#dusk-modding
1 messages Β· Page 56 of 1
Yeah that about sums it up, although I think most of the free texture stuff ended up weeded out by the end?
Basically it's a mix of photosourcing and hand drawn yeah
Some textures are both
I'm using roughly the same method for Gloomwood, but revising mistakes I made with Dusk
hey all I ain't been around in forever, howzit going
weve been waiting for the day you returned
B R E A D
i was literally talking about you yesterday my dude
good to see you back
now get back to work on that map of yours
i have a question, what will happend if ill put Nyarlathotep in my map
will his ai bug out or he'll still do his attacks, will he be invincible non stop
or hes not supported at all yet
if you place him he'll basically be a big invincible statue
his AI isn't set up for custom maps yet
^
do flying enemies have a navmesh?
I don't think they function through navmeshes
Boneballs just move sporadically around and bounce off of anything they collide with
Bone Monks just fly up and down, briefly sorta-strafe and move towards the player gradually
whereas the other enemies are grounded and actually need a navmesh to navigate because they don't know how to navigate maps on their own
so what about a dusk(world) sdk
oh i already forgot that there will be a coop
what's planned for the next update
Can doors make sounds? If so, how?
remove collision
Oh boy
lol
I love this song
oooh
Reminds me of that Pirate Ship map for Unreal Tournament
so i was adding some changes to the cultist mage voice lines, including the ones in VO and the actual mage folder. For some reason, only the death sound actually changes. They play how they should if i open each file, and I disabled every other content pack besides the one that changes the voices, but everything remains the same as normal except for the death sounds. Anyone know what to do about this?
i also noticed stuff like changing out the ui does nothing? I changed the sickle loading icon and the mouse cursor, but they never change.
i think that part of the sdk (changing stuff like alret sounds and voice lines) is fucky right now
Damn
maybe some day we'll be blessed with.. slightly modified mage voices
dont know what discord did but therse a sound there
cant imbed stuff till you have a rat rank i think
yeaa
yo i'm looking for a way to prevent chompers escaping from a pool while letting the player go in and out
func_door over the pool that starts open didnt work (no navmeshes DUH)
func_illusionary is my next option but i'm not sure and it's probably better to just ask
i cant really think of anything that collides with everything except the player
like a reverse combine force field or something
func_illusionary didnt work
I'll consider extending func_clip for the upcoming patch
so you can filter what it clips
once we have Source-style entity filters you'll be able to do advanced stuff like only blocking one specific enemy in the map
||planned for next patch (or the one after), if things go to plan||
Why is that a spoiler
Why would you hide that info
Itβs vital
What the FUCK is wrong with you zombie
to keep out the normies

so its horror but it hasnt slept for extra 300 years
comic style texture pack? Neat
yes, also gonna modify the sounds a biit
Will we be able to replace models on maps through files? Or for some it is impossible and can only be done manually? Like these gas pumps.
You'll be able to, yeah
Those pumps are actual objects and not level geometry afaik so they should be replaceable
I'm so glad to hear it. It would be terrible to give up the work I started on the model. TY β€οΈ
I'm having trouble locating the audio files. maybe I've overlooked them.
hell yeah those are some really cool textures - feel straight outta the dusk comic
π¦ wiki is down again π¦
Does web archive have it backed up?
Do we not have access to the BSPs or whatever sort of file it uses in order to generate the level geometry?
Could we get a map editor in the future? That'd be cool.
why do that when trenchbroom already exists m8
yeah and it's awesome in many, many ways
tb is love tb is life
where did you find the sound files? I can't find them anywhere.
SDK>mnt>local>dusk>sounds
felt like showing some of what i'm working on, sorry it's all editor shots at the moment https://cdn.discordapp.com/attachments/559399996189835265/714012998921879572/D7.png
hell yeah looks really cool
looks like a mix of silent hill and that factory part in half-life 1
haha yeah residue processing i think?
probably ye
i've never played silent hill but lol right before i posted it here i showed it to a friend and i said " it just looks like a clusterfuck of silent hill aesthetics "
i do love the textures in dusk though, lots of grime and rust, its fun to work with
did you only use dusk.wad?
yeah just dusk textures
https://www.quaddicted.com/files/wads/ in case you want some more cool wads
ah thanks, i was planning on only really using dusk textures though, maybe including some of my own custom ones at some point
this level is part of a levelset i'm planning, but its something that wont really see the light of day for quite a while
cant wait to play it
haha it might take a while, ive got it all pretty much planned out on paper and notes and such, been waiting a while for the SDK to finally release and some of the maps were started before it even was, i was just mapping out the geometry and crossing my fingers that it would translate over well, and so far it seems like the scale and everything is pretty much correct (i was a little concerned after hearing some debate over how tall duskdude is lol)
looks cool dude
oh god comic book dusk
Lookinf really good
Also speaking of that
Some of the textures so far
Normal mage
Grand wizard
And
I'm gonna stoop there actually before it becomes spam and also because
Nobody needs "vent sketchy.png"
it's cool
https://youtu.be/NTnhmBZ6yeU?t=15988 can someone add all these game names to the cultist voice lines? thanks
Hang out with Andrew and The Daves for some DUSK dev commentary and trivia!
GET THE GAME: https://newblood.games/dusk
BUY SOME MERCH: https://newblood.games/store
Question: When running quake maps, is there any way to add music?
I'm not sure, but you probably have to add the Quake music folder to the quake folder in the sdk folder
folder
f o l d a r
im not really sure what we CAN do about it
we'll talk about it in our weekly meeting and see what we can come up with
offline wiki as a pdf lol
we might have to get some ddos protection or some shit
for now we should try and upload it onto that internet archives thing- wayback machine i think? or download each individual webpage and store all that together
or maybe even just do plaintext documents in google docs or some shit lmao
that would probably work honestly
I'll reboot the server once I'm at my computer
i'll start uploading the pages to the web archive
It's really annoying and we should definitely do something about it, I'm just not sure what that something is
hell yeah alright
time to upload
pretty sure it's almost entirely on the web archive now
done
gonna stil post some progess here but alot mroe will be on twitty
nice, some really cool stuff
:ooo
Me and VEVEN collaborated on an Egypt-themed dusk mod!
Cool map + new enemy textures await you in.... TRESPASSER
"Maybe robbing the grave of an ancient god was not a good idea..."
https://dusk.mod.io/trespasser
beer books
wowowowow
beer books
this is cray
gonna play this right fuckin now
with all the crazy shit people put together with the current limited featureset, it makes me giddy to imagine the shit you'll make once the SDK is feature-complete
was about to go to bed
especially with coop
i eagerly await the moment we can have scripting
you'll love the new textures, i know i did
(hehehehe that's why veven was asking here about them)
Yeah
I feel like this isn't the last time i'm making textures
hell yeah have fun with it
it's not a huge map but hey
scarabs*
Yeah we dont have custom models feature to make them 100% scarabs
i imagine it was not easy for veven to make those look like bugs
custom models are planned for the patch following the upcoming one
ohhhh shiddd
Sick

god i hope i deleted the chomper in the release version
You said you did
wow this map is awesome
eyyyyy thanks
the detailing almost feels uncanny lmao
LMAO the ||scientist retexture||, I love it
we made this mod in only a week actually
we just made a shit ton of progress because i initially wanted to challenge myself into making this mod in 3 days
but then i saw the insane textures veven made and we just kinda kept adding on after the deadline
love the little canopic jars
i kind of want to make my own egyptian dusk map with your textures
oh shit map from a dev
i see the bullet hole
imma make those breakable for the next patch lmao
heh heh
bruh the boss
omg i wish this map had func vehicle for the truck
hehe well there is something close to it
see I like how this map fits with the whole "treasure hunter" aspect of dusk
an egypt level is very thematically fitting in that sense
omg the refuel mechanic
^ yeah vriska is genius ^
loved it
π³
a little simple , but mega points for originality
omg I just got to the boss
bruh the boss
what's with the boss
isnt that the coolest shit
all the pain from trying to texture that thing paid off eh veven
was that bruh in good sense or bruh sense
yeah finding correct spots on the head was pain
its great
oh ok
i gotta figure out how to open this secret
heh heh
lol it was way more complicated initially but i fucked up hard
alpha of sdk did*
so yeah
a hint tho - the button is NOT after you open all gates
that wasnt the trigger counter thing
i think that's something on our side that doesn't work
it was the buttons that werent moving
i intented for them to get pushed into the walls but they were just there even after i remade them into func_doors
yeah
i tried fixing them in different ways but yeah
i gotta figure out how to open this secret
so how's it going
lost to beer books
:c
I found the default textured brush of doom
wow what
(out of bounds)
lmao shit i never expected people to actually look OOB
that's from prototype.wad
yeah i color coded them so veven would have an easier time figuring out each monster closet in relation to keys if he wanted to tackle it
also a hint for the secret
||it's located in the yellow key section
(is it the trap? the hall? the stairs? i dunno but it's there)||
spoiler tag?
shit
hint: ||it's a secret||
i recompiled the map to have breakable jars
thats where i thought it was
but i looked pretty thoroughly
i even tried some tomb raider shit
hey did you add the needed wad
alright even bigger hint
||look around the trap room||
the
hm/
hm.
fuck. wait.
yeah i did
thank god
that would have been awkward
you didnt include it in lower?
nah i made it for second map
ooooh
but i'll include it in lower rework
omg i was so blind
it is kinda not easy to spot but hey, it's a super secret
funny enough im still missing one
i found the ||fast fire|| and the ||under stairs health pack||
there is another secret ||somewhere in the stairs section||
it's no big deal tho, just another health kit
just another parasite.
yeah the super secret had me scratching my head for a bit
I felt so dumb when I found it lmao
yeah i found that one i thought
just another parasite.
wanna gep gun?
@honest stag whats the one im missing?
it's on top of the stairs, ||a secret wall between the stairs and the hallway leading out of them||
but i'll include it in lower rework
sorry i think i'm brain damaged or something
lmao nice design document
see originally went around and pressed use on every single torch in the map
LMAO i did the same
oh god im sorry
I saw trigger_counter mentioned and thought "no way..."
then i tried speedrunning from the bridge button to the secret room before the bridge retracted all the way
i linked my map to a friend and he kept trying to reach a torch that was higher than others
truth was i just didnt want to put it on a skull texture
thining maybe its a timer
initially you were supposed to find 4 buttons, 1 was really easy to find so you would have a clue what to look for
but yeah had to cut
||"count" "4"||
ohhhhhh
lmao
oh did you open it in editor
I looked at the included .map file
also the .map in that version of it is a bit outdated, i uploaded a new version with a new one
lmao
mcclone persuaded me
said it's a cool thing to do in the quake mapping community
I definitely approve of it
helps others learn from you
i should do the same with lower i guess
wish it were more common
the one thing i caution you on
is if youre doing that, make sure your wad paths dont doxx you or anything ike that
Yeah that's another reason I don't advise absolute wad paths
Relative is the superior option
Relative paths will also enable you to have custom wad locations in future SDK versions
yeah we should start doing that
just something to be aware of
good advice tho thanks
Note that it applies not only to sources
The compiled BSP includes those wad paths too
really cool theme though guys
id love to see a map where you steal something from a ruin and it all goes to shit when you do
The Escher Ruins
lower map 3
gives me cool ideas
idea
one day when im not insanely busy ill make a map
trigger_hurt + func_door + func_rotating for boulder
looool
when func_rotating is fixed
implemented at all*
we still havent seen any big entity nesting either
which you could do some funky shit with
lmfao
its sort of complicated to use
it's a very janky hack that we only really keep around because it's charming
Definitely worth considering
I still can't figure out how the hell should i setup lightproxy
it points to the targetname of an entity
yep
the object will then have the same lighting as whatever the targeted entity is
yeah sounds about right
so if you have a monster with a lightproxy set to a func_door moving over a bunch of lights
the monster will appear to flash different colours
weird, i did pretty much that and it didnt work
maybe i just screwed up somewhere
aight
oh well it was a while ago maybe i'll try again
for all I know it might be broken
its possible the func_door location is extremely fucked up
not like we test that feature
because the actual root of the func door is different from where the brush actually is
I think scott tested it once it was first added and then I forgot it even existed
that may be it
im 90% certain it is
in which case once we have brush recentering for func_door_rotating, that should fix it
yeah i think it works only off the parent object
well actually, I'm not entirely certain now
I think I changed it to use the renderer bounds
which was stupid design , but it was meant as a fix for static objects
specifically stuff like trees that you wanted to clip into the ground
so you could just put an info_null where you want to get light from
yeah it uses the world bounds
when did you try it @honest stag? it should work in the current patch
uhhh not sure
april i think
I tried it around the time I was finishing Lower
I think that predates the current patch
i know it CAN work
yes i did
you see the stump takes the light of the func_train
outside the box
yeah i remember this vid
its unforunate we couldnt get you guys func train sooner
but its actually a huge fuckin mess
it's a very quake-era feature lmao
i tried my best to do fp error correction
and yeah func_train is a big mess
but it was just sliiightly off
bsp overhaul will give us the means to fix it
you can see in that video, that EXACT setup works
but it doesnt work for all conditions
everything was neat power of 2
yeah even simple quake maps were off
i got them very close, but never perfect
how does func train work exactly? can it move in any direction? how we should setup it's path
you put path corners and targets basically
and yes, they can move in any direction
and they can loop indefinitely
and change speed
think of it like a door that moves to multiple locations
instead of just a back and forth
cool
theyre incredibly useful for weird map hacks
realistically, there's no real reason that func_door and func_train should've been separate entities imo
it was probably just design oversght
yeah
they had doors, then wanted to expand the abilities
I can use them to make elevator that starts slowly but then moves a bit faster
in theory yes
thats an important difference between a door and train i think
i dont think doors force the player to inherit its movement?
can i change it's speed to zero?
absolutely
nice
pretty sure that's how several half life mods do it actually
valve actually has a good note on it
func_train is a point entity available in the Half-Life series. It is a used leftover from Quake that ping-pongs between the start and end of its path. In GoldSrc, it is primarily used for looping auto-scrolling backgrounds. In Source, it has been superseded in usability with the introduction of parenting, rendering it obsolete but still functional.
func_train IS obsolete
looping auto-scrolling backgrounds
what
is it like
how some mods make train sections with fake moving surroundings
yes
you just make the entire terrain a func_train
and move it , then loop it back in front
it's kinda hilarious when you think about it
everything except the train is a train
i was talking about making train level in dusk with Camouflaged Conspiracy as background music cause it has some trainy vibe in it
something that we need to add is fog
thats the only way you get away with that effect
but thats also a complicated thing
everything except the train is a train
yeah lmao
because theres no fog standard
rain, snow, fog
yes please
which we can then expand out to custom particle systems
once I get around to implementing that
still not 100% decided on how to handle it
I'm currently thinking a json/xml with a dedicated "particle editor" program
also guys, where is that egypt music from
fog
You see, i tried making a huge cave feel in Lower map 2, but i couldn't get it look right
yeah, fog is a really important element for some maps
the main issue is compatibility
for one, quake didnt even have fog
but it was added in sourceports
and now a bunch of custom quake maps use it
and half life uses like an entirely different system for it
yeah, it's different between quake and hl
although
we do have a "map mode" system
also guys, where is that egypt music from
https://youtu.be/ykWVf9DrIe0
Music composed and performed by Gerar Doverzen- sadaic/ Bs As Argentina 2010 - Alieniger Records.
/ 2013 Β© β Doverzen Music - All Rights Reserved /
kinda wish the map compatibility wasnt such a big deal for you guys
which makes things act different if the bsp is a hlbsp or quake bsp
so we could just use that
and support both
damn i should update mod description
governed by this enum
namespace NewBlood
{
public enum EntityBehaviourMode
{
Default,
Quake = Default,
HalfLife,
}
}
which fog is better to use tho
whichever you prefer
afaik there isn't anything you can do with one that you can't with the other
they're just set up differently
so yeah glad you guys liked the map
now i just need to get personal shit out of the way by the end of june
hope you manage to π
cool alpha version leak?
leak? monkaS
are alert sound replacements working? or was that never fixed?
ever heard of feedback? because THIS is feedback
nice map bro!
thanks lol
nice map bro!
thanks lol
nice map bro!
nice map bro!
thanks lol
nice cock bro
https://dusk.mod.io/pirate-ship
alright, I added epic true ending and some needed changes
thanks lol
you're going to like the true ending if you find it
i will do my best
Wha?
||find all the dopefishes||
So the record im uploading on YT isnt relevant anymore?
those light shafts look really good
who
@still raptor
the most recent one
ok sweet
yeah, @long anchor i think your recording is still relevant
i wouldnt scrap it
cause its just a small addition that i made
Yeah i didn't want to scrap it
this is super cool
Otherwise i would've lost an hour of my internet time
thanks||lol||
thank you, took me all of two weeks.
oh shit i gotta go back and find that secret ending
its pretty epic
i hope that the sdk gets released for mac
There are currently no plans for a Mac port, but it might happen after the SDK is finished
oh
I've been painting runes for so long that I forgot that the sword is shrinking to the end and now here we are lol https://dusk.mod.io/aerondight-the-witcher-3-magic-sword
Neat
Thanks
I really like this Enclave map, but I think I need to wait on saves and load times before I can go secret hunting
yeah enclave is a real classic 
I really like this Enclave map, but I think I need to wait on saves and load times before I can go secret hunting
Saves are in the next patch π
At least that's what zom said
That's the plan
is there an ETA for it?

End of the month
As in end of this month? π
yes

nice
oh SHID
how do i change the angle of the brush tool?
i'm struggling with compiling the files again for my map
why is noone mod sacy helping him right now
yo i dont know if you still need help but im not sure what do you mean by "angle of the brush tool"
also what issues do you have with compiling?
@hollow owl
HOW
yes
Just confirming that the upcoming patch will have drastically faster load times
I'm talking ~5 minutes reduced to like 10 seconds on a huge map
witchcraft
tl;dr we replaced some unity shit with our own hand-written solution
finally it wont be insanely painful to load a map
we should probably make it not painful to load the main menu lol
in time, that one's a real tedious bitch
I wonder how much faster Enclave loads now
okay yeah that was WAY faster lol
I haven't tried doing a build
once we finally remove all of the internal assets that should go right down
i forgot how much caches speed builds up
I bet like 90% of that is audio processing
is the main menu supposed to be like squashed a little bit
define squashed
thats a bug with how resolution is set
just change your resolution
and then set it back to native
it's only the text for new blood games and duskworld multiplayer
oh, thats probably just an anchoring issue
1040fps
your poor gpu lmao
no BEST
unlocked fps ftw
ok
standalone finished
lets see how fast this is
10 ish seconds
for enclave
not bad
and that's only with the texture packing optimization
there's still a texture allocated for every lightmapped surface currently
im gonna try sepulcher
you will die
scott was never seen again
Yeah, too many texture allocations probably
hahahaha
and for some reason it was just as fast as enclave
weirdly
im wondering if im missing a file or some shit fo sepulcher
do i technically need any of the external textures?
not at all
literal like 100% spike


that is some good shit
cant wait
a friend of mine is speedrunning trespasser on duskmare (for some fucking reason) so that'll help him by a lot
ah yes rhis is great
can a message be used with trigger teleport
works with buttons and secrets but doesn't seem to be the case with teleport after testing
Hm, I think it's because trigger_teleport is a unique thing that acts like a trigger, rather than an actual trigger
iirc
there's no reason for it to be that way other than proper triggers weren't implemented when trigger_teleport was, I think
skybox sunset left and right are switched around and the top one always seems to have this outline
Yeah most of the skyboxes have left/right swapped, it'll be fixed eventually
most of the textures and sounds are gonna be moved around and renamed before 1.0
That Big John face kinda looks like that of the style of Aidan Hughes, who did work on KMFDM's album art covers.
most of the textures and sounds are gonna be moved around and renamed before 1.0
So most of the older texture mods will break?
And sound mods
pepsi and coke mods will break
They will, but we'll be providing tools to automatically patch them

the top downloaded maps are also the best ones so far, well besides nuts,wad
I knew that
ANd again, sorry for bothering you about it
So quick question, the read me for the SDK says it's for half life maps, but does it work for custom maps too?
yep
Huh, that'd make it pretty easy to play Quake 1 wouldn't it?
I got it on steam though, so I'm not sure
...
I enable and apply it, and it won't let me actually play the mod
in what way? there are no maps in custom maps list?
what it was
there's a lotta underappreciated non top-rated maps
I shoudl really go through all the maps again. its been a long time since I last did
bet there are alot of great new ones I havent played
i kinda feel ashamed because the lost mansion is in the top-4 downloaded maps but it SUCKS
it legit sucks ass
is it the one with the macaroni labyrinth
macaroni labyrinth lmao
where you can break the hedges and enemies still go around the now non-existent walls? :D
the destructable one yes
also I died fucking 10 times in it :D
oh jesus i am sorry you had to play that map 10 times
i updated the map like a month and a half ago - somewhat redone the visuals and added more ammo so it doesnt suck as much
but it's still bad
TRESPASSER THO ON THE OTHER HAND YEEHAW THAT'S A MAP
it's good thanks to veven and not me but still
When is the possibility of adding new weapons going to be added to the SDK? I'd to try to like to add the hand gun from Devil Daggers into the game
That's something that'll require scripting, which will come sometime after we have custom models (custom models should land within the next few patches)
Patch should be coming today
Patch Notes
* Saving and loading is now implemented (for custom levels only), note that not everything will save properly yet!
* Maps containing invalid lightmap pointers will no longer fail to load
* Load times for custom levels have been drastically reduced
* Fixed several visual bugs involving lightmaps in custom levels
* The game will now use Vulkan by default if it is available
* Shaders are now built for all available renderers, so users experiencing GPU problems can now use DirectX or OpenGL without graphical issues```
* Zombie spent 30 minutes making this patch and the rest of the time was watching railgun
* Most of the things you want still don't work, so don't ask
* H```
That's impossible because Railgun is fucking delayed again reeeeeee
Doesn't continue until July now
patch is live
zombie doesnt even know how these patches keep getting made
they just show up in his email
I had myself cloned, that clone is kept in the basement where he does nothing but work on patches
YEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSS
as soon as the patch drops i'll go into a map of mine, and then save and load
just because i can
lmao
There are a few things that don't save properly just yet, namely
- Score, kills, secrets
- Anything time sensitive (eg, the facility doors in Half-Life C1A0)
- Objects you're holding (they'll just drop to the ground when you load)
- Enemy corpses, projectiles and dropped items
secrets you mean the secret count and not the secrets on the map right
Yes
oh and 5. Enemy targets, they'll lose sight of you
So you could technically use saves to cheat lmao
- stealth dusk custom levels by constantly saving and loading
It'll be significantly faster
oh the patch is already out?
Yeah it's been out for like an hour lmao
downloading it now
oh shit
mega hype :)))
HYPE
There are still significant load time improvements to come as well
:O
This patch only contains the big initial improvement
But there's still a lot of large speedups we can get by shuffling a bit of code around
oh wow it's a big boy
That'd be because of the shaders
daaaang, 21-22 seconds load for UT
....
Zombie
A second before dusk loaded i got a unity crash and now its making robot noises and my laptop is dying
lmao
It all closed
wat
Typing from a phone
was that before loading into a level?
ITS A VIRUS
As it was loading
OH NO MALWARE PATCH
what's your GPU?
Internal
Geforce 920mx i think?
Do you know how much VRAM it has?
Not sure but i think around 2-4 gb
Ill check
yup
fun fact - it took longer for me to load into the actual level from the "press any key" screen than getting to the "press any key" screen
also
what did you do to my map
oh god lmao
oh oops
I know why that happened
when I edited the dll I didn't edit everything I needed to edit
Looks fine to me. I don't see the problem.
nice zebra shadows
attempt #3
i guess i wont try it then
basically I think it's caused by your GPU not supporting large textures
so when it tries to create the lightmaps it dies
and since the code can't generate multiple lightmaps just yet (that's one of the upcoming optimizations) it makes a massive texture
so the DLL above will try to limit the texture to the max size your gpu supports
oh that is nice to know
awsum, thank you
a total of 25 seconds from selecting the difficulty to playing the map
ok so that was it, thanks for the help
"help"
i guess that makes sense, yeah
proud to be the guinea pig
also how is this one:
reee windows explorer froze as I tried to drag the file into discord

how long was it taking before?
not sure honestly, at least a minute
ok so, significantly longer?
awesome
i'll try and launch one of poolboyq's maps
those took me ages to load
If you get the escape screen when loading those maps then it means it's the GPU texture size thing again btw
The lightmap creation is faster now, but it's less efficient with how much texture data it uses
loaded duskstein in 40 seconds, awesome
ok thank god those maps don't use enough texture data to push you over the limit lol
lol
it's probably the biggest map right now, aside from maybe urban turmoil
once we have multiple lightmap support this entire issue will go away
but yeah hopefully this makes your life easier when mapping lmao
I still think the load times are bad, but they're nowhere near as bad as they were before
20s is still unacceptable imo
thank you, that is crucial for quick testing
and i dont have to wait an absurd amount of time to double-load the map in order to fix this thing
but I know where the bottlenecks are so we'll improve it
Yeah that bug is annoying as hell
BSP overhaul would've fixed that, but I chose to delay it to the next major patch since it needs a bit more time in the oven
so whens the next patch π
jk, this alone is pretty much enough for me to be fully comfortable
Sometime next month
i hope it drops on my birthday
early next month, I'm shooting for
next month meaning June, for anyone that might already be in June when they read this lol
yep, my bortday is in june
also i dont think anyone is in june right now, it's 15:00 for me and i'm basically almost next to the date-change zone
may 31st that is
thinking about how timezones work is mental overhead that I can't be bothered to exert

lmao get some deserved rest
For once I'm actually decently rested
I wanted to have this patch out last night but I was running on like 36 hours without sleep so I just passed out and finished it today
oh jesus
Oh boy
considering that it needed a hotfix for lower end GPUs I think that was a good thing
yeah it would be pretty awkward if i blue screened every time i launched dusk after the patch rolled out
yeah lmao
hotfix out
oh nice
saves
time to cero miedo everything i couldn't cero miedo without savescumming
end my life
i couldnt beat a single map on cero miedo without dying yet
(except for func_vehicle, objectively the best map)
hey hey
i remeber that in quake you can make certain entities appear on certain levels of difficulty
is this possible in dusk?
oh JESUS
it definetly wasnt like that for me
is this in-game or while loading
also i got a question about the difficulty spawnflags
there are easy-normal-hard ones, but how do they relate to the 5 difficulties in dusk?
main menu
and the difficulties are like in doom
accessible/go easy = easy, I can take it = normal, Ciero miedo/duskmare = hard
i think that SHOULD work on any entity
actually when i think about it
i don't think it works with lights or brush entities
at least not now
yeah
because there are no difficulty spawnflags for them lol
oh well i guess anything that HAS those spawnflags should work
func_door has
hm
did you test it?
oh wow the door just isnt there?
jesus
pc was screaming in agony when i alt tabbed
(mostly because the rest of the memory was eaten by browser with dozens of tabs opened)
altough levels load a lot faster
yes, indeed
func_wall also has diff spawnflags
yeah so, that memory usage will be optimized
its just that the solution to loading fast was basically making a large texture
zomb is still working on it
isnt that how many open world games do it for landscapes?
or at least i know that some huge cs:go maps do that at least
might be more VRAM problems
gimme a second, I'll put together a patched dll to see if I can tweak it for you
I also noticed that next to the dusk icon now there is a unity icon in the taskbar
that's probably just a Unity thing unrelated to the game itself
at least I hope
lol
Ahh alright,nice
@onyx marten ok dll incoming
goes in SDK/bin/win_x64/Dusk_Data/Managed
@tepid python and @long anchor may also be interested in trying this dll
nice nice
This one may also help
a couple things about the new saving shit
untested yet, but it seems like a problem
- saving in 1 map, going into another, and then rewriting the old save might cause dusk to have a fucking breakdown, again, not tested yet
- i think saving loading might be fucking up jumppad angles
- i think having a sword and saving/loading may remove sickles
all of that i need to test
zombie
my friend did the first thing
and now dust is in chinese @ancient depot
dusk*
yeah I actually found all three of those myself while testing earlier
oh alright
I know the cause of 2 and 3 but not 1
to get the sickles back you can use the quick sickles key
yo zombie
how does one change the language back now?
my friend is trying options but it doesnt change
that's... weird
try restarting the game
otherwise editing the ini is an option
set language to 0
ah gotcha
there are a few things that cause it
the primary one is if you have steam games set to a non-english language
dusk tries to pull the enumerated value of your steam language, but since we only ever finished the implementation for chinese, any value above chinese sets you to chinese
once you have correctly set your language, it will no longer do that
was there a changelog for the latest sdk update?
Yep, available on the forums
noice
I should get back to working on my level. Been spending time making TF2 maps π
Oh Sweet, saving's in. Does that include quicksaves?
@timber atlas Yes
Here's a newer .dll with multiple lightmap support, this should be much more efficient and not have those VRAM issues
I'd appreciate any feedback from people that decide to test this
i'll try just in case
much appreciated
i tried
everything is all good on my end
yep good for me too
So the RAM usage isn't as terrible as before?
defiently all good for me
not sure why i made this, but anyway...
red - game's booting up, blue - map start, yellow - game's closed
So the RAM usage isn't as terrible as before?
went from 2 gb to ~ 1.7
So how about this one:
lmao
now I'm really interested in whether or not this fixes Poolboy's issue
I believe it should
yeah that makes sense
1gb in main menu, time to test a map
the initial 1gb would be because of all the loaded music
at least it saves and loads
but those saves will still have that issue even after it's fixed
you mean save files
yeah
fair enough then
physics objects don't save right now do they
I think it's a bit off
as a result
yep they don't save
try this

