#dusk-modding
1 messages Β· Page 53 of 1
thats actually... a good thing
the cap I mean. I can imagine the possible coil whine you'd get
zombie you checked out http://zyl.pestermom.com/external/entguide/generic/trigger_system.html
I have not
Sven has a shitload of entities
i mean
coil whine doesnt do anything
there is absolutely zero actual drawback to running the game at 2000 fps
but people dont like it for some reason
"the m egabytes are scaring me :((("
its still noise
Can't wait for in-level sfx
Can the SDK make new game modes or is it basically a map maker?
at the moment it's only map making
I think you would be able to make new game modes with scripting
dusk and DW are technically different games
Duskworld is no no too
DW will be supported later
I want monster corpse soccer
lmao blood style head kicking but its a full on soccer game
no big chungus
oh yeah we also removed herobrine again
now we can mod safely
What the hell, my entire mod was built around herobrine
If only i didnt need to sleep
So much good stuff coming up
I plan on making a mod for DUSK soon, will start with some maps then as the SDK progresses I plan on making textures and models
Unreal Dusk skyboxes when?
Cancer mouse?
a meme from Civvie 11
how do you change enemy textures?
you can find the texture that you're looking for by searching for it inside Dusk\SDK\mnt\local\dusk\textures
i found the rat png
I just need to make it green
i could use either Dusk's normal rat or the Jerma rat mod
probably the latter bc the body is one color
would be nice if you could at that green glow from the mages
that'll probably come later once the SDK becomes more advanced
at the very least i could just change the alert sounds
is it possible atm to have a pickup sitting in a breakable cage and dropping to the floor when the cage is destroyed? like in the unseen lvl
maybe you could add a target to a breakable cage the target being a func teleport inside the pickup so when it breaks it teleports the pickup to your destination
idk if breakable has a target variable
or if pickups don't just slowly go down if not on the ground
breakable have target
it triggers trigger_once
or if pickups don't just slowly go down if not on the ground
no i think
huh alright, I'd want it to go drop to the ground slowly but that doesnt work
cause on earlier version of my map switching fgd resulted different heights of some of my pickups and they didn't fall
switching the fgd caused that? weird
well yeah
cause before custom fgd I had these little grey boxes
and then bigger quakish boxes
oh ok, didnt think it would make a difference ingame
(I think it was like that)
So the idle sound I chose for the rat plays, but the alert & attack sounds donβt play at all
Yep, there are some sounds that cant be replaced yet
you just happened to run into some of them
dumb question: if i were to make a custom weapon for dusk or quake, do i make my own projectiles or does the game automatically use the standard ones?
oh
i assumed it was for some other reason
bc the Doom sounds i downloaded weren't working until today
@onyx marten When we have custom weapon support (as in, fully custom and not just model swaps) you'd have both options to choose from
You could make your own or use the Dusk ones
hey @ancient depot is there anything specific i need to know about skybox textures? i tried adding them but they dont show up
The patch isn't out yet
ah fucking goddamnit lmao
lmao
gj
that IS something specific they should know
what would happen if I uncheck the base game in mods?
you create a black hole
you break a bunch of stuff
it's not actually meant to be possible to disable it
but I think the functionality that prevented it broke
it's only visible in the menu at all so you can reorder it
does reordering do anything?
yeah it sets priority
for example, if you had 3 textures named the same thing in 3 different mods, setting the order would set which one actually gets used
and many many other things
itll be very important when scripting and stuff exists
ah
so you can essentially mix and match mods that way
like having the doom guy player sounds, but with him screaming something else at death
Yeah, exactly
Cool
@ancient depot don't know if this is a bug or if i just didnt notice it before, but enemy pathing seems to be blocked by pickups
what size will the skybox textures be? just squares?
yeah, square, id keep them reasonably high res
because they can take up large parts of the screen
1024 or 2048 probably a good idea
but its up to your style
if you like a pixelated sky, nothing wrong with that
@onyx marten wow you're right, this explains a lot of weird stuff I've been seeing. Seems like they're completely blocked, even if you pick up the items they still can't path through
Yeah, I didnt even consider that before
Known bug, it's because the items don't get excluded from navmesh generation
oh I should remove the madness crystal object, looks like it was there all along lmao
it's prop_berserk
that'd break maps using it
if any happen to exist
when we break stuff, I prefer to keep several breakages together in one update
@onyx marten Just squeezed in a fix
so it shouldn't be a problem when the patch comes out
Ooh nice thanks zombie
nice
nice
nice
new map 
im so happy for the bossname parameter lol
fuck dem skyboxes it's all about that BOSSNAME YOOOOOOOOO
isn't there a way to set the "dev time" on the intermission screen?
i swear i saw something about that a while back
what do you mean devtime
think it's par on worldspawn
this is fucking awesome i love you modders
there is a par value yeah but I can't see it being used anywhere
I thought it was used to set the 'average completion time' or dev time shown in the level end screen
par is used yeah
I think I documented it on the wiki maybe
yup
so 00.05.00 for 5 minutes
awesome, thanks
btw try and beat 2:57 on my map π
also if a door's health is set to 0, it can't be opened by shooting right?
i think it shouldnt have a health key at all? not sure, but my doors dont have one
Patch is live!
awwww sick
hooray

do we need the file extension at the end for the path to the skybox texture?
yes
Duskdevs, are you planning to add support for light emitting texture?
wdym
just add a light point entity
You can have emissive textures
add _surface in the properties
and set it to a texture path
that texture will emit whatever light value is in the point entity
(keep in mind it applies to all of that one texture)
can we change the color of the sky with _color on worldspawn?
because it seems to almost function as a light entity in itself, because it has a light value (although that looks like more of a flat default light value, without falloff?)
_surface just looks for the texture name
don't look at the lamp brush it's unrelated
it doesn't need the full path
oh
wait shit i might be doing the skyboxes wrong then
@ancient depot does skybox look for the path (like textures/skyname.png) or does it function like _surface where it just looks for the texture name?
relative to your mod folder
oh oh
so textures/skies/sky_up.png
ohhhhh alrighty
Anything in Dusk that needs a texture path expects it in that form
_surface isn't part of Dusk but rather the map compiler, hence the difference
it'll look for default dusk skies too i'd assume right, i dont need them in my mod folder
Correct
ok thanks for the clarification
what does the path look like now?
rectangle brush on the left is the one that should emit light
i tried textures\textures\name.png and textures\name.png
_surface is different, you need to use a texture from a WAD
And use the name of the texture in the WAD
that's what i'm doing
oh
sky_down looks wrong
there's no textures in my mod folder, i'm just trying to find default dusk skyboxes
oh yeah i notice that now lol
also this is in worldspawn, right?
yes
but yeah those paths are a little fugged lmao
using _ where / is required
left, right and down are wrong
would the skybox just not show up if one of the paths are borked?
The ones with correct paths should show up
well then im not sure whats wrong
So you'll have a weird mishmash between the default sky and the ones you placed
Could you send over a BSP for me to examine?
Assuming it doesn't work after you tweak the paths
it's still not working π¦
ok
wait a fucking second
oh my god
i was compiling to a non-existent folder
i changed the folder name and forgot to set it in the compiler
no wonder when i tried to fix all my doors with the health issue it wasn't changing at all when i recompiled
lmao it's just _surface - carpet
now it works
and you don't even need a folder with this texture
am i going crazy or are skybox_left and skybox_right the wrong way round?
nah, it's just that the default skyboxes in dusk have the wrong texture names
they're gonna be renamed later on
ok thanks
is it possible to give any enemy a boss name / health bar?
not currently
alright
NAME or name should work
but textures/name.png won't
oh wait, so you meant exactly that i only need texture name without path and extension?
do func_clip brushes need a specific texture or any texture at all?
no requirements at all
You can't use the actual clip texture
perfect
@ancient depot are you sure the skyboxes are misnamed? I'm checking out skybox_sunset as a cubemap rn and it looks fine https://i.imgur.com/fYDUG4p.png
yup
or is it a different convention?
sky_left and sky_right map directly to _LeftTex and _RightTex in Unity's skybox shader
so likely a different convention
interesting! cheers
its "bossname" not "boss_name" right?
Yes
hmm
i just realized why things werent working
i didn't even check if the game had updated
lmao you had me worried I'd have to get another hotfix ready
Is that a TF2 skybox?
can anybody tell me how to convert .pk3 files? i only found pk3 sky textures
No, just a quick custom skybox to see how they would look
Does the new trigger_hurt have damage types? i.e. does the lava suit do anything now?
Not currently
Just simple damage and healing for now
Damage types in Dusk are kind of a mess, and that mess needs to be untangled before we can cleanly have proper damage types for hurt triggers
how do you make it heal? and can you make it so that it only heals once?
gracias
The SDK patch is great, finna translated the campaign decals, big thanks
Really looking forward for the same possibilities with sound
Goblin when 
why is the skybox still the default one?
Can't wait for the maps dropping in the next days
I wonder what's next on the list
func_train :v)
func_train
not func_vehicle
ok it's not funny anymore
you make me disgusted
func_vehicle already exists
lmao
then sdk is completed
ok it's not funny anymore
ban me
good job guys we can all pack our bags and go home now
hell yeah
Looks awesome
atmospheric
yeah you can skip it for now
but , i would suggest still being good about it, because eventually it will be implemented
also yeah @alpine depot that lighting is sick
skyboxes really do be like that
god today is not a good day to be feeling unproductive
yeah nothing new is coming on my end today
his map has leaks
my next map will be OPEN WORLD
Detective Dusk-Dude and his sidekick Small Johnathan
for some reason, my rat idle file has a distortion to it when played in game
idk why it happens but it's cool and I like it so i'm keeping it in
at long last
https://dusk.mod.io/urban-turmoil CHECK IT OUT GAMERS!!!!!!!!!
oooh, was gonna get some sleep, but alas
this map took too long to complete lol
i got lazy and took a two week hiatus, thanks quarantine!
I was about to sleep but I gotta play this now
hopefully it all works as intended
oh yeah heads up cero miedo will absolutely wreck your ass if you go into the map blind
Wow, really impressive stuff. The scenery of the town is super beautiful
thanks! i love how it turned out too, super proud of how it looks
if only i had more than two building textures lol
I did have some ammo issues here and there tho, and knowing that it would be a rather comprehensive map I chose to just enable godmode
yeah i'll look into the ammo balancing for sure
But the architecture and setdressing here must be some of the best I've seen in DUSK so far period
when scripting arrives i'll look into making 3d skyboxes a thing so i can add even more detail
when custom models come in too oh maaaaannn
super excited for more sdk stuff, i'm having a blast making these maps
holy fuck dude
that was the longest map I've played so far
absolute top tier work
thanks, i appreciate it!
how long did you spend on this?
god i dont even know
i took a hiatus for a few weeks so i lost track
at least over 12 hours
i dont even know lmao
i'm wagering about two weeks of work
absolutely worth the effort, that was awesome
i'm only getting MORE AMBITIOUS BABYYYYYY
it took me 28 minutes to beat the level and I didn't even get all the secrets
derailed is getting a makeover for the patch too
a night skybox
and moody night lighting π
maybe I'll add trigger_changesky for the next patch
oh yeah
Gave me Blood E3 vibes. Is there a reason why you didn't wanna use the new rotating doors btw? Just never seen 'em in action ever since they were added
Probably just would've taken too much time to move all the doors over to it
They're also a bit finnicky to set up rn
i'll figure it out for an update eventually
balancing ammo and difficulty is my main concern right now
i'm glad people enjoy it regardless
so worth the effort i think
also ||that wendigo room was fucking DIRTY||
Awesome. Oh, and I had trouble finding that yellow door for a sec there
yeah i didn't make it too obvious
i tried to be subtle
i guess it worked too well
Lookin forward to seeing what you're coming up with next
i got ideas, that's for sure
Also ran into this SDK-related bug when the map restarted, but I'm fairly sure it's a known issue
oh no thats not an sdk issue
i have it set to load the next map already
but obviously it's non-existent lol
so it doenst load
it's technically a bug
technically
we should make it bail to the menu in that situation
i was about to suggest that
Ah, I see
ooh when are we gonna get the intermission text wall thing?
when you're at the end of the episodes in dusk, that stuff
I wonder, that might not be too complex to add
I'll look into it
I might prefer to wait until we have proper support for defining your own episodes though
depends on the approach we take
since I might end up copying what zdoom does
where there's "clusters" and "episodes"
an episode is a bunch of clusters (a group of maps)
once you finish a cluster you get an intermission for it
is there currently a way to add a timer to a map
hey can you explode a func_breakable?
Dusk does not yet support explosive func_breakable entities.```
fuck
i swear i saw a video of a map that did that
there was a jet flying overhead and it blew up a shack and bombed a street of cultists
oh it probably teleported in some barrels
dang but who made that? that was some cool stuff
oh i found it
@unique ocean what'd you do to pull off that airstrike in your map? barrel teleporting?
Yes. Barrel telefragging
ohh, so like two barrels teleporting into each other?
lol that was awesome
if you continue that, you should make the ground form a bit of a crater/trench from the explosions
I planned to make that map have a ton of airstrikes
i might yoink that concept a bit because that was seriously creative
Last time I checked that map though, the func breakables got broken by a patch so RIP
I had been working on doom 2 maps while waiting for patches
oh awesome
@unique ocean Yeah we fixed func_breakable, I specifically tested with your map to make sure
It being broken was entirely my bad
ooh could you see about why explosives aren't damaging func_breakables?
I've been meaning to look into that for a while now
i'd love to give the player a riveter and have them face off against a single cultist and have the whole hallway just explode in a blaze of glory
oh for a trigger_changelevel, can it switch to a map from another mod (if it's present)?
yes
because derailed and urban turmoil are two separate mods but i'd like to link them tog-
ohh
so i just have to do maps/mapname?
yup
mapname on its own should work too
didnt work for me
the game tries looking for whatever you provide, and if it doesn't find it, it tries again with maps/ at the start
do i need .bsp at the end?
nope
ok then that's weird
@alpine depot note it's case sensitive
hmm
im certain i spelled it right
are you certain the mod is active?
inhale
lmfao
lol
Lmao
ive done this twice today
TWICE
i think i need to see a doctor
i made the damn thing too
looks like whenever you rename a folder it thinks it's a new mod
Ey devs, is it possible to have the duke brothers in your map? Idk if they were just red mages with a name and health bar or a separate model or whatever
yeah i think it was just two red mages except made bigger
and had names and healthbar
i dont see any in the entity list
i could be wrong cuz this fgd isnt exactly official
Yeah i dont think they are in the entities txt either
Would be cool if we could give a healthbar to any enemy tho, then you could make any enemy into boss battle
I mean you already can crank up the health but the player should know that he isn't facing your regular cultist fodder
I think the Duke Brothers were left out because the intention was to support doing that for any enemy
it just didn't make it in at the time
ok i updated Derailed now, it'll automatically put the player onto Urban Turmoil if the map is installed when the player beats the level
and epic new nighttime lighting
Will it be added at some point?
π pray to the zomBEE
yes, it'll be added
okay so the reason I took so long to reply just then
I just added support for explosions damaging func_breakables
boy was that a fucking trip
dusk's explosion code is hell
zom looking at dusk's explosion code [2020, colourized]
absolutely correct
but it worked so now I can reward myself with some iced coffee and a nap
i'd love to dive into the pasta code of dusk
i mean i'm just assuming everything code-related is pure spaghetti
POGGERS
oh god i already forgot a few of the secrets in my own map
and i put them in just today too lmao
oh wait nvm
lol
hotfix that adds explosive damage support to func_breakable is now live
awesome
i just added a super secret speedrun tactic for my map >:)
i completely forgot to include the mortar in the map except for in a secret
that weapon rocks
hey can func_breakables trigger a message?
you can trigger a trigger through the breakable to display a message
lmao
time to make some PUZZLES in my map
i gotta keep things fresh somehow
wait, you can trigger a trigger? so a trigger doesnt just need an entity to pass through it?
i swear i knew this but i've always overlooked it
yup
through a secret underground tunnel
maybe through || the secret catacombs||
one thing I really want to add later is terrain definitions
||oh man PERFECT SPOT TO HIDE A SECRET||
yeah so you don't get solid concrete bullet holes in gore piles
that'd be good for all that meat in the Meat Palaceβ’οΈ
im so proud of those billboards too lmao
oh man i started development on the map on the first day of february
wow, i am a great procrastinator
for the Animated tag, I suppose this means you can include a gif in a wad?
Dusk doesn't support them yet, however
ah alright
if a light is parented to an entity, if the entity just decides to die (func_breakable goes kabwap) does the light also get removed?
i figure thats the reason for parenting and all that lol
oh wait that kind of stuff with lights isnt supported yet is it?
light is a baked light, so yeah, not supported
and never will be
you'd need light_dynamic for a moving light
dang
Is there a changelog for the sdk update?
Is light_dynamic implemented?
Is doors pulling the player in their direction even when perpendicular to the player gonna be something that may change soon?
Yes
omg zom fixed breakables not breaking by explosion?
yes he did
*** C O O L ***
Hey all, here's my #Quake mapping #tutor for #Trenchbroom. This covers basics organic shapes of a speedmap start to finish. #leveldesign #gamedev #gamedesign #lowpoly #fps
source files: https://t.co/T6KnkZ7pAj
backup: https://t.co/1gaScXarJm
wtf I can snap vertices to grid?
oh no
I never knew that
snapping to grid is the same as snapping to integer if grid size is 1
ahh, aight thanks!
dont think that solves the problem but zombie said left and right are named wrong so you have to reverse em
oh and the typo "sly_right"
ithere arent any there
are these textures in a separate texture folder from your mod?
i think those that are correct should show up
yeah sky_up doesnt show for example
do any show?
are you using dusks textures? because i dont see any that are called sky_up
just skybox_up
nope, not any
also i'm using my own
skybox_top i mean
do they need to be specific size?
oh ok, no clue then
@honest stag
- Try verifying that the BSP compiled properly
- Make sure the game updated on Steam
- Make sure the casing of the letters matches the actual texture file names
alrighty, ill try that
You could also open the bsp in notepad++ or something and search for "worldspawn" to verify the properties are there
Gamin
@alpine depot found this in derailed. Probably not intended, right?
I hit it just when ||dropping down to the boss arena||
Says ||GER TRIGGER||
Really love the maps in conjunction btw. Said it yesterday already but would really love to see some second passes on the bigger enemy encounters and general resource balancing, but the architecture is absolutely top notch
I'll work on that today, thanks for the feedback
dunno why that trigger bug happens lol
any specific encounters?
will anyone help me on how to get started with doin custom maps for dusk? i know you can load up half life bmps i even loaded a few but theres no textures
the makewad tool works fine with normal non-transparent or whatever textures right?
not really i tried putting hl1 wad into the mod but it still doesnt work?
Where did you place the wad files?
also it only loaded grunts as soldiers in the map, no guns, no pickups
well i made maps and placed the bsp there and made textures and placed wad there
the wad just goes in the root of the mod folder
so mnt/local/mymod
as for pickups, we haven't set up any item replacements for Half-Life objects, since Half-Life support is a bit of a novelty right now
Which map are you trying to load?
its my custom map i made for hl1
also im trying to load it's custom textures hl1 wad
Could you DM me the bsp and the wad files? I'll take a look
any specific encounters?
@alpine depot the one in the big train yard comes to mind first
Right before the ||guardian boss||
ah alright
what about urban turmoil? i know there's a few minor issues there i need to sort out
I'd have to have another look at the map to be specific enough. Might find the time for another playthrough in a couple hours
I remember a room in the ||meat factory|| in which enemies would beeline up a ramp upon opening the door
I'll make sure to take some screebshots next time
I need to give Urban Turmoil another play, I was nearing the end of an all-nighter when I did my first run
i tested it on I Can Take it the whole time so that's probably the issue lol
i've noticed some balancing issues towards the ||yellow key apartment teleport ambush and catacombs near the red key||
Hello there! Long time no see.
As always, i have a bunch of questions: The first of all, wtf happened with "SDK" every map now drop "ESCAPE" title and nothing happened. (but in some time later, when? i can't remember, somewhere in the January?) Anyone saw that thing?
The second one - anybody knows about commands for the zhlt compilers (rad compiler) can i wrote it there some-kind-of global illumintaion thing? all bright map and all...
PS: Peace everybody, i wish you good luck with your modding thingy. 
The "Escape" screen appears when a map fails to load
What levels are you getting that with?
Hmmm.. my "levels".. ok. Good to know, then i'm travel to sdk fixing those problems...
What about (-bright?!) command? anybody knows about that (that stuff when you have your map with every place - illuminated)
I'm not familiar with ZHLT, so I'm not sure what help I can offer there
Have you tried looking for any online documentation?
So the problem is that there is no lighting in your map, so everything is at full brightness?
You might have forgotten to run the light tool on your BSP if that's the problem
But... i saw that in somedays... somewhere. I swear of it. Any ZHLT users tho?
No - vice versa. I want full brightness on my map
That's sounds stupid yeah? π
Hello yes
Thanks for the help anyway, didn't really know about that ESCAPE thingy (damn,
everything is so simple when you work with the editor as a friend, but so complicated and strange with the "new ones"....)
I don't think ZHLT has a r_fulbright thing
since it's on by default in HL2 if you don't have a lighting in the map
So the quake - light have it, yeah?
Ericw's tools has that indeed
Ok, thank you very much.
@proven agate actually documentation for ZHLT says that passing ambient r g b should light up every face with given rgb value (from 0.0 to 1.0)
Command reference for Zoner's Half-Life tools (ZHLT) 3. Detailed list of commands and their uses.
Oh... 
I didn't see that, in my last visit on those docs. Will see.. (coz working with zhlt scoop sizes - that's really have a lot of time to compile my shi**ess maps, especially when i have only 6 g memory on my noteb, last time when i'm compile last map, compile-process took about 16 hours π©, but anyway, that doesn't matter, thanks againg)
You might consider optimizing your maps if you feel like it takes a long time to compile
remember to use func_detail pretty often
oh.. so func_detail work? hmm... sure thing then. What about other optimization things? null textures works? and so on...
Null textures do work because it's on compiler's part
at least if I recall correctly
I recommend using func_details and grouping stuff firsthand though
and for non-solid stuff I recommend using func_illusionary instead, since that doesn't utilize clipnodes
I tried adding func_detail and func_detail_wall to the custom .fgd yesterday but apparently i did something wrong. does anyone know how to add it?
if you are using JACK you should have ZHLT.fgd by default
that includes all entitles that ZHLT can compile
I'm using Trenchbroom
I don't remember if ericw's tools supported func_detail
you can just chuck stuff in like
@SolidClass = func_detail : "Detail brushes" []
@SolidClass = func_detail_fence : "Fence brushes can be seen through" []
Yeah they do, pretty sure
then save it and reload in trenchbroom
alright thanks, I'll try it
if anything you can always just use func_wall
func_detail is the same thing, but just combines bunch of other brush entities on top that
yay it works, thanks!
yeah I'm having pretty much everything that doesnt seal the map func_detail
is func_detail_fence the same as func_detail_wall?
func_detail_fence : Similar to func_detail_wall, but its better in that it doesn't use up a static entity and renders as part of the world which is faster. It is suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire.
I thought all func_detail* rendered as part of the world
thanks
always use func_detail_fence if your brush has transparent textures, otherwise you'll be able to see through the world wherever it touches another brush
yeah i used func_detail_wall for that before, but I'll use fence from now on
i think im gonna make it so you can blow up some buildings in the plaza arena lol
thank god for the explosions hotfix
umm i feel stupid for asking this but i moved my modding folders elsewere made the new path with the duskwad but the textures are black again and i cant remeber where i have to put the palett
into your mod folder
i put in every folder i have and everything is still black
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
its in there why doesnt it find it?
the editor requires it to be inside a gfx folder, but the game requires it to be in the root
I've been considering changing it so the game also requires it to be in a gfx folder
i didnt have the problem when i had everything on my desktop hmm wierd
so i think i got it wrong i put the editor folder in the gfx folder where the palatte is and its still black
π¦
try making an id1 folder and putting gfx in there
and setting the quake game path to the folder containing id1
finally it worked thx so much
before this i just dumbed everything on the desktop and it worked
so i dunno what happend there
we talked a bit about dusks jump speed boost, but does it have strafe speed boost too?
if you just strafe and jump
i understand strafe jumping is faster because of adding the vectors, but if you just strafe without moving forwards and jump, do you still have a bit of a speed increase?
thats not how any of it works
dusk is way simplified
basically your movespeed is base times a "bunnyhop multiplier"
and that bunnyhop multiplier increases in flat increments for every jump you make while strafing
theres no real vector maths to speak of
so yes, strafing and jumping without moving forward has exactly the same effect
are the skybox textures in the worldspawn case sensitive?
All paths in Dusk are case sensitive
It's done to ensure better compatibility when we have a linux version
@still raptor thanks, so the movespeed var isn't seperate from the strafespeed? how is the strafe speed calculated?
how is the strafe direction determined if they're the same?
interesting, thanks for the detail!
its basically direction = input * acceleration
so the bunnyhop boost is still applied whichever direction you move in
yes
the final calculation is basically the above direction + external vector calculations
those external factors are things like rocketjumping, bunnyhopping, crouching, etc
speaking of crouching, why doesn't it test if the players maximum stand height is blocked by a collider? i never use toggle crouch, so if i stand up in an area that is slightly shorter than my maximum stand height, he does this jitter and keeps restanding, i was always curious if there was a technical reason that wasnt implemented?
why doesn't stay crouched until im at full possible clearance?
it does
if you mean like, why does it try to stand you up, i dont think theres a particular reason, thats just the way david made it
i made a tank lmao
my custom skybox isnt working, and the images are in the textures folder for my mod
does it only support dusk skyboxes?
oh nevermind
for some reason the .map file didnt feel like saving when i hit ctrl+s
trenchbroom is going to be the death of me
are we gonna get some sort of damage filter entity to prohibit certain damage types from damaging func_breakables?
idk if half-life had that but i know Source/Half-life 2 did
It's a Source thing, but it would be worth adding
@alpine depot tank of wood is acool concept tbh
da vinci was going to make a tank and it was also wood
wait, can a grenade activate a trigger?
or can only the player trigger a trigger currently?
(besides another trigger triggering said trigger)
OH WAIT BRAIN BLAST
it's so hacky but it can work
oh my fucking god i just thought of the worst workaround because of the lack of damage filtering currently
i have a func_breakable set to a health to the damage of a grenade (300), and that triggers a trigger which destroys the main func_breakable of a larger breakable wall
wait im not sure if this is worth it
ok scratch that i'm not thinking this through right
jesus christ i cannot think straight right now, mapping is starting to get to me
yeah the quake palette doesnt really have nice greens, unlike doom
Wait is the game limited to quake's palette?
i think so
is it possible for an enemy to see a player through a brush yet?
like, func_illusionary?
is it possible to have a trigger_counter without showing a message?
alright, I've got some pretty simple questions:
(1) is it possible to use dusk mods in linux, and (2) if so, how?
I went and looked thru the official guide on mod.io
and while it makes brief mention of a batch file for linux, it otherwise only says to use steam or gog galaxy to access the sdk, and since I have the gog version, I'd have to use gog galaxy, which, as far as I can tell, isn't available for linux
maybe I've just missed something, but I figured I'd ask
There are no Linux binaries yet, the SDK is Windows only for now
There is a shell script for running on Linux, but no build for it to actually launch
fair enough, but is the sdk absolutely necessary to run mods? I'm guessing probably so, but I haven't seen anything to explicitly state as much
you could always fall back on wine/proton/whatever
and just use the windows binaries
I guess I could try that, but then, where would I even find the windows binaries for the sdk?
you can just install them from steam
or if youre using gog, youll have to manually join the sdk branch
of note, the gog version is a few updates behind
I have the gog version, and I don't know how I would join the sdk branch without gog galaxy
since that also isn't on linux unless I missed something
What's the Standard brightness setting in dusk?
not bright enough
I have a feeling my game isn't bright enough and thats kinda bad for testing my map
pretty sure it's at zero by default
I will say, if the dusk source code ever gets released, it'll be funny to see if someone makes a source port akin to blinky quake where you can have 360 degree fov thanks to multiple in-game cameras. or who knows, maybe that'll be possible with a future release of the sdk even
the sdk will in fact be open source
so yes
but also unity cameras by default dont support an fov over 180
so youll have to do some serious modification
interesting
Would probably have to make it a post process implementation.
Is object_lamp supposed to work? It's in my fgd but doesn't seem to render anything ingame
i think it works for me
huh. that's odd
release john from his prism prison
not sure if it's a known issue but crossbow projectiles seems to go through geometry @ancient depot
oh really, I never noticed that, it's kinda cool actually
i missed it too bro
when you get it it says "goes through enemies and walls" but i missed that second part lol
so if i want multiple rotating doors i will have to stack them all at 0,0,0?
@still raptor I was thinking about what you said about the movespeed, Iβm intrigued by how itβs setting the speed multiplied by the input, how does Move() understand which direction you need to move in if itβs all coming from the same float?
help
i think it was my poster wad i made, i forgot to change a texture name and it was really long lol
how do i fix this because now i cant access my .map
oh you can open the maps in text editors?
Big John
yeah a .map is literally just a text file
that is some fucking sorcery if it loads into a 3d level editor then
The editor creates geometry from the information in the text file
a .map is basically a text format describing entities and geometric planes
( -1200 784 112 ) ( -1200 784 113 ) ( -1199 784 112 ) big john the su -16 -160 -0 0.1 0.1
( -1200 784 64 ) ( -1199 784 64 ) ( -1200 785 64 ) big john the su -16 160 -0 0.1 0.1
( -1184 800 137 ) ( -1184 801 137 ) ( -1183 800 137 ) big john the su -16 160 -0 0.1 0.1
( -1184 910 128 ) ( -1183 910 128 ) ( -1184 910 129 ) big john the su -16 -160 -0 0.1 0.1
( -1199.875 800 128 ) ( -1199.875 800 129 ) ( -1199.875 801 128 ) big john the su -160 -160 -0 0.1 0.1```
yeah, the spaces would be the issue
i figured
you can either put the texture name in quotes
or remove the words after big and rename the texture itself
I'm fairly sure that if you put it in quotes, it'll break again the next time it's saved though
lemme just ctrl+z real quick
ah finally, here we go
thanks for that quick lesson on how .map files work lol
np lol
as for what the values actually mean:
- three xyz coordinates that are used to create a geometric plane (the intersection points of all planes are what create a brush)
- the texture name
- texture x and y coordinates
- texture rotation
- texture x and y scale
You can think of the three coordinates as points on a triangle, which is then extended out into an infinitely long plane
and all of those planes cut each other into the shape of the brush
SUPER-SEDUCER
big john and cow-babe canonically are dating throughout my maps
a match made in heaven :)
for parenting objects i set parentname in the child to be the targetname of the parent right?
i thought i had to do parent but that didnt work
correct
it should probably be changed to parent
but that's a change I'll leave until we have a BSP migration tool
personally very hyped for the scripting, whenever that is
Dusk dude must deal with the ramblings of a leatherneck, a scarecrow, a Wendigo, a horror, and Big John
all while losing sanity at an accelerating rate
First thing I'm doing is a dusk total conversion of fallout 2
Russian Duskerkill
For reference, in a later build description.xml will be replaced with meta.ini
[meta]
# 'content' was removed, game will now
# automatically figure out what a mod contains
name = DUSK Base Content
author = David Szymanski
preview = preview.png
summary = The base content for DUSK.
wll i have to replace my xml file with a ini or will it still work just not recommended to use?
description.xml will be removed completely
is that coming in an upcoming patch or a little bit further down the road?
any reason for the switch to ini? is it better in the long-run than using xml?
It's more consistent, since like, all our other config stuff is ini
(plus xml isn't really pleasant to write by hand)
i've tortured myself with xml a while back for a long time so it didn't bug me to do lol
oh, and are we going to get expanded color ranges at some point? or if custom palettes are a thing with quake modding, will we get support for that? all of the greens in my custom textures look more brown than green and it soils a few extra bits of atmosphere as a result
You can already do custom palettes
That's what palette.lmp is
Truecolor texture support is coming with the next makewad update, it'll embed the original PNGs which Dusk can read
My load times are getting pretty long (>30s) and it seems to be mostly lightmap information that takes that long. Is this normal?
:\ well that makes me feel slightly better about mine I guess
and then there's nuts
my map takes 2 - 2.5 minutes to load
btw would anybody in here be down to playtest my map and record the gameplay?
oh did you update it?
yeah
eyyyyy nice i think people will love it
thanks, I hope so
still not sure about the balancing thats the main reason why I'd like some more playtesting
yeah it's fun(c_door)
hell yea
i mean we already had a func clip workaround but still nice
yeah that was too much work lol
@onyx marten I'm down for some playtesting if you want
cool, I'm just checking if the changes I made work as intended and then I'll pm you guys
sure np
The load times will be significantly improved later on
right now texture packing/unpacking is the main slowdown
because unity's builtins for that are terrible
and yes, a lot of that is directly tied to lightmaps
Ok cool, glad to learn it's not my fault!
how to make doors open further? is it "lip" or something like "distance"?
i think if you set lip to a negative it opens more
lip opens it further
ok thanks
Is quicksaving going to be implemented anytime soon?
in the sdk? itll be a bit
theres a lot of stuff that needs to get done in order for saving to be cleanly implemented
in the main game, obviously you can already quicksave
how do you kill jakop in mod maps?
or better question is it possable to make jakop killable?
sorry bro you can't kill me
I haven't seen anyone actually use Jakob in a custom map
trigger_hurt that's set to an absurdly high value should work juuuust fine
Dusk: Eternal when?
When my new map is out
gettin some real progress made on my next map
really glad func_breakables can trigger other triggers
the max damage a mortar can do is 300, right?
or does the explosion function like Blood's where as it expands it loses damage value over time?
next map after urban turmoil?
yup
why the soldiers be dummy thicc π³
oh yeah and what bugs me most is that the turrets float off of the ground
i think it's around like, 16 units off of the ground
wait no probably more like 24
idk im eyeballing it lol
and what if you simply move them lower?
doesnt work
it's like how a regular NPC pushes itself up to the top of a nearest surface when spawning
(unless it's too far down and it just falls into the void)
how about "carving" a small space beneath it in the floor and placing it in that small hole
just a tiny bit
like 4-8 units
i dont know how big the collision box is so that'd be a really painstaking trial and error process
Placing em lower works for me
Yeah the whole placed lower thing will be fixed eventually
only reason it isnt fixed yet is because every single map in the campaign they appear in needs to have them moved up first
are they moved up to that height in the code or something then?
Nah, the prefab itself has them raised up
I imagine it's just an oversight
In the campaign levels they're placed lower, just like they need to be in custom maps currently
Eeeey, duskdevs
is there a way to change a bullet trace?
I'm either blind or there's no trace texture in textures folder
Those are drawn via the LineRenderer class in Unity, afaik
There's no texture
If you want to change those, you'll have to wait for scripting
rip
killtarget message and delay arent working on my boss
i have a gate open via trigger_counter, operated by 3 buttons and just realized you can just press one butten 3 times and the sequence is completed. is there any way to fix this?
I would have thought wait -1 would do it, but I just tested it and apparently the button is still pushable, it just doesn't move
exactly
i mean it's not a huge issue since i guess most people wouldnt even try pushing a button multiple times but this could break a big arena in my map so I'd like to fix this
Ok, try targeting a trigger_once with your button, and then have that trigger the counter
I'm already targetting a multi_manager so i think this won't work, but I'll try it. maybe having the multi_manager target a trigger_once works.
Yeah, it sounds like it should
you should be able to set the buttons to once be pressable once
yeah that would be wait -1 right? that didnt work
wait -1 is in the sdk for sure, it works in that way that the button doesnt move anymore but still triggers the counter
heyy great, the trigger_once method works (at least on the small map i tested it on). thanks mang!
okey so it doesn't move back but you can still click it?
yup
it triggers a multi_manager which acts like trigger once for the monsters spawning in but seems to be able to trigger the counter as often as you click it
@still raptor ^
Func_Door tiggers it's targets even if it's "button" is already true
some check in OnTrigger maybe
@ancient depot is it possible for a shootable button to show a message? when activated by shooting/hitting it i mean
don't we have a separate message entity?
i dont know actually, i think i once used trigger_once for that. but i suppose since buttons show a message when pressed, implementing that they also show it when shot should be relatively easy? idk tho
does the message on buttons work normaly?
yeah
yeah you could just have the button trigger a message
took me long enough but i finally updated taiga
epic
okay I've been searching for this for a while, but is there a place where I can find the prop entities for DUSK so I can spruce up my map
I apologize if I missed it
theres an entities doc in the SDK file, its a little bit outdated but i think everything in there works
Wait. Lemme just delete that for a sec. I don't think DUSK works with 8-bit PCM.
Okay. Here you go. A Doomguy jump sound for DUSK.
Here is a Doomguy pain sound. It was edited to fit better with Dusk.
Finally, death sound.
janky AK for map decoration https://media.discordapp.net/attachments/670453745162649611/701326579896287312/unknown.png
sick
i have a question, since hlsdk cant load palettes and all dusk textures show black n white in editor will they be fine ingame?
probs yeah
as long as you include the palette file with your mod
you could also uuse wad2/3 s i think
which include palettes on a per texture basis
well dusk_v2 wad is wad2
@still raptor did you see the bug report for buttons/doors
based on what
tbh the thing im excited for most with new maps that come after the last update is stairs being clipped
we could do that long ago actually, just now with func_clip
previously we could still do insibile brushes
oh


