#dusk-modding

1 messages Β· Page 69 of 1

alpine depot
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lol

ancient depot
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lmao

alpine depot
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yo go for it

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DUSK ETERNAL let's goooo

honest stag
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im not good with humanoid models but i'll give it my best

alpine depot
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also just make his face a nice smiley like :)

honest stag
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of course

alpine depot
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we dont have budget for facial expressions

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or if we did it all went into hyper realistic big john

honest stag
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"this will be big john in 2012"

ancient depot
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missed opportunity for a rott 2013 joke

honest stag
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is that game actually worth playing?

tepid python
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there's already a hyper realistic big john

ancient depot
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Yesn't

honest stag
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sounds good

alpine depot
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mannn i missed out on rott13, it was on sale for cheap a while back

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should've nabbed it

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...instead i pre-ordered cyberpunk

honest stag
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god i forgot how miserable it is to switch between TB and blende

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r

alpine depot
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lmao

honest stag
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i keep pressing stuff that im not supposed to

alpine depot
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i have so many hotkeys memorized from so many different applications

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it's all just muscle memory

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i probably can't name a single hotkey combo from trenchbroom or blender

honest stag
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crtl+j for trenchbroom our lord and saviour

alpine depot
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god we need more software like trenchbroom

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it's so fucking accessible from the get-go

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..except when half your map has non-integer vertices

honest stag
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damnit i cant find my low poly human prefab

alpine depot
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time to improvise

honest stag
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...found spoon man tho
remember spoon man aqua? yeah he's still there the bastard

alpine depot
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use the HIGH POLY HU-

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oh god

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OH GOD

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FUCK

honest stag
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damnit i remember now - i lost my human prefab because i got upset and made spoon man by accident

sharp trail
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looks like a russian horror

alpine depot
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spoon man has absorbed the prefab

ancient depot
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that is a sentence

alpine depot
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"i got upset and made spoon man by accident"

wooden pier
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Sick sculpting

sharp trail
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experiment gone wrong

alpine depot
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even with context lol

honest stag
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he uh

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he's animated

alpine depot
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oh god

sharp trail
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they tried to make a horror but then spooon

alpine depot
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no please

honest stag
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yeah uh it's yeah

alpine depot
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god the fucking

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horrors in strelok

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they got me good

sharp trail
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i want, i need it

alpine depot
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genuine jumpscare moment

wooden pier
honest stag
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this little guy should do as a horror replacement with some work, whaddya think

wooden pier
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Lmao

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He looks like spoon to me

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Spoon guy

honest stag
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that's yeah
his name is spoon man i almost made a game about him but got stuck

alpine depot
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he needs to be FASTER

honest stag
wooden pier
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that's yeah
his name is spoon man i almost made a game about him but got stuck
How's your relationship with Unity?

honest stag
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problem wasnt unity, problem was mesh-based mapmaking which i hated after being spoiled with TB and brushes

ancient depot
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RealtimeCSG is free now if you want a brush based mapping solution in Unity

tepid python
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just import your maps to unity

honest stag
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oh shit

ancient depot
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It's what Gloomwood maps are made with

honest stag
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OH SHIT

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funny you say that flipplie because i actually did try that

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it uh didnt work out well

ancient depot
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The author works at Unity, and is currently working on a replacement called Chisel

tepid python
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I mean i'm making my maps in trenchbroom and then import them into unity so

honest stag
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well i do that but they turn out to be real weird

crimson patrol
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what happens when you target 2 entities like funcdoors at once

ancient depot
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The problem with that is that you lose the concept of brushes doing it that way

honest stag
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any details?

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yeah that exactl;y

ancient depot
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Your brushes become models, which is an irreversible operation that loses information

tepid python
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what would be lost

ancient depot
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The planes that make up the convex shape

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By losing that, you lose the guarantee that the brush is convex

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And therefore cannot make assumptions about it for optimization and other tricks

tepid python
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oh

wooden pier
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What is the point of transferring maps to Unity?

ancient depot
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Being able to use non garbage tools

honest stag
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because let's be real trenchbroom is pog

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yes

tepid python
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^

crimson patrol
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yeah u can make anything in TB

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mostly

honest stag
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u clik u drag and u got a full map on your hands

wooden pier
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Maybe it makes sense for me to switch to Unity before I go too far with the map leonthink

alpine depot
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***ctrl+d ctrl+d ctrl+d ctrl+d ctrl+d ctrl+d ***

crimson patrol
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ive only used unity once i placed a bunch of walls and gave up lol

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seems more complex than TB

honest stag
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i have a working game on my hands the only thing missing is the goddamn map itself

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i placed a block, tried to manipulate it for 20 minutes and said "this is stupid"

crimson patrol
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lol

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dusk was made in unity though

honest stag
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that's why im waiting for the full sdk so badly
i cant wait to actually combine mapmaking with cool tools AND scripting

crimson patrol
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unity 2: dusk sdk

ancient depot
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There's also the fact that the SDK will be open source

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So you can tweak it for your own purposes if you plan to make your own game

crimson patrol
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"uhh hey that game you made is cool what engine did you use?"

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"dusk"

honest stag
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yeah which is sick as hell
i actually have been working on concept art since like march

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i cant wait dude

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well it's not really a full game

crimson patrol
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what are you planning 2 make

ancient depot
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Big John's Love Shack 64

honest stag
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i wish i had my ambitions this high

crimson patrol
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map made of func doors

honest stag
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but sadly it's just a slow-paced silent hill/cry of fear inspired mod

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it shouldnt be too difficult and i have some models and concepts already

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so glad i learned blender

wooden pier
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but sadly it's just a slow-paced silent hill/cry of fear inspired mod
Replace Silent Hill with HL2 and it will be my mod

crimson patrol
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make hl3 in dusk engine

honest stag
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i dont even have super huge plans and i can already see it taking ugh
well at LEAST 1-2 years of my life

ancient depot
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If you enjoy it, it's worth it

honest stag
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honestly yeah
it's better than watching youtube videos non-stop in my free time anyway

crimson patrol
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i wanna make something too once full sdk is released

wooden pier
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Years mean nothing, the most important thing is to work steadily on a mod without burnout

worn umbra
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Dusk souls

honest stag
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yeah true

worn umbra
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Actually no playing the dark souls maps in dusk would actually be kinda sick

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Shit

wooden pier
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I remembered the news about the mod where it was possible to launch a map from Dark Souls in GTA5 and drive it around in a car

tepid python
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so when's scripting coming out

ancient depot
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when it's readyℒ️

long anchor
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hey zom

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There's also the fact that the SDK will be open source
what do you actually mean by saying this

ancient depot
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The entire source code will be public

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Pretty much everything except the game assets

long anchor
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hmm

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i see

honest stag
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by that you mean using the game's code to make a new game but not the actual sounds and models?

ancient depot
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Yeah

long anchor
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yeah that's what we wanted to know

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damn.

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that's really nice

wooden pier
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But will we be able to replace in-game models?

ancient depot
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Yes, you already can partially

wooden pier
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Good

worn umbra
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Weapon models when zomb. I need it

long anchor
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if we take dusk as quake of it's time then we need to find a microsoft employee to make our own half-life 😎

ancient depot
crimson patrol
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i feel bad for devs constantly being pestered about the release date

wooden pier
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Take as much time as you need, we will wait ultrakillchan

long anchor
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^

ancient depot
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Nah I completely understand wanting to ask

worn umbra
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Srry

honest stag
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i waited for 2 years and i'll wait more

worn umbra
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I just really want a bow :(

long anchor
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if it's not 13 years of waiting for a new game in the series then it's nothing

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😎

honest stag
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cries in stalker

crimson patrol
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soon is a powerfull tool for NB because they can have as much time as they need to polish a game, so its never rushed out

long anchor
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tfw i can't even play new half life game

worn umbra
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Dusk 2 confirmed 2031

long anchor
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cries in stalker
hey at least stalker 2 is confirmed

crimson patrol
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dusk 2 never tm

long anchor
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lol

ancient depot
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wdym there are 12 dusk games

wooden pier
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It's a shame I don't have VR

long anchor
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for me it's both vr and good pc

worn umbra
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Every mod is canon

honest stag
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there is also this cool spin-off called duskers

crimson patrol
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yeah 12 dusk games in the order 1,3,4,5,6,7,8,9,10,11,12,13

long anchor
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I tried playing doom eternal yesterday

worn umbra
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So there are like 100 sequels to dusk already

crimson patrol
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were waiting for 2

wooden pier
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DUSK: Fingerbones

long anchor
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to make it actually playable i had to set resolution to 800x600

honest stag
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i feel ya man i had to do the same

long anchor
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still lags as hell

worn umbra
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Dusk kart

long anchor
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HA

honest stag
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yeah

crimson patrol
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i love that cart dog is in dw

ancient depot
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Someone ported cartdog to carmageddon which is hilarious to me

tepid python
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aight realtimeCSG is pretty cool

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it's not probuilder atleast

honest stag
worn umbra
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Man i just wanna make a spiritual successor to darkness 2

ancient depot
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ProBuilder is just a half-baked modelling tool

worn umbra
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What the fuck

ancient depot
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It's advertised for level design but is barely functional for that purpose

crimson patrol
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but why?...

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why push it out undercooked

long anchor
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yeah i remember david saying on the dusk stream that making windows with probuilder took ages

worn umbra
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Yeah

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Thank fuck for ctrlK

honest stag
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i was about to make a very mean sdk joke why push it out undercooked

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oops fucked the quote

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whatever

long anchor
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rip

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hey vriska

ancient depot
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Why make that post undercooked?

honest stag
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h

crimson patrol
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h

honest stag
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hey that's supposed to be private 😳

ancient depot
long anchor
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god dammit

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didn't make it in time

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FFFFFFF

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anyway

ancient depot
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If you want the current patch notes for the hotfix

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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.
* Fixed a bug that caused music (and possibly other assets) to occasionally fail to load.
* Significantly reduced texture allocations when atlasing lightmap data, resulting in faster map loads and better performance.```
long anchor
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i kinda forgot what will be in update after hotfix

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oh

ancient depot
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I haven't announced everything that'll be in the post-hotfix patch

crimson patrol
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cart dog spawns without a model

long anchor
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i think i saw you using new cool lookin' console right?

crimson patrol
worn umbra
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func_vehicle

ancient depot
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I don't believe I've shown off anything related to the console in the SDK yet other than old test videos

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And that super old SDK prototype that had a half working one

long anchor
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maybe

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well okay then

frank mantle
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Zombie you're amazing

ancient depot
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The DLL worked?

frank mantle
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uh I haven't tried it yet actually but I just wanted to say that

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imma try now

ancient depot
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hahahaha

alpine depot
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it's magic

last talon
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Zombie fetishism :D

ancient depot
frank mantle
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it did work!

ancient depot
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Fuck yeah

frank mantle
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framerate kinda low on the level but it's loaded and fine

ancient depot
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Yeah there's a few areas that can sap performance on low end hardware

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Namely the way ambient light is handled currently

crimson patrol
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Zombie megamind

frank mantle
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my health reset on save load 😦

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by the way don't put grand wizards in small places, especially if you haven't given the player strong weapons yet

long anchor
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my health reset on save load 😦
turrets too

ancient depot
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The health reset bug is fixed in the upcoming hotfix

long anchor
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pog

frank mantle
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also I no longer have sickles, only sword

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same for dual weapons

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cannot use single ones

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nvm I can use the pistol

toxic cosmos
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Is there a way to make bounce pads work?

long anchor
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yes, you have to add certain proprty to bounce pad entity

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hold on

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amount

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set it to 0.5 or so for the first time

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cause large numbers are

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hell

frank mantle
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why do I expect custom maps to be balanced on CM 🀦

long anchor
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why not

toxic cosmos
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@long anchor thanks man

frank mantle
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I always expect custom maps to be like the main campaign

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which is highly polished, actually

bold orbit
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Is zombies magic going to extend to the switch version or will the big N not allow it?

ancient depot
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Mods on Switch is something we'd love to do but right now it's not something we're looking at until the SDK is done

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Also, SDK patch is now live

alpine depot
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let's GOOOOOO

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now urban turmoil can run smoothly like it used to!!!!!!!

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let's goooo!!!

crisp raven
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πŸ™

alpine depot
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holy SHIT it really is fast

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fuuuuck

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and the sdk main menu has the music now!

gritty forge
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Thank you for updating the SDK. You fixed the more important things. I have nothing left to ask for at the moment. The big stuff has been mostly fixed.

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Sorry for being a self entitled impatient prick.

ancient depot
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The main menu music not playing was caused by the same bug that caused some music tracks to not play in custom levels

gritty forge
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You did good.

ancient depot
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Nah I completely understand

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It was broken for way too long

crimson patrol
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i just had the chance to play shadow of strelok since im on my PC

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holy shit man that was great

alpine depot
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this is sick

gritty forge
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Damn, what if somebody made their own game with the SDK?

alpine depot
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INVISIBLE WENDIGOS

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INVISIBLE WENDIGOS

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AHHHHHHHHH

gritty forge
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Gonna give it a try now.

alpine depot
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I CANT BELIEVE I'M HAPPY ABOUT THOSE SKINWALKING BASTARDS BEING INVISIBLE AGAIN

ancient depot
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Cartdogs are also now visible

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lmao

crimson patrol
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thank you zombie

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πŸ‘

alpine depot
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cart dawg!!!!!

ancient depot
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Cartdogs actually broke because I accidentally set them up to support custom models

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Without including the actual model (because it's a bit more complex to deal with currently)

gritty forge
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Is saving in the main game coming somewhere down the pipeline? That's my only question.

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I don't care when.

ancient depot
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Of course

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That should ideally be in the upcoming non-hotfix patch

alpine depot
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the big boy patch.

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The Big Man.

gritty forge
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Good. I can't wait to see that come into play. Imagine soon we get custom weapons, it would be cool to play built in levels with said weapons.

long anchor
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oh boi

alpine depot
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uhh, bone monks seem to be jank

long anchor
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hotfix huh

alpine depot
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they just stand in place

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they keep spamming their alert sound a lot too

long anchor
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damn

ancient depot
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Huh, lemme take a look

alpine depot
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bone monks dont do anything at all except idle

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oh yeah

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bone balsl too

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ewww their alert sound sounds like a bone crunch

ancient depot
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There's probably an error being thrown which stops the AI from running

alpine depot
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when i shoot a bone ball it just careens away, normally it doesn't just float off like a madman without any weight or drag to it

ancient depot
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Looking into it now

alpine depot
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bone monks just uh

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float off

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lol

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when i shoot them they float away and also fly upwards

gritty forge
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Looking into it now
@ancient depot Maybe look into the item lighting issue too while you're at it.

ancient depot
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Yeah I saw that post too

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Looking into both

gritty forge
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Okay. Take your time.

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HOLY SHIT IT LOADS FAST!

bold orbit
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ZOMBIE I LOVE YOU MAN

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THIS IS GOING TO BE SO MUCH FUN

long anchor
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holy shit zom

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be careful with your black magic dude

ancient depot
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ok I think I fixed both

bold orbit
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No please be more reckless with your black magic

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civvie said it's name and we're all gonna die so have some fun with your magic

long anchor
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lmao

gritty forge
bold orbit
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That

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feels wrong

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but I like it

crimson patrol
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uhhhhhhhhhhhhhhhhh

ancient depot
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yep, both fixed

gritty forge
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feels wrong
@bold orbit Usually HD stuff feels wrong when you get used to the originals. I can easily adjust though... Those are the only things I can really easily adjust too. Adjusting to anything else is difficult for me.

bold orbit
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It'd probably work better if the model was HD as well instead of a half carrot with a cube

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So custom weapons are still tbd

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Same with place_models?

ancient depot
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This should fix the AI while we prepare a proper patch

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Dark objects can't be fixed by a DLL change alone so you'll need to wait for the full hotfix hotfix for that

bold orbit
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am excited

gritty forge
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I guess dark objects require rebaked lighting?

ancient depot
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Nah, just some modified object properties

gritty forge
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Okay. I'm not gonna ask anything else.

pearl fox
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Hmm, after changing something int he modding menu and hitting apply, the music stops in the main menu again

gritty forge
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You can't win 'em all.

ancient depot
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Yeah that's known

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But it's not really worth fixing because the code responsible for all that is being replaced in like, the next major patch

pearl fox
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Ah, awesome!

gritty forge
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When my texture pack releases and you still want a retro look, try enabling the retro palette. I just picked up the project again.

golden jacinth
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What do you do with the .dll?

ancient depot
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It goes in SDK/bin/win_x64/Dusk_Data/Managed

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Replacing the original

long anchor
crimson patrol
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I think that's just the e3m5 skybox flipped

long anchor
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:/

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oh boi i guess it's time to edit stuff myself

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😎

golden jacinth
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Finished my greybox yesterday and moving on to texturing and detailing. soon

frank mantle
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yep that's a fast main menu load

bold orbit
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fASTEST LOAD IN THE WEST

cosmic pulsar
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How do I put the dusk weapons in my map?

half dust
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Does this mean monsters can walk through doors or is that in the patch?

crimson patrol
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Entities tab

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Z dude

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Quake weapons turn into dusk weapons when you compile

cosmic pulsar
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ok,thanks

gritty forge
long anchor
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remembers trespasser scientist retexture

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why live

gritty forge
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How does it look though?

long anchor
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in-game he looks even more hilarious

gritty forge
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LOL

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Mine is just an upscale.

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I had to make edits, and I had to combine two different outputs together, as one had more detail in the clothes than the other.

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I think it turned out pretty nicely. I'm trying to make my texture pack as close to the vanilla style as possible, but while looking new. And I want things to be nice and sharp, as well as smooth.

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If or when animation changes are possible, somebody should make the rats wiggle like they're scurrying towards you, rather than just sliding across the floor.

worn umbra
crimson patrol
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When have they didnt

hallow rapids
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There any good DUSK mods you guys recommend?

worn umbra
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Duskstein, strelok, enclave, lower, and all of Aqua's maps.

bold orbit
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Anything by @honest stag

crimson patrol
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Everything

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There isnt a bad map

worn umbra
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^

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also what the hell happened to turrets

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my ears

bold orbit
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Idk mines not lookin as good as I thought it would

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the last 5 rooms have fucked up scaling because I messed up the pixel measurements

crimson patrol
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Nah its unnoticable

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Who walks around measuring every pixel lol

hallow rapids
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Thanks guys, I'll look into those

bold orbit
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I do since I want to make sure my map is to scale with the original 1-1

hallow rapids
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Oh, btw, does anyone know how to fix the black flashing bars?

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It only occurs when running the SDK

crimson patrol
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Haunted PC

bold orbit
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Verify your files

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try changing your resolution
go windowed in fullscreen, vice versa if windowed

gritty forge
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I wonder if one of the plans is custom survival maps.

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Wait. Imagine a RANDOMIZER!

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I do have a bad feeling that New Game Plus is cancelled. A randomizer I guess would be the next best thing.

cosmic pulsar
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Quake weapons turn into dusk weapons when you compile
@crimson patrol how will I know what weapons and enemies turn into when compiled to dusk

crimson patrol
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Theres a list... somewhere...

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Ask zombie or someone else

gritty forge
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I think it's pinned.

honest stag
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that hd stuff just feels... wrong

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pixels really help the style i guess

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i wake up - i see update - yes

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oh also a guy from the speedrunner discord complained that the timer buttons and splits dont work right

gritty forge
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that hd stuff just feels... wrong
@honest stag Well, you don't have to use it if you don't feel like it's any good. It's just an interesting experiment/challenge.

golden jacinth
honest stag
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Oh you don't have to use quake entities

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Hold up lemme find my copypaste thing

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spawn an entity, any entity, for example item_shells
then click on it
go into the "entity" tab on top right
check entites.txt for the entity you want, for example, a pistol, which would be weapon_pistol
rename the entity into weapon_pistol
it should look like a 16x16 unit square with a "weapon_pistol" title

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(get entites.txt from pinned messages)

gritty forge
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I still suggest you give it a try once it's released. That's gonna be in quite while though. New upscale models are being made constantly, each with their own uses. That alone is one reason why this is taking longer than expected.

honest stag
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i've never liked hd mods lmao
in fact my weak laptop causes me to install mods that DOWNGRADE the graphics sometimes so HD is out of place for me

gritty forge
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Well I can agree that loads of HD texture packs are shit... Don't get me started on the Star Fox 64 one.

honest stag
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and i've been looking at the original textures for over 100 hours while mapping

gritty forge
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Just so you know, I'm trying to preserve the style as much as I can, but making it look sharp and smooth. It's pretty difficult doing so, as you gotta use your imagination for some textures to figure out what upscale looks best. I am not automating this. I am upscaling them one-by-one and editing them whenever edits are needed.

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I'm not going for realism.

honest stag
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i still prefer pixels tbh, just an opinion

gritty forge
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Lots of HD texture packs aim for realism because those people are stupid. They think HD means super realistic. HD is just high resolution.

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I'm a fan of keeping things faithful in both graphics and sound, while also making them feel new at the same time. If it isn't faithful, it's not good.

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Which is why I only play Minecraft with ONE other texture pack. "Faithful 32x"

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I actually appreciate that HD Quake texture pack called Quake Revitalization Project. They were all redrawn faithfully. There is another HD texture pack, but it feels more like a bootleg Quake.

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I still prefer the classic look for Quake though...

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Nobody created faithful monster skins, which makes things clash. That's one reason why I stick with classic. The other being Arcane Dimensions.

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Speaking of which, what if we got something like Arcane Dimensions for Dusk?

sharp trail
#

awww fairhful 32x is awesome

#

some of the high resolution packs do look good tho if they are styalized

gritty forge
#

Agreed. But I see why others like them.

#

in fact my weak laptop
@honest stag No worries, my pack isn't going for resolutions higher than 1024x1024. Dusk doesn't have Normal Map support or anything. I don't want to go extremely high resolution mainly because the availability of Nearest Neighbor filtering keeping things sharp. Most textures will be 512x512, as that's high enough.

#

Just thought I'd mention that.

honest stag
#

yo zombie, is func_door_rotating going to be uh
easier to use anytime soon?

golden jacinth
#

So, I've been in the weeds doing texturing/detailing and suddenly the enemies in one of the rooms are spawning waaay out of position. I know I didn't introduce any leaks into the map and I tried undoing all of my structural edits to no avail.

#

V confused : /

gritty forge
#

Playing in the Cathedral survival map leaves me in a softlock after the tornado comes.

honest stag
#

maybe there isnt enough space for it? what's the enemy?

golden jacinth
#

Just soldiers. Big room, too.

honest stag
#

try moving it a bit off the ground

golden jacinth
#

Same result, unfortunately

crisp raven
#

Perhaps it has to do with the latest update?

honest stag
#

looks to me like they are way too close to each other

golden jacinth
#

I can definitely spread them out but they'd been spawning in that formation just fine for days of playtests now

honest stag
#

huh odd

golden jacinth
#

Even earlier today after I got the update

honest stag
#

are you 100% sure you didnt make any leaks?

#

try the point file

golden jacinth
#

I'm not certain how to do that πŸ˜…

honest stag
#

first, get a .pts file from your working folder
in trenchbroom, press "file"

#

then "load point file"

#

it should show with green lines places that leak

#

the .pts should have the name of your map obviously

golden jacinth
#

I don't appear to have a .pts file

honest stag
#

then that probably means you dont have leaks

#

huh i have no clue
what if you get them in via a monster closet?

golden jacinth
#

That seems like a lot more work than having them just already be where I want them... I'm gonna try ditching the quake conversions and renaming them as dusk entities. I don't think it'll change anything but at this point idk.

#

Knew I should've done version control on this project : p

#

Yeah that didn't do it. I might just have to load a backup and redo some work

golden jacinth
#

rip a couple hours of texturing I guess

honest stag
#

that seems like a lot of loss for just a group of enemies

#

you sure a monster closet wouldnt be easier?

#

that will take like 10 minutes

golden jacinth
#

It should go quick, and this way I can continually test the changes to see if I can find what specifically made it break

#

More info on what I did to break it will save me lots more time down the line if I can figure it out

honest stag
#

@ancient depot you got any idea on why this stuff with monsters spawning where they arent supposed to keeps happening with people at random points and different conditions without a way to consistently fix it?

Large enough rooms, enough space, no leaks, nothin helps

golden jacinth
#

I think my boneball/monk AI is still borked even after putting the new .dll in too :/

crisp raven
#

While we're on the subject of things messing up for no reason:

#

Ever encounter something like this before?

honest stag
#

is there supposed to be a brush there?

crisp raven
#

Ye

#

Once I sealed the map things went south

honest stag
#

can you show it to me with properties in TB?

crisp raven
#

Im not sure what that means >.>

honest stag
#

well click on the brush and then the "entity" tab, then screenshot it

crisp raven
#

Oki doki

honest stag
#

it looks to me like the compiler tries to remove the face that's sticking into the void because it thinks the player will never see it since the map is sealed

#

try making sure that front face isnt peeking into the void

crisp raven
#

Aight thank you

#

Vriska out here working tech support

honest stag
#

i uh that's just a guess

#

but i hope it works

crisp raven
#

Yeah it works πŸ‘

honest stag
#

eyyy nice

crisp raven
#

I was thinking of organizing a map jam at the end of November. Thoughts?

honest stag
#

we actually wanted one but devs said itll be better to do things like that when the sdk is more finished

#

well oshry and david said at least

crisp raven
#

Hmmm

#

I see.

gritty forge
#

I was thinking of organizing a map jam at the end of November. Thoughts?
christmas map jam would be fucking awesome

honest stag
#

honestly yeah christmas maps would be sick

crisp raven
#

Nice and wholesome

#

But if the devs wish us to wait so be it :/

gritty forge
#

πŸ˜”

honest stag
#

well no one is really stopping you from getting somke people who are interested
tbh that thing they said was waaaaaaaay back in febuary when the sdk was way less uh

#

finished

crisp raven
#

I wanna see if there's any interesttttt

#

Spread the word

alpine depot
#

lol map jam

#

u know i'll be down for that

#

😎 😎 😎

last talon
#

I'm gonna attend with a map that is all giant pp's

alpine depot
#

if it's a christmas jam then i'm definitely making big john into santa

#

"HO HO HO, WAAAULLGH"

gritty forge
#

i'll make a shitty doom e1m1 copy

honest stag
#

i wouldnt mind getting into that jam, could help to have a deadline to make something

last talon
#

with blackjack and hookers

gritty forge
#

i tried to make that a long time ago but i realized i have no idea how to make a map lmao

honest stag
#

welp i guess it's staying in the "unfinished" folder

crisp raven
#

RIP silent7

honest stag
#

that's actually a test name and has nothing to do with the map itself lol

#

the map is only 45% finished but weighs almost the same as shadow of strelok
no wonder it crashes

high magnet
#

Do the skybox textures need to be a certain resolution?

high magnet
#

Doesn't seem like it

alpine depot
#

nah they dont

high magnet
#

Alright

alpine depot
#

they'll get stretched out at lower resolutions though, go figure

high magnet
#

I'm not making any promises but expect some Half Life 2 citadel esque skybox for my next map

#

Also like the lust layer in UltraKill

alpine depot
#

ULTRALUST

#

man I'd love to make an ultrakill map or something, could be cool

high magnet
#

Arenas that are designed like the ones in UK work pretty damn well with dusk's combat

broken ridge
#

are transparent textures in half-life or Q3 maps supported with the current SDK?

high magnet
#

Yup

broken ridge
#

ok thx. I must've fscked converting something then.

high magnet
#

The methods to making them transparent might be different

broken ridge
#

by chance is it possible in a Q1 map as well?

high magnet
#

Yeah

#

The brush needs to have a renderamt value of 100 and a rendermode value of 1

broken ridge
#

got, I'll check that out. is it still a specific color in the palette to indicate a transparent pixel?

#

huhh trenchbroom's rendering it as transparent but neither quake nor dusk do

high magnet
#

Check this out

broken ridge
#

ah, func_illusionary vs func_detail_illusionary

#

eah, still no go with the classname change

high magnet
#

What are you trying to do with func_illusionary?

broken ridge
#

basically create a non-clipping 1-pixel transparent "archway"

high magnet
#

Can you show me?

broken ridge
#

1sec, I'll screenshot it

high magnet
#

I don't think you have permissions to post images right now, maybe you can dm it to me

broken ridge
#

ah, that explains why paste is failing me, 1sec

ancient depot
#

@honest stag That happens because of the navmesh

#

It's something I'm looking at in more detail for later

gaunt wing
#

Sorry I gotta ask, feeling kinda stupid but I donΒ΄t quiet understand the tutorial for modding DUSK. I have Trenchboom installed and I understand downloading the SDK version through steam but do i need quake to mod it?

sharp trail
#

no

ancient depot
#

It wouldn't be a very good SDK if you needed another game to use it

gaunt wing
#

Then i really must be misreading something.

ancient depot
#

The tools used for making maps are usually for Quake, but you don't need Quake to use them for Dusk

#

Which tutorial are you reading?

gaunt wing
ancient depot
#

Is there a particular section you're confused about?

gaunt wing
#

The Two minute Trenchboom tutorial on the page, where it seems like they start a project for Quake but then they sorta make it into Dusk?

ancient depot
#

Yeah, those are just editor presets

#

It's called Quake, but the map that will output from it is compatible with Dusk

gaunt wing
#

Ah okay. But when i choose a game to mod for in Trenchboom, do i just reference the DUSK folder?

ancient depot
#

Yeah, like in the tutorial

#

Specifically you'll want to reference the SDK/mnt/local/dusk folder

#

Which is the equivalent of the id1 folder in Quake

gaunt wing
#

Aaaaah. Now i get it, thanks alot man! approved

ancient depot
#

No problem

#

Documentation is definitely an area we need to improve on

#

You're not the first to get confused

gaunt wing
#

Well, the game is very fresh so thereΒ΄s plenty of time to expand on it, having a discord where people can ask questions like this certainly helps!

long anchor
#

Hey @ancient depot . Sorry for the ping.
For some reason makewad won't turn this quake's transparent color into the actual transparency (pic).

#

file format?

ancient depot
#

Is it definitely using the last palette entry for that colour?

long anchor
#

yep

ancient depot
#

And the file name is set up for transparency?

long anchor
#

oh my god

high magnet
#

JC

long anchor
#

i'm such an idiot

high magnet
#

A bomb

long anchor
#

sorry zomb

ancient depot
#

oh also hotfix is out

long anchor
#

oh nice

ancient depot
#

for the ai and dark object fix

long anchor
#

anyway thanks zom

ancient depot
#

np

long anchor
#

yeah it's working now

tight fractal
#

Ok zoombier

frank mantle
#

zomber but the omb is like in tomb

long anchor
#

oh damn

#

apparently trigger hurt can't hurt enemies?

ancient depot
#

It should

high magnet
tight fractal
#

Bruh

#

You makin some roof top map???

high magnet
#

My idea is some sort of 9000 feet tall cathedral

tight fractal
#

Dope

high magnet
#

Bit like the citadel in HL2

#

Actually that city texture is from HL2

alpine depot
#

im fuckin hyped for that lol

#

we need more giant towers

worn umbra
#

oh shit that looks sick

alpine depot
#

man i havent heard the menu music in soooo long

#

it gives me nostalgia lol

crimson patrol
#

damn thats a cool idea

worn umbra
#

i just realized that skybox gives me real big mirrors edge feels

#

love it

crisp raven
#

I've set up a server for a Map Jam I am organizing. If you're interested in participating let me know. πŸ‘

high magnet
#

Sign me up

worn umbra
#

oh hell yeah

long anchor
#

It should
prob it didn't hit soldier's hitbox

#

they're manlets

alpine depot
#

god i cant believe how fast the game loads now

#

this is insane

#

yo i wonder if we could get a launch command to load immediately into a custom level, like -loadmap mapname as soon as the menu loads or something

#

...are turrets supposed to bleed when shot and spaz out whenever they rotate towards the player?

#

i dont think so πŸ€”

#

anyone got an idea how to make the lighting pop a little more? dunno what colors to add besides deep reds and oranges

#

maybe some blues in the dark areas for some added contrast or something

#

little stumped lol

jagged halo
#

are there uH

#

spooky maps?

ancient depot
#

yo i wonder if we could get a launch command to load immediately into a custom level, like -loadmap mapname as soon as the menu loads or something
That's been on the list for a while

#

It's part of a planned set of editor integration features, like live reloads and stuff

alpine depot
#

sick

alpine depot
#

oh god my levels are lagging even harder now after today's small hotfix

#

maybe just on my end?

crimson patrol
#

Probs

alpine depot
#

oh yeah nevermind

#

weird

#

i loaded up my latest map, left it on pause for a while, then decided to play my other maps again cuz i was bored

#

and then the AI stopped working and the game was lagging hard

#

i restart and it works fine

#

weiiiird

#

oh yeah and enemies were t-posing too

#

super strange

ancient depot
crimson patrol
gritty forge
#

Anyone see this?

cobalt atlas
#

hmmb

modest imp
ocean apex
#

Oh no

crisp raven
#

Just a reminder people, the submission window for the Dusk Map Jam ends on November 6th. If you want to join please DM me before then and I will invite you. Everybody's welcome. :)

jagged halo
#

Uh

#

Dusk map jam?

honest stag
#

yeas

jagged halo
#

what does that mean

honest stag
#

a bunch of people get together and make a map with a set theme in a set time period, then release all of them

jagged halo
#

oh sweet

burnt haven
#

Does anyone think is possible to make a UPS mod?

worn umbra
#

like the delivery service???

bold orbit
#

Uninterruptible Power supply

#

Or he misspelled USP which iirc is a pistol

burnt haven
#

Units per second mod lol. The Delivery service is also acceptable

still raptor
#

Someone has made one already I believe

#

For speed running

burnt haven
#

Hmm, I've never seen one anywhere in the speedrun community

still raptor
#

it might be a personal one

#

i know it exists

burnt haven
#

Cool, I'll do some digging.

warm nacelle
#

this may be a dumb question but where do you get custom dusk levels?

#

are they shared around online, is there a steam workshop Im not seeing or is there something in game Im not seeing

worn umbra
#
mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOONβ„’

warm nacelle
#

alrighty, thanks

toxic cosmos
#

I need some tips

#

how do you make it so doors open when you press e on them ?

#

and not like in quake when you just run up to them

#

@here

worn umbra
#

a normal func_door should work just fine?

toxic cosmos
#

ima try that

high plume
#

is there any way to access dusk's official maps and make modded versions of them?

ancient depot
#

Not at the moment

high plume
#

ah I see

long anchor
#

so, there was a certain halloween art event, and i participated in it.
can't do art for shit, so i opened tb and made this.
https://youtu.be/zLJSt1Oq2io

The Halloween party is in full swing. "Hamington's Beefburgers" is filled with AAHW agents. Hamington did not except the full house today, so he had to leave his place for a moment to get some fresh meat and lettuce.

Unfortunately, there are certain individuals that tend to ...

β–Ά Play video
#

it's not like

#

really related to dusk maping

#

cause it's just a vid

#

but why not

honest stag
#

still looks sick

long anchor
#

😳

#

thanks~

honest stag
#

np bro
you could turn that into a map yo

long anchor
#

i need a bit more stuff to make madness combat maps

#

at least custom gun models

#

actually i wanted to start madness combat mod when scripting is a thing

#

i have some really cool ideas

#

this thing ^ proved that with a bit more polish such mod would look great

#

like, in MC animation these building are just concrete boxes

honest stag
#

well i guess we'll both figure out the big modding stuff with your MC and my SH mods

#

man i cant wait

long anchor
#

MC game and this allows to create huge brutalistic monstrosities

#

i love brutalism

honest stag
#

tbh same

wooden pier
#

You'd be friends with Rhoq.

long anchor
#

literally who

wooden pier
long anchor
#

oh alright

toxic cosmos
#

how do you get texture overlays like text and the cult symbol painted on the wall ?

#

I need some help

frank mantle
#

the power of z-fighting (not serious answer)

worn umbra
#

oh do you have the transparent wad?

chrome wagon
#

Probably a silly question to ask, but is there any page where there are screenshots of the sp/mp maps seen in a top down perspective, akin to cs's overview?

toxic cosmos
#

@worn umbra I do and the transparent textures work, but I just dont know how to make a transparent texture be on top of a regular texture (like decals in the hammer editor)

worn umbra
#

what i do is make another brush on top of the one i want the decal on, make that brush as thin as possible, then set its texture to the decal

#

there might be a better way but that works well enough for me

toxic cosmos
#

thank you

#

Im making my first map in trenchbroom and Im realy glad that so many people are willing to give helpful advice

worn umbra
#

looking forward to seeing it :)

toxic cosmos
#

its a train level

#

I'd post a pic but I dont have permission

golden jacinth
#

Did that hotfix get rolled out? my boneballs and monks are still borked

alpine depot
#

yeah the AI is fixed a little, but when you shoot balls/monks they fly off as if they dont have any drag or gravity

#

they dont even move lol

#

idk about bone balls but i think they just spin around, not move

golden jacinth
#

yeah they're completely static. The last encounter of my map involves both and I'd feel kinda weird releasing it with hecked up enemies.

high plume
#

Does anyone know what to do when your compiler tells you there's no player spawn, even though you put one in

still raptor
#

hmm

#

did you maybe rename it or something?

#

and @golden jacinth we'll have to take a look

high plume
#

No, that's the strange part

high plume
#

I just started a new map and now it's fine

#

Altho I can't for the life of me make lights work

crimson patrol
#

You used light.exe?

high plume
#

Yeah

crimson patrol
#

In that case there may be something wrong with a file name

#

Check if there are spaces in a file name or some shit

high plume
#

interesting

crimson patrol
#

Did it produce a text document when you tried to use light.exe

high plume
#

It didn't appear to

crimson patrol
#

Hmm

#

Idk then

high plume
#

Okay now it did

#

And then I run it through qbsp?

crimson patrol
#

You run it through qbsp first

high plume
#

oh

crimson patrol
#

And drop the bsp into light.exe

#

Which should bake the lights

high plume
#

ooooooooooooooh

#

I am so smooth brained

#

thank you so much

crimson patrol
#

Nah its fine

#

Happened to me too lol

high plume
#

It worked holy mother of god

#

Now to move onto my next white whale: doors

crimson patrol
#

Ooh boy

#

Theres a series of videos helping with trenchbroom

#

You should search for em, real helpful

high plume
#

I shall, thank you

golden jacinth
#

I'm done with the first texturing pass! If anyone would like to play through the level and give some feedback lmk and I'll send ya the zip

alpine depot
#

late response but im down for some playtesting 😎

#

they dont call me Gamer God for nothing you know

honest stag
#

wish i could - new maps are always pog

#

studying is not so pog tho

crisp raven
#

I'm looking for playtesters as well. Hit me up and I'll send it to ya. πŸ’—

alpine depot
#

big pog

send me all of your maps, all of you. this is an order not a request.

honest stag
#

same, send it out to me and i'll play and record them when i have the time

alpine depot
#

THEY DONT CALL ME TRENCHBROOM GOD FOR NOTHING YA KNOW.

frank mantle
#

ww2 shomtguhn

crisp raven
#

Just sending out a final reminder that anyone who wants to join the upcoming Map Jam should let me know before the 6th.

gritty forge
#

lets goooooo

royal furnace
#

How hard would it be to learn gold source mapping overnight with no prior knowledge or experience

gritty forge
#

let's see...

#

first you'll have to GET the tools

#

then you'll have to learn how to USE the tools, which will take hours

#

then you'll have to make the architecture and a map to go with it

#

keep in mind that maps arent tiny

#

then you'll have to start detailing

#

so, it'll be hard

#

you'll also have to keep in mind that you're working in full 3d, which has a bunch of things you can do with except it takes longer

modest imp
#

You make it sound like the first thing you're supposed to do when starting out is make an entire, fully functional map. :v

gritty forge
#

longer longer

#

You make it sound like the first thing you're supposed to do when starting out is make an entire, fully functional map. :v
yeah u right

#

start out small

modest imp
#

My advice: don't focus on making something. Just make anything. You're constructing something out of what are essentially building blocks.

#

Learn the limitations of GoldSrc--what's required to make a functional map, even if it's just a single concrete cube you can walk around in.

royal furnace
#

Play with the legos in the bucket got it

modest imp
#

Then expand upon that simple start.

gritty forge
#

accurate

alpine depot
#

legos???? i love legos!

modest imp
#

Start at the bare minimum, and try things as they come to you. Experiment, and have fun. 😁

crisp raven
#

Remeber the Jam isn't a competition. Just do the best you can do!

royal furnace
#

Even if the best I can do is 3 cubes I wanna learn

eternal plank
#

that's alright, we all need to begin somewhere

royal furnace
#

I've kinda wanted to try dusk mapping so I this is a nice push

modest imp
#

You'll want six cubes, actually. :P

royal furnace
#

But what if I want the player to experience the void

modest imp
#

One thing to always keep in mind: never open your map to the void. It must be sealed at all times, or it can never exist.

#

The void consumes and destroys all exposed to it.

alpine depot
#

allow the void to CONSUME

#

lol a map designed intentionally for leaks would be crazy to make

eternal plank
#

the lilith.pk3 of DUSK

modest imp
#

Don't most compilers just totally give up if they detect a leak? :V

eternal plank
#

think they do

royal furnace
#

Guys Its an artistic choice im not a bad mapper i swear

eternal plank
#

i know the tools for quake maps just gives up

crisp raven
#

90% of my maps have leaks >.> they work finnneeee

modest imp
eternal plank
#

lol

#

no one needs to know...

#

they won't notice...

bold orbit
#

So if I'm understanding this, you need to start and finish the map during the course of the jam

sharp trail
#

i mean you can probably jsut submit a map you've already been working on. Idk if theres a theme tho because if yes it might not work just ask tori

honest stag
#

there will be a prompt yes

odd ore
#

@ancient depot I have been informed you're quite informed for this sort of issue.

I'm running into a problematic bug on the SDK version of Dusk, the whole screen flickers black for a frame every few seconds, it occurs is custom or normal campaign.

this does not happen in normal singleplayer version of dusk (separate option on launch)

honest stag
#

yeah mr. person-who-made-the-sdk is quite informed

ancient depot
#

What if you run the game with -force-d3d11 in the game's launch options?

#

The game uses OpenGL 4.x currently

#

But I think standard DUSK uses D3D11, not certain though

odd ore
#

Forgive me for I did not research your role occupation thoroughly enough, it seems to have worked thank you

ancient depot
#

I guess Unity just don't test their implementations of Vulkan and OpenGL very well on Windows

royal furnace
#

Well I've caught a cold so I might just postpone that whole learning gold source mapping in one day thing

#

F

broken ridge
#

are all func_detail_illusionary entities supposed to be passed through?

crisp raven
#

Idk know about func_detail_illusionary but just func_illusionary yes

ancient depot
#

func_detail_illusionary is just an alias for func_illusionary in dusk

#

included purely for source map compat

broken ridge
#

would it be a bug that it clips in dusk (it doesn't in quakespasm)

ancient depot
#

If it clips then yes, that's a bug

broken ridge
#

ok, thanks. is there an issue tracker you want me to file one in?

ancient depot
#

You can just make a thread on the forums where you mention that func_detail_illusionary is solid when it shouldn't be

broken ridge
#

alrightty

ancient depot
#

We don't have a formal issue tracker currently, so we use the forums at the moment

broken ridge
#

the forums on steam or is there another one?

ancient depot
#

The Steam forums, yeah

#

On that note, does it work if you use func_illusionary instead of func_detail_illusionary?

crimson patrol
#

How did Manniacc use the guardian bossfight in shadow of strelok? I thought you could only have big john as a boss

unique ocean
#

I need some tips I got a black screen on launch

#

for the sdk branch

ancient depot
#

@unique ocean Try adding -force-d3d11 to the game's launch options on Steam

#

@crimson patrol You can use all bosses except the final one

honest stag
#

nah you can have any boss aside from nyarl iirc @crimson patrol n

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ye

ancient depot
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ninja'd you

honest stag
#

h

unique ocean
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Doesn't seem to work

high magnet
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Jakob isn't killable though

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Cuz he's scripted to be killed by the cultists

sacred bolt
#

hey people, do you know any comprehensive tutorial for making dusk maps

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im not a tech guy so if you have anything simple to understand ill thank u

honest stag
#

dumptruck_ds on youtube
his tutorials are for quake but we're making pretty much quake mas with some quirks that dusk uses

crimson patrol
#

Huh

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I thought we only had big john

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That's cool

honest stag
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no wonder considering people dont use other bosses

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except for a couple maps with the guardian

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oh and trespasser with the experiment

long anchor
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imo bosses aren't that fun, like, they are basically enemy X but bigger and shoot more

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besides Jakob and Nyarla i guess

honest stag
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i agree, bosses are unpog unless it's a very cool thematical boss

long anchor
#

again, just i said before

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i have a few ideas but we need scripting

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btw that's the reason why boss battle in Lower is going to be a bit more than just shoot "Lower_boss_name"

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at least if i ever making start lower 3

honest stag
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Why not map jam with everyone

sacred bolt
#

dumptruck_ds on youtube
his tutorials are for quake but we're making pretty much quake mas with some quirks that dusk uses
@honest stag is it with the same program he uses? But then i dont get how to use the dusk assets

honest stag
#

yes
and you do get dusk assets by simply naming entites to things from dusk, the list of names can be found in pinned messages in entities.txt

#

so like you place a point entity, name it weapon_pistol and a pistol shows up when you launch your map in dusk

long anchor
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Why not map jam with everyone
i don't know if i'll have time

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i'm studying u know

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argh fuckit, i will jam

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i have enough time, just gotta stop wasting it

honest stag
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No remote education?

long anchor
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remote education it is

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organization of it is ughhh

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πŸ’₯

honest stag
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I feel ya mang

long anchor
#

brain explosion

honest stag
#

For me remote education meant significantly more free time somehow so you bet I'll spend that time mapping

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Having a deadline is nice

long anchor
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haha trespasser goes brrrrrr

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that was great

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i wish i had that uv thing that you provided for bikini maiden

honest stag
#

Yeah it was fast and good so im confident bout the stuff

#

I mean it's probably still there deep in the secret society server

long anchor
#

are we going to slap beer books propaganda somewhere as easter egg?

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I totally will

honest stag
#

I totally will

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Great minds think alike

#

I still have the wad with the texture somewhere

long anchor
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we're bit more than secret society hehe

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I still have the wad with the texture somewhere
is it new one tho

honest stag
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Funny how it calls to join but no one has actually ever been accepted since the beginning

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Nor is anyone going to i think

long anchor
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lmao yeah

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awww

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it reminded me of mashedpotato

alpine depot
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nooooooo

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NOOOOO

honest stag
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Bruh mashedpotato
I think about him all the time

#

The shit he madw blew my mind

long anchor
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yeah and the fact that he just poofed out of existence?

#

i really hope he's just taking a break from internet or something

honest stag
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Maybe he forgot his discord password or smth

long anchor
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2020's burning alright

#

Maybe he forgot his discord password or smth
he could have created a new one

honest stag
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Guess so

long anchor
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or maybe answer that message on moddb

honest stag
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Was he ever active again there?

long anchor
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i don't think so

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lemme check

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nope it still says last online Jul 20 2020

honest stag
#

bruh damn

long anchor
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again, hope dude's okay

honest stag
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He'd blow us all out of the water if kept mapping
The dude made a huge detailed map so early on

long anchor
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last activity here is in january holy s-

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btw i think you included him in iceberg right?

honest stag
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Yea

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Deepest layer, cuz only 5 people remember hin

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Him

long anchor
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damn i love this iceberg

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yeah

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maybe we should actually try to figure out what happened

honest stag
#

Maybe
He's probably just inactive or something

crimson patrol
#

Who is mashed potato?

#

What map did he make

long anchor
odd ore
#

New to Dusk mapping,

What are the dusk equivalents of nodraw/skip/trigger textures? (e.g. textures that cause brushes to no be drawn or various forms of collision)

unique ocean
#

sdk screen still black

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help

bold orbit
#

Would any of you believe me if I said that I was mashedpotato

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I'm not

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But would you think I was for a split second

broken ridge
#

@ancient depot func_illusionary does work, though I'll see if it messes with transparency later tonight

ancient depot
#

@unique ocean Do you see the fake dos intro or is it just black immediately?

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do you hear any audio?

unique ocean
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Immediate black screen

ancient depot
#

also what are your system specs

unique ocean
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one sec

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@ancient depot
Geforce RTX 2060
Intel9R) Core9TM) i7-9700F @ 3.00 GHz
16 GB Ram

ancient depot
#

so -force-d3d11 didn't help?

unique ocean
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No

ancient depot
#

what about -force-vulkan

unique ocean
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doesnt work either

#

lemme check something real quick

ancient depot
#

That's... really strange

unique ocean
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Aha!

#

I got it

ancient depot
#

What was it?

unique ocean
#

For some reason my mod folder was causing it not to launch

ancient depot
#

oh interesting

unique ocean
#

So I copied the files from the dusk folder in mnt to the mod and it worked

ancient depot
#

in that case, can you break it again and get a log file?

unique ocean
#

How would I do that?

#

get the log file

ancient depot
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use -logFile output.log in launch options

#

that file should then appear in SDK/bin/win_x64

#

That should help me diagnose what actually went wrong

unique ocean
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I dont think I CAN break it again

#

I put it back to how it was and it keeps working

ancient depot
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Oh well, if it was the mod folder then there's only a few potential causes anyway

#

I'll investigate

long anchor
#

maybe that was one of these description files?

ancient depot
#

most likely

long anchor
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It's magic how it works for me

half dust
#

My map has no textures in game. What am I doing wrong here. BigThink

ancient depot
#

Depends what you mean by no textures

#

Do they show up as checkerboards?

unique ocean
#

My compiler says the syntax of the command is incorrect

#

Wait did the method of coloring lights change in trenchbroom?

half dust
#

Yeah, checkerboards

ancient depot
#

Then you're missing either wad files or palette.lmp

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Check the pins in this channel for the latter, put it in mnt/local/dusk

half dust
#

Ah thanks

#

That's done it cheers

unique ocean
#

My lights no longer load in color

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Was the value in trenchbrrom changed from _color to something else?

ancient depot
#

Make sure you have a .lit file accompanying your .bsp

#

Without that, your lights won't have colour

unique ocean
#

how do I generate that?

ancient depot
#

The LIGHT tool should do it for you

unique ocean
#

"The syntax of the command is incorrect."

ancient depot
#

Can you show your TrenchBroom tool settings?

#

Also which BSP tools are you using? ericw's tools?

unique ocean
#

ericw

#

tool settings is in preferences correct?

ancient depot
#

yeah

gritty forge
#

Is there any way to change crosshair only on one weapon?

west coral
#

Is there anyway to circumvent not having quake on steam to make mods?

honest stag
#

you dont need quake

west coral
#

I've tried loading it off of the SDK location in the Dusk files

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I'm going to guess I'm using the wrong directory

honest stag
#

why do you load it up tho

west coral
#

I mean that I changed the quake directory in trench to the location of the SDK in Dusk's files

honest stag
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we need to have a specific folder/file that has a specific quake file in order to properly load up textures in-editor