#dusk-modding

1 messages Β· Page 53 of 1

last talon
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lmao

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thats actually... a good thing

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the cap I mean. I can imagine the possible coil whine you'd get

gritty forge
ancient depot
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I have not

still raptor
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sven has some really interesting entities

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env_fog πŸ‘Œ

gritty forge
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Sven has a shitload of entities

still raptor
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i mean

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coil whine doesnt do anything

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there is absolutely zero actual drawback to running the game at 2000 fps

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but people dont like it for some reason

honest stag
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"the m egabytes are scaring me :((("

still raptor
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^^^

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"my fans turned on, oh no! theyre operating as intended!!!!"

last talon
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its still noise

worn umbra
eternal sail
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Oh hell yeah

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Can't wait for the sound replacement patch

long anchor
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Can't wait for in-level sfx

valid idol
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Can the SDK make new game modes or is it basically a map maker?

tepid python
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at the moment it's only map making

long anchor
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I think you would be able to make new game modes with scripting

last talon
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cant map for Duskworld yet either afaik?

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well you can but cant load in duskworld

long anchor
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When scripting? Only God Zom knows

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^^^

ivory magnet
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dusk and DW are technically different games

long anchor
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Duskworld is no no too

ivory magnet
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DW will be supported later

long anchor
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I want monster corpse soccer

last talon
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lmao blood style head kicking but its a full on soccer game

desert crane
tepid python
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no big chungus

ancient depot
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oh yeah we also removed herobrine again

sturdy tide
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again? god dammit

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he was actually alright this time around

long anchor
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now we can mod safely

regal ore
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What the hell, my entire mod was built around herobrine

worn umbra
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If only i didnt need to sleep

pearl fox
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So much good stuff coming up

gritty forge
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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

gritty forge
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Unreal Dusk skyboxes when?

hardy seal
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I think i'll start my modding career off easy

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by turning the rats into Cancer Mouse

long anchor
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Cancer mouse?

hardy seal
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a meme from Civvie 11

long anchor
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Ah, Civvie's cancer mouse

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gotcha

hardy seal
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how do you change enemy textures?

tepid python
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you can find the texture that you're looking for by searching for it inside Dusk\SDK\mnt\local\dusk\textures

hardy seal
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i found the rat png

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I just need to make it green

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i could use either Dusk's normal rat or the Jerma rat mod

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probably the latter bc the body is one color

onyx marten
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would be nice if you could at that green glow from the mages

hardy seal
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that'll probably come later once the SDK becomes more advanced

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at the very least i could just change the alert sounds

onyx marten
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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

tepid python
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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

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idk if breakable has a target variable

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or if pickups don't just slowly go down if not on the ground

long anchor
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breakable have target

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it triggers trigger_once

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or if pickups don't just slowly go down if not on the ground
no i think

onyx marten
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huh alright, I'd want it to go drop to the ground slowly but that doesnt work

long anchor
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cause on earlier version of my map switching fgd resulted different heights of some of my pickups and they didn't fall

onyx marten
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switching the fgd caused that? weird

long anchor
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well yeah

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cause before custom fgd I had these little grey boxes

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and then bigger quakish boxes

onyx marten
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oh ok, didnt think it would make a difference ingame

long anchor
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(I think it was like that)

hardy seal
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So the idle sound I chose for the rat plays, but the alert & attack sounds don’t play at all

still raptor
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Yep, there are some sounds that cant be replaced yet

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you just happened to run into some of them

onyx marten
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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?

hardy seal
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oh

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i assumed it was for some other reason

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bc the Doom sounds i downloaded weren't working until today

ancient depot
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@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

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You could make your own or use the Dusk ones

honest stag
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hey @ancient depot is there anything specific i need to know about skybox textures? i tried adding them but they dont show up

ancient depot
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The patch isn't out yet

honest stag
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ah fucking goddamnit lmao

ancient depot
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lmao

sturdy tide
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gj

still raptor
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that IS something specific they should know

hardy seal
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what would happen if I uncheck the base game in mods?

honest stag
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you create a black hole

ancient depot
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you break a bunch of stuff

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it's not actually meant to be possible to disable it

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but I think the functionality that prevented it broke

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it's only visible in the menu at all so you can reorder it

hardy seal
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does reordering do anything?

still raptor
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yeah it sets priority

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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

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and many many other things

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itll be very important when scripting and stuff exists

hardy seal
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ah

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so you can essentially mix and match mods that way

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like having the doom guy player sounds, but with him screaming something else at death

ancient depot
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Yeah, exactly

hardy seal
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Cool

onyx marten
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@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

worn umbra
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what size will the skybox textures be? just squares?

still raptor
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yeah, square, id keep them reasonably high res

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because they can take up large parts of the screen

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1024 or 2048 probably a good idea

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but its up to your style

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if you like a pixelated sky, nothing wrong with that

candid dew
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@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

onyx marten
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Yeah, I didnt even consider that before

ancient depot
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Known bug, it's because the items don't get excluded from navmesh generation

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oh I should remove the madness crystal object, looks like it was there all along lmao

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it's prop_berserk

worn umbra
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lol

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rename it?

ancient depot
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that'd break maps using it

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if any happen to exist

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when we break stuff, I prefer to keep several breakages together in one update

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so it shouldn't be a problem when the patch comes out

onyx marten
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Ooh nice thanks zombie

long anchor
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nice

eternal sail
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nice

pearl fox
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nice

onyx marten
alpine depot
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im so happy for the bossname parameter lol

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fuck dem skyboxes it's all about that BOSSNAME YOOOOOOOOO

alpine depot
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isn't there a way to set the "dev time" on the intermission screen?

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i swear i saw something about that a while back

gritty forge
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what do you mean devtime

candid dew
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think it's par on worldspawn

sharp trail
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this is fucking awesome i love you modders

gritty forge
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there is a par value yeah but I can't see it being used anywhere

candid dew
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I thought it was used to set the 'average completion time' or dev time shown in the level end screen

ancient depot
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par is used yeah

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I think I documented it on the wiki maybe

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yup

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so 00.05.00 for 5 minutes

alpine depot
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awesome, thanks

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btw try and beat 2:57 on my map 😎

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also if a door's health is set to 0, it can't be opened by shooting right?

onyx marten
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i think it shouldnt have a health key at all? not sure, but my doors dont have one

iron needle
ancient depot
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Patch is live!

alpine depot
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awwww sick

onyx marten
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hooray

long anchor
worn umbra
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Awwww hell ye

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Now i have purpose in my life again

alpine depot
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do we need the file extension at the end for the path to the skybox texture?

ancient depot
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yes

long anchor
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Duskdevs, are you planning to add support for light emitting texture?

ancient depot
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Already supported in tools

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via lightmaps

long anchor
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wdym

alpine depot
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just add a light point entity

ancient depot
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You can have emissive textures

alpine depot
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add _surface in the properties

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and set it to a texture path

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that texture will emit whatever light value is in the point entity

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(keep in mind it applies to all of that one texture)

long anchor
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I hope I understand right

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testing

alpine depot
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can we change the color of the sky with _color on worldspawn?

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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?)

long anchor
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I can't make it work

alpine depot
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_surface just looks for the texture name

long anchor
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don't look at the lamp brush it's unrelated

alpine depot
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it doesn't need the full path

long anchor
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oh

alpine depot
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wait shit i might be doing the skyboxes wrong then

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@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?

ancient depot
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It's a full path

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including extension

alpine depot
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ok thanks

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full as in from the root drive?

ancient depot
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relative to your mod folder

long anchor
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oh oh

ancient depot
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so textures/skies/sky_up.png

alpine depot
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ohhhhh alrighty

ancient depot
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Anything in Dusk that needs a texture path expects it in that form

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_surface isn't part of Dusk but rather the map compiler, hence the difference

alpine depot
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it'll look for default dusk skies too i'd assume right, i dont need them in my mod folder

ancient depot
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Correct

alpine depot
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ok thanks for the clarification

long anchor
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it's still not working

alpine depot
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what does the path look like now?

long anchor
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rectangle brush on the left is the one that should emit light

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i tried textures\textures\name.png and textures\name.png

ancient depot
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_surface is different, you need to use a texture from a WAD

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And use the name of the texture in the WAD

long anchor
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that's what i'm doing

ancient depot
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NAME or name should work

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but textures/name.png won't

long anchor
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oh

ancient depot
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Remember, _surface is for the map compiler, not Dusk

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So it has different rules

alpine depot
ancient depot
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sky_down looks wrong

alpine depot
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there's no textures in my mod folder, i'm just trying to find default dusk skyboxes

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oh yeah i notice that now lol

ancient depot
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also this is in worldspawn, right?

alpine depot
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yes

ancient depot
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but yeah those paths are a little fugged lmao

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using _ where / is required

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left, right and down are wrong

alpine depot
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would the skybox just not show up if one of the paths are borked?

ancient depot
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The ones with correct paths should show up

alpine depot
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well then im not sure whats wrong

ancient depot
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So you'll have a weird mishmash between the default sky and the ones you placed

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Could you send over a BSP for me to examine?

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Assuming it doesn't work after you tweak the paths

long anchor
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it's still not working 😦

ancient depot
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Try reading the ericw tools documentation

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It should be detailed in there

long anchor
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ok

alpine depot
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wait a fucking second

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oh my god

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i was compiling to a non-existent folder

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i changed the folder name and forgot to set it in the compiler

ancient depot
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lmao

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false alarm then

alpine depot
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no wonder when i tried to fix all my doors with the health issue it wasn't changing at all when i recompiled

long anchor
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lmao it's just _surface - carpet

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now it works

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and you don't even need a folder with this texture

candid dew
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am i going crazy or are skybox_left and skybox_right the wrong way round?

ancient depot
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nah, it's just that the default skyboxes in dusk have the wrong texture names

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they're gonna be renamed later on

candid dew
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ok thanks

onyx marten
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is it possible to give any enemy a boss name / health bar?

ancient depot
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not currently

onyx marten
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alright

long anchor
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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?

ancient depot
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The texture name that's stored in the wad

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Which usually doesn't have an extension

onyx marten
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do func_clip brushes need a specific texture or any texture at all?

ancient depot
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no requirements at all

candid dew
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You can't use the actual clip texture

onyx marten
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perfect

candid dew
ancient depot
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yup

candid dew
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or is it a different convention?

ancient depot
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sky_left and sky_right map directly to _LeftTex and _RightTex in Unity's skybox shader

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so likely a different convention

candid dew
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interesting! cheers

worn umbra
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its "bossname" not "boss_name" right?

ancient depot
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Yes

worn umbra
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hmm

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i just realized why things werent working

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i didn't even check if the game had updated

ancient depot
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lmao you had me worried I'd have to get another hotfix ready

worn umbra
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lesson learned, skybox textures are a lot darker than they look.

still raptor
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lmao

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also turn bloom off and it wont be as harsh

gritty forge
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Is that a TF2 skybox?

onyx marten
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can anybody tell me how to convert .pk3 files? i only found pk3 sky textures

worn umbra
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No, just a quick custom skybox to see how they would look

candid dew
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Does the new trigger_hurt have damage types? i.e. does the lava suit do anything now?

ancient depot
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Not currently

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Just simple damage and healing for now

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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

onyx marten
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how do you make it heal? and can you make it so that it only heals once?

ancient depot
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Negative damage, and not currently

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It also heals over 200 hp

onyx marten
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gracias

eternal sail
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The SDK patch is great, finna translated the campaign decals, big thanks

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Really looking forward for the same possibilities with sound

long anchor
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Goblin when Shotty

onyx marten
ancient depot
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you need to include the extension

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as in, the .png

onyx marten
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enemies can move through pickups, youre da man zombie

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ohhh thx

pearl fox
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Can't wait for the maps dropping in the next days

unique ocean
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func hurt implemented

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YES

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YES!

long anchor
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I wonder what's next on the list

gritty forge
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func_train :v)

eternal sail
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Goblin after sound replacement feature

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can't do it otherwise

long anchor
small gate
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func_train
not func_vehicle

long anchor
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ok it's not funny anymore

small gate
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you make me disgusted

tepid python
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func_vehicle already exists

onyx marten
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lmao

small gate
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then sdk is completed

long anchor
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ok it's not funny anymore
ban me

small gate
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good job guys we can all pack our bags and go home now

alpine depot
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god the lighting worked out SO good

gritty forge
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hell yeah

alpine depot
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map will release TODAY if vis is nice to me

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as well as the rest of the compile

pearl fox
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Looks awesome

small gate
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atmospheric

gritty forge
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fun fact

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vis isn't even used in the sdk currently

still raptor
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yeah you can skip it for now

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but , i would suggest still being good about it, because eventually it will be implemented

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also yeah @alpine depot that lighting is sick

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skyboxes really do be like that

alpine depot
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oh wait i didnt even need vis lol

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it was laggy cuz there was a leak

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bruh moment

worn umbra
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god today is not a good day to be feeling unproductive

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yeah nothing new is coming on my end today

gritty forge
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his map has leaks

alpine depot
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my next map will be OPEN WORLD

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Detective Dusk-Dude and his sidekick Small Johnathan

hardy seal
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for some reason, my rat idle file has a distortion to it when played in game

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idk why it happens but it's cool and I like it so i'm keeping it in

alpine depot
pearl fox
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oooh, was gonna get some sleep, but alas

alpine depot
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this map took too long to complete lol

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i got lazy and took a two week hiatus, thanks quarantine!

ancient depot
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I was about to sleep but I gotta play this now

alpine depot
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hopefully it all works as intended

alpine depot
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oh yeah heads up cero miedo will absolutely wreck your ass if you go into the map blind

pearl fox
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Wow, really impressive stuff. The scenery of the town is super beautiful

alpine depot
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thanks! i love how it turned out too, super proud of how it looks

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if only i had more than two building textures lol

pearl fox
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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

alpine depot
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yeah i'll look into the ammo balancing for sure

pearl fox
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But the architecture and setdressing here must be some of the best I've seen in DUSK so far period

alpine depot
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when scripting arrives i'll look into making 3d skyboxes a thing so i can add even more detail

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when custom models come in too oh maaaaannn

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super excited for more sdk stuff, i'm having a blast making these maps

ancient depot
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holy fuck dude

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that was the longest map I've played so far

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absolute top tier work

alpine depot
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thanks, i appreciate it!

ancient depot
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how long did you spend on this?

alpine depot
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god i dont even know

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i took a hiatus for a few weeks so i lost track

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at least over 12 hours

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i dont even know lmao

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i'm wagering about two weeks of work

ancient depot
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absolutely worth the effort, that was awesome

alpine depot
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i'm only getting MORE AMBITIOUS BABYYYYYY

ancient depot
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it took me 28 minutes to beat the level and I didn't even get all the secrets

alpine depot
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derailed is getting a makeover for the patch too

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a night skybox

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and moody night lighting 😎

ancient depot
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maybe I'll add trigger_changesky for the next patch

alpine depot
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oooh shit

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that'd be sick as hell

onyx marten
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oh yeah

pearl fox
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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

alpine depot
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Β―_(ツ)_/Β―

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didnt feel like it i guess, i saw there was some issues with them too

ancient depot
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Probably just would've taken too much time to move all the doors over to it

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They're also a bit finnicky to set up rn

alpine depot
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i'll figure it out for an update eventually

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balancing ammo and difficulty is my main concern right now

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i'm glad people enjoy it regardless

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so worth the effort i think

ancient depot
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also ||that wendigo room was fucking DIRTY||

pearl fox
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Awesome. Oh, and I had trouble finding that yellow door for a sec there

alpine depot
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yeah i didn't make it too obvious

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i tried to be subtle

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i guess it worked too well

pearl fox
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Lookin forward to seeing what you're coming up with next

alpine depot
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i got ideas, that's for sure

pearl fox
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Also ran into this SDK-related bug when the map restarted, but I'm fairly sure it's a known issue

alpine depot
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oh no thats not an sdk issue

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i have it set to load the next map already

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but obviously it's non-existent lol

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so it doenst load

ancient depot
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it's technically a bug

alpine depot
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technically

ancient depot
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we should make it bail to the menu in that situation

alpine depot
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i was about to suggest that

pearl fox
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Ah, I see

alpine depot
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ooh when are we gonna get the intermission text wall thing?

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when you're at the end of the episodes in dusk, that stuff

ancient depot
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I wonder, that might not be too complex to add

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I'll look into it

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I might prefer to wait until we have proper support for defining your own episodes though

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depends on the approach we take

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since I might end up copying what zdoom does

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where there's "clusters" and "episodes"

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an episode is a bunch of clusters (a group of maps)

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once you finish a cluster you get an intermission for it

tepid python
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is there currently a way to add a timer to a map

alpine depot
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hey can you explode a func_breakable?

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Dusk does not yet support explosive func_breakable entities.```
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fuck

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i swear i saw a video of a map that did that

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there was a jet flying overhead and it blew up a shack and bombed a street of cultists

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oh it probably teleported in some barrels

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dang but who made that? that was some cool stuff

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oh i found it

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@unique ocean what'd you do to pull off that airstrike in your map? barrel teleporting?

unique ocean
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Yes. Barrel telefragging

alpine depot
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ohh, so like two barrels teleporting into each other?

unique ocean
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but I also tied the breakables to a trigger

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yes

alpine depot
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lol that was awesome

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if you continue that, you should make the ground form a bit of a crater/trench from the explosions

unique ocean
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I planned to make that map have a ton of airstrikes

alpine depot
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i might yoink that concept a bit because that was seriously creative

unique ocean
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Last time I checked that map though, the func breakables got broken by a patch so RIP

alpine depot
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func_breakable got fixed two patches ago

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i had the same issue with my maps

unique ocean
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I had been working on doom 2 maps while waiting for patches

alpine depot
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oh awesome

ancient depot
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@unique ocean Yeah we fixed func_breakable, I specifically tested with your map to make sure

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It being broken was entirely my bad

alpine depot
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ooh could you see about why explosives aren't damaging func_breakables?

ancient depot
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I've been meaning to look into that for a while now

alpine depot
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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

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oh for a trigger_changelevel, can it switch to a map from another mod (if it's present)?

ancient depot
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yes

alpine depot
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because derailed and urban turmoil are two separate mods but i'd like to link them tog-

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ohh

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so i just have to do maps/mapname?

ancient depot
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yup

alpine depot
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duh ok

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i was just doing the mapname without the maps/

ancient depot
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mapname on its own should work too

alpine depot
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didnt work for me

ancient depot
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the game tries looking for whatever you provide, and if it doesn't find it, it tries again with maps/ at the start

alpine depot
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do i need .bsp at the end?

ancient depot
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nope

alpine depot
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ok then that's weird

ancient depot
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@alpine depot note it's case sensitive

alpine depot
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it cant seem to find it?

ancient depot
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hmm

alpine depot
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im certain i spelled it right

ancient depot
#

are you certain the mod is active?

alpine depot
ancient depot
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lmfao

still raptor
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lol

onyx marten
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Lmao

alpine depot
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ive done this twice today

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TWICE

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i think i need to see a doctor

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i made the damn thing too

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looks like whenever you rename a folder it thinks it's a new mod

onyx marten
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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

alpine depot
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yeah i think it was just two red mages except made bigger

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and had names and healthbar

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i dont see any in the entity list

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i could be wrong cuz this fgd isnt exactly official

onyx marten
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Yeah i dont think they are in the entities txt either

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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

ancient depot
#

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

alpine depot
#

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

onyx marten
#

Will it be added at some point?

alpine depot
#

πŸ™ pray to the zomBEE

ancient depot
#

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

lapis hare
ancient depot
#

absolutely correct

#

but it worked so now I can reward myself with some iced coffee and a nap

alpine depot
#

i'd love to dive into the pasta code of dusk

#

i mean i'm just assuming everything code-related is pure spaghetti

onyx marten
#

Cool

#

Treat yourself

#

You've earned it

ancient depot
honest stag
#

POGGERS

alpine depot
#

where's the cacodemon pogger

alpine depot
#

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

ancient depot
#

hotfix that adds explosive damage support to func_breakable is now live

alpine depot
#

awesome

#

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?

ancient depot
#

you can trigger a trigger through the breakable to display a message

alpine depot
#

oh, it can target a trigger to trigger a message

#

well that's a mouthful

ancient depot
#

lmao

alpine depot
#

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

ancient depot
#

yup

alpine depot
#

how do they get in the thing?

ancient depot
#

through a secret underground tunnel

alpine depot
#

maybe through || the secret catacombs||

ancient depot
#

one thing I really want to add later is terrain definitions

alpine depot
#

||oh man PERFECT SPOT TO HIDE A SECRET||

ancient depot
#

so you can make walls bleed when shot

#

etc

alpine depot
#

walls bleed?

#

holy shit

ancient depot
#

yeah so you don't get solid concrete bullet holes in gore piles

alpine depot
#

that'd be good for all that meat in the Meat Palaceℒ️

#

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

ancient depot
#

Dusk doesn't support them yet, however

alpine depot
#

ah alright

alpine depot
#

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?

ancient depot
#

light is a baked light, so yeah, not supported

#

and never will be

#

you'd need light_dynamic for a moving light

alpine depot
#

dang

timber atlas
#

Is there a changelog for the sdk update?

high magnet
#

Is light_dynamic implemented?

pearl fox
#

Is doors pulling the player in their direction even when perpendicular to the player gonna be something that may change soon?

still raptor
#

Yes

long anchor
#

omg zom fixed breakables not breaking by explosion?

still raptor
#

yes he did

long anchor
#

*** C O O L ***

gritty forge
long anchor
#

wtf I can snap vertices to grid?

#

oh no

high magnet
#

I never knew that

onyx marten
#

Lmao

#

Btw what's the difference between snapping to grid and snapping to integer?

gritty forge
#

grid takes into account your current grid size

#

I think

candid dew
#

snapping to grid is the same as snapping to integer if grid size is 1

onyx marten
#

ahh, aight thanks!

honest stag
#

my skyboxes dont seem to work

#

ill give the worldspawn properties

onyx marten
#

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"

honest stag
#

ithere arent any there

onyx marten
#

are these textures in a separate texture folder from your mod?

honest stag
#

nope, mod folder

#

do they all need to be correct to show up?

onyx marten
#

i think those that are correct should show up

honest stag
#

yeah sky_up doesnt show for example

onyx marten
#

do any show?

#

are you using dusks textures? because i dont see any that are called sky_up

#

just skybox_up

honest stag
#

nope, not any
also i'm using my own

onyx marten
#

skybox_top i mean

honest stag
#

do they need to be specific size?

onyx marten
#

oh ok, no clue then

ancient depot
#

@honest stag

  1. Try verifying that the BSP compiled properly
  2. Make sure the game updated on Steam
  3. Make sure the casing of the letters matches the actual texture file names
honest stag
#

alrighty, ill try that

ancient depot
#

You could also open the bsp in notepad++ or something and search for "worldspawn" to verify the properties are there

gritty forge
#

Gamin

pearl fox
#

Says ||GER TRIGGER||

long anchor
#

haha

#

I had this one too

pearl fox
#

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

alpine depot
#

I'll work on that today, thanks for the feedback

#

dunno why that trigger bug happens lol

#

any specific encounters?

humble garnet
#

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

alpine depot
#

the makewad tool works fine with normal non-transparent or whatever textures right?

humble garnet
#

not really i tried putting hl1 wad into the mod but it still doesnt work?

ancient depot
#

Where did you place the wad files?

humble garnet
#

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

ancient depot
#

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

humble garnet
#

it still didnt load em

#

oh damn

#

then im doomed

ancient depot
#

Which map are you trying to load?

humble garnet
#

its my custom map i made for hl1

#

also im trying to load it's custom textures hl1 wad

ancient depot
#

Could you DM me the bsp and the wad files? I'll take a look

pearl fox
#

any specific encounters?
@alpine depot the one in the big train yard comes to mind first

#

Right before the ||guardian boss||

alpine depot
#

ah alright

#

what about urban turmoil? i know there's a few minor issues there i need to sort out

pearl fox
#

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

ancient depot
#

I need to give Urban Turmoil another play, I was nearing the end of an all-nighter when I did my first run

alpine depot
#

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||

proven agate
#

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. WILDWOODY2

ancient depot
#

The "Escape" screen appears when a map fails to load

#

What levels are you getting that with?

proven agate
#

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)

ancient depot
#

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?

proven agate
#

I tried! ROXY

#

But there is no info lol

ancient depot
#

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

proven agate
#

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? πŸ˜†

ancient depot
#

I think @spiral nexus used ZHLT a few times

#

Any ideas?

spiral nexus
#

Hello yes

proven agate
#

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"....)

spiral nexus
#

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

proven agate
#

So the quake - light have it, yeah?

spiral nexus
#

Ericw's tools has that indeed

proven agate
#

Ok, thank you very much.

spiral nexus
#

@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)

proven agate
#

Oh... sbeve
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 😩, but anyway, that doesn't matter, thanks againg)

spiral nexus
#

You might consider optimizing your maps if you feel like it takes a long time to compile

#

remember to use func_detail pretty often

proven agate
#

oh.. so func_detail work? hmm... sure thing then. What about other optimization things? null textures works? and so on...

ancient depot
#

clip textures won't work at the moment

#

you can use func_clip though

spiral nexus
#

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

onyx marten
#

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?

spiral nexus
#

if you are using JACK you should have ZHLT.fgd by default

#

that includes all entitles that ZHLT can compile

onyx marten
#

I'm using Trenchbroom

spiral nexus
#

I don't remember if ericw's tools supported func_detail

candid dew
#

you can just chuck stuff in like

@SolidClass = func_detail : "Detail brushes" []
@SolidClass = func_detail_fence : "Fence brushes can be seen through" []
onyx marten
#

Yeah they do, pretty sure

candid dew
#

then save it and reload in trenchbroom

onyx marten
#

alright thanks, I'll try it

spiral nexus
#

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

onyx marten
#

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?

still raptor
#

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.

gritty forge
#

I thought all func_detail* rendered as part of the world

onyx marten
#

thanks

candid dew
#

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

onyx marten
#

yeah i used func_detail_wall for that before, but I'll use fence from now on

alpine depot
#

i think im gonna make it so you can blow up some buildings in the plaza arena lol

#

thank god for the explosions hotfix

coral beacon
#

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

onyx marten
#

into your mod folder

coral beacon
#

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?

ancient depot
#

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

coral beacon
#

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

ancient depot
#

try making an id1 folder and putting gfx in there

#

and setting the quake game path to the folder containing id1

coral beacon
#

finally it worked thx so much

#

before this i just dumbed everything on the desktop and it worked

#

so i dunno what happend there

terse salmon
#

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?

still raptor
#

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

onyx marten
#

are the skybox textures in the worldspawn case sensitive?

ancient depot
#

All paths in Dusk are case sensitive

#

It's done to ensure better compatibility when we have a linux version

terse salmon
#

@still raptor thanks, so the movespeed var isn't seperate from the strafespeed? how is the strafe speed calculated?

still raptor
#

there is no like, strafespeed

#

just one movespeed really

terse salmon
#

how is the strafe direction determined if they're the same?

still raptor
#

everything gets normalized to a move direction

#

based on your input

terse salmon
#

interesting, thanks for the detail!

still raptor
#

its basically direction = input * acceleration

terse salmon
#

so the bunnyhop boost is still applied whichever direction you move in

still raptor
#

yes

#

the final calculation is basically the above direction + external vector calculations

#

those external factors are things like rocketjumping, bunnyhopping, crouching, etc

terse salmon
#

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?

still raptor
#

it does check, thats why you keep restanding

#

if it didnt, you would just stand up

terse salmon
#

why doesn't stay crouched until im at full possible clearance?

still raptor
#

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

alpine depot
#

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

ancient depot
#

It's a Source thing, but it would be worth adding

foggy sinew
#

@alpine depot tank of wood is acool concept tbh

#

da vinci was going to make a tank and it was also wood

alpine depot
#

there's no good metal textures

#

all my wad tools hate the color green too

alpine depot
#

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

candid dew
#

yeah the quake palette doesnt really have nice greens, unlike doom

grizzled night
#

Wait is the game limited to quake's palette?

alpine depot
#

i think so

#

is it possible for an enemy to see a player through a brush yet?

#

like, func_illusionary?

onyx marten
#

is it possible to have a trigger_counter without showing a message?

empty heron
#

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

ancient depot
#

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

empty heron
#

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

ancient depot
#

It is, yeah

#

The SDK itself is mod support

empty heron
#

okay then

#

so I guess I'll just have to wait for the linux build of the sdk then

still raptor
#

you could always fall back on wine/proton/whatever

#

and just use the windows binaries

empty heron
#

I guess I could try that, but then, where would I even find the windows binaries for the sdk?

still raptor
#

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

empty heron
#

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

onyx marten
#

What's the Standard brightness setting in dusk?

honest stag
#

not bright enough

onyx marten
#

I have a feeling my game isn't bright enough and thats kinda bad for testing my map

empty heron
#

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

still raptor
#

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

empty heron
#

interesting

hard pollen
#

Would probably have to make it a post process implementation.

candid dew
#

Is object_lamp supposed to work? It's in my fgd but doesn't seem to render anything ingame

honest stag
#

i think it works for me

candid dew
#

huh. that's odd

tepid python
gritty forge
#

ah yes

#

BJohnium

foggy sinew
#

release john from his prism prison

gritty forge
#

not sure if it's a known issue but crossbow projectiles seems to go through geometry @ancient depot

ancient depot
#

That's intentional

#

As in, part of the weapon's design

gritty forge
#

oh really, I never noticed that, it's kinda cool actually

foggy sinew
#

i missed it too bro

#

when you get it it says "goes through enemies and walls" but i missed that second part lol

tepid python
#

so if i want multiple rotating doors i will have to stack them all at 0,0,0?

ancient depot
#

yeah

#

for now, unless you use a Half-Life editor

terse salmon
#

@still raptor I was thinking about what you said about the movespeed, I’m intrigued by how it’s setting the speed multiplied by the input, how does Move() understand which direction you need to move in if it’s all coming from the same float?

alpine depot
#

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

ancient depot
#

Open your .map in a text editor like Notepad++, head to line 3395

#

What is there?

alpine depot
#

oh you can open the maps in text editors?

gritty forge
#

Big John

ancient depot
#

yeah a .map is literally just a text file

alpine depot
#

that is some fucking sorcery if it loads into a 3d level editor then

ancient depot
#

The editor creates geometry from the information in the text file

#

a .map is basically a text format describing entities and geometric planes

alpine depot
#
( -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```
ancient depot
#

yeah, the spaces would be the issue

alpine depot
#

i figured

ancient depot
#

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

alpine depot
#

lemme just ctrl+z real quick

#

ah finally, here we go

#

thanks for that quick lesson on how .map files work lol

ancient depot
#

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

alpine depot
gritty forge
#

SUPER-SEDUCER

alpine depot
#

big john and cow-babe canonically are dating throughout my maps

#

a match made in heaven :)

alpine depot
#

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

ancient depot
#

correct

#

it should probably be changed to parent

#

but that's a change I'll leave until we have a BSP migration tool

hardy seal
#

guys

#

imagine

#

Dusk campaign but multiplayer

ancient depot
#

That's coming in the future

#

We're doing coop as part of the SDK

hardy seal
#

yoooooo

#

Dusk but the AI is self aware

ancient depot
#

lmao

#

"you got your passport?"
just throw the soap at 'em

tepid python
#

personally very hyped for the scripting, whenever that is

hardy seal
#

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

onyx marten
#

First thing I'm doing is a dusk total conversion of fallout 2

alpine depot
#

brutal dusk

#

lol

#

i wanna grab a soldier and hurl him across the map lmao

gritty forge
#

Russian Duskerkill

ancient depot
#

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.
tepid python
#

wll i have to replace my xml file with a ini or will it still work just not recommended to use?

ancient depot
#

description.xml will be removed completely

alpine depot
#

is that coming in an upcoming patch or a little bit further down the road?

ancient depot
#

Could be either

#

I'd like it to be in asap

alpine depot
#

any reason for the switch to ini? is it better in the long-run than using xml?

ancient depot
#

It's more consistent, since like, all our other config stuff is ini

#

(plus xml isn't really pleasant to write by hand)

alpine depot
#

i've tortured myself with xml a while back for a long time so it didn't bug me to do lol

alpine depot
#

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

ancient depot
#

You can already do custom palettes

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That's what palette.lmp is

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Truecolor texture support is coming with the next makewad update, it'll embed the original PNGs which Dusk can read

gritty forge
#

ah yes finally

#

truecolor

#

now I can have meme images in my maps

candid dew
#

My load times are getting pretty long (>30s) and it seems to be mostly lightmap information that takes that long. Is this normal?

honest stag
#

map loads in general here take a while

#

someone's map takes like 2 minutes

candid dew
#

:\ well that makes me feel slightly better about mine I guess

tepid python
#

and then there's nuts

onyx marten
#

my map takes 2 - 2.5 minutes to load

#

btw would anybody in here be down to playtest my map and record the gameplay?

honest stag
#

oh did you update it?

onyx marten
#

yeah

honest stag
#

the one we played in out channel

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our*

onyx marten
#

yup

#

I think it's close to being ready for release

honest stag
#

eyyyyy nice i think people will love it

onyx marten
#

thanks, I hope so

#

still not sure about the balancing thats the main reason why I'd like some more playtesting

honest stag
#

yeah it's fun(c_door)

onyx marten
#

lol

#

it's rather fun(c_breakable)

#

so glad func_clip is a thing now

honest stag
#

hell yea
i mean we already had a func clip workaround but still nice

onyx marten
#

yeah that was too much work lol

candid dew
#

@onyx marten I'm down for some playtesting if you want

gritty forge
#

I can playtest

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maybe not today tho

onyx marten
#

cool, I'm just checking if the changes I made work as intended and then I'll pm you guys

#

sure np

still raptor
#

The load times will be significantly improved later on

#

right now texture packing/unpacking is the main slowdown

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because unity's builtins for that are terrible

#

and yes, a lot of that is directly tied to lightmaps

candid dew
#

Ok cool, glad to learn it's not my fault!

long anchor
#

how to make doors open further? is it "lip" or something like "distance"?

worn umbra
#

i think if you set lip to a negative it opens more

tepid python
#

lip opens it further

long anchor
#

ok thanks

mortal narwhal
#

Is quicksaving going to be implemented anytime soon?

still raptor
#

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

long anchor
#

quicksave? you mean with loading back?

#

oh, in main game

coral beacon
#

how do you kill jakop in mod maps?

#

or better question is it possable to make jakop killable?

gritty forge
#

sorry bro you can't kill me

coral beacon
#

XD

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welp

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but for real is it possable or not?

gritty forge
#

I haven't seen anyone actually use Jakob in a custom map

coral beacon
#

his health is just stuck at 500

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at some point

onyx marten
#

Lol seems like there have to be 3 cultists to finish the job

#

This needs fixed

alpine depot
#

trigger_hurt that's set to an absurdly high value should work juuuust fine

dense mica
#

Dusk: Eternal when?

onyx marten
#

When my new map is out

alpine depot
#

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?

honest stag
#

next map after urban turmoil?

alpine depot
#

yup

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i think it's around like, 16 units off of the ground

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wait no probably more like 24

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idk im eyeballing it lol

honest stag
#

and what if you simply move them lower?

alpine depot
#

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)

honest stag
#

how about "carving" a small space beneath it in the floor and placing it in that small hole

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just a tiny bit

#

like 4-8 units

alpine depot
#

i dont know how big the collision box is so that'd be a really painstaking trial and error process

onyx marten
#

Placing em lower works for me

ancient depot
#

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

alpine depot
#

are they moved up to that height in the code or something then?

ancient depot
#

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

long anchor
#

Eeeey, duskdevs

#

is there a way to change a bullet trace?

#

I'm either blind or there's no trace texture in textures folder

ancient depot
#

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

long anchor
#

rip

worn umbra
#

killtarget message and delay arent working on my boss

onyx marten
#

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?

candid dew
#

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

onyx marten
#

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

candid dew
#

Ok, try targeting a trigger_once with your button, and then have that trigger the counter

onyx marten
#

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.

candid dew
#

Yeah, it sounds like it should

gritty forge
#

you should be able to set the buttons to once be pressable once

onyx marten
#

yeah that would be wait -1 right? that didnt work

gritty forge
#

yeah

#

maybe that isn't in the sdk

#

let me look

onyx marten
#

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!

gritty forge
#

okey so it doesn't move back but you can still click it?

onyx marten
#

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

gritty forge
#

@still raptor ^
Func_Door tiggers it's targets even if it's "button" is already true
some check in OnTrigger maybe

onyx marten
#

@ancient depot is it possible for a shootable button to show a message? when activated by shooting/hitting it i mean

gritty forge
#

don't we have a separate message entity?

onyx marten
#

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

gritty forge
#

does the message on buttons work normaly?

onyx marten
#

yeah

still raptor
#

yeah you could just have the button trigger a message

worn umbra
#

took me long enough but i finally updated taiga

vocal swan
#

epic

vocal swan
#

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

worn umbra
#

theres an entities doc in the SDK file, its a little bit outdated but i think everything in there works

vocal swan
#

ooo there is?

#

let me check

#

oh

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entities.txt

#

Gracias senor

#

<3

gritty forge
#

Wait. Lemme just delete that for a sec. I don't think DUSK works with 8-bit PCM.

#

Here is a Doomguy pain sound. It was edited to fit better with Dusk.

honest stag
still raptor
#

sick

humble garnet
#

i have a question, since hlsdk cant load palettes and all dusk textures show black n white in editor will they be fine ingame?

still raptor
#

probs yeah

#

as long as you include the palette file with your mod

#

you could also uuse wad2/3 s i think

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which include palettes on a per texture basis

humble garnet
#

well dusk_v2 wad is wad2

gritty forge
#

@still raptor did you see the bug report for buttons/doors

still raptor
#

yep

#

based

gritty forge
#

based on what

worn umbra
#

tbh the thing im excited for most with new maps that come after the last update is stairs being clipped

honest stag
#

we could do that long ago actually, just now with func_clip

#

previously we could still do insibile brushes

worn umbra
#

oh