#dusk-modding

1 messages Β· Page 52 of 1

honest stag
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on your trigger_changelevel that is

long anchor
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Hey duskdevs, can i name a boss entity somehow to make this custom name appear ingame?

ancient depot
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No but that's a good suggestion, I'll get that in for the next patch

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bossname property or something

long anchor
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hell yes

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thanks Zomb

honest stag
desert crane
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ooo

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me likey

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any new maps today?

honest stag
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there is a very evil map up right now
short, but evil

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oh you played it lmao

ancient depot
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yo that looks great

honest stag
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ey thanks

modest imp
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Are there any possibilities that in the distant future, way off in the distance, someone's going to make a fork of a map editor like Trenchbroom specifically for Dusk?

honest stag
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dont see why would there be a need for that though

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TB is simple and functional

long anchor
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Isn't making FGD for it is kinda like it?

honest stag
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yeah that will just make the process of adding entites really simple

long anchor
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or it's only about having proper entites to show up?

modest imp
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Mainly just proper support that isn't through a Quake-based middleman.

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Not that it's necessary, but just one less "layer" of sorts.

honest stag
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i mean the half-life editors can make dusk levels too
the deal here is that dusk used the bsp format, and it just so happens that TB is like
really good with bsp

modest imp
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That's why TB would be such a good editor to fork, honestly. But again, it's more like a housekeeping sort of thing.

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TB doesn't technically have Dusk support. It has Quake support, and Dusk does too. The two mesh really well together. But it's not full, proper support on TB's part. Hence housekeeping.

long anchor
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I think it just follows logic like "if it's not broken don't fix it"

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for me it's acceptable

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I wonder when fgd's coming out

modest imp
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soonℒ️

long anchor
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heh

modest imp
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Don't think of it as fixing something. Just think of it as a little bit of grease to make things a little bit smoother in the long run. 😜

long anchor
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πŸ‘Œ BIGJOHN

worn umbra
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I've got the "Escape" loading glitch, what is happening?

honest stag
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a lot of things can be happening with that
on your map?

worn umbra
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what do you mean?

honest stag
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is the problem on a map you made or are you trying to play someone's map

worn umbra
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oh yeah its my map

honest stag
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in the sdk folder there should be a dusk_win.bat
when you launch it like that there should be an output log afterwards that can help you figure out what caused it

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...i think lmao

worn umbra
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do you know how to get to the output log? im not finding it.

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

worn umbra
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thanks

worn umbra
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got it, it was a missing texture

onyx marten
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in my map enemies are kinda locked in the areas i marked. is there a way to fix this?

ancient depot
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It'd be a navmesh thing, not super simple to fix just yet

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If you can provide a BSP I can look into tweaking the values a bit for that map in the next patch though

onyx marten
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sure

ancient depot
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@long anchor just added bossname, expect it in the next patch

long anchor
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HELL YEAH

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RIGHT TO THE BOTTOM YEEEAAA

tight fractal
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we need to go deeper

long anchor
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wtf is this, it's in the escher labs

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uhh

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ok now one thing happened

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i'd better record it lol

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sdk broke singleplayer campaign lol

ancient depot
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Yeah the texture issues are known

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the other issue is uh, odd, I'll look into that when the SDK is further along and supporting the campaign is more than just a bonus

onyx marten
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is it possible atm or in the future to have lights turn on and off? and is it possible to have a trigger_once be triggered so it is inactive at first?

alpine depot
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i think you could do that with a lightproxy value on your lights targeting a func_door that moves from a lit area to a darkened one on a trigger?

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or vice versa depending on what you want

onyx marten
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uh alright, that sounds too complicated for what i wanna do. thx anyways

pearl fox
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Didn't VEVEN do that in the beginning of his LOWER-map? There's a lamp which you can turn on and off...

onyx marten
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yeah but thats an object

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i mean light entities

pearl fox
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Ah

ancient depot
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That would require lightstyles which are too complex to support in the current implementation, which is part of what the BSP overhaul is solving

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Technically we could add light_dynamic in the meantime though

alpine depot
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dynamic lighting? in MY quake dusk maps?!

onyx marten
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cool, what would be the difference between lightstyles and light_dynamic?

ancient depot
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it'd be a dynamic light and not toggleable lightmaps

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in other words, the same as the props you can place currently with lights attached

onyx marten
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aight, thanks!

ancient depot
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np

coral beacon
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umm my preview isnt working i copied over the preview from the normal dusk stuff and just edetit it but it doesnt show in game do i need to use the quake palatte for that to?

ancient depot
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@coral beacon Can you show what your description.xml looks like, as well as a screenshot of the mod folder?

coral beacon
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oh i dont have a desception that was the problem i think

ancient depot
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That would be it then, yeah

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description.xml is what tells the game you have a preview image in the first place

coral beacon
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btw when will trigger_hurt in the sdk?

ancient depot
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It's a pretty simple entity so I can probably push it up the list and get it in the next patch

coral beacon
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thx alot its a very importent thing in my opinion

long anchor
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dam so many cool things in the next patch

ancient depot
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Mostly fixes really

coral beacon
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umm i put the description in and the game startet with a black screen and nothing else put the description out and everything is fine again is there a fix for this?

ancient depot
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Did you make sure all of the values are present in description.xml?

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The game won't accept a partial file

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All of them must be present, even if their values are empty

coral beacon
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well i copied the dusk thing and just changed everything that i need to

ancient depot
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What's the value of content?

coral beacon
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"2 new maps"

ancient depot
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That would be the issue

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content isn't a custom text value

coral beacon
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oh

ancient depot
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One sec, this is our fault because we haven't documented description.xml yet

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(Mostly because we're planning to replace it with something better)

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okay so

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content can be either None, All or a comma-separated list of any of the following:
Textures, Levels, Sounds, Models, Scripts, Weapons, Monsters, Music

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For example: <content>Levels, Sounds, Monsters</content>

coral beacon
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oh ok thx

ancient depot
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np

coral beacon
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is there anything with the other values i need to look into?

ancient depot
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Nah that's the only one that has any special requirements

coral beacon
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ok

candid dew
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Any plans to implement func_door toggling? Would be nice to have too (:

ancient depot
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That's their default behaviour

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What we need to add is actually the non toggling behaviour

candid dew
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if i create a door and leave its properties alone, it automatically closes a few seconds after opening

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isnt that non-toggling?

ancient depot
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Yeah, although they retain the behaviour of closing and opening whenever triggered

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I believe normally, triggering the door again won't close it early

candid dew
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oh i see

ancient depot
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It's an oversight on our part

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Thanks for the reminder though, it's an easy thing to add so I'll move that up the priority list too

candid dew
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so the issue is with not being able to close it again basically

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That's cool, thanks

coral beacon
alpine depot
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oh god

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i couldnt even finish the first level :(

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pure EVIL beefing up the soldier health

gritty forge
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soup

honest stag
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there is a video for setting up trenchbroom for dusk in pinned messages

gritty forge
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wanna move to dm's?

honest stag
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sure

cursive breach
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how do i get the quake map shown in the update on steam?

alpine depot
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not sure if it works for custom quake maps too, but i don't see why it wouldn't?

cursive breach
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aight i got the maps working, can someone help me with adding custom music?

honest stag
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did you compile the .map into .bsp or did you just take the finished .bsp and played it?

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because you cant add custom music without the .map file

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...i dont think you can

worn umbra
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do jump pads work yet?

honest stag
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yes

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they do

worn umbra
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thanks

honest stag
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dont forget to add an "amount" property to them

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it's how strong the jump pad is

coral beacon
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anyone played e1m2 map yet? how was it? im so curius

honest stag
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ill give it a go in a moment

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giving it another attempt on go easy now

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nope died

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if i cant do it on accesible im done lol

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why can i hear like 50 wendigos behind a wall wtf

worn umbra
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sounds... fun... :/

honest stag
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invincible rat
alright

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whoops

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well that was interesting lol

coral beacon
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like i said in the description asshole gameplay XD

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btw the two dogs have very low health so you can just hunting rifle or crossbow them

worn umbra
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dude

coral beacon
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the wendigos btw all have 1 health

worn umbra
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the boneballs, ok... the 100 blackphillips, scarecrows, and wendigo's, ok... big mama, ok... the dogs, ok... the normal mama on the other side of the room, NOT OK.

coral beacon
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you can kill it with the riviter or soap you can find in secrets right before it

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and the wendigos cant leave the room there in for some reason

honest stag
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monsters cant pass through open doors

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they "think" it's a solid block

coral beacon
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oh

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well the wendigo room was a jke anyway XD

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btw i beat the first and second level after eachother on i can take it and it took me 1 hour

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im gonna cut together a compilation of all teh secrest see ya in a bit and sorry you had to play my bullshit XD

tall zenith
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damn looking real good

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is that house all brushes?

normal osprey
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Yes sireeebob

viscid sinew
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It's Quake after all 😎

normal osprey
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Yeah boi

tall zenith
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y'all are crazy

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in a good way

alpine depot
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that spinning fan whaaaaaaa

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windmill*

viscid sinew
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There's been this awesome collaboration between the Quake Mapping and Dark Ambience Discords it's been glorious

alpine depot
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i didnt know quake could look that good

timber atlas
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man, that's spicy.

sinful galleon
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But could it be spicier?

honest stag
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man that makes me CRAVE custom skyboxes for dusk

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pls gib

timber atlas
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the custom skyboxes where the friends we made along the way.

worn umbra
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i dont want friends i want custom skyboxes!

desert crane
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wow @normal osprey that looks sick

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PUNKINS

wooden pier
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Woah this is that level from Quake Halloween Jam 2

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I playin it recently

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And there is author of it, right there OMG

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Quake community those we should learn from

long anchor
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^^^

honest stag
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lol well the quake community has all tools at it's disposal unlike us
but yeah they make amazing shit

long anchor
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lol well the quake community has all tools at it's disposal unlike us
at least brushwork\texturework\lightwork

honest stag
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not skyboxes!
they are important
and fog too

long anchor
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also ents placement like weapons, enemies, ammo and stuff

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hmmm

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that basic stuff you know

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btw we're getting HL-like level transition at some point right?

ancient depot
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muuuuuch later

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that's super complex to do right now

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but support for HL level transitions is on the list

long anchor
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ok

ancient depot
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as for skyboxes, I'll be looking into custom ones for the next patch

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not 3D skyboxes, but custom cube textures

honest stag
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NEXT PATCH POG

long anchor
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how it will be on our side? we will need special prefix for texture or it's configurable through worldspawn properties?

ancient depot
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Likely the latter

long anchor
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gotcha

ancient depot
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will probably be something like "skybox" "textures/skies/my_cool_sky.png"

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although it might also be something like "sky_up" "textures/skies/my_cool_sky/up.png" with one for each side of the cube

long anchor
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we could make better SBs with second variation ^

ancient depot
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the second variation would also be easier to implement

long anchor
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nice

still raptor
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this obviously means you will have to distribute your textures with your mod

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for the skybox, at least

long anchor
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well yes

honest stag
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no big deal tho
at least we're going to have them

long anchor
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what duskdevs can say about triggering sfxs on level?
What about screen shaking effect?

honest stag
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my guess is
"no"

still raptor
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sfx for sure we can do

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idk about screen shake lol

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maybe

long anchor
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what duskdevs can say about triggering sfxs on level?
also some kind of ambient like machine noises

still raptor
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there will be custom scripting

long anchor
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alright

still raptor
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so literally anything is possible

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like you could make absolutely an entirely different game if you wanted to

long anchor
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how to promote it? "built on Dusk?"

honest stag
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so like is scripting already in the oven or are you guys trying to make mapping fully supported first

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my english sucks today

long anchor
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how about making Quake 2 in Dusk but it's proper sequel to Quake 1

ancient depot
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@honest stag both kinda

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Scripting has been iterated on a bunch separately

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But it's on hold now as maps are the focus

alpine depot
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is there a way to activate an entity when an enemy dies?

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i saw Criadus do something like that in the second level, where it would count down how many enemies had to be killed in order to proceed

onyx marten
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maybe with a trigger_counter?

alpine depot
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ohhh i see

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yeah that could work i think

ancient depot
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@alpine depot enemies will automatically trigger their target on death

alpine depot
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OH

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THAT OPENS UP SO MANY POSSIBILITIES NOW

long anchor
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^^^

alpine depot
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https://dusk.mod.io/derailed I updated Derailed! No more pesky softlocking by the hands of that wretched elevator sequence! Also MUSIC!!!!!!!!

mod.io

A claustrophobic fight through a sprawling underground tunnel system and a topside trainyard.

onyx marten
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cool I'll check it out asap

alpine depot
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New map(s) coming shortly too

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i can probably get a new one out by the end of the week

timber atlas
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Derailed was neat till I fell off the elevator, glad it's fixed πŸ˜›

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Also I'd suggest making that button in the key door room more obvious as it took me a long time to figure out that it was a button

sharp trail
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@alpine depot where you a quake 1 mapper?

alpine depot
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nope

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derailed was my first proper attempt at mapping

worn umbra
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how do i actually add music to my map?

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

worn umbra
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thank you

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release seems in sight

timber atlas
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speaking of release, anyone have any idea what's gonna be in the next sdk update?

honest stag
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a "boosname" property for bosses

alpine depot
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i saw someone already change the name of their boss in one map

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i think it's if you set "targetname"?

ancient depot
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you mean friendship?

alpine depot
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yeah

ancient depot
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that's actually the default name

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for the horse boss

alpine depot
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wh-

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lol

ancient depot
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it's never normally seen ingame

alpine depot
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that's surprising lol

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wait a second

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Friendship is magic

ancient depot
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epic david humor

alpine depot
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some ought to change its alert sound to be one of the ponies

worn umbra
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Its finished!

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or at least finished enough

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ill prolly upload it at ~7am est

long anchor
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waiting BIGJOHN

honest stag
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waitingBIGJOHN

worn umbra
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patience is a virtue, which means YOU ARE ALL SINNERS.

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btw @long anchor can i yoink your install guide?

long anchor
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sure

worn umbra
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who needs patience

honest stag
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alright let's give it a go

long anchor
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ah dammit

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i'm doing my stuff rn

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i'll play later dude

honest stag
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so first of all - i suggest building some mountains on the map edges with invisible brushes so the player can climb them, but i like the look of everything!
i found the roof secret without actually getting to it, i found it later but still - the secret brush seems to be too large
it's kinda difficult to deal with 2 scarecrows with just a sword, i found the mortar secret afterwards but dealing with 1 is hard enough lol
this map gives me a weirdly peaceful and nostalgic feeling, i love it for some reason
the bossfight was pretty cool due to the limited arsenal

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i really really liked it overall that was cool

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found 3/5 secrets

worn umbra
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this map gives me a weirdly peaceful and nostalgic feeling, i love it for some reason
aww

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did you play on ICTI or CM?

honest stag
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icti
i learned my lesson that saving is important when playing custom maps on CM after playing many levels and having to start them all over

candid dew
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cool map, the boss fight was the only complaint i have, it felt like i had too few weapons to deal with him, + he couldnt path to the upper level, which was completely safe

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but i really liked the transition in the middle

coral beacon
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umm my lights dont work alltho i ran it with the light thingy and put the lit data thing in there (i did everything that worked with the other ones and still works till now) whats possably cousing this?

honest stag
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can i see your light entity properties?

coral beacon
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just the standert stuff i have anyway also with color

honest stag
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can i see them anyway?

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just in case

honest stag
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remove the "angle" property

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it COULD cause problems

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probably

coral beacon
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i had it anyway on all the other ones why is it cousing problems now?

honest stag
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try it, save the map with another name

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and try compiling it

coral beacon
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ok

long anchor
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angle shouldn't cause any problems i think, I also have some light ents with angle after rotating both light and brush and it works fine

honest stag
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hm
can you link the map so i can try and compile it?

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yo devs, NBREFRESH isnt working for me anymore i think

long anchor
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I think they found it out ^ on one of the streams

honest stag
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oh i just found out that the playermodel lights up depending on the light BELOW it, not around it

long anchor
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oof

honest stag
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that's cool to know tho

long anchor
worn umbra
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Oh

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I guess i need to put an invisible wall there huh

long anchor
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yeah

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considering how sometimes insane ladders can be

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damn

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boss room is damn hard

worn umbra
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CM?

long anchor
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yea

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also it seems that bots here delete messages which contain the shortened version of thing called "can't beat this" syndrom

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thanks joel

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anyway

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I like the level

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sometimes sword block screws me but that's ok

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that actually gave me an idea for experimental level

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one guy made parkour level where you had to rivetjump and stuff

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I think about the level built upon the fact that you can deflect projectiles with sickles

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like

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mage's throwing fireballs at you, you deflect them into the button that opens door

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etc

worn umbra
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Omg that sounds interesting

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Not my kind of thing but still

long anchor
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time to play derailed 2.0

worn umbra
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lol glad you enjoyed it tho

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its a lot easier when you designed the level

long anchor
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^

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its a lot easier when you designed the level
it's almost the same as if you were playing one game over and over for your entire life

worn umbra
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speedrunners cry in the corner

long anchor
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heh

worn umbra
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Patched Taiga, now mentioned bugs should be fixed.

regal ore
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I've updated my weapons sounds mod. It's a tiny update, includes reworked crossbow sound, but it marks the full release of the mod. https://dusk.mod.io/weapons-sfx-reimagined
Re-recorded the showcase video and included a gameplay demo for those who'd like to see it in action.

mod.io

This mod replaces weapons sounds with more powerful and realistic ones created from scratch.

honest stag
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oh hell yeah

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i love your mod mang, literally never turned it off since you released the first version lmao

regal ore
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Thank you!

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If anyone wants to include these sounds in their total conversions or whatever, feel free to do so.

worn umbra
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The SFX mod is one i always keep on

honest stag
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i keep 2 on - the weapon sfx and the quake 3 pickups and some weapon draw sounds

onyx marten
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is it possible to trigger enemies? so they would aggro?

honest stag
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I tried it a while ago, dont think it worked

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but that sounds like something that should be in

long anchor
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^

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Quake has this feature

onyx marten
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yeah we need everything quake has

long anchor
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@regal ore damn that still sounds awesome

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crossbow sound was the one i didn't really like in previous versions, rework sounds cool

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also i don't know if it's just me being deaf after 3 hours of HL ost

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but for me sounds sound kinda inconsistent? like, the volume?

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i'm not sure

regal ore
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I think the game itself plays certain sounds quieter than it should be. For example crossbow plays like it's set at -12db or something like that.

ancient depot
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So in Quake a monster will be alerted if triggered by something?

long anchor
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yes

ancient depot
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I'll add that to the list for the next patch too then, should be easy

long anchor
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on one of my quake maps i had grenade launcher that alerted ogre when picked up

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I think the game itself plays certain sounds quieter than it should be. For example crossbow plays like it's set at -12db or something like that.
perhaps

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also i wonder where did you learn how to make such sounds from scratch

ancient depot
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You'd have to ask David and Andrew, all the audio was done by them

long anchor
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actually I asked Patrick Hunt but ok right

ancient depot
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lmao

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I didn't even notice

long anchor
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haha

ancient depot
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context is everything folks

long anchor
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^^^

regal ore
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Years and years of practice. Since like 2010 I was making sounds for linear media. Youtube videos to be more precise. To be even more precise, since 2012 I've been creating sound effects for various Source Filmmaker videos. Mostly my own. Then a couple of years earlier I worked on a couple of indie titles that never got released because fuck me, that's why. And a year ago I started just playing around with game sound design and stuff like that. Now I'm just seeking sound design job, but everybody has sound guys these days.

If you'd like to know how exactly I do these things, then it's pretty simple. 50% of the success is good source material. Properly recorded gunshots really do half of your job. You only have to mix them, trim, do some special effects and stuff like that. Your best friends are compressor and limiter. And equalizer to add beef or brightness.

long anchor
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interesting

onyx marten
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^^

long anchor
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and where do you usually take source material? Internet, or you record some by your own? both?

regal ore
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Everywhere. Free libraries, commercial libraries, own recordings. You can also extract sounds from some youtube videos where people shoot guns and work with it, but most of the time sounds in these are recorded by the camera so every gun sounds almost the same. So you'll have to do a shit ton of processing to get at least something.

long anchor
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ah, i see

small gate
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is there like, a roadmap for planned SDK milestones? wondering how deep in the dev queue scripting is

tight fractal
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I don’t think so

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Pretty sure it’s a β€œdone when it’s done” sorta thing

long anchor
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^^^

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I mean

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Zombie implemented bossname thingy in next patch only because I asked about it lol

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(correct me if i'm wrong Zom)

tight fractal
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It’s cool that you guys are excited and want to know more but our dev methods really haven’t changed: It’ll be done when it’s done and we aren’t going to give you a date that it might be done on

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Though I’m sure gleaming through zombs messages would give you a good idea on how things are moving

long anchor
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^

small gate
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yeah I got that much, I was just wondering how many other things were still in the backlog before it

onyx marten
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well it's nice at least to regularly hear from them, i mean they at least often say what they're workin on rn

tight fractal
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Zomb has at least lost 2 years off his lifespan working on dusk sdk

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Plz be kind

ancient depot
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is there like, a roadmap for planned SDK milestones? wondering how deep in the dev queue scripting is
for several reasons, scripting is at the very bottom

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mainly because so many things need to be considered "stable" before it can be implemented

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otherwise scripting would break with like, every update

onyx marten
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yeah that makes sense

ancient depot
#

There is a date planned for "1.0", and I'm pretty confident it can be reached, but if we announce it then we have to commit to it

tight fractal
#

Dates are dumb

#

Just give a general moon phase it’ll be released on

ancient depot
#

Gonna take a risk and say it's between now and the heat death of the universe

tight fractal
#

wow

#

avain man 4 is coming out at least some point after the heat death

honest stag
#

"scripting is at the very bottom"
Well shit

ancient depot
#

Note however

#

QuakeC support is on the list, and it's approaching quickly

#

It's not the official way we intend for people to write scripts for the game, but it'll hold people over, I imagine

tight fractal
#

yeah but zombie when will dawn support brutal doom???

ancient depot
tight fractal
small gate
#

all that talk and I see no discussion on official daikatana support for dusk sdk

#

also yeah, I guess I should've seen that one coming. thanks for being upfront tho

ancient depot
#

That one will be more fun to bring out of nowhere

small gate
#

just launch it on an april fools, its a double jape you see, because people will think it's a joke

#

but it's really not

coral beacon
#

is trigger_teleport supported yet? mine doesnt seem to work

#

it teleports but only to the start of the level but i placed a teleport destinΓ‘tion with target naems and everything and it still teleports me to the beginning (were i also fall tru the floor for some reason)

onyx marten
#

It should work

#

If it doesnt have a target it teleports you to the map origin i think, are you sure the target /target names are correct?

coral beacon
#

well it atomaticly show me the right name so i can just click on the right thing

onyx marten
#

Can you post a screenshot?

#

It should work if set up correctly

coral beacon
#

wait lemme try reversing the targetname and target roles

#

nope

onyx marten
#

Wait do you use a trigger_ teleport as the destination?

coral beacon
#

no the teleport_destination entitiy

onyx marten
#

Huh

#

Weird

#

Hard to say without seeing the setup, gotta hit the bed anyways. Good luck with that

coral beacon
onyx marten
#

I'm not quite sure but i think it needs to have a trigger texture

alpine depot
#

If I add -fence to my Light.exe parameters (I'm using Eric W's compiling tools), does it bake shadows through transparent textures that way?

coral beacon
#

nevermind i just needed to delete a spacebar

alpine depot
#

oh wait there is no -fence parameter is there

#

raytracing light through fence textures

i'm just trying to figure out why something like this isn't working with the compiler by default, unless it is and i'm not using lights correctly

candid dew
#

I believe -fence was turned into default behavior. I think you need to add _shadow 1 to your fence brushes though

#

@coral beacon I was having the same issue with one of my teleporters, managed to fix it by moving the teleporter away from a wall/ceiling

coral beacon
#

btw can you place water in levels already?

gritty night
#

you should be able to yeah

coral beacon
#

ho boi well i think the main compin shoulda put more chompers in levels im gonna fix that in my levels for sure

still raptor
#

i agree

#

but they were a very late addition

#

and being honest, they arent tied to water in any way

#

we were going to do that, but sort of ran out of time

#

so if you place them, theyll fly around outside of water

#

thats why you only ever fight them in enclosed spaces

#

we were gonna do a thing where if you managed to get them out of water they would flop around helplessly on the ground

#

but time and effort got in the way

onyx marten
#

and being honest, they arent tied to water in any way
they ruin a lotta quake maps inside of dusk because of that lol

long anchor
#

0 0 0 is below the place that i sliced with sickles in the beginning

still raptor
#

yeah your door is rotating around 0 0 0

#

basically you need to place it at 0 0 0, and give it the coords you want it to actually be at iirc

long anchor
still raptor
#

although i believe zombie was gonna work on a solution for that

long anchor
#

basically you need to place it at 0 0 0, and give it the coords you want it to actually be at iirc
wait do you mean door_rotating or ?

#

Vriska said i need regular door on 0 0 0, no?

honest stag
#

the door needs to be on 0 0 0

#

what

#

i meant the rotating door

long anchor
#

ah

#

I thought "actual door" is func_door

#

oopsie

honest stag
#

nah

long anchor
#

haha

#

sorry

honest stag
#

i should have specified

still raptor
#

its really jank

#

will be improved

honest stag
#

Κ²α΅˜Λ’α΅— ˑᢦᡏᡉ ᡗʰᡉ ᡉⁿᡗᢦʳᡉ ˒ᡈᡏ

still raptor
#

oof owie

long anchor
#

got it to work

honest stag
#

noice

long anchor
#

yeah that's really hit or miss thingy right now

#

also

still raptor
#

tbf it was mostly for HL compatibility

#

dave wanted higher compat

long anchor
still raptor
#

so it was rushed out

long anchor
#

fix, literally unplayable

still raptor
#

wait whats the issue here

honest stag
#

oh is it the doors opening and closing

#

by themselves

long anchor
#

if you use it again when it's moving it's like it's changing the original placement

#

I used it while moving and now it's like if it was opened from the start

#

and now it's auto opens

#

I thought wait -1 could help but now I can't close it

ancient depot
#

yeah that stuff needs tweaking

#

will be fixed

#

a door is meant to ignore triggers if it's open (and not a toggle door)

long anchor
#

wdym

#

does using counts as trigger?

onyx marten
#

is the crystal of madness available? I NEED IT

long anchor
ancient depot
#

Could be, try looking at it in Quake or HL

long anchor
#

oh sure

ancient depot
#

is the crystal of madness available? I NEED IT
It might have been missed, I'll ensure it's in for the next patch as well

#

does using counts as trigger?
yes

long anchor
#

it couldn't close because wait is -1, no?

onyx marten
#

great thanks!

long anchor
#

what does this mean

gritty forge
#

@ancient depot can we get physics brushes

worn umbra
#

like the pushables in HL?

ancient depot
#

we have func_pushable currently

#

@long anchor try running it in half-life

#

or a different quake port

long anchor
#

HL

ancient depot
#

What port did you try with above?

long anchor
#

Quakespasm

ancient depot
#

Try Darkplaces

#

I don't think DP enforces the alignment

#

Basically textures are usually required to have a size that's divisible by 16 in Quake, Dusk doesn't enforce that (because it has no reason to), and neither does Darkplaces to my knowledge

long anchor
#

yep it loaded

#

the line is still here

ancient depot
#

Thankfully not a bug then

long anchor
#

then i need to fix it somehow

#

alright

ancient depot
#

You'll need to tweak the brush sizes & positions I suppose

#

or try different lightmap settings

long anchor
#

oh hmm

honest stag
#

we have func_pushable currently

#

we...do?

ancient depot
#

we've had it for ages, yeah

#

was added in one of the first patches

honest stag
#

oh shid i kinda forgot about it

#

that's kind of a big deal

ancient depot
#

I think it was added at the same time as func_breakable actually

#

oddly it appears to have been forgotten in the patch notes

#

or maybe it was in before the first patch

long anchor
#

Should breakables give you a message when broken?

ancient depot
#

nope

long anchor
#

sad 😦

ancient depot
#

just make them trigger a regular message when broken

long anchor
#

oh

#

me stoopid

#

thanks

ancient depot
#

np lmao

long anchor
#

haha it's working

still raptor
#

hah awesome

#

very excited to see where lower goes

ancient depot
#

I'm looking forward to when we're done with the Quake & HL entity support and can start doing our own entities

#

I have some interesting ideas for the Dusk entity set

long anchor
#

obv it goes lower

still raptor
#

lol

#

and yeah zomb, we could do some real fun stuff

tight fractal
#

Too bad we’ll never get there :(

ancient depot
#

One thing I want to do is detach functionality from things

#

So you can have something that's both a door and a breakable

long anchor
#

wow

ancient depot
#

eg, our func_door wouldn't be on the brush

#

you set the brush to its target

#

same for breakable, etc

still raptor
#

yeah that extra abstraction is nice

long anchor
#

very excited to see where lower goes
if to be serious - I'm trying to fix all shits from previous map, like not having enough ammo, not so satisfying lighting, overall level design where enemies stand behind fences and they can clearly see you but the don't give a shit about dude killing their mates

ancient depot
#

So our door would look like:

{
    "classname" "component_door"
    "entity"    "brush_door1"
    "pivot"     "point_door1_pivot"
    "type"      "1" // rotating
    "speed"     "50"
}
#

and you'd also have a component_trigger_use for useable doors, etc

long anchor
#

and i'm adding more cool stuff like lines from protagonist, some kind of simple lore and setpieces (i've got at least two on my mind and I think they're awesome)

#

@ancient depot I really hope stuff like this will be implemented

ancient depot
#

That's the plan

long anchor
#

that sounds really cool

ancient depot
#

Once we're done with the Q1 & HL entity sets, the Dusk-specific ones like that will come along

#

You set a value on worldspawn like "namespace" "dusk"

#

and then those "component"-like entities become available

#

If we decide to support BSP in games like MaxAx or Gloomwood, the implementation would be similar

#

You'd have "namespace" "gloomwood" and "namespace" "maxax"

#

and they'd have their own sets of entities

long anchor
#

I still have no idea what's gloomwood but ok

ancient depot
onyx marten
#

we need dusks campaign in gloomwood and the other way around

#

taffin around in dusk

gritty forge
#

@honest stag my son

#

i am back hows ur level

honest stag
#

which one

gritty forge
#

idk

#

whatever u amde

#

100% finish

#

lol

honest stag
#

i dont think i released a map since the lost mansion actually

#

i am working on more but yeah

gritty forge
#

oof

gilded saddle
#

i could forsee some interesting stuff with that abstraction. question though would func_physbox be considered?

sharp trail
#

@long anchor did you make your own music for the maps?

long anchor
#

nope it's just a background

#

although i'm making my own music

#

sometimes

#

i'll probably make something for future maps

onyx marten
#

is it possible atm to have multiple multi_manager entities trigger a trigger_counter? because when I try it the first mm i trigger completes the sequence

ancient depot
#

That should work just fine

#

What do your entities look like?

onyx marten
#

three multi_managers like this (obv with different keys but all have "count"

#

and the target of the counter has targetname "endteleport"

#

oh yeah and the multi_managers are triggered by 3 buttons

ancient depot
#

@onyx marten count goes on trigger_counter, not the multi_manager

onyx marten
#

oh shit, i even had it right before. thanks!

hardy seal
#

is having Quake necessary for making mods?

honest stag
#

nope

hardy seal
#

ok, cuz the trenchbroom tutorial shows it using quake for configuration

last talon
#

it works pretty much the same way

#

dusk.wad is in the pins when you scroll down a bit

hardy seal
#

would i just use Generic map then?

#

and then drop the wad in

honest stag
#

nope

#

use quake

#

but you need some files for trenchbroom to "think" you have quake

#

to be specific - .pak files and a palette.lmp file

hardy seal
#

and where do i nab those?

honest stag
#

quake wiki should have both of them

worn umbra
#

tbh the .pak and .lmp should be pinned

honest stag
#

.pak files go into <anyfolder>\id1
the palette file goes into <samefolder>\id1\gfx if i'm not mistaken

#

then you set the game path in trenchbroom to that folder

hardy seal
#

so just make a new folder with Trenchbroom for ease, do all that, then set the path

honest stag
#

basically as long as trenchbroom points to a folder that has id1 and anything needed in it - you're good

hardy seal
#

cool

#

time to fail at modding a couple times until i get things right

gritty forge
#

hi folks, do you know where I can find a blockout texture .wad file ?

honest stag
#

blockout texture?

#

like dev textures?

gritty forge
#

yes

honest stag
#

i have one actually

#

1 moment

gritty forge
#

sweet

honest stag
#

i think that's the one

gritty forge
#

nice, that was exactly what I was looking for

#

thanks mate

honest stag
#

do we have trigger_relay support?

ancient depot
#

no, I'll add that to the list

#

Notice how that sliding door doesn't act all weird now (previously, because we didn't properly support the 'TOGGLE' spawn flag, the door would open and close wildly if you got too close)

honest stag
#

oh wow actual toggle is now a thing? awesome

ancient depot
#

Doors will now also ignore triggers if they're moving

honest stag
#

so you cant press a door while it's opening?

ancient depot
#

A door can only be triggered if:

  1. It is closed
  2. It is open, and has the toggle flag
#

This may break some maps unfortunately, but that's why we're in alpha

honest stag
#

does that include door_rotating?

ancient depot
#

The original implementation was wrong for too long

#

Yes

honest stag
#

hell yeah

#

oh god my automatic mall doors are etiher going to be completely broken or work better now

tepid python
#

Inb4 my func vehicle map breaks

honest stag
#

oh god oh fuck not func vehicle oh no

ancient depot
#

NOT FUNC_SHITTYTRUCK!

worn umbra
#

FUKFUKFUFKUFUFUno

ancient depot
#

okay so

#

func_vehicle still works

#

because the sides of the vehicle just draw the skybox

still raptor
#

yeah its because they used sky brushes and not clip brushes

#

before, skies were fully transparent, but that wasnt correct behavior

gritty forge
#

What a NERD

still raptor
#

theyre meant to occlude geometry

ancient depot
#

since clip brushes are currently not functional, I should add a func_clip

#

which turns a brush invisible, but keeps it solid

worn umbra
#

oh yes please

still raptor
#

thatd work

worn umbra
#

i dont want tohave to make my walls out of supersized transparent textures

ancient depot
#

Yeah I actually really hate how Quake decided to attach behaviour to texture names

worn umbra
#

things gotta get... FUNCY

ancient depot
still raptor
#

a new record

gritty forge
#

thanks zombie very cool

#

hey @long anchor how did you manage to have glass ? i'm using the glass texture from dusk.wad, but i suppose the brush need to be set as func_glass or something

tight fractal
#

Bank bou bombie berry bool bor bou bo bupbate buh busk bdk

ancient depot
#

func_breakable

#

for transparency you can change rendermode and renderamt

tight fractal
#

func_lastfewduskworldbugs

gritty forge
#

alright thanks zom i'll take a look

long anchor
#

i'm using rendermode 1 and renderamt 150 for me glass

gritty forge
#

hmm am I supposed to be on the dusk_sdk branch for the latest stuff or does it just go to the normal one

ancient depot
#

dusk_sdk

gritty forge
#

okey thanks zomb

long anchor
#

since clip brushes are currently not functional, I should add a func_clip
which turns a brush invisible, but keeps it solid
so there will be no need in rendermode and renderamt to make invisible walls? cool, cool

ancient depot
#

yes

gritty forge
eternal sail
#

My apologies if it has already been announced, but is there any ETA for a new moddable version? I am working on an unofficial Russian localization and have troubles with new textures and/or soundfiles appearing in-game despite making exact copies of its originals filename-wise. Any kind of response is appreciated.

honest stag
#

i thought we already have Russian as a language

eternal sail
#

Yeah, but only text and UI. I decided to go postal-2-route and re-draw the textures and do the voice-over.

still raptor
#

man i wanted to officially redo the textures with all languages in mind, but it wouldve been a lot of extra work

#

that said , yeah youll run into issues for a while with that, as decal replacement is as of yet unsupported

#

eventually it will be

eternal sail
#

I already started redoing it, just wanted to know if there is any date on when it will work. Eventually is an optimistic date none the less, thanks for answering.

still raptor
#

yeah i cant provide an ETA at the moment

#

i really wish i could

eternal sail
#

Absolutely understandable

still raptor
#

hopefully sooner rather than later

eternal sail
#

Well, a more broad deadline for me

still raptor
#

right now the priority is supporting custom maps

#

and once thats ironed out, all the other stuff can begin to make its way in

#

models, scripting, ui mods, etc

#

and that will likely include all the features youre looking for

long anchor
#

@eternal sail yet it wouldn't be 100% Dusk without Dave's voice for BJ

#

let's teach Dave how to speak like real slav

eternal sail
#

Oh, it stays. I made it so it is 2 tracks playing at the same time, with Russian a little bit louder. Was going for that 90-s Russian bootleg translation VHS style, since it is a parody of a Swarznegger movie. A little bit of adaptation on my part πŸ™‚

long anchor
#

ah i see

#

damn, big brain time

eternal sail
#

Tried to copy the nose-voice of that time as well.

long anchor
#

Will there be Goblin's translation as bonus?

eternal sail
#

Might be hard to get a hold of him since he became quite the character here, but that is a great idea.

long anchor
#

Duskdevs, will there be a way to make your own props and objects, or it will be a scripting thingy?

regal ore
#

Fargus style translation when

long anchor
#

Fargus
please no

eternal sail
#

Fargus style translation when
@regal ore please no

#

..unless?

tepid python
#

what am i supposed to use instead of the sky brushes

#

because the clip texture makes the brushes transparent and not solid, and skip textures make the brushes transparent and they become water

#

also on level completion playing that same level the audio reverts back to the default sounds

ancient depot
#

In the current build there is no solution because the clip texture is busted

#

In the next patch you can use a func_clip brush

#

Well... technically there is a solution actually

#

you can use a regular brush and set renderamt to 0 and rendermode to 1

gritty forge
#

zom 🐝 implementing hacks

ancient depot
#

func_clip is less hacky than a clip texture tbh

#

the whole "texture names affect behaviour :)" thing is a major blemish on an otherwise really well designed system

#

smh id

gritty forge
#

I meant renderamt and rendermode

ancient depot
#

can blame Valve for that one

candid dew
#

you can use a regular brush and set renderamt to 0 and rendermode to 1
@ancient depot wouldn't this block gunfire though

ancient depot
#

It would

candid dew
#

i mean it's fine, I don't care at all since we're getting func_clip soon anyway

coral beacon
#

guys how do i place water?

onyx marten
#

Place a brush,make it func_water

hardy seal
#

do mods only work in the SDK version of the game?

ancient depot
#

Yes

hardy seal
#

ok

ancient depot
#

Just fixed decal texture replacements

#

So you can customize the wall scribbles in the campaign now

gritty forge
#

thanks zombie

onyx marten
#

@ancient depot can you say where a save system is on your priority list

ancient depot
#

I actually answered that a few days ago I think lmao

#

lemme find it

onyx marten
#

Oh sorry lol

ancient depot
#

np, it's easy to miss

#

this channel gets a lot of activity

onyx marten
#

Just approximately

ancient depot
#

without pings I'd miss questions like that

#

but basically it's not very high up, since saving requires other features to be "stable"

#

otherwise the saves are gonna break every time those features change

onyx marten
#

Oh alright, thanks

ancient depot
#

at present, if we tried to shoehorn in save support, the game would have two separate save systems at once

#

and neither would be compatible with each other

#

(saves being disabled in the SDK is actually just a menu thing, you could edit the .dlls to enable it, but it'd only work in the campaign)

onyx marten
#

I'll need to shelve my map then lol

#

Yeah understandable

ancient depot
#

I mean if it's really really important, we can probably put something super basic in, eg, just records what enemies are dead, etc

#

but there'd be a ton of edge cases where it wouldn't work

alpine depot
#

@onyx marten do secret teleporters as a "checkpoint" system

#

like, when you're halfway through, it'll tell you where one is hidden in the start of the map

onyx marten
#

Yeah sure that would be unnecessary

#

Hmmm

alpine depot
#

just give everyone 100 health and morale pickups lol

ancient depot
#

note that even when I say something is low on the priority list, that doesn't necessarily mean it's that far away

onyx marten
#

Thats an interesting idea

ancient depot
#

there's quite a few things blocking saves and scripting, but once the big issues are dealt with, it's actually mostly small quick and easy stuff

onyx marten
#

Man once the sdk is done its going to be so cool

ancient depot
#

I'm really excited for 1.0 to be done

#

lotta cool stuff I have planned

onyx marten
#

Cant wait

ancient depot
#

Looks like for my "must have" list for the next patch, I just have trigger_hurt, trigger_relay and skyboxes left

alpine depot
#

so for the next patch we can change skyboxes?

ancient depot
#

Yeah

long anchor
onyx marten
#

Oooh nice

alpine depot
#

PERFECT FUCKING TIMINGGGGGGGGGGG

#

OHHHHHHHH BABYYYYYYYY

#

i cant believe im getting so excited over skyboxes

ancient depot
#

and we have func_clip as a replacement for clip brushes, since those are busted and will be a bitch to get working

onyx marten
#

With Trigger hurt you could make water hurt the player?

ancient depot
#

yeah

alpine depot
#

gee i wish i had that instead of remaking an entire section in Derailed

#

stupid clip brushes >:(

onyx marten
#

Aw man i need func clip

long anchor
#

with trigger hurt you can do a lot of stuff actually

#

how about electrified fence

alpine depot
#

oooooh

#

or poisonous gas rooms lol

#

(probs need to wait for fog for that one)

long anchor
#

^

alpine depot
#

or just have a bunch of func_illusionary's

ancient depot
#

I wonder if it'd make sense to make it possible to break the flashlight with trigger_hurt

#

instead of a custom one like trigger_flashlight_break

alpine depot
#

wait could you do a negative value on trigger_hurt and it'd add health?

long anchor
#

hmm

ancient depot
#

yeah

#

you can do heal zones

long anchor
#

hmm

alpine depot
#

lol time to make DUSK: XEN

ancient depot
#

I'm thinking a trigger_hurt with 0 damage and a damage type of break_flashlight would work

onyx marten
#

Oh man i need the new patch

#

Breaking the flashlight would be so nice

long anchor
#

wait could you do a negative value on trigger_hurt and it'd add health?
that kinda reminded me of two HL doors that can make you invicible cause instead of hurting you they heal you

alpine depot
#

why do those doors bug out like that anyways?

long anchor
#

cause of the damage value

alpine depot
#

did they ahve like, hurt triggers on the edges so it'd hurt the player if it closed in on them?

#

ohh i see

#

and for some reason it tied to the doors closing, so when it opens it'd be the opposite

long anchor
#

it's not 1 to hurt you by 1 but it's -1 and it heals you

alpine depot
#

GOOD JOB VOLVO

#

skyboxes and trigger_hurts are gonna be sick

long anchor
#

yeah

ancient depot
#

heh, I wonder

#

should I make the burn damage type set things on fire?

#

get an enemy to fall in lava, they burn

alpine depot
#

i dont see why else it's there >:)

#

you could set trees on fire too lol

#

start a wildfire in-game

ancient depot
long anchor
#

should I make the burn damage type set things on fire?
get an enemy to fall in lava, they burn
*** Y E S***

#

David didn't make all his imsim stuff for nothing, we're gonna continue his legacy

gritty forge
#

TRAIN

onyx marten
#

David didn't make all his imsim stuff for nothing, we're gonna continue his legacy
^^^

#

I want to be able to make a deus ex with good shooting

ancient depot
gritty forge
#

Go sleeep

ancient depot
gritty forge
#

Oh boi

onyx marten
#

Yeah take your time

#

Lmao

gritty forge
#

I thought you were only like 6 hours ahead of me

onyx marten
#

Thats me like everyday the last two weeks

long anchor
#

Do Zom ever sleeps

gritty forge
#

Nah

ancient depot
#

Do Zom ever sleeps
no

long anchor
#

damn

alpine depot
#

zombies dont need to sleep lol

ancient depot
#

trigger_hurt & trigger_relay done

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trigger_hurt doesn't care about the damage type yet, but I'll do that later

timber atlas
#

trigger_hurt_me_plenty

candid dew
#

I can't wait to be able to inflict physical pain in addition to emotional

ancient depot
alpine depot
#

πŸ™

ancient depot
#

You set sky_up, sky_down, sky_left, etc in worldspawn

alpine depot
#

that's gonna work so well with my next map

ancient depot
#

to a texture path

#

the example above is

"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"```
alpine depot
#

we're not just limited to dusk skyboxes right?

ancient depot
#

you can use any texture you want

alpine depot
#

broooooo

#

time for a half-life maaaaappppp

gritty forge
#

I'd love to see people use Doom and Unreal skyboxes.

alpine depot
#

yooo shit i can finally make Derailed have a proper night skybox

#

moody lighting and everything

#

i was gonna originally work around the lack of skyboxes with brushes with the black texture on it, but it didnt look too good

#

but now i dont have to!

ancient depot
#

with that we're patch-ready I think, I'll save the flashlight stuff for a hotfix

hardy seal
#

oh baby

ancient depot
#

should be out either tomorrow or the next day

alpine depot
#

oh BABY

hardy seal
#

can't wait to figure out how to abuse this

long anchor
#

so this means update tomorrow?

#

well, at least tomorrow for me

ancient depot
#

assuming the build doesn't implode, yes

long anchor
#

nice nice nice

hardy seal
#

now the Tim Allen mod can live up to its name

ancient depot
alpine depot
#

dang you're a day ahead of me

#

stupid time travellers

last talon
#

420.... 20

tepid python
#

func_vehicle is updated, rendermode/renderamt didn't seem to work so I just replaced the sky brushes with another solution

gritty forge
#

is it realistic for someone with no previous game design or programming experience to try and make a lil dusk mod?

tepid python
#

Yes

#

It is quite easy and if something is not working out then most people in this channel are willing to help

vocal swan
#

I'm in the same situation as josh!, I've done sound and texture replacements, but when model and script support comes out, I wanna see what I can do

ancient depot
#

Making mods is the best way to get into game development, imo

#

So absolutely yes, you can make a mod with no previous experience

hardy seal
#

i am also the same as josh

#

i have some programming experience but haven't made a real game

#

nor do i have the mental fortitude to stick to expanding my game design skills in normal ways

#

but modding sounds hella fun

alpine depot
#

can an NPC have a message value?

onyx marten
#

Its even kind of sad that most people from quake's modding scene are only doing it as a hobby given the amount of creativity they show

#

The well known mappers could definitely make better fps games than a lot of AAA studios

tepid python
#

how does func door rotating work in trenchbroom? tried some func door variables but doesn't seem to do anything

honest stag
#

Rotating doors are a fucking mess right now and require the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place which you want the door to rotate around and have a "distance" property that decides how far the door goes
You can also add a "speed" property for obvious things

hardy seal
#

I have an idea for a Dusk BFG

#

A gun that shoots out soap bubbles

alpine depot
#

SSG but it fires out a slow-ish soap projectile instead of hitscan bullets

alpine depot
#

can keys be teleported with a trigger_teleport?

coral beacon
#

trigger_teleport can teleport all kinds of objects also like shotguns, health etc... so i think you can

#

now i have a question: how do play music in my costum levels?

long anchor
#

Make "music" folder in your mod folder and drop your music here

#

Then go to TB and add new property to worldspawn called... "music"

#

And add a path as a value

#

Like

#

"music/memusic.ogg"

coral beacon
#

ok thx

coral beacon
#

well it does nothing i triple checked the link so nothing wrong with that but i just got this random platform just sitting here now and it doesnt do anything do need to trigger the music or something?

#

@long anchor pls explain D:

#

oh nevermind just the sdk being wierd again

long anchor
#

uh

#

ohoh

#

sorry i just came to my pc

#

what do you mean weird?

#

I remember other guy who also had problems with adding music

coral beacon
#

i saved the music thingy didnt work editet other parts of the level not the music saved again and then suddanly it worked (i didnt forgot to put in ericws tools and put it in the right map folder since the worldspawn was there but not the music along with it so i dunno)

#

also is it possable to change musics in levels i dont want the same action music for the intire level

#

also very much thx VEVEN πŸ˜„

long anchor
#

also is it possable to change musics in levels i dont want the same action music for the intire level
soon

#

uh

alpine depot
#

hopefully, anyways

coral beacon
#

oh well then im just gonna do some ambient music for the intire level

gritty forge
#

hey fellas I'm playing Lower and I can't figure out were the yellow keycard is supposed to go

long anchor
#

you can't activate the lift without it

#

at least it shouldn't

#

actually let me check

#

yeah key for the lift buttons is set to 3

#

I think i need to make it more obvious when i'll be reworking this level

gritty forge
#

oh okey

#

yeah I had the yellow key last time I played it

#

so I didn't notice you needed it for the lift

long anchor
#

there's a little yellow plate on top the button that no one notices

gritty forge
#

also can you chance the text on the door that says "I think it opens from the other side"

#

it kind of makes it seam you can get to the other side

long anchor
#

which door you mean

#

second warehouse door?

gritty forge
#

this one

long anchor
#

or "it won't open" door?

#

ah

#

i see

#

door that says "I think it opens from the other side"
oops i just forgot how to read

#

sorre me stoopid

gritty forge
long anchor
#

I don't really remember why I made wall there

#

probably because in early versions you could get mortar in first 10 seconds of the level

gritty forge
#

I mean you can still stack barrels

long anchor
#

and that area doesn't really require any keys

#

yeah i'll rework that too

gritty forge
long anchor
#

that's where I should've put invisible wall

#

although I don't really like invisible walls

gritty forge
#

I hate em

long anchor
#

I think i have only two that restricts the passage from mid level to the end

#

I think others just won't let you outside the level

gritty forge
long anchor
#

damn

#

this one is bit more harder to perform and not so noticeable tho

gritty forge
#

yee

long anchor
#

I'll add it to rework list and then decide to keep it or not

gritty forge
#

okey okey

#

whats up the like the half breakable lock

long anchor
#

I made a lock

#

one guy asked if i can make it breakable so door opens when it breaks

#

I didn't want the door to open

#

and made half breakable

gritty forge
#

lmao okey

long anchor
ancient depot
#

Patch notes, in preparation for it releasing in hopefully a few hours

SDK Patch 2020-13-04
* Corpses, jump pads and teleporters now react to lighting
* Objects will no longer occasionally appear completely black in levels
* The FakeDOS screen is now capped to 60 FPS, rather than being uncapped
* Added 'bossname' property for boss monsters
* Added 'prop_madness_crystal' entity
* 'func_door' now has more Quake/GoldSrc-accurate behaviour, and respects the toggle flag
* Added the 'func_clip' entity, which acts as an alternative to (currently nonfunctional) clip textures
* Decal textures (such as wall scribbles) can now be replaced
* Added 'trigger_hurt'
* Added 'trigger_relay' as an alias for 'trigger_multiple'
* Support for custom skyboxes. Requires several properties on 'worldspawn' to be set to texture paths ('sky_front', 'sky_back', 'sky_left', 'sky_right', 'sky_up', 'sky_down')
long anchor
#

hell yes!

honest stag
#

s k y b o x

long anchor
#

damn i love this meme

ancient depot
onyx marten
#

oooooh

long anchor
#

hahaha

#

poor Zom

#

I hope you'll go to sleep

ancient depot
#

I ended up sleeping until 6pm earlier lmao

#

so I've only been awake for like 4 hours

still raptor
onyx marten
#

func_clip pog

ancient depot
#

func_pog

long anchor
gritty forge
#

Func_poggers

coral beacon
#

the hype is real

honest stag
#

what format do skybox images need to be?

#

.png?

long anchor
#

guess so

honest stag
#

"* Decal textures (such as wall scribbles) can now be replaced" what does this mean exactly?

ancient depot
#

Previously the messages on the walls and such in the campaign wouldn't get replaced properly

#

Now that simply works

#

and skybox images can be jpg or png, same as any other texture

honest stag
#

Alright understood, thanks

ancient depot
#

Interesting that SvenCoop has a func_clip

#

Might tweak ours to its spec in future patches

tepid python
#

why's the opening locked to 60?

ancient depot
#

Because it was uncapped before, so it'd run at like 2000 fps

#

Since the config hasn't been read by that point