#dusk-modding

1 messages Β· Page 56 of 1

still raptor
#

i know theres a mix of photosourcing, free texture images, hand done stuff, etc

iron needle
#

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

long anchor
#

I see

#

Well thanks for the answer

lament ore
#

hey all I ain't been around in forever, howzit going

still raptor
#

weve been waiting for the day you returned

honest stag
#

B R E A D

#

i was literally talking about you yesterday my dude

#

good to see you back

honest stag
#

now get back to work on that map of yours

long anchor
#

yoooo bread is back

#

I wonder where mashedpotat is

humble garnet
#

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

ancient depot
#

if you place him he'll basically be a big invincible statue

#

his AI isn't set up for custom maps yet

humble garnet
#

as i thought

#

i guess you could place him as a easter egg on the map

long anchor
#

^

honest stag
#

do flying enemies have a navmesh?

alpine depot
#

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

hollow owl
#

so what about a dusk(world) sdk

ancient depot
#

Duskworld'll be merged into the SDK at a later date

#

Part of the coop update

long anchor
#

oh i already forgot that there will be a coop

tepid python
#

what's planned for the next update

mortal narwhal
#

Can doors make sounds? If so, how?

onyx marten
#

will func_illusionary bullet collision be removed at some point?

#

this needs fixed

long anchor
tacit ridge
#

Oh boy

mortal narwhal
#

lol

gritty forge
#

I love this song

mortal narwhal
#

new map

still raptor
#

oooh

gritty forge
#

Reminds me of that Pirate Ship map for Unreal Tournament

frozen jolt
#

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.

honest stag
#

i think that part of the sdk (changing stuff like alret sounds and voice lines) is fucky right now

frozen jolt
#

Damn

#

maybe some day we'll be blessed with.. slightly modified mage voices

#

dont know what discord did but therse a sound there

honest stag
#

cant imbed stuff till you have a rat rank i think

frozen jolt
#

yeaa

honest stag
#

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

ancient depot
#

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

long anchor
#

nice

#

can't wait for the save feature

ancient depot
#

||planned for next patch (or the one after), if things go to plan||

tight fractal
#

Why is that a spoiler

#

Why would you hide that info

#

It’s vital

#

What the FUCK is wrong with you zombie

hollow owl
#

to keep out the normies

ancient depot
last talon
#

so its horror but it hasnt slept for extra 300 years

ancient depot
#

comic style texture pack? Neat

frozen jolt
#

yes, also gonna modify the sounds a biit

wooden pier
#

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.

ancient depot
#

You'll be able to, yeah

#

Those pumps are actual objects and not level geometry afaik so they should be replaceable

wooden pier
#

I'm so glad to hear it. It would be terrible to give up the work I started on the model. TY ❀️

frozen jolt
#

sickles, runes, and a few other textures are now changed

gritty forge
#

Revised textures, I see.

#

Love it

fading valley
#

I'm having trouble locating the audio files. maybe I've overlooked them.

honest stag
#

hell yeah those are some really cool textures - feel straight outta the dusk comic

honest stag
#

πŸ¦€ wiki is down again πŸ¦€

gritty forge
#

Does web archive have it backed up?

honest stag
#

good question actually

#

i will probably do that when it's back up

compact basin
#

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.

sly hinge
#

why do that when trenchbroom already exists m8

honest stag
#

yeah and it's awesome in many, many ways

long anchor
#

tb is love tb is life

fading valley
#

where did you find the sound files? I can't find them anywhere.

honest stag
#

SDK>mnt>local>dusk>sounds

warm badge
honest stag
#

hell yeah looks really cool
looks like a mix of silent hill and that factory part in half-life 1

warm badge
#

haha yeah residue processing i think?

honest stag
#

probably ye

warm badge
#

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

honest stag
#

did you only use dusk.wad?

warm badge
#

yeah just dusk textures

honest stag
warm badge
#

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

honest stag
#

cant wait to play it

warm badge
#

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)

long anchor
#

looks cool dude

desert crane
#

oh god comic book dusk

frozen jolt
#

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"

long anchor
#

it's cool

onyx marten
minor wasp
#

Question: When running quake maps, is there any way to add music?

onyx marten
#

I'm not sure, but you probably have to add the Quake music folder to the quake folder in the sdk folder

#

folder

long anchor
#

f o l d a r

honest stag
#

dev wiki is down again

#

you guys should do something about this

#

@still raptor

still raptor
#

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

honest stag
#

offline wiki as a pdf lol

still raptor
#

we might have to get some ddos protection or some shit

alpine depot
#

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

honest stag
#

that would probably work honestly

ancient depot
#

I'll reboot the server once I'm at my computer

honest stag
#

i'll start uploading the pages to the web archive

ancient depot
#

It's really annoying and we should definitely do something about it, I'm just not sure what that something is

ancient depot
#

@honest stag rebooting wiki now

#

ok it's live

honest stag
#

hell yeah alright
time to upload

#

pretty sure it's almost entirely on the web archive now

#

done

frozen jolt
#

gonna stil post some progess here but alot mroe will be on twitty

honest stag
#

nice, some really cool stuff

alpine depot
#

:ooo

honest stag
#

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

mod.io

A map and retextured enemies await you in this mod! "Maybe robbing the grave of an ancient god was not a good idea..."

long anchor
#

beer books

still raptor
#

wowowowow

honest stag
#

beer books

still raptor
#

this is cray

honest stag
#

cray

#

we're very proud of it

still raptor
#

gonna play this right fuckin now

ancient depot
#

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

still raptor
#

was about to go to bed

ancient depot
#

especially with coop

honest stag
#

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)

long anchor
#

Yeah

still raptor
#

im booting it up now

#

very excited

long anchor
#

I feel like this isn't the last time i'm making textures

honest stag
#

hell yeah have fun with it
it's not a huge map but hey

still raptor
#

lol the music

#

fucking yes

#

egyptian rats!

honest stag
#

scarabs*

long anchor
#

Yeah we dont have custom models feature to make them 100% scarabs

honest stag
#

i imagine it was not easy for veven to make those look like bugs

ancient depot
#

custom models are planned for the patch following the upcoming one

honest stag
#

ohhhh shiddd

long anchor
#

Sick

still raptor
#

the egyptian sword rules

honest stag
#

told ya people would love it

#

some seriously amazing shit veven

long anchor
honest stag
#

god i hope i deleted the chomper in the release version

long anchor
#

You said you did

honest stag
#

i said so but im not sure lmao

#

i think i did

ancient depot
#

wow this map is awesome

honest stag
#

eyyyyy thanks

ancient depot
#

the detailing almost feels uncanny lmao

#

LMAO the ||scientist retexture||, I love it

still raptor
honest stag
#

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

still raptor
#

love the little canopic jars

#

i kind of want to make my own egyptian dusk map with your textures

honest stag
#

oh shit map from a dev

ancient depot
#

aww the jars aren't func_breakable

#

sad

honest stag
#

i see the bullet hole
imma make those breakable for the next patch lmao

long anchor
#

heh heh

still raptor
#

bruh the boss

lapis hare
#

no, they're func_vehicle

still raptor
#

omg i wish this map had func vehicle for the truck

honest stag
#

hehe well there is something close to it

still raptor
ancient depot
#

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

still raptor
#

omg the refuel mechanic

long anchor
#

^ yeah vriska is genius ^

still raptor
#

loved it

honest stag
#

😳

still raptor
#

a little simple , but mega points for originality

ancient depot
#

omg I just got to the boss

long anchor
#

bruh the boss
what's with the boss

honest stag
#

isnt that the coolest shit
all the pain from trying to texture that thing paid off eh veven

long anchor
#

was that bruh in good sense or bruh sense

#

yeah finding correct spots on the head was pain

still raptor
#

its great

long anchor
#

oh ok

still raptor
#

i gotta figure out how to open this secret

long anchor
#

heh heh

honest stag
#

lol it was way more complicated initially but i fucked up hard

long anchor
#

alpha of sdk did*

honest stag
#

so yeah
a hint tho - the button is NOT after you open all gates

long anchor
#

although

#

actually that trigger_counter thingy you made need a bit more testing

honest stag
#

that wasnt the trigger counter thing

long anchor
#

i think that's something on our side that doesn't work

honest stag
#

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

long anchor
#

wait you scrapped the idea because we could use them more than once

#

for some reason

honest stag
#

yeah
i tried fixing them in different ways but yeah

long anchor
#

i gotta figure out how to open this secret
so how's it going

honest stag
#

lost to beer books

still raptor
#

not well

#

im trying

long anchor
#

:c

ancient depot
long anchor
#

wow what

ancient depot
#

(out of bounds)

honest stag
#

lmao shit i never expected people to actually look OOB

ancient depot
#

I like the teleporter room textures

#

lmao

honest stag
#

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)||

long anchor
#

spoiler tag?

honest stag
#

shit

ancient depot
#

hint: ||it's a secret||

honest stag
#

i recompiled the map to have breakable jars

still raptor
#

thats where i thought it was

#

but i looked pretty thoroughly

#

i even tried some tomb raider shit

long anchor
#

hey did you add the needed wad

honest stag
#

alright even bigger hint
||look around the trap room||

#

the

#

hm/

#

hm.

#

fuck. wait.

#

yeah i did

#

thank god

#

that would have been awkward

long anchor
#

oof

#

^^^

#

hey that makes this map the first where it was included

#

cool

honest stag
#

you didnt include it in lower?

long anchor
#

nah i made it for second map

honest stag
#

ooooh

long anchor
#

but i'll include it in lower rework

still raptor
#

omg i was so blind

honest stag
#

it is kinda not easy to spot but hey, it's a super secret

still raptor
#

funny enough im still missing one

#

i found the ||fast fire|| and the ||under stairs health pack||

honest stag
#

there is another secret ||somewhere in the stairs section||

#

it's no big deal tho, just another health kit

lapis hare
#

just another parasite.

ancient depot
#

yeah the super secret had me scratching my head for a bit

#

I felt so dumb when I found it lmao

still raptor
#

yeah i found that one i thought

long anchor
#

just another parasite.
wanna gep gun?

still raptor
#

@honest stag whats the one im missing?

honest stag
#

it's on top of the stairs, ||a secret wall between the stairs and the hallway leading out of them||

long anchor
still raptor
#

oh found it

#

ok

#

awesome

long anchor
#

sorry i think i'm brain damaged or something

honest stag
#

lmao nice design document

still raptor
#

see originally went around and pressed use on every single torch in the map

ancient depot
#

LMAO i did the same

honest stag
#

oh god im sorry

ancient depot
#

I saw trigger_counter mentioned and thought "no way..."

still raptor
#

then i tried speedrunning from the bridge button to the secret room before the bridge retracted all the way

honest stag
#

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

still raptor
#

thining maybe its a timer

honest stag
#

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

ancient depot
#

there's still evidence in the map of there being 4

#

#CutContent

honest stag
#

oh fuck what

#

where

ancient depot
#

||"count" "4"||

honest stag
#

ohhhhhh

long anchor
#

lmao

still raptor
#

oh did you open it in editor

ancient depot
#

I looked at the included .map file

honest stag
#

also the .map in that version of it is a bit outdated, i uploaded a new version with a new one

still raptor
#

oh didnt relaize they included source

#

thats cool of you

long anchor
#

oh didnt relaize they included source
we did?

#

lol

ancient depot
#

lmao

honest stag
#

mcclone persuaded me
said it's a cool thing to do in the quake mapping community

ancient depot
#

I definitely approve of it

still raptor
#

helps others learn from you

long anchor
#

i should do the same with lower i guess

ancient depot
#

wish it were more common

still raptor
#

the one thing i caution you on

#

is if youre doing that, make sure your wad paths dont doxx you or anything ike that

ancient depot
#

Yeah that's another reason I don't advise absolute wad paths

#

Relative is the superior option

honest stag
#

oh yeah i have very non-doxxable folders

#

1234>wads>cool.wad

ancient depot
#

Relative paths will also enable you to have custom wad locations in future SDK versions

honest stag
#

yeah we should start doing that

still raptor
#

just something to be aware of

honest stag
#

good advice tho thanks

ancient depot
#

Note that it applies not only to sources

#

The compiled BSP includes those wad paths too

still raptor
#

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

ancient depot
#

The Escher Ruins

honest stag
#

eyyy thanks

#

indiana dusk

long anchor
#

lower map 3

still raptor
#

gives me cool ideas

ancient depot
#

idea

still raptor
#

one day when im not insanely busy ill make a map

ancient depot
#

trigger_hurt + func_door + func_rotating for boulder

still raptor
#

looool

long anchor
#

when func_rotating is fixed

ancient depot
#

implemented at all*

still raptor
#

we still havent seen any big entity nesting either

#

which you could do some funky shit with

ancient depot
#

yeah

#

waiting to see club_dusk.bsp which uses lightproxy

still raptor
#

lmfao

honest stag
#

i tried using that for a flashing sign, didnt work

#

maybe i just didnt use it right

still raptor
#

its sort of complicated to use

ancient depot
#

it's a very janky hack that we only really keep around because it's charming

still raptor
#

^

#

after the bsp rework maybe ill like clean it up a bit

ancient depot
#

Definitely worth considering

long anchor
#

I still can't figure out how the hell should i setup lightproxy

ancient depot
#

it points to the targetname of an entity

long anchor
#

yep

ancient depot
#

the object will then have the same lighting as whatever the targeted entity is

honest stag
#

yeah sounds about right

ancient depot
#

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

honest stag
#

weird, i did pretty much that and it didnt work
maybe i just screwed up somewhere

long anchor
#

aight

honest stag
#

oh well it was a while ago maybe i'll try again

ancient depot
#

for all I know it might be broken

still raptor
#

its possible the func_door location is extremely fucked up

ancient depot
#

not like we test that feature

still raptor
#

because the actual root of the func door is different from where the brush actually is

ancient depot
#

I think scott tested it once it was first added and then I forgot it even existed

#

that may be it

still raptor
#

im 90% certain it is

ancient depot
#

in which case once we have brush recentering for func_door_rotating, that should fix it

still raptor
#

yeah i think it works only off the parent object

ancient depot
#

well actually, I'm not entirely certain now

#

I think I changed it to use the renderer bounds

still raptor
#

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

ancient depot
#

when did you try it @honest stag? it should work in the current patch

honest stag
#

uhhh not sure
april i think

long anchor
#

I tried it around the time I was finishing Lower

ancient depot
#

I think that predates the current patch

long anchor
#

yep

#

so did you open the door

still raptor
#

i know it CAN work

#

yes i did

#

you see the stump takes the light of the func_train

#

outside the box

long anchor
#

yeah i remember this vid

still raptor
#

its unforunate we couldnt get you guys func train sooner

#

but its actually a huge fuckin mess

ancient depot
#

it's a very quake-era feature lmao

still raptor
#

i tried my best to do fp error correction

ancient depot
#

and yeah func_train is a big mess

still raptor
#

but it was just sliiightly off

ancient depot
#

bsp overhaul will give us the means to fix it

still raptor
#

you can see in that video, that EXACT setup works

#

but it doesnt work for all conditions

#

everything was neat power of 2

ancient depot
#

yeah even simple quake maps were off

still raptor
#

i got them very close, but never perfect

long anchor
#

how does func train work exactly? can it move in any direction? how we should setup it's path

still raptor
#

you put path corners and targets basically

#

and yes, they can move in any direction

#

and they can loop indefinitely

#

and change speed

ancient depot
#

think of it like a door that moves to multiple locations

#

instead of just a back and forth

long anchor
#

cool

still raptor
#

theyre incredibly useful for weird map hacks

ancient depot
#

realistically, there's no real reason that func_door and func_train should've been separate entities imo

still raptor
#

it was probably just design oversght

ancient depot
#

yeah

still raptor
#

they had doors, then wanted to expand the abilities

long anchor
#

I can use them to make elevator that starts slowly but then moves a bit faster

still raptor
#

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?

long anchor
#

can i change it's speed to zero?

still raptor
#

in quake, that is

#

probably yes

long anchor
#

hmm

#

so in theory it's possible to make falling elevator sequence cliche

ancient depot
#

absolutely

long anchor
#

nice

ancient depot
#

pretty sure that's how several half life mods do it actually

still raptor
#

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

long anchor
#

looping auto-scrolling backgrounds
what

#

is it like

#

how some mods make train sections with fake moving surroundings

still raptor
#

yes

long anchor
#

omg

#

yes

still raptor
#

you just make the entire terrain a func_train

#

and move it , then loop it back in front

ancient depot
#

it's kinda hilarious when you think about it

#

everything except the train is a train

still raptor
#

lmao

#

yep

long anchor
#

i was talking about making train level in dusk with Camouflaged Conspiracy as background music cause it has some trainy vibe in it

still raptor
#

something that we need to add is fog

#

thats the only way you get away with that effect

#

but thats also a complicated thing

long anchor
#

everything except the train is a train
yeah lmao

still raptor
#

because theres no fog standard

ancient depot
#

I also wanna add some basic particle effects for placing in maps

#

like rain

still raptor
#

rain, snow, fog

long anchor
#

yes please

ancient depot
#

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

still raptor
#

also guys, where is that egypt music from

long anchor
#

fog
You see, i tried making a huge cave feel in Lower map 2, but i couldn't get it look right

still raptor
#

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

ancient depot
#

yeah, it's different between quake and hl

#

although

#

we do have a "map mode" system

long anchor
honest stag
#

kinda wish the map compatibility wasnt such a big deal for you guys

ancient depot
#

which makes things act different if the bsp is a hlbsp or quake bsp

#

so we could just use that

#

and support both

long anchor
#

damn i should update mod description

ancient depot
#

governed by this enum

namespace NewBlood
{
    public enum EntityBehaviourMode
    {
        Default,
        Quake = Default,
        HalfLife,
    }
}
long anchor
#

which fog is better to use tho

ancient depot
#

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

honest stag
#

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

still raptor
#

hope you manage to πŸ™

honest stag
long anchor
#

cool alpha version leak

#

wait what did you call it a leak

honest stag
#

leak? monkaS

long anchor
#

something clicked in my mind

#

i want to play dusk with gamepad

#

wtf

honest stag
#

are alert sound replacements working? or was that never fixed?

honest stag
alpine depot
#

nice map bro!

mortal narwhal
#

thanks lol

ancient depot
#

nice map bro!

mortal narwhal
#

thanks lol

eternal sail
#

nice map bro!

gritty forge
#

nice map bro!

small gate
#

thanks lol

tepid python
#

nice cock bro

mortal narwhal
#

thanks lol

still raptor
#

oh i gotta play that map

#

i forgot

mortal narwhal
#

you're going to like the true ending if you find it

still raptor
#

i will do my best

long anchor
#

Wha?

mortal narwhal
#

||find all the dopefishes||

long anchor
#

So the record im uploading on YT isnt relevant anymore?

mortal narwhal
#

...

#

mayhaps

#

its mainly just that i added onto the ending

#

as a secret thing

still raptor
#

those light shafts look really good

mortal narwhal
#

thanks

#

you're on 1.1.0 right?

#

*thanks lol

long anchor
#

who

mortal narwhal
#

@still raptor

still raptor
#

the most recent one

mortal narwhal
#

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

long anchor
#

Yeah i didn't want to scrap it

still raptor
#

this is super cool

long anchor
#

Otherwise i would've lost an hour of my internet time

mortal narwhal
#

thanks||lol||

still raptor
#

LOL

#

the true ending

#

i love the visual effect you came up with

#

excellent map

mortal narwhal
#

thank you, took me all of two weeks.

onyx marten
#

oh shit i gotta go back and find that secret ending

mortal narwhal
#

its pretty epic

versed lodge
#

i hope that the sdk gets released for mac

ancient depot
#

There are currently no plans for a Mac port, but it might happen after the SDK is finished

versed lodge
#

oh

wooden pier
still raptor
#

Neat

wooden pier
#

Thanks

woven rapids
#

I really like this Enclave map, but I think I need to wait on saves and load times before I can go secret hunting

onyx marten
#

yeah enclave is a real classic pog

long anchor
#

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 πŸ‘€

#

At least that's what zom said

timber atlas
#

quicksaves in the next patch?

#

nice

ancient depot
#

That's the plan

honest stag
#

is there an ETA for it?

long anchor
ancient depot
#

End of the month

pearl fox
#

As in end of this month? πŸ‘€

ancient depot
#

yes

pearl fox
long anchor
#

nice

honest stag
#

oh SHID

hollow owl
#

how do i change the angle of the brush tool?

hollow owl
#

also what is the id of the cow looking things

#

nevermind i fouund out

hollow owl
#

i'm struggling with compiling the files again for my map

sharp trail
#

why is noone mod sacy helping him right now

honest stag
#

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

tepid python
honest stag
#

HOW

still raptor
#

lmfao

#

thats a sick ass mod

#

also points for the perfectly looped gif

verbal cedar
#

Holy mother Russia

#

Is that a flying sled

still raptor
#

idk what it is

#

but its cursed

gritty forge
#

Poggers

#

Is that a fucking drifting big john

tepid python
#

yes

ancient depot
#

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

tepid python
#

witchcraft

ancient depot
#

tl;dr we replaced some unity shit with our own hand-written solution

still raptor
#

finally it wont be insanely painful to load a map

#

we should probably make it not painful to load the main menu lol

ancient depot
#

in time, that one's a real tedious bitch

#

I wonder how much faster Enclave loads now

#

okay yeah that was WAY faster lol

still raptor
#

im still doing a standalone build

#

did yours finish?

#

im at uh

#

800 seconds

ancient depot
#

I haven't tried doing a build

still raptor
#

its almost done

ancient depot
#

once we finally remove all of the internal assets that should go right down

still raptor
#

i forgot how much caches speed builds up

ancient depot
#

I bet like 90% of that is audio processing

tepid python
#

is the main menu supposed to be like squashed a little bit

ancient depot
#

define squashed

still raptor
#

thats a bug with how resolution is set

#

just change your resolution

#

and then set it back to native

tepid python
still raptor
#

oh, thats probably just an anchoring issue

ancient depot
#

1040fps
your poor gpu lmao

still raptor
#

no BEST

#

unlocked fps ftw

#

ok

#

standalone finished

#

lets see how fast this is

#

10 ish seconds

#

for enclave

#

not bad

ancient depot
#

and that's only with the texture packing optimization

#

there's still a texture allocated for every lightmapped surface currently

still raptor
#

im gonna try sepulcher

ancient depot
#

you will die

still raptor
#

i have 11gb vram

#

so i think it might work

ancient depot
#

scott was never seen again

still raptor
#

crashed the first try

#

but i was tabbing around

ancient depot
#

Yeah, too many texture allocations probably

still raptor
#

AW

#

it crashed again, but this time i did make it to the press any key text

ancient depot
#

hahahaha

still raptor
#

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?

ancient depot
#

nope

#

all necessary information is in the bsp

still raptor
#

can you tell where it crashed

ancient depot
#

not at all

still raptor
#

literal like 100% spike

ancient depot
long anchor
honest stag
#

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

sharp trail
#

ah yes rhis is great

tepid python
#

can a message be used with trigger teleport

ancient depot
#

Should be

#

If not then that's likely an oversight on our part

tepid python
#

works with buttons and secrets but doesn't seem to be the case with teleport after testing

ancient depot
#

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

tepid python
#

skybox sunset left and right are switched around and the top one always seems to have this outline

ancient depot
#

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

gritty forge
#

That Big John face kinda looks like that of the style of Aidan Hughes, who did work on KMFDM's album art covers.

honest stag
#

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

tepid python
#

pepsi and coke mods will break

long anchor
#

only coke will break cause coke sucks

ancient depot
#

They will, but we'll be providing tools to automatically patch them

long anchor
still tendon
#

Can anyone recommend me some good dusk mods?

#

Like maps and stuff

tepid python
still tendon
#

...

#

Well that helps too, I didn't know where to go for them

#

I'm sorry

tepid python
#

the top downloaded maps are also the best ones so far, well besides nuts,wad

still tendon
#

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?

tepid python
#

yep

still tendon
#

Alright, thanks

#

I'm not too good at this modding thing

long anchor
#

also quake maps

#

that's ok

still tendon
#

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

long anchor
#

in what way? there are no maps in custom maps list?

still tendon
#

Yeah

#

I figured it out tho

long anchor
#

what it was

still tendon
#

I moved the files around

#

When I wasn't supposed to

honest stag
#

there's a lotta underappreciated non top-rated maps

last talon
#

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

honest stag
#

i kinda feel ashamed because the lost mansion is in the top-4 downloaded maps but it SUCKS

#

it legit sucks ass

last talon
#

is it the one with the macaroni labyrinth

honest stag
#

macaroni labyrinth lmao

last talon
#

where you can break the hedges and enemies still go around the now non-existent walls? :D

honest stag
#

the destructable one yes

last talon
#

haha

#

its a fun map tho

honest stag
#

i wish i could fix that but sadly no

#

sdk thing

last talon
#

also I died fucking 10 times in it :D

honest stag
#

oh jesus i am sorry you had to play that map 10 times

last talon
#

yea the rat at the end killed me once too like 2m before the exit

#

the big one I mean

honest stag
#

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

vital bramble
#

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

ancient depot
#

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)

ancient depot
#

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```
tight fractal
#
* 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```
ancient depot
#

That's impossible because Railgun is fucking delayed again reeeeeee

#

Doesn't continue until July now

#

patch is live

tight fractal
#

zombie doesnt even know how these patches keep getting made

#

they just show up in his email

ancient depot
#

I had myself cloned, that clone is kept in the basement where he does nothing but work on patches

honest stag
#

YEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSS

#

as soon as the patch drops i'll go into a map of mine, and then save and load

#

just because i can

ancient depot
#

lmao

#

There are a few things that don't save properly just yet, namely

#
  1. Score, kills, secrets
  2. Anything time sensitive (eg, the facility doors in Half-Life C1A0)
  3. Objects you're holding (they'll just drop to the ground when you load)
  4. Enemy corpses, projectiles and dropped items
honest stag
#

secrets you mean the secret count and not the secrets on the map right

ancient depot
#

Yes

#

oh and 5. Enemy targets, they'll lose sight of you

#

So you could technically use saves to cheat lmao

lapis hare
#
  • stealth dusk custom levels by constantly saving and loading
alpine depot
#

time to test Urban Turmoil

#

see how fast it loads lol

ancient depot
#

It'll be significantly faster

honest stag
#

oh the patch is already out?

ancient depot
#

Yeah it's been out for like an hour lmao

alpine depot
#

downloading it now

honest stag
#

oh shit

alpine depot
#

mega hype :)))

honest stag
#

HYPE

ancient depot
#

There are still significant load time improvements to come as well

alpine depot
#

:O

ancient depot
#

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

honest stag
ancient depot
#

That'd be because of the shaders

alpine depot
#

daaaang, 21-22 seconds load for UT

honest stag
#

....
Zombie
A second before dusk loaded i got a unity crash and now its making robot noises and my laptop is dying

ancient depot
#

lmao

honest stag
#

It all closed

ancient depot
#

wat

honest stag
#

Typing from a phone

ancient depot
#

was that before loading into a level?

onyx marten
#

ITS A VIRUS

honest stag
#

As it was loading

ancient depot
#

or like, on game boot

#

hmm

honest stag
#

OH NO MALWARE PATCH

ancient depot
#

what's your GPU?

honest stag
#

Internal
Geforce 920mx i think?

ancient depot
#

Do you know how much VRAM it has?

honest stag
#

Not sure but i think around 2-4 gb
Ill check

ancient depot
#

lemme post a quick modified dll

#

I think I have a hunch at what it could be

honest stag
#

2gb

#

i know that's a tiny amount but that's why im playing dusk

ancient depot
#

@honest stag does that fix it

honest stag
#

sick, lemme try

#

it goes into SDK -> bin -> win_x64 -> Dusk_Data -> Managed

#

right?

ancient depot
#

yup

honest stag
#

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

ancient depot
#

oh god lmao

#

oh oops

#

I know why that happened

#

when I edited the dll I didn't edit everything I needed to edit

little arrow
#

Looks fine to me. I don't see the problem.

honest stag
#

nice zebra shadows

ancient depot
#

@honest stag

honest stag
#

attempt #3

ancient depot
#

huh wait

#

that time it died on my end

#

oh I know why

#

maybe

honest stag
#

i guess i wont try it then

ancient depot
#

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

honest stag
#

oh that is nice to know

#

awsum, thank you
a total of 25 seconds from selecting the difficulty to playing the map

ancient depot
#

ok so that was it, thanks for the help

honest stag
#

"help"

ancient depot
#

well, I couldn't test it without you

#

lmao

honest stag
#

i guess that makes sense, yeah
proud to be the guinea pig

ancient depot
#

also how is this one:

#

reee windows explorer froze as I tried to drag the file into discord

honest stag
ancient depot
#

wtf it did it AGAIN

#

I'll just select it through the file picker then I guess

honest stag
#

alright, 1 moment

#

runs just fine, same ~20-25 seconds to load

ancient depot
#

awesome

#

we'll put out a hotfix later today for that

still raptor
#

how long was it taking before?

honest stag
#

not sure honestly, at least a minute

still raptor
#

ok so, significantly longer?

honest stag
#

yep

#

good patch

still raptor
#

awesome

honest stag
#

i'll try and launch one of poolboyq's maps
those took me ages to load

ancient depot
#

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

honest stag
#

loaded duskstein in 40 seconds, awesome

ancient depot
#

ok thank god those maps don't use enough texture data to push you over the limit lol

honest stag
#

lol
it's probably the biggest map right now, aside from maybe urban turmoil

ancient depot
#

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

honest stag
#

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

ancient depot
#

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

honest stag
#

so whens the next patch πŸ™‚
jk, this alone is pretty much enough for me to be fully comfortable

ancient depot
#

Sometime next month

honest stag
#

i hope it drops on my birthday

ancient depot
#

early next month, I'm shooting for

#

next month meaning June, for anyone that might already be in June when they read this lol

honest stag
#

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

ancient depot
#

thinking about how timezones work is mental overhead that I can't be bothered to exert

honest stag
#

lmao get some deserved rest

ancient depot
#

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

honest stag
#

oh jesus

onyx marten
#

Oh boy

ancient depot
#

considering that it needed a hotfix for lower end GPUs I think that was a good thing

honest stag
#

yeah it would be pretty awkward if i blue screened every time i launched dusk after the patch rolled out

ancient depot
#

yeah lmao

ancient depot
#

hotfix out

long anchor
#

oh nice

#

saves

#

time to cero miedo everything i couldn't cero miedo without savescumming

#

end my life

honest stag
#

i couldnt beat a single map on cero miedo without dying yet

#

(except for func_vehicle, objectively the best map)

long anchor
#

hey hey

#

i remeber that in quake you can make certain entities appear on certain levels of difficulty

#

is this possible in dusk?

tepid python
#

yes

long anchor
#

cool

#

thanks

tepid python
honest stag
#

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?

tepid python
#

main menu

honest stag
#

wut

#

jesus

tepid python
#

and the difficulties are like in doom

#

accessible/go easy = easy, I can take it = normal, Ciero miedo/duskmare = hard

honest stag
#

makes sense, yeah

#

thank

long anchor
#

hmm hmm

#

does that work only for entites that are enemies?

#

or

#

any entity?

honest stag
#

i think that SHOULD work on any entity

long anchor
#

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

honest stag
#

oh well i guess anything that HAS those spawnflags should work

long anchor
#

func_door has

honest stag
#

hm
did you test it?

long anchor
#

i'll test it rn

#

yeah it worked

honest stag
#

oh wow the door just isnt there?

long anchor
#

yep

#

also dusk took 2 gb of me precious memory

honest stag
#

jesus

long anchor
#

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

still raptor
#

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

honest stag
#

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

onyx marten
#

and dusk crashes when i tab out?

ancient depot
#

might be more VRAM problems

#

gimme a second, I'll put together a patched dll to see if I can tweak it for you

onyx marten
#

I also noticed that next to the dusk icon now there is a unity icon in the taskbar

ancient depot
#

that's probably just a Unity thing unrelated to the game itself

#

at least I hope

#

lol

onyx marten
#

No rush

#

Lol yeah maybe it just shows up when it crashes, not sure

ancient depot
#

oh yeah

#

that would be the Unity crash handler

onyx marten
#

Ahh alright,nice

ancient depot
#

@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

onyx marten
#

Neat thank you

#

I'll see if it works tomorrow

tepid python
#

nice nice

ancient depot
honest stag
#

a couple things about the new saving shit

#

untested yet, but it seems like a problem

#
  1. 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
  2. i think saving loading might be fucking up jumppad angles
  3. 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*

ancient depot
#

yeah I actually found all three of those myself while testing earlier

honest stag
#

oh alright

ancient depot
#

I know the cause of 2 and 3 but not 1

#

to get the sickles back you can use the quick sickles key

honest stag
#

yo zombie

#

how does one change the language back now?

#

my friend is trying options but it doesnt change

ancient depot
#

that's... weird

#

try restarting the game

#

otherwise editing the ini is an option

#

set language to 0

honest stag
#

lmao he's laughing so hard at this

#

alright

#

which ini file exactly

ancient depot
#

dusk.ini

#

inside bin/win_x64

honest stag
#

ah gotcha

ancient depot
#

I think the random Chinese bug is in standard Dusk too

#

no idea what causes it

still raptor
#

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

timber atlas
#

was there a changelog for the latest sdk update?

still raptor
#

Yep, available on the forums

timber atlas
#

noice

#

I should get back to working on my level. Been spending time making TF2 maps πŸ˜›

#

Oh Sweet, saving's in. Does that include quicksaves?

ancient depot
#

@timber atlas Yes

ancient depot
#

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

honest stag
#

i'll try just in case

ancient depot
#

much appreciated

long anchor
#

i tried

honest stag
#

everything is all good on my end

long anchor
#

yep good for me too

ancient depot
#

So the RAM usage isn't as terrible as before?

honest stag
#

defiently all good for me

long anchor
#

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

ancient depot
honest stag
#

one of those day it's gonna be a virus

#

testin

ancient depot
#

lmao

long anchor
#

1.3 gb

#

a lot better

ancient depot
#

now I'm really interested in whether or not this fixes Poolboy's issue

#

I believe it should

long anchor
#

also

#

is this okay that cpu usage goes to 100% when level is about to load?

ancient depot
#

yeah that makes sense

honest stag
#

1gb in main menu, time to test a map

ancient depot
#

the initial 1gb would be because of all the loaded music

honest stag
#

~1.3 gb in trespasser

#

all good

long anchor
ancient depot
#

Yeah that one is a bit of a pain in the ass

#

tough to explain why it happens

long anchor
#

at least it saves and loads

ancient depot
#

but those saves will still have that issue even after it's fixed

long anchor
#

you mean save files

ancient depot
#

yeah

long anchor
#

fair enough then

ancient depot
#

(for new saves)

long anchor
#

it does

#

but

ancient depot
#

physics objects don't save right now do they

long anchor
#

I think it's a bit off

ancient depot
#

as a result

long anchor
#

yep they don't save

ancient depot