#dusk-modding
1 messages · Page 59 of 1
are you releasing update now?
soon, i have to update derailed too
Then maybe we'll do our part until you're done
bouncy lights
i assume bossname only works on the boss enemies?
yes
that'll be fixed with scripting because scripting involves a full rewrite of the AI
oh boy
did d3d11 fix performance btw
yup
luckily dusk ai is very simple
interesting
kinda lags a bit regardless but Urban Turmoil's a massive fucking map so it's understandable lol
tbh rewriting the gameplay stuff is probably the easiest part of the sdk lol
itll be improved in due time
and yeah definitely
the hard part is getting the assets out of the project
ESPECIALLY models
it's hard to automate because every model has like some subtle difference that breaks automation
yep
I have to do a ton of manual work
Wait you don't have origs?
they vibin
well he has to fix the originals
we do, but the animations for many models weren't done in blender
because the originals arent ideal
Oh okay
so if we just exported them we'd be missing animations and need to figure out scales etc
lol models animated in unity confirmed
Vibe check checked
the leatherneck is the worst one
Best update ever
okay so
death animations in dusk are actually an entirely separate object
the enemy is deleted and a corpse is spawned
Thats why hes not included
the leatherneck has a subtly different skeleton for both versions
the chainsaw is a bone in the death animation but it doesnt exist in the others, it's just attached to the hand with an offset
the location of the chainsaw in the hierarchy also differs
those subtle differences make it HELL to export, which is why it's one of the few enemies you can't replace so far
Sounds really broken
turrets and nargle are the others
nargle doesnt really have issues, it just needs more features in order to work (separate AI, tentacle collision, etc)
oh my bad I forgot cart dog too
because turrets and cartdog animate but have no skeletons so I have to generate them
alright, time to test out the new and improved derailed
if it works it's gonna be so badass
nearly an hour later i got it to work lol
it seems like the trigger itself doesnt work if you dont trigger it from another trigger using targetname
if you walk into it, music doesnt play
but have a trigger_once trigger the trigger_changemusic and it works fine
oh and also wendigos arent invisible anymore, but they still play the reveal sound and your flashlight still flickers when you first see them
some animation speeds are now really wonky, the guardian walks like three times as fast and plays the firing animation too fast and only plays it once
black phillips walk a bit slower than normal as well
about wendigos - I think it's this: https://discordapp.com/channels/240195284695646209/586508960128040961/727559133141794947
i mean i dont think the idle animation controls their invisibility
i do notice the soldier t-pose, kinda funny lol
i mean i dont think the idle animation controls their invisibility
it might be it, considering Zom's horror stories about Dusk's models
wait they can be invisible while not idle
hmm
I have no idea how it works but maybe wendigo's invisibility works like a model's effect?
aight gamers, derailed and urban turmoil have been updated 😎
Yeah the animation speed thing will be fixed, that's not really a bug in the game but rather an issue with the model files themselves
I have a hunch about the wendigo, itll be looked into
Good ol deer
What?
This
He be goin
vibin'
I require context
can chomper survive out of water
yeah chompers will transform into flying enemies out of water iirc
I hope someone replaces the chomper model with a bird now
not even sure if I wanna fix it tbh
its a feature
I was hoping he'd just slide along the ground like a wormywoo but I can work with a birdfish
Cant wait for someone to implemet HDusk models now
jeez could you imagine if dusk was made with mod support in mind initially
the best part about compiling your dusk map
is that the geometry and map itself compiles in 30 seconds
but the lighting takes all day
lol i feel that pain so much
hey guys! its been long huh im back to mapping after a half year with the fourth level of Criadus, anyway i forgot how to func_breakable works anyone can help?
Do you have the fgd?
whats fgd?
are you using trenchbroom or jack
trenchboom
Not exactly sure how TB works but at the least, they need a key of "health" and a value of "[what you want the health to be]" and a key of "material" and a value of any number between 0 and 8 for what they are made out of
ok trying something now
0 is glass, 1 is wood, 2 is metal, 3 is flesh, 4 is concrete, 5 is ceiling tile, 6 is computer, 7 is unbreakable glass, and 8 is rocks
thx it worked!
hey so around when i stopped mapping costum skyboxes were introduced how do i use them?
you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
ok thanks!
wait you can do that? wow awsome! how do i do that?
Heyo total trenchboom noob here. I made a simple map and added some lights but I am getting weird flickering every once in a while
make sure there are no duplicate brushes inside of each other
hmm no dups that are intersecting
yes like inside of each other
It's like a soft flash across the screen every second or so
is it texture thats glitching or is it generely everywere
There is a white sort of flashing, seems like lights
hmm that seems.. new
im 10000% sure it's z-fighting cuz there are duplicate brushes
...99% sure
did you delete a brush that was flashing?
i had something that sounds simular sometimes when i pause periodicliy the lights goes black every like 3 seconds i can simply go in again to fix it but it seems like a other type of problem all tho i think my "problem" has the same couse or something
mybe its just something diffrent also not that into mapping as vriska
I removed all the lights, then added one and it is flickering
I sent you the map
me and optimus kept troubleshooting and found out it wass cuz of his sdk version (it flickerd in regular levels while being sdk as well) does someone know what to do if something like this happens?
there are different launch options so might try those out
i know just the launch option, 1 sec
run the sdk with launch options -force-d3d11
i had the same issue
-force-d3d11 totally fixed it!
has anyone else had issues where larger mods like trespasser crash dusk, i tried using -force-d3d11 but it still crashed
turns out i forgot the f in -force-d3d11
F
Harrier Jump Jet
didnt someone make a jet that looked almost exactly like this a while ago
So when the sdk is fully done is it going to be open source like I remember reading somewhere in the past or is it just going to be fully moddable?
Is there a difference when the engine is Unity
yes
I'm pretty sure zom said that anything that can be adjustable will be(?)
Yes it'll be on the NewBlood github
Yep, open source is the plan
Inb4 we get dusk total conversions
yeah, i mean, the hope is when its done, people can use it as a framework for whatever they want
Would it be possible for a commercial release of a dusk total conversion or would it using Unity complicate that
pog Dusk on Android will be possible
in theory
but youd have to do a LOT of modification
it wont be as simple as pressing build
yeah, i mean, the hope is when its done, people can use it as a framework for whatever they want
duskball
multiplayer soccer or whatever
oh oh
quest for dusk
giant mmo with BJ as main antagonist
ok my seizures of stupidty are over
bj?
Blazko
This means that in 20 years we can have GZDUSK
lol
Brutal HDusk, on only GZDusk
wouldnt running hdusk with brutal dusk result in getting instakilled by fork maidens though
that's the entire point of it tho
I think you're missing you're palette
Hey, is there a way to script a map to where the music changes once an enemy is aggro'd? Just out of curiosity
no i dont think so...
oh and umm my version of dusk sdk is super bugged i used the -force-d3d11 thing and the only thing that changed is that this thing appeared where the spawnpoint is
also chompers have the texture of boneballs and cartdogs are invisible
whats your problem?
thats weird
i think these issues are the same for everyone
like, i'm experiencing a problem where wendigos aren't invisible anymore
and a bunch of animations are acting weird, like they're faster or slower than normal
or only play once (like the guardian's firing animation)
wait for an update i guess
Yeah these are known problems, it'll be fixed, the random cube is Dusk's equivalent of the error model
Technically I could add support for one
so the cube would become the error model for the error model
make it an H
man i cant wait to go absolutely NUTS with changemusic
think we could get like, a fade keyvalue? where fade is the key and a number is the time it takes to fade from the current song to the next
because all of the abrupt cuts to silence in my maps are kinda funky
fortunately it fits nice for after the intense sequences where i currently use changemusic but i have some ideas in mind for some ambience transitions that'd be much better with a fade of sorts
Zom make this new error model or refund 
POG
i actually have that error replacement mod permanently on my GM
If you say so
@alpine depot I'll look into adding that for sure
after all the model work is done, could we get a place_model feature for maps? 👀
actually i dont remember the name of the function
but yeah the thing that just places a custom model
that's the plan
Still the same
Remember to select the correct branch after entering the access code
The SDK branch is no longer passworded
what file are you looking for?
have fun with mods :)
also time to add the "model" category into the dusk mods website lol
ALSO
since the sword has additional animations being block and charge, how does one name them while exporting the model?
and how does one specify on which frame should the animation stop to hold the charge/block
2 separate animations for raising the sword for a block and another for putting it down? hard questions
try removing the light key in your worldspawn @alpine depot
It looks like your map has a minimum light value anyways
bruh
too much light
yeah thats the sweet spot
itd be better if i had fog
and also more skyboxes
im gonna look for the latter now actually
you can see part of the skybox through the dead tree texture on the right
but other than that it looks neat
yeah ill sort that out easy once the rest of the map is done
because i'll just extrude downward on the detail terrain behind the actual map so it'll reach to the trees and cover up the skybox
or smth like that
remind us to look at fog again
ok
look at fog again :)
from what i could tell you got it really close already which is damn neat
thats something thats incredibly easy to add, but the problem is more about making it compatible with existing fog systems
quake/hl/etc
im more excited for the weapons hotfix than fog rn lol
we could add a fog key to worldspawn in like 10 minutes
but itd just be dusk specific and not work correctly for quake/hl
which means we would have to undo the work when we go to actually make it compatible
with all the work you're putting into the SDK someone could probably make an actual standalone game out of it eventually
mega hyped for more updates 😎
Freedusk when?
what would all the free assets look like doe
That will be doable when the sdk is open sourced
Does the sdk support paper models?
paper models
dudes out here shooting paper mario goomba smh
We aint never getting another ttyd
Hey, I've been trying to make it to where a wall breaks once a room is cleared of enemies, is there a way to do that? I figured it would have to be a breakable, but I'm having trouble finding the option to do that
uhh you would need a func_counter for that, I think we have that? I'm not sure
@cosmic bridge yeah we have that, here's how I set it up in a map of mine
we have trigger_counter yeah
A quick rundown of how you do it:
-
Add a
trigger_counterpoint entity. Have this entity target whatever you want to break when the sequence completes, in your case afunc_breakable; so set the trigger_counter's target to be the targetname of the func_breakable. -
Add a targetname to the trigger_counter. For this example I'm gonna call it
counterBreakto fit your intentions better. Add acountkey value with the number of enemies you'll have in the room. If you'll spawn in four enemies, setcountto 4. -
In your enemies, set their target key values to be the targetname of the trigger_counter, so set it to
counterBreak.
not sure if im missing something
Nice
Alright, thanks for that, just what I needed
😎
if i wasnt dumb
i would like
recreate hotline miami in dusk
since duskmare is moslty 1 shot
i think i managed to export a dusk model into blender?
it's broken but hmmm
oh wow ok
even though the animations got squished into 1 line, i can still try and split them up and then export back after making changes
pog
Pogdog
ive got some cool concepts for mods but i have no programming experience
scripting isnt availible yet and wont be for a while, so might as well start learning eh?
magic
Blender always looks like witchcraft
You can
trenchbroom has an export to obj function
\which can then be converted to iqm pretty easily
the main problem is you cant texture or animate or do uvs in tb
wait, you can't adjust brush UVs in TB?
duke nukem has taken some weird turns
"HELL I'D STILL HIT IT"
stop it
beer books is wonderful place
these monsters made me draw bikini and watch vacuum cleaner commercials
I did nothing
"SHAKE EM BABY"
where can i find the sdk?
branch on steam
hey will we get mortar grenade/rivet models to replace?
i wanna replace the grenades with vacuum cleaners
Big John balls
cuz you know who doesnt
hdusk r3al???
So do I just get dusk mods on the steam workshop
Nope, there's no workshop support yet
you get mods from https://dusk.mod.io/
lmao
for now most of the quality dusk content is the levels
so i suggest checking those out
also the weapon sounds reimagined mod is VERY VERY good
N i c e
also the weapon sounds reimagined mod is VERY VERY good
++++
Don't play Lower tho
It's so outdated
you should NEVER play Derailed or Urban Turmoil, never! Never EVER! It's not like those maps are by me or anything, its not like I'm trying to shamelessly advertise, noooo!
heh
sadly no bikini update for cowbabe tho
waiting for the epic weapons hotfix so we can get cool shit with that
in my case I'm 100% serious, after recent updates visuals in Lower are broken lol
it's not like it's unplayable but it looks like garbage now
it ran almost flawlessly beforehand
Urban Turmoil lags like hell on my machine after the latest update
really weird
-force-d3d11?
its definitely playable still but I worry that lower-end systems might struggle a bit
I did that, still persisting
oh I see
eh whatever
is there a mod manager for dusk?
Yeah, the game is the mod manager
And that'll be made better when we integrate mod.io and the workshop
What is the process for music now?
probably the same, but if you want the music to change you gotta use the trigger_changemusic thing
and then just point it to the other track like you would in the worldspawn
talkin out of my ass tho
just add a music keyvalue in the trigger entity itself
and do your path to music
for example i did music/mines_action.ogg for when i changed music to the action track from the mine
the music file should be in your mod's folder though in the correct path of course
setting a music track on worldspawn will play that track when you first load the map
i got a new computer so i had to reinstall everything, but now the .wad just wont go into trenchbroom so i have no textures
Make sure the paths are all correct
Game path included
yeah just realized it might not even be loading some of the quake stuff
started a new map, quake stuff is fixed but it still wont let the wad in
What do you mean by not loading in?
Textures are black or the wad isnt adding? Is there an error?
Are you sure you're putting the wad in texture collections and the texture viewer
Not the texture viewer*
when i hover the wad over the top window in the face tab (i believe thats the texture collections?) it shows a small red cross symbol next to my cursor, and when i release it doesnt do anything
ive tried putting it the texture viewer but that doesnt do anything
when i hover it over the main editing window it says it will copy but still wont do anything
Nope
Alright open the face tab
At the very bottom, in texture collections, click "show" on thr right
oh
Then drop your wad in there
thanks
👍
do we have a list of all the music files on the wiki yet?
ah tru
It'd be useful for us to have a list describing what each track is, but I'd wait on that since the music files are all going to be reorganized
Guess my main priority now is to see what tracks fit my level the best
oh also i wanted to ask something about animations
Do I put the music value on the worldspawn for it to play at the start?
yes
how will dual-weilded animations work? one animation for left one for right and they cycle each other? in that case is it maybe possible to have these animations on all models in case we want to add a dual-wielded model as a weapon that's single wielded by default?
kind of a loaded question i know
It can be whatever structure you want, it doesn't have to be in a music folder but we recommend it for organization
or maybe have some animation variety in single guns
And currently it's the same model and it gets repositioned
no i mean in the map editor
You don't specify the mod folder root
thank
yeah but like the pistols cycle the animation between left and right, and clicking once wont result in the second pistol firing
ysah just the path to your music from within root folder
so if you have music in a "music" folder it'll be music/song.ogg
That's a behavioural change so it'd require scripting
ah alright
so like when you add a pistol replacement it will work fine by itself when dual-wielded?
Currently, yes
alright good to hear
I wanna dual-wield riveters :)
There's a temptation to make the dual wielded variants be a separate model but I dunno about that
it has a bunch of tradeoffs
was the light value in worldspawn edited at all?
ah I see
you can add a value to light to have a default light value globally now
so makeshift fullbright
dont forget to turn up the music lol
happens sometimes
Is it from the local folder or the specific mod folder
fixed it
Yay showers now have lighting!
Now i can finish the (Map Spoiler)
||Secret cultist shower scene.||
btw does music chaning triggers effect the whole map?
as in do they last the whole map or return to the default song after the conclusion?
cultist shower scene
Thanks zombie very cool
zom is going overtime for this stuff
so just to confirm when replacing enemy models, is there a list of what each animation needs to be called on the replacement model?
tyvm
hotfix
plz? jk... unless??
Hotfix'll probably be out over the next few days but not tomorrow ||because it's my birthday||
or like, the upcoming brithday lol
you get the idea i cant spell :(
birthday!
there we go!
yeah!!!!!
old man zombie 😔
I swear someone made the double digits joke before too
ayeeeeeeeeeeeeee happy birthday
danke
they grow up so fast 😔
gerngeschehen
Happy Birthday Zombie.
Happy birthday!
thanks guys
Give it a year or so and you'll have to give actual thought before you can respond to "How old are you?"
I don't even want to imagine it lmao
too bad happy birthday
Hap birthday!
I turned 22 a few weeks ago, anything after 21 is kind of lame tbh, so enjoy it!
i cant wait to be able to say "back in my day a pickle was the funniest shit i'd ever seen"
Birthday pickle. Happy birthday! 🎂
we don't know
Hotfix'll probably be out over the next few days but not tomorrow because it's my birthday
Happy birthday zombo
danke
and yeah the wendigo thing is a bug caused by custom models
it'll be fixed
I didn't know you were younger then me
Happy Birthday!
Happy Birthday.
Thanks!
WHERE ARE THE DOOM SPRITE REPLACEMENT MODS
there is that one
but for real we're just waiting for a hotfix (and then some more) to dump a buncha stuff all at once
it's turning out to be quite cool if i say so myself
I think models are gonna be slow because it's quite a step up from mapping(atleast I think so)
oh yeah totally
trenchbroom is easy to pick up, but blender (or 3d modelling software in general) is wayyyy harder at least from my experience
i think most of the models will be made by people already experienced with that kind of stuff
unlike maps
Happy birthday Zom
With models in H-Dusk crawls one inch closer
is there a mod that adds a skeleton model to the game, preferably using the bone assets that are already included?
as which enemy? i can try making one
perhaps as the wendigo?
maybe i went a bit too far with the brushes?
nah
lol
ok actually maybe cuz i checked my own logs
ehhh im sure its fine
if it runs ok on ur system then itll run fine on others
...hopefully
we need big chungus
yes we do
at least tell me those trees are func detail
if those arent, that would cause some REAL fuckin triangle soup
well i think youd technically want func_detail_wall
or if the player cant get to them, use illusionary for even more optimization
why bother having collision if the player cant touch them
yeah so, definitely id convert them to illusionary
the important part being, they wont split the face if theyre the correct entity
as a regular brush, youll end up splitting the face into MANY triangles
this is the concept
now, those arent triangles
but its simplified to show you the idea
normally, a flat square plane is made with 2 triangles
i would but
everything is grouped
i think you can convert a group?
and i dont know if its just me but i cant convert groops to func_anything
but yeah, youre looking at like, insane triangle soup on the ground where the trees meet the floor
assuming they have trunks, or even meet the floor
you could offset them from the floor slightly
and it would improve it a lot
like 1 unit or something
ill do a combination of making the forest a lot more spread out, while also offsetting it so no triangle chef boyardee
No, you have done the opposite, you have created the true image of god.
did you at least include the sounds
Vriska
Why
I mean
It's beautiful
Yet, terrible
What the welder was before, is insignificant, what it is now, is incomprehensible
he has a death scream
alert sound didnt work
chungus welder screams like tom from tom and jerry
it's great
group a bunch of them together and the sound stacks up
oh god what does cradius sound like
my map wont convert to bsp, first in the txt it said "too many edges" but after making some changes it says this.
this is the full log
try compiling it as bsp2
dusk supports it the same, you just have more "space" in terms of brush limits
wasn't sure about compatability with bsp2 as ive only heard of dusk supporting bsp but ill try it
Oh god
turns out i have no clue how to make qbsp compile bsp2
there is a custom gui made for ericw's compiling tools, makes it a bit cleaner to look at
this thing
that works too
but this makes the process just a tiny bit easier
and it's a bit easier to use compiling parameters (like bsp2)
lemme link it
always have trouble with finding the link so gimma s econd
so to set it up, unzip it (duh)
go into setitngs and set up a tools folder (folder with qbsp)
now, be careful because there must be no spaces or non-english characters in your folder path
oh in the same spot, type -bsp2 in the command line for qbsp
select your map as source map in the main screen, same things applies btw - no spaces!
output folder isnt needed, your compiled map will be in the same spot as the source map
to compile, either press ctrl+c or select file-compile
uncheck "run quake" too
this helps so much thank you
compgui rules yyeeee
yeah it saves a lot of time
wooow damn dude that is a great use for them
Animated textures when so I can make that portal look nicer
this reminds me of half life 1 in every good way
I always have my best ideas at 3 am
How to have the wavy water
i'm pretty sure you can use these prefixes for textures already
oh yeah remember the meatpit in Urban Turmoil
yeah
oh you mean just animated stuff?
i'm pretty sure ! works too
wait what
they renamed the roles?
wtf nooo
why did they change chad BJ to virgin ae champion
my day is ruined and my disappointment is immeasurable
Large Johnson is dead
he's pretty much alive in our hearts!
does the fgd have an est release date or is it out already?
not out yet
Here is Jakob from DUSK saying "Chungus...big Chungus" https://t.co/0rvbQCcs7H
431
1447
@honest stag you didn't put this in the big chungo mod
i am disappoint
death sounds are 10/10 though
Big Johngus when
somethin somethin
GUI
Yeah cause music is just as important
cause why would you cheese the boss when the music is so good?
Dusk wouldn't be Dusk if not Keepers of the Gate and Anesthetized
cause why would you cheese the boss when the music is so good?
I mean, if you want to cheese the boss you'll cheese it
But music really adds to the fight
that's the agreeable part
agreeable?
brb
ok this word exists, it's ok
lol
learning english with veven, part #№
the only thing i would really like rn is a way for a trigger to make another trigger useable without triggering it right away
i have a room that changes song when you enter, but i want it to change to a different song when you leave the same way you came in
instead i have to create a new exit so i can have another music trigger
hmm
unless you can already do that i wouldnt be suprised
Can't you make it like this? By using 2 triggers?
t1 and t2 are the zones where track 1 and track 2 play
sorry for these scribbles lol
what i want is for the player to enter the room listening to track 1, be in the room listening to track 2, but when they leave the same way they came in track 3 starts instead of track 1
but i dont know of anyway to change triggers as they seem fixed
uhh
I have two solutions
kinda solutions
first: make picking up a key in a room (or whatever you wanted player to do in that room) trigger track 3
again, it's kinda solution
of course the player could accidentally pick up the key while fighting
no actually there's no second
that would be jarring at best
hmm
place key in a little cage? that lower/opens after you finished fighting? idunno
oh oh
?
the problem is
that kinda makes a pasifist playthrough a lot harder
and i am already activly trying to fix that
lol i dont care i misspelled that but that was baaad
I didn't even notice lol
i think a seperate door is really my only option
i think this major update is slowly become a minor overhaul
seperate door, same area
yeah
you can still trigger room music by walking in the first door
unless you close it after the room fight
oh yeah
thats the plan so far
more you go in > door closes > get key > second door opens bc pacifist
also unrelated but why the fuck did i think putting flying enemies in a level where your only weapons are a grenade launcher and a SWORD was a good idea
oh no
that has all of the map making sins
enemies behind you when you spawn in
yeah like that
pits that hurt you by 1 hp every second
without any way to escape
give player a lot less ammo than required to actually kill everyone
omg no
make huge open areas, backtrack from on side of the map to the other and nothing happens during backtracking
also some confusing parts in buildings?
ooh ohh!
make secret doors that are completely indistinguishable from its surroundings
^^^^
and fill secrets with one bullet
oh if we had hitscans
I could abuse their hitscanning ability
mod every enemy to be hitscan
I could abuse their hitscanning ability
plutonia
mod every enemy to be hitscan
That's when scripting is a thing
sorry i dont speak the elder language of boomer
lol i havent played classic doom but ive played quake so i know how much hitscans suck
¯_(ツ)_/¯
so who here likes the gloomwood table
yes
yes
Ok good
yes
Hey duskdevs
Do doubled weapons count as separate weapons?
like, second weapon in slot 2/3
In Dusk's code they're currently treated as a special "mode" for the regular weapon
oh ok
I'm tempted to make it a bit more generic so you can arbitrarily dual wield weapons
pistol/shotgun, etc
Do you load the base content above or below levels
ok thanks
What about textures
Everything
It's all counted as one blob
the base game (sounds, textures, models, etc) is one thing
and then mods can be loaded before or after it
So it doesn't matter?
nope
Coolio
I think the order does matter just from settling in trying to get some mods to work
Oh the order matters yeah, I meant that it doesn't matter what type something is
It'll respect the order that you give it in the modding menu based on directory
Stuff on top has higher priority than stuff on the bottom
So for example if you have the base content on top, nothing can replace textures because the base ones have top priority
Some textures just aren't loading like the treasure bag and the mortar projectiles
yeah afaik you can't replace certain textures rn
i dont think thats textures missing, i think thats a lighting error
Yeah
use your flashlight on them
if the texture is there, that means the lighting is fucked up
(which it likely is)
Also, are you in a campaign level or a custom level
I think some objects turn black in campaign maps currently
Endless mode Cathedral
That'd be why then yeah
oh god endless mode lmao
but yeah, its likely a lighting thing
things that are pitch black are generally unlit, rather than missing texture
Yup, there's actually a grey and white checkerboard texture for missing textures
not a purple-black checkerboard
The cart dogs are invisible and the windigo start out visible
The wendigo thing is known, the cartdog thing is weird because I never touched that object
I tried using the the Crash Bandicoot Kart mod
All the files are in the places they should be I don't know what I'm doing wrong this is my first time
It's likely a bug, not your fault
Thanks for helping me I don't know if it's 1 or 3 o clock
lmao np
is it just me or have custom maps been really laggy after the update?
try a different launch optionm
Reinstall, maybe? It worked for me
Reinstalling doesnt work for me
Would try the launch options if i knew what would help
I buffed the Preistesses hp, there are only supposed to be 2 in the entire level, 1 in this encounter.
Someone make a custom map where its all jumpads 
did something change with how water works? Apparently my enclave map is completely underwater, idk how to fix it. The water is a huge ass brush with "watertex" texture and it's func_water
There haven't been any changes to water
david lagged out on urban turmoil 😔
the map was flawless before this update too performance-wise
didnt have to use the -force-d3d11 launch option before the update either in order to get rid of the flickering
lot of funky stuff happening
i think hes talking about the enemies occasionally stopping in place when they take damage
oh was that not a thing before?
seems like the scientists arent functioning in that regard since the update
didnt have to use the -force-d3d11 launch option before the update either in order to get rid of the flickering
originally d3d11 was the default
oh, alright
it's caused by Unity seemingly having a poor OpenGL implementation, so we'll be restoring D3D11 to default in the hotfix
thanks a lot unity 🤮
anyone know what the entity is for the tree forest sprites?
the sprite looking trees arent entities but a transparent texture
updated taiga
is it possible to change the weapon models?
Does anyone get screen tearing when playing dusk_sdk?
try playing with vsync?
yeah... I tried capping my frame rate with and without vsync and sadly that didn't work.
maybe monitor/display settings?
I didn't think of that let me try 🤔
I found the solution, and the problem I had wasn't even screen tearing.
When i start up the SDK my screen starts flickering, and I have to enter this command to fix it -force-vulkan launch"
I am curious as to what this does, and what the flickering comes from.
as zombie said above, dusk launches in opengl by default after a recent update and unity seems to have shitty opengl support?
i think they said they'll fix it in the next patch
Just sit tight and be cool, I guess
We're gonna be switching the default to directx in the next patch
The promised hotfix 
The product that was promised
So uhm I got a question after the other day's stream
Are the Gloomwood table mods going to get released publicly? 
i can release it if you want lol
is it worth it tho
I know hence the why not :p
still waiting on that hotfix to finally start adding some of the weapon models i made
are prefabs allowed on the mod.io
cause I can just
put the tables brushwork up for people to use
dont see why not
so yall make any good levels for me to speedrun yet?
there's a bunch of good levels, but my friend managed to beat trespasser on duskmare and im not sure in how long but he ran through it
when the only thing in the SDK that is less jank than the vanilla game are the ladders 
they are still quite broken lol
so yall make any good levels for me to speedrun yet?
derailed, urban turmoil, no?
this one: https://dusk.mod.io/blood-gutter
I played it on cero miedo before saves were a thing
plutonia level stuff right here
oh shit the par time for urban turmoil wasn't updated after I altered the plaza fight
pffft its fine you can just skip that bit with an explosion boost or two over the barriers once you get the key
man i wanna fix enclave but I dont know what's causing the problems
Hey, remember windows rules?
If it's not working as intended - reinstall it
Remove all water
see if it helps
if it helped then make new water brush and see how it goes
my solution is stupid but that's the only one I can offer

Yeah I'll try that, thanks :D
does anyone know how to combine 2 brushes using a shortcut? I dün't meen merging brushes(Ctrl+J) i mean just making 2 brushe into 1 brush. E.g combining 2 lines 2 make an L
Ctrl+B I think? let me boot it up and check
nah I was thinking of Ctrl-J
You can't make an L with one brush
cus each brush needs to be convex
engine bullshit
you can try grouping them?
aww man
yea i did
im doing arches and that needs a lot of brushes
so i don't want everyones PC to exploade
wgeb they load map
oh yeah make them a func_detail
I thought i only needed to seal a map if it‘s a quake map.
sealing a map still has effect while compiling to bst - it cuts out all the faces that the player doesnt see
like the outside of the map
pefrormance'n'shit
does anyone know any sites where you can download quake texture wads. Im looking for some sandstone/sand textures.
@sharp trail https://www.quaddicted.com/files/wads/
thanks!
So I'm making this short map based on Pripyat and the Stalker games
Featuring rusty ass Ferris wheels and bumper cars
Brutalist apartment buildings
And more shit coming hopefully
because I'm not trying to make this a super big project
Aye thanks
how does one add change to skybox texture. Not looking for custom skybox textures. I just want to change to a different skybox thats already in the game
I think you just need to do it like with custom skyboxes but using dusk textures
So I'm making this short map based on Pripyat and the Stalker games
Dusk IS stalker inspired in some ways, so yeah
I pretty much enjoy these stalker inspired industrial levels
waiting for ye map 
Brutalist apartment buildings
Imagine a huge level that is mostly a brutalistic apartments floating in the sky or void or something
OH OH
or make it cliff changed
Like it was in dark messiah
it is also possible to make parts of it crumble and fall down on your eyes, like, due to erosion or something
cool free level concepts right here guys ^^^
Behold my abomination
Heresy
Noble Hierarchs,
Surely you must understand that a mod such as that, has to be done
incredible
LOL
ban ban ban ban ban
yo remember we have rules here
- Do not post or discuss the following:
- Anything overtly sexually explicit.
**- Gore or other NSFW imagery. **
**- Serious current real world events. **
- Controversial figures or sites.
- Anything related to racism, sexism, religion, disabilities, politics, ideology, activism, or sexual orientation.
The table is highly controversial 
absolutely
also it's this
- Respect other users. Personal attacks, harassment, and derailing conversation wont be tolerated.
meming table = harassing David

The table is for the joy of everyone else, not for the harassment of David
YOU'RE GONNA SAY THIS IN COURT YE CRIMINAL
IF DAVE FINDS IRE IN THE TABLE, THAT IS ON HIM
EVERYONE LOVES THE TABLE BUT HIM
I shall NOT be accused of such SLANDER
I thought it was a mushroom lol
Screw flat earth, I believe in ugly table earth. 👍
Stop trying to bullshit me like this. It's TABLE everyone can tell
Square earth
Does anyone else have the issue of enemies in a t pose without texture until they see the player, then they become normal?
afaik a good chunk of enemies in dusk t pose before spotting the player
dunno about the texture thing though
Are you able to create moving platforms in Dusk maps yet? What happens if you set a func_door to move horizontally while standing on top of it?
Great, thanks
i dont think you need to use doors for elevators
pretty sure func plat works
its just func elevator that doesnt afaik
or whatever the fuck that was called
Making bloody text in russian for my Pripyat map
100% chance of janky russian because I don't speak it
I just realized I'm basically doing reverse slav-jank
just now realizes you can make dusk mods
realizes thats fuckin stupid because you can mod any game
im trying to put *
@high magnet btw that can mean both a warning for demons and for humans
i suggest a "!" after demons to remove the double meaning
I think I'll just separate the text anyway
@high magnet you missed н in демоны
Oh yeah I guess you're right
Thanks for the heads up, I'll do a full pass on all of the cyrillic before release
I also butchered Lenin's name at one point
I think I wrote it like "Leinn"
What exactly does making brushes func_detail entail?
Like what stops me from turning all of the geometry into func_detail_wall
you'll get vis leaks and the map wont compile correctly
you at least have to have the shell of the map made of world brushes
unless DUSK dont care
Ah I see
Does vis actually matter in Dusk?
nope
not for now at least
and if we're being real - unless you are making a HUGE map, performance isnt really a problem
cmon dusk looks like a game from 98
func_details aren't taken into account when the map gets split up into a bunch of parts, this was the best image I found
Alright thanks you guys
hey, im new to mapping. I was wondering how to get entities that aren't equivalent to quake entities. stuff like rats and wizards which are supposed to use half life entities. How do i get them into trenchbroom?
theres an entities list in the main SDK folder
open it in notepad and copy the name and replace any point entities name with a name in the list and it will appear as the dusk enemy/item/object
also works for brushes like triggers
there is also an FGD
is the fgd somewhere in half life files or in the half life sdk?
he's talking about a custom fgd that has dusk entities
ohh
it's optional and made by community
where would i find it?
i'll drop it here in a moment
thanks so much


you absolute legend