#dusk-modding

1 messages · Page 54 of 1

worn umbra
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well at least its easier

humble garnet
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is object_couch suppose to be full white?

long anchor
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no

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pure white objects is the problem sdk still have

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fix by reloading your map

onyx marten
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oh fritzadood you'll love my extra silky smooth spiral staircase

worn umbra
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silkeh

wooden pier
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How do I change the water color? Only by changing the texture nothing will work, right? BigThink

wooden pier
wooden pier
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Where else can I find this inscription besides E1M3?

honest stag
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e2m2 has some for sure

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ah wait shit no

wooden pier
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It seems to show up once at all

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Nbd thought

onyx marten
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will i get sued if i use a track from amid evil's soundtrack in my map?

long anchor
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I'll get you to J A I L

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Actually no

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I don't even like AE lol

onyx marten
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heresy

wooden pier
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Oh, damn quality is terrible

honest stag
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we traded god for pepsi

wooden pier
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Maybe redraw the canned food BigThink

we traded god for pepsi
@honest stag

worn umbra
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whats the value im supposed to add to jump pads again?

onyx marten
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0.5, 0.6 or so. depends

worn umbra
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i meant the actual key, not value sorry

honest stag
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im uploading that as a mod

onyx marten
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@worn umbra amount

honest stag
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pepsi

gritty forge
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bepis

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it costs too many monet

sharp trail
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love this. i would make the colors a bit more vivid so that the cans really stick out

abstract pecan
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@honest stag next make a pepsi enemy

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True horror

sharp trail
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just plaster a pepsi logo on the lether neck he's already blue and red

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WAIT

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PEPSI MAN JAKOB

long anchor
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wanna full version?

honest stag
long anchor
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that's probably will be fixed only when fgd arrives

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so the the correct question is when we're getting fgd

honest stag
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well we did have some stuff like that fixed before

long anchor
worn umbra
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yeah but when are we getting fdg?

long anchor
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well we did have some stuff like that fixed before
that was mostly about making stuff appear as it should in terms of rotation, like lamposts n stuff

honest stag
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ah yes my maps still have toilets facing the wrong way because of this shit

long anchor
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also because euler got deleted in a week after it was added

honest stag
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that too

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yo uh

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someone is making nonsense pages on the dev wiki

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....again

long anchor
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oh no

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these pages sounds like ads or something

honest stag
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can you guys lock the account making already lmao

long anchor
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tbh i thought of something like BJ page

abstract pecan
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as someone who's never modded stuff in his life, how hard would it be to learn how to make mod stuff for dusk?

long anchor
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If you mean creating maps - not so hard if you're using Trenchbroom

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if changing textures and sounds you need how to make these (or how to steal them)

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if models - how to model (or steal models)

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if scripting

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well scripting is beyond me

abstract pecan
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i guess i'll just try and make a map with the existing textures and go from there

long anchor
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That's how most of us doing it right now

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Don't be shy to ask for help

abstract pecan
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will do in case i need it, thanks!

tepid python
still raptor
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LOL

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that reminds me of this gem

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i put A&W root beer into the game

tepid python
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give me that entity upscaling

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also

wooden pier
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Luv it

coral beacon
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e1m3 95% done btw

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well after im done i still need to playtest

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so ill say its about 1-2 hours till its ready

coral beacon
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am tired publishing it tomorow...

worn umbra
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i look forward to the hell

coral beacon
worn umbra
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alrighty lets do this

coral beacon
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alrighty lets do this
@worn umbra not that importent but can you record ur gameplay would love to see it

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or stream

worn umbra
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recording software isnt working rn

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btw love the music

coral beacon
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thx

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its just dusk music tho

worn umbra
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still good choice

coral beacon
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thx

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played the intire level?

worn umbra
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Not yet

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Spent a little bit trying to get rec software to work

coral beacon
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wow thanks for making an effort for me

worn umbra
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Speaking of lol the software just started working

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I cant get live commentary but still

coral beacon
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its ok

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on what difficoulty u playing on?

worn umbra
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Icti

coral beacon
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ill suggest go easy tbh...

worn umbra
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Yeah this fukin room

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Finally

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Omg

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Wow

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Those are the most evil chompers ive ever seen

coral beacon
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these some evil bois

worn umbra
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Im gonna ve honest

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Im not sure imma be able to do this

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But ill send you the footage i dod get

coral beacon
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u can just use nbdeity

worn umbra
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i think ill try the rest at a later time

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but for now im just not up to it

coral beacon
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thats understandable

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can u send me the vid tho?

honest stag
long anchor
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tothetop he won tothetop

gritty forge
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now this is what I like to see

tepid python
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bruh

timber atlas
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What about Root Beer?

long anchor
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and beer books.

sharp trail
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hey i have a question i put in the pepsi mod but it doesn't load

honest stag
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im honestly not sure why

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it works for me

long anchor
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perhaps you're not worthy yet

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anyway

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i'm not sure why either

sharp trail
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nvm it works it wasn't in the "objects" category

long anchor
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pepsi man heard you and granted you the ability to see dusk pepsi by your very own eyes

sharp trail
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shut up he didn't

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pepsi didn't want me

long anchor
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how dare you

sharp trail
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You‘ll see

long anchor
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This means war?

honest stag
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ah shit i guess i forgot that

sharp trail
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You‘ll see

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i was actually doing this ^

still raptor
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lol

sharp trail
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im actually amazed at how good the raw logo looks. Haven't done any graphic design stuff for a long time now

long anchor
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NOOOOOOOOOOOOOOO

sharp trail
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free background

long anchor
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that actually looks good

sharp trail
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yea

long anchor
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ok what now

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doritos?

sharp trail
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i don't know alot about pixel art but just by choosing good colors things just start looking good

onyx marten
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clearly

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oettinger export

sharp trail
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we gotta wait till someone new makes a turn

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it has to be a soft drink

long anchor
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if you and doritos will get in union perhaps pepis and coke will have to get in union too

onyx marten
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why

honest stag
sharp trail
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damn that statue

honest stag
long anchor
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Vriska at his finest

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damn this second pic

honest stag
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i could add another one but i need to some some more adjusting and would need 10 more minutes to compile

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i really want a spooky vibe, this map's initial purpose was for a silent hill mod but scripting is too far away

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this map's .lit file is now bigger than the .bsp

worn umbra
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that's how you know it's good

tepid python
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lit

worn umbra
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when music triggers are added i think thats when a lot of the levels will start to really feel like the campaign

worn umbra
gritty forge
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THE PIXELS

worn umbra
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textures arent supposed to go that big lol

gritty forge
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I think this is supposed to be one of Blood's skyboxes.

gritty forge
coral beacon
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how was e1m3 you guys?

gritty forge
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E1M-Sweet

coral beacon
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thx

long anchor
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is there a way to make a delay on trigger without multimanager?

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wait property? delay?

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nvm

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i still need multimanager actually

onyx marten
still raptor
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first, check if it exists in quake

onyx marten
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@still raptor it doesnt

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I am falling through the floor, but the lighting looks fine lol

still raptor
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interesting

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we'll have to look into that

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if you can send zombie or i a bsp that would be great

gritty forge
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Lighting 🅱️roke again

onyx marten
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i just looked in quake like 3 hours ago, both were no problem then

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i wanted to release it like today man I'm pissed

gritty forge
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Just do it bro

onyx marten
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nah, i wanted to release it today for the last 6 days or so, I'll try to fix this somehow

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If it's only doable with a patch or something I'll release it tho

gritty forge
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actually what's the problem on the screenshot

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oh the black border thing

still raptor
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yeah

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if its not there in quake, that means we fucked up

gritty forge
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Yeah then it's fine

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release

onyx marten
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god damn

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alright 😦

abstract pecan
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probably a dumb question

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but do i have to have quake on steam to make trenchbroom levels with quake/dusk assets?

gritty forge
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nah bro

abstract pecan
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ah, okay

sharp trail
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we need more cans

terse salmon
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@still raptor how do you stop explosion blasts from pushing characterController downwards into the ground? do you reflect the vector along the ground plane if it's there?

gritty forge
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what are you using to push it

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cus the characterController shouldn't be able to move into the ground

terse salmon
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@gritty forge it doesn't but mine acts really weird if the angle of blast goes downwards

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this is really a question about the dusk engine

ancient depot
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The mysteries of Dusk's codebase are kept under lock and key, only the sharpest tools can break their protection

abstract pecan
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Those tools being asking the devs

gritty forge
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Like I'm pretty sure there isn't anything to stop explosions from trying to push you into the ground

still raptor
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jakob is right

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but only because explosions simply dont apply any downward force at all

terse salmon
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Really? I thought they calculated the direction of the player from the blast, or is that transformed to only apply it upwards?

still raptor
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the player can only get upwards momentum from it

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well, on that axis

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you get horizontal velocity as well

terse salmon
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Is the blast vector just added onto the existing movement vector or is it multiplied in some way? It feels really good

still raptor
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i dont remember off the top but i believe its added

iron needle
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Wait what?

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Explosions should provide momentum on all axes

still raptor
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i couldve SWORN the player couldnt go downwards from explosions??

iron needle
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It used to be just upward in the pre alpha but I changed it

still raptor
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ah ok

iron needle
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Unless it straight upmdoesnt work and I never noticed

still raptor
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so i was right about that at one point

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lmao

iron needle
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Yeah

still raptor
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i just never checked if it changed lmao

terse salmon
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yeah, 500 you mentioned alpha actually just did a fixed upwards, but then it was changed to calculate the direction

still raptor
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easy test is to just boot up the game and try it

terse salmon
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so it's basically like quakes? it just takes the direction between player and hit, normalizes, * by amount and applies that back to the player?

still raptor
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sort of

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theres a few things

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it has a minimum value and it multiplies it against a rocket jump factor

terse salmon
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what is the rocket jump factor used for? i assumed rocket jumps were just the existing jump velocity with the blast velocity added onto top

still raptor
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i assume it was to make it easier for @iron needle to tune the jump, but i dont know for sure

iron needle
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I don't remember but I assume so

terse salmon
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is the rocket jump factor fixed or does it change?

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(sorry for all these questions, it's facinating :D)

still raptor
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fixed i believe

terse salmon
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thanks, really appreciate it!

still raptor
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so, anyways

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in the case of downwards momentum then

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im pretty sure that it just checks if the player is grounded

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and if theyre grounded, downwards momentum is set to 0

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because its not like, actually physics based gravity

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the player controller has its own DoGravity() function

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and in the end, it gets factored into to an overall movement vector, that includes all forces as one thing

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so input, explosions, crouching, bunnyhopping, grappling, rocketjumping, wallmovement, and the current speed multiplier

terse salmon
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is that specifically downwards momentum from explosions? cause the charactercontroller just projects the vector against the ground?

still raptor
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i think you misunderstand

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thats all a function of "gravity"

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which is really just, a calculation of current y axis velocity based on several factors

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gravity actually ends up as part of the input vector

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which then gets factored into the above list

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you end up with one single vector of all applicable forces, and do a Move() based on that vector

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so, in a case where the player is on the ground, DoGravity() has a grounded check in it, and if the player is grounded, the result of DoGravity() is 0

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so the input vector will always be (X,0,Z)

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making it impossible to have downwards velocity while grounded basically

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heres some direct code from that function

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        if (CheckGrounded())
        {
            if (gravityforce < 0)
            {
                gravityforce = 0;
            }
        }```
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so, if the player is grounded, downwards gravity simply gets set to 0

terse salmon
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and the explosion force, is that just decelerated by the gravity and friction values?

still raptor
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all forces are decelerated by friction yes

terse salmon
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input, explosions, crouching, bunnyhopping, grappling, rocketjumping, wallmovement, and the current speed multiplier
@still raptor are all these added linearly together, then the friction and gravity are subtracted from them?

still raptor
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no

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friction is calculated individually on all of those inputs, as friction isnt literal friction, its just a decay rate that is determined individually for each of those forces

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and like i said before, gravity is factored into the input vector

terse salmon
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Oh I see, I didn’t realise friction was separately calculated, so for explosion velocities, the friction is what subtracts the force on all axis, but there’s also gravity applied to the input vector

still raptor
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"Gravity" is simply part of the input vector really, its the Y component

terse salmon
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Is the gravity not called onGrounded for performance? I thought cc would just push out if grounded

still raptor
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what

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oh

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uh no, not really, theres just no reason to push the player further down if theyre on the ground

abstract pecan
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okay, how do i get a dusk wad

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(apologies in advance, i have no clue what i'm doing)

wooden pier
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It's in the pinned messages, but I can't tell if it's the last version

abstract pecan
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ah, okay

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thank you

abstract pecan
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after an embarassing amount of time, i've finally gotten a custom level to work properly

still raptor
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🙏

abstract pecan
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Now to start making levels properly

worn umbra
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anyone know whats up with transparent textures making the things they touch also transparent?

onyx marten
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That's normal, you need to make em func_wall

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Or func_detail_wall or func_detail_fence

worn umbra
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ah i was wondering what func_wall was for

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thanks

onyx marten
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Np

hushed mural
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is there any way to have music play on the half life maps or no

still raptor
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yes

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same way as with quake

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worldspawn needs a music key

alpine depot
modest imp
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oh yeaaahhhhh

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dusk is about to get SPAStic

tepid python
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nice walking stick

abstract pecan
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slowly trying to figure out all the tools in trenchbroom so i can try and make anything decent

terse salmon
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are dusk map songs replaceable yet?

vocal swan
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I don't even know how to replace regular music yet...

worn umbra
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what do you mean replace?

vocal swan
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I don't think I've ever used the music key in Trenchbroom

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I'll have to read up about it

onyx marten
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So add music,not replace?

alpine depot
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@ancient depot For custom weapons in the future, are we going to be able to use vanilla Dusk weapons as a template of sorts for recoil, fire rate and all of that?

alpine depot
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wait how do i uv map oh fuck

ancient depot
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are we going to be able to use vanilla Dusk weapons as a template of sorts
More or less, yes. Same goes for custom enemies

alpine depot
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oh man thats awesome

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first thing i wanna do with custom enemies is make the soldiers less like pathetic cannon fodder

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i'll make them throw mortars at the player like there's no tomorrow, just like the cultists in blood who really enjoy a few sticks of dynamite every few nanoseconds

abstract pecan
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what're you using to model that shotgun, aqua?

worn umbra
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looks like blender

alpine depot
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yes it's blender

abstract pecan
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Okay, good to know

gritty forge
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Finally, a Spas model without the stock unfolded

worn umbra
gritty forge
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Use edge selection and mark seams with control + e

long anchor
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Finally, a Spas model without the stock unfolded
you're in the club too, right?

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heh heh

tall zenith
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how are you supposed to recognise that it's a spas without it

last talon
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by not being a dumny bumny

ancient depot
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I also hate the stocks on a spas

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I just hate how they look

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the half-life hd pack is sinful but I still put in the effort to remove the stock

small gate
last talon
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lmao

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cant think of many games that have it unfolded tbh

ancient depot
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FEAR's shotgun would look better without it

tall zenith
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it's the iconic spas look

small gate
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I only remember that because I thought the gun looked funny when I first played fear combat (I had no money ok 😦 )

long anchor
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I also hate the stocks on a spas
truly a man of culture

small gate
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crowdsource a mod that adds the spas stock to every gun

onyx marten
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the FEAR spas looks good with the stock imo, looks much more bulky and powerful

small gate
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even the riveter

onyx marten
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lmao even the sickles

small gate
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even the cigar

abstract pecan
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sickles with stock for extra stability

long anchor
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sickles also need bipod

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I hope it's called bipod

abstract pecan
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sword with bayonet attachment

long anchor
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laser sight to mortar

small gate
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add a scope to the cigar

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tactical cigar

long anchor
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I wonder how much time left until someone replace sigar with vape

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sigar?

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cigar

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yeah

tall zenith
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it'll happen eventually

onyx marten
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actually i just started working on a meerschaum-pipe

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so soon

gritty forge
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vape nation

ancient depot
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I think scott replaced the cigar with a tide pod once

long anchor
ancient depot
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yes lol

long anchor
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lmao

small gate
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put a cat silencer on the sshotty and a crack pipe on the cigar and you got postal mod

onyx marten
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lmao

small gate
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oh god thats evil

onyx marten
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just make the cigar a huge fucking bong, like the one in the fallout 2 intro

gritty forge
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he be smookin

long anchor
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he protecc

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he attacc

modest imp
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Now that's a MacArthur pipe if I've ever seen one. 👀

abstract pecan
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looks like the pipe of someone who has a plan, arthur!

onyx marten
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lol yeah it is, tho i didnt know about him

deft frigate
#

im late to this but if u actually unfold the stock on a spas u are objectively wrong

long anchor
deft frigate
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im late to this but if u actually unfold the stock on a spas u are objectively wrong

long anchor
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You're willing to die for your ideas

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I'll spare your life

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have a good day

deft frigate
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💖

gritty forge
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Will there be support for custom weapon viewbobbing?

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For example, those similar to the Quake and early Unreal weapon bobbing?

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prolly

long anchor
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As devs said

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You can do almost anything with scripting when it's out

lofty marten
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Sorry if this is a noobie question (just getting into mapping), but how can I make the fence texture have transparency?

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Right now it's black where I should be able to see through

tepid python
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the pinned dusk.wad has the transparent parts as black, there's a version with actual transparency but idk who has it

lofty marten
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ah I see

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so it's no settings or anything, got it. Gonna find that then.

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Thank you

tepid python
lofty marten
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oh, thanks!

long anchor
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@lofty marten if you make regular brushes with transparent textures it will cause strange effect on collision with other brushes, like here

lofty marten
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yeah, noticed that

long anchor
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make your fence func_wall or func_detail_wall or something else

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hold on

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That's normal, you need to make em func_wall
Or func_detail_wall or func_detail_fence

lofty marten
#

okay, how do I do that in TrenchBroom?

long anchor
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1 sec

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select brush and do right click, select create brush entity and then func -> func_wall

lofty marten
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i see thanks

long anchor
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the rest didn't pop out for some reason but you'll find it

lofty marten
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yeah, cant see fence anywhere, but wall will probably work

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gonna check

long anchor
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and then when brush entity is created you can rename class to func_detail_wall or something else that you want

lofty marten
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i see, found that

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works great now, thanks

long anchor
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sadly i still don't know what's the difference in those func walls

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np

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I just use func_wall and having a great time

lofty marten
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how do you put writings on walls? when i select it, it just replaces my wall texture

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do i have to make a new brush to put it on?

long anchor
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yeah, make it super thin and put it on the wall

lofty marten
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huh kk thanks

lofty marten
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WorldEnt() failed to get worldspawn in light.log

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sorry to keep bothering, but wtf my lights dont work

gritty forge
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do you not have a worldspawn?

still raptor
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probably renamed worldspawn

lofty marten
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where is worldspawn? lol

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i renamed a ladder from worldspawn to func_ladder to make it work like a ladder, and that made it stop working

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i have reverted that change though, it still doesnt work

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forget it, just ctrl+z'ed until it worked

onyx marten
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@lofty marten It'd still be good to know, every brush that isnt a func_ is part of the worldspawn. if you don't have anything selected, the entity browser will show the worldspawn

lofty marten
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ah, i see

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thats why it worked when i actually right-clicked the ladder and chose func_ladder

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thanks

worn umbra
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are the gravity orbs from episode 3 implemented yet?

long anchor
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I think no

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The mechanic is pretty complicated for the sdk rn I think

wooden pier
onyx marten
gritty forge
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Will this replace the cigar to make Duskdude more sophisticated?

onyx marten
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This one will make him more sophisticated but I plan on making 9 different smoking devices which you can choose via a separate weapon wheel

gritty forge
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Make him smoke a car muffler :V

long anchor
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9 different smoking devices
tide pod please

modest imp
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So if Duskworld gets modding support with scripting, who's going to make Dusk Fortress?

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Dusk Fortress? Team Dusktress? Dusk Dusktress?

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Dusk Duskdusk?

vocal swan
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maybe...

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Working on a different mod project though

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If we were gonna do it, you'd wanna help?

lofty marten
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Would love to play Dusk in Dusk

worn umbra
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the real question is

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would the welder be the heavy or the engineer?

long anchor
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obv pyro

lofty marten
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yeah

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scientist would be engineer

worn umbra
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welder would probably be a better heavy because the pyro is good only at close range

long anchor
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well welder is good only in close range too

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pam pam pam

worn umbra
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bruh but e2m1

vale dragon
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I was thinking the scientist is spy. Or medic, based on appearance.

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I guess the scarecrow is scoot.

modest imp
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I could always help with mapping, even though I've never finished a map in my life. :v

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2fort, except it's just a bunch of shitty warehouses and silos on a mountain.

frigid sluice
#

can i ask here about custom maps crashing my game?

vocal swan
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do you get the error where you finish a level and then it just doesn't load

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or are you taking .bsp from other games and trying to run them in DUSK

frigid sluice
#

it crashes the game right after selecting the difficulty, on the loading screen

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i'm trying out mods on dusk mods, nothing created by me

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are there any common reasons for this kind of error?

tepid python
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It means the mod is broken

still raptor
#

what do you mean by crash

frigid sluice
#

dusk.exe stopped working

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i just have to restart the game after selecting the difficulty

onyx marten
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does it stay that way? it often seems to crash but then loads

frigid sluice
#

i could try but it was taking a long time

#

and the loading screen froze

still raptor
#

if you go into the sdk folder, and launch via dusk_win.bat , and get the game to crash again, youll have an output log in sdk/etc/user

#

if you can post that output log here

#

we can try and troubleshoot

frigid sluice
#

i actually got an output file through a steam command

still raptor
#

sure

#

if you can post it

#

thats useful

onyx marten
#

that the screen freezes is normal with most maps, some maps take like 2 mins or more to load

frigid sluice
#

alright, let me try again to be sure

#

Nevermind

#

I think i actually needed to wait

#

Well, Thanks guys

onyx marten
#

np

modest imp
#

alright, are you guys ready for

#

the

#

covered wooden bridge

#

please, please, contain your excitement

gritty forge
#

Thanks @modest imp very cool

modest imp
#

😎

gritty forge
still raptor
#

very cool

modest imp
#

Oh, sweet. Surprised you didn't backport the TFC or QTF version, though.

gritty forge
#

QTF should already run in dusk tho

modest imp
#

Trueeeeeee.

gritty forge
#

I've already had mister PowerPoint man agree to make a TF mod with me when scripting comes out

modest imp
#

I'm just doing this for fun, honestly. :V

#

It's like most stuff I work on, completely pointless and sure to remain unfinished.

still raptor
#

bro hes excel

gritty forge
#

FUC

modest imp
#

I'm nowhere near skilled enough to help with a project anyway, so don't pay any serious attention to my shitposting. WILDWOODY2

gritty forge
#

Its okey bro

vocal swan
#

oh yeah I was going to ask about scripting

#

When the DUSK SDK comes out with script support, how will it look like? I've used Visual Studio 2008 to mod Half-Life before, but that was a script file. I know you guys are working on DAWN for all of that stuff, so i'm not sure what scripting will look like for DUSK (would it be internally editing them from the DAWN engine?). Can anyone tell me what I should expect in the future?

gritty forge
#

I think Zombie was doing some kind of C like language that gets loaded at runtime, don't quote me on that

But the whole engine will also be opensource so you could probably just hardcode new entities in C#

vocal swan
#

Okay, thank you. I think what I'll do first is change the code to alter some of the weapons and then try some of the more complex stuff later. I just wished we had a better idea of what the SDK's finished product will look like since we're all kind of uncertain, but I guess time will tell.

pliant sierra
#

has func_vehicle been implemented yet

worn umbra
#

pretty sure it hasnt

pliant sierra
#

absolutely unplayable.

#

uninstalling right fuckin now

worn umbra
alpine depot
#

missing textures come from a lack of a palette.lmp or something in the mod folder right?

#

someone messaged me having an issue in Urban Turmoil cuz all the textures were just white/grey checkers

#

just need to make sure i'm not giving them the wrong solution lol

cerulean bluff
#

@alpine depot I just had the same issue with the same map mod.

#

Not really sure how to fix it

alpine depot
#

i experienced the issue before with another map and i forgot how i fixed it

ancient depot
#

Yeah that means palette.lmp is missing

cerulean bluff
#

If you find out, can you tag me? I thought it was me but when I played another map called "The Chapel" on the dusk mods site, it worked out fine.

#

oh?

ancient depot
#

Unless it's a HLBSP, in which case it means wads are missing

cerulean bluff
#

Sorry, I'm new to the modding community... What is an "HLBSP"?

ancient depot
#

Half-Life BSP

cerulean bluff
#

Ooh okay.

cinder compass
#

Hi everyone stupid question, how do I change the quake models over to the dusk models i.e. weapon models, enemy models etc. I got the textures but I can't seem to figure out how to replace the quake ones with Dusk in TrenchBroom.

modest imp
#

I don't think that's possible yet.

abstract pecan
#

yeah, you can't make custom models yet

#

basically every enemy in dusk has a quake analogue

#

so, the soldiers would be the quake soldiers

#

the dogs would be the black phillips

cinder compass
#

Ah alright i wish to swap them so i can make a map featuring the enemies from dusk instead of quake i do not want to put in custom models just want to reskin the soldier from quake into the soldier from dusk texture sorry if I'm not making sense I'm still trying to figure it out myself lol I know what i want to do but i dont know how to explain it but it doesn't involve a model swap more like a texture swap. If it is not possible I will work with what I have for now thanks for the response guys

abstract pecan
#

you're using trenchbroom, right?

onyx marten
#

texture swapping in general is possible but i think only with dusk enemies

modest imp
#

I think I get what you're talking about.

#

You don't mean the models in DUSK itself. You mean the previews in Trenchbroom.

#

Like when you place an entity, you want the model that represents it to reflect the DUSK version instead of the Quake version.

cinder compass
#

Yeah that's right I want the models to reflect the dusk models (sorry for the confusion lol) yeah I am using trenchbroom and do the models turn to dusk enemies in game anyway? I mean even so I would want them to reflect the dusk models as it makes things a little easier but if they aren't the quake models in game I can live with that

modest imp
#

The Quake entities are read by DUSK as DUSK entities. I know there's a list somewhere that explains what becomes what, probably pinned.

#

You'll have to live with the preview models being from Quake, though.

#

Either way, you don't need to worry about Ogres showing up in DUSK. :P

cinder compass
#

Ah yeah I did download that file and put it in my mod tools folder I didn't have a chance to look into it thanks a lot man that cleared things up and yeah Luckily lol I have another question can you create episodes with the editor or just the one map?

abstract pecan
#

you can't create episodes as far as i know, the closest thing to that would be making several maps and loading into them one by one

cinder compass
#

Ah alright thanks for clearing things up for me guys I appreciate if anyone ever wants to collab on a project sometime let me know I'm always willing to lend a hand

still raptor
#

ok so

#

lets clear up a few things

#

you can make models appear in trenchbroom, but it will be an arduous manual process, i would wait till we release an official fgd

#

as for episodes, you absolutely can create them

#

you can define the next map to be loaded upon completion of your current map

#

@cinder compass

abstract pecan
#

oh, mb

#

i didn't know that either

still raptor
#

np

#

our documentation for it is poor atm

#

so nobody can be blamed but us :)

cinder compass
#

Alright thanks for the info I will continue playing around with the software until I am confident enough to tackle my first mod. Is there anything I should know that will make my time in Trenchbroom easier?

abstract pecan
#

there's a 40-video long tutorial if you need it

#

it's not for dusk mods themselves, but it'll help you get used to it regardless

#

(there's a playlist on their channel)

cinder compass
#

alright I'll take a look thanks man

proven robin
#

Does Dusk support dynamic lighting? Right now I have doors and a light switch, but the switch doesn't toggle the lights, and light passes through my doors.

still raptor
#

dusk does support dynamic lighting yes

ancient depot
#

we support dynamic lights, we do not support light styles

still raptor
#

but right now there are only a few objects that use dynamic lights. Lamps, candles, several projectiles, etc. In the future with scripting youll be able to create whatever dynamic lighting objects you want

#

^

#

although im certain at some point we will lol

ancient depot
#

definitely, it'd be ridiculous not to

#

it's a core piece of functionality in bsp

proven robin
#

Am I exporting incorrectly? All I did was attach a light to a button (which animates and says a thing correctly in-game), but the light is never off to begin with.

ancient depot
#

Currently the game will pick the brightest light style available, so lights will always be on

proven robin
#

Oh so that's a light style then.

ancient depot
#

Yeah

#

I'll see if we can squeeze a proper light_dynamic entity into the next patch so you can at least use that

still raptor
#

yeah thatd be quite easy

#

just be careful with them, as too many can quickly destroy performance

ancient depot
#

Yeah, will be less of a problem once culling is in at least

proven robin
#

And light passing through a "door" is a limitation at the moment too?

still raptor
#

well, that depends on how you bake the map

ancient depot
#

^

#

that's unrelated to anything we do on our end

#

if anything it's a limitation of whatever lightmapper you're using

proven robin
#

I'm using EricW tools if that means anything. I have Trenchbroom pass it through qbsp then through light.

ancient depot
#

Might need to tweak some stuff in the map then if the light's going through a door

#

Of course, since it's baked lighting, the light can only be baked with the door open, or the door closed

#

That can't change ingame

proven robin
#

Oooh

still raptor
#

the light isnt dynamic, so once its baked, thats it

#

well light isnt dynamic

candid dew
#

any chance of getting sound triggers in the next patch?

#

trying to decide whether to release my map now or wait

proven robin
#

@still raptor sorry to bug you again, but how do I get a Lamp in my map? Is there an entity definitions file I'm missing?

still raptor
#

yeah its pinned

#

entities.txt

proven robin
#

Oh wow, I'm dumb. I was looking at that file and thought it was just a list of names.

still raptor
#

it is pretty much lol

proven robin
#

And I just add that to Trenchbroom and I'm good to go?

still raptor
#

oh you want an fgd

#

uh someone made a fan one

#

someone in this channel will have it

#

maybe @honest stag

#

we will be releasing an official one eventually, its just not raedy yet

proven robin
#

ahh, I'm jumping the gun again, haha

still raptor
#

not really, the fan one will work

#

you can also just rename any entity

#

into what you want

#

so make like an info_null

#

and just rename it to something from entities.txt

#

and that will work

proven robin
#

oh cool

still raptor
#

trying to find the fan fgd, one moment

proven robin
#

Thanks a lot for all your help

still raptor
#

im not sure how up to date this is

#

buts its something

proven robin
#

Oh perfect, that seems to work well

gritty forge
proven robin
#

Thanks, @gritty forge

long anchor
proven robin
#

I still can't figure out why my doors are allowing light through

mortal narwhal
#

@ancient depot Are there any plans for something that spawns an enemy in, so that you don't have to set up a teleport-trigger-monster-closet? Right now I'm setting up arenas with waves of enemies and it is a pain to set these up. Also, are there plans for an entity counter?

long anchor
#

^^^ that would be pretty neat

#

I don't know what other mappers do but I can't teleport any enemy except mages, in any configuration of sizes of monster closet\trigger

onyx marten
#

@proven robin this one probably has a little more entities

long anchor
#

they either fall through floor of monster closet or being pushed(???) on top of the ceiling

mortal narwhal
#

man i wish i could upload images

long anchor
#

or they just don't teleport whatsoever

mortal narwhal
#

i left this server and now i cannot send images here reee

long anchor
#

lol why did you leave it?

mortal narwhal
#

There lol

#

idk actually

long anchor
#

wtf dude

mortal narwhal
#

anyways, this setup works on my machine™

long anchor
#

yeah

mortal narwhal
#

total pain to setup though

long anchor
#

especially if they are not teleporting

proven robin
#

@onyx marten thanks for that. A lot more

mortal narwhal
#

are they gibbing when they teleport?

#

or just not teleporting at all

long anchor
#

they either fall through floor of monster closet or being pushed(???) on top of the ceiling

#

or they just don't teleport whatsoever

mortal narwhal
#

OH

#

yeah so you probably have leaks

long anchor
#

ooooooohhh

#

that explains everything

mortal narwhal
#

from what i understand, enemies will spawn on the highest flat plane

#

so monster closet up high

onyx marten
#

wtf

mortal narwhal
#

actually ill just get a screenshot

long anchor
#

you see

onyx marten
#

thats good to know

long anchor
#

I have giant ass skybox

#

one sec

#

like this

#

and the problem was

mortal narwhal
#

oh man

long anchor
#

it was so huge that the part of the skybox that had a leak wasn't rendering in TB

#

and the leak was super big too

#

me stoopit

mortal narwhal
#

oh yeah

#

so did closing it fix anything?

long anchor
#

idk

#

I noticed this leak

#

like

#

yesterday?

mortal narwhal
#

hm, also i thought custom skyboxes were added?

long anchor
#

yeah

onyx marten
#

yeah

mortal narwhal
long anchor
#

Lower was released before that tho

#

i was talking about earlier
what was that exactly?

#

I don't remember tbh

mortal narwhal
#

The monster closet being above any other ground

#

the teleporting monster closet*

long anchor
#

ah

#

also yeah

#

mine is below everything else

#

go me

mortal narwhal
#

lol

#

I'll open a leak and see if im actually right

long anchor
#

Dave should've at least check my .map before hiring me as Dusk 2 mapper BIGJOHN

mortal narwhal
#

some enemies spawned on top instead of inside

long anchor
#

so that's because the leak

#

gotcha

mortal narwhal
#

yup

long anchor
#

thanks dude

#

real lifesaver

mortal narwhal
#

sure thing

long anchor
#

so

#

now my rework list has 11 things I'm redoing in lower when i'm done with other maps

#

cool

#

now we're just waiting a few years

#

until i'm done with other maps

ancient depot
#

@mortal narwhal There are plans for actual spawners, yes

hardy seal
#

I haven’t been here in a while

#

Have the audio files been fixed?

still raptor
#

thats a broad question

#

what do you mean by that

terse salmon
#

I think so all sounds can be replaced?

ancient depot
#

If you're referring to the issue where the game won't load certain sound replacements, that still exists

balmy thorn
#

Have you started looking into the ai pathing and doors issue?

ancient depot
#

It's being looked into

#

Likely won't land in the next patch though

true vale
#

Hey, i wanted to ask, how is it that there are no endless mode maps?

#

Is the feature on the Sdk not implemented yet?

pseudo folio
#

that is a good question

vocal swan
#

probably because they are working on the spawner entity for the SDK

#

either that or it uses some kind of file we don't have access to yet

#

IDK

balmy thorn
#

Sorry if this has been asked 100 times already, but apart from the spawn system; what other additions will the next patch contain?

vocal swan
#

I have no idea, the devs work in mysterious ways

ancient depot
#

There's no specific plan for what the next patch will contain yet, but there are a bunch of things that could end up in it

#

too early to tell right now

#

as for endless mode, the plan is to get those kinds of maps going within the next few patches

timber atlas
#

quick saving

#

monsters recognizing doors. These would be nice.

gritty forge
#

What's the best Dusk mod around?

vocal swan
#

You'll have to wait for that answer

#

It's going to be hard to tell

#

There's going to be a lot of new features added

#

The best DUSK mod today might not be the best DUSK mod tommorow

#

but JUSK (big john DUSK) is pretty cool, I guess.

gritty forge
#

I will try that one!

honest stag
#

play some of the top rated maps, you'll have a great time

alpine depot
#

play mine >:)

vocal swan
#

Yeah Urban Terror is actually pretty good <3

gritty forge
#

Do you have a link?

alpine depot
#

:)

gritty forge
#

thx

vocal swan
#

^ oh yeaah

alpine depot
vocal swan
#

:o

#

you made that classic?

#

epic

alpine depot
#

when you beat derailed it's linked into Urban Turmoil

#

so it'll load right after

#

noticeable difference in quality of layout and gameplay in UT

#

real proud of it lol

gritty forge
#

I will download it tomorrow

#

im downloading Doom Eternal and i will sleep after that

alpine depot
#

ooh nice

gritty forge
#

its 6 am where i live

alpine depot
#

12:30 am 😎

#

midnight gang

gritty forge
#

nice

long anchor
#

Damn, now after this self-promotion act I feel ashamed

pearl fox
#

It's Urban Turmoil > Derailed > Lower for me atm

long anchor
#

I would say the same

#

I really like how my first ever finished map looks but I don't really like it gameplay-wise

#

anyway

#

now when I think about it, I don't really remember any bad maps, they're all fairly decent

#

with the exceptions of nuts maps

#

these are just memes

honest stag
#

bunker fucking sucks tho

long anchor
#

nah

tepid python
#

func_vehicle > everything else

long anchor
#

pepsi > func_vehicle > everything else

honest stag
#

is everyone just ignoring the fact that i fucked up the pepsi mod so it doesnt work lol

modest imp
#

func_vehicle now, dusk rally championship later

long anchor
#

dusk kart please

#

is everyone just ignoring the fact that i fucked up the pepsi mod so it doesnt work lol
make pepsi 2

gritty forge
#

Race against big john

tepid python
#

@honest stag don't worry i did it exactly like you so mine doesn't work either

long anchor
frigid sluice
#

i really liked enclave and the basilica underneath

vernal cape
long anchor
#

oh oh

#

slaughterhouse

#

the guy who made it make nice levels

alpine depot
#

i didnt particularly like their latest one, fume complex

#

not many health pickups at all

vernal cape
#

BTW, I also played Derailed and Urban Turmoil, very fun maps

#

And nice memes

alpine depot
#

lol thanks

frigid sluice
#

so is this channel only for discussing dusk mods or also for modding help?

ivory magnet
frigid sluice
#

just noob questions

#

can i get trenchbroom to show all the entities listed in the entities.txt for dusk?

onyx marten
#

nope

#

that will be possible once they release the .fgd

frigid sluice
#

oh well

#

so what do people use to make cool maps now?

onyx marten
#

oh you can use the entities, they just dont show the models ingame

#

I posted a more up to date version of the custom .fgd ( i think from func_bread?) in here a while ago

#

you still dont have models but at least you dont have to type each entity by hand

gritty forge
#

Trenchbroom is commonly used to make Dusk maps

onyx marten
#

yeah trenchbroom is tha best

frigid sluice
#

thank you

#

is it reasonable to have that file pinned?

onyx marten
#

I guess so, a mod has to do that

still raptor
#

you can use the community fgd to that @frigid sluice

gritty forge
#

now pin it

onyx marten
#

is that the new one tho?

stone nimbus
#

so I've been out of the loop on the mods for this game for ages now, are full campaigns being made yet

gritty forge
#

I think there was someone who made like 3 maps?

#

4 maps

tight fractal
#

MAP PACK?!?

#

big gaming

gritty forge
#

big game

tight fractal
#

Too bad installing maps in dusk will never be streamlined and will always be a hassle

gritty forge
#

too bad zom🐝 haven't added mod.io support yet

long anchor
#

oh oh
slaughterhouse
the guy who made it make nice levels
that's the guy who made "the four ruins"

warm badge
#

hey is there any kind of noclip cheat so i can get around to certain parts of my map easier lol

honest stag
#

Nbclip

warm badge
#

thank you

honest stag
#

Type it like in doom

warm badge
#

gotcha

#

ok time to barrage y'all with some noob-ass questions since ive finally been digging in to the dusk mapping here - textures that should have transparency on them aren't being transparent, but just showing black instead, what do? also, i compiled without lights assuming it would be fullbright but it wasnt, am i a dummy or is there just no fullbright in dusk?

#

also, how do i change the skybox texture?

onyx marten
#

yeah you need the transparent .wad, should be on here somewhere. if you dont find it i can send it

#

and you need to compile with light if you want to actually see your map

#

that skybox thing was discussed before, you should be able to find it

warm badge
#

ok thanks, yeah im searching around, should have done that first haha

#

someone said something about brushes with transparent textures on them needing to be func_wall

#

so i guess that works

onyx marten
#

they need to be a brush entity, not necessarily func_wall

warm badge
#

oh ok

#

func_detail would work then?

onyx marten
#

and the transparency only works if the actual texture has the correct color of the quake palette, so if you have the usual .wad it still shouldnt work

warm badge
#

yeah i read about needing the palette.lmp file so i got that

onyx marten
#

i think so, func_detail_fence is commonly used but idk if that actually makes a difference

warm badge
#

ah

onyx marten
#

yeah that, but the texture itself needs to have the part that should appear transparent be the last color of the quake palette

#

whatever I'm guessing you have the wrong one so I'll just send it lol

warm badge
#

haha alright, thanks

onyx marten
#

np

vocal swan
#

Do we have an estimate for when custom model support will arrive? I don't wanna rush the devs, I'm just asking. (also if I knew what kind of bones DUSK uses for their playermodels I could rig them before hand) :3

still raptor
#

I can tell you how theyre set up

#

really badly

vocal swan
#

oh no

honest stag
#

this has been happening for quite a while now - someone is still making bullshit pages on the dev wiki

ancient depot
#

Yeah I've been deleting them

#

It's a spam bot

honest stag
#

why not lock the account making or something?

ancient depot
#

I've considered it

#

As in, setting up the wiki to require approval as originally planned

#

blocking the bot won't work because it makes a new account for every post

warm badge
#

ok im still having trouble with skyboxes, can we actually not change them to anything other than the default overcast one right now? i was trying to search around and figure out what the deal is, or if im just doing something wrong

still raptor
#

ok question one

#

which version are you using

#

steam? gog?

#

the gog version is behind on updates, and hasnt gottent the skybox update yet, so if thats the version youre using, it wont work

warm badge
#

oh i'm using steam

#

mapping in trenchbroom, set the " sky " setting in worldspawn to " skybox_stars " but like i said i may just be doing something wrong haha

ancient depot
#

@warm badge Skyboxes require six textures, and you set sky_up, sky_down, sky_left, sky_right, sky_front and sky_back to the texture names

warm badge
#

oh ok, thanks!

ancient depot
#

note it expects a texture path relative to your mod folder, not a texture within a wad

#

eg, textures/mysky_up.png

proper vessel
#

hey everyone! i love dusk, and have been looking into modding it. i want to try to make a map, so i downloaded trenchbloom, but ran into a problem. which engine does dusk run on, and if so , would i need to own that game?

frigid sluice
#

it runs on unity, but i don't think any other game to run it

tight fractal
#

no lol

#

you just need dusk

#

it runs on unity

frigid sluice
#

can you describe better what your problem is?

gritty forge
#

he means what game to choose in trenchbroom smh

frigid sluice
#

Isn't there a generic option though?

eternal sail
#

Hello, did anyone else encounter a bug where all fonts go broken if you go away from the Latin alphabet?

vocal swan
#

@proper vessel Use Quake I as your base game, the entities and other stuff wont show up as DUSK, but you can drag the .wad file to get the textures and to change entities you can use the entities.txt located in the SDK files

honest stag
gritty forge
#

uh oh

tepid python
#

nice icon of sin

gritty forge
#

The longer the Icon of Sin stays in Dusk

#

The stronger it becomes

frigid sluice
#

das cool

still raptor
#

mmmm

#

trenchbroom dark mode

#

and updated ui

gritty forge
#

Hmm yes

vocal swan
#

now this is epic

cosmic bridge
#

Hey, got a question for Trenchbroom. I know there's and fgd file, which I'm already using, but is there a def file to use with it yet?

honest stag
#

i think the fgd is J.A.C.K-only

still raptor
#

nah you can use it with trenchbroom

#

and as for that question, both file types serve the same purpose

cosmic bridge
#

ah, ok, I was just wondering, thanks

still raptor
#

the big thing is that we havent released an official one yet

#

thats what everyone really wants

#

so all the bounding boxes will be correct, and it will display models

sharp trail
long anchor
#

bran flaek

frigid sluice
#

bran flaek

gritty forge
#

Fran Blaek

gilded saddle
vocal swan
#

epic style

still raptor
#

neat!

long anchor
#

nice nice

gritty forge
#

Well, that was enough work for day.

sly spindle
#

Can someone make a mod for doom music or my friend pedro music thnx guys

gritty forge
#

Not sure what this map labs thing is but it’s funny to see dusk and jabroni brawl next to each other

deft frigate
#

jabronii brawl

long anchor
#

Not sure what this map labs thing is
afaik map labs are mappacks for HL2 with some kind of experimental theme, like map that plays in one room, ep1 themed map, etc

jolly torrent
#

what program is used to make DUSK maps?

verbal peak
#

Trenchbroom

jolly torrent
#

should i download the 2019.6 version or the newest one?

still raptor
#

Shouldn't matter

mortal narwhal
#

newest one

#

its gud

#

dark theme

gritty forge
solid prairie
#

@gritty forge if i can get the info on making the endless maps, ill make it

gritty forge
#

I think it'd be a fun one... if you had a few vehicles sprinkled around, maybe a nearby trailer park... Redneck Rampage like 😉

solid prairie
#

throw a few jump pads around the map and it would be sick to fly around in

gritty forge
tepid python
#

duskdude can probably just jump on it without a jump pad

cunning fulcrum
#

so how is modding coming along?

honest stag
#

lotta memes and quite a bit of maps

wooden pier
#

that describes all

frigid sluice
#

is there any documentation on how lighting works in dusk with trenchbroom? modifying the light attributes doesn't seem to do anything

vocal swan
#

Yeah, the only thing it seems to change is the color and brightness. I tried getting like a pulse light into DUSK but I don't think it worked.

frigid sluice
#

have you managed to get an ambient light to work? by default they seem to behave like normal lights

onyx marten
#

light styles (pulse, flicker etc) aren't implemented yet, i think ambient light is just the light key in worldspawn

frigid sluice
#

yep, that works for ambient light

#

set the value to the brightness you want

#

thanks

frank mantle
#

I might throw together a mod that just decreases SFX volume so you can have music on 200% or something

#

Or no SFX, just music, because why not

regal ore
#

Bass boost every sound, you coward.

eternal sail
#

Hardbass ost when

pearl fox
#

Hey Zom, is there anything in particular you're working on for the SDK rn?

ancient depot
#

BSP enhancements and saves are my priority currently

hallow basin
#

ggggggggggggggggggggggg

terse salmon
#

what graphics mode does dusk use? (since dusk hides the unity load menu)

gritty forge
#

uhh it sets the internal settings thrue the options menu?
those graphics levels are just presets for the inter settings I'm pretty sure

terse salmon
#

i'm curious what setting it's using internally

#

(since dusk menu settings are mostly just post-processing adjustments)

frank mantle
#

Imagine wanting to decrease level of detail

sly flicker
#

Yeah it's not like anybody has a crap computer LeonApproved

mossy dune
#

ok im a big dumb boy how do mods work i kinda got one working for dusk

ancient depot
#

You can set all of that stuff through code

#

via the QualitySettings class

#

If you wanna find out what values Dusk has, you could inject a script that prints all of those values out I guess

#

I'm tired rn so I can't be bothered to open the project and cap it lmao

#

I'm fairly sure Dusk just uses the defaults though

terse salmon
#

@ancient depot ahh code injectors 😏 is it the high quality defaults or low defaults? i always imagine i'll need to lower the quality since unity out-of-the-box is a big of a hog for anything low-poly/low-res texture

ancient depot
#

low I think

#

or maybe high with AA & anisotropic filtering off

#

but yeah you could inject a bunch of Debug.LogFormat calls into the FakeDOS startup script using dnSpy/ILSpy/etc

wooden pier
#

Is there way to decompile .bsp files to .map or maybe someone have .map file to share? Just today I set up Trenchbroom to work with DUSK, I would like to look at the maps from the inside.

ancient depot
#

BSP decompilers exist but they have varying degrees of success

#

I'd suggest downloading the Quake map sources, as they're freely available

#

They should serve as a decent resource

wooden pier
#

I already have. That's why I wanted to see something made especially for DUSK.

ancient depot
#

A Dusk map vs a Quake map is usually almost identical

#

You'd just have Dusk objects placed instead like monster_mage

wooden pier
#

Okay, good

ancient depot
#

As we don't have an fgd yet you won't see the objects in the editor though, so you'll need to manually set an entity to that type

#

there is a community made fgd going around though

#

an fgd is a file that tells trenchbroom what objects are available to place in the map, for context

wooden pier
#

Are the custom sounds available now? As far as I know, they cannot be added by default. But Quake mappers use programs such as Quoth or progs_dump.

ancient depot
#

As in, placing environmental sounds in a level?

wooden pier
#

Yes, to add a immersion

ancient depot
#

Yeah those aren't in yet

#

You can do custom music, but not ambient audio

wooden pier
#

I see. Thank you for the answers ❤️

ancient depot
#

np

uneven flower
#

Hi I have a problem with the quake maps

#

I bought quake from steam and I don't find the archives of the maps

#

to play them in DUSK

ancient depot
#

@uneven flower There should be PAK0.PAK and PAK1.PAK in the id1 folder where Quake is installed

#

The maps are inside those files. You'll need a tool to extract them, Slade3, Pak Explorer, etc all would work

uneven flower
#

Ok, I'll try

mellow roost
#

For someone with zero experience in modding or using SDKs, would it be a bad idea to start with DUSK? Would it be wiser to start with something like Doom map making and then work my way up or are the DUSK tools relatively easy to work with?

still raptor
#

you can make a dusk map very easily

#

heres how fast you can get one working

mellow roost
#

Oh excellent, I’ll give that a watch. Thanks!

uneven flower
#

I have knowledge on Doom mods but I started to know about quake modding

still raptor
#

if you can quake or hl mod you can dusk mod

#

theyre 100% compatible skillsets

mental oak
#

oh snap

#

brush-based/CSG-based mapping is best

#

trenchbroom is hella nice too

humble garnet
#

quick question if i wonna replace sounds in a mod
do i just need to make sounds folder and folders of what i wonna change with sounds with exact same name and .flac format?

#

like for ex. i wonna replace pistol sound, do i just need to make sounds/pistol/fire.flac ?

still raptor
#

Yep

#

i believe thats the case

#

as long as your mod order is higher than the base content, i believe your sound will take priority

ancient depot
#

The sound doesn't even need to be an actual flac either, it just needs to be named fire.flac

#

It can be WAV, OGG or FLAC

terse salmon
#

still itching for the answer... which setting does Dusk use under the hood?

#

is it definitely a modified low? it's one of those things i've always been curious about