normally

coral beacon
#

whaaaa....

onyx marten
#

Yeah idk lol

coral beacon
#

I SET IT TO NORMAL AGAIN AND IT NOW OPENS NORMALLY ARE YOU KIDDING ME

long anchor
#

lmao

#

that's alpha sdk for ya

#

or is it TB thingy

coral beacon
#

also other question is it possable to make lighting more or less strong/change the color of it?

onyx marten
#

Yeah one sec

#

For the color you add key _color and in the value you can use the color picker

#

also i highly recommend to watch pretty much all of dumptrucks tutorials

long anchor
#

also remember that if you have colored lighting compiler creates additional .lit file for ye map

gritty forge
#

Im watching his tutorials it is opening a lot my possibilities

coral beacon
#

ok will do

long anchor
onyx marten
#

some of the ladder ones arent as important for non quake stuff but its definetely helpful

coral beacon
#

were walls that you can blow up in quake to? and if no is there a way to make them in dusk already?

onyx marten
#

yeah there are breakable brushes

#

but they cant be broken by explosives, just shots or punches

coral beacon
#

oh

#

wow lighting effects are so cool

onyx marten
#

yup

#

i just wish styles were a thing yet

alpine depot
#

i think my trigger_teleports are mixing into the light emitting from my lava pits in the holes in the floor lol

#

it's all yellow, supposed to be pure orange which is fine for the rest of the lighting but it's just in those immediate areas around the pits

#

or maybe im just crazy and thats how quake lighting works

#

yeah im just crazy

coral beacon
#

i think i got the basics down

tepid python
#

interesting looking weapons

coral beacon
#

oh thx forgot about that

long anchor
#

at least it's not my shotties with weapon size 0.1

worn umbra
#

omg

#

my maps lighting was broken, and it was a random wall texture i placed at the very beginning

#

and it broke the lighting for the entire level

coral beacon
#

wtf the same just happend for me

#

i tried fixing it and it broke it even more now i only get the textdokument saying that i didnt place anything

#

oh wait its just not procecing the objects for some reason

#

Opened WAD: C:/Users/Juribacke/Desktop/dusk.wad
Processing hull 0...
---- Brush_LoadEntity ----
0 brushes
0 planes
---- CSGFaces ----
0 brushfaces
0 csgfaces
0 mergedfaces
---- Portalize ----

#

does someone know how to fix this_

#

?

honest stag
#

Screenshot everything in the command prompt plz

#

Or just link the entire document

coral beacon
#

---- qbsp / ericw-tools v0.18.1 ----

Output file:

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
1178 faces
198 brushes
179 entities
25 unique texnames
190 texinfo

Opened WAD:
Processing hull 0...
---- Brush_LoadEntity ----
0 brushes
0 planes
---- CSGFaces ----
0 brushfaces
0 csgfaces
0 mergedfaces
---- Portalize ----

#

cant take a screenshot for some reason

honest stag
#

Is that everything in in the output file?

#

If there's more - DM me the entire file

coral beacon
#

nope that was all

honest stag
#

Double check all file paths and names
The compiler doesn't like spaces in folders/files i think

coral beacon
#

but it worked before why would it suddenly not work now?

honest stag
#

Happens sometimes, it's always things that you did and didn't realize they would affect the compiling

#

Can i try and compile your map?

coral beacon
#

well how do i send it to you?

honest stag
#

Just so we see if the problem is in the map or something on your end

#

Just send me a direct message

coral beacon
#

with what? i cant just pull the thing in discord

honest stag
#

People with no rank cant send files images here as an anti spam measure
You'll get one after a certain number of messages sent here

verbal peak
#

you can link pics just fine. just cant upload for now

coral beacon
#

umm... wtf happend here

honest stag
#

i am 100% sure that i have seen this problem before but i cant remember why it happened

#

can you link me the map?

honest stag
#

i am trying to teleport a healthpack in, but it doesnt teleport
enemies teleport just fine, also now the button that triggers a monster closet teleports forward and to the right for some reason
tried making a new buttong with nothing but a target - same shit
the button isnt touching anything teleport-related too

#

i made the setup from scratch and the result is the same
here, the teleport destination is a bit to the left of the healthpack, the healthpack is inside of a teleport, the button triggers the teleport

honest stag
#

hey @still raptor @ancient depot
the dusk wad in pinned messages has broken textures, caused someone's map to break untill they replaced it
maybe remove the old one and put in the wad that has transparent textures and works?

#

linked it just above

still raptor
#

what texture is broken

honest stag
#

Well a bunch of them failed to load, i remember the rivet texture being one of them
Ill drop the map which had the issue untill textures were replaced

#

and the video with what happened is just above my messages

ancient depot
#

I'm not entirely convinced the wad is the cause, but it needs investigation

honest stag
#

I tried compiling it as well, same issue and texture warnings

ancient depot
#

Looks like this was made using the wrong WAD file (v1)

#

because there are texture names in this map file that are longer than 15 characters

#

such as rusty_panels_dr

#

er, or not, brainlet moment

honest stag
#

That's odd, i was sure i linked the v2 wad to the guy

ancient depot
#

for some reason my editor displayed that as 16 not 15

#

there are several worldspawn entities in this map

#

so it's not a valid map file

honest stag
#

@coral beacon tune in just in case this screws up the map later

ancient depot
#

I wonder why there were two worldspawns, that's really odd

#

a func_door entity had a wad key, too

honest stag
#

well we had an issue there where they renamed a brush into an entity by accident, so i guess they renamed it back to worldspawn?

ancient depot
#

If that modified .map ends up working, I'd also like to know if the broken .bsp loads "correctly" in quake

honest stag
#

cant test it right now sadly

#

but we did get it to work by replacing the texture wad

ancient depot
#

see that only makes it seem stranger

still raptor
#

yeah i think those are things more likely to cause issues than the wad

ancient depot
#

Perhaps the worldspawn entities were automatically merged by the editor when the wad was swapped?

#

dunno

alpine depot
#

I just noticed that func_door entities have a Toggle spawnflag- if that is enabled, could one trigger/button open a door, and another could then open it?

#

I feel like that sort of answers itself but I'd just like to clarify

ancient depot
#

The only spawn flags implemented on func_door currently are StartsOpen, DontLink, SilverKeyRequired, GoldKeyRequired and the rotation flags for func_door_rotating

alpine depot
#

Oh okay :(

#

sad dusk hours

#

oh yeah and also i'm getting the dreaded ESCAPE screen again, i'll drop the map bsp and an output log in a bit because i'm not sure what could be causing it lol

ancient depot
#

toggle prevents doors from closing automatically

alpine depot
#

ohhh

#

dang

ancient depot
#

greeeeeat, more lightmap shit

alpine depot
#

wow that was fast

#

i was about to say maybe i stopped the compile early without knowing and it broke the lighting, but the compiler wouldn't have generated a new bsp if it stopped prematurely

ancient depot
#

okay uh

#

it loads in the current developer build

alpine depot
#

that's weird

#

ill try recompiling i guess lol

ancient depot
alpine depot
#

well thats just weird

ancient depot
#

to my knowledge there were no changes to lightmap reading between the current public build and the current internal build

#

so.... wtf

#

oh wait

#

do you have a .lit file?

#

maybe your .lit file is broken?

alpine depot
#

yeah

#

there's only like two colored lights in the map

#

last time i checked they were fine

ancient depot
#

I'm almost certain it's the .lit file then yeah

#

so try running light again

alpine depot
#

oh yeah now it loads

#

when in doubt recompile i guess lol

ancient depot
#

I really need to push our UI improvements further up the priority list

#

So we can display useful errors

alpine depot
#

can you make the custom level select scrollbar easier to use?

#

i have to really scroll down with my mousewheel for it to work

ancient depot
#

That whole area is gonna be completely redone

#

it sucks

#

It needs a search bar

#

and filters

alpine depot
#

🙏

#

maybe UI folders too, so in-game i can sort certain levels to certain categories/folders

#

wait, that's essentially filters

ancient depot
#

The eventual plan is that you can have subfolders inside the maps folder

#

and the custom maps menu will respect that layout

#

and of course, the ability to specify proper campaigns later on

alpine depot
#

awesome

ancient depot
#

Discord is correct

coral beacon
#

guys you have an idea why trigger_hurt isnt working? its classname trigger_hurt dmg 200 spawnflags 0 and no targetname it should kill me when i touch it right? but it doesnt!

timber atlas
#

trigger_hurt isn't supported yet

coral beacon
#

oh

#

well you got any alternativs?

timber atlas
#

For a deathpit specifically? Not really. I guess you could have a door close quickly and squish the player if they fall too far or just teleport them back onto playable space.

coral beacon
#

hmmmm

#

ill think of something

timber atlas
#

you gotta get creative with this early stage of the SDK

honest stag
#

yo there was a weird thing someone did with a death pit

#

they had a bunch of gas cans teleported into 1 point

#

and they exploded because of it

timber atlas
#

so they telefraged each other and blew up, interesting.

honest stag
#

killing the player

#

ye

timber atlas
#

wonder if you could just teleport the player into a wall or something and kill them that way

#

or if that would just break the game 😛

coral beacon
#

nope walls dont kill zou just go truh em

coral beacon
#

guys i just foud out something hilarious

#

btw guys im starting my own series of levels planned are 20-30 levels mybe less mybe more i'll see the project is called criadus und its a very difficoult level pack (inspiret by doom: plutonia expirements)

#

the levels arnt that detailed since im 1.not good and 2.i want to do a way more simplistic desing anyway

#

after 17 hours e1m1 is almost done

still raptor
#

cant wait to see the results

coral beacon
#

shit i cant beat it on i can take it without using my secrets XD

coral beacon
#

im done with the first level

#

its very short tho

#

but e1m1 im normal dusk was short to so i dont really think its a problem

#

now how do i show it to you guys?

honest stag
#

depends if you want anyone to play it or just us

coral beacon
#

well as long as its not finished i can get feedback from you guys as well

coral beacon
#

done

#

enjoy!

honest stag
#

hell ye, ill give it a go

coral beacon
#

thx for testing 😄

#

also guys tell me if you found the welder secret its hardest secret to find

honest stag
#

so finished your level, found 4 secrets

#

it was nice but evil at times

#

i jumped over the fire pit by hovering with a crossbow

#

that priestess has waaaay too much health jesus

#

thankfully it was stuck in place

coral beacon
#

yea its just a joke

#

btw in the priestess room is also the welder room

honest stag
#

dont think i found it

coral beacon
#

should i sent you a screenshot of where you need to focus to find it or you wanna find it yourself?

#

you dont have to of course

honest stag
#

im short on time sadly

coral beacon
#

on what difficulty did you play?

honest stag
#

i tried i can take it at first but the purple mages killed me
seriously that's way too much reds
next time i cheesed them by shooting the mortar down from a secret

#

and played on go easy

long anchor
#

oh oh a map

coral beacon
#

challanging and a little unfair is where i want to go with this mod

#

btw i just beat it completionist on ciero miedo took me a few tries

timber atlas
#

the lack of quick saves makes any level on ciero miedo take a few tries 😛

honest stag
#

oh im sure i can beat it now on CM but there's no way i would beat it first try on CM

coral beacon
#

btw usinf the crossbow on the red mages is so satisfying

long anchor
#

i'll try to beat it on CM

#

like

#

first try

coral beacon
#

with completionist?

long anchor
#

can't promise

#

but i'll try

coral beacon
#

wait can you stream ur gameplay in discord so i can see?

long anchor
#

nah inet's bad

coral beacon
#

k

long anchor
#

ok booting up

coral beacon
#

ya got windows 10?

#

cuz you can record stuff with it

long anchor
#

win 7 4ever

#

still i can record it with obs

#

but again, uploading it would take years

coral beacon
#

hmmm

#

well ok

#

ill work on e1m2 in the meantime

long anchor
#

damn mom almost killed me

#

horror killed me

#

damn

coral beacon
#

can i give u a hint?

#

fuck it here goes: in the first room you can get a crossbow wich helps so much

long anchor
#

yeah i found cross and rifle

coral beacon
#

ah the first two

long anchor
coral beacon
#

ah yes

#

thx for telling

timber atlas
#

There's a leek in the boat

coral beacon
#

first note for new level: better secret spots

long anchor
#

wtf big rat boy hit me while i was behind the wall

#

Dammit David

coral beacon
#

XD

worn umbra
#

ive been playing it too and

#

why are the so many fork maidens

long anchor
worn umbra
#

why would you do this

coral beacon
#

like i said inspired by plutonia

#

i like a challange

worn umbra
#

plus you can cheese the rat by standing on the button

coral beacon
#

yep but i tought it was ok

#

did you find the welder secret?

worn umbra
#

no but

#

so many reds

#

thanks satan

long anchor
#

wtf why priestess has so much health

#

we can alter enemies health?

coral beacon
#

ohh in that room is the welder secret

long anchor
#

^ it killed me^

coral beacon
#

yep the soldiers at the beginning also have increased helth

#

the welder room?

long anchor
#

yep

coral beacon
#

letting them all explode with one hunting rifle shot is so good tho

#

i have an EVIL idea for the new level

#

o boi o boi

#

do you guys know if weapons can be carried over into an other level?

long anchor
#

yes if you're not playing intruder mode

coral beacon
#

wow really? im gonna test this

worn umbra
#

i can hear the welder

coral beacon
#

btw on my playtru i jumped across the lava pit with the morter

worn umbra
#

i dont think i can see another welder in my life now

long anchor
#

gotcha

#

not gonna place any welders in my next map

#

Also Papa Oshry wanted a rifle while he was playing my map

honest stag
#

2 of my maps have exactly 0 welders 👌

long anchor
#

i'm gonna leave a rifle on next map and i'll place trigger_once with message "rifle with the nametag "Dave"

coral beacon
#

the weapons dont carrie over infact the leves dont even play after eachother

#

levels*

still raptor
#

you can actually

long anchor
#

^

still raptor
#

define a second level

#

and the weapons will carry over unless you enable intruder mode

coral beacon
#

how do i do that?

long anchor
#

define a second level
it's in the trigger_changelevel iirc

coral beacon
#

what is an iirc?

long anchor
#

if i recall correctly

coral beacon
#

oh

#

well do i need to det aa new key valaue thingy?

#

what did i even type there

#

damn im hella tired

#

se ya in a few hours

long anchor
#

have a nice sleep

coral beacon
#

also 500_pts pls give me some feedback if you play my level

#

bai

still raptor
#

will do my dude

#

peace

coral beacon
#

thx

onyx marten
#

0

long anchor
#

1

onyx marten
#

oh, i was cleaning my keyboard

coral beacon
#

do you guys know if thers a limit to how many enemies you can place?

ivory magnet
#

not really, no

#

the limit is when the engine gives up

long anchor
#

(or when it's literally unplayable because of magic fps numbery)

alpine depot
#

if anyone is using jump pads, i'd wager a value of 1 or lower is the cutoff for normal usage unless you want to start a space program

gritty forge
#

yeah I think the value you give is just multiplied by the default value in dusk

still raptor
#

which is already quite low

#

most jump pad in the game are like between .6 and .8

coral beacon
#

how do you place jumpats?

onyx marten
#

create a point entity and change the classname to object_jump_pad

#

and add key amount with a value of something between .5 and 1

long anchor
#

remember how Vriska did amount of 999 or something

#

that was sick

coral beacon
#

what happend?

onyx marten
#

he took an arrow to the knee

alpine depot
thorny swan
#

MORE

#

jk it looks good

alpine depot
#

MORE SPIKES YES YES

opaque tendon
#

spikes on spikes

alpine depot
#

already covered

sharp trail
#

@alpine depot YOOOOOO this looks fucking awesome

alpine depot
#

thanks! i keep striving to make my maps better than the last lol

#

dusk's surreal art style in episode 3 oughta make that real easy 😎

onyx marten
#

holy shit

#

thats great

coral beacon
#

yea pretty good!

sinful galleon
#

Anyone have a dusk.wad with transparencies lying around?

worn umbra
#

@sinful galleon

timber atlas
#

Those shadows are great @alpine depot

sinful galleon
#

Thanks

coral beacon
#

how do you make a breakable brush?

#

brushes*

#

like for a breakable went

honest stag
#

make a brush entity first by right clicking a brush and selecting anything there, like func_door

#

rename it to func_breakable and add a "health" property, set it to anything you want (usually just 1 hp)

#

then add a property called material and type in the material you want as the value, lemme give you a list of those in a moment

coral beacon
#

thanks alot

honest stag
#

also @ancient depot someone is fucking with the wiki pages again

#

by fucking i mean the usual nonsense of adding random pages

gritty forge
#

is it possible to make npcs hostile to eachother? havent touched the editor yet, just curious if we can make npc war maps

#

i know they can infight if they hit eachother

honest stag
#

as far as i know - nope

#

but that sounds like a good idea

gritty forge
#

yeah it would be awesome to have in this game

#

if i remember correctly half life has it with enemy filters and stuff

#

so you could have like headcrabs + vortigaunts vs antlions and metropolice or something

#

something to control infighting settings would be good too if its not there

coral beacon
#

is it possable to change the skybox yet?

honest stag
#

nope

coral beacon
#

ok

#

i just noticed a cool effect with skybox textures tho

#

wait lemme send a vid when im done

coral beacon
still raptor
#

Hmm we should fix it so bullets dont appear on them

#

but yeah, you can do some funky stuff with sky brushes

coral beacon
#

how was the level btw?

still raptor
#

i would say it achieved your goal lol

#

its very "fuck you" in the plutonia way

coral beacon
#

yea you could say that thx for the info 🙂

still raptor
#

i had fun!

#

looking forward to the rest of the maps

coral beacon
#

e1m2 is i would say 65% done

honest stag
#

damn man you work hella fast

#

like REAL fast

coral beacon
#

if we ignore eating and sleeping and stuff ive been working nonstop since you told how to set everything up

honest stag
#

holy shit wow

#

makes sense then

coral beacon
#

but ist very fun as well

#

no wait its*

#

also my levels are very simplistic and blocky so it doesnt take that long

#

and at last i literlly dont have anything else to do (corona)

worn umbra
#

Is it possible to break the players Flashlight yet?

coral beacon
#

hmm interesting question

honest stag
#

nope sadly

#

i wanted that months ago lol

worn umbra
#

Aww

coral beacon
#

can you make "3 more to go..." sections?

#

if you know what i mean

honest stag
#

i think so

#

pretty sure yeah, but you'll need to test it

#

i think they added that like 2 months ago but no one really used it?????? not sure

#

maybe im making it up

coral beacon
#

i have no idea how to test such stuff 😦

#

wait is there like a website where i can serch for that stuff?

honest stag
#

i think it's a trigger_counter that does this
like for example you have some doors that activate a teleport so you need to do it like this
targetname of the teleport is "teleport", target name of a trigger_counter is "counter", buttons are "1" "2" "3"
so trigger_counter targets "teleport"
buttons target "counter"

still raptor
#

yes you can

honest stag
#

at least it's how it was in quake

#

i think

coral beacon
#

k

worn umbra
#

I used the trigger_counter once, but i think its buggy...

honest stag
#

what was wrong with it?

worn umbra
#

Actually it may have been a problem with the triggers themselves? It was activating more doors than it was supposed to.

honest stag
#

i'll bake a test map real quick

worn umbra
#

But the file corrupted so i dont have an example anymorr

coral beacon
#

im testing it now to since i need it in my level

honest stag
#

it's supposed to, i'm making a test map right now

coral beacon
#

i think it's a trigger_counter that does this
like for example you have some doors that activate a teleport so you need to do it like this
targetname of the teleport is "teleport", target name of a trigger_counter is "counter", buttons are "1" "2" "3"
so trigger_counter targets "teleport"
buttons target "counter"
@honest stag can you open the doors in any order with this solution?

ancient depot
#

When we implement entities we generally test them on official maps, so some weird quirks or oddities that usermaps might exploit are definitely possible for us to miss

coral beacon
#

sorry at the post before i accadantily hit enter before i was done

ancient depot
#

But if you're just using trigger_counter normally, it should function fine, it works on Quake E1M1

honest stag
#

yeah i think the order doesnt matter

coral beacon
#

btw can u import dusk maps in an editor?

ancient depot
#

The campaign levels?

coral beacon
#

yep

ancient depot
#

Nope, they aren't BSPs

#

We definitely want to try to make that possible, but it's not easy unfortunately

#

It's a long-term goal rather than a short-term one as a result

coral beacon
#

ok i wanted to make a level where i take one room from all levels and bunchem' together and see how it turnes out

worn umbra
#

Oh that sounds fun

honest stag
#

i baked a test map, cant play it right now - the three blue blocks are buttons, the wall with lights is a door

#

so yeah try it out if you want

coral beacon
#

k

#

thx

honest stag
#

did it work?

coral beacon
#

i currantly try to make it on my map so i can see what happens

honest stag
#

you can connect it to enemies to

#

too*

coral beacon
#

wow really?

#

thats so cool

honest stag
#

pretty sure yeah

coral beacon
#

well my levels will not be betable on pacifist anymore XD

#

so i have to set the enemies targetname '1' '2' '3' ?

honest stag
#

that's just an example

#

set them to anything you want, but the "target" is the trigger_counter's "targetname"

coral beacon
#

k but wont all the other targetnames make the counter higher as well?

honest stag
#

?

#

what do you mean

coral beacon
#

like as far as i understood this if all targetnames are triggerd it will do thing xy but wont unrelated targetnames that can be triggerd controbiut to the counter?

#

sorry for my english btw

honest stag
#

i dont think i really follow, but i'm pretty sure you dont even actually need to set targetnames for buttons/enemies, you just need to have them target the trigger_counter

coral beacon
#

oh

#

then i got it wrong

honest stag
#

also i think trigger_counter has a property "count", i THINK it's for how many buttons you need to press to open a door for example
like you can have 3 buttons but only press 2 of them and door opens

#

so make sure to set it to whatever amount of counter things you have

coral beacon
#

ok i feel very stupid rt but what thing do i need to add to the enemies so they contribiute to the counter?

honest stag
#

a "target" property

#

i think

#

does that even work?

coral beacon
#

im still setting everything up

#

needed to count how many enemies i got in that room

#

works nice

#

thx man

worn umbra
#

I have a terrible mod idea (someone may have had the same idea idk)

#

A mod titled "Hdusk" but when you load it it's actually the big john mod

coral beacon
#

k i now am testing how the map plays to see if i need to place ammo or healthpacks anywere and stuff like that if it passes e1m2 is done!

coral beacon
#

how do i make that you get from the level 1 ending to the level 2 beginning instead of the level 1 beginning?

#

gonna sleep for now tho

honest stag
#

the property you need is "map"

#

then the map name