#dusk-modding

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honest stag
odd harbor
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ty โค๏ธ

elfin bear
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is it possible to view the ingame campaign dusk levels in trenchbroom to get a better idea of things?

long anchor
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nope :c

honest stag
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and probably wont be for a while

long anchor
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although maybe some of the user made maps have .map included

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Hey Vriska

honest stag
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h

long anchor
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Did we include trespasser.map in the archive

honest stag
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i dont think so but maybe?

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i'll look and add it if we didnt

long anchor
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aight thanks

honest stag
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but yeah you'd probably be better off asking custom map devs for their .map files or simply looking through some of them for those files
all maps by mcclone have them for example

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also yeah trespasser has a .map

long anchor
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oh ok

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so yeah, @elfin bear you can check user maps

odd harbor
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damn learning new skill do be hard

honest stag
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As long as you have dumptruck_ds tutorials by your side it should be pretty simple

long anchor
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I'm surprised Vriska didn't mention Blender lol

odd harbor
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yeah im not stuck or anything. picking up a new art form is always strange for a moment since you're used to being able to get your ideas out without barriers

honest stag
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feel free to pop any questions here - most of us started from 0 too

odd harbor
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thanks!

tepid python
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most of us are still at 0

odd harbor
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so there are point lights and spotlights, but where are directional lights?

honest stag
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i dont think directional lights are a thing in quake tho?

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we mostly use trickery with point lights to reach that effect

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oh but you can use _sunlight key on worldspawn for a huge directional light from sky brushes

odd harbor
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damn. ok thanks

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trickery? like somehow blocking angles of the point light?

honest stag
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yeah llike literally boxing it in lol

odd harbor
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ok lmao

bold orbit
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the campaign maps were made in probuilder so unless zom has some more of his patented black magic, the only way we'll get them editable in JACK/TRENCHBROOM is if someone re-makes them

long anchor
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dusk campaign: reimagined

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just make thresher level the whole game and I give it 10/10

bold orbit
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I wonder if jack/tb can even handle the thresher

alpine depot
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probs cuz it's unity that's handling the level, tb/jack is just compiling?

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unless those editors have some limits for certain entities like with brush limits and all that

elfin bear
bold orbit
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I know that there is a limit as my duskmentium map is now too big to compile

regal dome
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I wonder if jack/tb can even handle the thresher Considering some Arcane Dimensions maps were made in Jack, I am sure it can handle it.

elfin bear
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im a bit confused on how to set tb up. i followed the pinned video, but none of the entity textures are loading. i just get rectangles

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and squares

still raptor
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You can use bsp2 to remove the brush limit meatbox

long anchor
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i just get rectangles
and squares
I'm pretty sure that's how it's supposed to be

bold orbit
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I am using bsp2, it's the texture limit that's screaming

elfin bear
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@long anchor really? in the pinned video, the info_plyer has a model. its not showing anything but a green rectangle for me

long anchor
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sorry for not remembering stuff but

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are you using custom fgd?

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user-made fgd?

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if yes then it's okay

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cause in the vid it's tb's default quake fgd with quake stuff

elfin bear
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what does fgd stand for?

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but i dont think i have user made fgd. i only downloaded tb

long anchor
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fgd is a thingy that contains all this entity info

elfin bear
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yeah, im not sure whats wrong, none of the enities or faces are showing

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but no, no custom fgds or user made ones, other than dusk

long anchor
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Oh hmmm

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Know what

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I had a problem, something like this

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I was using trenchbroom while it was in one specific location, then i just abandoned mapping for a while

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Then i downloaded newer version of trenchbroom and unpacked it in different location

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It was working fine until i deleted old tb folder

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And apparently all the configs and paths to models, palettes and such are located separately, in %appdata% or something

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So tb was trying to load files from the folder that didn't even exist anymore

elfin bear
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so i should delete the folder in the appdata?

still raptor
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youre just missing the quake palette

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if you dont have it, it can be found on the quake wiki for free

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then put it in a folder structure like this /id1/gfx/palette.lmp

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point trenchbrooms quake location to the top level folder containing that

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and it will work

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@elfin bear

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thats for textures only

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the models only show up for quake if you own quake

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if you own quake, just point trenchbroom at that and skip the above steps

elfin bear
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so how would i get dusk wall textures to load in tb? or was it all quake textures i saw?

bold orbit
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Do you have the wad

solar berry
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You need the Dusk texture wad

elfin bear
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yeah. i meant how do i see the preview of the texture in tb?

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its all black

solar berry
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You should be able to see what texture you have placed if you loaded the wad correctly

elfin bear
still raptor
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i gave you pretty precise instructions

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that will fix the dusk textures

bold orbit
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Should there be a dusk mod FAQ set up

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Like a text document pinned or something

elfin bear
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i did that, and thats why im confused on what went wrong

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this path for game path should work, right?
dusk map\id1\gfx

still raptor
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no

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in this case, you would just set it to dusk map

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id1\gfx needs to be in the dusk map folder

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but you just set it to the top level containing id1

honest stag
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If all else fails, get yourself a quake shareware .pak and use it in the quake game path like with the palette

high magnet
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Can I make it so a boss enemy doesn't have a health bar?

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Also how do I change their health

honest stag
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you can take a non-boss version of them and then change their health by adding a "health" key to them

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and then the value in a number

elfin bear
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oh ok, i thought you meant the top level of that folder structure. it works now E_FeelsThumbsUpMan

high magnet
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Thanks!

elfin bear
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but uh, one last folder related question. is this right for the .map file?
C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\test map\maps

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its in the modding section in-game, but not in the custom maps

honest stag
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dusk loads .bsp files, not .map files
.map is for editing in trenchbroom, then it needs to be compiled into a .bsp file

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you can look uo a guide on tools for that by dumptruck_ds

elfin bear
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i got the compiler, and im alittle confused on what tools mean exactly. dumptruck added ericw-tools to it, but i dont have that

honest stag
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there is a link in the description

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for ericw's compiling tools

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make sure to download the actual tools and not the master version

elfin bear
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what does ericw-tools do?

honest stag
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it's the compiling tools themselves
the "compiler" you got is just the UI to make the process a bit more simple

elfin bear
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ohhhh ok

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you're talking about the master branch right? the debug one is the one i want?

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actually stable would make more sense than debug

high magnet
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Hey, any way to spawn without weapons?

high magnet
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I think it'd be neat to have a section where you're unarmed against a wendy

tepid python
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don't think so

honest stag
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people have been asking for that since the 1st month of sdk release so it's probably somwhere on the list

high magnet
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Aight

long anchor
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I think spawning without weapons will be scripting thingy

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If not then i'm deleting system32

worn umbra
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where am i supposed to put the gfx file for the pallate.lmp again?

honest stag
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You mean the folder id1/gfx?

worn umbra
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yeah

sharp trail
tall zenith
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de_dusk2

sharp trail
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nott quite

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it's gonna be multiplayer focused tho

odd harbor
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_sunlight and _sun not work for dusk?

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doesn't seem to work for me

still raptor
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they do

odd harbor
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hmm

honest stag
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remember that they need brushes with sky textures

still raptor
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^

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_sunlight is emitted by the sky

odd harbor
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ohhh thanks

honest stag
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the ones that represent sky for quake

still raptor
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basically if it will work in quake or hl, it will mostly work in dusk

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theres still some stuff that hasnt been implemented yet

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func_train being the biggest of all standouts

honest stag
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i also suggest using _sunlight2, which is an ambient sunlight thing that doesnt need sky textures i think
if you only use _sunlight the shadows will be pitch black

odd harbor
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ok thanks

honest stag
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_sunlgiht2 lights up all outside areas

onyx marten
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Do light entities work as suns?

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With _sun 1

honest stag
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well you can use it as one if you crank it up and play around with delay/wait dont you?

still raptor
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if thats how they work in the compiler, yes

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dusk doesnt do anything to the bsp so however you baked the lighting, thats what it tries to render

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i dont know enough about _sun to say

onyx marten
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Hm alright i guess that works then

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@honest stag nah you can set _sun 1-3 in light entities, good for figuring out an exact sun location

honest stag
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ah alright, that's actually quite nice

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i was pretty sick and tired of trying out _sun_mangle with different values

onyx marten
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Yeah i discovered that in my last map, although i don't know if we have info_notnull in dusk? Cuz you need to target that with the sun lights to have directional light iirc

ancient depot
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info... notnull?

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This is a wildcard entity. It has no predefined functions in the game code, but unlike its equivalent info_null, it does not remove itself. It can therefore be used to incorporate an array of non-standard features in a map by adopting individual functions of other entities, so-called progs.dat hacks.

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I see

onyx marten
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I think it's some sort of wildcard entity

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Yup

honest stag
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can we just use something else tho?
like a light entity with a value of 1 in the sky

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or 0

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for now at least

onyx marten
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I don't know

honest stag
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well in place of info_notnull

ancient depot
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You can yeah

onyx marten
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Nice

ancient depot
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since info_notnull is just a dummy entity

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we actually have info_target that you can use

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which is identical to info_notnull

onyx marten
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Btw, is there some sort of roadmap /eta for the completed sdk?

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Oh nice

ancient depot
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There's no ETA but it's planned to be finished this year

honest stag
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WHAT

onyx marten
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๐Ÿ‘

honest stag
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that's insane lol, i fully expected a "next year sometime"

ancient depot
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SDK that is, that doesn't include coop which is a separate project following the SDK

odd harbor
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anywhere i have to put skytextures for dusk maps? simply putting the sky textures name in the sky key didnt work for me

ancient depot
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You need six textures representing sides of a cube

honest stag
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can you show how it looks btw

ancient depot
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Then you set those texture paths in sky_left, sky_up, sky_down, etc

odd harbor
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oh ok

ancient depot
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@honest stag How what looks? Like a roadmap?

honest stag
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oh i was asking y2k for how the worldspawn sky key looks to see why doesnt it work

onyx marten
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Will the skybox system change? So it works like it does in quake?

ancient depot
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ah

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There's no plan for sky_left, up, etc to change, but I do plan to support Quake skyboxes

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So it's not going anywhere, but you will be able to do it the Quake way eventually

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the presence of sky_left, etc in worldspawn would override it

honest stag
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wouldnt it be cool if we could just replace all sky sides with whatever texture is being used for sky brushes tho

ancient depot
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I believe that's similar to how Quake does it

silk chasm
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that is how quake does it

odd harbor
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ill screenshot it

ancient depot
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Although the sky textures are split into two parts, the sky and the clouds

honest stag
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oh

ancient depot
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Which get overlaid

silk chasm
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well what happens is that you put the texture on a brush and then the game will read it as a portal to the skybox

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i believe

ancient depot
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Yeah, that's what they do in Dusk currently

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It's just that the sky texture used on the brush isn't what's used for the sky there

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Dusk uses the textures you define in worldspawn

odd harbor
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oh i cant upload photos here

ancient depot
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You can upload them to imgur or something and link them

odd harbor
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yeah

ancient depot
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Alternatively you can upload them to another server or DM them and just post those links

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Once you get rat rank you can post images directly

silk chasm
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ah so that way people can't just come in and start spamming whatever

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good idea

onyx marten
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Oh you mean the scrolling quake sky?

odd harbor
onyx marten
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I just meant skyboxes in quake, where you put the sky textures in the sky folder and just enter the name as a value in the sky key

ancient depot
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@odd harbor ah, you need the full path

odd harbor
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oh fr?

ancient depot
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eg, textures/greysky_front.png

odd harbor
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ok

ancient depot
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@onyx marten I'll look into that

onyx marten
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EG in that pic above you only would have to enter greysky_

honest stag
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and you dont need the "sky" key btw

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i think

ancient depot
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something like "sky_auto" "mysky"

onyx marten
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Cool, isnt a real issue just would be a bit simpler

ancient depot
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absolutely

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the current system works but is a bit annoying to set up

honest stag
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whaddaboutthathotfixbtw

silk chasm
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i still need to learn to set it up

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but i'm in no mood at the moment

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and i've been really nervous about asking for hlep

ancient depot
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got delayed a little since I'd been working on some urgent fixes for Spacemen and some important stuff for Gloomwood

honest stag
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ah alrighty

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and yo asking for help is basically this channel's second name so shoot

ancient depot
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don't be afraid to ask for help, there's a lot of information that isn't quite obvious to a newcomer

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especially since the wiki is very WIP atm

silk chasm
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oh yes

ancient depot
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don't hesitate to ping me if you have a question about a feature too

odd harbor
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still isn't working :/

silk chasm
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its like when i was learning to set up trenchbroom, where it was all so obtuse, but after you learn it and learn how to set up the tools, its fine

ancient depot
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What'd you enter for the texture names?

odd harbor
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file path

ancient depot
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Relative to the mod directory?

odd harbor
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starting from my drive

ancient depot
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ah that would be the problem

odd harbor
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i see

honest stag
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start from textures/

ancient depot
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full path, relative to the mod folder

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yeah ^ that

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textures/sky_left.png

odd harbor
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ok ty i feel dumb

ancient depot
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no worries, it's easy to misinterpret "full path"

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especially when many tutorials recommend drive-rooted paths for wads and stuff

odd harbor
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are the keys for top and bottom not "sky_bottom" and "sky_top". i can't load textures to those for some reason

sharp trail
ancient depot
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@odd harbor down and up

onyx marten
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Hey, black sand is one of my favorites :(

odd harbor
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ah ok thanks

onyx marten
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It just doesnt look like sand

sharp trail
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yea

sly flicker
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What would you say is the closest thing Dusk has to fireblu

sharp trail
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it looks cool but i don't think it fits with the other stuff in that map

gritty forge
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the colorful glass textures?

sharp trail
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gog crystals and also that weird magic blue texture

odd harbor
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sunlight still has no intention of working for me

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maybe it's a rendering error. i use a proprietary system called Stupid Dumb Idiot

honest stag
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that black sand looks like dog fur

long anchor
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Hey duskdevs, I have a question

dusk's mods basically work the same as HL's
so it's possible to roll it out with it's own page on steam

gritty forge
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I mean, possibly?
Probably not something they would decide on if you could do now

odd harbor
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yeah i'm not sure why but sunlight isn't working for me. _sunlight, _sunlight2 in worldspaw and _sun on a light targeting a null. none of them work

onyx marten
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but you have a skybrush? a null doesnt exist in dusk and you need a brush with a sky texture for the worldspawn sun to work

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for that null thing you could use info_target instead

still raptor
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Well given that we plan to have steam workshop integration, putting your mod on steam seems a tad redundant, but I'm sure you could, especially given the project will go open source upon completion

odd harbor
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i do have a skybrush. and i mean null_info

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does that not work?

onyx marten
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it's info_null or info_notnull in quake, but that doesnt exist in dusk

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zombie said info_target was basically the same thing but for dusk

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weird that the worldspawn thing doesnt work though. the skybrush's texture name begins with "sky"?

odd harbor
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No, it's "greysky"

onyx marten
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try one that starts with sky. not 100% sure, but i think that might be the problem

odd harbor
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ok

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hmm. i dont seem to have info_target in the fgd

onyx marten
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hmm, well you dont need it if the worldspawn option works.. but idk I never used it, zombie said it existed. maybe it's just not in the fgd since it's a custom fgd and info_target probably isnt very commonly used

odd harbor
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isn't that the only way to make spotlights?

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sorry i ask so many questions i just wanna learn lol

still raptor
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You can just create a point entity and rename it

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So make an info_null

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And rename it to info_target

odd harbor
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ok cool

odd harbor
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yeah its still not workign ๐Ÿ˜ฆ

still raptor
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what kind of result are you getting

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that can help us troubleshoot

long anchor
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Well given that we plan to have steam workshop integration, putting your mod on steam seems a tad redundant, but I'm sure you could, especially given the project will go open source upon completion
open source? BA-DUM, JACKPOT pog

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actually you're right, if workshop will be the thing then there's no need for steam page

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People do HL mods pages cause there's no workshop, so...

worn umbra
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does inserting a png texture work the same way as wads?

onyx marten
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You can't load pngs in trenchbroom but you can load em into a wad i think

worn umbra
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Tnx

tepid python
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somehow big johnium (which is the size of like the player) became a giant when exported through trenchbroom and then converted using noesis(and missing textures)

bold orbit
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No he's the correct size

odd harbor
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ill come back to fixing sunlight later lol

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how do you make liquid?

bold orbit
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What kind are you asking about

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Like a lake or like the showerhead

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If you want a body of water, get a big block and make it a func_water

odd harbor
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ok thanks htats what i was looking for

bold orbit
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Yw

tepid python
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maybe it's just me but the blender iqm plugin just gives a broken file, and noesis flips the model for some reason

bold orbit
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Betcha a quarter it's blender itself

honest stag
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Well it works for me
Just make sure to select the object and then export

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In assuming it's outputting a 1kb file for you?

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ALSO

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Add an armature and connect the model to it

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@tepid python

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It won't export without one

tepid python
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bruh

honest stag
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tell me if it works

ionic vault
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y is there no half-life workshop

tight fractal
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What

fierce lava
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Because this is Dusk

twin robin
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can I add new music to the base game or nah

alpine depot
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I think if you replace the tracks in the "dusk" folder in mnt/local with the exact name and file extension that can work?

long anchor
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why dusk folder

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I think it should work as a mod

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like

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use same names and exts but as separate mod

onyx marten
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fuck me, both enclave and duskstein are broken

ancient depot
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broken?

gritty forge
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Zombie with the pizza rolls

onyx marten
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yeah, apparently in duskstein water is buggy and some buttons don't work anymore and enclave is now an underwater level. haven't looked at the duskstein .map yet, i guess i have to catch up on the recent patches

ancient depot
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w-whaaaat

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none of that stuff was even touched

onyx marten
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shit

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yeah i have no idea

ancient depot
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I'll specifically look at your maps for the hotfix once I'm done with gloomwood stuff

onyx marten
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great. tell me if I should send them, I don't remember if the .map files are included in the zips

ancient depot
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just the BSPs on mod.io should be fine

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since those should be working

onyx marten
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alright. I checked both ingame and strangely i didnt get these issues in duskstein but at least 2 people said they had them

ancient depot
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Very odd, I'll look into it

desert crane
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wew 98 mods

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whos gonna be #100

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mod.io

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

stark solar
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what is this

tall zenith
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chungus welder model for dusk

honest stag
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as soon as the hotfix rolls out ill pop my flak cannon

tepid python
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idk what i'm doing wrong with the modelling thing but textures just refuse to work, oh well

honest stag
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i can help probably

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it's actually quite fucky and you probably need to use a hex editor too

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first of all - did you set the material for your model as the texture path?

tepid python
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yes

honest stag
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alright so go grab your model and open it with a HEX editor

tepid python
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the iqm or original model

honest stag
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iqm

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so find the part that just says your texture path that you set as the material

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and set any symbol right after the last letter of your path as null

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then try and import again

sharp trail
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do i have to update the sdk manually?

honest stag
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nope, unless you have updates set to manual in your steam settings

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did it not update or something?

sharp trail
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nah i just played the Lazarus pit and it was really laggy

honest stag
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oh yeah the recent update did that

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so some maps can be choppy at best

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especially big ones

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how is it flippie?

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did it work?

tepid python
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didn't try it yet

honest stag
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ah alright
ping me when you test it

subtle trellis
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Is there any real way to follow SDK updates, or just lurk on this channel?

tight fractal
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Lurk on the channel

ivory magnet
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big updates get @ everyone pings on the announcements channel as well

honest stag
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any update is big for us ๐Ÿ˜ณ

tight fractal
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No

long anchor
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ye trolls

sly flicker
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"Added support for custom models but actually not really lmao get bodied nerds" laugh

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At least you can change most of the enemies

bold orbit
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Cart table Isn't real and can't hurt you

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yet

sharp trail
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guys relax. They're doing their best and they're doing a really good job as well

drowsy dirge
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cart table?

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what cart table

last talon
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cart dog but without the dog

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put table in there

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cart table

bold orbit
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Behold

still raptor
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The horror

sharp trail
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horrible isn't it? But wonderful, yes.

last talon
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only worthwile use of the SDK capabilities so far

tepid python
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I don't see the issue

sharp trail
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the pillars on the ramp

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The ramp should end before the pillars on the right but if i do that there would be a weird gap i'd have to fill somehow. If i extend the ramp for one block it would loose some of the deapth that i have created on the outside and there would be a weird looking spot in the corne of the outside corner of the ramp

small gate
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I don't get why you would put pillars if there's a solid wall there

sharp trail
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yea

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i know

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but it does look kinda weird

small gate
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well you could always try idk, opening some space or making the ramp wider to become symmetrical too

sharp trail
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but the whole ramp situation feels weird

sly cape
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Hey dusky-tech boys, anyone own a VR headset and wanna help me with something?

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Im trying to sort out how to export dusk maps, convert to OBJ , and then retexture without too much time/effort put in

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I can do the first two, its the last one thats fucking with me

small gate
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the vanilla dusk version?

sly cape
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I mean, technically I have the SDK version currently installed

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but yeah, im just trying to export the campaign maps

small gate
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that'd be something for zomb to answer I guess

sly cape
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hmmm, alright

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btw , im doing this so that I can export these to socialVR programs

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as chat worlds effectively

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which is why I asked about VR headsets

small gate
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you ripped the maps into what format before OBJ

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and what do you mean "retexture them", did you lose the texture info?

sly cape
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Neither of the ripping programs I found rip them with textures on

small gate
#

did you check the obj file?

#

if you got mtl files you probably have texture data, just not the textures themselves

#

if you have some form of texture info intact, there might be a way to run some regex and fix it

sly cape
#

hmmmm

small gate
#

you can always send me what you got and let me see if it's salvageable

sly cape
#

All ive got is all of the combined mesh for L10 right now

#

and to be frank, I cant even recognize the level

#

Alright, now i've got every combined mesh exported

#

now to try and hunt down their textures

#

oh! found one I recognize! e2m1!

#

I think that the issue is since the game is in brobuilder, then its a bunch of seperate meshes

#

which means that the combined mesh doesnt have tex data I think

small gate
#

well it's probably better that each mat gets a single mesh

#

I'd just import every mesh into blender and fixing it becomes that much easier

#

tho idk, never tried ripping maps

sly cape
#

I mean that there isnt one big meshmat

#

being that each mesh would have its own tex assigned

#

when I look into the rip , its doesnt even list mats, just tex

#

the most annoying part is that its clear that the lightmaps are perfectly functional

#

there just arent any atlassd tex

sly cape
#

OK! If you bring it into unity, it is possible to reassign the material based on the mesh

#

because at least the meshes are seperated , in a way

silk chasm
#

someone who has a collection of books on gothic and romanesque architecture

#

the lack of walls grounding the arches isn't a problem, but rather the issue is putting them where stairs would be.

#

uploading stuff to imgur post

#

Columns are gonna be grounded, even if they hit an angle, they won't go beyond that angle, or they'll go outward in a 90 degree jut.

#

the particular wall that Sponza did was one that faced outward into a courtyard.

drowsy dirge
#

ooo neat

raw sedge
#

is there a way to increase the amount of blood and gore?

#

especially the blood decals are way too small in size and numbers for my taste

sharp trail
#

did anyone by any chance create a dog and cat brush

gritty forge
#

uhh why

onyx marten
#

dog and cat brush?

small gate
#

because brush art is cute

raw sedge
#

wow, so many answers... ๐Ÿ˜‘

nimble flume
#

I don't know the answer to your question but, I do have a question myself?

#

Has the Dusk SDK come out yet?

honest stag
#

yes, in alpha

#

also no, you cant increase gore iirc

tight fractal
#

gore cannot be increased

#

mods might allow it down the road

unique ocean
#

As if DUSK wasnt bloody enough

#

Of course, if somebody DID make a dismemberable ragdoll mod...

#

I wouldnt complain

long anchor
#

So, I updated Lower. https://dusk.mod.io/lower
Lighting is fixed, leaks are fixed, button glow red now, etc. Most important - new beer books image.
Also if you you're interested in it - I included a .map file so you can see what the hell I was doing. Warning: stinky brushwork ahead.

mod.io

Currently this mappack contains 1 map. More maps are coming SOONโ„ข

still raptor
#

nice nice

long anchor
#

nah real nice is soon

sly cape
#

Just beat the level, pretty solid stuff

#

cant wait to see what the lower levels look like @long anchor

long anchor
#

ha

#

I worked on second map for some time

#

It looks good, I guess, but feels like it would fit Half-Life or something

#

Like

#

It's linear and it makes it boring

#

anyway, since you wonder what it looks like

still raptor
#

a classic

#

5g owned

long anchor
#

is there a way to make trigger hurt deal 1 damage every 10 milliseconds or something like that

#

I would've used trigger hurt but I couldn't figure out how to do it

#

also explosion looks better, it's like you blew up from inside

sharp trail
#

can you move triggers?

gritty forge
#

No I don't think so

raw sedge
#

As if DUSK wasnt bloody enough
like I said, it's not the amount of blood particles and meat chunks when gibbing that could use an increase but the decals

#

just looks and feels wrong and strange blasting someone to pieces with a huge blood cloud and chunks flying everywhere but there are barely any decals on walls and floor

sly cape
#

The DUSKvr project is coming along

#

I have successfully imported every scene from the entirety of dusk, and have successfully explored most of e3m5 in VR

#

Im sure that with very little effort I will be able to export the entire bitch to something like VR chat

bold orbit
#

What about a VR build of dusk similar to Doom3 Fully Possessed

sly cape
#

to be frank, I think it would be possible to to something even better, with full motion controls

#

It would take a lot of work

#

but it is very possible

#

I dont know how well we can simulate d-hopping in VR though

#

I think speeds that high would ruin most people

#

Here's a recording of my first teleport-around the top-end

#

I cannot overstate my satisfaction with this tbh

sly cape
#

tomorrow I will be adding omnidirectional locomotion and climbing, so that full levels can be explored freely

#

I am gonna have to delete every single door though

#

Im also gonna turn a good amount of the levels into Blade and Sorcery maps

#

I think that would be sick

alpine depot
#

You intend on recreating dusk gameplay or just messing with the maps?

sly cape
#

Im mostly just playing around with the maps

alpine depot
#

sick lol

sly cape
#

I might attempt to recreate the game, but that would be an astounding amount of work

#

and im not convinced DuskVR would be a particularly fun game

alpine depot
#

pfft id play the hell out of that

sly cape
#

Yeah honestly me too

alpine depot
#

God imagine physically jumping to jump ingame

sly cape
#

oof, hell no

#

buttonpress jump

alpine depot
#

that would just wreck someone

sly cape
#

itd kill your knees lol

sly cape
long anchor
#

and im not convinced DuskVR would be a particularly fun game
imagine vr survival horror game in dusk universe

tulip crown
#

is there a way to make trigger hurt deal 1 damage every 10 milliseconds or something like that

Wouldn't this create an extremely loud noise

#

i.e. Duskdude going "OOF" 100 times a second

still raptor
#

yes

long anchor
#

it's not a bad thing

#

imagine being melted by 5g tower

#

that's how being melted by 5g tower would've sound like

sly cape
#

I totally agree

sly cape
#

@still raptor I assume you have some pretty good insight into how the dusk code works, right?

#

I feel as if Utinny did not give me all the things that I need

#

I assume this is the kind of game where most of the input is handled by one massive inputmanager script, right?

still raptor
#

uh, sort of yes

#

theres an abstraction layer sort of

#

in order to allow rebinding controls

sly cape
#

huh, that makes sense

#

It just seems the Utinny ripper didnt pull all the IMPORTANT shit

#

I would screenshot to demonstrate, but I cant share images in this channel

#

all the scripts I have access to are just classes of serialized variables

#

no actual logic\

#

makes it very difficult to recreate the game logic when you have nothing to base off of tbh

still raptor
#

you can use better utilities to rip code

sly cape
#

Got any in mind?

#

Im always happy to take suggestions

still raptor
#

dnspy

sly cape
#

also, since DUSK was originally make in unity 2017.x.x , its gonna be fun updating the code to modern unity namespaces

still raptor
#

dusk was originally made with 5.4 i think

#

and i think the shipping version is on 2018?

#

2018.2 i think

sly cape
#

Says in the project manager 2017.3.0f3

still raptor
#

well thats wrong

#

its 2018.2.8f1

#

if you check Dusk\Dusk_Data\globalgamemanagers you can see for yourself

sly cape
#

see , the globalgamemanagers file is whats giving me trouble

#

its clear thats where the real meat of the game is at

still raptor
sly cape
#

Yeah, Utinny doesnt rip anything from globalgamemanagers

#

Dev says he doesnt want it to be an ez 1click solution

still raptor
#

anyways, you can just use dnspy

sly cape
#

Yeah? Ill take a look into it

still raptor
#

you can get a somewhat readable output from it

#

im not sure what your goal is, so i can only help you so far

sly cape
#

At the moment I am just trying to recreate dusk movement in VR

#
  • restore door functionality
still raptor
#

youd probably be better off just recreating those things yourself

sly cape
#

Yeah, I would imagine so

still raptor
#

especially the doors

sly cape
#

Its just a real PITA dialing in something like that when you dont have the original recipe in front of you

still raptor
#

theres no reason to use dusk code

#

well , someone has already done that in doom

sly cape
#

Well fuck

still raptor
#

@chrome wagon has it down pat

#

so you can probably just use his code

sly cape
#

Yeah, that looks pretty damn precise to me

still raptor
#

id wager it works better than dusks anyways

sly cape
#

Yeah, I would imagine

still raptor
#

itd also be free of dusk's game systems

sly cape
#

Tbh just hoping for an easier solution rather than becoming a DUSK scholar and rewriting the bible

#

but I am realizing thats how its gonna be

#

totally fine tho

still raptor
#

well dnspy will give you pretty much everything

#

its just that dusks code is messy, and linked in with many of the game systems that are probably useless for your purposes

sly cape
#

Yeah, almost definitely

#

even though I havent seen the code, the sheer amount of serialized variables makes my dick soft from fear

still raptor
#

thats about right

#

not to mention dusk uses unityscript

#

so a lot of it is made even worse by that

#

its part of the goal of the SDK to begin with

sly cape
#

Oh no

#

I didnt realize it was in unityscript

#

shit

still raptor
#

not the whole thing

#

but huge portions

sly cape
#

that is a large OOF

still raptor
#

you can use DNspy on the sdk version to get better results

#

because thats been converted to C# in its entirety

sly cape
#

Yeah, thats what its looking like

#

I have been going from the sdk version, its what I have on my PC

still raptor
#

a lot of it is autogenerated, but itll work

sly cape
#

Hey man, if it werks, it werks

#

Im not currently tryna recreate the entire damn thing

#

just trying to be able to walk around successfully

sly cape
#

I am so brainlet it honestly hurts sometimes

#

still working on the DUSK scripts lol

ancient depot
#

Yeah Utiny is a great tool but the way it rips data is very manual, so it doesn't read globalgamemanagers or several other bits of data

sly cape
#

yeah, im kinda running into a wall getting the .dlls

#

@ancient depot

#

ive been looking through all the wikis and such but apparently im just really not getting it

#

since all those scripts are in globalgamemanager, but if I unpack it with any tools I dont get the dlls

#

im clearing just not understanding something

ancient depot
#

the dlls are in the Managed folder

#

globalgamemanagers is just a file describing project info

#

game title, company name, whether to show the unity splash screen or not, etc

#

it's not of much use to someone trying to do what you're doing

still raptor
#

^

#

like i was saying before, if you just throw the c# assembly into dnspy, youll get all the scripts pretty reasonably

sly cape
#

I am brainlet and tbf this is my first time doing it

#

I really appreciate all the help thoigh

#

By c# assembly do you just mean all the scripts in the managed folder? Or like the exe

#

God that is a dumbass question, isnt it

still raptor
#

nah its a file in dusk/dusk_data/managed

#

called assembly charp

#

drop it into dnspy and everything should just work

sly cape
#

It just werks

#

Alright, so now I have the assembly and assembly firstpass in there

#

and im seeing stuff that im a little more familiar with

#

I got it!!!

#

Thank you so much @still raptor and @ancient depot , yall are so helpful! Never would have worked that one out on my own duskthink

eternal plank
#

And on this day, Hermit_'s brain expanded just a bit more

supple saddle
#

what

#

what did I do

#

You're welcome I guess

eternal plank
#

Lmao he tagged the wrong guy

sly cape
#

Lol I didnt mean you beers

#

sorry for the notif

#

Im clearly still a brainlet

sly cape
#

Oh come now

#

the sword is called the daikatana in the scripts

#

.havedaikatana

honest stag
#

hold on did you manage a way to edit some scripts in dusk?

sly cape
#

my college gamedev teacher failed a project of mine once because I named the pickup script PickupStickup

#

@honest stag

#

Yes I have

#

I am trying to port the levels to VR

#

Which means movement + door functionality

honest stag
#

oh that is hella awesome
i assume it has to do with the way you ripped scenes from dusk?

sly cape
#

No , but my journey is detailed above ^^^

honest stag
#

ah alright, thank you

sly cape
#

without 500pts I would not have understood it

ancient depot
#

You've always technically been able to edit the scripts

sly cape
#

^^^

ancient depot
#

We just don't support it and it'll break with every update

sly cape
#

One could imagine thats assumed

honest stag
#

oh that makes sense

long anchor
#

my college gamedev teacher failed a project of mine once because I named the pickup script PickupStickup
Why donโ€™t we have colleges with gamedev stuff aw ๐Ÿ˜ฆ

honest stag
#

same
i wish i could take that

ancient depot
#

you shouldn't

#

college is a scam for game dev

lapis hare
#

college is a scam

#

college is a

#

college is

#

college

ancient depot
#

the internet has all the knowledge you'd need in a more up to date and understandable form

#

college will teach you shit that is either irrelevant, outdated or outright wrong

#

of course there are exceptions but they're not the norm

solid isle
#

best if you're just interested in programming and just go for Computer Science period

ancient depot
#

absolutely

solid isle
#

then game dev can be a "side thing"

honest stag
#

i wish the education system in where i live didnt prevent me from going whereever i want because of a decision i had to make at 17

#

but that's way off topic

ancient depot
#

you'll learn more spending a few days on YouTube watching Unity tutorials (not even necessarily good ones) than you'll learn in several years from a college game dev course

honest stag
#

huh
well alright, thank you
i guess coding is the biggest barrier

solid isle
#

Even basic ~10 hour youtube programming courses tbh

#

only thing you lose is being forced to do it

#

so it's a matter of self control

ancient depot
#

exactly

honest stag
#

are those actually any good? i always got the impression that you need months of work to understand that stuff

solid isle
#

Yeah actually. From someone who has taken courses like that, it's absolutely nearly the same. Only difference is the prof can teach you some extra stuff, help you think about it better, and can give you work that might make you probe your brain a bit

#

Otherwise, they teach you all you "need to know" really. The rest involves the "thinking".

ancient depot
#

Yeah, I've also taken several courses (but after I already had the knowledge, it was for the certificate only) and I can confirm with confidence

honest stag
#

so if i get this right - coding isnt really that huge in learning basics, it's how you use it is the difficult part?

solid isle
#

Yes

ancient depot
#

If you know a few programmers then you can ask them for help too

#

Definitely

#

syntax is the easy part

solid isle
#

Similarly to Zombie, I took a course one term, and every course after that was pretty much exactly the same, but just different syntax

ancient depot
#

problem solving is the meat of it

solid isle
#

Language isn't even much a barrier depending on what you learn

#

and your googling skills lmao

ancient depot
#

Knowledge is largely transferrable between languages yeah

honest stag
#

alright, i really needed to hear that lol
i'll start today and see where it gets me in a month
god i cant imagine learning to code without knowing english, which im so happy to know this well as a second language

ancient depot
#

Programming without a basic understanding of English sounds like hell

#

Like you can program in other languages but standard libraries and all kinds of third party stuff are gonna largely be tailored for English

honest stag
#

i remember using a russian version of pascal in school

solid isle
#

Maybe even find a really cheap textbook (might be some free ones too?) and go through that. There's some pretty decent textbooks if going at your own pace is preferable to listening to a dude drone on for 10+ hours

ancient depot
#

1C?

#

although that's Russian BASIC

honest stag
#

oh that too

#

listening to a dude drone on for 10+ hours is my life anyway

ancient depot
#

Yeah a textbook is a much better investment than the like, $20k it takes to do a full course

solid isle
#

True that. A lot even come with downloadable examples that you can work through

honest stag
#

what about the various long-ass youtube courses?

solid isle
#

A lot of my courses were literally "go through the book and it's online material"

#

it's like, wtf was the point of paying for this? lmao

ancient depot
#

lmao that was largely my experience too

#

I felt bad for the other students

solid isle
#

Some of my profs were awesome though

ancient depot
#

Yeah I mean, it's almost never their fault

#

They're just working with the shitty material they're given

honest stag
#

probably almost same as having a fitness trainer but not really?
a huge part of that being forced to do something

solid isle
#

Yeah. It's the difference between a fitness trainer who has been doing it successfully for 20 years and a fitness trainer who has just started and is using a guide off google to help you

honest stag
#

lmao

ancient depot
#

using a reddit post*

honest stag
#

oh god not reddit

solid isle
#

I learned more from my "Intro to JavaScript" professor than literally most of my courses. He really delved into the theory stuff and talked about a lot of things you should do post-graduation"

tepid python
#

bruh im doing game dev college

ancient depot
#

my condolences

solid isle
#

๐Ÿ˜”

tepid python
#

all profs are game devs themself

ancient depot
#

If they're actual devs then you might be in one of the few courses that aren't a total waste of time

solid isle
#

I still don't subscribe to game dev being a good idea for career choice. Much like someone who wants to become a streamer or youtuber

#

It's just something that can happen imo

honest stag
#

great hobby tho

solid isle
#

for sure

ancient depot
#

Yeah I mean, I just did it for fun as a kid

#

here I am now

solid isle
#

$20,000 on it, perhaps not a good idea

ancient depot
#

I got a job completely on accident because I was shitposting in here

honest stag
#

lol lucky you
who knows.... one day....

ancient depot
#

Freelancing isn't a bad idea though

#

I was doing that prior

honest stag
#

how many "make me a mobile scam game" offers did you see?

solid isle
#

Be sure to start small too. Don't immediately jump into a game or project idea that's hugely ambitious

#

My first game was Snake, but you are a farmer lmao

ancient depot
#

Not a whole lot but I imagine that would be very different now

honest stag
#

thx guys, i really appreciate it :)
guess i'll try and actually do something for once

ancient depot
#

I mean hey you've got a bunch of mapping experience now

#

that's a significant chunk of being a walking corpse one person dev

honest stag
#

yeah thank god for trenchbroom

#

and modelling too

last talon
#

modding is the route to gamedev

solid isle
#

Unity even (provided you go that route) has some plugins that are very similar to Trenchbroom

#

You'll probably be very at home with ProBuilder

ancient depot
#

I'd recommend RealtimeCSG over it now that it's free

#

proper CSG unlike PB

solid isle
#

yeah that too
I just found out it was free tonight

last talon
#

fairly sure you learn more by modding dusk than doing gamedev studies at a college or something

ancient depot
#

Chisel is looking promising too

solid isle
#

RealtimeCSG being the best looking to me because I'm a Hammer boi

ancient depot
#

It's being used in combination with ProBuilder (for specific geometry) in pretty much all Unity titles at NB

#

Makes a world of difference

solid isle
#

what kind of specific geometry would you use PB for?

ancient depot
#

stuff that's a bit more "meshy" like say a cliff face

solid isle
#

Ah yeah

#

kind of displacements and whatnot?

ancient depot
#

yeah basically

solid isle
#

That's kind of nice to know, because I was wondering earlier how I would handle stuff like that lmao

honest stag
#

alright let's get this probuilder thing

ancient depot
#

on that note

#

I think there's a Quake .map importer for RCSG (and maybe PB?)

#

so you can transfer your brushwork over

solid isle
#

Not sure how good plugins like that are tho

honest stag
#

i actually managed to port my entire maps into unity from tb but it kinda sucked

ancient depot
#

there's a Source VMF importer being worked on for Chisel

#

it's really impressive

solid isle
#

there's also a few BSP importers for Unity that peeps have made

ancient depot
#

wild to see HL2 and Portal maps in the Unity editor

solid isle
#

kind of want to check one out

ancient depot
#

All of the BSP importers I've seen are pretty bad

solid isle
#

oof

ancient depot
#

they create a game object for every triangle

solid isle
#

oh yeah, that's not good then

ancient depot
#

there's a reason the SDK is a completely custom solution in that respect lmao

gritty forge
#

game object for every triangle
What in the god damn

ancient depot
#

yeah it's uh

#

something

#

lol

sharp trail
#

does anyone know a good wayto do earth/grassy surfaces?

still raptor
#

here u go bro

honest stag
#

If you're on trenchboon, try splitting the ground in squares and the lifting spme edges or vertices around

#

Works well enough for me

wispy wedge
#

I always do the triangle slice method

#

since that's how I learned to do it in goldsrc

sly cape
#

OH yeah, to clear up the conversation from last night that I missed

#

College gamedev classes are a scam

#

I learned basically nothing but a lack of respect for "academics":

#

Most people who "teach" game dev either failed out of the industry or never had a place in it at all, and will ultimately poison your mind to make themselves feel better

#

Im definitely a leftist, but my entire education was liberal indoctrination + stupid hobby projects

#

To graduate you needed to create a capstone project that reflects your skills

#

I procrastinated so hard, and still put together a pretty cool VR art museum in about a week and a half

#

some people spent the whole year on their project, and still created utter shit

#

I knew a guy who graduated on an animation about a sonic/undertale fanfic that he wrote

sharp trail
#

i heard similar things about production schools

#

for music

#

apparantly you don't learn that much in those enviorments. I assume thats the case for deving and music production because people who are interested in those kind of topics probably already learned most of the important stuff themselve

#

btw thanks for the suggestions @honest stag and @wispy wedge ๐Ÿ’›

long anchor
#

well yeah, again

#

it's more like you learn basics of basics and then just practice, assembling basic things into a bigger, more complicated thing

#

Most people who "teach" game dev either failed out of the industry or never had a place in it at all, and will ultimately poison your mind to make themselves feel better
because real game devs spend most of their work time deving games

gritty forge
#

I mean yeah that's like all teachers

sly cape
#

Thats just life

#

I always say "If you really wanted to be a dev, you would be devving, not bullshitting"

wooden pier
long anchor
#

hah, yeah

#

this applies to most things you can do imo

sly cape
#

Ya know

#

Ive been looking at the DUSK input system for a little while now, seeing if theres a good way to reverse engineer it

#

but to be frank I have no idea how that function works at all

still raptor
#

sounds like the values you have assigned to the actions are incorrect then

sly cape
#

oh, I havent changed anything

#

I just dont understand the code

#

at this point im trying to gain an understanding before I start shoving shit in

gritty forge
#

oh yeah I've seen this one

#

keystate is like "pressed, holding, released" 0,1,2 I think

#

and action can be a bunch of stuff
if (this.inputmanager.GetKeyInput("zoom", 1))
like this is "if the zoom key is held down"

#

@sly cape

sly cape
#

huh

#

that makes sense

#

I was trying to see where it all hooks up elsewhere

odd harbor
#

how come my func door_secret s dont give the secret found message when opening or being passed through?

ancient depot
#

func_door_secret is incomplete currently

#

right now it's just a clone of func_door but you can only shoot it

upper veldt
#

pog

#

shooting doors to open them

odd harbor
#

ok thnks

sly cape
#

Noice

#

My dumbass fucked up the Steamvr input system again

#

God damn I just love working in unity

#

I am so smert

bold orbit
#

dusk vr is real

upper veldt
#

vomits

odd harbor
#

played through outer wilds in vr which was sick

#

haha pun

#

how do i get my buttons to actually make sounds and change texture when pressed

honest stag
#

you cant have them make sounds or change textures, but you can do the ol' trick of having another brush with the "button pressed" texture a bit inside of the button and have the button go into it

odd harbor
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oh pog

sly cape
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Duskvr is as real as I am @bold orbit

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and thats to say, entirely virtual

odd harbor
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can someone tell me why im hitting my head here?

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oh wait no uploads lol

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my func_door moves yet i hit my head on where it used to be

honest stag
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dm me the vid if you want

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or the image

odd harbor
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anyway to make a side of a brush transparent? its for water so there arent random water start textures while already in the water

honest stag
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afaik, no

ancient depot
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Pretty sure SKIP works

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yeah, just checked

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skip and *waterskip are implemented

honest stag
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wait, you can skip a face?

ancient depot
#

yeah

honest stag
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huh
that's pretty cool

odd harbor
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thanks

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from quake wad?

gritty forge
#

I thought the bsp compiler removed the skip faces

ancient depot
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For built in skip textures yeah, I'm not sure if all compilers do both SKIP and *WATERSKIP

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So we support "runtime" SKIP & *WATERSKIP as well

gritty forge
#

But zombieee do you support *SLIMESKIP :v)

odd harbor
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I have no idea how to do that ๐Ÿ˜Ž

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my brain may be small,

bold orbit
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TIL that the optimization that I've been doing manually is all handled by vis

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So I could've gotten a lot of this map done faster if I just didn't give a shit

long anchor
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Duskvr is as real as I am
and thats to say, entirely virtual

#

everybody gangsta until Dave comes and says "you're hired to make dusk vr go work"

sly cape
#

If they paid me I would be working much harder

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also. if they were paying me I would have ez access to a more proper prebuild of the game

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rather than the horrifying stitched together monster that is a utinnyrip

still raptor
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you also have the option of just waiting for the sdk to be complete, because it will be open source

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and also targeted at the latest and greatest unity versions

sly cape
#

How long do you think thatll be?

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That sounds far easier to work with, but I dont wanna procrastinate the project for too long

#

Full on DUSKvr is the ultimate goal

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but there are many small goals between then and now

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namely exporting melee weapons to blade and sorcery, maps and models to socialVR and Pavlov

still raptor
#

itll be a while

sly cape
#

Yeah, it doesnt sound like an ez thing to do

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Im gonna see what I can do without it, but itll probably take longer for me to sort it out than it will for you to finish the SDK

#

the gameplay design of Dusk doesnt easily translate to VR

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especially weapons that have no reload

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or flipping shotguns and shit

still raptor
#

pretty much none of it does lol

sly cape
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exactly

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its a retroFPS , even srssamVR isnt too great

still raptor
#

we actually have some vague plans for duskvr, but might never act on them

sly cape
#

Really? Thats interesting

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Honestly im just obsessed with the aesthetic

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thats why im doing what im doing

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the gameplay and the whole game getting ported is a very far goal

still raptor
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yeah i think the environments make more sense than any gameplay stuff

sly cape
#

Yeah

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the current intention is just to restore door functionality and movement functionality

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so you can at least explore the levels and enjoy them that way

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then make a VR main menu so that you can level select between them

upper veldt
#

i mean, a vr game with all of dusk except the vomit inducing movement would be cool

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maybe tone down some of the enemies or put it in a slight diff format

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but id love to go ham with dual lever action shotguns so now i can actually break my wrists

sly cape
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I think youd be shocked how used to b-hopping you can get in VR

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There are already pavlov mods

upper veldt
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well people can get used to it

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but

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guh

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i cant

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also non-vr game enviroments dont always translate well

sly cape
#

You are very correct

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so far, I think that DUSK's environments have gone pretty smoothly

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its at least extremely performant

odd harbor
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vr sickness varies so much from person to person its kinda crazy

sly cape
#

It is really a wild issuew

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there are ways to alleviate it though

odd harbor
#

yeah

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ive never had issues though

sly cape
#

Im a veteran VR user and I still have to chew mint gum whenever im in for long periods

odd harbor
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like i played through outer wilds in vr with no nausea lol

#

excellent game

sly cape
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Ya know, I should play that

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I havent touched it yet

odd harbor
#

seriously one of my favorites

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you could remove all of the puzzles and objectives of the game and it would still be an incredible game

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it's just such a compelling world to explore

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and it's terrifying. it really gives the feeling that i imagine space is like. alien and scary as shit

sly cape
#

Jesus

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sounds great

#

Ive been kind of bereft of meaningful VR experiences lately

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which is why I have been working on the duskvr project

odd harbor
#

yeah, it's harder to find really good vr titles

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market is just smaller

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outer wilds vr mod is really good, it uses motion controls and everything. performance hit is significant but that's expected and it isnt the worst

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im quite excited to try your Vr mod when its done

still raptor
#

the only vr thing thats made me nauseous was Onward

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i came close to puking

sly cape
#

Onward is rough

#

I really dont like the suppression mechanic

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did you play other shooters like Pavlov or Contractors @still raptor ?

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@odd harbor the first things that will be prepared for release is definitely gonna be blade and sorcery content

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im porting all of the endless arenas, and some chunks of maps in as B&S arenas

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then im gonna mod in the sickles/ sword in as well

odd harbor
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that'll be fun

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i really like onward, it's my favorite vr shooter

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i think the slow paced tactical shooters really lend themselves to vr

sly cape
#

I like the community more than any other shooter

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but I prefer movement shooters in general. and I like the mechanics in contractors

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's just the community is dead

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and german

odd harbor
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i like movement shooters better, theyre just weirder in vr

sly cape
#

I think there has to be a good way to make a classic movement shooter in VR

odd harbor
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i would love to see it

sly cape
#

For the longest time my idea was to port SURF into VR

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but that ended, quickly

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and with my head in the toilet

odd harbor
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i just really want a good survival horror game in vr

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with vr controls

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im playing alien isolation in vr and it's great, but it's with a regular controller

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manual reloads in horror sound fun ๐Ÿ™‚

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especially if you give the player a revolver or something high maintenance like that

sly cape
#

thats why I love h3 so much

#

by far one of my favorite VR titles

odd harbor
#

it's so silly

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i love it

sly cape
#

yeah, im a big fan

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Mostly just because im a gun nerd

still raptor
#

i havent played much at all

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i bought an index in february, played a few games while waiting for alyx, played alyx, havnet really used it sence

odd harbor
#

even if you don't like rhythm games i recommend beat saber

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i didn't liek rhythm games until i played it, but once it clicks it's quite consistent at getting you into a flow state

sly cape
#

Im not a huge fan of rgames

#

I like bsaber as a workout , and as a test

#

but Beat Games is a terrible company

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and now theyre owned by oculus

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Pistol Whip is the superior Rgame

#

@still raptor seems like youre a pretty technically oriented fellow

#

maybe you would like NEOS?

still raptor
#

looks interesting

sly cape
#

I think you would like it

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only downside is that the community is full of furries

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so you either have to accept or ignore them

odd harbor
#

hey furries are pretty cool people

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except the nazi ones

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but i guess that goes for the general population as well

sly cape
#

Thats a pretty good statement for most groups I guess

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My issue is when im just chillin in a pub world, talking about the intricacies of VR tech and what that means to me philisophically, and theres a sharkgirl voring a mouse-person

odd harbor
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lmao

sly cape
#

Im just not into it

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I don' wanna see it

odd harbor
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yeah word

sly cape
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but, thats like walking into an exhibitionists house and telling them to put clothes on

odd harbor
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lmao

sly cape
#

I dunno

#

ive spoken to the dev/community manager many times

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in fact, I think I talk to them more than anyone else in neos

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I say " NEOS would be a lot more popular if you didnt lean so hard into the furry shit"

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but thats kind of the community it was built around

bold orbit
#

Furries are an untapped creative resource.
I have seen furries that make mind-blowingly good art/music with massive technical talent and passion.
Just imagine what they could do if they made non-furry stuff

odd harbor
#

twilight imperium expansion lets go

long anchor
#

Furries are an untapped creative resource.
I have seen furries that make mind-blowingly good art/music with massive technical talent and passion.
Just imagine what they could do if they made non-furry stuff
I'm just used to think that most creative people have their own oddities

#

I can't say that i'm super creative or something but when it comes to music I surely have some kinky tastes

chrome wagon
#

I have seen furries that make mind-blowingly good art/music with massive technical talent and passion.

Hey, a furry made doosk after all (?

Haha, not really, I was going to reply with a scalie joke but couldn't think on anything.

long anchor
#

Hey, a furry made doosk after all (?
no doubt it's going to happen one day