#dusk-modding
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ty โค๏ธ
is it possible to view the ingame campaign dusk levels in trenchbroom to get a better idea of things?
nope :c
and probably wont be for a while
h
Did we include trespasser.map in the archive
aight thanks
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
also yeah trespasser has a .map
oh ok
so yeah, @elfin bear you can check user maps
damn learning new skill do be hard
As long as you have dumptruck_ds tutorials by your side it should be pretty simple
I'm surprised Vriska didn't mention Blender lol
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
feel free to pop any questions here - most of us started from 0 too
thanks!
most of us are still at 0
so there are point lights and spotlights, but where are directional lights?
i dont think directional lights are a thing in quake tho?
we mostly use trickery with point lights to reach that effect
oh but you can use _sunlight key on worldspawn for a huge directional light from sky brushes
yeah llike literally boxing it in lol
ok lmao
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
dusk campaign: reimagined
just make thresher level the whole game and I give it 10/10
I wonder if jack/tb can even handle the thresher
probs cuz it's unity that's handling the level, tb/jack is just compiling?
unless those editors have some limits for certain entities like with brush limits and all that
is this the right file path? im getting an error that says i cant find the path
I know that there is a limit as my duskmentium map is now too big to compile
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.
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
and squares
You can use bsp2 to remove the brush limit meatbox
i just get rectangles
and squares
I'm pretty sure that's how it's supposed to be
I am using bsp2, it's the texture limit that's screaming
@long anchor really? in the pinned video, the info_plyer has a model. its not showing anything but a green rectangle for me
sorry for not remembering stuff but
are you using custom fgd?
user-made fgd?
if yes then it's okay
cause in the vid it's tb's default quake fgd with quake stuff
fgd is a thingy that contains all this entity info
click this thing
then add this custom fgd
yeah, im not sure whats wrong, none of the enities or faces are showing
but no, no custom fgds or user made ones, other than dusk
Oh hmmm
Know what
I had a problem, something like this
I was using trenchbroom while it was in one specific location, then i just abandoned mapping for a while
Then i downloaded newer version of trenchbroom and unpacked it in different location
It was working fine until i deleted old tb folder
And apparently all the configs and paths to models, palettes and such are located separately, in %appdata% or something
So tb was trying to load files from the folder that didn't even exist anymore
so i should delete the folder in the appdata?
youre just missing the quake palette
if you dont have it, it can be found on the quake wiki for free
then put it in a folder structure like this /id1/gfx/palette.lmp
point trenchbrooms quake location to the top level folder containing that
and it will work
@elfin bear
thats for textures only
the models only show up for quake if you own quake
if you own quake, just point trenchbroom at that and skip the above steps
so how would i get dusk wall textures to load in tb? or was it all quake textures i saw?
Do you have the wad
You need the Dusk texture wad
You should be able to see what texture you have placed if you loaded the wad correctly
i did that, and thats why im confused on what went wrong
this path for game path should work, right?
dusk map\id1\gfx
no
in this case, you would just set it to dusk map
id1\gfx needs to be in the dusk map folder
but you just set it to the top level containing id1
If all else fails, get yourself a quake shareware .pak and use it in the quake game path like with the palette
Can I make it so a boss enemy doesn't have a health bar?
Also how do I change their health
you can take a non-boss version of them and then change their health by adding a "health" key to them
and then the value in a number
oh ok, i thought you meant the top level of that folder structure. it works now 
Thanks!
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
its in the modding section in-game, but not in the custom maps
dusk loads .bsp files, not .map files
.map is for editing in trenchbroom, then it needs to be compiled into a .bsp file
you can look uo a guide on tools for that by dumptruck_ds
i got the compiler, and im alittle confused on what tools mean exactly. dumptruck added ericw-tools to it, but i dont have that
there is a link in the description
for ericw's compiling tools
make sure to download the actual tools and not the master version
what does ericw-tools do?
it's the compiling tools themselves
the "compiler" you got is just the UI to make the process a bit more simple
ohhhh ok
you're talking about the master branch right? the debug one is the one i want?
actually stable would make more sense than debug
Hey, any way to spawn without weapons?
I think it'd be neat to have a section where you're unarmed against a wendy
don't think so
people have been asking for that since the 1st month of sdk release so it's probably somwhere on the list
Aight
I think spawning without weapons will be scripting thingy
If not then i'm deleting system32
where am i supposed to put the gfx file for the pallate.lmp again?
You mean the folder id1/gfx?
yeah
accidentally found the best sand stone texture in the dusk wad
de_dusk2
they do
hmm
remember that they need brushes with sky textures
ohhh thanks
the ones that represent sky for quake
basically if it will work in quake or hl, it will mostly work in dusk
theres still some stuff that hasnt been implemented yet
func_train being the biggest of all standouts
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
ok thanks
_sunlgiht2 lights up all outside areas
well you can use it as one if you crank it up and play around with delay/wait dont you?
if thats how they work in the compiler, yes
dusk doesnt do anything to the bsp so however you baked the lighting, thats what it tries to render
i dont know enough about _sun to say
Hm alright i guess that works then
@honest stag nah you can set _sun 1-3 in light entities, good for figuring out an exact sun location
ah alright, that's actually quite nice
i was pretty sick and tired of trying out _sun_mangle with different values
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
info... notnull?
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.
I see
can we just use something else tho?
like a light entity with a value of 1 in the sky
or 0
for now at least
I don't know
well in place of info_notnull
You can yeah
Nice
since info_notnull is just a dummy entity
we actually have info_target that you can use
which is identical to info_notnull
There's no ETA but it's planned to be finished this year
WHAT
๐
that's insane lol, i fully expected a "next year sometime"
SDK that is, that doesn't include coop which is a separate project following the SDK
anywhere i have to put skytextures for dusk maps? simply putting the sky textures name in the sky key didnt work for me
You need six textures representing sides of a cube
can you show how it looks btw
Then you set those texture paths in sky_left, sky_up, sky_down, etc
oh ok
@honest stag How what looks? Like a roadmap?
oh i was asking y2k for how the worldspawn sky key looks to see why doesnt it work
Will the skybox system change? So it works like it does in quake?
ah
There's no plan for sky_left, up, etc to change, but I do plan to support Quake skyboxes
So it's not going anywhere, but you will be able to do it the Quake way eventually
the presence of sky_left, etc in worldspawn would override it
wouldnt it be cool if we could just replace all sky sides with whatever texture is being used for sky brushes tho
I believe that's similar to how Quake does it
that is how quake does it
ill screenshot it
Although the sky textures are split into two parts, the sky and the clouds
oh
Which get overlaid
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
i believe
Yeah, that's what they do in Dusk currently
It's just that the sky texture used on the brush isn't what's used for the sky there
Dusk uses the textures you define in worldspawn
oh i cant upload photos here
You can upload them to imgur or something and link them
yeah
Alternatively you can upload them to another server or DM them and just post those links
Once you get rat rank you can post images directly
Oh you mean the scrolling quake sky?
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
@odd harbor ah, you need the full path
oh fr?
eg, textures/greysky_front.png
ok
@onyx marten I'll look into that
EG in that pic above you only would have to enter greysky_
something like "sky_auto" "mysky"
Cool, isnt a real issue just would be a bit simpler
whaddaboutthathotfixbtw
i still need to learn to set it up
but i'm in no mood at the moment
and i've been really nervous about asking for hlep
got delayed a little since I'd been working on some urgent fixes for Spacemen and some important stuff for Gloomwood
don't be afraid to ask for help, there's a lot of information that isn't quite obvious to a newcomer
especially since the wiki is very WIP atm
oh yes
don't hesitate to ping me if you have a question about a feature too
still isn't working :/
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
What'd you enter for the texture names?
file path
Relative to the mod directory?
starting from my drive
ah that would be the problem
i see
start from textures/
ok ty i feel dumb
no worries, it's easy to misinterpret "full path"
especially when many tutorials recommend drive-rooted paths for wads and stuff
are the keys for top and bottom not "sky_bottom" and "sky_top". i can't load textures to those for some reason
Black sand looks terrible ๐
@odd harbor down and up
Hey, black sand is one of my favorites :(
ah ok thanks
It just doesnt look like sand
yea
What would you say is the closest thing Dusk has to fireblu
it looks cool but i don't think it fits with the other stuff in that map
the colorful glass textures?
gog crystals and also that weird magic blue texture
sunlight still has no intention of working for me
maybe it's a rendering error. i use a proprietary system called Stupid Dumb Idiot
that black sand looks like dog fur
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
I mean, possibly?
Probably not something they would decide on if you could do now
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
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
for that null thing you could use info_target instead
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
it's info_null or info_notnull in quake, but that doesnt exist in dusk
zombie said info_target was basically the same thing but for dusk
weird that the worldspawn thing doesnt work though. the skybrush's texture name begins with "sky"?
No, it's "greysky"
try one that starts with sky. not 100% sure, but i think that might be the problem
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
isn't that the only way to make spotlights?
sorry i ask so many questions i just wanna learn lol
You can just create a point entity and rename it
So make an info_null
And rename it to info_target
ok cool
yeah its still not workign ๐ฆ
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
actually you're right, if workshop will be the thing then there's no need for steam page
People do HL mods pages cause there's no workshop, so...
does inserting a png texture work the same way as wads?
You can't load pngs in trenchbroom but you can load em into a wad i think
Tnx
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)
No he's the correct size
What kind are you asking about
Like a lake or like the showerhead
If you want a body of water, get a big block and make it a func_water
ok thanks htats what i was looking for
Yw
maybe it's just me but the blender iqm plugin just gives a broken file, and noesis flips the model for some reason
Betcha a quarter it's blender itself
Well it works for me
Just make sure to select the object and then export
In assuming it's outputting a 1kb file for you?
ALSO
Add an armature and connect the model to it
@tepid python
It won't export without one
bruh
tell me if it works
y is there no half-life workshop
What
Because this is Dusk
can I add new music to the base game or nah
I think if you replace the tracks in the "dusk" folder in mnt/local with the exact name and file extension that can work?
why dusk folder
I think it should work as a mod
like
use same names and exts but as separate mod
fuck me, both enclave and duskstein are broken
broken?
Zombie with the pizza rolls
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
I'll specifically look at your maps for the hotfix once I'm done with gloomwood stuff
great. tell me if I should send them, I don't remember if the .map files are included in the zips
alright. I checked both ingame and strangely i didnt get these issues in duskstein but at least 2 people said they had them
Very odd, I'll look into it
wew 98 mods
whos gonna be #100
chungus welder model for dusk
as soon as the hotfix rolls out ill pop my flak cannon
idk what i'm doing wrong with the modelling thing but textures just refuse to work, oh well
i can help probably
it's actually quite fucky and you probably need to use a hex editor too
first of all - did you set the material for your model as the texture path?
yes
alright so go grab your model and open it with a HEX editor
the iqm or original model
iqm
so find the part that just says your texture path that you set as the material
and set any symbol right after the last letter of your path as null
then try and import again
do i have to update the sdk manually?
nope, unless you have updates set to manual in your steam settings
did it not update or something?
nah i just played the Lazarus pit and it was really laggy
oh yeah the recent update did that
so some maps can be choppy at best
especially big ones
how is it flippie?
did it work?
didn't try it yet
ah alright
ping me when you test it
Is there any real way to follow SDK updates, or just lurk on this channel?
Lurk on the channel
big updates get @ everyone pings on the announcements channel as well
any update is big for us ๐ณ
No
COUGH COUGH https://steamcommunity.com/app/519860/discussions/7/1747893292775742503/ COUGH COUGH
ye trolls
"Added support for custom models but actually not really lmao get bodied nerds" 
At least you can change most of the enemies
guys relax. They're doing their best and they're doing a really good job as well
The horror
horrible isn't it? But wonderful, yes.
only worthwile use of the SDK capabilities so far
I don't see the issue
the pillars on the ramp
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
I don't get why you would put pillars if there's a solid wall there
well you could always try idk, opening some space or making the ramp wider to become symmetrical too
Hey dusky-tech boys, anyone own a VR headset and wanna help me with something?
Im trying to sort out how to export dusk maps, convert to OBJ , and then retexture without too much time/effort put in
I can do the first two, its the last one thats fucking with me
the vanilla dusk version?
I mean, technically I have the SDK version currently installed
but yeah, im just trying to export the campaign maps
that'd be something for zomb to answer I guess
hmmm, alright
btw , im doing this so that I can export these to socialVR programs
as chat worlds effectively
which is why I asked about VR headsets
you ripped the maps into what format before OBJ
and what do you mean "retexture them", did you lose the texture info?
Neither of the ripping programs I found rip them with textures on
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
you can always send me what you got and let me see if it's salvageable
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
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
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
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
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.
ooo neat
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
did anyone by any chance create a dog and cat brush
uhh why
dog and cat brush?
because brush art is cute
wow, so many answers... ๐
I don't know the answer to your question but, I do have a question myself?
Has the Dusk SDK come out yet?
As if DUSK wasnt bloody enough
Of course, if somebody DID make a dismemberable ragdoll mod...
I wouldnt complain
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.
nice nice
nah real nice is 
Just beat the level, pretty solid stuff
cant wait to see what the lower levels look like @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
you can see a part of the level in this meme vid: https://youtu.be/-DugSsr8QYM
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
can you move triggers?
No I don't think so
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
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
What about a VR build of dusk similar to Doom3 Fully Possessed
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
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
You intend on recreating dusk gameplay or just messing with the maps?
Im mostly just playing around with the maps
sick lol
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
pfft id play the hell out of that
Yeah honestly me too
God imagine physically jumping to jump ingame
that would just wreck someone
itd kill your knees lol
https://twitter.com/HermitGaming2/status/1287629686017863680 made a little trailer thing for it
Its time for something....DUSKY
@NewBlood @DUSKdev @DaveOshry
A whole slew of DUSK themed VR content coming soon...
#vr #vrgames @BladeAndSorcery https://t.co/JSJU6md0ME
and im not convinced DuskVR would be a particularly fun game
imagine vr survival horror game in dusk universe
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
yes
it's not a bad thing
imagine being melted by 5g tower
that's how being melted by 5g tower would've sound like
I totally agree
@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?
uh, sort of yes
theres an abstraction layer sort of
in order to allow rebinding controls
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
you can use better utilities to rip code
dnspy
also, since DUSK was originally make in unity 2017.x.x , its gonna be fun updating the code to modern unity namespaces
dusk was originally made with 5.4 i think
and i think the shipping version is on 2018?
2018.2 i think
Says in the project manager 2017.3.0f3
well thats wrong
its 2018.2.8f1
if you check Dusk\Dusk_Data\globalgamemanagers you can see for yourself
see , the globalgamemanagers file is whats giving me trouble
its clear thats where the real meat of the game is at
Yeah, Utinny doesnt rip anything from globalgamemanagers
Dev says he doesnt want it to be an ez 1click solution
anyways, you can just use dnspy
Yeah? Ill take a look into it
you can get a somewhat readable output from it
im not sure what your goal is, so i can only help you so far
At the moment I am just trying to recreate dusk movement in VR
- restore door functionality
youd probably be better off just recreating those things yourself
Yeah, I would imagine so
especially the doors
Its just a real PITA dialing in something like that when you dont have the original recipe in front of you
theres no reason to use dusk code
well , someone has already done that in doom
Well fuck
Yeah, that looks pretty damn precise to me
id wager it works better than dusks anyways
Yeah, I would imagine
itd also be free of dusk's game systems
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
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
Yeah, almost definitely
even though I havent seen the code, the sheer amount of serialized variables makes my dick soft from fear
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
that is a large OOF
you can use DNspy on the sdk version to get better results
because thats been converted to C# in its entirety
Yeah, thats what its looking like
I have been going from the sdk version, its what I have on my PC
a lot of it is autogenerated, but itll work
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
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
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
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
^
like i was saying before, if you just throw the c# assembly into dnspy, youll get all the scripts pretty reasonably
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
nah its a file in dusk/dusk_data/managed
called assembly charp
drop it into dnspy and everything should just work
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 
And on this day, Hermit_'s brain expanded just a bit more
Lmao he tagged the wrong guy
hold on did you manage a way to edit some scripts in dusk?
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
oh that is hella awesome
i assume it has to do with the way you ripped scenes from dusk?
No , but my journey is detailed above ^^^
ah alright, thank you
without 500pts I would not have understood it
You've always technically been able to edit the scripts
^^^
We just don't support it and it'll break with every update
One could imagine thats assumed
oh that makes sense
my college gamedev teacher failed a project of mine once because I named the pickup script PickupStickup
Why donโt we have colleges with gamedev stuff aw ๐ฆ
same
i wish i could take that
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
best if you're just interested in programming and just go for Computer Science period
absolutely
then game dev can be a "side thing"
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
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
huh
well alright, thank you
i guess coding is the biggest barrier
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
exactly
are those actually any good? i always got the impression that you need months of work to understand that stuff
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".
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
so if i get this right - coding isnt really that huge in learning basics, it's how you use it is the difficult part?
Yes
If you know a few programmers then you can ask them for help too
Definitely
syntax is the easy part
Similarly to Zombie, I took a course one term, and every course after that was pretty much exactly the same, but just different syntax
problem solving is the meat of it
Language isn't even much a barrier depending on what you learn
and your googling skills lmao
Knowledge is largely transferrable between languages yeah
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
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
i remember using a russian version of pascal in school
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
Yeah a textbook is a much better investment than the like, $20k it takes to do a full course
True that. A lot even come with downloadable examples that you can work through
what about the various long-ass youtube courses?
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
Some of my profs were awesome though
Yeah I mean, it's almost never their fault
They're just working with the shitty material they're given
probably almost same as having a fitness trainer but not really?
a huge part of that being forced to do something
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
lmao
oh god not reddit
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"
bruh im doing game dev college
my condolences
๐
all profs are game devs themself
If they're actual devs then you might be in one of the few courses that aren't a total waste of time
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
great hobby tho
for sure
$20,000 on it, perhaps not a good idea
I got a job completely on accident because I was shitposting in here
lol lucky you
who knows.... one day....
how many "make me a mobile scam game" offers did you see?
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
Not a whole lot but I imagine that would be very different now
thx guys, i really appreciate it :)
guess i'll try and actually do something for once
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
modding is the route to gamedev
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
yeah that too
I just found out it was free tonight
fairly sure you learn more by modding dusk than doing gamedev studies at a college or something
Chisel is looking promising too
RealtimeCSG being the best looking to me because I'm a Hammer boi
It's being used in combination with ProBuilder (for specific geometry) in pretty much all Unity titles at NB
Makes a world of difference
what kind of specific geometry would you use PB for?
stuff that's a bit more "meshy" like say a cliff face
yeah basically
That's kind of nice to know, because I was wondering earlier how I would handle stuff like that lmao
alright let's get this probuilder thing
on that note
I think there's a Quake .map importer for RCSG (and maybe PB?)
so you can transfer your brushwork over
Not sure how good plugins like that are tho
i actually managed to port my entire maps into unity from tb but it kinda sucked
there's also a few BSP importers for Unity that peeps have made
wild to see HL2 and Portal maps in the Unity editor
kind of want to check one out
All of the BSP importers I've seen are pretty bad
oof
they create a game object for every triangle
oh yeah, that's not good then
there's a reason the SDK is a completely custom solution in that respect lmao
game object for every triangle
What in the god damn
does anyone know a good wayto do earth/grassy surfaces?
If you're on trenchboon, try splitting the ground in squares and the lifting spme edges or vertices around
Works well enough for me
I always do the triangle slice method
since that's how I learned to do it in goldsrc
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
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 ๐
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
I mean yeah that's like all teachers
Thats just life
I always say "If you really wanted to be a dev, you would be devving, not bullshitting"
Reminded that meme
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
it all just returns true!
sounds like the values you have assigned to the actions are incorrect then
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
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
how come my func door_secret s dont give the secret found message when opening or being passed through?
func_door_secret is incomplete currently
right now it's just a clone of func_door but you can only shoot it
ok thnks
Noice
My dumbass fucked up the Steamvr input system again
God damn I just love working in unity
I am so smert
dusk vr is real
vomits
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
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
oh pog
can someone tell me why im hitting my head here?
oh wait no uploads lol
my func_door moves yet i hit my head on where it used to be
anyway to make a side of a brush transparent? its for water so there arent random water start textures while already in the water
afaik, no
wait, you can skip a face?
yeah
huh
that's pretty cool
I thought the bsp compiler removed the skip faces
For built in skip textures yeah, I'm not sure if all compilers do both SKIP and *WATERSKIP
So we support "runtime" SKIP & *WATERSKIP as well
But zombieee do you support *SLIMESKIP :v)
TIL that the optimization that I've been doing manually is all handled by vis
So I could've gotten a lot of this map done faster if I just didn't give a shit
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"
If they paid me I would be working much harder

also. if they were paying me I would have ez access to a more proper prebuild of the game
rather than the horrifying stitched together monster that is a utinnyrip
you also have the option of just waiting for the sdk to be complete, because it will be open source
and also targeted at the latest and greatest unity versions
How long do you think thatll be?
That sounds far easier to work with, but I dont wanna procrastinate the project for too long
Full on DUSKvr is the ultimate goal
but there are many small goals between then and now
namely exporting melee weapons to blade and sorcery, maps and models to socialVR and Pavlov
itll be a while
Yeah, it doesnt sound like an ez thing to do
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
especially weapons that have no reload
or flipping shotguns and shit
pretty much none of it does lol
we actually have some vague plans for duskvr, but might never act on them
Really? Thats interesting
Honestly im just obsessed with the aesthetic
thats why im doing what im doing
the gameplay and the whole game getting ported is a very far goal
yeah i think the environments make more sense than any gameplay stuff
Yeah
the current intention is just to restore door functionality and movement functionality
so you can at least explore the levels and enjoy them that way
then make a VR main menu so that you can level select between them
i mean, a vr game with all of dusk except the vomit inducing movement would be cool
maybe tone down some of the enemies or put it in a slight diff format
but id love to go ham with dual lever action shotguns so now i can actually break my wrists
I think youd be shocked how used to b-hopping you can get in VR
There are already pavlov mods
well people can get used to it
but
guh
i cant
also non-vr game enviroments dont always translate well
You are very correct
so far, I think that DUSK's environments have gone pretty smoothly
its at least extremely performant
vr sickness varies so much from person to person its kinda crazy
Im a veteran VR user and I still have to chew mint gum whenever im in for long periods
seriously one of my favorites
you could remove all of the puzzles and objectives of the game and it would still be an incredible game
it's just such a compelling world to explore
and it's terrifying. it really gives the feeling that i imagine space is like. alien and scary as shit
Jesus
sounds great
Ive been kind of bereft of meaningful VR experiences lately
which is why I have been working on the duskvr project
yeah, it's harder to find really good vr titles
market is just smaller
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
im quite excited to try your Vr mod when its done
Onward is rough
I really dont like the suppression mechanic
did you play other shooters like Pavlov or Contractors @still raptor ?
@odd harbor the first things that will be prepared for release is definitely gonna be blade and sorcery content
im porting all of the endless arenas, and some chunks of maps in as B&S arenas
then im gonna mod in the sickles/ sword in as well
that'll be fun
i really like onward, it's my favorite vr shooter
i think the slow paced tactical shooters really lend themselves to vr
I like the community more than any other shooter
but I prefer movement shooters in general. and I like the mechanics in contractors
's just the community is dead
and german
i like movement shooters better, theyre just weirder in vr
I think there has to be a good way to make a classic movement shooter in VR
i would love to see it
For the longest time my idea was to port SURF into VR
but that ended, quickly
and with my head in the toilet
i just really want a good survival horror game in vr
with vr controls
im playing alien isolation in vr and it's great, but it's with a regular controller
manual reloads in horror sound fun ๐
especially if you give the player a revolver or something high maintenance like that
i havent played much at all
i bought an index in february, played a few games while waiting for alyx, played alyx, havnet really used it sence
even if you don't like rhythm games i recommend beat saber
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
Im not a huge fan of rgames
I like bsaber as a workout , and as a test
but Beat Games is a terrible company
and now theyre owned by oculus
Pistol Whip is the superior Rgame
@still raptor seems like youre a pretty technically oriented fellow
maybe you would like NEOS?
looks interesting
I think you would like it
only downside is that the community is full of furries
so you either have to accept or ignore them
hey furries are pretty cool people
except the nazi ones
but i guess that goes for the general population as well
Thats a pretty good statement for most groups I guess
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
lmao
yeah word
but, thats like walking into an exhibitionists house and telling them to put clothes on
lmao
I dunno
ive spoken to the dev/community manager many times
in fact, I think I talk to them more than anyone else in neos
I say " NEOS would be a lot more popular if you didnt lean so hard into the furry shit"
but thats kind of the community it was built around
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
twilight imperium expansion lets go
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
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.
Hey, a furry made doosk after all (?
no doubt it's going to happen one day



