#dusk-modding
1 messages · Page 61 of 1
For reasons
there was some kind of incident i'm not aware of?
fair enough
Yeah that's about it.
Causes drama among people with varying opinions. Which we tend to avoid, y'know?
¯_(ツ)_/¯
As I recall the statements that Avain and Lain have always made about it were in regards to the fact that those communities are heavily entrenched with NSFW stuff so it's easier and safer to just nix posting of their content outright
Scalies prevail
scalie? is that like something to do with scaling textures
Not it's a skin disease that leads to dry and scale like skin
There was a treatment for it but the animal required for it went extinct a few years back
(they needed ingredients from the animal poop not the animal itself)
It's pretty eff`ed up
pls join the spacemen voice channel
no thats scabies, Scalies is something that makes people frightened.
also how did the dusk modding channel get into a discussion on scalies
For semi-not really dusk related reasons, does anyone know if the dusk 3d models are available for download anywhere? 🤔
They aren't, but you can rip them
There are several tools you can use to do so, UtinyRipper, Asset Studio, etc
Sounds goood. Thanks for the info!
you can get the monster models in the IQM format right now from the sdk folders, which can be converted into fbx in Noesis to be imported into blender
it has one downside tho - the animations blend into a single one but you can separate then all manually
Yeah we'll probably do our own IQM plugin for Noesis to address its many shortcomings
The built-in one is very bare-bones
it also seemes to make every single face separate from the mesh which is easily fixable but still
Good to know. The unity ripper does wonders for what I need right now. Just built a blender plugin for another game, needed some test models 😄 Thanks again folks.
Anyone know a way to adjust or edit weapon damage?
no such option yet
but you can edit the health of enemies in custom maps so there's that
IS IT POSSIBLE TO LEARN THIS POWER?!
trenchbroom is the supported mapping tool, it's used for quake but the sdk loads .bsp maps
very easy to learn
So I can edit the health of enemies in the campaign?
nope, we cant edit anything in the campaign
;_;
custom stuff only
well i mean we can change the textures sounds and models and all that, but no gameplay stuff
you'd have to make your own map for that
Any chance of us being able to alter gameplay soon?
I cant wait. I think the game would be so fun with a realism damage mod. Like dealing tons of damage but you also take tons of damage if you know what I mean.
hideous dusktructor or something
Whats that?
Brutal doom has a realism mode that makes the damage feel like first person hotline miami lol
I love it
hideous destructor is peak realism modding
You do you think the timeframe is for that script stuff?
Next three months?
Next year?
This year, but I don't know when
Nice
which is highly pog i must say
I feel like the dusk modding scene would be huge
well people do still flow in every time an update rolls out
so i'd imagine when the sdk is more complete - more people will show activity
like right now me and my pals are literally just waiting for the weapon models patch to start rolling out stuff we prepared
eventually
Yeah, plus there's coop coming afterward
REALLY?!
Yeah Duskworld is being merged and coop is being added
I was planning on buying my friend dusk for halloween. It would be perfect timing if it came out around that time.
Coop isn't currently planned for this year, but if the SDK is completed early, nothing's off the table
speaking of. hows the uh. hotfix for them bugs that came with the last update coming.
or is there a fix for it i havent found yet because im blind
hideous destructor is peak realism modding
is it even more realisitc than Dead Air? cause in dead air you just you stumble when you walk and die
imagine dusk with reloading
Yeah, i can just use the ssg
imagine ssg take 10 seconds to reload
well people do still flow in every time an update rolls out
still waiting for scripting
imagine ssg take 10 seconds to reload
Imagine every weapon takes 10 seconds to reload.
speaking of. hows the uh. hotfix for them bugs that came with the last update coming.
It's on its way, I'm just busy with an important feature for Gloomwood
we've got a lot of projects, as much as we love dusk, we do have to work on the others from time to time :P
so what other stuff aside from unfourtunate spacemen and gloomwood do you work on? if that's not a secret of course
max ax?
cuz im assuming faith and ultrakill are pretty self-contained
faith is the most self contained
we'll be getting more involved with ultrakill as time goes on, now that we're getting past the initial demo stuff
but yes, zombie and i bounce between a lot of stuff
Zombie is saving the gloomwood lights i bet
Zombie be like: I'm gonna write my own lighting system

hey zombie
what's up

What u up to man
Working on the aforementioned Gloomwood stuff rn
Are you making togglable lights
||maybe||
mayyyybe
Perhaps
With the lights and hands taken care of we need to find another feature request to terrify bring attention to Dillon with
Voice protag?
Pretty good idea!
I had "ironsights" as a dumb suggestion but yeah a voiced protag is a better idea
I am defo not just saying that because i'm playing Thief and every line Garrett says is literally perfect, no sir-e
DuskDude has a better voice actor though
just listen to that can go NOOOOOOOOOOOOOOOOOOO when flushing down the toilet
Same scream as the Champion from AE btw
Huh
"NOOOOOOOOOOO" scream in Gloomwood when Dillon you fuck
I finally moved all my shit in to my new place
now its time to get srs about DUSKvr and porting all the maps

Can't wait to see clips of people puking due to strafe-hopping in Duskvr
You are going to see many clips of me puking due to strafe-hopping in DUSKvr
mostly because im trying to emulate the movement system as closely as I can
modern arts and fear books
So ive been trying to drag the dusk wad into trenchbroom and nothing is happening. Am I doing something wrong?
there should be a popup when you do that asking for a path configuration
its weird, the pop up isn't appearing
where are you putting it?
Im dragging it to the editor like in the video on the dusk modding page
i think its outdated
there should be a show button to the left of "texture collections"
it should pop open a menu you can insert the wad in
I got it now! thank you. I just read the manual and saw that right before coming back here lol
i am pretty tempted to record a troubleshooting video for trenchbroom
What are the biggest issues with it you think?
textures missing in dusk, black textures in trenchbroom, the occasional person that renames worldspawn to a func_ and that screwes up the map, also people often ask where to get dusk entities
maybe more stuff that i forget
oh and the thing you had
oh and compiling issues
a lot of them
You should definitely go for it!
i also should record a "how to import an enemy model into dusk" because why not
it's a pretty fucky process anyway
actually i'll do that right now, even if it gets outdated

Cool! I'll be sure to watch it
man i forgot what kind of can of worms this is
man i did like 7 takes of the tutorial already because shit keeps breaking lmao
alright finally
now i'll just edit out a couple things and it's ready to upload
god i suck at speaking
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
im bad at recording and tutorials and basically everything in life - but to my knowledge there isnt any other thing explaining this as of yet
yes.
a true genius
the video is horrible but yeah
this is the equivalent of an indian dude tutorial except it's a guy with a horrible russian accent and fans spinning in the background with a shitty video quality
but hey it's better than nothing
i could probably make it in better quality but im afraid of dropping frames
Thank you for the video @honest stag I'm proud of you, son.
ur whalecom
Don't you guys accidentally have a .map file that you wouldn't mind sharing? I want to get back to the mapping, but I need a good example.
And look at the editor limit
editor doesnt really have a reasonable limit
and if you make a level that big - you should probably split it in 2 anyway
but sure lemme drop you a couple .map files
old map, but i went through the learning process with it
have fun with those
if you need more - maps by mcclone all have a .map file included in the download
veven's Lower has it too
dunno if aqua includes .map files in derailed and urban turmoil
maps by poolboy should have them too, and those are made on a way higher quality level than mine
(Enclave, Duskstein)
I knew the editor had no limitations, I meant that not all functions are read by the game itself. Anyway, thanks, I wanted to see something with my own eyes, not revise Dumptrack's tutorials. Although he was the one who taught me how to keep .map files in a public release.
Which I'll do if I go further than make a beach with water...
tbh there should be a list of all currently supported functions
i guess that's not a priority since i ASSUME they all will be supported eventually? or most of them
but most vital stuff is there anyway
func_door_rotating works weirdly though
func_door
func_illusionary
func_door_rotating
func_water should work
trigger_hurt, secret, once, multiple all work
func_button
multi_manager is a thing (check the new blood dev wiki for more info)
func_breakable
info_null should work
trigger_relay should work
trigger_changelevel (obviously)
func_pushable (never used myself, should work)
trigger_changemusic
trigger_counter
trigger_teleport
all the func_detail variations should work
trigger_auto is stated to partially work, never used it
func_wall
those are all the ones i know of
@wooden pier
multi_manager is from half life so the valve wiki works too for that
I thought the explanation there was a bit too much for me lol
our implementation differs subtly from it in that we don't limit how many things it can trigger
so i rephrased it a bit
but is otherwise the same
Yeah it's a bit of a weird entity to explain
since nothing else really works like it
tysm @honest stag 🥵
JAJAJA this is great why so little likes
that's like one of the best things i've ever saw in comments section
And of course, this one's also on the top of the list
can confirm this is what happens
that's why you shouldn't make things like unity available for me
it's like legos but more advanced
i'll do horrible things with it
Its a good video, it gets to the point
hahah the waiting room one?
Who those two guys in the back
Yes, and the one you made lol
McClone (on the right) (pirate ship, undertow maps)
Aqua (on the left) (derailed, urban turmoil)
beer books members if short
lmao yeah all of us do
also while we're at it
if any of you bastards still havent played the Pirate Ship map by mcclone you're a goddamn criminal and you better fix that mistake
it's quite possibly the best map currently availible on at least the technical level
praise mcclone
the man went over and above with it
Lmao
yet i barely see people say anthing about it
It has great audio tho
fucking look at this
HE MADE SUN RAYS PEOPLE
if that's not enough to convince you to play this i dont know what will
and the music is amazing too
Thanks, now I'm coming to leave a comment in Civvie subscribers style 'Thanks Vriska'
lol
@ Civvie dusk mods vid when 
yep
Civvie so great I mean he taught me to bought Blood and Thief Gold and his videos are hilarious
he posted a bunch of tweets with vids and screens of his map(s)
wait a sec
Wait map for what game
Still messing with the Dusk SDK. One of these days I might finish something. https://t.co/Obk89JQfs2
468
Omg
Experimenting with Trenchbroom and the Dusk SDK. https://t.co/4MDlhBB6yt
871
where have i been
yeah we didn't have any skyboxes back then
not even the default "as-stalker-as-possible" cloudy sky
that's the reason why I made a giant black box around the map
yeah lol my bunker map has one too
that was 50 times bigger than the map itself
Yeah earlier builds were very much "ok this is taking too long let's push this out so people can make shit"
and people sure made some shit
I did lmao
Excited to start teasing the new update once I'm back into SDK dev soon
dusk sdk made me learn to do a lot of things
cant wait to get teased
yeah same
i dunno how i would ever get into mapping without it
hell i learned blender just for the sdk
Hearing shit like that fuels my purpose for existence
thanks guys
you fuel my purpose for existence~
😳
I just make stuff because I don't feel like opening unity
no one wants to open unity tbh
and probuilder is kinda whack to use compared to trenchbroom
valid reason
Oh look its @wooden pier
it helps me to imagine each part of the level as an individual map rather than a whole thing
like for example when working on trespasser i kinda "split" the map into sectors, picked something to work on (like texturing) and went away on each sector
rather than thinking "fuck, i have to texture the ENTIRE map"
same with entity placements, decorations, lighting
all that stuff
It is tho
I just do everything at once
If you look at the official maps on each one there is a unique place different from the other
like
who needs sectors when the map is just one joke
i don't do blocking or something
who needs sectors when the map is just one joke
fair
well trespasser was the first map where i actually did block off the map beforehand and it helped SO MUCH
i was making mansion for like 2 weeks and it's ass because i didnt block out the map, and trespasser was done in like a week (veven's work on that map was insane too but still)
yeah in official maps you can somewhat notice that rooms have a place in the level
and mostly not just another room
i also spent 2 weeks making the bunker map and it's tiny and dogshit
seriously you can fit bunker 4-5 times into trespasser
hmm maybe I should do blocking
try it out totally, it's super helpful
or otherwise you guys won't ever get lower 2 or that other mod i told you about
I mean, there are several unique places/objects on the map, like a barn and a two-floor house
And I'm just thinking right now about what 'unique places' to fill out a map
depends on the style of map really
And then I think to start from blocking ofc
afaik house with two floors on second level don't have any actual purpose
besides of getting ammo\guns and showing off imsim stuff that David made
obviously this isnt gamedev 101 or something and everything is up to you - but i'd say unless your maps is designed to force the player to scavenge surroundings for suuplies - it's just going to make the map more confusing as you add more and more places
OR unless you have something legit worth going in for
like in my mansion map i have an optional Inn building that has a craptop of pistol ammo and a secret rifle
Yeah I think I played all of your maps
sorry to hear that lol
sorry to hear that lol
that's what i would've said to a person who listened to my music
Bunker 2 then
rather BUNKER 2 WHEN
i sill like the concept of bunker i just wish i wasnt a lazy asshole that made it into a 3-minute map
Of course, I think the most important thing for a map is the story, some y know, background
i mean there isnt much to say now aside from that map i'm currently making
still waiting for scripting for that to go anywhere
make duskdude 4 times slower and add reloads
oh come on i cant make an atmospheric slow mod whilehaving the player move at 200km/h
^
I know I know
lol
LETS FUCKING GOOOOOO
imagine
slowly crawling through badly lit environment
then you hear a scream and some kind of horrific fucking shit runs towards you at 200km\h speed
uh
make different monsters use slightly different sounds?
so you can't immediately differentiate them, but there's still some room for mastering your hearing skill?
i don't blame you or something, i suggest what to do
Okay. There's too many accusations in my life so I must be reacting like this
How come there are no mods on Game Banana?
it's better to have a single hub for mods
there are a couple mods on moddb that werent ported onto mod.io
in fact a map made by mashedpotato is probably one of the best ones in the entire sdk
shame it wasnt ported
this one to be exact
i dont know if it will work on the current version of dusk properly as it is very old
but it's also VERY good
We encourage uploads to mod.io because the game is going to get native integration with it in the future
Alongside Steam workshop
Anyone know how to replace the base sounds in DUSK with other sounds
Preferably the weapon draw/fire audio files
Add the sound files to your mod, but with the exact same file names as the originals
When the mod is active, the originals will get overridden with yours
Note, the filenames must match exactly, so if the original sound is a .flac and your replacement is an .ogg, you need to rename it to end in .flac even if it's not actually a FLAC file
I'm going to check the filenames first before I ask more questions, hold up
Originals are .flac and the ones I'm using to replace it are wavs
Renaming now
In the future we'll have a system to do more convenient sound replacements so you don't need to match file extensions
Because it's not super intuitive
Hope it comes soon lmao
it's basically just an ini file
[Sounds]
weapons/shotgun/fire=sounds/my_custom_shotgun_sound.wav
Lets you override the path to any particular sound
# example resources.ini file
# changes soldiers into barney
[Models]
enemies/soldier=models/monsters/barney.iqm
[Sounds]
enemies/soldier/alert=sounds/barney/alert.wav
enemies/soldier/death=sounds/barney/death.wav
more useful example
I'm not too great at reading code so I'll do the best I can
basically just name of sound = path to sound
name of model = path to model
etc
the mnt/local/dusk folder contains a resources.ini file with all the standard stuff
your mod can include its own resources.ini with overrides
hahahaha
It'll either be the next patch or the one after, we'll see
but either way that feature is planned to be in a public build 
Anyways, I renamed the audio files to match the assault rifle's draw/fire sounds and it didn't load in
Is your mod enabled under the modding menu?
Hm, could you DM me the mod folder?
Yeah give me a second
hey I haven't checked out the sdk in a while, can you replace weapon models yet?
cause I made a pretty cool nes zapper model a while ago with the intent of replacing the dusk pistol with it but back then it wasn't possible
not yet
You can replace enemies
oof
I am going thru a common troubleshooting issue where dragging dusk.wad to trenchbroom does nothing. I also can't open up a window in Texture Collections to select the wad, because "Available Texture Collections" is already full with the Quake 2 textures. I think I went wrong somewhere on an earlier step
Seems like using Quake 2 instead of Quake 1 was the issue
yeah quake 2's wad format is completely different
@drowsy dirge
It's a WIP
I need to get better audio for the weapon sounds, I directly ripped them from the DOOM 2 wad file via SLADE
reminds me of Lost in vivo
E1M9 in dusk is the level i believe
Yes
Also the textures for the shell/casing ejections and health pickups became broken too
That's a bug with the current update
The lighting system was changed a bit which resulted in that happening to certain objects
Darn
Thanks a bunch
Nice work, CMor
Nice work indeed
i'm not quite sure about pitched shotgun sound, and ssg sounds a bit louder than everything else, or maybe everything else is quiter than ssg lol
That's the issue I'm trying to solve right now, the SSG audio was sent in by a buddy of mine, while the rest I directly ripped from DOOM 2
So that is why the pitching is all weird with the other guns
It can be fixed by eyeballing the pitch
I had to make the gib sound 10% faster to make up for the lower pitch
@royal spear Can you explain how?
I kinda hit rock bottom on trying to find the correct volume
Just wondering- is there any sort of third party campaign for Dusk? I’ve completed it many times over and fancy something new 😄
there are user maps
you can play those
and some of them are the start of campaigns those individuals are working on
I’m aware, but they are just separate levels without any sort of real story like the actual campaign. And that’s interesting to see players are working on campaigns- are any of them released to the public and in a remotely finished state?
uh yeah, i mean theres a few that link together
I can’t seem to find any, so I joined this and wondered if anyone had links, or if they even existed haha.
i cant remember which is which off the top of my head
im sure someone will pop in here shortly to correct me on what theyre called
Alright- longest I’ve seen is just 4 maps put together in a sequence.
yeah thats about right
Oh right, okay.
i dont think anyone has FINISHED a campaign
theres some 2-4 map long mini ones
but nothing of a proper length
Yeah, I mean with the current scale of the campaign it’s a pretty big task
i know theres like at least 3 in progress
Ooh okay
I’m looking for something along the lines of another episode until an official DLC is made (although I doubt that for a while, as I’ve read)
Also came here for a full and completed guide on how to play Quake stuff in Dusk, so I might give that a try. Would it be possible to play Quake 1.5 maps in Dusk using the same method?
Alright nice, now just to see if the Quake 1.5 cool shit will carry over ahah
well any custom code etc from 1.5 wont (yet)
Figured, but what about the textures?
there are plans to support custom progs
Alright
yeah textures will
Have custom enemies been implemented into the SDK yet?
so, custom enemy MODELS have
Full on Quake enemies in Dusk would be really, really cool.
not custom ai behavior yet
Alright
you could pretty much do that, im surprised thats not a thing yet actually
you could port quake enemy models in
With the custom enemy models is it just a replacement of the existing enemies, or making completely new ones?
replacement
replacement of existing enemies, new enemies will be available when scripting is
Ah okay.
Is there a guide or anything on what the quake enemies will transfer over to in Dusk?
I.e the Soldiers in Quake being transferred over to the Possessed Soldiers over here in Dusk
Cheers
oh wow the thing i wrote actually helped someone
not yet, but they said it's in the next patch
Alright cool
Now just to find out how to import quake maps, replace the enemies and boom, we have Qusk
Or Duake
Hmm 🤔
You can already import Quake maps AFAIK
Indeed you can, i just don’t know how to do it lmao
To make Quake maps playable in Dusk, each Quake entity is automatically replaced by a Dusk entity when starting the map
^ that
Oh ok
Yeah I was talking about replacing the enemy models with the quake ones
That would be rather pointless wouldn't it?
well good thing i made a video on the entire process
1 moment
might as well just play Quake at that point
Quake won’t run at a suitable resolution on my machine
also the movement and the guns are different
What res you run at??
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
You've tried source ports?
or even Darkplaces
I’ve been meaning to give 1.5 a try since it was released- which should work
you can download those and get them to work with Steam integration
by just renaming the EXE files
they give you complete modern support
widescreen, FOV, etc.
Damn ok- I’ll definitely try that when I get back
If you need help or anything, pm me or ask in here or smth
Is there a complete (and not shitshow of) guide for importing quake maps into dusk?
Alright
Found a guide but it was made terribly and stuff didn’t work lmao
Also yeah, it's fairly simple, though I don't have a guide off-hand, I could probably tell you how to
just not atm lmao
Alright ok haha
pretty busy and about to go to sleep so yeah
but just PM whenever if you want, or even ask some more in-depth questions here
you'll get your answers
importing quake maps into dusk is pretty much just dropping a .bsp into a folder
and that's it
From where, freequake.ru? lmao
just avoiding the whole piracy talk
yeah but we don't support non shareware BSPs 
you can ask the quake mapping discord for them
I have Quake itself, so I’d rather not go down the piracy route (and potential malware one too)
if you do own Quake, there's tools to extract them
Alright, well thanks for the help- I’ll look further into this myself in hopes to finally get Quake in Dusk
You can use the pak explorer from here
top file afaik
lets you extract quake files
if you see me online tomorrow though, dont hesitate, i'm more than willing to help
I love Quake and Source engine modding
custom models are a whole different can of worms and the guide might not cover some stuff you might run into btw
and it might downright break after a patch who knows
well im pretty sure you can export them as .mdl, but for dusk exporting you need them in an iqm format, they might not have the same animation names either so that may not work
blender however has a plugin to export models as .iqm with all the animation stuff renamed, so it's a good idea to get them into blender with a format that supports animations
like fbx or something
i would get pakexplorer
you can extract both the bsps to play in dusk
and the enemy models
from the .pak files in the quake install directory
very simple
you can even do it with the shareware
which is completely free and legal if you dont own quake
for the record a future patch will be able to detect quake being installed via steam and automatically mount it as a dusk mod
🧠 💥
@royal spear Can you explain how?
@solar berry use audacity, set the speed of the sound, and try to match the pitch in-game, then undo and do the opposite of that pitch. If a sound has a 10% lower pitch in game, then you speed up the sound by 10% to compensate
E🅱️ic
for the record a future patch will be able to detect quake being installed via steam and automatically mount it as a dusk mod
same with half life
(potentially any half life mods you have installed as well)
wtf zom are you Carmack's son or something
🧠 💥
lol
it's probably one of the easiest things I've done so far
Steam just straight up has a function that tells you where a game is installed
and detecting half life mods is as easy as just checking for folders that have a GameInfo.txt file
okay sure but what if there's no such file
i've got a bunch of mods installed and none of them have it lol
then the mod wouldn't be detected, by dusk or steam
they are detected
ah, that
liblist.gam
liblist
lib
when u pwn a liblist with WADs and logic
bouns point for nuclear throne

but uhm. i cant wait to see the SDK being worked on again bc. i love DUSKa lot, but i can only get so much out of the main campaign and endless.
also. that might be a bit Nuttybc youd be basically turning an episodic fps with premade levels into a roguelite with procedural generation
and. fuck. i dont wanna think about the Wacky shit youd have to pull off to make that even slightly work
when dusk get opensourced you can literally do anything
aaaaand
also. that might be a bit Nuttybc youd be basically turning an episodic fps with premade levels into a roguelite with procedural generation
I can just make a legit campaign set in NT universe
why no
sure
imagine desert-ish uplands and rifts with wooden bridges, bandit camps and such
Imagine ruined scrapyards filled with trash, rusty metal and maybe even some ruins
actually exploring something that looks like an abandoned, frozen-over city
^
i like the concept of the actual areas being its own episode, and the mid-areas between each main area (sewers, crystal caves, labs...) are like. the last couple levels in each episode. and the area boss of the episode serves as the miniboss, while each episode actually ends with fighting those bosses for those mid-areas you'd find in loops
Did you have fun making nothing?
sure
actually no, I did something
this abomination: https://youtu.be/HW7lVM6eE1I
and it's not just stoopit meme a made in photoshop in 1 minute
I figured out C#, Unity and video editing to make stoopit meme
it's not as complicated compared to other things people make, but hey, it's more than nothing
if you had fun then it wasn't nothing
If you learned something new, then it really wasn't nothing.
If you learned nothing, at least you learned where not to look for learning
if you had fun then it wasn't nothing
If you learned something new, then it really wasn't nothing.
yeah that's what I meant
lmao
Did you have a stroke?
this is a map that will be out literally today so yeah
just y'know if someone wants a thing to play
yo folks, is teleporting in itmes working now?
i remember trying to teleport in a healthkit a while ago with no success
have you already finished it?
it's like really short
if so, tell me whaddyea thing
czu i need feedback on the combat
yea its really gud
thank you, i think i need to work on the ammo placement
one thing that i kinda didn't like is that the hallway was really bright
like the last one
oh yeah true
glad you like it
Yeah i liked it too
didn't really have problems with ammo or something but I killed everyone and there was still one guy left somewhere lol
Ggdnfntnrne it's really good holy shit
Wait this game has mods.
yeah it's been like 8 months or something
ooh i gotta play this later
by any chance guys is the dusk sdk on gog up to date?
not currently, it will be updated when the next hotfix is finished
wait is que music a thing now?
If I were to make custom textures, where should I look?
dusk>SDK>mnt>local>dusk>textures
it's honestly mostly trial and error for weapons, but i can dig up UV maps for most monster models
I know where to search for them lmao, I'm asking if I wanted to make my own to replace the default ones, where should I look
not sure i understand what you mean by "where to look"
do you mean texture making software?
or the process of replacing them itself
Texture making software I guess
a dude i know makes dusk textures using aseprite
says it's easy to use and he did some outstanding work using it
@long anchor is the man
i use medibang. should be fine
no i'm just using aseprite because I don't like drawing in photoshop
aseprite is mostly for pixel art I think
and what I did was not a pixel art
also, damn, my opinion is not that authoritative, I literally just watched one vid on YT and the textures themself are not that good in comparison to legit pro made textures
I think I came up with a solution, SLADE, it has a texture editor and so far it has been efficient
can't stop chuckles from this image
send sand wad?
Imagine wad consisting only of sand
There's actually more sand textures here so it's true
keep beach city weird
oh my god
wha
well shit i know that reference
haha YAS
I want to place it on a huge water tower model
I'm so glad the reference is clear, there'll be more of them
I think it doesn't matter, I love this show and the inscription really fits the dark setting of the game
A kind of appreciation
well i'll be sure to find every single one when you finish the mod
how long have you been making that map of yours btw?
ah i see
I can't figure out the landscape and I keep putting off the project
And I'm sitting too much in Blender
i highly suggest making a layout of the map first and detailing it second
it saves sooooooo much time and pain later on, take it form someone who got stumped on this exact thing many many times
just start making rooms made out of 4 walls a celling and a floor to think up some kind of progression and keep going till you feel good about it
then the actual work starts
i highly suggest making a layout of the map first and detailing it second
it saves sooooooo much time and pain later on, take it form someone who got stumped on this exact thing many many times
this what i want to do first
Thanks for the interest, it's a little motivating
and by layout i downright mean valve-styled dev textures with no detailing to brushes literally at all
here lemme get something for you
literally just a ton of dev textures that help you do this exact thing
np
like this new one
It's not polished yet, but whatever
Some sources say that this Euripides quote
thinking of it
russian detected
bonus point for aseprite
go aseprite users go
sorry for my goldfish memory, wasn't there someone who was making a mod set in Pripyat or something?
how exactly
well I noticed it just now
haha ok
and my english
if your english isn't perfect that doesn't mean you're automaticaly russian lol
i didn't mean it lol
it's not perfect exactly to start doubt what I'm native englishman
okay then
yeah fuck this topic
I notice bad english only if it's, like, really bad
(or if i'm the one who writes the message lol)
yee
is just loads the bsp file so you can use whatever map editor/bsp compiler you want
Wow I kinda like the result
Guys, im a dumbass who always wanted to learn how to make maps for games but never got around to it. Do you think DUSK can be a good starting point?
Yes
Sure bro
whom'st'd've
yo
Hey, I saw that the music queue function is a thing now, but I don't know how to use it. Do I have to make a separate entity for that, or can it be on the same one?
Also, what is the music queue command exactly?
it's an entity trigger_changemusic with a single property music
it's value is music/mycooltrack.flac, where the music folder is in your mod folder
and the music track is whatever you want
i dont know what works other than .flac tho, .ogg i think?
ogg works too
i prefer ogg because you can compress the shit out of them and the quality is still superb
Oh, ok, I knew that. I saw someone earlier say something about a queue, didn't realize it was the same function. Ok, thanks!
There's no queuing functionality yet, you can only change music directly
A queue feature is planned though
If you know the exact length of your music tracks you could fake a queue with timers or something I guess
Yeah, I was thinking of doing something like that. Thanks anyways!
Question from someone who's been offline since february: when was the last time dusk sdk got updated?
(I mean, last monster model update)
june/july
Oks
Replace them
it's need to be in the same sound file and name?
make a folder in the Dusk/SDK/mnt/local folder and name it after your mod. Create a "sounds" folder in your mod folder. Check the name of the sound you want to replace and and name your custom sound after it(make sure it's in the right directory). Load up the dusk sdk, click "Modding" and activate the mod. Make sure to place your mod above "DUSK base content" with the arrows next to the name. Click the apply button. If you did everything right the dusk sound should be replaced with your custom sound.
Not all sound replacement works tho as of now. As I am aware, its coming 
yes
S O O N
Someone here was successful with that, I think. I was more aiming at the voicelines, standing by for the update.
I'm jumping through a lotta metaphorical gymnastics to try and increase the volume of the weapon sound replacement mod I'm working on
So how far along is the Dusk modification tools, modding, maps.etc? Is it still in some sort of "Beta" phase?
yes its still in beta
you can make maps pretty easily though
and non-map mods are progressing quickly
Wow I kinda like the result
@wooden pier How'd you low res that?
Also, I've been using Trenchbroom for mapping and is there any way to do decals (like infodecal)? I probably need to reconfigure my settings from quake to half-life, don't I?
Alllllllso, has anyone gotten object_jump_pad to do anything? Currently it just spams the jump noise and doesn't send you anywhere
you gotta give it a key of "amount" and a value of "[whatever you want]" to make it do something
unsure how well it helps but this is how I have mine set up in Jack
unsure how well it helps but this is how I have mine set up in Jack
@bold orbit Gotcha, thanks
Does anyone know if Killtarget works on enemies currently (If a specific enemy dies, it triggers a door, ect)
Hello, I was tryng to put the dusk.wad into trenchbroom but I cant, anyone knows how to solve it?
nvm I figured it out 
👍
Alright, been fussing with this four hours, can anyone give me hands-on help with getting my textures to compile to be transparent?
i assume you're using a dusk.wad without transparent stuff, lemme link you one with actual transparency
Nah I found it
You're right though, I juuuuust found it, still not working though
not working? they should be fine
are you sure you replaced the texture itself with a transparent one?
I have a func_wall with renderamt 255 and rendermode 4. I've also tried rendermode 1
how does it look in-game?
you dont need rendermode for transparent textures like ladders or fences, but i think renderamt should be <255 for it to be trasnparent
try 0-100
Ah ok
also rendermode 1 is the one that works
Umm can I not post images?
not until you become rat
Ah
yeah this server has an anti-spam thing, just link an imgur link and it should be fine
That's with what I did before your advice, now let's try that out
Left is rendermode 1 and right is rendermode 4
the wad with transparent textures should be fine by itself though, try removing rendermode and renderamt altogether and then find the same texture in the dusk_transparent wad
From left to right: renderamt 100, rendermode 1; rendermode 1; rendermode 4; nothing;
Yeah, just to confirm I'm using the dusk_transparent wad alone
Huh ok
this is really odd
did you remove all renderamt/rendermode from one of them?
oh wait i see now
If it still doesn't work, you might have to edit the textures manually so the parts that are meant to be cutout are filled with solid blue (B255 R0 G0) and export those textures as bmp so it doesn't artifact, and again re-import them with the { in the texture titles
Actually that solid blue thing might just be the fgd I use in tandem with the dusk one
no this shouldnt be needed at all - the transparent textures wad worked for everyone else
hmmmm
maybe it's this specific texture, i'll check
I see
checking rn
The textures I'm using here have their void space filled with R0 B255 G0
I mean I'm not doing any custom textures, just using the base dusk_transparent.wad
Maybe it's my compile settings?
yeah
Yep
metal_bars2
it's missing the {
How can I edit that in?
Before you do
Vriska is the { in your transparent textures
Cause I don't truly know if the { is just a jack thing
the transparent textures wad is missing the { on that texture specifically
try scrolling way down, you should find some other textures that might work
Or thaat
Bumpmaps when zombie
https://valvedev.info/tools/wally/
You can use thi-
Wtf
Wym it's not working
give it the rendermodes
It's good to try at least
do you see the transparency in the editor?
If it's not working by default
if not - it wont work
do you see the transparency in the editor?
@honest stag Nope
can you screenshot the textures and dm it?
rendermode is for translucency on the object, it won't give the texture transparency
does dusk use an alpha layer or a specific color to represent transparency?
the ones you are trying to use
rendermodeis for translucency on the object, it won't give the texture transparency
@ancient depot Thought sooooo
this is how the transparent ones look
It uses the last palette index (255) as transparency if the filename begins with {
My life is a lie
FFS I wasn't scrolling down far enough
lmao told ya to scroll way down
Everything about quake mapping I've ever known is a lie
well at least we figured it out
It WASSSS { textures I was looking for
I am truly a "fake ass bitch"
Wow, mystery solved, I should have made sure of the texture when you told me to check it @honest stag
np mango
thanks a lot guys
I did not know that dusk used a color palette
Very cool
Dusk is pretty much new quake
it's on my list of games to buy as soon as I have spare cash
I hope it gets a lot more popular soon, DUSK brings so much of the glory that quake 1 mapping is
it deserves the spotlight
what you still dont have it?
want me to gift it to ya?
unless i have a region lock
Dusk itself doesn't use a colour palette, but Quake maps contain embedded textures which are paletted
Dusk converts them to truecolor at load time
what would I owe you for the pleasure @honest stag
I can't promise anything but if I do get into dusk modding, you'd be the first to know
ey sounds sick
Dusk is worth the money
You cannot get a better deal on macaroni art
aight let's try it
do you collect game gifts
Hey it's cool
at least we get to be steam friends
Yeah I hate that shit
true
It'd be nice if they'd at least let you just pay in the recipient's currency or something
Only guy ive seen on steam from the NB discord is Avain
Just fuggin charge extra/less depending on region
Yeah
yeah exactly
When do I get rat status?
participate in discussions and it'll happen
ayy ty
I asked the same question when I got on here initially the big guys told me that they dont want to talk about how it works too much in fear of the system being abused
Makes sense
Memes do not contribute
isnt it literally messages sent counted
lmao alright alright
lol
Here ill fix it
Hello 500
hello
Hello 500
May I ask why 500_pts was chosen for your username?
well
it was me being into arcade games where killing enemies gave you score , where like a little "500" would pop up when you killed them, and i thought "hey im so good that if you kill me in a game, i should also be worth 500 points instead of just 1 point"
i picked that when i was like 12 or whatever, so i thought i was very clever at the time
lore
yes huge lore
Thank you for the story. It's very interesting how stuff as simple as that can stick with people for so long
I believe someone on here was saying they were making a fully featured map with destructible objects and stuff on here, even custom modeling
Now that I have dusk I can tell this game has a huge modding potential
it's quake bsps right
That was either vriska or me
destructable objects arent really a big deal since it's just func_breakable
Minus the modeling
func_breakable objects make a big difference in a map so if Dusk 2 happens I hope maps are absolutely filled with breakable shit
pretty sure every map by now has them
It's less the impressiveness of everything being breakable but more so the polish of it being there
true
yeah that too
It's neat to know that someone took the time after crafting a world to go in, split up the bits and make them interactible to an extent
i cant wait for the weapon custom models, altought i'll have to actually go through and animate/resize them all
Even if it might not be appreciated (or even discovered) by everyone who actually plays the map
made them beforehand tho
can you mark a bsp brush as a physics object?
func_pushable?
I'm still on the fence for the custom weapons I can do for my map
I think he means pick up and throw
Uh, Zom would that be possible without another child sacrifice?
Alright
are there examples of func_pushable in Dusk?
im playing the second level for the first time
Not nessecarily as DUSK itself doesn't use quake entities iirc, just whatever equivalent david made in unity
Unless I'm 100% wrong
You're correct
If you want an example of func_pushable, think of boxes and tables in Half-Life
Tbf the goats are the cutest enemies in the game because their models look more like squooshy plush toys
but you're saying this game is written in unity?
is there a dev console I can access to load custom wads/maps?
I think there's a fake console in the game somewhere that's just turned off
But you can noclip by typing nbclip and that's about it
how do people load custom maps then


