#dusk-modding
1 messages Β· Page 65 of 1
there are like 80 DOORS MAN
halo 3 only had like 1 door joke
lmao
just have them read out their xyz position
lol i just start getting meta with the doors
"this door is called "doorOogaBooga" in the map file, fun fact"
"this door thinks your nose is big"
life has many doors, dusk-boy
Is there any way to mod the music of the base game? IΒ΄m making a mod that replaces the soundtrack with Devil May Cry music but the mod just isnΒ΄t working.
WHO DESIGNED THIS ART GALLERY, THEY SHOULD BE FIRED
i definitely wanna experiment with more "open" map designs, maybe something more doom-ish in a factory setting or something
all of my maps are all super linear which doesn't lead to too much player freedom aside from combat style, giving players the ability to approach any obstacle from a myriad of angles would be awesome, especially with all the things dusk has to offer
add secret paths to big arenas
im thinking of like, secret vents and passages leading around the map and a bunch of control panels that open/close certain paths
like destructible walls that lead to areas behind enemy lines or something similar
that would be cool too
yeah i've experimented with destructible walls a little in my latest map
nothing like being able to flank enemies tho
that'd be cool to do
imagine metroidvania dusk
so basically dusk going back to it's roots and turning into stalker
that would be incredibly interesting
it would be like fallout but there's only one faction and they hate you
man i'd love to be able to customize enemy speed so it'd be independent from difficulty options
hotline dusk
ok, now we're going too far
NOT FAR ENOUGH
ehh, actually
comes with extra platforming and double jump and ADS- sneeze meter in-game forcing you to sneeze every 5 seconds and if you sneeze earlier you won't make as much sound
give us scripting so i can make this happen already
the texture palette is so much fun to use
how hard is it to make maps?
it's not too hard at all actually
I haven't put the time in to learn trenchbroom
a tool like trenchbroom makes it so easy and intuitive
the hard part is figuring out what you want in your map lmao
Urban Turmoil and my latest map were stuck in development hell for a long time because i didnt know what i wanted in them
i've improvised a lot for pretty much all of my maps
see my issue isn't what I want but the motivation to getting all the things I want into the map
yeah that too- if you try and do it all at once it'll seem really damn intimidating
it's best to take it slow, one thing at a time, so you dont get burn-out or just don't want to make the map anymore
man if trenchbroom were multiplayer, where i could collab with other people on the same map file, that'd be awesome
ROBLOX HAS IT, WHY NOT TRENCHBROOM
but coop maps still are possible
trespasser is a living exmaple
that would be awesome, reminds me of playing forge on halo reach
let's just make dusk maps in roblox instead
minecraft server with dusk enemies
can you even port textures?
I would love to make a map where you move between different game universes
big thing to help you with mapping btw and not get stuck
go step by step in terms of workflow
i had BIG BIG hiccups in development because i would make a room, fully complete it with lightling and everything and then realise i literally made nothing else in the map
which caused my first maps to be either really small or very barren, janky and disconnected because i kept jumping from idea to idea
then i have strictly decided to make something like a normal person and forced myself to make a dev-textures layout first and THEN go through everything
the result is trespasser, a map that might not be the most amazing map out there but one im very proud of (veven of course helped a huge ton thanks veven)
my biggest downfall is that i detail my maps as i go- i could probably make maps a lot faster if i did blockouts beforehand
i get soooo carried away lmao
it's a viable strat
it might feel slower but it's pretty much the same
also cooping with someone on a map helps a lot too lmao
i felt obligated to make some progress and not look like im a lazy ass
i cant wait to make endless maps
im annoyed that vanilla endless maps are sooooo cramped
they arent fun to play on
i'm making MASSIVE endless maps for sure
plenty of enemy spawns and layouts that encourage the player to keep moving and change direction/pace/whatever so they dont get slam-dunked
i feel like it's easy to lose a stray enemy when a map is too big
big open areas and shit- the ep1/ep2 endless maps were good that they were claustrophobic enough to keep the player on their heels
yeah thats the thing too, you can Hup The Woes Awayβ’οΈ most of the time
i mean like when there's 1 rat left and you have to look through the map to find it
the bigger the map the worse the problem
even tho there's an arrow above their head
oh yeah that as well lmaooo
yeah with endless I don't like mazes
I'd say 4 big open areas connected by pathways
or something like that
HD dopefish 
THIS is HD Dopefish!
That looks amazing
But what about doom eternal dopefish
this is dusk dopefish. No need for doom eternal dopefish
mapping is hard
Like anytime I start making something it feels boring compared to other maps
Anyone have advice for specific enemies in specific environments/combat scenarios?
really where
I mean is that really an example of core dusk gameplay
no but its fun

twice
so now you just have to make sack.wad
yes
I spent hours trying to figure out how to beat nuts wad
I still havent done it
I know how to get past the first room
but the second room full of cyberdemons is uh
tricky
Here's my map, critiques/suggestions appreciated https://drive.google.com/file/d/1R9ZPaKJewGGFA06HnA7uIla_JVdW827W/view?usp=sharing
**edit: Re-uploaded fix for missing textures
@crimson quest Okay, so I played through it and here are some notes: 1) I like the open design, not very linear/you get a big area to explore all at one. That being said I found it backfired in some ways. I was able to skip straight to the end of the level after getting onto the roofs/after getting the secret. 2) I think that putting a Red Wizard in the well isn't a very good fit for the space. I feel like that enemy works better at long range. In that tight space his shots just end up hitting the wall. Not very interesting to fight. 3) I like the idea of backtracking to get the AR however I feel like the ensuing ambush with the Flyers (whatever they're called) didn't work too well. I was already out the door before I realized they were there and they seemed so easy to avoid I killed them just for the heck of it, not becasue they were impeding me. 4) Obviously it looks a little ugly, Idk if this is happening to you, but the buildings were untextured for me (blank grid). I find making a map look good is the hardest part (and this obviously isn't a finished product) so I get that. 5) The jump pad that takes you to the roof doesn't work quite right. I needed to crouch on it to be boosted.
Keep at it π
@crisp raven Thanks!
I was able to skip straight to the end of the level after getting onto the roofs/after getting the secret
@crisp raven I've sealed the map with clip brushes, but of course, those aren't supported yet.
the buildings were untextured for me (blank grid)
I'll look into it, should be easier once I finally get rat status and can post progress images
The jump pad that takes you to the roof doesn't work quite right. I needed to crouch on it to be boosted.
Ahh you're supposed to break the floor to be able to use it, but I might just remove the broken part all-together
But yeah thanks for the suggestions!
A new WIP upscaler GUI now has a feature to use two upscale models at once!
@crimson quest Did you use any wads that arent dusk.wad? if you did put them in the same place as palette.lmp that should fix missing textures
also about to play the map
that upscaled version really accentuates the smooched -_- face I that I can't unsee on that texture
asdf
This is proper upscaling
@golden cosmos All it takes is picking the right model for the image. That's why this is gonna take me a while. Most people just automate it. I am handpicking the best model for each texture.
@crimson quest Did you use any wads that arent dusk.wad? if you did put them in the same place as palette.lmp that should fix missing textures
@honest stag Gotcha, thanks a bunch
....Waiiiiiiiiiit a minute
So say I have dusk_transparent.wad and prototype.wad
I'm just putting them in the Dusk\SDK\ folder
and then referring to them from there in trenchbroom, doing no custom pallets.
Ohhh now I see
pallet.lmp is in SDK\mnt\local\mymod, easy
time to move them into there
Okay, just uploaded a new bsp
@honest stag Redownload to get the latest
@honest stag Redownload to get the latest
i actually recorded your map
the previous version
1 moment
@crimson quest
i can record the new version too if you want me to
wearhous
if all goes well i can have this done by the end of the week
i can record the new version too if you want me to
@honest stag thanks for playing it! It looks like all of the textures loaded correctly for you. The only thing that went wrong was when you collected the machinegun, the ceiling is supposed to break and reveal 4 bonemonks, I have no idea why it didn't trigger.
And as for the secret, first walk to the tractor, and on the left there's a path behind the wood fence that leads around the top of the rock wall, eventually leading to a campfire
Gm_Construct but in dusk.
gm_dusktruct
what about dm_construct π³
Equalized the detail on that texture I showed you guys last night. Also downscaled by 50% for the most consistent detail, since DUSK has point filtering.
methinks it needs to be a bit rougher, tho it looks better by virtue of not having so much high frequency noise
(values are a bit off tho)
tho I have no idea how it'd look ingame
That's too different.
Yeah, I think we should leave it as is. It doesn't look that bad.
Johnny stop posting your textures post your game engine
thank you mister Johnny very cool
gotta get that prebake action on it, bake me some lightmaps with blender
Yeah, I think we should leave it as is. It doesn't look that bad.
you're right I guess, got any screenshots of the texture rescales tho?
curious of how it looks ingame
aside from the weird thing it did on the bottom that looks really damn good
holy shit
what are you using to upscale those
I mean, it isn't meant to be perfect. AI upscaling is far from perfect. It is still in its infancy.
ESRGAN has loads of models. Look up a discord called Game Upscalers.
yeah, but it's fixable with not that much effort I wager
which is far more than what you'd have a few years ago
A few more papers down the lineβ’οΈ and it will be nearly done out of the box
They require training and results vary heavily depending how much detail is in the image.
yeah, but the amount of detail it correctly infers is crazy
It sure is.
"It is unlawful to enter this area without permission of the installation commander."
Unreadable Text
"While on this installation, all personnel and the property under their control are subject to search."
"Use of opacity" More unreadable text "are criminal"?
I swear AI Upscaling small text is going to be how we get new fictional languages
Probably.
It did a pretty decent job at deciphering though.
I mean, I was able to get THAT much out of it.
I was also judging by the original image zoomed out.
@gritty forge What is that disk texture you posted before the warning sign? I can't remember seeing it ingame but in the editor it's in a hub-cap shape and called "object_blower"
Blower.png
do you know what it does? is it just a scenery prop?
do you know what it does? is it just a scenery prop?
@crimson quest Probably.
It actually looks like grass, holy shit!
holy shit
Look at them pebbles.
This texture pack is gonna rock your guys' world, right?
That pun wasn't even intended, but I am now intending it.
I wonder how texture mods will work for custom maps
would it just be matching up mod filenames to .wad filenames assuming we knew the latter?
or default to the .wad
It actually looks like grass, holy shit!
there is no way you put in that texture and it gave you that out
telling you man, those ai's are magic
final arena time babyyyyy
just big enough for some wiggle room, but perfectly sized for the boss i'm using so they'll land a few shots on you most likely on your first run
there is no way you put in that texture and it gave you that out
@cunning fulcrum The model I used for that one was designed for ground textures, hence its name.
ah
Will it be possible to make MP maps at some point in the future?
Dont see why not
I'm only asking to refresh my memory, I thought I saw it being discussed here sometime ago
@solar berry Lmao, just press the refresh key on your outer cranium. It's not that hard. 
Will it be possible to make MP maps at some point in the future?
Yes, DUSKWorld is planned to be merged with the SDK as part of the coop update
you can already make multiplayer maps as a concept
im working on some concept maps. A dm/duel map and a duel map
Well, I was mainly focusing on SP maps as that is what I can publish now and people can play
i guess
im still gonna publish my maps before the multiplayer sdk comes out
mostly cuz i just want to show people that you can do that stuff
Wait do you think it's possible to put in Longest Yard
And have hunting rifle instead of railgun
And a fast fire totem for quad damage
ugh
yea thats probably gonna be possible. But tbh i think that ql maps wont work in duskworld at ALL. People need to do duskworld versions for classic ql maps
Yeah I'm way more interested in seeing actual original maps than ports
Playing maps from other games gets old once the gimmick wears off
yes
i know branflakes did a duel map
im still finishing mine
thats a good thing tho. People will get tired from playing maps from other games and they'll move on to original maps
yeah tbh i didnt very like the whole "play quake/half life maps in dusk" thing at the start of the sdk reveal
i wish it was more orientated towards the custom map making instead cuz people kept coming in and asking how to install half life maps
but im just an asshole
well it is NOW but yeah
cause rn only me and aqua actually maps if i'm correct
lmao
well aqua is definetly very passionate and i love him for it
i think most people are just waiting for more features or stability for now
im mostly waiting for scripting
I made 3 funny maps
i have everything i want except time and willingness
I made 3 funny maps
that's more than 0
bruh time sux
i wish i had like a stasis pod where i can spend 24 hours while 1 second passes irl
just mapping
I have that thought often
i have so many unfinished maps bruh
spending entire weekend chatting instead of doing something else
most time was spent on the big johnium model because of how confusing it was getting it to work ingame
especially when the only reference was a 360p video
a big comprehensive 101 about dusk mapping n' moddin' n' shi'
though I never would've known that you had to rename the material to the path to make it work
idk how you knew
zombie told me
actually vriska
im literally just a can for things that zombie said so i can tell them to other people
that's all i do here
wdym
with categories n shit
like in text?
ot actually fill the newblood wiki which purpose entirely is to guide people
my stupid how to install mods vid got 1.1k views
like in text?
yes
i dunno i usually found videos to be more helpful since there's some way to see exactly the placement of a button and shit
which can be solved with screenshots but im lazy
@gritty forge are you working on an HD texture pack for DUSK?
aaaaagh one monster closet left and then i can build and VIGOROUSLY playtest
map should be going live today
sooooo fucking excited
π
should be though it's only 10am right now so i should be good π
THE GRIND NEVER ENDS!!!!!!!!! π π π π
also funnily enough putting low spec mode on helps tremendously with lag for some reason
from what i remember they're also doing some optimizations for the SDK, so that will maybe fix it
wew, very soon lads
my own map kicked my ass π
thats how i know it's tough enough π
@gritty forge are you working on an HD texture pack for DUSK?
@sly cape Yeah.
Shweet, I may hit you up once I continue my DUSKvr project
I feel like HD textures would be a nice addition to the VR walkaround
hmmm i could release the map right now, but im not too certain on the difficulty just yet
gonna do one last playthrough on cero miedo and adjust things as i go and then i'll probably release it then
...would've helped if i compiled all of my edits
why dont you have other people playtest it?
i've had a few friends test it previously but it's just some enemy layouts im not too happy with just yet
ah i see
@sly cape Just DM me.
Will do when I need 'em
it's the "make maps with 20 total sectors" option
"and have them be really small" as an addendum
pog? pog!
share it with your friends or i'll sic a wendigo on you π
i think actually urban turmoil lags more than this which is really strange lol
Will do when I need 'em
@sly cape I mean, I will release them, so you will easily be able to download them.
sick map
ππ»
isn't there a "parent" key value I can use on entities? is that limited to anything, or, say, can i parent a jump pad to a func_door or func_door_rotating?
iirc yes
share it with your friends or i'll sic a wendigo on you π
please do and ship a crystal of madness with it
I can't parent a door to another door to make it have 3 states
reeeeeeee at zombie
i hope people like jump pad parkour lol
αΆ¦ α΅α΅βΏα΅
whats the default health of a cowgirl?
at least 2
i need to halve it for two enemies in my map so a certain segment isn't as grueling
hmmm yes makes sense
if your map doesn't let me turn wendigos into friendly skeleton doggies i wont play it
hmm, does this look fitting for the interior of a super evil sci-fi tower?
yes?
maybe it needs FIRE
good idea
Looks like the inside of the citadel in HL2 so yes
lol thats what im going for
What if you could see some part of the wall falling off and the infrastructure is meat
Or like a room that contains a giant mechanical heart that connects to tubes
And you need to destroy it or something
added a little bit of decay on the ground, like as if the staff in the tower are focused more on what the tower's used for rather than maintaining the structure itself
decay on the walls would be sick
What if those pipes on the walls connected to the mechanical heart
ooh good idea
yeah the heart is a hella-good idea
i have this idea for a really cool centerpiece so i'll definitely keep it in mind
Anyone know how to avoid this effect, wherein a colored light becomes white when too bright?
Do I just have to make the lights darker?
probably, yeah
dusk literally punishes you for making the game too bright
try playing around with "delay" and "wait"
1 moment lemme find the image reference
delay and wait are properties on your "light" entity
Aye thanks guys
Delay 2 wait 0.5 be like
Nice
#ranks , you can't post pictures until at least rat rank, it's to discourage raiding
dang
just upload it to another server or imgur and link it
π
this should work
Nice
you can see how i split a wall in pieces with the clip tool
idk how to link those pieces together tho
there is a way to cut out a part of a wall by using a "subtract" tool
ah aight
but to answer your question - sometimes you dont need to merge brushes like when you make windows - some just have to stay split up due to not having convex brushes in tb
damn
but you can merge brushes anyway by selecting them both and pressing ctrl+j
oh
nice
its all clean now
alright im gonna go learn some more about tb
thanks for the tips
i highly suggest you dont skip his less-watched "tips for trenchbroom" videos
they're really good
they have some VEEEERY useful stuff i wish i knew about long after i started mapmaking
tough that is a complain i have of his videos, finding a video where ge says a certain thing not shown on the title can get annoying
are most dusk maps made in tb or is there something better
Trenchbroom
as far as the game is concerned it's all just quake
when DUSK loads a quake map it replaces all the entities with it's own
i see
so for example a grunt becomes a soldier
i compiled that map ingame so i know this
yeah
yeah i see
trenchbroom is the way to go
oh btw
i didnt know how to light properly when i made the map
so it looks like this
lmao
on my firstest map i compiled into dusk, there wasn't any lighting (i didnt run the bsp through light) so i thought i had to place a shit ton of lights
thats 600 light entities for a little room
Oh God oh fuck eveything's on fire
oh
oh dear GOD
dude save that image and keep it lmao
you'll uh
you'll want to look back at it someday
its on desktop dont worry
ill refer to it later
it also gave me a headache before i discovered the view tab
Is the fire still going?
the question is if it will stop
also you can use quake textures right
i need it if i wanna make triggers
Yeah I think you need to include the wad in the mod folder
alright i set a trigger to make a cowgirl hostile before her noticing me but it doesnt work
on the map
did i do something wrong
ah whatever ill continue tommorow
uhh, anyone gonna take this shit down?
@tight fractal mister pls
@tight fractal scam shit, sorry for the ping
thank mister
what happened?
@crimson patrol some fuckin dumbass just posted a link to a scam site
lol
yea
as if
bitcoin shit if you're wondering
ah makes sense
anyway i compiled the map into dusk but the trigger doesnt work
and when i update it, light doesnt work and instead gives me a text document
which trigger is the problem
oh by the way i dont think alerting monsters works in dusk for now
by triggers that is
if you try and launch that map in quake it should work
I drew up a concept of a combat area for Dusk that I am gonna try and make in Trenchbroom

good luck brother
Having issues with loading mods
Help
What exactly is the problem?
are you not able to access them in the "mods" tab? Or something else
i think im off to a good start
the sign is just gone when i compile tho lol
IT'S A FEATURE
shit idk, maybe if i add a cyberdemon
brushwork Cyberdemon
lol
I'd you want a non dusk texture in your mod you have to add the wad into the mod folder in mnt local, otherwise the texture isnt there
Also is the texture called "sky" or something
Because the game might think it really is the sky
@alpine depot I thought your ||skybabel corporation|| needed a logo so I came up with this design in a couple minutes , idk you'd wanna use it.
woahhhh thats pretty cool lol
black mesa?
sky mesa
meesa jar jar bink
What do you want the company called? Sky?
yeah i named the texture "skybabel"
didnt realize trenchbroom and my compiler would treat them as sky textures
oopslol
What's the default vertical to horizontal field of view ratio in DUSK?
Imagine if it was max by default
Just start every texture with your name and imbibe computers across the world with your essence
theres no such thing, it depends on the aspect ratio of your monitor
Alright. So, just so everyone is aware, I feel extremely threatened because i feel like I'm asking a stupid question here, but I feel as though it needs to be resolved regardless. I have been trying to playtest a map, and the textures just aren't loading. The cube I have made just doesn't have any textures. It just has a stand-in checkerboard texture, and I don't know why.
they are showing up in trenchbroom, but as soon as I try to play the map, the textures just suddenly aren't there
Should I just try re-installing the game and SDK, or is there a fix for it?
you need palette.lmp in your mod's root folder for textures to load
Well whopdee-fucking do, I am apparently a major dumbass and forgot pallette.lmp. Thanks.
Lmao
I hope my dumbassery and general inattentiveness brings you entertainment
for example, I just tried loading a map for experimenting with teleporters and forgot to set a spawnpoint in the first place
thanks.
Just wish there was some kind of editor so you could make a change and playtest the change without having to compile the map again. It's a bit tedious
Another thing: teleporters; I managed to get one working, but only sort of. Basically, whenever I use the teleporter, I'll come out underneath the floor for some reason. I tried raising the teleport endpoint to no results. wat do?
I've been continuing to work on the grey box for this level and I'm teennntatively hoping to have it in a playable state by the end of this week
Gotta post more before I can share screenshots though I guess haha
Gotta post more before I can share screenshots though I guess haha
@golden jacinth I feel that. You say you're working on a grey box, is this a tester map you're making or are you just limiting yourself to a certain area that you can work in?
@golden jacinth you could always just upload the image to another discord and the paste the image link
you could also potentially just dm people who ask for the pictures specifically.
@ Aym I block out the whole level without doing any texturing before going in for the first art pass. Want to make sure it feels good and flows well before getting into the nitty gritty of texturing and prop placement and fine tuning all that.
Here's just the little entry bit
(I did texture the glass but only because it's semi-transparent and that'll effect the sightlines π )
Looks good
Another thing: teleporters; I managed to get one working, but only sort of. Basically, whenever I use the teleporter, I'll come out underneath the floor for some reason. I tried raising the teleport endpoint to no results. wat do?
@lunar breach Try moving the teleporter exit, are you sure it isn't just defaulting to the origin? I've had that happen before and sometimes not even at the origin, but someplace nearby.
yo i suggest you use this dev texture wad so it's easier to navigate your map while you're laying it out @golden jacinth
helps a lot in the long run to mark some stuff with colors as to not forget you want to place something there later
Oh shit nice. Thanks β€οΈ
thank
np
It is now obligatory that the next released map for dusk contains these potatoes as a texture
On it
Is there a way to replace the music of the gameΒ΄s levels? IΒ΄m trying to make a mod that replaces the music of DUSK with music from the Devil May Cry games but itΒ΄s not working, my modded tracks just donΒ΄t play, they play the default ones instead.
You'll have to rename the music files you want to play (the dmc music) with the exact filename of the music you want it to replace, then put it in a subfolder named "music" inside your mod Edit: Can't change it yet. Sorry for the misinformation :/
Are there poles from E1M9 in the list of entities.txt?
Is there a way to replace the music of the gameΒ΄s levels?
Campaign music can't be replaced currently, that's only for custom levels right now
okay, I wanna do a dusk total conversion mod, but i still need to learn how to UV map and help cataloging things
does anyone want to help?
All I wanna do is expand on the endless mode with an emphasis on weapons, changing your play style
dude
its made in unity
from there, we could do just about anything
I'm talking walking around with 4 weapons. You could either thwack a mutant spiked baseball bat, or launch mini nukes
take unique weapons from other games, mix and match, perfect and improve, until they just work
I mean if you wanna reverse engineer the whole ass game rebuild it and add new things go ahead
Unless u mean mod
I've never used unity so I wouldn't know lol
drat
I've been looking everywhere
i just need help organizing all my ideas
and get help for it
in that case you might as well just get ideas and concept art while you wait for scripting implementation
Sdk not out. Not posible to do. Too hard. Make idea.
i dont remember if i asked but
what happened to that one cool sdk menu you showed off a long time ago?
one that looked like an ancient keygen
That was before the SDK was even an official thing
waaa really?
It was something that patched the game files
Yeah I was fucking around with modding Unity games shortly before I found out about Dusk
oh wow damn
that's actually cool to know
But yeah, that menu thing was actually released
It's in #dusk-duskworld-dungeonsofdusk somewhere
A few versions of it are, at least
ya that's why i asked cuz i've seen it in there a long time ago
it was "dawn" or somethin like that
I don't think any version of it with actual modding was released though
Just small patches like toggling hud and stuff
still looked cool tho
based
data
https://github.com/DaZombieKiller/MonoScript It used this, I think
Which is a really early experiment of mine in offering user-facing C# scripting in Unity
me understand(?)
using UnityEngine;
[ThisIsTemporary] // temp attribute to auto-spawn entity
class Mage : Entity
{
GameObject cube;
public override void Spawn()
{
base.Spawn();
// create a random cube lol
cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
}
public override void Tick()
{
cube.transform.eulerAngles += new Vector3(0, 1, 0);
base.Tick();
}
}
lmao this is in the prototype
// don't fuck with this class
internal class Entity : IEntity```
the last comment sounds like a threat
People that give advice about Unity online are rarely well informed
damn
sweats in unity forums
i will take that
interesting
sounds promising
oh neat, the dawnbench zips are the lua prototypes
I don't think there's any code from any of these prototypes in the SDK anymore
lol
we'll see about that in about 15 minutes
another super old C# scripting prototype
This build even had the canned -unsafe command line argument
yeah i didnt really know what i was expecting anyway
lol
entirely unrelated but ive played a lot of bioshock infinite and just started playing bioshock 1, i really want to make a bioshock map now lol
biodusk!
i was just watching someone play bioshock 1
they HATED the final hour
like actually were mad
i just got to neptune's bounty and i despise the big daddies so much
i'm on easy mode lmao
iirc sdk_fuck.7z should be the most recent build here, hm
yeah, this more closely reflects the sdk
yellow skybox? 
close enuff
magic
where's debug gun
the bsp loader was super, super incomplete at this stage
debug gun just gibs any brush you aim at with it
oh yeah, when we get the console, are we gonna be able to bind commands like noclip to certain keys
yes
bind n explode
bind g "npc_create npc_cowbabe"
my go-to tf2 bind
bind "<Keyboard>/g" "ent_create monster_cowbabe"*
potato, tomato, same thing
bind w "summon archvile"
fuckfuckfuck
dusk could actually use an archvile-type enemy
stop
alias +fuckforward "summon archvile;+forward"
alias -fuckforward "-forward"
bind w +fuckforward```
to fool them
you monster
it took me a minute to understand it lmao
I don't think dusk_mp is present in the sdk currently
(it just contains mp-specific assets like player models and stuff)
do any mods have this yet
fuck
wait did the sdk get an update
Not yet
oh snap well i'm looking forward to it
what am i supposed to put in this game path? the PAK? the application itself??
i have finally set up trenchbroom
so i just add the dusk textures and when i play the map in dusk the quake weapons turn into dusk weapons?
bruh you can set up trenchbroom seperate from dusk steam files
yeah you only need it to work like quake mapping
you can also just download the finished setup from dumptruck_ds' trenchbroom beginner guide
and then just drop the finished .bsp in the mod folder
but for dusk entites check the pinned messages for entites.txt
it contains all dusk stuff
in order to place it, just pick any name from that list and type it as the name of any other entity in TB
in TB, it will look like a grey cube named, say, weapon_pistol
but it will show up in game
i have a vid troubleshooting some stuff like that
it's not the best but you mind find it helpful, 1 moment
0:07 Missing textures in-game
0:55 Adding DUSK.wad into Trenchbroom
1:17 Black textures in Trenchbroom
2:13 Map not compiling with Necro's GUI
2:36 Map crashing on startup
2:53 How to add Dusk Entities
3:41 White objects in the map
3:52 Adding a custom skybox
5:07 Transparent ...
it's always soonβ’οΈ
what are the requirements for the light tool to work
sometimes when i put a .map file in qbsp then drop the .bsp file in the light tool, it just gives me a text document and doesnt work
sometimes it works fine, but sometimes it doesn't
here is the text document if that's any help
what to do
oh no
what happened
lmao what
quake not found lol
did you put "quake" as DUSK?
i have no idea
May be something with paths
in preferences
press "configure engines"
then you can put the path of your Quake engine
ahh omg
where could i find quake folder
i could pull up its game propreties from steam
yeah
ok
preferably you should use a source port like QuakeSpasm but afaik vanilla quake works
at least for making DUSK maps
i have that
oh wait i fucked up the configure engines
i can path it to quakespasm but i did it wrong
aight, how exactly
i did configure engines but i had daikatana as the configure engines option
its easier if i just show lol
Very weird
well if the quake option just disappeared
then i guess you can't use it anymore
open ur TB to see if its not an update
i did
is it there
v
wow
yeah im gonna do that
i forgot to make a folder to extract the trenchbroom files into so now the directory for quake mapping is merged with threnchbroom files
can i undo
i tried and they aint gone
wait what if i make another folder move the important shit like id1 tools etc. then put the original folder in the new one
you could try that
im making a new test map
On Trenchbroom?
ya guys like PIPES?
Cool
pipes are the best setpiece
wish i could have some smoke particles or whatever, it'd add so much to the atmosphere
or maybe fog.
yup
as long as it's a functional wad it'll get "baked" into the compiled map
nah you dont need to include the wad
oh nvm
only palette.lmp in the mod folder so textures load
root folder i mean, not in maps or music or a similar subfolder
Hmm
i followed the instructions in https://discordapp.com/channels/240195284695646209/586508960128040961/754006958922530897 and i think I got the textures working
oh shit nvm i was a little confused until i realized i have to check out entities.txt
ummm can someone help
Whenever I put enemies in a monster box they just instantly die
No matter how wide I make the box they always die
ded
in editor
Entering the trigger_teleports after enabling them with a relay teleports you, as expected, too...
Actually now I realize the cart dog dies regardless of where I put him, how do I fix that?
bump, dusk mapping is confusing as fuck
@crimson quest as far as I know there is no fix. You'll just have to avoid using Cartdogs until the issue is resolved in a future update to the SDK.
@crimson quest as far as I know there is no fix. You'll just have to avoid using Cartdogs until the issue is resolved in a future update to the SDK.
@crisp raven ah well thanks anyways
Uh, can you set its health? maybe its being created with a default health of 0 or something
being created with a default health of 0
quite depressing
here is my shitty take on the dusk iceberg meme, instead it's the modding part
i think about it every day
sweating
i knew it
"aqua is about to make you his bitch"
one day mashedpotato will return
and bless us with his insane mapping skills once more
god i wish he made more stuff
the one and only map he made is such top tier stuff
and that was what, first month of the sdk
maybe he forgot his discord password or somethin
go into a map and noclip directly down
hold on
At least i hope it's there lmao
yeah
OH GOD
i should have added "sickle music"
will anyone ever remember sickle music? i do
YO WTF
yeah
Is it like a reference point?
nobody knooooows
it's spooky
glad to see that this community has insiders
gonna guess either a reference point or just a "dude if we put this in the game I bet people will freak out haha"
wdym
pic
so i was flying around lower 2 with noclip
and
for some reason in different parts of the map i have different vertical/horizontal speeds
recetly i defaulted my nvidia settings and i think it might be vertical sync thing

btw you know that feeling when you go back to the thing you made long time ago?
and you're like
"wow it's much better than i remember"
that's how i feel about lower 2
lol
usually it's "jesus christ how did i allow myself to post this online this is so bad"
well
usually it's "jesus christ how did i allow myself to post this online this is so bad"
i said that about my music

also i should say that lower 2 jokes were funny at first, but now i'm kinda afraid of them - what if people are thinking that i'm making something bombastic out of it, and in the end for them it's just going to be bland and generic
there's only like 50 people willing to try out new custom maps for now
and i saw some sub-par quality stuff get good praise
a.k.a my maps
so it's fine
I only make good mods
You forgot about Lain in DUSK SMH.
I remember when I was testing the mod for the first time and I burst out laughing when I found out Jakob's texture is used for this painting and it was just Lain's face.

Any news about upcoming sdk-builds? What're you working on?
@long anchor https://www.youtube.com/watch?v=vu9oElKPnkg
Futurama clip. Zapp Brannigan and Kif in the shower.
I do not own this video. No copyright infringement intended.
ha
Is there anyway to make shadowed areas in Trenchbroom
are the mod tools good yet
i dont think so
gonna guess either a reference point or just a "dude if we put this in the game I bet people will freak out haha"
I should start adding hidden spooky shit
You already have it
What is that effin racing car sound at the start pf any map since the sdk came out
ok am i lterally the ponly person ever that hears the fucking creaking sound at the start of any map
Yeah that's just the personalization at work
zom lies to us
he didn't work on ultrakill and gloomwood
he was working on making sdk even more personalised
ultrakill and gloomwood are just manifestations of advanced personalization
gloomwood and ultrakill are in the dusk engine
wowza thats an ancient engine
Technically true
Are you able to set a destination for the teleporter object instead of it bringing you to the center (?) of the map?
I think its currently bugged so you'll want to use trigger_teleport targeting an info_teleport_destination entity
@ancient depot Can you please add in the modding tools to the SDK, and not just the mod launcher?
I'm not sure what you mean
I just want to be able to mod without downloading third party software
Oh you mean trenchbroom and such?
That's unavoidable here, because there are several editors to use, and the editor itself is third party software
We can add some functionality to automatically download them or something, but we can't include them directly without a bunch of work
Mostly for legal reasons
Ok, I was sorta talking about packaging it inside the SDK
Even then i don't think it's possible
Since that would technically be passing it off as your own right?
and we are just answering
Out of curiosity, what's the reasoning you have for not wanting to download that software?
Are you concerned about malware? Or is it a convenience thing?
I am concerned about malware
As long as you obtain TrenchBroom from its official locations, you'll be fine
ok
Namely, GitHub
Unless you're downloading stuff from very shady sites, and have your antivirus off
there's no real trouble from anywhere on the net
thanks for telling me
No problem
I really want to add some weapons into Dusk
Don't think that's possible yet
like Dual Super Shotguns
Functionality for custom weapons will be coming soon, but as of right now it's not a part of the SDK
That's the goal
That is always the goal for modding support
Or at least it should be
SDK is like 80% complete right?
Yeah, It is always fun to see some good mods that completely change the game
It depends on how you measure completion
Yeah, i'd imagine something like that isn't very imperical
and when that happens, I want to see Civvie revisit Dusk, but just for the mods
that'd be nice π
who
Civvie 11, the reason Postal 2 got popular
Yes, No, Partial
Y Levels
P Music
Y Sounds
Y Textures
P Models
N Enemies
N Weapons
N Scripts
N Menus/UI
This represents the current public build
OK
You can have music in custom levels but can't replace campaign music
Gotcha
Technically you can use Doosk for that
Like Doom gameplay in Dusk maps
It's a mod for doom that adds dusk weapons (and I think enemies soon?)
It would be awesome to play some classic Doom maps with Dusk enemies
There's a DOOM -> Quake level converter afaik











