#dusk-modding

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long anchor
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also vram usage is back to 1.9 ๐Ÿ‘€

ancient depot
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no idea why lmao

long anchor
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for some reason obs can't capture the game properly

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anyway

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phys objs save almost properly

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their angles reset

ancient depot
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yeah, that's to be expected

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in order to fix it I ignored their rotation

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all of this'll get fixed once more of the BSP stuff is redone

long anchor
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also now it's 2.2 gb

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aaaaaand

ancient depot
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it will fluctuate

long anchor
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saving-loading removes the lamp

ancient depot
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it probably ended up spawning under the map

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and fell

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because of the rotation

long anchor
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imunna double check

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yep it fell

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it's state resets

ancient depot
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yeah, so it's a case of "wait for bsp overhaul"

long anchor
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are you guys going to roll another hotfix with this dll or you'll try to fix vram problem

ancient depot
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This dll is the vram hotfix

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but yeah, we'll put out a patch with it

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I consider it highly important since atm the game is unplayable on low end GPUs if you load a big map

long anchor
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hmmm

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wait why now it's only 1.3

ancient depot
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yeah like I said it'll fluctuate

long anchor
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last time i checked with this new dll it was 2.2

ancient depot
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likely had some unused texture data still loaded

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and it got unloaded

long anchor
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you get the idea

ancient depot
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lmao

long anchor
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i'm not sure how saving mid flip in regular game works but anyway

ancient depot
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weird

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I'll look into that one

long anchor
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I'll look into that one
you mean 3 gb vram or mid flip saving

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lol

ancient depot
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the latter lol

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the former I already know the cause

onyx marten
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lol, which .dll should I try? the newest one?

ancient depot
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@onyx marten yeah the most recent one

onyx marten
ancient depot
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that's so weird

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@onyx marten what if you set the steam launch options to -force-glcore or -force-d3d11

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maybe your gpu doesn't like vulkan or something

onyx marten
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hmm lemme try

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-force-glcore fixed it, thanks!

honest stag
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woah that's alotta bugs

tepid python
honest stag
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lmao

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how do you set a dev time?

tepid python
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par on worldspawn

ancient depot
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it's mentioned in the worldspawn entry on the wiki

tepid python
honest stag
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gotcha thanks

ancient depot
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note that setting par to anything other than the format mentioned on the wiki will result in undefined behaviour

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there's no guarantee that will continue to work in the future

tepid python
long anchor
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oh my

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god

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the preview is so cursed

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i'm afraid

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this mod is like that meme

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finally, Johnium

ionic belfry
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Finally, Small John

tepid python
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you can steal Johnium if you want

gritty forge
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Big John's weapons when

sly flicker
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func_big_john

last talon
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func_big_john needs to me an emote

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like a cube brush with a face on it

gritty forge
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We need Big John's gun as a modded weapon in the future

sturdy tide
last talon
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Yes.

mortal narwhal
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No.

onyx marten
gritty forge
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so, how do i set up trenchbroom when i dont own quake

gritty forge
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does anybody know, or do i just need to have the quake files?

gritty forge
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yeah i cant really do anything with the WAD file like the two-minute trenchbroom video shows, i'm totally stumped

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i feel like i'm either missing steps, or trenchbroom was updated since that video was made, or something. maybe i just need to buy quake once i have a disposable income.

still raptor
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@gritty forge yoll need the quake palette

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which can be found freely

gritty forge
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ah, neat

still raptor
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theres a download there

gritty forge
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so once i download that, do i set that folder as TB's quake directory?

still raptor
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put it in a folder structure somewhere as follows /id1/gfx/palette.lmp

gritty forge
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ah okay

still raptor
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and then point trenchbrooms quake config at the parent folder

gritty forge
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gotcha

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yesss, it loaded the texture WAD

still raptor
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๐Ÿ‘

gritty forge
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so will i just use the entity browser like normal despite it not having the models it's looking for, and do my best to figure out what quake entity names correspond to what dusk equivelants?

still raptor
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theres a wiki page for that

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also check the pinned messages in this channel for entities.txt

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thats a complete list of all available entities

gritty forge
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aha, right, i downloaded that earlier and was wondering if that's what it was for

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thank you!

still raptor
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just rename any entity to the name in the file, and it will be that entity when you play the map

gritty forge
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now i just need to figure out how to actually use trenchbroom because i was expecting the controls to be like Hammer's, but nay

still raptor
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you can use hammer if you prefer!

gritty forge
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wait really?? alright rad, i'll just need to figure out how to do exactly what i've just done with TB but with hammer, since i've only used it with L4D2's stuff pre-loaded

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oh, oh fuck, this is way more involved than setting up TB--

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okay so im just gonna figure out TB iushdfiudngfd

honest stag
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yo if you have any more questions about setting up shoot them

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it has some underwater stones like actually compiling maps

gritty forge
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alright, cool

tardy shuttle
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Is there a mod that makes the enemies ragdoll when killed? I think that'd be a funny mod

ancient depot
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Dusk originally had ragdolls for enemies, but it wasn't era-authentic

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Anyway, a mod like that would require scripting, which we don't have yet

tardy shuttle
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Ah

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Well, maybe one day

long anchor
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ragdolls, eh?

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let's make killer bean forever mod

gritty forge
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is there a projected release window for the next Dusk SDK update?

tight fractal
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We just had one a few days ago

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So prolly not

gritty forge
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oh, really?

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huh

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i figured there would've been a patchnote on steam

long anchor
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They always update patchnotes in steam discussions

sharp trail
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Hello i have a question. Is there some way that i can change the leathernecks or the rats "idle" sound. I know there already a Flac file called "idle" for that rat but that plays when the rat is charging the player. I asssumed that the leatherneck can have the "peacful state sound" because he has one but i didn't find it in the files.

ancient depot
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That's a known bug, some enemy sounds don't currently get replaced because they're set up differently in the code

winged knot
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hey, just a shot in the dark- is there a known graphical glitch with the sdk since i'm getting large swaths of like, static whenever i load in a level

tepid python
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yes

ancient depot
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@winged knot Your graphics card wouldn't happen to have poor Vulkan support, would it?

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You can probably fix it by adding -force-glcore to your launch options

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Or -force-d3d11 if you'd prefer DirectX over OpenGL, we support both

winged knot
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hell yes i'll give that a shit later, thank you!

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*shot

unique ocean
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Anyone have a copy of the transparent wad?

honest stag
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@unique ocean

unique ocean
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Many thanks

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I moved my tools to my external folder and accidently deleted the file

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And all my textures are black

honest stag
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maybe you forgot the palette file?

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or the .pak stuff

unique ocean
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in the editor?

honest stag
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what folder does trenchbroom point to as the quake game path?

unique ocean
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Oh

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Its probably because its on the other drive now

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There we go

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Linked it and its fixed

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thanks

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I also need the FDG

honest stag
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the .fgd isnt needed exactly

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(cant link cuz i dont use it)

long anchor
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official fgd when Shotty

ancient depot
onyx marten
unique ocean
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Many thanks

unique ocean
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Is it just me or is aiming a bit off in the SDK?

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Oh V-sync was on

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That explains it

gritty forge
hoary juniper
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quack 2

gritty forge
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No. Just Quack.

gritty forge
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Qunk

gritty forge
urban tide
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Where did you get these high quality ranger sounds?

still raptor
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high quality is a weird word

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term

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im not sure i would assign it to those clips

gritty forge
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Well, these are set at higher sample rates.

still raptor
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and as a result sound poorer

honest stag
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yeah i need the crust

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oh my god someone made a terry wad

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you legend i love you

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for a real terry wad experience you should have made it an actual trap

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like y'know, a promising map that dives into terry madness 2 minutes in

tight fractal
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WHAT

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A TERRY DUSKMAP

sly flicker
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Let's go, baybeeee

ancient depot
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oh my god

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this has me in genuine disbelief

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I never thought I'd see the day

honest stag
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the fucking explosion sound in that mod lmao

alpine depot
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I'm out of the loop entirely wtf is a Terry and why is he in Dusk

sly flicker
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It's based on the infamous trend of terrywads in Doom

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Basically they're troll levels generally blaring loud as hell sounds in your ears, trap you into unwinnable situations with unkillable enemies or unavoidable instant death traps, etc. etc.

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however the shtick is that generally speaking they try to trick you into believing that the wad is a legit wad you would want to play for real

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Some of them go overboard and have gore and such, effectively making them the level creation equivalent of those shock sites people might trick you into going to back in the 2000s on the internet, or in the more mild cases a rickroll or what have you

gritty forge
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Where did you get these high quality ranger sounds?
@urban tide I made them by impersonating the sound and high passing my voice over the original sound.

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and as a result sound poorer
@still raptor Not always.

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The high quality sounds could actually fit better with Dusk, considering Dusk has high quality audio.

still raptor
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certainly not always, just in this case

gritty forge
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How come?

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I found the original version of this sound and edited it to sound the way it did in Quake.

still raptor
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because a lower sample rate can mask poor qualities to the clip, or editing

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think of it like a CRT's scanlines

gritty forge
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Well, let's just treat these high sample rate ones as if Quake was made in the 21st Century.

still raptor
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right, i still think for example, that train1 sounds way too harsh

gritty forge
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Hell, I could make a separate pack that drops the sample rates down to 16kHz.

still raptor
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because your increased fidelity reveals less desirable properties of the audio

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its like putting something under a magnifying glass

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sure its clearer

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but youll notice more flaws

gritty forge
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But hearing them with other sounds going on can also mask these flaws. Hearing a sound on its own is actually quite different from hearing it with a bunch of others simultaneously.

still raptor
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hm, yeah id say i prefer the second version

gritty forge
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So 16kHz is better? Okay. I will consider making a separate pack with 16kHz samples, they aren't highest quality, but they are an improvement over the original nonetheless.

still raptor
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its definitely subjective

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and obviously depending on your audio setup, will sound vastly different as well

gritty forge
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Yeah, I was about to tell you that.

still raptor
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well ive got a pretty decent setup

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im listening on hd 650s

gritty forge
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I have ATH-M20Xs

still raptor
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yeah thats definitely a more typical setup

gritty forge
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This I managed to recover part of. It is an artillery cannon. The cocking part I couldn't find.

still raptor
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cool

gritty forge
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That one is good, right?

still raptor
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dunno, obviously it being used in the game vs listening to it one off are very differnt, like you said

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could be cool

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youll just have to try and see

gritty forge
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I mean, I have tried it. I think it is really good. Well, I haven't tried it in Dusk... I tried it in Quake, I even released it on ModDB, though I am currently working on an update.

still raptor
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got a link? id try it out

gritty forge
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It won't sound the same as the ones you just heard. I haven't updated it at all. I only got to release it, just warning you. It was released in October, but people really enjoy it.

still raptor
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hey i mean, im willing to try anything once

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maybe ill love it too!

gritty forge
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And maybe you'll love it even more when I finally release the update. I am hoping to have it ready before Summer ends.

still raptor
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sweet

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looking forward to it

gritty forge
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Though, don't count on it. I'll have you know I am not a very reliable person.

still raptor
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hey its mods, its very understandable

dapper junco
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i want this every time i interact with a button in dusk

gritty forge
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I think a fair bit of quake sounds are from sound ideas.

gritty forge
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Yes, but not many.

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Ah. Do you know where the grenade launcher projectile bounce ding sounds come from? Always loved how those sound.

onyx marten
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Sound idea?

honest stag
ancient depot
honest stag
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there is a big gimmick to this and you'll either love it or hae it

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hate*

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no spoilers tho

ancient depot
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Hotfix coming soon

Patch Notes
* The game will now use OpenGL instead of Vulkan by default. You can opt into Vulkan using the -force-vulkan launch option.
* More efficient lightmap atlas generation code, now uses less VRAM and can generate several atlases.
* Temporary incomplete fix for the rotation of certain objects not restoring correctly in savegames.
* A garbage collection and resource cleanup cycle will now be run during the load screen.
* Mipmaps are no longer erroneously generated for lightmap atlases.
* Water is no longer considered for navmesh generation, fixes enemies walking on water.
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Everything except the first and last things in the list are in the patched NewBlood.dll posted a little while back

honest stag
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oh shit

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does the last one mean the enemies can walk underwater?

ancient depot
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yes

gritty forge
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Ah. Do you know where the grenade launcher projectile bounce ding sounds come from? Always loved how those sound.
@gritty forge I only know that it is the axe hitting the wall sound slowed down.

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TY

small gate
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more efficient lightmap atlas generation
that done manually or with a specific library?

still raptor
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he did it manually afaik

ancient depot
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it's manual, yes

small gate
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...mind sharing? lul

ancient depot
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it's really nothing complex

small gate
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I'm literally writing texturing atlasing right now

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tree splitting etc

ancient depot
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sort by height, increase x position, set to 0 and increase y when it goes over the max atlas size

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when there's no room left, make another atlas

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quake bsp lightmaps are made up of hundreds to thousands of really small (mostly square) textures, so this works really well with them

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with minimal wasted space

small gate
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thx, it's not too different than what I'm doing

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my biggest issue rn is having to stream out some textures, but I might just end up deciding to flush all out

still raptor
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what are you making?

small gate
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full speed at 40 drawcalls, 15fps at 100, 7 at 200, budgets here are THIN

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porting sm64pc to the GCW Zero

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draw call count is the name of the game here

still raptor
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ah yeah

small gate
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rn I'm trying to shove as much as possible in a single atlas so I can draw an entire map in a single hit if possible

still raptor
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underpowered hardware so deffo minimum drawcall is the place to be

small gate
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I didn't expect it to be this annoying tho like holy crap

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whenever text appears on the screen the fps drops from 30 to 7

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it's mental

still raptor
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yikes

ancient depot
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oof

still raptor
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1ghz MIPS cpu eh

small gate
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my current idea is pidgeon holing textures into atlases that fit their pipeline state

still raptor
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along with really slow storage

small gate
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yeah, GC860 gpu with foss MESA drivers

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biggest issue isnt slow storage, it's the memory bandwidth limitations

still raptor
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yeah, i said storage, meant memory

small gate
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there's 512mb ram here, you can store the shit out of everything in ram

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ah ok

still raptor
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obviously you arent loading the atlas from storage every time its used lol

small gate
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I've used this for Fade2Black previously, and even streaming the textures when used it still performed really well

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to the point where rendering a single room previously was 2fps, and the batched entire map did fullspeed

still raptor
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damn nice

small gate
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It's fun tho, I guess. Really missed doing this, university was quite the timesink

sharp trail
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does anybody have good tips for lengths/widhts in trenchbroom for dorways?

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i go with 64/64

gritty forge
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You usually wanna make doors taller than wider (unless it's 2 doors side by side). Maybe 48x64?

unique ocean
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I keep getting a error at the end of my compiling

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Which is odd because I believe I have everything set up right

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Nevermind I fixed it somehow

unique ocean
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Does colored lighting work in trenchbroom yet?

onyx marten
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in trenchbroom? yeah you can set em up in trenchbroom and quake and dusk support em too. add _color to a light entity

unique ocean
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Many thanks

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Gotta make my level more ominous

onyx marten
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๐Ÿ‘

unique ocean
gritty forge
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nice map bro

unique ocean
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I gotta change all the lights

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thanks

unique ocean
still raptor
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sweet

sleek gulch
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That looks awesome

alpine depot
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holy fuck

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looks sick

unique ocean
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thanks

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btw are func_breakables changed at all?

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Gascans don't seem to instantly detonate them

still raptor
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well, is the health of the breakable higher than the damage of the gas can?

unique ocean
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Aye fair question

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What IS the damage for the gascan?

onyx marten
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oh yeah looks nice

still raptor
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i think its like 60?

unique ocean
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Thank

half dust
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Do monsters walk through open doors now?

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I'm out of the loop

onyx marten
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don't think so

still raptor
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Not yet, but water has been fixed

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they dont walk on top anymore

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i imagine doors being fixed will happen reasonably soon

honest stag
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dropped a map .bsp in the wrong place, tabbed out, dropped it in the maps folder, tabbed back, got this

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crashed

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oh actually tabbing in and out at any point gives me this

unique ocean
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oof

ancient depot
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@honest stag what if you try in opengl mode

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maybe it's a vulkan thing

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-force-glcore in launch options for opengl

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-force-d3d11 for DirectX 11

honest stag
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shit, cant try that right now but i will

frozen jolt
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Very important comic dusk progress:

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key

pearl fox
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Nice, an SDK update. Is this just the hotfix posted earlier or is there something else in it?

ancient depot
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It's the hotfix from earlier, yeah

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Unless you're talking about the DLL

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In which case, it's all of that plus a fix for enemies walking on water

honest stag
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rip jesus enemies

ancient depot
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Patch notes
nerfed jesus

pearl fox
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Hmm, just tried "Lower" with the new update and experienced some pretty serious frame drops which weren't there before. haven't played since the last bigger update which introduced saved though

frozen jolt
gritty forge
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when the sdk is done, would it be possible to port a gun from jedi academy into the game?

ancient depot
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yeah

gritty forge
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sweet

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I have an idea now

gritty forge
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I'm still imagining Unreal Tournament, Doom and Quake weapons ported to DUSK

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it would be cool to have just one level that features enviroments and weapons from other games

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like a mixed bag kind of thing

gritty forge
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Probably.

last talon
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that big john is ๐Ÿ‘Œ

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big john graffiti in dusk maps dorimedorimedorime

unique ocean
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Im getting weird black bars on custom maps

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Nevermind changed it to ds11 and it works perfectly

unique ocean
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anyone got tips for making caves?

honest stag
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rock

unique ocean
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Hrrms

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yes

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rock

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Requesting "NBSuicide" command to instakill the player so I don't have to rivet myself to death to load the newly compiled level

honest stag
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just click on it from the menu

unique ocean
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Reloading the map through suicide is faster

still raptor
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just press f1

honest stag
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does that actually work? cuz it usually reloaded the unupdated level for me

still raptor
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uhhh

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i think so?

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honestly no idea

ancient depot
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it should

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as far as I know it should be like impossible for it to not load the updated level

alpine depot
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that dusk segment in the 2020 video was omega hype

honest stag
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it legit was
props to you guys for showing off pooboy's and aqua's maps
was that the reason you were playing them recently lmao

alpine depot
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yeah now I'm remembering that and going hmmmm

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fucking rad tho and I'm really happy my mapping is so cool that it gets featured

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this just means I gotta grind harder on my next map to make it even better ๐Ÿ˜Ž

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NB's really kicking ass this year now like damn

still raptor
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yeah we credited you in the youtube description i think

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if we havent, we plan to

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i forget if dave did it or not

ancient depot
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it's not there yet

onyx marten
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yo that's so cool

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thanks for making us famous pog

honest stag
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you lucky basturds, congrats

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however you guys didnt feature func_vehicle so that's a dislike from me

ancient depot
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lmao

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oh yeah vriska

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does the latest patch still crash when you alt tab?

honest stag
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oh right i forgot to do the thing
1 moment

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is it -force-glcore or -force -glcore for the steam launch options

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oh hey it doesnt crash

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nice

ancient depot
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oh you don't need the launch option anymore since the latest patch reverted the vulkan stuff

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so it's already opengl by default now

honest stag
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oh whoops, alright then

ancient depot
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but yeah, good to know that was it

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vulkan still "works" but we'll keep it disabled unless you opt in

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unity's implementation of it seems to be uber buggy

civic sentinel
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Hows custom model support going?

long anchor
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Hmm, just tried "Lower" with the new update and experienced some pretty serious frame drops which weren't there before. haven't played since the last bigger update which introduced saved though
I think that's because I left giant fucking leak in skybox

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Sorry for that incompetence of mine

pearl fox
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Ah, gotta try some others then, thanks for letting me know!

long anchor
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Guess i should update description to let people know that it's outdated and has issues

pearl fox
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So this is just out of curiosity and more of a general mapping question, so feel free to ignore it if you don't feel like going into it, but can you elaborate on how the mapping leaks contribute to poor performance?

still raptor
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well, it doesnt in the dusk sdk

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it will in the future

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basically, the leaks effect occlusion calculations, so youll end up rendering faces that are not necessary

pearl fox
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Ah, so the poor performance I'm experiencing is likely due to something else currently?

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My rig is a potato currently tbf

long anchor
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so youll end up rendering faces that are not necessary
there's something oddly satisfying in how sealed maps look

still raptor
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yep

long anchor
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so bloody brilliant

still raptor
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so, i misspoke a bit

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it WILL effect performance because when the map is baked, it will bake with a bunch of unnecessary faces

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but its not because of the dusk sdk

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but rather just how the bsp process works

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you can see how in those screenshots, it renders the outside of those rooms

long anchor
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and what if you seal your map with giant skybox all around the actual level?

still raptor
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well, thats like a bandaid

pearl fox
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Ah, thanks for clarifying. Not a lot of experience with mapping but curious.

still raptor
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yeah, its an interesting topic

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basically, sealing the map allows the compiler to say "hey, we dont need the back faces of these brushes, because the player can never see them

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so it just removes them, like in the bottom shot

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a leaking map, the compiler will assume the player can see the outside, and include those faces

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so you end up rendering a lot more geometry, tanking performance

long anchor
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and what if you seal your map with giant skybox all around the actual level?
in that case, does size of the skybox like this "affect performance"?

still raptor
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not particularly no

gritty forge
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But that's not how you're supposed to do skyboxes reeee

small gate
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only does if you've got vis implemented and are compiling bsps with it, in which case you'd want to make your map as watertight as you can

long anchor
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But that's not how you're supposed to do skyboxes reeee
yeah I know

quick herald
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Hey peeps! I need help with my dusk sdk launcher. Whenever i put anything except for the dusk folder in sdk>mnt>local my game launches into infinite black screen. Has anyone had this problem?

honest stag
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can you show what's in your local folder?

quick herald
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Mike stoklasa welder model and Doug Walker horror model

honest stag
#

the folders for those mods orrr

quick herald
#

Let me fire my pc I'll send screens

honest stag
quick herald
#

Each mod I got is in a different folder

#

I just unpacked them into local

honest stag
#

odd, that should make it work

ancient depot
#

do any of those folders contain a description.xml file?

#

a mod could contain an invalid one, which might cause problems

quick herald
#

Let me check

honest stag
#

oh yeah the broken description files do exactly that - make the game launch into a black screen

#

forgot they even exist

ancient depot
#

Yeah we're replacing them with ini eventually

#

but I'm delaying that change until we have a mod migration tool so people can automatically update their mods when we make changes like that

quick herald
#

Sounds great!

#

yeah horror critic got that xml

#

if i delete the mod sdk runs ok

honest stag
#

you can delete just the xml if you want the mod

ancient depot
#

yeah, also could you send that xml here?

#

I'd like to take a look at it and see what's wrong

honest stag
#

doug walker horror rgiht?

quick herald
#

Yeah

honest stag
#

ye then it's that one

ancient depot
#

there's nothing wrong with it

#

does the mod contain a preview.png?

#

oh wait no

#

I see the issue

#

<content>Textures and Sound</content>

#

it should be

#

<content>Textures Sounds</content>

#

It's not exactly obvious since description.xml is undocumented, but content isn't a text field

#

It's an integer where Textures, Sounds, etc represent setting a bit on it to 1

honest stag
#

i think that's why it broke the same way for me when i tried making one
well i guess i know now, thank

ancient depot
#

once it's changed to info.ini or whatever we decide on, we'll document it so that should no longer happen

#

can also show an in-game warning when a mod has it incorrect

bold orbit
#

This SDK is fun

alpine depot
#

yes

cobalt atlas
#

say thanks to zom for that

#

guy slaved over it

#

he should be proud

long anchor
#

the guy just don't sleep over it

bold orbit
#

Zom is credit to team

eternal sail
#

Praise Zom

bold orbit
#

All hail Zom

regal dome
#

Does Dusk use a custom color palete or is is just an existing one?

still raptor
#

custom

#

but its obviously loosely based around quakes

bold orbit
#

its brown but not as brown

regal dome
#

Is the color palete available or not yet?

still raptor
#

Uhh, i forget if it was posted here

#

i know @ancient depot generated it at some point

ancient depot
#

That was moreso an experiment to see if I could create a decent one, Dusk doesn't really have a colour palette per se, the game merely uses a lot of colours that you may find in Quake

#

The game itself is truecolour

#

So there isn't really a colour palette to provide in the first place

honest stag
#

well im glad to see the wiki not going down anymore

#

however it's flooded with nonsense pages again

ancient depot
#

wait what

#

they got through the captcha?

#

fucking hell

unique ocean
ancient depot
#

Ideally next patch

honest stag
#

looks like it's not nonsense now but just downright ads

#

or spam

ancient depot
#

Deleted the spam and banned the related IPs

#

Most of the spam came from one IP address, so fuck that person and their entire bloodline

alpine depot
#

nooooo not the bloodline!!!

ancient depot
#

inb4 they get mad and ddos the wiki again because now they can't get spam traffic from a wiki like 3 people use

honest stag
#

thx mang

woven rapids
#

@ancient depot hey great job on sdk update, i feel much more inclined to try user maps now with the quicksaving and faster load time

ancient depot
#

Yeah, the load times in particular were really bothering me during testing

long anchor
#

Ideally next patch
POG

bold orbit
#

ZOM POG ZOM POG

honest stag
#

next patch? the same one that has custom models POG

bold orbit
#

I can only get so much POG

gritty forge
#

Is it possible to use a custom map for multiplayer in DuskWorld?

tight fractal
#

not yet

gritty forge
#

Cool, thank you. I'm going to try making some maps once that's available.

#

Cool, thank you. I'm going to try making some maps once that's available.

quiet crown
#

Ayo where do I get the HL maps and Doom music

#

Fighting eldritch abominations that somehow doomed the entire planet is kinda bumming me out

long anchor
#

should crossbow destroy breakables?

#

or something's broken like with riveter and mortar

ancient depot
#

it should

long anchor
#

so it's broken

#

aight

still raptor
#

yeah likely

#

the crossbow applies damage in its own script

#

separate from explosions

#

and bullets

ancient depot
#

and now you can see why we're rewriting everything

#

lmao

long anchor
gritty forge
#

dusk.wad won't load on trenchboom, how to fix? I've got the palettes in mapping folder steamapps/common/Dusk/mapping. Used trenchboom to locate dusk folder on quake.

#

ive done it b4 but forgot lolz

still raptor
#

Put the palette in a folder structure like id1/gfx/

#

Then point tb at the folder containing id1

static lintel
#

how do i play the quake maps on dusk

still raptor
#

theres a guide on steam

unique ocean
#

It seems as if func_breakable is the worst offender

#

Final boss of Dusk 2 is func_breakable

dim oxide
#

i started mapping dusk earlier today and was wondering, has anyone actually made a proper fgd for dusk yet or should i just do that myself

dim oxide
#

oh tb flat out refuses to load the palette data so i cant see any textures anyway whatever

gritty forge
#

Thank you friends from another friend

still raptor
#

@dim oxide follow the instructions i just left

dim oxide
#

i figured it out

still raptor
#

and as for an fgd, yeah theres no proper one, but we're working on it

dim oxide
#

i hadnt pointed TB at a game directory cause i dont have quake installed so i thought it wouldnt matter

#

it would make sense to me that it could just assume that the id1 folder i gave it would be the right one, but nope

still raptor
#

yeah you dont technically need quake installed, but tb very specifically likes a certain folder structure if youre using the quake template

#

that said, we'll release the config for a dusk tb setup eventually

dim oxide
#

yeah i made my own dusk tb setup for now

long anchor
#

I don't remember who made it tho

#

Was it func_bread?

dim oxide
#

credits on the file say autolycus and xaerox

long anchor
#

oh

dim oxide
#

as a side note, does anyone else get black lines flashing across the screen in the sdk? reminiscent of vsync issues but just massive black lines

#

i dont see them in the main game but in sdk theres something funky going on with the rendering

long anchor
#

I think autolycus and xaerox are the ones who made the original fgd file

//Quake game definition file (.fgd)
// for Jackhammer 1.0 and above

dim oxide
#

yeah i think so too

long anchor
#

as a side note, does anyone else get black lines flashing across the screen in the sdk? reminiscent of vsync issues but just massive black lines
i dont see them in the main game but in sdk theres something funky going on with the rendering
I have random white pixels all around the screen sometimes

#

but i'm too lazy to test if they're present in "regular" dusk

still raptor
#

you might try different rendering cores to see if that gets fixed for you

dim oxide
#

hmm

still raptor
#

-force-glcore in launch options for opengl -force-d3d11 for DirectX 11

#

i think you can try forcing vulkan as well

#

i forget what the param is though

dim oxide
#

seems to me i'd have the same issues in "regular" dusk then but who knows? last time i wrote directx code was ages ago

#

but yeah i'll try, thanks~

still raptor
#

to be clear, the sdk and regular dusk use like multiple years apart engine builds, so thatd probably be a big factor

long anchor
#

multiple years
is that how long it took you to make that bsp support magic?

#

holy shit

dim oxide
#

i assumed it was some chainsaw-grade code to interpret bsp as unity asset files but yeah whoop

bold orbit
#

Quick question- Has anyone ran into an issue where a custom map starts, but as soon as it loads in, it displays the "press any key to enter the horror" screen, even though the hud and movement is functional?

honest stag
#

that means map broke iirc

#

what map are you tryin to launch?

bold orbit
#

a custom map I've made that has worked before

#

All I did to it between the current compilation and this latest one was turn a couple of brushwork props into func_breakables

honest stag
#

various things can do this to a map

#

oh

bold orbit
#

maybe that was it?

honest stag
#

i know what's the problem probably

bold orbit
#

Enlighten this newbie, please

honest stag
#

lemme ask - did you just click on a brush and rename it to func_breakable?

#

like is that the way you made your func_breakables

bold orbit
#

I clicked the brush

#

hit "tie to entity"

#

selected func_breakable

#

which I had done to a few desks the previous time the map worked

honest stag
#

cuz simply renaming a worldspawm entity to something else will make shit break
to make any brush entity, i recommend right clicking it and then "create brush entity" and select something, like a trigger_once
then simple click the newly made brush and rename it to a func_breakable

#

now to fix the current problm - select all the func_breakable brushes you made like that and right click
then tap "make structural"

#

never heard about the "tie to entity" thing

bold orbit
#

It's 100% because the steps you've described are for trenchbroom and I was using JACK

#

launching TB now and doing what you said

honest stag
#

oh whoops

bold orbit
#

no worries I should've mentioned that I'm using JACK

unique ocean
#

Anyone know how func door rotating works?

#

Also is it possible to make the door spin forever?

#

Do I need to make each individual door its own rotating group?

ancient depot
#

func_rotating will allow you to have a perpetually rotating object once it's added

#

func_door_rotating atm requires the door brush to be at 0,0,0 because in quake maps you can't change pivots like you can in HL

#

we'll have a solution for that coming soon though

unique ocean
#

Well the good news is that I kinda achieved my goal

#

It works!

unique ocean
#

The room of infinitely rotating doors

still raptor
#

wow thats really cool

long anchor
#

It is

drowsy pecan
#

sick

honest stag
#

woah damn that looks awesome

gritty forge
#

That is UNREAL

tepid python
#

very nice

gritty forge
#

Perfect choice of track for that, too.

ancient depot
#

@long anchor >not making part of the text func_breakable and destroying them on timers like the bullet holes in the doom ending text

unique ocean
#

Any clue why having a rotating door opens another door unrelated to the trigger?

ancient depot
#

You have have some targets named incorrectly, or you may have grouped the brushes in your editor

#

Unless that door happens to be touching the other door at spawn time

unique ocean
#

Thats probably it

#

damnit

#

Welp

#

func_breakable replacements here I come

unique ocean
tepid python
#

the power of func_door_rotating

alpine depot
#

looks like a sick arena room to me

long anchor
#

@ancient depot I'll do it

bold orbit
#

Does anyone want to test my dumb dusk map

#

Am I allowed to ask that here

small gate
#

as long as it's a dusk map, yeah

bold orbit
#

Fixed it

bold orbit
#

Now that I can post images

static lintel
#

omg

bold orbit
#

Ik it's small af but it'll get bigger i swear

honest stag
#

๐Ÿ˜ณ

bold orbit
#

NOT IN THAT CONTEXT

static lintel
#

are dick jokes allowed in thks server

honest stag
#

"save data is stored in the balls"

bold orbit
#

I mean dave did say that

unique ocean
#

Said the same thing to me when I asked about the sound files

bold orbit
#

He's very helpful

unique ocean
#

Can lights be targeted by triggers?

#

I have an idea

bold orbit
#

Iirc quake and hl compilers bakes map lighting

unique ocean
#

aw fuk

#

I wanted to make a light area go dark

bold orbit
#

It might be possible

#

Ask zom

honest stag
#

they cant, but there is a workaround that (could) exist i couldnt get working

#

remember the "lightproxy" thing?

#

yeah that

unique ocean
#

oo

bold orbit
#

I forgot about that

unique ocean
static lintel
#

haha unswag mage

unique ocean
#

That could be useful in the future

#

If we can mark enemies as non kills

long anchor
#

Does anyone want to test my dumb dusk map
is this still relevant @bold orbit

#

Ik it's small af but it'll get bigger i swear
BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN BIGJOHN

long anchor
#

Should lightproxy work on brush entities?

ancient depot
#

As long as they aren't a detail brush, yeah

#

er actually no, since brushes are lightmapped

#

so I don't think they're attached to the lightproxy system

long anchor
#

Ok thanks

ancient depot
#

give it a shot though, I could be wrong

long anchor
#

I asked cause it didn't work

ancient depot
#

the entity system in the current build is being replaced so I forget if I set it up to support that

#

ah okay

long anchor
#

Well

#

Lightproxy NEVER worked for me anyway

ancient depot
#

Weird

long anchor
#

So if it's lightmapped

ancient depot
#

Should be as simple as setting lightproxy to another object's targetname

#

(I still hate how it's target and targetname instead of target and name)

#

(but we have to keep that for quake/hl compatibility)

long anchor
#

Yeah that's bit confusing at first

#

So if I use func_door to make falling rocks, I can light those rocks with regular lights

#

Oh it works

#

Nice

tepid python
#

Are you gonna make like meteors falling on the player

long anchor
#

Nope but that's a really nice idea

#

Make it fast, break breakables under them to form craters

#

Also put some gascan teleports for big boom

#

I want sfxs on levels badly

#

Also the ability to make screen shake or something like that

tepid python
#

I only make meme maps something like actual cool looking designs are nothing for me

long anchor
#

Aren't you one of the guys who made The Chapel?

honest stag
#

im still waiting for the chapel to be completed

long anchor
#

ooooh boyy

#

I made the thing

honest stag
#

"STO-"

#

๐Ÿ’ฅ

long anchor
tepid python
#

I only made func maps

long anchor
#

You taught people how to make fake explosions with gascans

honest stag
#

it was EmiruFin who made the chapel

long anchor
#

I'm so enthusiastic about making new maps for Lower rn

honest stag
#

glad to hear mang

long anchor
#

So far second maps is about as big as the first one, and it's not even a half of the planned

#

glad to hear mang
I just hope I won't take a sudden 2 months break like it was in March or something

tepid python
#

I'll only make a new map when there's a new func_

bold orbit
#

Yes the map test request still stands

tepid python
#

post

bold orbit
#

Posted

tepid python
#

haven't opened the sdk in a while but i'm getting black bars on my screen

bold orbit
#

PM me screenshot

#

I sent the bsp not a whole mod folder so make sure you put it in a proper maps folder

tepid python
#

the black bars are not map related

dim oxide
#

ah

#

that happens for me too

#

i didnt try it but i was reccomended to try -force-glcore or -force-d3d11

sharp trail
#

dumb question but how to remove texture from a brush

#

nvm

honest stag
#

In case anyone else will wonder that - select the brush and click the same texture that it has already

sharp trail
#

^

dim oxide
#

how does light_environment work? when i compile the map and run it in dusk it generates as a key light, same as a normal light would

gritty forge
#

steamapps > common > Dusk > ld1 > gfx

#

Pallets suppose to be in gfx or ld1?

#

Used quake directory to Id folder

#

Dusk.wad loads in but textures are missing

#

What am I doing wrong bois?

still raptor
#

Palette goes in gfx

#

You'd point the quake directory of tb at the dusk folder

gritty forge
#

Ok I did everything correctly then but the wads are in missing textures, I've used some different wads like Dusk and Quake, they are all in missing texture

#

Sorry to pester you dawg lol

honest stag
#

Yo could you check the panel below the editor?
There should be an error message there

#

Also if a palette didn't work we can try and use a .pak file instead

#

(also try putting the pallete into id1)

gritty forge
#

Could not read texture 'xhair9.D': Palette is not initialized This says it for all other textures, where can I get the pak?

#

@honest stag My bad for delay

#

Using palette.lmp, tried it in ld1 and gfx

still raptor
#

@gritty forge can you show us the preferences window for quake

#

and the path your trenchbroom is pointed towards

dim oxide
#

ye so it looks in <directory trenchbroom thinks the game is in>/id1/gfx/palette.lmp

gritty forge
#

D:\STEAM2\steamapps\common\Dusk\ld1\gfx (gfx has pallete lmp in it)

still raptor
#

keep id\gfx where they are

gritty forge
#

Tried it with Quake directory

still raptor
#

and just point it here

#

D:\STEAM2\steamapps\common\Dusk

gritty forge
#

Ok

still raptor
#

that will work

#

it might have to be id1 instead of Id1

gritty forge
#

ohh shit it was ld1

#

ok it fixed thanks man i appreciate it

#

was id1 all this time

#

ld1*

#

now its id1

#

LOL

unique ocean
#

Went nuts here

honest stag
#

looking gooooood
i would say it feels a bit visually noisy tho

unique ocean
#

I have to mess with the lighting

#

Put more focus on the walls rather than the whole room

#

Its supposed to start deactivated as well with the turrets

#

I just enabled it to show it in motion

gritty forge
#

fuck thats sick @unique ocean

sharp trail
#

@unique ocean thats so fucking awesome keep doing this this looks insane omg don't rush this i want to play it when it's done omg it's so awesome

floral falcon
#

Thatโ€™s fucking majestic

honest stag
#

man that hallway actually inspired me to do something real quick

bold orbit
#

Holy shit that makes my map look like childs play @unique ocean

gritty forge
#

How to use lights? I've placed them around map but still dark.

bold orbit
#

Make sure they have brightness

#

And make sure the map is actually compiling and not giving a leak error

gritty forge
#

Thx

unique ocean
#

Thanks everyone, Its a a bit of a small map, I'm trying to experiment with the feel of the level

#

mmmm

#

green

gritty forge
#

very necromancy

#

lol

dim oxide
#

i asked this before but uh

#

light_enviroment causes the "sky" to give off light

#

what counts as the sky in dusk then

unique ocean
#

brushes with skybox textures

#

They render invisiblee ingame but give off light

#

as seen here

#

those are the values

gritty forge
#

shitmaps

#

xD

unique ocean
#

I was quite frustrated when I made that folder

gritty forge
#

:c

onyx marten
#

They render invisible? Do scrolling skies not work in dusk?

unique ocean
#

The brushes

#

The skybox's texture can be changed

#

but sky lights are rendered invisible despite being visible in the editor

#

And by "Sky Lights" I mean worldspawn brushes with a skybox texture and the _sunlight2 value

#

Heres a little preview of the map so far

gritty forge
#

god damn

#

very nice

onyx marten
#

yeah looks good

bold orbit
#

it already feels like a real dusk level

bold orbit
onyx marten
#

almost everything is allowed in dusk

bold orbit
#

Hdusk when

clever wedge
#

....don't give people ideas

#

please

last talon
#

I bet that is already on someones list

gritty forge
#

it is

#

so is H-evil

bold orbit
#

H-orny

gritty forge
#

nah it isn't me it's some guy I met in VC one time

long anchor
#

put bread on it

bold orbit
#

Can't. Only one bread per map

#

There's a mortar on it though

long anchor
#

makes sense

#

wait so you're making more than one map

#

cool

#

make bread, like, super secret secret

#

like beer books

barren terrace
#

hello

#

i have returned after a short hiatus

#

how's everyone doing

bold orbit
#

Maps n Memes

#

@long anchor yes I'm remaking the entire game

long anchor
#

which one

bold orbit
#

Dementium 2

#

It's funny because my dumb maps are probably going to be a better Dementium 2 remake than the steam Dementium remake

iron needle
#

almost everything is allowed in dusk this

gritty forge
#

Does anyone have transparent dusk wad?

#

windows and shit

bold orbit
#

Edit the images directly and add them back to the wad

tepid python
gritty forge
#

ty ty

static lintel
#

i need help on playing the quake maps on dusk

#

i did the sdk beta thing

#

but

#

idk how to install it

#

i cant find the guide

gritty forge
#

I don't know shit but have you tried importing quake map into trenchbroom then save it as dusk map?

static lintel
#

i managed to load the maps in but they have no music or textures

dim oxide
#

did you include the palette

static lintel
#

i found the palette file and i put it in

#

it works now but theres no music

#

im gonna try to put the soundtrack in a music file

#

see if that works

#

it didnt work

onyx marten
#

Hm so putting the sound files into a music folder within the quake folder won't work? Are the tracks names correct?

static lintel
#

its just track1 track2 and all that

onyx marten
#

Hm yeah that should be correct

gritty forge
#

How to load base game maps on trenchbroom? just retexturing for fun

gritty forge
#

So the palette was the key to getting textures to appear in mods. I thought it was because I was using Quake textures that the game didn't know how to load. Nice.

bold orbit
#

You can get around needing external textures/wads by using -nowadtextures when you compile

The trade-off is that your map takes up more space

gritty forge
#

Textures won't load, I have tried compiled map. Any ideas?

honest stag
#

did you put the palette file into the mod folder, but ouside of the maps folder?

gritty forge
#

I have not well said

#

Fixed now

unique ocean
#

Anyone have an OBJ file of the gloomwood table

#

I need this

honest stag
#

ask senior meatbox

#

he made one in TB and that can be transported into .obj

unique ocean
#

Yessss

honest stag
#

oh whoops the one he made was in JACK, but that's compatible with TB so whatever

unique ocean
#

anyone know if its possible to apply teleporter particles to trigger_teleports

honest stag
#

your best bet is probably using a small func_breakable at the destination and then applying the laser material effect to it

#

or some other similar one

unique ocean
#

good idea

#

that will work for now

honest stag
#

however i dont know how will you trigger the breakable exactly
maybe a trigger inside of the info_teleport_destination? or can info_teleport_destination trigger other entities?

#

well you'll figure it out im sure

unique ocean
#

Now that I think for it thats basically my motto for the SDK while its still being developed

honest stag
#

lmao same for all of us

unique ocean
#

Wait let me see If I can teleport teleporter objects

ancient depot
#

there's a "Teleporter" type for func_breakable

#

or "Teleport" I forget

unique ocean
#

ah thanks zom

ancient depot
#

it'll break into teleport particles

unique ocean
#

While you are here

#

Idk if this is a bug for fixable, but if you have objects grouped together as func_breakables it breaks in the middle of the box instead of on the individual brushes

honest stag
#

if you want multiple func_breakables to break at once and have each of them have separate particles, just link them all via targeting in order

unique ocean
#

Thats what I'm doing

honest stag
#

oh whoops

unique ocean
#

just thought I would report what I saw incase there was a possiblity of it being fixed or not

honest stag
#

first time we got breakables i accidentally grouped 2 breakables on different ends of a map so the actual break was somewhere in the void and it freaked me out for a while

ancient depot
#

I don't believe it's possible to fix that

#

because in the compiled map, all knowledge of them being individual objects is lost

#

at most we could add some kind of feature for spawning particles around the entire brush model

honest stag
#

i dont think it's a good idea to do that either

#

if you have a complex breakable that has a lotta brushes, it'll just make a fuckton of particles where 1 would be enough

#

like i dunno a breakable wheelchair that poolboy made a while back

ancient depot
#

Yeah

#

It'd have to be pretty heavily configurable

bold orbit
#

So if you want the brushwork gloomwood table I can give you that

#

An obj will take longer

#

Because knowing how quake splits brush work on compilation I would very much rather just make the gloomwood table again from scratch in Maya

#

It'd probably be more accurate to the table than my brushwork abomination

dark mirage
#

quake can run maya models??

#

guess i misunderstod something...

bold orbit
#

It can't

#

But I can turn a Quake bsp into a maya model given time and Mexican Coca-Cola

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So yeah @unique ocean do you want the brushwork or the model? (You won't be able to use the model one in dusk until they patch place_model into the sdk)

unique ocean
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Yes please

gritty forge
#

Can someone please show me a list of functions like water/lava flow, breakable windows etc

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I don't see it in manual unless Im blind

onyx marten
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Flowing water isnt possible, breakable windows are just func_breakable with or without transparency. If you want transparency set rendermode 1 and renderamt 0-255(?), not sure about the numbers anymore

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@gritty forge

gritty forge
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thx

bold orbit
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@unique ocean is that a yes to the brushwork or the model?

dark mirage
#

Hey guys,I wonder if there's some cool custol levels and crazy mods I could download

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I still haven't finished the game so I ain't doing it now,just wandering for curiosity sake

unique ocean
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@bold orbit Yea

dark mirage
#

@unique ocean is that a yes to the brushwork or the model?
@bold orbit

Are you guys using substance painting or Photoshop to aply brushs/textures?

bold orbit
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Brushwork is when you use level geometry to create a model in a level

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Not Photoshop

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if you're being serious about the question

unique ocean
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Oh sorry i read it wrong

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The brushwork

bold orbit
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Aiight gimme like 30 minute to finish my shift

bold orbit
bold orbit
unique ocean
#

Many many thanks

#

uh oh

honest stag
#

valve format probably

#

try it

unique ocean
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Does throwing soap at func_breakables work?

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Wait why am I asking I can just test this

bold orbit
#

it says in the readme

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load it with valve/ hl1 format

unique ocean
#

I had to convert it to standard but it works

#

I have found a good use for it

gritty forge
#

wash em heretics

bold orbit
#

Now Dave can hate all of us equally

honest stag
#

yo @unique ocean did you test the soap breakables?

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does it work?

unique ocean
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Sadly it does not

honest stag
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aww

unique ocean
#

Do showers not have light functionality?

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Mine doesnt work for some reason

ancient depot
#

Showers don't have lights, no

unique ocean
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hrm

honest stag
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how are you supposed to shower in the dark smh

unique ocean
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It would seem that the entire bloodline dislikes the table

static wing
#

Table more like.... Gayble

ancient depot
#

oh you meant the shower being lit

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I thought you meant like a dynamic light on it

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that looks like a bug

unique ocean
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Seems like it

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I tried putting it directly under a light and it didnt light up

unique ocean
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Anyone have a workaround for soap breaking walls

dim oxide
#

out of context? funniest message I've read all year

still raptor
#

you might have to lightproxy it

bold orbit
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So we have the table in dusk and 3d printed

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Now all that's left is to put it in MA and have someone build it IRL

honest stag
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@unique ocean the only thing i can imagine is an elaborate setup of trigger_teleport, killtarget and func_breakable

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and it might not even work

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props SHOULD get teleported by trigger_teleport, right? so what if you use trigger_teleport that's connected to a destination, and the destination is connected to a func_breakable, which has a "killtarget" to the trigger_teleport

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so you kinda get a "breaking" effect

bold orbit
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So drop it to a kill plane and then immediately drop it back?

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The particles would be where the kill plane is then

honest stag
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wdym kill plane?

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i dont think i got you

bold orbit
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Nvm

#

I misread your earlier message

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Though "killtarget" was "trigger_damagethreshold"

unique ocean
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@honest stag how would I restrict the trigger to the Soap

onyx marten
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@ancient depot someone commented on enclave that its completely underwater, havent looked into it yet, but could this be caused by an update?

honest stag
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No need to restrict it, just put the teleport destination right at the wall
Who will walk into walls anyway

forest eagle
#

hello um, im a total beginner to mods and im sorta still learning the basics on how to design a level and everything and im having an issue with creating a lighting or a light source in particular

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do i just use the light entity in trenchbroom? if so i did that but when testing it out the map it was nothing but darkness

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any help appreciated

honest stag
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dont forget that your maps need to be compiled with light

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if i may ask, how do you compile your map?

forest eagle
#

oh i did compile with light

honest stag
#

may i see how the light entity looks in TB and it's properties?

forest eagle
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im not on my pc rn

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but in the entities menu its just this yellow cube outline

honest stag
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well some of the issues may include - light source not being strong enough/too far away from a surface
something went wrong with a compile
something screwed up in the properties of the entity

forest eagle
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i see

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once im on my pc ill see if its a properties issue

honest stag
#

did you change anything in them by the way?

forest eagle
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no not at all

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i just placed the light source where i wanted it to be and it wasnt even anywhere out of bounds(?)

honest stag
#

hm, then it shouldnt be a problem with them
also light entities are invisible, all they do is light up things around them

forest eagle
#

yeah im aware of that

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but like i said once i launched the mod everything was dark still

honest stag
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odd
did you place it close to a surface?

forest eagle
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sort of but it wasnt even too close

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like not in contact with the same grids

honest stag
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a default light entity should light up things quite far and well, that's really odd

forest eagle
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sorry if my explanation doesnt make sense im just new to this and im not that well versed with terms and stuff haha

honest stag
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nah it's all good
alright how about we take a deeper look at the light/map when you are able to check them out

forest eagle
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sounds good to me