#dusk-modding

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burnt haven
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at first I thought you had to manually time the mortar jumps and slowly creep up 1 mortar at a time. Then I found you could bounce 1, shoot 2 and chain the explosions and life got easier

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Thats why I want more of these style maps. Finding those tricks is really addicting and dusk has really nice movement already. I bet in the hands of right mappers and runners some really neat stuff can come about

burnt haven
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Is there a way to just stick global lighting on the scene so the whole map gets lit

crisp raven
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@burnt haven The "light" property under Entity controls the ambient lighting of the level. If you set it really high, like 50 for instance. The entire map will be that brightness. Doing this makes the level look really flat though.

burnt haven
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cool ty

burnt haven
sharp trail
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bet

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Mortar jumps ๐Ÿ˜ž

burnt haven
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idk how evil to be. Currently its set up so it comes off of some jumps, if you quick save before it, sdk always loads with 25 armor 100 hp which isnt enough to complete that part

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so basically you cant quick save before attempting lol

sharp trail
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Give me all you got im up for hhe challenge. I just don't get mortar jumps since rivet jumps are more fun and effective

burnt haven
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alright lol

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first map for me so it will be awhile. If you want something now @crisp raven made rivet run and its excellent

sharp trail
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already played it

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i should probably run it. Wouldn't be to hard to get a good timing cuz of dw experience

burnt haven
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nice

burnt haven
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is there a scripting tutorial anywhere or something that explains how to make lava hurt you, button switches, messages, etc

crisp raven
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@burnt haven I can just send you the .map file for Rivet Run for you to use as a reference if you want.

golden jacinth
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But what if...... I try to release this map on Halloween...... ๐Ÿค” ๐Ÿค” ๐Ÿค”

bold orbit
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Best of luck

long anchor
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watch me finish the entire Lower mappack on halloween

worn umbra
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hall(ower)ween

burnt haven
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@crisp raven Yea that'd be cool. Ty. I have the obstacles set up, everything is just floating in the sky but it reminds me mario 64 lol

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It just needs a proper end and damaging lava

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My actual map is hot garbage. lighting and textures with no sense of style lol. But the obstacles those feel nice to me

worn umbra
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you can always do the style after the core gameplay

crisp raven
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I didn't give a fuck about style for Rivet Run.

burnt haven
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lol wait till you see the style on mine, its rectangles and cancer. I just wanted something hard

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rivet run was a pretty good challenge tho without being frustrating. Idk what mine is lol

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need someone who doesnt know it to try it eventually

burnt haven
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Alright, who wants to try this dusk movement map challenge. Need someone to guage its toughness

still raptor
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dang race map?

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love those

toxic cosmos
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how do I get the teleporters to work ?

burnt haven
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uh not a race map, just a obstacle course pretty much

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unless thats what you mean by race map.

toxic cosmos
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Im having some trouble with teleporters in trenchbroom

crisp raven
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@toxic cosmos As in the teleporter object you place by typing Object_teleporter?

toxic cosmos
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yes

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I cant get the tele destination to work

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It either teleports me to the wrong spot or out of bounds

crisp raven
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Yeah they don't really work atm

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You need to set a trigger_teleport and have it target a player-teleport-destination (At least I think that's what it's called)

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The objects do not current work

toxic cosmos
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@crisp raven thx mate

burnt haven
worn umbra
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with diamonds?

worn umbra
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when you load a save in the SDK it resets your hp and morale, will this be fixed next update? @still raptor

burnt haven
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lol I used that to be a bit of a jerk to make some spots impossible if you loaded from a quicksave

gritty forge
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resets your hp and morale

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wait

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so you can just reload a save and get health back?

worn umbra
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yep

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your morale gets reset to 20 tho too

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it suck cause if you enter a battle with M100 HP153 and die oops its harder now

gritty forge
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oh my god

alpine depot
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lighting is a little wip, needs to be a liiiittle brighter in the center area

worn umbra
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oooooooh

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me likey

alpine depot
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im experimenting with making rooms a LOT more open too so i can make use of tougher enemy types

vale yoke
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That screenshot makes me extremely excited to mess around with trenchbroom and stuff when Im over burn out tbh

sharp trail
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yoooooo that lighting

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@alpine depot what music are you going to use?

alpine depot
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idk lol

worn umbra
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grabbag BIGJOHN

crimson patrol
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Looks like e2m4 music might be good for it

high magnet
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Is it me or is can you not spawn enemies in trigger_teleport brushes?

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Also do trigger_teleport entities not work?

honest stag
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nah you can
trigger teleport does work

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just make sure to not cram multiple enemies into the same spot

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remember - big brush but the destination is the same

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so you get a big telefrag

high magnet
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Yeah I'm trying it out on a single mage

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I'm having a trigger_once brush trigger the trigger_teleport entity that should teleport to an info_teleport_destination

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But it doesn't seem to work

honest stag
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can you screenshot the full setup, including each entity's properties?

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or just send the .map

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and i'll try and look into i

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t

high magnet
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Aight

honest stag
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that aint a brush

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that's a point entity

high magnet
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Yeah I tried it with both

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Seemed like you can't have the mage spawn inside the brush

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He'd always spawn above it

honest stag
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spawns above it you say?
what if the brush takes up an entire room?

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and the mage just stands in it?

high magnet
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The mage would spawn above the room

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Like the mage room is this cube under the map

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Motherfucker would stand above it

honest stag
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is the cube sealed? is the map itself sealed?

high magnet
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Cube itself is sealed

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There's probably some unsealed shit in the map though

honest stag
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well first of all it's gotta be a brush
try moving him outside of the closet and into some untouched area of the map itself

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see if that helps

high magnet
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Hold on

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Oh it's working now

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I think it's some weird shit where mages spawn 8 units above their spawn points

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Alright thanks for the advice man!

honest stag
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np

ancient depot
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btw just a note

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the hotfix has been ready for like days now but we currently have some issues with Steam preventing a build from going up

honest stag
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oh SHIT

worn umbra
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so its steams fault

honest stag
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holy fucking shit hell fuycin YEA

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POG

ancient depot
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It's not a huge patch, just some important fixes

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The big patch comes after

worn umbra
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like saving fix?

honest stag
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the patch is all i crave tbh in terms of some performance at least

ancient depot
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I wasn't aware of that bug, but I saw it posted in here earlier so I'll get that fixed too

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Currently it fixes the glaring stuff like invisible cartdogs, broken wendigos, broken idle animations, etc

honest stag
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oh hell yeah that's the good shit

worn umbra
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:)

ancient depot
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oh and reverting the Vulkan change

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oh wait no that was in a patch already

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nvm

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oh yeah

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the hotfix includes the load time improvements

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so the "loading tunes" screen should be near instant now

honest stag
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P O G

ancient depot
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I also added a -skip-dos launch argument

honest stag
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pppppOGGGGGGGG

worn umbra
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time to start mapping again

high magnet
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Are the teleporter entities fixed?

ancient depot
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No, they won't be fixed in the hotfix

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The large patch afterward however, yes

high magnet
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Alright

honest stag
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so about this big patch
did you work on it previously or is it just starting after the horfix

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hotfix

ancient depot
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It's being worked on in parallel

honest stag
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oh siick

ancient depot
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So, the public version of the SDK is sort of like a separate branch

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And then there's the "rewrite" version, which is gradually merging with it

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The first major iteration of which is what that patch is

honest stag
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ohhhhh damn

worn umbra
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aw shit

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SDK 2

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are animated textures possible?

high magnet
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Also how close are we to func_vehicle

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I wanna have an old soviet car that we can drift in

ancient depot
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are animated textures possible?
Possible, but I haven't looked at how we could do it yet

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Also how close are we to func_vehicle
I wanna have an old soviet car that we can drift in
[REDACTED]

worn umbra
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is WAD3 supported yet?

ancient depot
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WAD3's been supported since almost the beginning

high magnet
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Is there still no way to have func_breakables be only broken by explosives?

ancient depot
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Not currently, because Dusk has no concept of damage types

high magnet
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Ok thanks

toxic cosmos
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Is there a way to make textures like grates and bars transparent ?

high magnet
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Yeah there's a wad file with all of the transparent textures

toxic cosmos
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@high magnet thank you so much ๐Ÿ™‚

high magnet
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Anyone know how to change a boss' health bar name?

high magnet
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Ok it's bossname

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Can't seem to get trigger_changemusic to work though

ancient depot
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What are you entering for the music property?

high magnet
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Music/e1m1_action.ogg

ancient depot
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It should be music, not Music

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Paths are case-sensitive

high magnet
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It probably is, I'm on phone and I justed typed that from memory

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It's the same path as the ambient music which worked fine

ancient depot
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Strange

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Maybe your copy of e1m1_action.ogg is corrupt?

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The game would silently not do anything if it fails to load it

high magnet
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Maybe, I'll see tomorrow I'm gonna goto sleep

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Thanks though

ancient depot
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np

undone ore
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It's 1 PM for me tf

eternal plank
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you ever heard of timezones

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or are you not far enough in school for that

undone ore
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No but I mean like

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You have to live in a very far away place from here for it to be night now.

eternal plank
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Yes, you can access the internet globally

undone ore
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Bruh I don't think you get what I mean

eternal plank
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i get that it's interesting to think that it's night somewhere else in the world, and how far away it should be

ancient depot
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It's almost 3 AM here

eternal plank
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do you just like working in graveyard shifts

undone ore
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Woahh

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So you're 9 hours away from my timezone. Interesting.

crimson patrol
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What is func vehicle

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Is it like that train map in blood

worn umbra
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more the tram in Half-Life

undone ore
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Wait

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What

gritty forge
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yes, what

undone ore
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Dusk is made in Source?

gritty forge
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no

undone ore
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Then?

gritty forge
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dusk's made in unity

alpine depot
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no it's made in minecraft

gritty forge
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fuck how could i have not known? smh

alpine depot
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FOOL

gritty forge
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๐Ÿ˜”

ocean geyser
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why do some textures have a "_n" at the end of their filename?

honest stag
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examples?

ocean geyser
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there's a "dirt" texture and a "dirt_1_n" texture

high magnet
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Idk it's some weird naming convention, only the textures in dusk.wad and not in dusktransparent.wad have it

ancient depot
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The n means normal map

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They're unused

ocean geyser
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So then I won't have to include these if I'm making a texture mod?

ancient depot
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Correct

ocean geyser
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thanks

high magnet
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Is there any incrementing func_trigger other than func_counter?

honest stag
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func_breakable can trigger other things if that's what you mean

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when you break it, it triggers
obviously

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...or wait can it?

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shit im not sure but im pretty sure it can

high magnet
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No I mean something that triggers after it's been targeted a certain amount of times

honest stag
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ah

high magnet
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That or maybe a way for the func_counter to not display a message when it's completed

honest stag
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if i can make a guess - will a "message" property change the displayed message?

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like with triggers

high magnet
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Yeah it will, It tried putting in a spacebar as a message but it doesn't seem to register

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Also if you have 1 as a spawnflag it doesn't display a message for every time it's triggered, only for when the sequence is completed

worn umbra
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how does the lava suit work, does it just disable trigger_hurts?

crimson patrol
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i made this cool spiral staircase room

honest stag
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Hell yeah man good shit

Keep it going

crimson patrol
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idk how to make spiral staircases conventionally

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so i stitched it together with the brush tool lmao

modest imp
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Which editor are you using? ๐Ÿค”

eternal plank
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That's trenchbroom

modest imp
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Ah, hell. I don't know if that has a proper arch tool or not.

honest stag
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We're all trenchbroom suckers here

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It doesn't

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But arches are easy to make anyway with a couple tricks

eternal plank
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think only meatbox uses JACK

modest imp
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Well, you could always run J.A.C.K. in a Quake configuration, generate an arch-based stairwell in that, save it, then open it in Trenchbroom. Maybe. Possibly. ๐Ÿฅด

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God, that'd be hacky though.

honest stag
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Could also make a plain brush, select the rotate tool, move the rotate point to the side and start turning by a bit + duplicating

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Along witb raising each time you duplicate

modest imp
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True, but that could get really imprecise and ugly if you don't plan it perfectly.

honest stag
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but it will

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Because the rotate point doesn't change see

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Lemme try this in practice

modest imp
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The shapes themselves need to be made exactly to spec, though.

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Wait.

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Vis isn't an issue in Dusk, is it?

honest stag
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yea

modest imp
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So overlapping brushes and janky geometry aren't that big of a deal, then.

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Make it as ugly and imprecise as you want. laugh

honest stag
modest imp
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It's like a xylophone falling into a black hole.

tepid python
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too much effort

honest stag
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i did that in like 50 seconds and it can be duplicated infinetly higher lol

worn umbra
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you could make that look pretty with a bit of detail

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and some actual textures lol

honest stag
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yeah that's just proof of concept

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plz dont let this suck me back into mapping i have studying to do

worn umbra
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too late

honest stag
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whenever i feel like this i just take a look at the brush skull i made like 8 months ago and any desire for mapping instantly dies

modest imp
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It's hard to imagine life without the arch tool. Half-Life genuinely spoiled me rotten. ๐Ÿ˜–

worn umbra
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subtract works

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also what skull

honest stag
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gotta be real careful with subtract or some bad shit will happen

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god
the skull

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the skull is actually the result of subtract tool abuse

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lemme find it

modest imp
last talon
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lmao

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using carve was NEVER a good thing

honest stag
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i lost the texture wad but yeah i made this monstrocity months and months ago
thank god i decided against using it in the map

worn umbra
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AHHH

modest imp
last talon
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hahahaha

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what even is that

honest stag
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that's a "skull"

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i guess

last talon
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no the deformed thing that used to be a ball :D

honest stag
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oh lol

worn umbra
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jesus

modest imp
worn umbra
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we have found satan and his power is in the subtraction tool

last talon
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first thing I was taught when using VHE was dont fucking carve use the cutting tool and do it manually

modest imp
crimson patrol
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Sphere

honest stag
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oh boy i remember trying to make a bowl in trenchbroom

crimson patrol
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How

honest stag
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i crashed so many times but i did it anyway

modest imp
crimson patrol
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Thats cursed

last talon
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lol

worn umbra
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ew

tepid python
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how's making a bowl difficult

last talon
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jack cant handle that

honest stag
modest imp
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J.A.C.K.ed off

worn umbra
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WHY

modest imp
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oh jesus god no

honest stag
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aw hell yeah bowl time

last talon
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that looks FFFUCKED :D

worn umbra
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what cinda fukin tool

honest stag
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i crashed at least 5 times while making it

last talon
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hahaha

crimson patrol
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But how

honest stag
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i could go over the whole process but you'd throw up

crimson patrol
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Is that vertex tool black magic

worn umbra
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was it the cut tool

last talon
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carve

honest stag
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nope
alright sit down because im about to type out the whole fuckin thing

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it's a bit long

last talon
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that really looks fucky like.. couldnt you had made it from different brushes and just merge them together or something? or is that what you did and it ended up looking like dogshit :D

worn umbra
last talon
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thats what I was going after fritz :D

honest stag
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So first of all gotta make a round-ish shape by using the "custom brush" tool or whatever the fuck it is called

it's done by making a diamond shape, then duplicating+rotating it by 15 degrees, then selecting all the brushes and pressing ctrl+j which you know makes a circle

After that - make a sphere by taking that circle shape and rotating it around itself the same way i made a circle

After crashing multiple times, select the completed sphere and use the fucking hollow tool
then split it in half

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look
it was made 8 months ago lmao

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i didnt know better

last talon
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I'm not busting your balls bro I'm just looking at that and laughing my ass off kek

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I'm no better I mean last I touched VHE properly it was like 15 years ago

worn umbra
last talon
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I am really in no place to judge

honest stag
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if only you could see some of the shit i had in that map
sometimes i look back in horror

last talon
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wish I had the shit I made saved

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you'd get a laugh out of it

honest stag
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so you know it contrasts

last talon
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ayyyyyyy brush guns

worn umbra
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oooooh

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me likey

last talon
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fucking love these

honest stag
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yeah i wish the map itself wasnt ass

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i dont know if i posted the tank i made in here

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ugh shame i wont finish the damn map

worn umbra
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well its better than downtowns tank laugh

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im more comfortable with my brush stuff being more low poly

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cause dusk

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but it can leave things looking uhhh

last talon
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man I fucking love brushes jerry

worn umbra
alpine depot
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brush funko pop v1
brush funko pop v1

honest stag
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since im on a show-off streak
here's a thing in Trespasser that literally no one ever sees because i placed it dumb

last talon
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looks soo good in it's low poly glory

worn umbra
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daaaaaaaamn

last talon
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jesus

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some weirdo would just whip up a texture for that

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infinitely better this way

honest stag
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why when can make brush

worn umbra
honest stag
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oh yeah i made a V1 models from brushes for aqua's newest map

alpine depot
honest stag
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model*

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yeah i made this :)

alpine depot
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it's magic

honest stag
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well the brushwork at least

split horizon
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it's perfect

alpine depot
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for some reason it's in the gift shop of a "museum of very fragile items"

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so does that imply v1 is fragile?? or is he a historical funko pop?

worn umbra
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well with that many brushes i bet it makes the map fragile ;)

honest stag
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nah it's actually quite efficient in terms of brushcount i think

last talon
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hahahaha

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man I love this

alpine depot
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the map doesnt lag that bad, hopefully with the next hotfix it'll be able to double framerates

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or whatever

honest stag
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deletes the V1 brush
map runs perfectly

alpine depot
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lol

last talon
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aww man it's a shame you still have to think about brushcount

honest stag
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not really

alpine depot
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it doesnt help that uh, every face of every single brush is getting rendered

last talon
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only thing that is holding the beauty back

honest stag
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aqua your map is fuckin HUGE right

high magnet
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We talking trenchbroom details?

alpine depot
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ye

honest stag
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yeah and there's still plenty of space

alpine depot
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yeah and pretty much every face of a brush is rendered

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cuz i had to do the skybox like that

worn umbra
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the street in downtown takes my computer out back to the shed

high magnet
alpine depot
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my life flashed before my eyes when my pc started chugging

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it's as gorgeous as sin!

honest stag
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my man meatbox actually made a perfect recreation of the table in JACK

worn umbra
#

good brushwork is better than cocaine

alpine depot
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mann imagine a stealth map in dusk

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gloomdusk

high magnet
alpine depot
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DUSKWOOD.

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woahhhh

worn umbra
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oooooh

alpine depot
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thats gnarly

worn umbra
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i love it

honest stag
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hell yeah dude that's the good shit

worn umbra
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not enough stained glass

alpine depot
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SCREW MODELS

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BRUSHWORK IS ETERNAL

worn umbra
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make all models in tranchbroom

high magnet
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Jesus fuck I forgot how good that map lookes

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It's a recreation of the Quake 3 map campgrounds

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In the style of a cathedral

last talon
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fucking this

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brushes over models any day

high magnet
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I haven't touched it in an eternity

honest stag
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oh god am i going to show the fuckin statue again?
the people who usually chat here probably will think "ugh this fuckin guy is showing the stupid statue? again"
well i dont care here's the statue

worn umbra
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:)

last talon
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it's a shame you lost the other side of the scale :/

honest stag
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purposeful

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maybe

last talon
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oh? I thought it was a compile error or something

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we talked about this ages ago

honest stag
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it looks super cool in game since it's lit up from below

worn umbra
high magnet
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And justice for all?

worn umbra
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like howtf am i supposed to compete

honest stag
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plants are sick af dude

high magnet
honest stag
alpine depot
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mmm

worn umbra
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oh actually

alpine depot
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plamt

honest stag
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hell yeah my man that's sick

high magnet
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Jesus Christ I forgor how much effort I put into this

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And it's a deathmatch map

worn umbra
#

its so good looking

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i would visit this irl

high magnet
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idk if Duskworld will even get mapping

honest stag
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proably

last talon
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yea probably. just not high on the to-do list

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seeing that duskworld aint finished either

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...and way less people play duskworld I'd imagine

honest stag
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yeah there's like
5 people playing DW

high magnet
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I've even got recreations of the aerowalk and blood run maps from Quake 3

worn umbra
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oh god i just remembered

honest stag
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there are so many great unfinished maps out there

crimson patrol
#

I missed the bowl explanation

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Also these maps look so cool

honest stag
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it aint too far up you can still scroll it up

crimson patrol
high magnet
#

That's from Blood Run

honest stag
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dude i cant wait for weapon model replacements
i really really really want to try out the stuff i prepared

worn umbra
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ye lol

high magnet
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Yeah even weapon scripting

worn umbra
#

my whole fantasy idea kinda falls apart when you remember 90% of the weapons in dusk are guns

honest stag
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use sword and crossbow only

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hell i made a melee only map

high magnet
#

You know what Fritz your profile pic reminds me of an easter egg I put in one of my maps

crimson patrol
#

How long does it take to make these

worn umbra
crimson patrol
#

Soup

honest stag
#

none of my maps took me longer than 2 weeks if i really commited

last talon
#

it gets faster the more you know

honest stag
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or slower

crimson patrol
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I've been on the same thing for a month

worn umbra
#

anyway i already did taiga with the sword and mortar

crimson patrol
#

But I'm a begginer

high magnet
last talon
#

yea mostly you work faster but the scope gets bigger :D

worn umbra
#

lmao

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soup

last talon
#

also its a good idea to save some stuff made from brushes to save you time later on

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there's no shame reusing assets you have created

honest stag
#

yeah i made a pillar once and then i just reused it like a motherfucker
also i used a smaller statue i made several times
i dont think anyone noticed (at least i hope)
i saved a pentagram brush because cmon those are always useful

still raptor
#

the plan is for dw to get mapping yes

high magnet
#

I should put my airplane presets .map file on the mod site

crimson patrol
#

I made a staircase then reused it for the rest of the level lol

#

Half the staircases are copypasted

last talon
#

does trenchbroom have a tool for spiral staircases?

honest stag
last talon
#

'cause that was fucking LIT in VHE back in the day spurdolol everybody hated doing those by hand

crimson patrol
#

Doing by hand is cooler

last talon
#

ofc

#

everything is cooler if you do it by hand

#

but at some point you have to start thinking about your mental health and time constraints

crimson patrol
#

True

#

How do I make textures a little bigger

honest stag
#

use the uv editor

crimson patrol
#

Even smaller walls i make have a kinda copypaste texture look

honest stag
#

select the face by pressing shift+click

#

the in the "face" tab you can see the editor

#

see the grid? drag the lines

crimson patrol
#

pog thanks

worn umbra
#

you can also do it trial by error for the whole brush using the numbers below

honest stag
#

yeah numbers work too

#

it's just a bit more visual to do it by the lines

crimson patrol
#

I'm not using it yet though I'm making a basic map then learning the rest of TB

#

To test stuff on

last talon
honest stag
#

true neutral

last talon
#

man of culture

honest stag
#

funny because it actually alligns with my dnd shit

worn umbra
#

you disgust me

honest stag
#

i have actually handpicked the exact precise step height to make the most use out of them in 1 of my maps

#

ramp? fuck that

last talon
#

there was alot of lawful neutral in hl1 iirc

crimson patrol
#

I'm a neutral evil

#

Too lazy to make staircase

worn umbra
#

lol

last talon
#

haha

#

well duskdude doesnt need stairs

worn umbra
#

prefer that over unclipped stairs tbh

honest stag
#

i havent clip a single step in any of my maps ever

#

how bout that

#

clipped*

crimson patrol
#

What is clip

honest stag
#

invisible brush that you can collide with

crimson patrol
#

Ok

#

Oh I see the use now

honest stag
#

algiht im off to bed
have fun modding folks

worn umbra
#

good night stair satan

honest stag
#

stairtan

modest imp
#

what alignment is intangible stair brushes atop a ramp

honest stag
#

lawful cringe

high magnet
#

Alright I put my thing on the mod.io

#

It's a .map file with a couple of brush based airplanes you can put in your maps

worn umbra
#

from the thumbnail alone that looks good

high magnet
#

Might become more fun when func_vehicle is supported

modest imp
#

dusk harrier dusk harrier

worn umbra
#

gotta get enough pepsi points first

crimson patrol
#

Ooh thats useful

#

I can see people making resource packs for modders where there are models you can copy

high magnet
#

Also I hope you guys enjoy the secret message in the file

worn umbra
#

does the lava suit work at all?

high magnet
#

In the sdk?

worn umbra
#

y

high magnet
#

idk, I guess the damaging triggers are different from the lava in campaign

eternal plank
#

i have actually handpicked the exact precise step height to make the most use out of them in 1 of my maps
๐Ÿงฉ moment

worn umbra
#

nah thats just trenchbroom addiction

modest imp
#

epic mental illness dunk, my dude

eternal plank
#

takes one to know one

#

and is joek

long anchor
#

lawful good huh

high magnet
worn umbra
#

as far as i can tell that says -ESFYE- EISFTSI-EY

high magnet
honest stag
#

honestly my knowledge of cyrillic really fucks with me here

high magnet
#

I was inspired by that one Raven game Singularity

#

They also put cyrillic alphabet in their text

worn umbra
#

hey at least you didnt use ะ” as an A

high magnet
#

Oh I would've if there was an A in secret encounter

eternal plank
#

Reminds me of that recent Chernobyl series

high magnet
#

Is there any func in trenchbroom that triggers a sound to play?

honest stag
#

i dont think we can play sounds in dusk yet

worn umbra
#

rip

honest stag
#

aside from music that is

high magnet
#

Alright

#

I had this piano in the map and I wanted it to play a jingle when you interacted with it like in Deus Ex and Max Payne

alpine depot
worn umbra
#

EAT THE MEATCUBE JACOB

ocean apex
#

Fug wrong room

honest stag
#

my brain stopped for a second because i thought i was in memes

ocean apex
#

Same

#

I then changed to memes and noticed it was different

#

"oops"

ancient depot
#

Patch should be incoming soon

#
October 27, 2020 Hotfix
* Fixed health and armor being incorrect after loading a save on a custom level.
* Heavily optimized startup code, which fixes the infamously long "loading tunes" screen.
* Lighting accuracy in Quake 1 BSP (v29) maps has been improved.
* Cartdogs no longer spawn without a model.
* Wendigos now correctly spawn invisible.
* Missing models will now display as a cube.
* Idle animations in custom models will now play correctly.
* Added a -skip-dos launch option to skip the FakeDOS intro screen.```
honest stag
#

OH HELL YEAH
also that missing model thing? good shit

ancient depot
#

I think it's technically in the current build but the cube spawns far away so you don't see it

#

(Specifically, it spawns at the map origin, and then moves with the entity)

honest stag
#

i cant wait to start the game and instantly feel blessed if the thing about startup times is that significant

ancient depot
#

It really is

#

Lemme do a quick recording in the editor to show you

honest stag
#

i actually dreaded starting to map because starting dusk for the first time would take so long

ancient depot
honest stag
#

OH

#

WOW

worn umbra
#

its so fast

honest stag
#

and what if the -skip-dos thing is on ๐Ÿ‘€

ancient depot
worn umbra
honest stag
#

i can only get so hard ok

ancient depot
#

Opening a regular version of Dusk feels so bad now that I'm used to this SPEED

worn umbra
honest stag
#

those top things arent going to move

worn umbra
#

aw shit

#

tnx

honest stag
#

also cool boat

worn umbra
honest stag
#

dude that looks fuckin great

#

wow that looks soooo goooddd

worn umbra
honest stag
#

yo try bounce lighting

#

that may improve the look by a lot

worn umbra
#

didnt know that was possible in trenchbroom lol

honest stag
#

that's a compiler thing

#

you can compile light with different properties

#

i permanently have -soft, -extra4 and -bounce

#

soft is just objectively better, extra4 and bounce and more a matter of taste but using bounce is a godsent sometimes

worn umbra
honest stag
#

1 moment

worn umbra
#

oh yeah i see it now

#

its subtle but its good

honest stag
#

ye

worn umbra
#

RTX on

honest stag
#

light just behaves a bit more real with -bounce imo
like shining a flashlight will actually make quite a bit of light all around the room and not just light up a small circle

#

well that's an IRL example not dusk

#

obviously

worn umbra
#

lol

still raptor
#

i mean its pretty much literally rtx on

#

its exactly what RTX does, but baked instead of realtime

high magnet
#

Gamer moment

honest stag
#

yeah your computer doesnt die since you dont need to recalculate that light anytime something happens

still raptor
#

granted, you cant have as many bounces with rtx or your pc would catch on fire

#

you can do as many as you want with a bake, as long as youre willing to wait the bake time

high magnet
#

รŒs there any brush that players can walk through but not enemies?

#

Illusionary wall with a completely transparent texture maybe?

honest stag
#

oh god i was so desperate to find that one
tried so many things but nope

#

not that i know of

high magnet
#

I'll try my idea

honest stag
#

i was trying to use a chomper and make it stay in a pool of water instead of flying out

high magnet
#

lmao

honest stag
#

illusionary doesnt work

still raptor
#

probably something we should add

honest stag
#

tried it

high magnet
#

I've got this fancy staircase that opens in the ground but then you've got enemies levitating above it

honest stag
#

my man mcclone somewhat figured out a solution to things like that

#

instead of starting as closed, it should start as open and get closed when you spawn in via a trigger

#

oh and make it a toggle

#

that way he managed to make a trap where walls open and enemies actually walk though them

high magnet
#

Ah!

#

Smart man

#

idk if it'd be possible with my thing but I might try

#

I figured out something similar

#

It should be working

#

Problem is the staircase is probably gonna be pitch black

#

Actually now that I think about it the light from candle props go through wall, maybe I can use that

worn umbra
#

trigger_changemusic isnt working

#

no clue why

honest stag
#

it should
can you show the music property?

#

also check if your music volume isnt at 0

worn umbra
high magnet
#

btw the trigger itself doesn't work if you just walk thru it

#

It needs to be trigger by a trigger_once

worn umbra
#

oh fuck right

high magnet
#

Or any other trigger

worn umbra
#

damnit

#

this is what happens when you dont mod for half a year

honest stag
#

oh and that too lol

worn umbra
#

it works perfectly now

high magnet
#

Nice

#

Anyone know how the door_rotating work?

honest stag
#

oh booooy

#

func_door_rotating is fun for the whole family

worn umbra
#

i havent touched rotating doors

high magnet
#

lmao

worn umbra
#

i like having sanity thank you very much

high magnet
#

Alright I guess I won't have to bust my ass making all the doors functional

honest stag
high magnet
#

Oh shit

honest stag
#

i uh dont know if that works

high magnet
#

I'll need to analyse this wall of text first

honest stag
#

there are also 2 properties for it that determine the distance which the door travels and the speed at which it travels

#

but i forgot what they were

#

lemme check

high magnet
#

Boy

honest stag
#

you just set it's "origin" property to the point where you want it to actually be

#

and that takes trial and error to properly fit
so uh unless you want 1-2 rotating doors i'd just... not use them

high magnet
#

Alright lmao

#

Yeah this is fucking 300 iq shit lmao

high magnet
worn umbra
#

alternate universe confirmed

high magnet
#

Greco roman ruins aren't the most strange thing under the town of Strelok though

crimson patrol
#

hey is the infoplayerstart entity an accurate representation of duskdude's height and width

honest stag
#

no

#

pretty sure it's not

crimson patrol
#

how tall is duskdude

#

because (i think) infoplayerstart is 56 units tall

ancient depot
#

Lemme work it out, sec

#

Duskdude should be approximately 64 quake units tall

#

And around 35.2 units when crouched

crimson patrol
#

is a quake unit the same as a unit in TB

ancient depot
#

Yes

crimson patrol
#

ok good

ancient depot
#

(technically 32 units when crouched but the game checks a bit more than that)

crimson patrol
#

im making a staircase and i thought that duskdude wouldnt fit

#

thank you

ancient depot
#

As for how high steps can be

#

I think anything higher than 14 quake units will require jumping

crimson patrol
#

yeah i sometimes make staircases a bit too tall

honest stag
#

yeah at the very least the default-grid 16 steps are too much

#

learned that the hard way

modest imp
#

8 unit tall stairs seem to do the job nicely, and look good doing it.

crimson patrol
#

i make 16 unit steps then add 8 unit steps between the 16 unit ones

ancient depot
#

If you want the nitty gritty details, one Quake/TB unit is 0.03125 Dusk units

#

(one 32th)

crimson patrol
ancient depot
#

Duskdude is 2 dusk units high

#

1 unit high when crouched (or 1.1 if you account for additional checks)

#

He can scale 0.45 unit steps

honest stag
#

duskdude is minecraft steve confirmed

ancient depot
#

And he's one unit wide

crimson patrol
#

were measuring in quake units though for accuracy

ancient depot
#

Yeah

crimson patrol
#

dusk units are basically meters

ancient depot
#

So all in Quake units (rounded up):
Height: 64
Width: 32
Crouched: 32 or 36
Step Limit: 14

worn umbra
#

so you're saying duskdude is an absolute unit

ancient depot
crimson patrol
#

an absolute 2 unit

crimson patrol
#

i did this to a texture

high magnet
#

Is this the ending of 2001

crimson patrol
#

h

#

whats the brush limit im afraid i might hit the limit

honest stag
#

as long as you use -bsp2 you'll have to try VERY hard to hit the limit

crimson patrol
#

how do i get bsp2

honest stag
#

it's a qbsp compiler argument (i think it's called that in russian?)

#

english*

#

shit im sleepy

#

i THINK it's -bsp2
lemme check

#

yeah it is

crimson patrol
#

i have to download it separately?

honest stag
#

no no

#

hold on 1 moment

#

you dont use necro's GUI right?

crimson patrol
#

no i dont know what that is either

#

i mostly copied dumptruckds

honest stag
#

he uses it

crimson patrol
#

i think i have that 1 moment

honest stag
#

now you can probably do it without to gui but my knowledge about everything is sub-par

crimson patrol
#

i have that

honest stag
#

ye that's the thing
just use it the same way you would use it for quake to compile the map, the output bsp is the same as you would do it through the tools manually

crimson patrol
#

but when i compile i usually just drop the map file into qbsp.exe and let it do it's magic. ive never touched that

honest stag
#

this thing just runs all of that for you

#

in order with parameters

#

and then puts the .bsp when you want it

#

just convinient

crimson patrol
#

whats bsp2

honest stag
#

so click settings

#

the folder setup

crimson patrol
#

yes

honest stag
crimson patrol
#

i did that

honest stag
#

did you compile maps with this before?

crimson patrol
#

i dont think so

#

i meant i did it now by i did that

honest stag
#

huh? so you compiled it?

crimson patrol
#

no i wrote -bsp2 in command line arguments

honest stag
#

oh

#

well in the "working folder" line select the folder where you put your .map file (you dont have to but i do that to keep it all organized)

crimson patrol
#

yea 1 momento

honest stag
#

also i'd suggest not having spaces in any folder names that you include in the GUI

#

or map names

crimson patrol
#

i have to rename trenchbroom 2 folder i think

#

if that is the case

honest stag
#

ye just remove the space and it'll work

ancient depot
#

The brush limit in BSP2 is approximately 2 billion

crimson patrol
honest stag
#

well there's your answer lol

ancient depot
#

Possibly 4 billion, I forget

#

Depends on if it's signed or not

honest stag
#

bsp1 tho...
i made a map with like 5 rooms and ran out

#

somehow

ancient depot
#

Yeah BSP1 is limited to 65,535 brushes at maximum

crimson patrol
#

i still havent run out but i think im in bsp1

#

holy shit thats an increase

ancient depot
#

32,767 brushes if signed

#

I think quake tools use unsigned though so it should be 65k

#

But there's also another artificial limit that the tools impose

#

So in reality the limit is much lower

honest stag
#

yeah i couldnt have reached anywhere near 32k with my small map before

ancient depot
#

The artificial limit exists because of the hardcoded limits in DOS Quake, I believe

#

For BSP2 they don't apply

crimson patrol
#

idk how my maps is still going

#

i have more than 5 rooms

#

probably the lack of detail

honest stag
#

it should say the brush number when you're compiling with qbsp

crimson patrol
#

is that it

ancient depot
#

yeah

crimson patrol
#

do i need a maps folder in the working folder

#

to put it all in

honest stag
#

nope

crimson patrol
#

ok good

honest stag
#

also you dont need quake engine and you can untick "run quake"

crimson patrol
#

when trenchbroom saves though it saves to the games folder lemme fix real quick

#

ok

ancient depot
#

Eventually you'll be able to actually use that

#

To launch directly into your map

honest stag
#

HUH

ancient depot
#

I've also been toying with a little server program of sorts so you can have the game running and building your map can automatically trigger reloading the map without restarting the game

high magnet
#

Nice

crimson patrol
#

cool

honest stag
#

cool doesnt even begin to describe how pog that is

alpine depot
#

big pooooog

eternal plank
#

that sounds amazing

ancient depot
#

There's a lot we could potentially do with that

#

Like partial reloads

honest stag
#

like reloading just the entities or something?

ancient depot
#

Main issue there is that quake entities have no unique identifier beyond file order

#

Yeah

#

The lack of a unique identifier makes it hard to identify what entities to change if any new ones are added or some are removed

#

We'd have to fork TrenchBroom or make a custom editor that inserts that information

#

Alternatively you'd be required to add that information yourself

honest stag
#

could we-

#

oh was typing that just now

ancient depot
#

But that means you need to come up with something unique for every entity in your map

honest stag
#

"1" "2" "3" "4"...

ancient depot
#

Way too easy to accidentally duplicate

honest stag
#

yeah i uh learned that the hard way when naming doors

ancient depot
#

Hm I wonder

honest stag
#

"WHICI ONE IS 2"

ancient depot
#

Could have a tool that runs on your .map before qbsp

#

That goes through and gives everything an ID

#

Which would then get saved into the map

crimson patrol
#

where do i untick quake engine

#

oh i think its unticked

#

yeah nvm

ancient depot
#

Doesn't look like TB has functionality for custom tools to run, so it'd have to be a "fake" qbsp that runs the real qbsp after itself

crimson patrol
#

so now i have -bsp2

#

?

ancient depot
#

yeah

honest stag
#

Ya

ancient depot
#

if you want to verify, open your .bsp in notepad or something

#

you should see BSP2

crimson patrol
#

ok good

#

i was worried i hit the brush limit with that staircase room

honest stag
#

Would be kinda cool to do a brush limit challenge

#

Like sub 100 for a full map

alpine depot
#

TEN BRUSH MAP.

ancient depot
#

sub 100 would be SUPER hard

crimson patrol
#

1 whole brush for a map

alpine depot
#

you already waste six to make a room

ancient depot
#

that'd be a really shitty map lmao

alpine depot
#

4 brushes left...

crimson patrol
#

its just a really large floor with enemies

honest stag
#

already ahead of ya on the "sub 100 shitty map" thing

crimson patrol
#

unless point entities count as brushes

ancient depot
honest stag
#

Which is my first ever map
It does work

ancient depot
#

point entities don't count nah

crimson patrol
#

ok

#

hold on i fucked some folders on accident

honest stag
#

You can cheat in the brush limit thing by making multiple floors where a celling works as a floor for the next... floor
Yeah

#

And have a single func_ladder that goeta through them with each next floor blocked out and you have to get like a key or hit a switch

#

Could use the same 4 walls for the entite map like this

#

Shit that actually sounds like fun to make

#

Im on it
See ya in 2 hours

crimson patrol
#

i took the map out of games from trenchbroom and i cant find it

#

i cant reopen it

honest stag
#

?

#

wdym

#

well it should be in the working folder

#

look there

crimson patrol
#

lemme explain 1 moment

#

when i was sorting out -bsp2 i took the map i was working on and put it in working folder which is outside the renchbroom2 folder

#

but when i did that i couldnt reopen the map file with trenchbroom

#

so i put the map file into the games folder where it was before and now i cant reopen it

honest stag
#

select the map manually through "browse"

crimson patrol
#

oh no everything is untextured

honest stag
#

did you move your wads?

#

just readd the ones you had before

#

it should be fine

crimson patrol
#

oh i know what i did

#

lmao

#

i think i know why it's untextured

#

oh no i dont

#

look bottom right at texture

#

the groups are emtpy

honest stag
#

try adding the wads again yo

crimson patrol
#

i cant it doesnt open wads when i click plus sign

#

it opens trenchbroom 2 folder

honest stag
#

what do you have in there?

#

in that folder

#

...hold on did you make a straight up new folder instead of removing the space?

crimson patrol
#

thats what i have in my trenchbroom folder

#

what i did is when i was getting -bsp2 i decided to make a new folder to put the maps in

#

and i took the map file i was working on and put it in working folder which is outside of the trenchbroom folder

honest stag
#

that shouldnt change anything

crimson patrol
#

because i thought i could make the compiler open that folder automatically

honest stag
crimson patrol
#

no i renamed the first folder

honest stag
#

oh oh oh also

crimson patrol
#

i renamed it to Dmaps

honest stag
#

huh? from the screenshot i see you should be able to click the +

crimson patrol
#

oh i fixed it

#

the textures are back

honest stag
#

aight good

crimson patrol
#

lemme screenshot what i think i fucked

#

i changed the game path when i renamed the folder containing everything related to modding dusk

#

idk if that changed anything

honest stag
#

oh yeah game path
i was actually about to type it out but then you said it's fixed

#

that was the problem

crimson patrol
#

i changed the path to trenchbroom 2 games quake where trenchbroom automatically saves the maps i make

#

just now

#

idk if i did it right

honest stag
#

working folder is just the folder where the compiler puts the .bsp while doing it's magic

crimson patrol
#

huh

honest stag
#

it doesnt matter where it is

crimson patrol
#

ok

#

good

#

i should have bsp2 now

#

if i didnt screw something else up

honest stag
#

the "tools" folder is the folder with ericw's tools

#

the "bin" folder specifically

crimson patrol
#

yea

#

lemme check the text document like zambo said

#

where do i find that text document

honest stag
#

wha

#

oh he meant just right clicking the compiled map

#

and then "open with"

#

if i understand right

crimson patrol
#

oh

#

let me compile the map and see

honest stag
#

i might be wrong tho

crimson patrol
#

heres what i added to the staircase room btw

ancient depot
#

Yeah that's what I meant

#

Just opening the .bsp with notepad

crimson patrol
honest stag
#

noice, good stuff

#

if i were you i'd add some trim to the corners of some things

crimson patrol
#

so when i work maps i usually make the basic shape of everything, add further detail, add entities and keys and whatever then compile

honest stag
#

ah aight

#

just sayin

crimson patrol
#

also this is what happened when i open the bsp with notepad

ancient depot
#

Yeah it's a bunch of binary data

#

But the first 4 characters should display BSP2

#

If not, it's not BSP2

crimson patrol
#

hmm

ancient depot
#

I recommend grabbing a program called Notepad++

#

It'll be able to view the file a bit more legibly

#

and not crash while doing so

crimson patrol
#

well i dropped the map file into qbsp.exe

#

which is probably why

ancient depot
#

Yeah by default it doesn't do BSP2

crimson patrol
#

so how do i compile it

#

do i drop it into the gui

ancient depot
#

If you want to use qbsp directly you'll need to use the command line

#

Go to wherever qbsp.exe is, and type cmd into the address bar in explorer

#

Then do qbsp -bsp2 path/to/map.map

crimson patrol
#

no items match my search

ancient depot
#

The address bar is the long one displaying the path, not the search bar

crimson patrol
#

oh found it now

ancient depot
crimson patrol
#

yea found that

#

ive never used cmd

ancient depot
#

replace path/to/map.map with the full path

honest stag
#

that's-

ancient depot
#

eg

#

C:\Games\Dusk\Stuff\maps\mymap.map

crimson patrol
honest stag
#

remove path/to/

crimson patrol
honest stag
#

Try it

crimson patrol
#

should have worked

honest stag
#

Also back in the GUI you didn't select the right folder for tools but i guess were past that now

#

So whatevs

crimson patrol
honest stag
#

Ya that seems about right

crimson patrol
#

idk if i should close the program

honest stag
#

Yeah its done

crimson patrol
#

ok

#

i dont think it saved

honest stag
#

The bsp should be in the same place as qbsp

ancient depot
#

weird

honest stag
#

Oh shit yeah right that is weird

crimson patrol
#

umm

#

its not in dmaps at all

honest stag
#

im sorry to say this but

#

your computer is haunted

crimson patrol
#

exorcism time

honest stag
#

can you check the qbsp folder anyway just in case

ancient depot
#

Yeah the message just might be wrong

crimson patrol
high magnet
#

This whole ordeal is giving me ptsd from various computer struggles

crimson patrol
#

i dont think its there

ancient depot
#

alternatively

high magnet
#

Hell it's a wonder I even got the compiler working

ancient depot
#

copy the .map into the same folder as qbsp

#

then in cmd just enter

#

qbsp -bsp2 remap.1.map

crimson patrol
#

yea

#

ima try that

#

oh

#

i think i know what happened