#dusk-modding
1 messages · Page 51 of 1
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
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
nah the walls are func detail
😦
func_water is definitely the suggested method
its much much more foolproof currently
alright, with func_water you dont get an animation tho right?
here's the font dusk uses
https://www.dafont.com/lycanthrope.font
Lycanthrope Font | dafont.com
thanks
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
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
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.||
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
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
msuic
dang
ogg, flac, or wav
sup
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
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
did you double check if you enabled the mod?
in the modding section
cuz they disable sometimes
ohhh hahah weird yea that was it thank u dude
@alpine depot If you run the sdk through the batch file it will print an output log that will tell you the error
i tried doing that, but i didnt see the log anywhere
Itll be in Dusk/SDK/etc/usr/output.log
@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
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
maybe?
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
oh, lightproxy
i tried to figure out how to make it work the day it was added
and then i forgot about it
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
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
yeah thats still getting some dev time
i got something extremely close in that video
but its not quite ready
alright
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
very nice @long anchor
I'm gonna stream this
I like the lamp and beers to start :-p
New high quality DUSK custom level.
Took Veven 60 hours to build.
WORTHY \o/
its part of a level pack, yeah?
hell ye
dank
soon we'll have scripting you can add story stuff :-p
HE WAS WORTHY YOU KNOW
I really want func_train
then steam workshop so installing this will be ezpz lemon squeezee
yeah @ancient depot where muh train level
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)
member the train level from quake 1.5
It was featured in one of the steam news article
that level ruled
yeah
strange aeons has a train-like level in ep2 as well
Strange Aeons is a doom mod
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
Oh shid custom map stream?
seems like it
i hope one day my inet speed will be more than 5kb\s so i can actually watch these
oh no no no no god fucking damnit
i made so much progress :(
why does it keep crashing on me
NOOOOOO
i lost like oh my god
2 hours or something
even with an autosave
that entire thing on the screenshot is gone
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
i'd say it's better
not "good" yet, but "better"
Looks good to me but then I don't know how to trenchbroom
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?
@honest stag they do, but that was uh, unintentional lol
they're implemented on top of func_door so they inherit its quirks
ohhhh that is quite nice actually
im trying to figure out how to make a double gate right now
did that hinge idea work btw?
not tested yet
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
...huh
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
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
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
ah alright
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
huh so like
you just need a property called origin?
and the x y z part is the point? could it be that simple?
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?
so i tried adding an "origin" property and the door isnt there lmao
lemme try something
it's probably far off in the map somewhere
yeah
i used a point entity to get exact coordinates, it's just not there anymore
what if you set the same coords but negative
like just reverse them? - to + and + to -?
yeah
brain explosion
id make a very small test map to debug it
hold on lemme try 0 0 0 again i think i fucked up
well fuck me
the door is there
@ancient depot
actually it just connected to a door near it
lemme get rid of it
or does it rotate around the map origin
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
Yeah you'll need to move the door to 0,0,0 and set origin to the actual coords then
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
hehe
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
Yeah, we need to have workarounds to make HL stuff easier to do in a Quake editor
time to add morigin
lol
annoyingly without the bsp overhaul, adding that will be painful
fgd will be coming after custom model support
lmfao


New Blood? more like SOON Blood
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
@ivory magnet that's what I was talking about https://www.reddit.com/r/DUSKTheGame/comments/endnr2/knockoff_dusk_d/
Dave, moments before dying: "Nobody dies in Dusk!"
@long anchor dave is streaming your map lmao
yeah i hear
i use mobile twitch to have only sound
cause it's not loading even in fucking 160p with my inet
wew
jeez sorry to hear
i am totally stealing that mountains thing tbh, good idea for open area isolation
yeah it works really well
@long anchor was the padlocked door supposed to be breakable?
Really liked the map btw, the difficulty was perfect imo
I stood there hitting it for a while before moving on
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
Damn, you got me
@still raptor
LMAO
gimme the trigger and nobody gets _hurt
hahaha
@still raptor I want to ask again about light proxy: I should put targetname of info_null into the value of lightproxy, right?
yeah
no worky
does anyone else have no textures load when they load up their map or am I missing something?
dave streamed my map whatta bruh moment
@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?
Nah it should be in your mod folder
np
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
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!
Yeehaw
Awesome!
👀 
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
noice
are we getting workshop before or after custom model/scripting support
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
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
never touched something like this, can't say
Hey duskdevs, are you planning to make music changeable mid-level any time soon?
@onyx marten it should work if all of the doors have the same targetname
@candid dew nope didn't work. both have the same targetname in that screenshot
That's odd, what are the other attributes of the doors?
It definitely works for me in dusk at least
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
I checked having two func_doors with the same targetname opened by one button
@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
I'll try to recreate your scenario more closely
Yeah actually that would probably work
But still I'd like to use the button if possible
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
@gritty forge Idk if its similar but it isnt all that hard
it's more like quake i guess
ah ok. lot of things in the screenshots reminded me of hammer
I think you can even use hammer?
you can use jack
@onyx marten i managed to repro your issue
i think it might have to do with overlapping entities, gonna check
Oh like make my door 4 separate doors instead of 2?
yeah try that
how do I even open the sdk?
enable beta in steam properties
You should be able to findeverything to set it up in pins
ok thanks
@candid dew will do
What do the ranks do?
nothing
cool
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
Glad to announce I fixed objects turning pitch black
god bless zombie
since you're here
Hey duskdevs, are you planning to make music changeable mid-level any time soon?
It's in the plans
you mean
there, black objects fixed
was a bit tricky because ProBuilder objects (such as the trees that drop leaves) had some little quirks
what about white objects?
That's an unrelated issue
gotcha
You can fix that by reloading the level
yeah i know but that's still an issue lol
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
i see
much nicer to see things actually lit now

where did you get that йоба lol
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
much nicer
Awesome
Hey everyone. Anyone use gog for dusk? Just got the sdk set up but not sure how to activate it in game
Do you use GOG Galaxy?
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 !
Glad you liked it!
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
afair quake\hl enemies are automatiaclly replaced by dusk ones
heh
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
oh lol
welp, i should try again
but for being correc
it's should be like this rigth?
and in the sdk load use first dusk local, then enclave?
oh no, i have the old version of enclave
I just played enclave for a bit it does take a while
If you click early you get the spinning wheel
yeah it takes scary amount of time to load
But it will eventually kick on
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!
Glad to hear it, there's definitely something funky going on with door linking
yeah i dont get it, seems to have to do with whether the doors touch?
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
@ancient depot sorry for the ping but will clip brushes be working anytime soon?
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
aight thx
im trying my hand at trenchbroom but i cant find the pallate.lmp or dusk.fdg, anyone know where i could find them?
thank you
is this enough structural support or does it need more?
Looks like it would collapse under it's own weight tbh
maybe a pillar or three?
GOD this would look sooooo much cooler if fog was supported
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
oh so that's what that's all about
fug yea
we could in a matter of like hours make our own fog system
but compatibility is definitely a goal
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?
check pinned messages
ive read it 5 times now and i still dont get it
there isnt any options in trnchboom i can open
tell me if the textures are black btw
it means you didnt target a palette
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
thanks alot guys
500_pts linked the quake palette directly a little bit ago
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
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?
When will the ability for custom weapons come to the sdk?
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
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?
this is a list just for the quake entities the ones you can quickly drag and drop in trenchbroom
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
oh ok
func_trains don't exist yet right?
Not yet
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
ok thank you
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)
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
i suggest watching Trenchbroom tutorials by this guy: https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
well
if you're working in TB ofc
ok thx alot
np
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
umm lemme check
that's how my doors look
do you test in dusk or quake?
thare are some other properties like spawnflags, sound, target and some other stuff but aside from that its prtty much like that one
dusk
^^^
I thought it might be because it has health property buuuut
oh
check spawnflags
also i dont have any spawnflags set of that helps
yeah i dont think there even is a spawnflag like that
what in the world
mybe setting toggle to true will do the trick
i've never seen something like this
lemme test this
lmao yeah me neither
you can try but none of my doors have a spawnflag so i dont think thats it
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
Huh
well thanks for the support im gonna make my first map for real now
I'll try turning on toggle and see what that does for me
Maybe i can shoot doors then lol
Good luck
Ive been playing around with DUSK SDK and Trenchbroom, I still need to find out how to spawn certain objects but it is great
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
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?
Uhh waddaya mean by spawn? Have obj tree in the map or have em spawn in?
in the map I mean
Check the pins for an entities list, it's pretty easy actually
ooo thank
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
Yeah but i have it off and can open doors normally
whaaaa....
Yeah idk lol
I SET IT TO NORMAL AGAIN AND IT NOW OPENS NORMALLY ARE YOU KIDDING ME
also other question is it possable to make lighting more or less strong/change the color of it?
Yeah one sec
For the color you add key _color and in the value you can use the color picker
this chart here is pretty useful
also i highly recommend to watch pretty much all of dumptrucks tutorials
also remember that if you have colored lighting compiler creates additional .lit file for ye map
Im watching his tutorials it is opening a lot my possibilities
ok will do
i suggest watching Trenchbroom tutorials by this guy: https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
some of the ladder ones arent as important for non quake stuff but its definetely helpful
were walls that you can blow up in quake to? and if no is there a way to make them in dusk already?
yeah there are breakable brushes
but they cant be broken by explosives, just shots or punches
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
interesting looking weapons
oh thx forgot about that
at least it's not my shotties with weapon size 0.1
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
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_
?
---- 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
nope that was all
Double check all file paths and names
The compiler doesn't like spaces in folders/files i think
but it worked before why would it suddenly not work now?
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?
well how do i send it to you?
Just so we see if the problem is in the map or something on your end
Just send me a direct message
with what? i cant just pull the thing in discord
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
you can link pics just fine. just cant upload for now
i am 100% sure that i have seen this problem before but i cant remember why it happened
can you link me the map?
this one shouldnt have broken textures like the one you had @coral beacon
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
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
what texture is broken
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
I'm not entirely convinced the wad is the cause, but it needs investigation
I tried compiling it as well, same issue and texture warnings
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
That's odd, i was sure i linked the v2 wad to the guy
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
does this work?
@coral beacon tune in just in case this screws up the map later
I wonder why there were two worldspawns, that's really odd
a func_door entity had a wad key, too
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?
If that modified .map ends up working, I'd also like to know if the broken .bsp loads "correctly" in quake
see that only makes it seem stranger
yeah i think those are things more likely to cause issues than the wad
Perhaps the worldspawn entities were automatically merged by the editor when the wad was swapped?
dunno
yeah it was the two worldspawns
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
The only spawn flags implemented on func_door currently are StartsOpen, DontLink, SilverKeyRequired, GoldKeyRequired and the rotation flags for func_door_rotating
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
toggle prevents doors from closing automatically
greeeeeat, more lightmap shit
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
no issues
well thats just weird
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?
yeah
there's only like two colored lights in the map
last time i checked they were fine
I really need to push our UI improvements further up the priority list
So we can display useful errors
can you make the custom level select scrollbar easier to use?
i have to really scroll down with my mousewheel for it to work
That whole area is gonna be completely redone
it sucks
It needs a search bar
and filters
🙏
maybe UI folders too, so in-game i can sort certain levels to certain categories/folders
wait, that's essentially filters
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
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!
trigger_hurt isn't supported yet
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.
you gotta get creative with this early stage of the SDK
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
so they telefraged each other and blew up, interesting.
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 😛
nope walls dont kill zou just go truh em
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
cant wait to see the results
shit i cant beat it on i can take it without using my secrets XD
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?
depends if you want anyone to play it or just us
you can upload it to dusk.mod.io for anyone to play
well as long as its not finished i can get feedback from you guys as well
thx for testing 😄
also guys tell me if you found the welder secret its hardest secret to find
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
dont think i found it
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
im short on time sadly
on what difficulty did you play?
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
oh oh a map
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
the lack of quick saves makes any level on ciero miedo take a few tries 😛
oh im sure i can beat it now on CM but there's no way i would beat it first try on CM
btw usinf the crossbow on the red mages is so satisfying
with completionist?
wait can you stream ur gameplay in discord so i can see?
nah inet's bad
k
ok booting up
win 7 4ever
still i can record it with obs
but again, uploading it would take years
can i give u a hint?
fuck it here goes: in the first room you can get a crossbow wich helps so much
yeah i found cross and rifle
ah the first two
btw you have a leak here
There's a leek in the boat
Cloudy And The Chance Of Meatballs 2
If you don't like it too bad. :]
first note for new level: better secret spots
XD
also here and on the opposite side
why would you do this
plus you can cheese the rat by standing on the button
ohh in that room is the welder secret
^ it killed me^
yep
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?
yes if you're not playing intruder mode
wow really? im gonna test this
i can hear the welder
btw on my playtru i jumped across the lava pit with the morter
i dont think i can see another welder in my life now
gotcha
not gonna place any welders in my next map
Also Papa Oshry wanted a rifle while he was playing my map
2 of my maps have exactly 0 welders 👌
i'm gonna leave a rifle on next map and i'll place trigger_once with message "rifle with the nametag "Dave"
the weapons dont carrie over infact the leves dont even play after eachother
levels*
you can actually
^
define a second level
and the weapons will carry over unless you enable intruder mode
how do i do that?
define a second level
it's in the trigger_changelevel iirc
what is an iirc?
if i recall correctly
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
have a nice sleep
thx
0
1
oh, i was cleaning my keyboard
do you guys know if thers a limit to how many enemies you can place?
(or when it's literally unplayable because of magic fps numbery)
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
yeah I think the value you give is just multiplied by the default value in dusk
how do you place jumpats?
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
what happend?
he took an arrow to the knee
does this look sinister enough? more spikes???????
MORE SPIKES YES YES
spikes on spikes
@alpine depot YOOOOOO this looks fucking awesome
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 😎
yea pretty good!
Anyone have a dusk.wad with transparencies lying around?
Those shadows are great @alpine depot
Thanks
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
thanks alot
also @ancient depot someone is fucking with the wiki pages again
https://dev.newblood.games/index.php/Func_breakable @coral beacon
by fucking i mean the usual nonsense of adding random pages
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
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
is it possable to change the skybox yet?
nope
ok
i just noticed a cool effect with skybox textures tho
wait lemme send a vid when im done
you can raplecade this by plasing skybox textures as brushes
Hmm we should fix it so bullets dont appear on them
but yeah, you can do some funky stuff with sky brushes
how was the level btw?
yea you could say that thx for the info 🙂
e1m2 is i would say 65% done
if we ignore eating and sleeping and stuff ive been working nonstop since you told how to set everything up
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)
Is it possible to break the players Flashlight yet?
hmm interesting question
Aww
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
i have no idea how to test such stuff 😦
wait is there like a website where i can serch for that stuff?
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"
yes you can
k
I used the trigger_counter once, but i think its buggy...
what was wrong with it?
Actually it may have been a problem with the triggers themselves? It was activating more doors than it was supposed to.
i'll bake a test map real quick
But the file corrupted so i dont have an example anymorr
im testing it now to since i need it in my level
it's supposed to, i'm making a test map right now
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?
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
sorry at the post before i accadantily hit enter before i was done
But if you're just using trigger_counter normally, it should function fine, it works on Quake E1M1
yeah i think the order doesnt matter
btw can u import dusk maps in an editor?
The campaign levels?
yep
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
ok i wanted to make a level where i take one room from all levels and bunchem' together and see how it turnes out
Oh that sounds fun
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
did it work?
i currantly try to make it on my map so i can see what happens
pretty sure yeah
well my levels will not be betable on pacifist anymore XD
so i have to set the enemies targetname '1' '2' '3' ?
that's just an example
set them to anything you want, but the "target" is the trigger_counter's "targetname"
k but wont all the other targetnames make the counter higher as well?
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
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
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
ok i feel very stupid rt but what thing do i need to add to the enemies so they contribiute to the counter?
im still setting everything up
needed to count how many enemies i got in that room
works nice
thx man
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
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!