#dusk-modding

1 messages · Page 59 of 1

alpine depot
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this is one of the greatest updates yet

long anchor
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are you releasing update now?

alpine depot
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soon, i have to update derailed too

long anchor
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Then maybe we'll do our part until you're done

alpine depot
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the pain

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the paaaaiiiinnn

gritty forge
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bouncy lights

alpine depot
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i assume bossname only works on the boss enemies?

ancient depot
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yes

alpine depot
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i feel like ive asked this before

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dang

ancient depot
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that'll be fixed with scripting because scripting involves a full rewrite of the AI

alpine depot
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oh boy

ancient depot
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did d3d11 fix performance btw

alpine depot
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yup

still raptor
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luckily dusk ai is very simple

ancient depot
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interesting

long anchor
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Oh yea i forgot to ask about that

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Performance

alpine depot
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kinda lags a bit regardless but Urban Turmoil's a massive fucking map so it's understandable lol

still raptor
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tbh rewriting the gameplay stuff is probably the easiest part of the sdk lol

ancient depot
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itll be improved in due time

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and yeah definitely

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the hard part is getting the assets out of the project

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ESPECIALLY models

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it's hard to automate because every model has like some subtle difference that breaks automation

still raptor
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yep

ancient depot
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I have to do a ton of manual work

long anchor
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Wait you don't have origs?

alpine depot
still raptor
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well he has to fix the originals

ancient depot
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we do, but the animations for many models weren't done in blender

still raptor
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because the originals arent ideal

ancient depot
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or the ingame versions have scaling differences

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etc

long anchor
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Oh okay

ancient depot
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so if we just exported them we'd be missing animations and need to figure out scales etc

alpine depot
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lol models animated in unity confirmed

long anchor
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Vibe check checked

ancient depot
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the leatherneck is the worst one

long anchor
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Best update ever

ancient depot
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okay so

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death animations in dusk are actually an entirely separate object

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the enemy is deleted and a corpse is spawned

long anchor
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Thats why hes not included

ancient depot
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the leatherneck has a subtly different skeleton for both versions

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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

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the location of the chainsaw in the hierarchy also differs

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those subtle differences make it HELL to export, which is why it's one of the few enemies you can't replace so far

long anchor
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Sounds really broken

ancient depot
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turrets and nargle are the others

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nargle doesnt really have issues, it just needs more features in order to work (separate AI, tentacle collision, etc)

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oh my bad I forgot cart dog too

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because turrets and cartdog animate but have no skeletons so I have to generate them

bold orbit
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Jesus

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No wonder you're up at 7am

alpine depot
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alright, time to test out the new and improved derailed

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if it works it's gonna be so badass

alpine depot
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nearly an hour later i got it to work lol

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it seems like the trigger itself doesnt work if you dont trigger it from another trigger using targetname

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if you walk into it, music doesnt play

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but have a trigger_once trigger the trigger_changemusic and it works fine

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oh and also wendigos arent invisible anymore, but they still play the reveal sound and your flashlight still flickers when you first see them

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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

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black phillips walk a bit slower than normal as well

long anchor
alpine depot
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i mean i dont think the idle animation controls their invisibility

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i do notice the soldier t-pose, kinda funny lol

long anchor
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i mean i dont think the idle animation controls their invisibility
it might be it, considering Zom's horror stories about Dusk's models

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wait they can be invisible while not idle

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hmm

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I have no idea how it works but maybe wendigo's invisibility works like a model's effect?

alpine depot
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aight gamers, derailed and urban turmoil have been updated 😎

ancient depot
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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

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I have a hunch about the wendigo, itll be looked into

bold orbit
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Good ol deer

hard pollen
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Oh shit custom models in DUSK?

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I know what I'm gonna do.

bold orbit
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What?

hard pollen
gritty forge
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He be goin

long anchor
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vibin'

bold orbit
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What

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What is that

gritty forge
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It's him

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the chef

bold orbit
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I require context

gritty forge
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IT'S HATSUS CHEF

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thats it

bold orbit
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Ok

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NOW I SEE IT

bold orbit
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can chomper survive out of water

ancient depot
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yeah chompers will transform into flying enemies out of water iirc

bold orbit
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oh

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ok

tepid python
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I hope someone replaces the chomper model with a bird now

ancient depot
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not even sure if I wanna fix it tbh

tepid python
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its a feature

bold orbit
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I was hoping he'd just slide along the ground like a wormywoo but I can work with a birdfish

unique ocean
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Cant wait for someone to implemet HDusk models now

honest stag
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jeez could you imagine if dusk was made with mod support in mind initially

bold orbit
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the best part about compiling your dusk map

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is that the geometry and map itself compiles in 30 seconds

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but the lighting takes all day

alpine depot
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lol i feel that pain so much

coral beacon
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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?

bold orbit
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Do you have the fgd?

coral beacon
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whats fgd?

bold orbit
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are you using trenchbroom or jack

coral beacon
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trenchboom

bold orbit
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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

coral beacon
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ok trying something now

bold orbit
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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

coral beacon
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thx it worked!

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hey so around when i stopped mapping costum skyboxes were introduced how do i use them?

honest stag
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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

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"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"

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the file names are anything obviously

coral beacon
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ok thanks!

coral beacon
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didnt work :(

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wait lemme check that it isnt a stupid mistake on my part

honest stag
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it does screw up sometimes

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just make sure to not have the quotes

coral beacon
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ok i forgot to add .png nv

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oh btw i speedran my 3 levels with a final time of 5:40

honest stag
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set a dev part time then

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par time*

coral beacon
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wait you can do that? wow awsome! how do i do that?

honest stag
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it's a worldspawn property, "par" to be specific

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and then the time in hh.mm.ss

subtle trellis
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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

honest stag
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make sure there are no duplicate brushes inside of each other

subtle trellis
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hmm no dups that are intersecting

honest stag
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yes like inside of each other

subtle trellis
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It's like a soft flash across the screen every second or so

honest stag
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delete 1 brush, see if there is another inside of it

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yeah sounds like z-fighting

coral beacon
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is it texture thats glitching or is it generely everywere

subtle trellis
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There is a white sort of flashing, seems like lights

coral beacon
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hmm that seems.. new

honest stag
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im 10000% sure it's z-fighting cuz there are duplicate brushes
...99% sure

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did you delete a brush that was flashing?

coral beacon
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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

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mybe its just something diffrent also not that into mapping as vriska

subtle trellis
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I removed all the lights, then added one and it is flickering

coral beacon
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hmm

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can you send me the map file?

subtle trellis
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I sent you the map

honest stag
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can i look at it as well?

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the .map file that is

coral beacon
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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?

honest stag
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there are different launch options so might try those out

alpine depot
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i know just the launch option, 1 sec

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run the sdk with launch options -force-d3d11

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i had the same issue

coral beacon
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oh thx

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my chomper texture was the one for the boneball to lmao

subtle trellis
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-force-d3d11 totally fixed it!

floral falcon
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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

honest stag
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F

high magnet
honest stag
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didnt someone make a jet that looked almost exactly like this a while ago

tepid python
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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?

bold orbit
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Is there a difference when the engine is Unity

tepid python
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yes

bold orbit
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I'm pretty sure zom said that anything that can be adjustable will be(?)

gritty forge
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Yes it'll be on the NewBlood github

still raptor
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Yep, open source is the plan

bold orbit
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Inb4 we get dusk total conversions

still raptor
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yeah, i mean, the hope is when its done, people can use it as a framework for whatever they want

bold orbit
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Would it be possible for a commercial release of a dusk total conversion or would it using Unity complicate that

tepid python
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pog Dusk on Android will be possible

still raptor
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in theory

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but youd have to do a LOT of modification

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it wont be as simple as pressing build

long anchor
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yeah, i mean, the hope is when its done, people can use it as a framework for whatever they want
duskball

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multiplayer soccer or whatever

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oh oh

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quest for dusk

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giant mmo with BJ as main antagonist

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ok my seizures of stupidty are over

upper veldt
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bj?

bold orbit
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Blazko

gritty forge
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This means that in 20 years we can have GZDUSK

uneven rose
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lol

small gate
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Brutal HDusk, on only GZDusk

upper veldt
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wouldnt running hdusk with brutal dusk result in getting instakilled by fork maidens though

small gate
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that's the entire point of it tho

alpine depot
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tried all my wads to no avail

still raptor
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I think you're missing you're palette

alpine depot
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i mean, it says it loads it

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o shit nvm

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lol

cosmic bridge
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Hey, is there a way to script a map to where the music changes once an enemy is aggro'd? Just out of curiosity

coral beacon
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no i dont think so...

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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

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also chompers have the texture of boneballs and cartdogs are invisible

cosmic bridge
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ok, I figured as much

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thanks

naive otter
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guys

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Faith need to be in the videogame

uneven rose
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when does V1 get their character mod

alpine depot
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i had the idea of putting the swordsmachine as the priestess lol

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v1 as jakob????

coral beacon
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can i get help with my sdk version thnks

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i reinstalled and it didnt work

alpine depot
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whats your problem?

coral beacon
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see up there wehere the vi dis

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vid is*

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please

alpine depot
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thats weird

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i think these issues are the same for everyone

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like, i'm experiencing a problem where wendigos aren't invisible anymore

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and a bunch of animations are acting weird, like they're faster or slower than normal

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or only play once (like the guardian's firing animation)

coral beacon
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yea and how do you fux them?

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fix*

alpine depot
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wait for an update i guess

ancient depot
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Yeah these are known problems, it'll be fixed, the random cube is Dusk's equivalent of the error model

alpine depot
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no error model

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😔

ancient depot
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Technically I could add support for one

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so the cube would become the error model for the error model

alpine depot
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lol that'd be funny

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modding in error replacements

sturdy tide
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make it an H

alpine depot
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man i cant wait to go absolutely NUTS with changemusic

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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

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because all of the abrupt cuts to silence in my maps are kinda funky

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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

long anchor
honest stag
long anchor
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POG

honest stag
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i actually have that error replacement mod permanently on my GM

long anchor
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Same

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You're the history now

honest stag
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we're

long anchor
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If you say so

ancient depot
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@alpine depot I'll look into adding that for sure

honest stag
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after all the model work is done, could we get a place_model feature for maps? 👀

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actually i dont remember the name of the function

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but yeah the thing that just places a custom model

ancient depot
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that's the plan

haughty marten
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did they change the beta access code?

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oohatinybarn doesn't work for me

ivory magnet
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Still the same

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Remember to select the correct branch after entering the access code

ancient depot
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The SDK branch is no longer passworded

haughty marten
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wait never mind

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i got it

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now i can't find the file

honest stag
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what file are you looking for?

haughty marten
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welp nvm again

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im dumb

honest stag
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have fun with mods :)

honest stag
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also time to add the "model" category into the dusk mods website lol

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ALSO

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since the sword has additional animations being block and charge, how does one name them while exporting the model?

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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

ancient depot
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atm those are Block, Parry, Charge & Stab

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but it may change

alpine depot
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trying to nail some moody lighting, NEEDS MORE SHADOW though

mortal narwhal
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try removing the light key in your worldspawn @alpine depot

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It looks like your map has a minimum light value anyways

alpine depot
tepid python
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too much light

alpine depot
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itd be better if i had fog

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and also more skyboxes

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im gonna look for the latter now actually

sharp trail
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you can see part of the skybox through the dead tree texture on the right

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but other than that it looks neat

alpine depot
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yeah ill sort that out easy once the rest of the map is done

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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

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or smth like that

still raptor
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remind us to look at fog again

alpine depot
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ok

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look at fog again :)

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from what i could tell you got it really close already which is damn neat

still raptor
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thats something thats incredibly easy to add, but the problem is more about making it compatible with existing fog systems

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quake/hl/etc

alpine depot
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im more excited for the weapons hotfix than fog rn lol

still raptor
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we could add a fog key to worldspawn in like 10 minutes

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but itd just be dusk specific and not work correctly for quake/hl

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which means we would have to undo the work when we go to actually make it compatible

alpine depot
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with all the work you're putting into the SDK someone could probably make an actual standalone game out of it eventually

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mega hyped for more updates 😎

gritty forge
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Freedusk when?

upper veldt
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what would all the free assets look like doe

still raptor
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That will be doable when the sdk is open sourced

gritty forge
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Does the sdk support paper models?

ancient depot
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Like doom sprites?

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That's planned, but not supported right now

gritty forge
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paper models

small gate
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dudes out here shooting paper mario goomba smh

bold orbit
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We aint never getting another ttyd

cosmic bridge
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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

onyx marten
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uhh you would need a func_counter for that, I think we have that? I'm not sure

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@cosmic bridge yeah we have that, here's how I set it up in a map of mine

ancient depot
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we have trigger_counter yeah

alpine depot
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A quick rundown of how you do it:

  1. Add a trigger_counter point entity. Have this entity target whatever you want to break when the sequence completes, in your case a func_breakable; so set the trigger_counter's target to be the targetname of the func_breakable.

  2. Add a targetname to the trigger_counter. For this example I'm gonna call it counterBreak to fit your intentions better. Add a count key value with the number of enemies you'll have in the room. If you'll spawn in four enemies, set count to 4.

  3. In your enemies, set their target key values to be the targetname of the trigger_counter, so set it to counterBreak.

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not sure if im missing something

gritty forge
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Nice

cosmic bridge
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Alright, thanks for that, just what I needed

alpine depot
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😎

static lintel
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if i wasnt dumb

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i would like

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recreate hotline miami in dusk

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since duskmare is moslty 1 shot

honest stag
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it's broken but hmmm

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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

bold orbit
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Pogdog

gritty forge
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ive got some cool concepts for mods but i have no programming experience

honest stag
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scripting isnt availible yet and wont be for a while, so might as well start learning eh?

tepid python
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Blender always looks like witchcraft

sharp trail
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i wish i could just create models with trenchbriim

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oom*

still raptor
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You can

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trenchbroom has an export to obj function

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\which can then be converted to iqm pretty easily

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the main problem is you cant texture or animate or do uvs in tb

bold orbit
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wait, you can't adjust brush UVs in TB?

alpine depot
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@long anchor made this and it's art

bold orbit
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duke nukem has taken some weird turns

alpine depot
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"HELL I'D STILL HIT IT"

tepid python
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stop it

long anchor
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beer books is wonderful place

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these monsters made me draw bikini and watch vacuum cleaner commercials

bold orbit
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I did nothing

long anchor
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yeah cause you're not a beer books member

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yet

lyric swallow
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"SHAKE EM BABY"

lyric swallow
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where can i find the sdk?

still raptor
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branch on steam

honest stag
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hey will we get mortar grenade/rivet models to replace?

alpine depot
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i wanna replace the grenades with vacuum cleaners

gritty forge
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Big John balls

toxic jolt
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cuz you know who doesnt

static lintel
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hdusk r3al???

spice geyser
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So do I just get dusk mods on the steam workshop

long anchor
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Nope, there's no workshop support yet

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you get mods from https://dusk.mod.io/

mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

spice geyser
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Ah

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Well the mods look..... interesting

honest stag
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lmao
for now most of the quality dusk content is the levels

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so i suggest checking those out

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also the weapon sounds reimagined mod is VERY VERY good

spice geyser
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N i c e

long anchor
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also the weapon sounds reimagined mod is VERY VERY good
++++

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Don't play Lower tho

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It's so outdated

alpine depot
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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!

long anchor
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heh

alpine depot
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sadly no bikini update for cowbabe tho

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waiting for the epic weapons hotfix so we can get cool shit with that

long anchor
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in my case I'm 100% serious, after recent updates visuals in Lower are broken lol

alpine depot
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Urban Turmoil lags like hell on my machine after the latest update

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really weird

long anchor
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it's not like it's unplayable but it looks like garbage now

alpine depot
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it ran almost flawlessly beforehand

long anchor
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Urban Turmoil lags like hell on my machine after the latest update
really weird
-force-d3d11?

alpine depot
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its definitely playable still but I worry that lower-end systems might struggle a bit

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I did that, still persisting

long anchor
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oh I see

alpine depot
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every other map runs fine tho

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so its just UT

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really odd

long anchor
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¯_(ツ)_/¯

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beer books

alpine depot
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eh whatever

lyric swallow
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is there a mod manager for dusk?

honest stag
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nope

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you dont really need one considering you enable-disable mods in the menu

still raptor
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Yeah, the game is the mod manager

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And that'll be made better when we integrate mod.io and the workshop

gritty forge
unique ocean
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What is the process for music now?

honest stag
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probably the same, but if you want the music to change you gotta use the trigger_changemusic thing

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and then just point it to the other track like you would in the worldspawn

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talkin out of my ass tho

alpine depot
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just add a music keyvalue in the trigger entity itself

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and do your path to music

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for example i did music/mines_action.ogg for when i changed music to the action track from the mine

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the music file should be in your mod's folder though in the correct path of course

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setting a music track on worldspawn will play that track when you first load the map

worn umbra
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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

honest stag
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Make sure the paths are all correct
Game path included

worn umbra
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yeah just realized it might not even be loading some of the quake stuff

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started a new map, quake stuff is fixed but it still wont let the wad in

honest stag
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What do you mean by not loading in?
Textures are black or the wad isnt adding? Is there an error?

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Are you sure you're putting the wad in texture collections and the texture viewer

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Not the texture viewer*

worn umbra
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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

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ive tried putting it the texture viewer but that doesnt do anything

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when i hover it over the main editing window it says it will copy but still wont do anything

honest stag
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Nope

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Alright open the face tab

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At the very bottom, in texture collections, click "show" on thr right

worn umbra
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oh

honest stag
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Then drop your wad in there

worn umbra
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thanks

honest stag
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👍

unique ocean
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do we have a list of all the music files on the wiki yet?

honest stag
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a list of music files? you can just get the soundtrack tho

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or look in the folders

unique ocean
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ah tru

ancient depot
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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

unique ocean
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Guess my main priority now is to see what tracks fit my level the best

honest stag
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oh also i wanted to ask something about animations

unique ocean
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Do I put the music value on the worldspawn for it to play at the start?

ancient depot
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yes

honest stag
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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?

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kind of a loaded question i know

unique ocean
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And the modfolder structure is (modfolder)/music/(filename)

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correct?

ancient depot
#

It can be whatever structure you want, it doesn't have to be in a music folder but we recommend it for organization

honest stag
#

or maybe have some animation variety in single guns

ancient depot
#

And currently it's the same model and it gets repositioned

unique ocean
#

no i mean in the map editor

ancient depot
#

As in, what you put in worldspawn?

#

music/mysong.ogg

alpine depot
#

You don't specify the mod folder root

unique ocean
#

thank

honest stag
#

yeah but like the pistols cycle the animation between left and right, and clicking once wont result in the second pistol firing

alpine depot
#

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

ancient depot
#

That's a behavioural change so it'd require scripting

honest stag
#

ah alright
so like when you add a pistol replacement it will work fine by itself when dual-wielded?

ancient depot
#

Currently, yes

honest stag
#

alright good to hear

alpine depot
#

I wanna dual-wield riveters :)

ancient depot
#

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

unique ocean
#

was the light value in worldspawn edited at all?

ancient depot
#

It's supported now, that's all that changed

#

Before it did nothing

unique ocean
#

ah I see

alpine depot
#

you can add a value to light to have a default light value globally now

#

so makeshift fullbright

unique ocean
#

odd

#

music isnt working

#

let me see here

#

oh I see the issue I think

honest stag
#

dont forget to turn up the music lol
happens sometimes

unique ocean
#

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?

ancient depot
#

Whole map

#

I'll probably add trigger_queuemusic for the latter

gritty forge
#

cultist shower scene

gritty forge
#

Thanks zombie very cool

bold orbit
#

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?

bold orbit
#

tyvm

honest stag
#

hotfix
plz? jk... unless??

ancient depot
#

Hotfix'll probably be out over the next few days but not tomorrow ||because it's my birthday||

honest stag
#

OOOOOOOOHHHHHHHHHH

#

HAPPY BORTHDAY MY MAN

ancient depot
#

lmao

alpine depot
#

oh shit happy birtsdhay!

#

birthdya!@

honest stag
#

or like, the upcoming brithday lol

alpine depot
#

you get the idea i cant spell :(

#

birthday!

#

there we go!

#

yeah!!!!!

#

old man zombie 😔

ancient depot
#

birthdya!@

#

yeah I'm gonna be 21, it's kinda frightening

alpine depot
#

woahhh double digits

#

congrats my man

honest stag
#

oh hey i turned 21 like 2 weeks ago

#

it's not as scary

ancient depot
#

I swear someone made the double digits joke before too

onyx marten
#

ayeeeeeeeeeeeeee happy birthday

ancient depot
#

danke

alpine depot
#

they grow up so fast 😔

onyx marten
#

gerngeschehen

hard pollen
#

Happy Birthday Zombie.

ancient monolith
#

Happy birthday!

ancient depot
#

thanks guys

ancient monolith
#

Give it a year or so and you'll have to give actual thought before you can respond to "How old are you?"

ancient depot
#

I don't even want to imagine it lmao

worn umbra
#

too bad happy birthday

solid isle
#

Hap birthday!
I turned 22 a few weeks ago, anything after 21 is kind of lame tbh, so enjoy it!

alpine depot
#

i cant wait to be able to say "back in my day a pickle was the funniest shit i'd ever seen"

mortal narwhal
#

Birthday pickle. Happy birthday! 🎂

long anchor
#

Happy BJ BD!

#

Hope Zom gets some sleep on his bd

worn umbra
#

uhh

#

why are wendigos visible

long anchor
#

we don't know

#

Hotfix'll probably be out over the next few days but not tomorrow because it's my birthday

gritty forge
#

Happy birthday zombo

ancient depot
#

danke

#

and yeah the wendigo thing is a bug caused by custom models

#

it'll be fixed

gritty forge
#

I didn't know you were younger then me

sharp trail
#

Happy Birthday!

gritty forge
#

Happy Birthday.

ancient depot
#

Thanks!

desert crane
#

WHERE ARE MY CUSTOM MODELS

#

AND HD MODELS

alpine depot
#

WHERE ARE THE DOOM SPRITE REPLACEMENT MODS

honest stag
#

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

tepid python
#

I think models are gonna be slow because it's quite a step up from mapping(atleast I think so)

honest stag
#

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

bold orbit
#

Happy birthday Zom

unique ocean
#

With models in H-Dusk crawls one inch closer

gritty forge
#

is there a mod that adds a skeleton model to the game, preferably using the bone assets that are already included?

honest stag
#

as which enemy? i can try making one

gritty forge
#

perhaps as the wendigo?

worn umbra
alpine depot
#

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

worn umbra
#

QBSP is still trying to convert it

desert crane
#

we need big chungus

alpine depot
#

yes we do

still raptor
#

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

worn umbra
#

they werent when i saved it

#

also QBSP is still loading

#

its been ~35 minutes

still raptor
#

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

worn umbra
#

i would but

still raptor
worn umbra
#

everything is grouped

still raptor
#

i think you can convert a group?

worn umbra
#

and i dont know if its just me but i cant convert groops to func_anything

still raptor
#

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

worn umbra
#

ill do a combination of making the forest a lot more spread out, while also offsetting it so no triangle chef boyardee

honest stag
#

i have sinned

worn umbra
#

No, you have done the opposite, you have created the true image of god.

still raptor
#

did you at least include the sounds

bold orbit
#

Vriska

#

Why

#

I mean

#

It's beautiful

#

Yet, terrible

#

What the welder was before, is insignificant, what it is now, is incomprehensible

alpine depot
#

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

worn umbra
#

oh god what does cradius sound like

desert crane
#

FINALLY

#

I CAN PLAY DUSK

worn umbra
honest stag
#

try compiling it as bsp2

#

dusk supports it the same, you just have more "space" in terms of brush limits

worn umbra
#

wasn't sure about compatability with bsp2 as ive only heard of dusk supporting bsp but ill try it

honest stag
#

i've been compiling my maps as .bsp2 since uhhh febuary

#

no issues at all

gritty forge
#

Oh god

worn umbra
#

turns out i have no clue how to make qbsp compile bsp2

honest stag
#

what compiling tools are you using?

#

if it's ericw's, do you use the gui?

worn umbra
#

w

#

what gui what

honest stag
#

there is a custom gui made for ericw's compiling tools, makes it a bit cleaner to look at

#

this thing

worn umbra
#

omg

#

ive just been dropping the .maps into qbsp directly

honest stag
#

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

worn umbra
#

this helps so much thank you

long anchor
#

compgui rules yyeeee

honest stag
#

yeah it saves a lot of time

unique ocean
#

I had a little idea for func rotating doors

honest stag
#

wooow damn dude that is a great use for them

unique ocean
#

Animated textures when so I can make that portal look nicer

worn umbra
#

this reminds me of half life 1 in every good way

unique ocean
#

I always have my best ideas at 3 am

unique ocean
#

How to have the wavy water

honest stag
#

sploosh

#

is that even a thing that's supported

long anchor
#

oh yeah remember the meatpit in Urban Turmoil

#

yeah

honest stag
#

oh you mean just animated stuff?

long anchor
#

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

solid isle
#

Large Johnson is dead

long anchor
#

he's pretty much alive in our hearts!

worn umbra
#

does the fgd have an est release date or is it out already?

honest stag
#

not out yet

frank mantle
#

@honest stag you didn't put this in the big chungo mod

#

i am disappoint

#

death sounds are 10/10 though

#

Big Johngus when

gritty forge
#

somethin somethin

GUI

worn umbra
#

oh wow musicchange made my map 10x better

#

suprisingly it kinda helped the gameplay

long anchor
#

Yeah cause music is just as important

worn umbra
#

cause why would you cheese the boss when the music is so good?

long anchor
#

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

worn umbra
#

lol

long anchor
#

learning english with veven, part #№

worn umbra
#

the only thing i would really like rn is a way for a trigger to make another trigger useable without triggering it right away

long anchor
#

uhhh

#

I'm not quite sure wdym here

worn umbra
#

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

long anchor
#

hmm

worn umbra
#

unless you can already do that i wouldnt be suprised

long anchor
#

t1 and t2 are the zones where track 1 and track 2 play

#

sorry for these scribbles lol

worn umbra
#

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

long anchor
#

yes

#

gotcha

worn umbra
#

but i dont know of anyway to change triggers as they seem fixed

long anchor
#

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

worn umbra
#

of course the player could accidentally pick up the key while fighting

long anchor
#

no actually there's no second

worn umbra
#

that would be jarring at best

long anchor
#

hmm

#

place key in a little cage? that lower/opens after you finished fighting? idunno

#

oh oh

worn umbra
#

?

long anchor
#

trigger new track by using counter

#

kill everyone = new track

worn umbra
#

the problem is

#

that kinda makes a pasifist playthrough a lot harder

#

and i am already activly trying to fix that

long anchor
#

oh damn

#

I absolutely forgot that Dusk has awards

worn umbra
#

lol i dont care i misspelled that but that was baaad

long anchor
#

I didn't even notice lol

worn umbra
#

i think a seperate door is really my only option

#

i think this major update is slowly become a minor overhaul

long anchor
#

seperate door to the other part of the map?

#

oh hmm

worn umbra
long anchor
#

yeah

#

you can still trigger room music by walking in the first door

#

unless you close it after the room fight

#

oh yeah

worn umbra
#

thats the plan so far

long anchor
#

you go in > door closes > you win > second door opens

#

like that?

worn umbra
#

more you go in > door closes > get key > second door opens bc pacifist

long anchor
#

oh sure

#

forgot already

worn umbra
#

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

long anchor
#

for funny

#

Oh hmm

#

I have a terrible idea

#

What if I make a map

worn umbra
#

oh no

long anchor
#

that has all of the map making sins

worn umbra
#

enemies behind you when you spawn in

long anchor
#

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

worn umbra
#

omg no

long anchor
#

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?

worn umbra
#

ooh ohh!

#

make secret doors that are completely indistinguishable from its surroundings

long anchor
#

^^^^

#

and fill secrets with one bullet

#

oh if we had hitscans

#

I could abuse their hitscanning ability

worn umbra
#

mod every enemy to be hitscan

long anchor
#

I could abuse their hitscanning ability
plutonia

#

mod every enemy to be hitscan
That's when scripting is a thing

worn umbra
#

sorry i dont speak the elder language of boomer

long anchor
#

okay :c

#

I mean i'm not a boomer, i just played plutonia experiment

worn umbra
#

lol i havent played classic doom but ive played quake so i know how much hitscans suck

long anchor
#

¯_(ツ)_/¯

bold orbit
#

so who here likes the gloomwood table

tepid python
#

yes

alpine depot
#

yes

unique ocean
#

yes

#

its ugly as sin

bold orbit
#

Ok good

long anchor
#

yes

#

Hey duskdevs

#

Do doubled weapons count as separate weapons?

#

like, second weapon in slot 2/3

ancient depot
#

In Dusk's code they're currently treated as a special "mode" for the regular weapon

long anchor
#

oh ok

ancient depot
#

I'm tempted to make it a bit more generic so you can arbitrarily dual wield weapons

#

pistol/shotgun, etc

long ledge
#

Do you load the base content above or below levels

ancient depot
#

That's going into scripting territory though

#

Below, but you can reorder it

long anchor
#

ok thanks

long ledge
#

What about textures

ancient depot
#

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

long ledge
#

So it doesn't matter?

ancient depot
#

nope

long ledge
#

Coolio

#

I think the order does matter just from settling in trying to get some mods to work

ancient depot
#

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

long ledge
#

Some textures just aren't loading like the treasure bag and the mortar projectiles

long anchor
#

yeah afaik you can't replace certain textures rn

still raptor
#

i dont think thats textures missing, i think thats a lighting error

ancient depot
#

Yeah

still raptor
#

use your flashlight on them

#

if the texture is there, that means the lighting is fucked up

#

(which it likely is)

ancient depot
#

Also, are you in a campaign level or a custom level

#

I think some objects turn black in campaign maps currently

long ledge
#

Endless mode Cathedral

ancient depot
#

That'd be why then yeah

still raptor
#

oh god endless mode lmao

ancient depot
#

Endless mode is like

#

not even tested in the SDK right now lol

long anchor
#

oh it wasn't about replacing textures

#

oopsies

#

soory

still raptor
#

but yeah, its likely a lighting thing

#

things that are pitch black are generally unlit, rather than missing texture

ancient depot
#

Yup, there's actually a grey and white checkerboard texture for missing textures

long anchor
#

not a purple-black checkerboard

long ledge
#

The cart dogs are invisible and the windigo start out visible

ancient depot
#

The wendigo thing is known, the cartdog thing is weird because I never touched that object

long ledge
#

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

ancient depot
#

It's likely a bug, not your fault

long ledge
#

Thanks for helping me I don't know if it's 1 or 3 o clock

ancient depot
#

lmao np

worn umbra
#

is it just me or have custom maps been really laggy after the update?

honest stag
#

try a different launch optionm

bold orbit
#

Reinstall, maybe? It worked for me

alpine depot
#

yeah it's happened to me too

#

really weird

worn umbra
#

Reinstalling doesnt work for me

#

Would try the launch options if i knew what would help

worn umbra
elfin bear
#

Someone make a custom map where its all jumpads oofeyes

onyx marten
#

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

ancient depot
#

There haven't been any changes to water

alpine depot
#

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

honest stag
#

also david complained a lot about hitstop

#

whatever that is

alpine depot
#

i think hes talking about the enemies occasionally stopping in place when they take damage

honest stag
#

oh was that not a thing before?

alpine depot
#

seems like the scientists arent functioning in that regard since the update

ancient depot
#

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

alpine depot
#

oh, alright

ancient depot
#

it's caused by Unity seemingly having a poor OpenGL implementation, so we'll be restoring D3D11 to default in the hotfix

alpine depot
#

thanks a lot unity 🤮

shrewd python
#

anyone know what the entity is for the tree forest sprites?

honest stag
#

the sprite looking trees arent entities but a transparent texture

shrewd python
#

ahh gotcha

#

thanks

sharp trail
#

@elfin bear do it yourself

#

Mapping for dusk is very easy to get into

worn umbra
#

updated taiga

broken swift
#

is it possible to change the weapon models?

still raptor
#

it will be in a future patch

#

(soon actually)

nimble flume
#

Does anyone get screen tearing when playing dusk_sdk?

honest stag
#

try playing with vsync?

nimble flume
#

yeah... I tried capping my frame rate with and without vsync and sadly that didn't work.

worn umbra
#

maybe monitor/display settings?

nimble flume
#

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.

honest stag
#

as zombie said above, dusk launches in opengl by default after a recent update and unity seems to have shitty opengl support?

worn umbra
#

i think they said they'll fix it in the next patch

bold orbit
#

Just sit tight and be cool, I guess

still raptor
#

We're gonna be switching the default to directx in the next patch

honest stag
#

The promised hotfix fatrat

bold orbit
#

The product that was promised

dawn raptor
#

So uhm I got a question after the other day's stream

#

Are the Gloomwood table mods going to get released publicly? peek

honest stag
#

i can release it if you want lol
is it worth it tho

dawn raptor
#

I mean -

#

There's vacuum goats already

honest stag
#

oh hey i made that too
alright i guess why not

#

it's packed already anyway

dawn raptor
#

I know hence the why not :p

dawn raptor
#

salute you absolute legend

#

Imagine NUTS.WAD but every enemy is the Gloomwood Table galaxy

honest stag
#

still waiting on that hotfix to finally start adding some of the weapon models i made

gritty forge
#

We need more Gloomwood stuff in Dusk.

#

As mods

bold orbit
#

are prefabs allowed on the mod.io

#

cause I can just

#

put the tables brushwork up for people to use

honest stag
#

dont see why not

cunning fulcrum
#

so yall make any good levels for me to speedrun yet?

honest stag
#

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

cunning fulcrum
#

when the only thing in the SDK that is less jank than the vanilla game are the ladders uglytable

honest stag
#

they are still quite broken lol

long anchor
#

so yall make any good levels for me to speedrun yet?
derailed, urban turmoil, no?

#

I played it on cero miedo before saves were a thing

#

plutonia level stuff right here

alpine depot
#

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

onyx marten
#

man i wanna fix enclave but I dont know what's causing the problems

long anchor
#

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

onyx marten
#

Yeah I'll try that, thanks :D

sharp trail
#

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

gritty forge
#

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?

sharp trail
#

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

gritty forge
#

oh yeah make them a func_detail

long anchor
#

^

#

but don't forget that funcs won't seal the map

sharp trail
#

I thought i only needed to seal a map if it‘s a quake map.

honest stag
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sealing a map still has effect while compiling to bst - it cuts out all the faces that the player doesnt see

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like the outside of the map

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pefrormance'n'shit

sharp trail
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does anyone know any sites where you can download quake texture wads. Im looking for some sandstone/sand textures.

honest stag
sharp trail
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thanks!

high magnet
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So I'm making this short map based on Pripyat and the Stalker games

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And more shit coming hopefully soon because I'm not trying to make this a super big project

hoary juniper
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S.N.U.S.K

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but for real, its looking pretty neat

high magnet
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Aye thanks

sharp trail
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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

long anchor
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I think you just need to do it like with custom skyboxes but using dusk textures

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So I'm making this short map based on Pripyat and the Stalker games
Dusk IS stalker inspired in some ways, so yeah

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I pretty much enjoy these stalker inspired industrial levels

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waiting for ye map Shotty

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Brutalist apartment buildings
Imagine a huge level that is mostly a brutalistic apartments floating in the sky or void or something

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OH OH

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or make it cliff changed

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it is also possible to make parts of it crumble and fall down on your eyes, like, due to erosion or something

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cool free level concepts right here guys ^^^

bold orbit
verbal peak
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Heresy

bold orbit
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Noble Hierarchs,

Surely you must understand that a mod such as that, has to be done

gritty forge
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incredible

ancient depot
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LOL

long anchor
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ban ban ban ban ban

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yo remember we have rules here

#
  1. 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.
verbal peak
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The table is highly controversial hmm

long anchor
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absolutely

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also it's this

  1. Respect other users. Personal attacks, harassment, and derailing conversation wont be tolerated.
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meming table = harassing David

bold orbit
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The table is for the joy of everyone else, not for the harassment of David

long anchor
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YOU'RE GONNA SAY THIS IN COURT YE CRIMINAL

bold orbit
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IF DAVE FINDS IRE IN THE TABLE, THAT IS ON HIM
EVERYONE LOVES THE TABLE BUT HIM

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I shall NOT be accused of such SLANDER

wanton bolt
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I thought it was a mushroom lol

cunning fulcrum
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Screw flat earth, I believe in ugly table earth. 👍

last talon
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Stop trying to bullshit me like this. It's TABLE everyone can tell

gritty forge
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Square earth

subtle trellis
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Does anyone else have the issue of enemies in a t pose without texture until they see the player, then they become normal?

high magnet
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afaik a good chunk of enemies in dusk t pose before spotting the player

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dunno about the texture thing though

honest stag
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the latest update screwed that up

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so yeah wait for a hotfix

tulip crown
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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?

honest stag
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you move
that's how we make elevators for now

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by func_doors

tulip crown
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Great, thanks

still raptor
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i dont think you need to use doors for elevators

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pretty sure func plat works

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its just func elevator that doesnt afaik

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or whatever the fuck that was called

high magnet
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100% chance of janky russian because I don't speak it

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I just realized I'm basically doing reverse slav-jank

neon cargo
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just now realizes you can make dusk mods

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realizes thats fuckin stupid because you can mod any game

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im trying to put *

honest stag
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@high magnet btw that can mean both a warning for demons and for humans
i suggest a "!" after demons to remove the double meaning

high magnet
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I think I'll just separate the text anyway

long anchor
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@high magnet you missed н in демоны

high magnet
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Oh yeah I guess you're right

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Thanks for the heads up, I'll do a full pass on all of the cyrillic before release

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I also butchered Lenin's name at one point

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I think I wrote it like "Leinn"

long anchor
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lel

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you didn't see that

high magnet
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What exactly does making brushes func_detail entail?

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Like what stops me from turning all of the geometry into func_detail_wall

solid isle
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you'll get vis leaks and the map wont compile correctly

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you at least have to have the shell of the map made of world brushes
unless DUSK dont care

high magnet
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Ah I see

high magnet
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Does vis actually matter in Dusk?

honest stag
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nope

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not for now at least

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and if we're being real - unless you are making a HUGE map, performance isnt really a problem

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cmon dusk looks like a game from 98

gritty forge
high magnet
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Alright thanks you guys

odd harbor
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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?

worn umbra
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theres an entities list in the main SDK folder

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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

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also works for brushes like triggers

bold orbit
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there is also an FGD

odd harbor
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is the fgd somewhere in half life files or in the half life sdk?

honest stag
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he's talking about a custom fgd that has dusk entities

odd harbor
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ohh

honest stag
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it's optional and made by community

odd harbor
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where would i find it?

honest stag
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i'll drop it here in a moment

odd harbor
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thanks so much