#dusk-modding

1 messages Β· Page 65 of 1

gaunt galleon
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hell yes sign me up

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i like how like 8 of the doors have text prompts

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in the beginning

alpine depot
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and the rest just

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dont

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:(

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i need more door jokes

gaunt galleon
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there are like 80 DOORS MAN

alpine depot
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AHHHH I KNOW

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WAIT I HAVE ONE

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"DOOR" TO MEET YOU-

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WAIT NO FUCK THATS NOT FUNNY

gaunt galleon
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halo 3 only had like 1 door joke

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lmao

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just have them read out their xyz position

alpine depot
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lol i just start getting meta with the doors

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"this door is called "doorOogaBooga" in the map file, fun fact"

gaunt galleon
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"this door thinks your nose is big"

honest stag
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life has many doors, dusk-boy

frank mantle
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oh man forgot about this game having custom maps

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gotta try the new ones

tardy charm
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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.

alpine depot
alpine depot
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i definitely wanna experiment with more "open" map designs, maybe something more doom-ish in a factory setting or something

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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

gritty forge
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add secret paths to big arenas

alpine depot
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im thinking of like, secret vents and passages leading around the map and a bunch of control panels that open/close certain paths

gritty forge
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like destructible walls that lead to areas behind enemy lines or something similar

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that would be cool too

alpine depot
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yeah i've experimented with destructible walls a little in my latest map

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nothing like being able to flank enemies tho

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that'd be cool to do

gritty forge
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imagine metroidvania dusk

alpine depot
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fallout dusk

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open world dusk in new vegas

honest stag
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so basically dusk going back to it's roots and turning into stalker

gritty forge
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that would be incredibly interesting

alpine depot
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stalker dusk

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stusk

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stusker?

gritty forge
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it would be like fallout but there's only one faction and they hate you

alpine depot
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man i'd love to be able to customize enemy speed so it'd be independent from difficulty options

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hotline dusk

gritty forge
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ok, now we're going too far

alpine depot
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NOT FAR ENOUGH

gritty forge
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ehh, actually

alpine depot
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CALL OF DUSK-Y

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ADVANCED HUP-FARE

gritty forge
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DUSK online

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World of Duskcraft

alpine depot
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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

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give us scripting so i can make this happen already

gritty forge
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honestly, I totally want to see more stuff in dusk's setting

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it's so cool

alpine depot
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the texture palette is so much fun to use

gritty forge
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how hard is it to make maps?

alpine depot
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it's not too hard at all actually

gritty forge
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I haven't put the time in to learn trenchbroom

alpine depot
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a tool like trenchbroom makes it so easy and intuitive

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the hard part is figuring out what you want in your map lmao

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Urban Turmoil and my latest map were stuck in development hell for a long time because i didnt know what i wanted in them

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i've improvised a lot for pretty much all of my maps

gritty forge
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see my issue isn't what I want but the motivation to getting all the things I want into the map

alpine depot
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yeah that too- if you try and do it all at once it'll seem really damn intimidating

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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

gritty forge
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yeah

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honestly

alpine depot
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man if trenchbroom were multiplayer, where i could collab with other people on the same map file, that'd be awesome

honest stag
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lmao i remembert thinking the same thing

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it'd be so cool

alpine depot
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ROBLOX HAS IT, WHY NOT TRENCHBROOM

honest stag
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but coop maps still are possible
trespasser is a living exmaple

gritty forge
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that would be awesome, reminds me of playing forge on halo reach

alpine depot
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let's just make dusk maps in roblox instead

honest stag
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minecraft server with dusk enemies

gritty forge
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can you even port textures?

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I would love to make a map where you move between different game universes

honest stag
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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)

alpine depot
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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

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i get soooo carried away lmao

honest stag
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it's a viable strat
it might feel slower but it's pretty much the same

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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

gritty forge
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man, I can't wait for scripting

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I wanna see what people will do

alpine depot
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i cant wait to make endless maps

honest stag
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endless should be fun to make

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not too tough either

alpine depot
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im annoyed that vanilla endless maps are sooooo cramped

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they arent fun to play on

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i'm making MASSIVE endless maps for sure

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plenty of enemy spawns and layouts that encourage the player to keep moving and change direction/pace/whatever so they dont get slam-dunked

honest stag
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i feel like it's easy to lose a stray enemy when a map is too big

alpine depot
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big open areas and shit- the ep1/ep2 endless maps were good that they were claustrophobic enough to keep the player on their heels

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yeah thats the thing too, you can Hup The Woes Awayℒ️ most of the time

honest stag
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i mean like when there's 1 rat left and you have to look through the map to find it

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the bigger the map the worse the problem
even tho there's an arrow above their head

alpine depot
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oh yeah that as well lmaooo

gritty forge
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yeah with endless I don't like mazes

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I'd say 4 big open areas connected by pathways

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or something like that

gritty forge
eternal plank
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HD dopefish pog

gritty forge
eternal plank
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That looks amazing

long anchor
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hd dopefish

fiery stump
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But what about doom eternal dopefish

sharp trail
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this is dusk dopefish. No need for doom eternal dopefish

crimson quest
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mapping is hard

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Like anytime I start making something it feels boring compared to other maps

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Anyone have advice for specific enemies in specific environments/combat scenarios?

drowsy dirge
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you ever played nuts.wad?

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can you make that but for dusk

tepid python
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already exists

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twice

drowsy dirge
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really where

crimson quest
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I mean is that really an example of core dusk gameplay

drowsy dirge
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no but its fun

crimson quest
ancient depot
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twice
so now you just have to make sack.wad

crimson quest
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yes

drowsy dirge
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I spent hours trying to figure out how to beat nuts wad

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I still havent done it

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I know how to get past the first room

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but the second room full of cyberdemons is uh

tricky

tepid python
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there's the nuts @drowsy dirge

crimson quest
crisp raven
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@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.

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Keep at it πŸ‘

crimson quest
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@crisp raven Thanks!

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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. jaboo

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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

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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!

gritty forge
golden cosmos
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God damn that's brilliant

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This is proper upscaling

honest stag
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@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

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also about to play the map

small gate
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that upscaled version really accentuates the smooched -_- face I that I can't unsee on that texture

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asdf

gritty forge
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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
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@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

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....Waiiiiiiiiiit a minute

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So say I have dusk_transparent.wad and prototype.wad

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I'm just putting them in the Dusk\SDK\ folder

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and then referring to them from there in trenchbroom, doing no custom pallets.

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Ohhh now I see

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pallet.lmp is in SDK\mnt\local\mymod, easy

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time to move them into there

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Okay, just uploaded a new bsp

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@honest stag Redownload to get the latest

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@honest stag Redownload to get the latest

honest stag
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i actually recorded your map

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the previous version

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1 moment

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@crimson quest

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i can record the new version too if you want me to

alpine depot
eternal plank
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Can't wait to see that with lighting

alpine depot
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if all goes well i can have this done by the end of the week

crimson quest
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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

gritty forge
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Gm_Construct but in dusk.

alpine depot
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gm_dusktruct

fiery stump
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what about dm_construct 😳

gritty forge
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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.

small gate
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methinks it needs to be a bit rougher, tho it looks better by virtue of not having so much high frequency noise

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(values are a bit off tho)

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tho I have no idea how it'd look ingame

gritty forge
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That's too different.

small gate
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tried matching the histogram a bit more, but it's still off

gritty forge
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Yeah, I think we should leave it as is. It doesn't look that bad.

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Johnny stop posting your textures post your game engine

small gate
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tho it's been stuck there since the post because I've been working on other stuff

gritty forge
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thank you mister Johnny very cool

small gate
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gotta get that prebake action on it, bake me some lightmaps with blender

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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?

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curious of how it looks ingame

gritty forge
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Not yet. World textures are not ready.

small gate
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aside from the weird thing it did on the bottom that looks really damn good

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holy shit

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what are you using to upscale those

gritty forge
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I mean, it isn't meant to be perfect. AI upscaling is far from perfect. It is still in its infancy.

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ESRGAN has loads of models. Look up a discord called Game Upscalers.

small gate
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yeah, but it's fixable with not that much effort I wager

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which is far more than what you'd have a few years ago

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A few more papers down the lineℒ️ and it will be nearly done out of the box

gritty forge
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They require training and results vary heavily depending how much detail is in the image.

small gate
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yeah, but the amount of detail it correctly infers is crazy

gritty forge
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It sure is.

gritty forge
bold orbit
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I swear AI Upscaling small text is going to be how we get new fictional languages

gritty forge
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Probably.

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It did a pretty decent job at deciphering though.

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I mean, I was able to get THAT much out of it.

jolly torrent
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the last word is "caution" i think

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opacity?

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i don't think it says cruel

gritty forge
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I was also judging by the original image zoomed out.

crimson quest
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@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"

gritty forge
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Blower.png

crimson quest
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do you know what it does? is it just a scenery prop?

gritty forge
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do you know what it does? is it just a scenery prop?
@crimson quest Probably.

worn umbra
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holy shit

gritty forge
gritty forge
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That pun wasn't even intended, but I am now intending it.

alpine depot
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I wonder how texture mods will work for custom maps

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would it just be matching up mod filenames to .wad filenames assuming we knew the latter?

eternal plank
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probably

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if they don't have a match

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then no texture

alpine depot
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or default to the .wad

cunning fulcrum
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It actually looks like grass, holy shit!
there is no way you put in that texture and it gave you that out

eternal plank
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telling you man, those ai's are magic

alpine depot
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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

gritty forge
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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.

cunning fulcrum
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ah

solar berry
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Will it be possible to make MP maps at some point in the future?

honest stag
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Dont see why not

solar berry
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I'm only asking to refresh my memory, I thought I saw it being discussed here sometime ago

faint nest
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@solar berry Lmao, just press the refresh key on your outer cranium. It's not that hard. heh_heh

solar berry
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Were it so easy

ancient depot
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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

solar berry
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I better start drawing stuff up then

sharp trail
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you can already make multiplayer maps as a concept

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im working on some concept maps. A dm/duel map and a duel map

solar berry
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Well, I was mainly focusing on SP maps as that is what I can publish now and people can play

sharp trail
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i guess

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im still gonna publish my maps before the multiplayer sdk comes out

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mostly cuz i just want to show people that you can do that stuff

pallid fiber
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Wait do you think it's possible to put in Longest Yard

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And have hunting rifle instead of railgun

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And a fast fire totem for quad damage

sharp trail
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ugh

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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

ancient depot
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Yeah I'm way more interested in seeing actual original maps than ports

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Playing maps from other games gets old once the gimmick wears off

sharp trail
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yes

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i know branflakes did a duel map

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im still finishing mine

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thats a good thing tho. People will get tired from playing maps from other games and they'll move on to original maps

honest stag
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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

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but im just an asshole

long anchor
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yeah same

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I wish it was more about mapping

honest stag
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well it is NOW but yeah

long anchor
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cause rn only me and aqua actually maps if i'm correct

honest stag
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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

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im mostly waiting for scripting

tepid python
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I made 3 funny maps

long anchor
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i have everything i want except time and willingness

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I made 3 funny maps
that's more than 0

honest stag
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bruh time sux

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i wish i had like a stasis pod where i can spend 24 hours while 1 second passes irl

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just mapping

ancient depot
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I have that thought often

long anchor
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i think we just need to master time management

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i'm like

honest stag
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i have so many unfinished maps bruh

long anchor
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spending entire weekend chatting instead of doing something else

tepid python
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most time was spent on the big johnium model because of how confusing it was getting it to work ingame

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especially when the only reference was a 360p video

honest stag
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im sorry about that video lmao

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i should remake it

long anchor
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a big comprehensive 101 about dusk mapping n' moddin' n' shi'

tepid python
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though I never would've known that you had to rename the material to the path to make it work

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idk how you knew

honest stag
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zombie told me

long anchor
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actually vriska

honest stag
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im literally just a can for things that zombie said so i can tell them to other people

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that's all i do here

long anchor
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why make vids if you can make a good guide in notion or smthng

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like

honest stag
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wdym

long anchor
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with categories n shit

honest stag
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like in text?

long anchor
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ot actually fill the newblood wiki which purpose entirely is to guide people

tepid python
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my stupid how to install mods vid got 1.1k views

long anchor
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like in text?
yes

honest stag
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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

sly cape
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@gritty forge are you working on an HD texture pack for DUSK?

alpine depot
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aaaaagh one monster closet left and then i can build and VIGOROUSLY playtest

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map should be going live today

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sooooo fucking excited

eternal plank
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πŸ‘€

alpine depot
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should be though it's only 10am right now so i should be good 😎

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THE GRIND NEVER ENDS!!!!!!!!! πŸ‘ πŸ‘ πŸ‘ πŸ‘

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also funnily enough putting low spec mode on helps tremendously with lag for some reason

eternal plank
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from what i remember they're also doing some optimizations for the SDK, so that will maybe fix it

alpine depot
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wew, very soon lads

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my own map kicked my ass πŸ˜”

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thats how i know it's tough enough 😎

gritty forge
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@gritty forge are you working on an HD texture pack for DUSK?
@sly cape Yeah.

sly cape
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Shweet, I may hit you up once I continue my DUSKvr project

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I feel like HD textures would be a nice addition to the VR walkaround

alpine depot
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hmmm i could release the map right now, but im not too certain on the difficulty just yet

alpine depot
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gonna do one last playthrough on cero miedo and adjust things as i go and then i'll probably release it then

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...would've helped if i compiled all of my edits

worn umbra
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why dont you have other people playtest it?

alpine depot
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i've had a few friends test it previously but it's just some enemy layouts im not too happy with just yet

worn umbra
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ah i see

gritty forge
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@sly cape Just DM me.

sly cape
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Will do when I need 'em

alpine depot
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ok it turns out i just suck at cero miedo

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lol

alpine depot
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arrrgh

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where's the "compile maps super fast yes" button??

eternal plank
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it's the "make maps with 20 total sectors" option

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"and have them be really small" as an addendum

alpine depot
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oh GOD NOOOO I FORGOT A SINGLE LIGHT IN THE MUSEUM

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time to recompile!

alpine depot
alpine depot
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share it with your friends or i'll sic a wendigo on you 😎

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i think actually urban turmoil lags more than this which is really strange lol

gritty forge
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Will do when I need 'em
@sly cape I mean, I will release them, so you will easily be able to download them.

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sick map

sly cape
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πŸ‘ŒπŸ»

alpine depot
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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?

still raptor
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iirc yes

gritty forge
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share it with your friends or i'll sic a wendigo on you 😎
please do and ship a crystal of madness with it

gritty forge
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Yes theres a parent value

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and you can do some stupid shit whit it

long anchor
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what exactly?

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idk what this thing is

gritty forge
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I can't parent a door to another door to make it have 3 states
reeeeeeee at zombie

alpine depot
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i hope people like jump pad parkour lol

honest stag
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αΆ¦ α΅ˆα΅’βΏα΅—

alpine depot
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whats the default health of a cowgirl?

honest stag
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at least 2

alpine depot
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i need to halve it for two enemies in my map so a certain segment isn't as grueling

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hmmm yes makes sense

gritty forge
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if your map doesn't let me turn wendigos into friendly skeleton doggies i wont play it

alpine depot
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i never use crystals of madness lol

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its more fun to kill enemies myself

alpine depot
worn umbra
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yes?

alpine depot
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maybe it needs FIRE

worn umbra
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good idea

high magnet
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Looks like the inside of the citadel in HL2 so yes

alpine depot
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lol thats what im going for

high magnet
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What if you could see some part of the wall falling off and the infrastructure is meat

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Or like a room that contains a giant mechanical heart that connects to tubes

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And you need to destroy it or something

alpine depot
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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

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decay on the walls would be sick

high magnet
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What if those pipes on the walls connected to the mechanical heart

alpine depot
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ooh good idea

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yeah the heart is a hella-good idea

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i have this idea for a really cool centerpiece so i'll definitely keep it in mind

high magnet
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Anyone know how to avoid this effect, wherein a colored light becomes white when too bright?

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Do I just have to make the lights darker?

alpine depot
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probably, yeah

gritty forge
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dusk literally punishes you for making the game too bright

honest stag
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try playing around with "delay" and "wait"

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1 moment lemme find the image reference

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delay and wait are properties on your "light" entity

alpine depot
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wait 0.5 and delay 2 is my favorite

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the most visually pleasing

honest stag
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lmao
i prefer delay 4

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best visual style

high magnet
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Aye thanks guys

alpine depot
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delay 4 be like

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MAT_FULLBRIGHT 1

high magnet
crimson patrol
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hey all

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started making maps in trenchbroom

eternal plank
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Nice

crimson patrol
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using dumptruckds guides

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heres what i conjured up

eternal plank
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Let's see

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Are you trying to post a picture?

crimson patrol
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yeah here it is

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wait i cant post pictures

eternal plank
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#ranks , you can't post pictures until at least rat rank, it's to discourage raiding

crimson patrol
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dang

eternal plank
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just upload it to another server or imgur and link it

crimson patrol
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yeap

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ill make a server and post it

eternal plank
#

πŸ‘

crimson patrol
#

this should work

eternal plank
#

you copied message link

#

copy link address

eternal plank
#

Nice

crimson patrol
#

it took 7 hours to make

eternal plank
#

hehe, that's how we all start

#

But it's looking pretty good so far

crimson patrol
#

you can see how i split a wall in pieces with the clip tool

#

idk how to link those pieces together tho

honest stag
#

there is a way to cut out a part of a wall by using a "subtract" tool

crimson patrol
#

oh really

#

i havent got to that yet

#

im at interface tips video

honest stag
#

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

crimson patrol
#

damn

honest stag
#

but you can merge brushes anyway by selecting them both and pressing ctrl+j

crimson patrol
#

oh

#

nice

#

its all clean now

#

alright im gonna go learn some more about tb

#

thanks for the tips

honest stag
#

i highly suggest you dont skip his less-watched "tips for trenchbroom" videos

eternal plank
#

they're really good

honest stag
#

they have some VEEEERY useful stuff i wish i knew about long after i started mapmaking

crimson patrol
#

yeah no skipping

#

are most dusk maps made in tb or is there something better

eternal plank
#

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

crimson patrol
#

lol

#

ikea quake

eternal plank
#

when DUSK loads a quake map it replaces all the entities with it's own

crimson patrol
#

i see

eternal plank
#

so for example a grunt becomes a soldier

crimson patrol
#

i compiled that map ingame so i know this

honest stag
#

a couple people made maps in Hammer and J.A.C.K

#

half-life stuff

crimson patrol
#

ooh

#

half life works too

honest stag
#

yeah

eternal plank
#

They're both .bsp

#

doesn't run source bsp's tho

crimson patrol
#

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

eternal plank
#

lmao

crimson patrol
#

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

eternal plank
#

that's one way to do it i guess

crimson patrol
#

thats 600 light entities for a little room

high magnet
#

Oh God oh fuck eveything's on fire

honest stag
#

oh

#

oh dear GOD

#

dude save that image and keep it lmao

#

you'll uh
you'll want to look back at it someday

crimson patrol
#

its on desktop dont worry

#

ill refer to it later

#

it also gave me a headache before i discovered the view tab

gritty forge
#

Is the fire still going?

crimson patrol
#

the question is if it will stop

#

also you can use quake textures right

#

i need it if i wanna make triggers

high magnet
#

Yeah I think you need to include the wad in the mod folder

crimson patrol
#

oh i see

#

thanks

crimson patrol
#

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

eternal plank
#

lmao

#

wonder if anyone is actually dumb enough to fall for this

pure meadow
#

uhh, anyone gonna take this shit down?

eternal plank
#

@tight fractal mister pls

pure meadow
#

@tight fractal scam shit, sorry for the ping

eternal plank
#

thank mister

crimson patrol
#

what happened?

pure meadow
#

@crimson patrol some fuckin dumbass just posted a link to a scam site

crimson patrol
#

lol

pure meadow
#

yea

crimson patrol
#

as if

pure meadow
#

well it's gone now

#

a mod removed it

crimson patrol
#

no one here is dumb enough to fall for it

#

(i hope)

eternal plank
#

bitcoin shit if you're wondering

crimson patrol
#

yikes

#

wait howd yall know if you didnt click on the site

eternal plank
#

it had bitcoin in the message

#

anyways, let's move on

crimson patrol
#

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

honest stag
#

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

crimson patrol
#

oh i see

#

i was trying to make it work for an hour

#

ill be back tommorow

solar berry
#

I drew up a concept of a combat area for Dusk that I am gonna try and make in Trenchbroom

eternal plank
#

good luck brother

crimson patrol
#

Have good luck

#

If you need more help with TB watch some of dumptruckds guides.

gritty forge
#

Having issues with loading mods
Help

eternal plank
#

What exactly is the problem?

#

are you not able to access them in the "mods" tab? Or something else

alpine depot
#

IT'S A FEATURE

bold orbit
#

There is in fact the sky

#

does it babel tho

alpine depot
#

shit idk, maybe if i add a cyberdemon

bold orbit
#

brushwork Cyberdemon

alpine depot
#

lol

crimson patrol
#

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

high magnet
#

Also is the texture called "sky" or something

#

Because the game might think it really is the sky

high magnet
#

@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.

crimson patrol
#

That's pretty nice

#

Also yeah dusk and TB have problems with texture names lol

alpine depot
#

woahhhh thats pretty cool lol

honest stag
#

black mesa?

crimson patrol
#

sky mesa

long anchor
#

it's not even mesa

gritty forge
#

meesa jar jar bink

crimson patrol
#

What do you want the company called? Sky?

alpine depot
#

yeah i named the texture "skybabel"

#

didnt realize trenchbroom and my compiler would treat them as sky textures

#

oopslol

crimson patrol
#

Yeah name smth like

#

Scibabel

#

So the game doesnt do weird stuff

stone nimbus
#

What's the default vertical to horizontal field of view ratio in DUSK?

crimson patrol
#

Imagine if it was max by default

gaunt galleon
#

Just start every texture with your name and imbibe computers across the world with your essence

still raptor
#

theres no such thing, it depends on the aspect ratio of your monitor

lunar breach
#

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?

alpine depot
#

you need palette.lmp in your mod's root folder for textures to load

lunar breach
#

Well whopdee-fucking do, I am apparently a major dumbass and forgot pallette.lmp. Thanks.

tight fractal
#

Lmao

lunar breach
#

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

eternal plank
#

it happens brother

#

we all do mistakes like that from time to time

alpine depot
#

yeah lol dw about it

#

happens to me too many times

lunar breach
#

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?

golden jacinth
#

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

lunar breach
#

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?

eternal plank
#

@golden jacinth you could always just upload the image to another discord and the paste the image link

lunar breach
#

you could also potentially just dm people who ask for the pictures specifically.

golden jacinth
#

@ 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 πŸ˜› )

crimson quest
#

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.

honest stag
#

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

golden jacinth
#

Oh shit nice. Thanks ❀️

honest stag
crimson patrol
#

@lunar breach happened to me as well the first time I compiled a map.

long anchor
#

free potat to enjoy while waiting for sdk

honest stag
#

thank

long anchor
#

np

crimson patrol
#

It is now obligatory that the next released map for dusk contains these potatoes as a texture

bold orbit
#

On it

tardy charm
#

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.

golden jacinth
#

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 :/

wooden pier
#

Are there poles from E1M9 in the list of entities.txt?

ancient depot
#

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

bold orbit
#

Zombinos pizza rolls

#

New health item

mint cosmos
#

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

crimson patrol
#

That's not available

#

Yet

mint cosmos
#

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

crimson patrol
#

I mean if you wanna reverse engineer the whole ass game rebuild it and add new things go ahead

#

Unless u mean mod

mint cosmos
#

we use dusk as a base

#

after all, its just a mod and maybe a weapon pack

crimson patrol
#

I've never used unity so I wouldn't know lol

mint cosmos
#

drat

#

I've been looking everywhere

#

i just need help organizing all my ideas

#

and get help for it

honest stag
#

in that case you might as well just get ideas and concept art while you wait for scripting implementation

gritty forge
#

Sdk not out. Not posible to do. Too hard. Make idea.

honest stag
#

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

ancient depot
#

That was before the SDK was even an official thing

honest stag
#

waaa really?

ancient depot
#

It was something that patched the game files

#

Yeah I was fucking around with modding Unity games shortly before I found out about Dusk

honest stag
#

oh wow damn
that's actually cool to know

ancient depot
#

But yeah, that menu thing was actually released

#

A few versions of it are, at least

honest stag
#

ya that's why i asked cuz i've seen it in there a long time ago

#

it was "dawn" or somethin like that

ancient depot
#

I don't think any version of it with actual modding was released though

#

Just small patches like toggling hud and stuff

honest stag
#

still looked cool tho

ancient depot
#

I did find these on my mega a short while ago though

honest stag
#

based
data

ancient depot
#

Which is a really early experiment of mine in offering user-facing C# scripting in Unity

honest stag
#

me understand(?)

ancient depot
#
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```
alpine depot
#

create a random cube lol

#

i dont know why i find that so funny

honest stag
#

the last comment sounds like a threat

ancient depot
#

oh shit

#

DawnProto.7z is the quake 3 .mdl support prototype

tepid python
#

isn't using eulerangles a no no

#

that's atleast what I always read online

ancient depot
#

People that give advice about Unity online are rarely well informed

tepid python
#

damn

alpine depot
#

sweats in unity forums

ancient depot
#

If you're curious about this ancient history

honest stag
#

i will take that

alpine depot
#

interesting

ancient depot
tepid python
#

sounds promising

ancient depot
#

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

honest stag
#

right now

alpine depot
#

lol

ancient depot
#

that's just from quake 3

#

iirc

honest stag
#

we'll see about that in about 15 minutes

ancient depot
#

This build even had the canned -unsafe command line argument

honest stag
alpine depot
#

lol

ancient depot
#

I'm pretty sure it's just the test_bigbox from quake 3

#

like 90% sure

alpine depot
#

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!

honest stag
#

i was just watching someone play bioshock 1

#

they HATED the final hour

#

like actually were mad

alpine depot
#

i just got to neptune's bounty and i despise the big daddies so much

#

i'm on easy mode lmao

ancient depot
#

iirc sdk_fuck.7z should be the most recent build here, hm

honest stag
#

yellow skybox? pog

ancient depot
honest stag
#

close enuff

ancient depot
alpine depot
#

magic

tepid python
#

where's debug gun

ancient depot
#

debug gun just gibs any brush you aim at with it

alpine depot
#

oh yeah, when we get the console, are we gonna be able to bind commands like noclip to certain keys

ancient depot
#

yes

alpine depot
#

i cannot live without V as noclip

#

lol

#

thank god

honest stag
#

bind n explode

alpine depot
#

bind g "npc_create npc_cowbabe"

honest stag
#

my go-to tf2 bind

ancient depot
#

bind "<Keyboard>/g" "ent_create monster_cowbabe"*

alpine depot
#

potato, tomato, same thing

honest stag
#

bind w "summon archvile"

alpine depot
#

fuckfuckfuck

ancient depot
#

no you gotta do

alpine depot
#

dusk could actually use an archvile-type enemy

honest stag
#

stop

ancient depot
#
alias +fuckforward "summon archvile;+forward"
alias -fuckforward "-forward"
bind w +fuckforward```
#

to fool them

alpine depot
#

you monster

honest stag
#

lmao

#

im proud of myself for understanding that actually

#

even tho it's nothing

alpine depot
#

it took me a minute to understand it lmao

ancient depot
#

(it just contains mp-specific assets like player models and stuff)

sharp trail
#

I don't think dusk_mp is present in the sdk currently
oh

frank mantle
long anchor
#

@alpine depot @honest stag

#

do what comes natural.

alpine depot
#

fuck

gaunt galleon
#

wait did the sdk get an update

ancient depot
#

Not yet

gaunt galleon
#

oh snap well i'm looking forward to it

gritty forge
gritty forge
#

so i just add the dusk textures and when i play the map in dusk the quake weapons turn into dusk weapons?

sharp trail
#

bruh you can set up trenchbroom seperate from dusk steam files

honest stag
#

yeah you only need it to work like quake mapping

sharp trail
#

you can also just download the finished setup from dumptruck_ds' trenchbroom beginner guide

honest stag
#

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

crimson patrol
#

How long until the SDK patch?

#

Is it a set date or

gritty forge
#

it's always soonℒ️

crimson patrol
#

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

eternal plank
#

lmao what

crimson patrol
#

quake not found lol

eternal plank
#

did you put "quake" as DUSK?

crimson patrol
#

i have no idea

eternal plank
#

May be something with paths

crimson patrol
#

wait i have another image

#

its not even in the browse menu

#

did i fuck smth up

eternal plank
#

maybe

#

open preferences

crimson patrol
#

its not an option there either

#

its not some update that removed quake right

eternal plank
#

in preferences

#

press "configure engines"

#

then you can put the path of your Quake engine

crimson patrol
#

ill try

#

where to find quake engine

#

wait look

eternal plank
#

well, where do you keep your quake folder

#

i can't open those pngs

crimson patrol
#

ahh omg

#

where could i find quake folder

#

i could pull up its game propreties from steam

eternal plank
#

yeah

crimson patrol
#

ok

eternal plank
#

preferably you should use a source port like QuakeSpasm but afaik vanilla quake works

#

at least for making DUSK maps

crimson patrol
#

i have that

#

oh wait i fucked up the configure engines

#

i can path it to quakespasm but i did it wrong

eternal plank
#

aight, how exactly

crimson patrol
#

i did configure engines but i had daikatana as the configure engines option

#

its easier if i just show lol

eternal plank
#

you click on the plus sign and that's how you add an engine

crimson patrol
#

thats what i did

eternal plank
#

Very weird

#

well if the quake option just disappeared

#

then i guess you can't use it anymore

crimson patrol
#

open ur TB to see if its not an update

eternal plank
#

i did

crimson patrol
#

is it there

eternal plank
crimson patrol
#

wow

eternal plank
#

Very bizarre

#

you could try re-installing trenchbroom

crimson patrol
#

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

eternal plank
#

press ctrl and z

#

undoes any action

crimson patrol
#

i tried and they aint gone

eternal plank
#

welp

#

you could salvage some of the files like the WIPs of your maps

crimson patrol
#

wait what if i make another folder move the important shit like id1 tools etc. then put the original folder in the new one

eternal plank
#

you could try that

crimson patrol
#

nice fixed it

#

i reinstalled tb now

#

yeah i have quake there now

crimson patrol
#

but now none of the maps i made before are there

#

RIP

crimson patrol
#

im making a new test map

gritty forge
#

Surprised to see Wrath in there.

#

What's Neverball?

#

NVM a puzzle game

crimson patrol
#

They added half life

#

If it wasnt there before

gritty forge
#

On Trenchbroom?

alpine depot
jolly torrent
#

Cool

crimson patrol
#

Woah

#

That takes precision

#

Nice job

gaunt galleon
#

pipes are the best setpiece

alpine depot
#

wish i could have some smoke particles or whatever, it'd add so much to the atmosphere

#

or maybe fog.

crimson patrol
#

i made another little map for practice

#

its not finished doe

upper veldt
#

oh sdk is up?

#

i completely forgot lmfao

solar berry
#

Quake textures will work on Dusk right

#

In Trenchbroom

alpine depot
#

yup

eternal plank
#

yes

#

i think you need to include the wad tho

alpine depot
#

as long as it's a functional wad it'll get "baked" into the compiled map

#

nah you dont need to include the wad

eternal plank
#

oh nvm

alpine depot
#

only palette.lmp in the mod folder so textures load

#

root folder i mean, not in maps or music or a similar subfolder

solar berry
#

Hmm

gritty forge
#

oh shit nvm i was a little confused until i realized i have to check out entities.txt

crimson quest
#

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

#

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?

gritty forge
#

bump, dusk mapping is confusing as fuck

crisp raven
#

@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
#

@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
mortis

still raptor
#

Uh, can you set its health? maybe its being created with a default health of 0 or something

frank mantle
#

being created with a default health of 0
quite depressing

honest stag
#

here is my shitty take on the dusk iceberg meme, instead it's the modding part

still raptor
#

lol

#

the fucking chungus

#

yellow skybox is kino

honest stag
#

i think about it every day

alpine depot
honest stag
#

i knew it

alpine depot
#

"aqua is about to make you his bitch"

long anchor
#

lower 2 huh

#

MASHEDPOTATO

#

dude...

honest stag
#

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

long anchor
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last time potat was online is july 20th

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on moddb

honest stag
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maybe he forgot his discord password or somethin

long anchor
#

wait

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what's white dot in all maps

honest stag
#

go into a map and noclip directly down

long anchor
#

hold on

honest stag
#

At least i hope it's there lmao

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yeah

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OH GOD

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i should have added "sickle music"

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will anyone ever remember sickle music? i do

long anchor
honest stag
#

yeah

solemn hound
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Is it like a reference point?

honest stag
#

nobody knooooows
it's spooky

sharp trail
#

glad to see that this community has insiders

solemn hound
#

gonna guess either a reference point or just a "dude if we put this in the game I bet people will freak out haha"

honest stag
#

veven if you're trying to reach it - you cant

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i tried

long anchor
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no i'm uhhh

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i encountered something

honest stag
#

wdym

long anchor
#

i

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i dont even know how to explain

honest stag
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pic

long anchor
#

so i was flying around lower 2 with noclip

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and

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for some reason in different parts of the map i have different vertical/horizontal speeds

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recetly i defaulted my nvidia settings and i think it might be vertical sync thing

honest stag
#

that sounds spooky

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it's the dusk slenderman

long anchor
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btw you know that feeling when you go back to the thing you made long time ago?

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and you're like

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"wow it's much better than i remember"

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that's how i feel about lower 2

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lol

honest stag
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usually it's "jesus christ how did i allow myself to post this online this is so bad"

long anchor
#

well

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usually it's "jesus christ how did i allow myself to post this online this is so bad"
i said that about my music

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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

honest stag
#

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

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a.k.a my maps

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so it's fine

tepid python
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I only make good mods

hard pollen
#

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.

verbal peak
pearl fox
#

Any news about upcoming sdk-builds? What're you working on?

crisp raven
long anchor
#

ha

solar berry
#

Is there anyway to make shadowed areas in Trenchbroom

torpid sky
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are the mod tools good yet

gritty forge
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i dont think so

ancient depot
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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

honest stag
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You already have it

What is that effin racing car sound at the start pf any map since the sdk came out

long anchor
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what racing car?

#

EVERY SDK COPY IS PERSONALISED

honest stag
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ok am i lterally the ponly person ever that hears the fucking creaking sound at the start of any map

ancient depot
#

Yeah that's just the personalization at work

long anchor
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zom lies to us

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he didn't work on ultrakill and gloomwood

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he was working on making sdk even more personalised

ancient depot
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ultrakill and gloomwood are just manifestations of advanced personalization

sharp trail
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gloomwood and ultrakill are in the dusk engine

alpine depot
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wowza thats an ancient engine

high magnet
#

Technically true

crisp raven
#

Are you able to set a destination for the teleporter object instead of it bringing you to the center (?) of the map?

alpine depot
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I think its currently bugged so you'll want to use trigger_teleport targeting an info_teleport_destination entity

high magnet
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No shit?

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Lmao for the longest time I was trying to set a target for the tele

gritty forge
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@ancient depot Can you please add in the modding tools to the SDK, and not just the mod launcher?

ancient depot
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I'm not sure what you mean

gritty forge
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I just want to be able to mod without downloading third party software

eternal plank
#

Oh you mean trenchbroom and such?

ancient depot
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That's unavoidable here, because there are several editors to use, and the editor itself is third party software

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We can add some functionality to automatically download them or something, but we can't include them directly without a bunch of work

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Mostly for legal reasons

gritty forge
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Ok, I was sorta talking about packaging it inside the SDK

eternal plank
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Even then i don't think it's possible

gritty forge
#

ok

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I was just asking

eternal plank
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Since that would technically be passing it off as your own right?

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and we are just answering

ancient depot
#

Out of curiosity, what's the reasoning you have for not wanting to download that software?

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Are you concerned about malware? Or is it a convenience thing?

gritty forge
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I am concerned about malware

ancient depot
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As long as you obtain TrenchBroom from its official locations, you'll be fine

gritty forge
#

ok

ancient depot
#

Namely, GitHub

eternal plank
#

Unless you're downloading stuff from very shady sites, and have your antivirus off

ancient depot
eternal plank
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there's no real trouble from anywhere on the net

gritty forge
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thanks for telling me

ancient depot
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No problem

gritty forge
#

I really want to add some weapons into Dusk

eternal plank
#

Don't think that's possible yet

gritty forge
#

like Dual Super Shotguns

ancient depot
#

Functionality for custom weapons will be coming soon, but as of right now it's not a part of the SDK

gritty forge
#

Ok

#

hopefully that will be added soon

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I want some Doom level modding support

ancient depot
#

That's the goal

gritty forge
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That is always the goal for modding support

ancient depot
#

Or at least it should be

eternal plank
#

SDK is like 80% complete right?

gritty forge
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Yeah, It is always fun to see some good mods that completely change the game

ancient depot
#

It depends on how you measure completion

eternal plank
#

Yeah, i'd imagine something like that isn't very imperical

gritty forge
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and when that happens, I want to see Civvie revisit Dusk, but just for the mods

alpine depot
#

that'd be nice πŸ˜”

eternal plank
#

who

gritty forge
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Civvie 11, the reason Postal 2 got popular

ancient depot
#
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

gritty forge
#

OK

eternal plank
#

How exactly is music partial?

#

Support for only some extensions?

ancient depot
#

You can have music in custom levels but can't replace campaign music

eternal plank
#

Gotcha

gritty forge
#

Ok

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I hope we get Doom gameplay in Dusk, and call it Duom

ancient depot
#

Technically you can use Doosk for that

gritty forge
#

Like Doom gameplay in Dusk maps

eternal plank
#

DUSK in doom baby

#

now we just gotta go the other way around

ancient depot
#

It's a mod for doom that adds dusk weapons (and I think enemies soon?)

eternal plank
#

From the modDB page

gritty forge
#

It would be awesome to play some classic Doom maps with Dusk enemies

eternal plank
#

well it would need to be recreated in Trenchbroom

#

but doable

ancient depot
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There's a DOOM -> Quake level converter afaik