#dusk-modding
1 messages Β· Page 52 of 1
Hey duskdevs, can i name a boss entity somehow to make this custom name appear ingame?
No but that's a good suggestion, I'll get that in for the next patch
bossname property or something
π y'know i kinda like this, i wonder how it will look with more details
yo that looks great
ey thanks
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?
Isn't making FGD for it is kinda like it?
yeah that will just make the process of adding entites really simple
or it's only about having proper entites to show up?
Mainly just proper support that isn't through a Quake-based middleman.
Not that it's necessary, but just one less "layer" of sorts.
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
That's why TB would be such a good editor to fork, honestly. But again, it's more like a housekeeping sort of thing.
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.
I think it just follows logic like "if it's not broken don't fix it"
for me it's acceptable
I wonder when fgd's coming out
soonβ’οΈ
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. π
π 
I've got the "Escape" loading glitch, what is happening?
a lot of things can be happening with that
on your map?
what do you mean?
is the problem on a map you made or are you trying to play someone's map
oh yeah its my map
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
...i think lmao
do you know how to get to the output log? im not finding it.
Itll be in Dusk/SDK/etc/usr/output.log
thanks
got it, it was a missing texture
in my map enemies are kinda locked in the areas i marked. is there a way to fix this?
It'd be a navmesh thing, not super simple to fix just yet
If you can provide a BSP I can look into tweaking the values a bit for that map in the next patch though
sure
@long anchor just added bossname, expect it in the next patch
we need to go deeper
Duskdude is right
wtf is this, it's in the escher labs
uhh
ok now one thing happened
i'd better record it lol
what in the world
sdk broke singleplayer campaign lol
Yeah the texture issues are known
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
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?
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?
or vice versa depending on what you want
uh alright, that sounds too complicated for what i wanna do. thx anyways
Didn't VEVEN do that in the beginning of his LOWER-map? There's a lamp which you can turn on and off...
Ah
That would require lightstyles which are too complex to support in the current implementation, which is part of what the BSP overhaul is solving
Technically we could add light_dynamic in the meantime though
dynamic lighting? in MY quake dusk maps?!
cool, what would be the difference between lightstyles and light_dynamic?
it'd be a dynamic light and not toggleable lightmaps
in other words, the same as the props you can place currently with lights attached
aight, thanks!
np
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?
@coral beacon Can you show what your description.xml looks like, as well as a screenshot of the mod folder?
oh i dont have a desception that was the problem i think
That would be it then, yeah
description.xml is what tells the game you have a preview image in the first place
btw when will trigger_hurt in the sdk?
It's a pretty simple entity so I can probably push it up the list and get it in the next patch
thx alot its a very importent thing in my opinion
dam so many cool things in the next patch
Mostly fixes really
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?
Did you make sure all of the values are present in description.xml?
The game won't accept a partial file
All of them must be present, even if their values are empty
well i copied the dusk thing and just changed everything that i need to
What's the value of content?
"2 new maps"
oh
One sec, this is our fault because we haven't documented description.xml yet
(Mostly because we're planning to replace it with something better)
okay so
content can be either None, All or a comma-separated list of any of the following:
Textures, Levels, Sounds, Models, Scripts, Weapons, Monsters, Music
For example: <content>Levels, Sounds, Monsters</content>
oh ok thx
np
is there anything with the other values i need to look into?
Nah that's the only one that has any special requirements
ok
Any plans to implement func_door toggling? Would be nice to have too (:
That's their default behaviour
What we need to add is actually the non toggling behaviour
if i create a door and leave its properties alone, it automatically closes a few seconds after opening
isnt that non-toggling?
Yeah, although they retain the behaviour of closing and opening whenever triggered
I believe normally, triggering the door again won't close it early
oh i see
It's an oversight on our part
Thanks for the reminder though, it's an easy thing to add so I'll move that up the priority list too
e1m2 enjoy!
oh god
i couldnt even finish the first level :(
pure EVIL beefing up the soldier health
soup
there is a video for setting up trenchbroom for dusk in pinned messages
wanna move to dm's?
sure
how do i get the quake map shown in the update on steam?
aight i got the maps working, can someone help me with adding custom music?
did you compile the .map into .bsp or did you just take the finished .bsp and played it?
because you cant add custom music without the .map file
...i dont think you can
do jump pads work yet?
thanks
anyone played e1m2 map yet? how was it? im so curius
ill give it a go in a moment
cmon man lmao this isnt fair
giving it another attempt on go easy now
nope died
if i cant do it on accesible im done lol
why can i hear like 50 wendigos behind a wall wtf
sounds... fun... :/
like i said in the description asshole gameplay XD
btw the two dogs have very low health so you can just hunting rifle or crossbow them
dude
the wendigos btw all have 1 health
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.
you can kill it with the riviter or soap you can find in secrets right before it
and the wendigos cant leave the room there in for some reason
oh
well the wendigo room was a jke anyway XD
btw i beat the first and second level after eachother on i can take it and it took me 1 hour
im gonna cut together a compilation of all teh secrest see ya in a bit and sorry you had to play my bullshit XD
Gotta practice that ambiance... https://cdn.discordapp.com/attachments/435118655362170886/697655144484962374/DirectX_9_Mark_V_2020-04-08_20-39-35_Trim.mp4
Yes sireeebob
It's Quake after all π
Yeah boi
There's been this awesome collaboration between the Quake Mapping and Dark Ambience Discords it's been glorious
i didnt know quake could look that good
man, that's spicy.
But could it be spicier?
the custom skyboxes where the friends we made along the way.
i dont want friends i want custom skyboxes!
Woah this is that level from Quake Halloween Jam 2
I playin it recently
And there is author of it, right there OMG
Quake community those we should learn from
^^^
lol well the quake community has all tools at it's disposal unlike us
but yeah they make amazing shit
lol well the quake community has all tools at it's disposal unlike us
at least brushwork\texturework\lightwork
not skyboxes!
they are important
and fog too
also ents placement like weapons, enemies, ammo and stuff
hmmm
that basic stuff you know
btw we're getting HL-like level transition at some point right?
muuuuuch later
that's super complex to do right now
but support for HL level transitions is on the list
ok
as for skyboxes, I'll be looking into custom ones for the next patch
not 3D skyboxes, but custom cube textures
NEXT PATCH POG
how it will be on our side? we will need special prefix for texture or it's configurable through worldspawn properties?
Likely the latter
gotcha
will probably be something like "skybox" "textures/skies/my_cool_sky.png"
although it might also be something like "sky_up" "textures/skies/my_cool_sky/up.png" with one for each side of the cube
we could make better SBs with second variation ^
the second variation would also be easier to implement
nice
this obviously means you will have to distribute your textures with your mod
for the skybox, at least
well yes
no big deal tho
at least we're going to have them
what duskdevs can say about triggering sfxs on level?
What about screen shaking effect?
my guess is
"no"
what duskdevs can say about triggering sfxs on level?
also some kind of ambient like machine noises
there will be custom scripting
alright
so literally anything is possible
like you could make absolutely an entirely different game if you wanted to
how to promote it? "built on Dusk?"
so like is scripting already in the oven or are you guys trying to make mapping fully supported first
my english sucks today
how about making Quake 2 in Dusk but it's proper sequel to Quake 1
@honest stag both kinda
Scripting has been iterated on a bunch separately
But it's on hold now as maps are the focus
is there a way to activate an entity when an enemy dies?
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
maybe with a trigger_counter?
@alpine depot enemies will automatically trigger their target on death
^^^
https://dusk.mod.io/derailed I updated Derailed! No more pesky softlocking by the hands of that wretched elevator sequence! Also MUSIC!!!!!!!!
cool I'll check it out asap
New map(s) coming shortly too
i can probably get a new one out by the end of the week
Derailed was neat till I fell off the elevator, glad it's fixed π
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
@alpine depot where you a quake 1 mapper?
how do i actually add music to my map?
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
speaking of release, anyone have any idea what's gonna be in the next sdk update?
a "boosname" property for bosses
i saw someone already change the name of their boss in one map
i think it's if you set "targetname"?
you mean friendship?
yeah
it's never normally seen ingame
epic david humor
some ought to change its alert sound to be one of the ponies
waiting 
waiting
patience is a virtue, which means YOU ARE ALL SINNERS.
btw @long anchor can i yoink your install guide?
sure
Screw it its done now https://dusk.mod.io/taiga
who needs patience
alright let's give it a go
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
i really really liked it overall that was cool
found 3/5 secrets
this map gives me a weirdly peaceful and nostalgic feeling, i love it for some reason
aww
did you play on ICTI or CM?
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
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
but i really liked the transition in the middle
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?
can i see your light entity properties?
just the standert stuff i have anyway also with color
i had it anyway on all the other ones why is it cousing problems now?
ok
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
hm
can you link the map so i can try and compile it?
yo devs, NBREFRESH isnt working for me anymore i think
I think they found it out ^ on one of the streams
oh i just found out that the playermodel lights up depending on the light BELOW it, not around it
oof
that's cool to know tho
uhhhh...
yeah
considering how sometimes insane ladders can be
damn
boss room is damn hard
CM?
yea
also it seems that bots here delete messages which contain the shortened version of thing called "can't beat this" syndrom
thanks joel
anyway
I like the level
sometimes sword block screws me but that's ok
that actually gave me an idea for experimental level
one guy made parkour level where you had to rivetjump and stuff
I think about the level built upon the fact that you can deflect projectiles with sickles
like
mage's throwing fireballs at you, you deflect them into the button that opens door
etc
time to play derailed 2.0
^
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
speedrunners cry in the corner
heh
Patched Taiga, now mentioned bugs should be fixed.
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.
oh hell yeah
i love your mod mang, literally never turned it off since you released the first version lmao
Thank you!
If anyone wants to include these sounds in their total conversions or whatever, feel free to do so.
The SFX mod is one i always keep on
i keep 2 on - the weapon sfx and the quake 3 pickups and some weapon draw sounds
is it possible to trigger enemies? so they would aggro?
I tried it a while ago, dont think it worked
but that sounds like something that should be in
yeah we need everything quake has
@regal ore damn that still sounds awesome
crossbow sound was the one i didn't really like in previous versions, rework sounds cool
also i don't know if it's just me being deaf after 3 hours of HL ost
but for me sounds sound kinda inconsistent? like, the volume?
i'm not sure
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.
So in Quake a monster will be alerted if triggered by something?
yes
I'll add that to the list for the next patch too then, should be easy
on one of my quake maps i had grenade launcher that alerted ogre when picked up
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
also i wonder where did you learn how to make such sounds from scratch
You'd have to ask David and Andrew, all the audio was done by them
haha
context is everything folks
^^^
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.
interesting
^^
and where do you usually take source material? Internet, or you record some by your own? both?
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.
ah, i see
is there like, a roadmap for planned SDK milestones? wondering how deep in the dev queue scripting is
^^^
I mean
Zombie implemented bossname thingy in next patch only because I asked about it lol
(correct me if i'm wrong Zom)
Itβs cool that you guys are excited and want to know more but our dev methods really havenβt changed: Itβll be done when itβs done and we arenβt going to give you a date that it might be done on
Though Iβm sure gleaming through zombs messages would give you a good idea on how things are moving
^
yeah I got that much, I was just wondering how many other things were still in the backlog before it
well it's nice at least to regularly hear from them, i mean they at least often say what they're workin on rn
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
mainly because so many things need to be considered "stable" before it can be implemented
otherwise scripting would break with like, every update
yeah that makes sense
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
Gonna take a risk and say it's between now and the heat death of the universe
"scripting is at the very bottom"
Well shit
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
yeah but zombie when will dawn support brutal doom???


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
That one will be more fun to bring out of nowhere
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
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)
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?
well it atomaticly show me the right name so i can just click on the right thing
Wait do you use a trigger_ teleport as the destination?
no the teleport_destination entitiy
Huh
Weird
Hard to say without seeing the setup, gotta hit the bed anyways. Good luck with that
the teleporter
I'm not quite sure but i think it needs to have a trigger texture
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?
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
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
btw can you place water in levels already?
you should be able to yeah
ho boi well i think the main compin shoulda put more chompers in levels im gonna fix that in my levels for sure
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
and being honest, they arent tied to water in any way
they ruin a lotta quake maps inside of dusk because of that lol
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
although i believe zombie was gonna work on a solution for that
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?
nah
i should have specified
Κ²α΅Λ’α΅ Λ‘αΆ¦α΅α΅ α΅Κ°α΅ α΅βΏα΅αΆ¦Κ³α΅ Λ’α΅α΅
oof owie
got it to work
noice
so it was rushed out
fix, literally unplayable
wait whats the issue here
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

yeah that stuff needs tweaking
will be fixed
a door is meant to ignore triggers if it's open (and not a toggle door)
is the crystal of madness available? I NEED IT
Is that a lightmap issue?
Could be, try looking at it in Quake or HL
oh sure
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
great thanks!
what does this mean
@ancient depot can we get physics brushes
like the pushables in HL?
we have func_pushable currently
@long anchor try running it in half-life
or a different quake port
What port did you try with above?
Quakespasm
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
Thankfully not a bug then
You'll need to tweak the brush sizes & positions I suppose
or try different lightmap settings
oh hmm
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
Should breakables give you a message when broken?
nope
sad π¦
just make them trigger a regular message when broken
np lmao
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
obv it goes lower
Too bad weβll never get there :(
One thing I want to do is detach functionality from things
So you can have something that's both a door and a breakable
wow
eg, our func_door wouldn't be on the brush
you set the brush to its target
same for breakable, etc
yeah that extra abstraction is nice
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
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
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
That's the plan
that sounds really cool
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
I still have no idea what's gloomwood but ok
which one
i dont think i released a map since the lost mansion actually
i am working on more but yeah
oof
i could forsee some interesting stuff with that abstraction. question though would func_physbox be considered?
@long anchor did you make your own music for the maps?
nope it's just a background
although i'm making my own music
sometimes
i'll probably make something for future maps
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
three multi_managers like this (obv with different keys but all have "count"
the trigger counter
and the target of the counter has targetname "endteleport"
oh yeah and the multi_managers are triggered by 3 buttons
@onyx marten count goes on trigger_counter, not the multi_manager
oh shit, i even had it right before. thanks!
is having Quake necessary for making mods?
nope
ok, cuz the trenchbroom tutorial shows it using quake for configuration
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
and where do i nab those?
quake wiki should have both of them
tbh the .pak and .lmp should be pinned
.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
so just make a new folder with Trenchbroom for ease, do all that, then set the path
basically as long as trenchbroom points to a folder that has id1 and anything needed in it - you're good
hi folks, do you know where I can find a blockout texture .wad file ?
yes
sweet
do we have trigger_relay support?
no, I'll add that to the list
I just got done rewriting a bunch of the door code, so it behaves more accurately now
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)
oh wow actual toggle is now a thing? awesome
Doors will now also ignore triggers if they're moving
so you cant press a door while it's opening?
A door can only be triggered if:
- It is closed
- It is open, and has the toggle flag
This may break some maps unfortunately, but that's why we're in alpha
does that include door_rotating?
hell yeah
oh god my automatic mall doors are etiher going to be completely broken or work better now
Inb4 my func vehicle map breaks
oh god oh fuck not func vehicle oh no
NOT FUNC_SHITTYTRUCK!
FUKFUKFUFKUFUFUno
okay so
func_vehicle still works
but does that map use sky textures or something? lol
because the sides of the vehicle just draw the skybox
yeah its because they used sky brushes and not clip brushes
before, skies were fully transparent, but that wasnt correct behavior
What a NERD
theyre meant to occlude geometry
since clip brushes are currently not functional, I should add a func_clip
which turns a brush invisible, but keeps it solid
oh yes please
thatd work
i dont want tohave to make my walls out of supersized transparent textures
Yeah I actually really hate how Quake decided to attach behaviour to texture names
things gotta get... FUNCY
a new record
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
Bank bou bombie berry bool bor bou bo bupbate buh busk bdk
func_lastfewduskworldbugs
alright thanks zom i'll take a look
i'm using rendermode 1 and renderamt 150 for me glass
hmm am I supposed to be on the dusk_sdk branch for the latest stuff or does it just go to the normal one
dusk_sdk
okey thanks zomb
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
yes
just gonna smack this here
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.
i thought we already have Russian as a language
Yeah, but only text and UI. I decided to go postal-2-route and re-draw the textures and do the voice-over.
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
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.
Absolutely understandable
hopefully sooner rather than later
Well, a more broad deadline for me
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
@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
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 π
Tried to copy the nose-voice of that time as well.
Might be hard to get a hold of him since he became quite the character here, but that is a great idea.
Duskdevs, will there be a way to make your own props and objects, or it will be a scripting thingy?
Fargus style translation when
Fargus
please no
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
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
zom π implementing hacks
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
I meant renderamt and rendermode
can blame Valve for that one
you can use a regular brush and set renderamt to 0 and rendermode to 1
@ancient depot wouldn't this block gunfire though
It would
i mean it's fine, I don't care at all since we're getting func_clip soon anyway
guys how do i place water?
Place a brush,make it func_water
do mods only work in the SDK version of the game?
Yes
ok
Just fixed decal texture replacements
So you can customize the wall scribbles in the campaign now
thanks zombie
@ancient depot can you say where a save system is on your priority list
Oh sorry lol
Just approximately
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
Oh alright, thanks
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)
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
@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
just give everyone 100 health and morale pickups lol
note that even when I say something is low on the priority list, that doesn't necessarily mean it's that far away
Thats an interesting idea
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
Man once the sdk is done its going to be so cool
Cant wait
Looks like for my "must have" list for the next patch, I just have trigger_hurt, trigger_relay and skyboxes left
so for the next patch we can change skyboxes?
Yeah
Oooh nice
PERFECT FUCKING TIMINGGGGGGGGGGG
OHHHHHHHH BABYYYYYYYY
i cant believe im getting so excited over skyboxes
and we have func_clip as a replacement for clip brushes, since those are busted and will be a bitch to get working
With Trigger hurt you could make water hurt the player?
yeah
gee i wish i had that instead of remaking an entire section in Derailed
stupid clip brushes >:(
Aw man i need func clip
^
or just have a bunch of func_illusionary's
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
wait could you do a negative value on trigger_hurt and it'd add health?
hmm
hmm
lol time to make DUSK: XEN
I'm thinking a trigger_hurt with 0 damage and a damage type of break_flashlight would work
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
why do those doors bug out like that anyways?
cause of the damage value
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
it's not 1 to hurt you by 1 but it's -1 and it heals you
yeah
heh, I wonder
should I make the burn damage type set things on fire?
get an enemy to fall in lava, they burn
i dont see why else it's there >:)
you could set trees on fire too lol
start a wildfire in-game
Referring to the HL values, of course
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
TRAIN
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
I was gonna sleep but fug it I'll do trigger hurt right now
Go sleeep
why on earth would I do that
Oh boi
I thought you were only like 6 hours ahead of me
Thats me like everyday the last two weeks
Do Zom ever sleeps
Nah
Do Zom ever sleeps
no
damn
zombies dont need to sleep lol
trigger_hurt & trigger_relay done
trigger_hurt doesn't care about the damage type yet, but I'll do that later
trigger_hurt_me_plenty
I can't wait to be able to inflict physical pain in addition to emotional
custom skyboxes are in
π
You set sky_up, sky_down, sky_left, etc in worldspawn
that's gonna work so well with my next map
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"```
we're not just limited to dusk skyboxes right?
you can use any texture you want
I'd love to see people use Doom and Unreal skyboxes.
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!
with that we're patch-ready I think, I'll save the flashlight stuff for a hotfix
oh baby
should be out either tomorrow or the next day
oh BABY
can't wait to figure out how to abuse this
assuming the build doesn't implode, yes
nice nice nice
now the Tim Allen mod can live up to its name
just in time 
420.... 20
func_vehicle is updated, rendermode/renderamt didn't seem to work so I just replaced the sky brushes with another solution
is it realistic for someone with no previous game design or programming experience to try and make a lil dusk mod?
Yes
It is quite easy and if something is not working out then most people in this channel are willing to help
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
Making mods is the best way to get into game development, imo
So absolutely yes, you can make a mod with no previous experience
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
can an NPC have a message value?
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
how does func door rotating work in trenchbroom? tried some func door variables but doesn't seem to do anything
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
SSG but it fires out a slow-ish soap projectile instead of hitscan bullets
can keys be teleported with a trigger_teleport?
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?
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"
ok thx
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
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
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 π
also is it possable to change musics in levels i dont want the same action music for the intire level
uh

hopefully, anyways
oh well then im just gonna do some ambient music for the intire level
hey fellas I'm playing Lower and I can't figure out were the yellow keycard is supposed to go
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
oh okey
yeah I had the yellow key last time I played it
so I didn't notice you needed it for the lift
there's a little yellow plate on top the button that no one notices
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
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
also I've noticed theres a invisible wall here, maybe thats intentional?
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
I mean you can still stack barrels
you can get past the red door by putting a barrel here
that's where I should've put invisible wall
although I don't really like invisible walls
I hate em
I think i have only two that restricts the passage from mid level to the end
one here so you can't go straight to the red key section
and two here so you can't fall straight to changelevel trigger
I think others just won't let you outside the level
I also found this one
yee
I'll add it to rework list and then decide to keep it or not
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
lmao okey

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')
hell yes!
s k y b o x

oooooh
I ended up sleeping until 6pm earlier lmao
so I've only been awake for like 4 hours

func_clip 
func_

Func_poggers
the hype is real
guess so
"* Decal textures (such as wall scribbles) can now be replaced" what does this mean exactly?
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
Alright understood, thanks
Interesting that SvenCoop has a func_clip
Might tweak ours to its spec in future patches
why's the opening locked to 60?