#dusk-modding
1 messages Β· Page 69 of 1
lmao
im not good with humanoid models but i'll give it my best
also just make his face a nice smiley like :)
of course
we dont have budget for facial expressions
or if we did it all went into hyper realistic big john
"this will be big john in 2012"
missed opportunity for a rott 2013 joke
is that game actually worth playing?
there's already a hyper realistic big john
Yesn't
sounds good
mannn i missed out on rott13, it was on sale for cheap a while back
should've nabbed it
...instead i pre-ordered cyberpunk
lmao
i keep pressing stuff that im not supposed to
i have so many hotkeys memorized from so many different applications
it's all just muscle memory
i probably can't name a single hotkey combo from trenchbroom or blender
crtl+j for trenchbroom our lord and saviour
god we need more software like trenchbroom
it's so fucking accessible from the get-go
..except when half your map has non-integer vertices
damnit i cant find my low poly human prefab
time to improvise
...found spoon man tho
remember spoon man aqua? yeah he's still there the bastard
horror replacement tho?
damnit i remember now - i lost my human prefab because i got upset and made spoon man by accident
looks like a russian horror
spoon man has absorbed the prefab
that is a sentence
"i got upset and made spoon man by accident"
Sick sculpting
experiment gone wrong
even with context lol
oh god
they tried to make a horror but then spooon
no please
yeah uh it's yeah
i want, i need it
genuine jumpscare moment
that's yeah
his name is spoon man i almost made a game about him but got stuck
he needs to be FASTER
that's yeah
his name is spoon man i almost made a game about him but got stuck
How's your relationship with Unity?
problem wasnt unity, problem was mesh-based mapmaking which i hated after being spoiled with TB and brushes
RealtimeCSG is free now if you want a brush based mapping solution in Unity
just import your maps to unity
oh shit
It's what Gloomwood maps are made with
OH SHIT
funny you say that flipplie because i actually did try that
it uh didnt work out well
The author works at Unity, and is currently working on a replacement called Chisel
I mean i'm making my maps in trenchbroom and then import them into unity so
well i do that but they turn out to be real weird
what happens when you target 2 entities like funcdoors at once
The problem with that is that you lose the concept of brushes doing it that way
Your brushes become models, which is an irreversible operation that loses information
what would be lost
The planes that make up the convex shape
By losing that, you lose the guarantee that the brush is convex
And therefore cannot make assumptions about it for optimization and other tricks
oh
What is the point of transferring maps to Unity?
Being able to use non garbage tools
^
u clik u drag and u got a full map on your hands
Maybe it makes sense for me to switch to Unity before I go too far with the map 
***ctrl+d ctrl+d ctrl+d ctrl+d ctrl+d ctrl+d ***
ive only used unity once i placed a bunch of walls and gave up lol
seems more complex than TB
i have a working game on my hands the only thing missing is the goddamn map itself
i placed a block, tried to manipulate it for 20 minutes and said "this is stupid"
that's why im waiting for the full sdk so badly
i cant wait to actually combine mapmaking with cool tools AND scripting
unity 2: dusk sdk
There's also the fact that the SDK will be open source
So you can tweak it for your own purposes if you plan to make your own game
yeah which is sick as hell
i actually have been working on concept art since like march
i cant wait dude
well it's not really a full game
what are you planning 2 make
Big John's Love Shack 64
i wish i had my ambitions this high
map made of func doors
but sadly it's just a slow-paced silent hill/cry of fear inspired mod
it shouldnt be too difficult and i have some models and concepts already
so glad i learned blender
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
make hl3 in dusk engine
i dont even have super huge plans and i can already see it taking ugh
well at LEAST 1-2 years of my life
If you enjoy it, it's worth it
honestly yeah
it's better than watching youtube videos non-stop in my free time anyway
i wanna make something too once full sdk is released
Years mean nothing, the most important thing is to work steadily on a mod without burnout
Dusk souls
yeah true
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
so when's scripting coming out
when it's readyβ’οΈ

hey zom
There's also the fact that the SDK will be open source
what do you actually mean by saying this
The entire source code will be public
Pretty much everything except the game assets
by that you mean using the game's code to make a new game but not the actual sounds and models?
Yeah
But will we be able to replace in-game models?
Yes, you already can partially
Good
Weapon models when zomb. I need it
if we take dusk as quake of it's time then we need to find a microsoft employee to make our own half-life π

i feel bad for devs constantly being pestered about the release date
Take as much time as you need, we will wait 
^
Nah I completely understand wanting to ask
Srry
i waited for 2 years and i'll wait more
I just really want a bow :(
cries in stalker
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
Dusk 2 confirmed 2031
cries in stalker
hey at least stalker 2 is confirmed
dusk 2 never tm
lol
wdym there are 12 dusk games
It's a shame I don't have VR
for me it's both vr and good pc
Every mod is canon
there is also this cool spin-off called duskers
yeah 12 dusk games in the order 1,3,4,5,6,7,8,9,10,11,12,13
I tried playing doom eternal yesterday
So there are like 100 sequels to dusk already
were waiting for 2
DUSK: Fingerbones
i feel ya man i had to do the same
still lags as hell
Dusk kart
HA
yeah
i love that cart dog is in dw
Someone ported cartdog to carmageddon which is hilarious to me
Cartdog always reminded me of this dude
Man i just wanna make a spiritual successor to darkness 2
ProBuilder is just a half-baked modelling tool
What the fuck
It's advertised for level design but is barely functional for that purpose
yeah i remember david saying on the dusk stream that making windows with probuilder took ages
i was about to make a very mean sdk joke why push it out undercooked
oops fucked the quote
whatever
Why make that post undercooked?
h
h
hey that's supposed to be private π³

If you want the current patch notes for the hotfix
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.```
I haven't announced everything that'll be in the post-hotfix patch
cart dog spawns without a model
i think i saw you using new cool lookin' console right?

func_vehicle
I don't believe I've shown off anything related to the console in the SDK yet other than old test videos
And that super old SDK prototype that had a half working one
Zombie you're amazing
The DLL worked?
hahahaha
it's magic
Zombie fetishism :D

it did work!
Fuck yeah
framerate kinda low on the level but it's loaded and fine
Yeah there's a few areas that can sap performance on low end hardware
Namely the way ambient light is handled currently
Zombie megamind
my health reset on save load π¦
by the way don't put grand wizards in small places, especially if you haven't given the player strong weapons yet
The health reset bug is fixed in the upcoming hotfix
pog
also I no longer have sickles, only sword
same for dual weapons
cannot use single ones
nvm I can use the pistol
Is there a way to make bounce pads work?
yes, you have to add certain proprty to bounce pad entity
hold on
amount
set it to 0.5 or so for the first time
cause large numbers are
hell
why do I expect custom maps to be balanced on CM π€¦
why not
@long anchor thanks man
I always expect custom maps to be like the main campaign
which is highly polished, actually
Is zombies magic going to extend to the switch version or will the big N not allow it?
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
Also, SDK patch is now live
let's GOOOOOO
now urban turmoil can run smoothly like it used to!!!!!!!
let's goooo!!!
π
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.
Sorry for being a self entitled impatient prick.
The main menu music not playing was caused by the same bug that caused some music tracks to not play in custom levels
You did good.
i just had the chance to play shadow of strelok since im on my PC
holy shit man that was great
this is sick
Damn, what if somebody made their own game with the SDK?
Gonna give it a try now.
I CANT BELIEVE I'M HAPPY ABOUT THOSE SKINWALKING BASTARDS BEING INVISIBLE AGAIN
cart dawg!!!!!
Cartdogs actually broke because I accidentally set them up to support custom models
Without including the actual model (because it's a bit more complex to deal with currently)
Is saving in the main game coming somewhere down the pipeline? That's my only question.
I don't care when.
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.
oh boi
uhh, bone monks seem to be jank
hotfix huh
damn
Huh, lemme take a look
bone monks dont do anything at all except idle
oh yeah
bone balsl too
ewww their alert sound sounds like a bone crunch
they're just sitting there
There's probably an error being thrown which stops the AI from running
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
Looking into it now
bone monks just uh
float off
lol
when i shoot them they float away and also fly upwards
Looking into it now
@ancient depot Maybe look into the item lighting issue too while you're at it.
ok I think I fixed both
No please be more reckless with your black magic
civvie said it's name and we're all gonna die so have some fun with your magic
lmao
Look at THESE HD bad boys.
uhhhhhhhhhhhhhhhhh
yep, both fixed
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.
It'd probably work better if the model was HD as well instead of a half carrot with a cube
So custom weapons are still tbd
Same with place_models?
This should fix the AI while we prepare a proper patch
Dark objects can't be fixed by a DLL change alone so you'll need to wait for the full hotfix hotfix for that
am excited
I guess dark objects require rebaked lighting?
Nah, just some modified object properties
Okay. I'm not gonna ask anything else.
Hmm, after changing something int he modding menu and hitting apply, the music stops in the main menu again
You can't win 'em all.
Yeah that's known
But it's not really worth fixing because the code responsible for all that is being replaced in like, the next major patch
Ah, awesome!
When my texture pack releases and you still want a retro look, try enabling the retro palette. I just picked up the project again.
What do you do with the .dll?
Is this me or this skybox is not present in game files
I think that's just the e3m5 skybox flipped
Finished my greybox yesterday and moving on to texturing and detailing. 
yep that's a fast main menu load
fASTEST LOAD IN THE WEST
How do I put the dusk weapons in my map?
Does this mean monsters can walk through doors or is that in the patch?
ok,thanks
How does it look though?
LOL
Mine is just an upscale.
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.
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.
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.
people are playing dusk mods again, its a halloween miracle :')
There any good DUSK mods you guys recommend?
Duskstein, strelok, enclave, lower, and all of Aqua's maps.
Anything by @honest stag
Idk mines not lookin as good as I thought it would
the last 5 rooms have fucked up scaling because I messed up the pixel measurements
Thanks guys, I'll look into those
I do since I want to make sure my map is to scale with the original 1-1
Oh, btw, does anyone know how to fix the black flashing bars?
It only occurs when running the SDK
Verify your files
try changing your resolution
go windowed in fullscreen, vice versa if windowed
I wonder if one of the plans is custom survival maps.
Wait. Imagine a RANDOMIZER!
I do have a bad feeling that New Game Plus is cancelled. A randomizer I guess would be the next best thing.
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
I think it's pinned.
that hd stuff just feels... wrong
pixels really help the style i guess
i wake up - i see update - yes
oh also a guy from the speedrunner discord complained that the timer buttons and splits dont work right
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.
@ johncreqw7 how will I know what weapons and enemies turn into when compiled to dusk
@cosmic pulsar https://dev.newblood.games/index.php/Quake_entities_in_dusk
Oh you don't have to use quake entities
Hold up lemme find my copypaste thing
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
(get entites.txt from pinned messages)
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.
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
Well I can agree that loads of HD texture packs are shit... Don't get me started on the Star Fox 64 one.
and i've been looking at the original textures for over 100 hours while mapping
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.
I'm not going for realism.
i still prefer pixels tbh, just an opinion
Lots of HD texture packs aim for realism because those people are stupid. They think HD means super realistic. HD is just high resolution.
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.
Which is why I only play Minecraft with ONE other texture pack. "Faithful 32x"
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.
I still prefer the classic look for Quake though...
Nobody created faithful monster skins, which makes things clash. That's one reason why I stick with classic. The other being Arcane Dimensions.
Speaking of which, what if we got something like Arcane Dimensions for Dusk?
awww fairhful 32x is awesome
some of the high resolution packs do look good tho if they are styalized
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.
yo zombie, is func_door_rotating going to be uh
easier to use anytime soon?
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 : /
Playing in the Cathedral survival map leaves me in a softlock after the tornado comes.
maybe there isnt enough space for it? what's the enemy?
Just soldiers. Big room, too.
try moving it a bit off the ground
Perhaps it has to do with the latest update?
looks to me like they are way too close to each other
I can definitely spread them out but they'd been spawning in that formation just fine for days of playtests now
huh odd
Even earlier today after I got the update
I'm not certain how to do that π
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
I don't appear to have a .pts file
then that probably means you dont have leaks
huh i have no clue
what if you get them in via a monster closet?
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
rip a couple hours of texturing I guess
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
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
@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
I think my boneball/monk AI is still borked even after putting the new .dll in too :/
While we're on the subject of things messing up for no reason:
Ever encounter something like this before?
is there supposed to be a brush there?
can you show it to me with properties in TB?
Im not sure what that means >.>
well click on the brush and then the "entity" tab, then screenshot it
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
Yeah it works π
eyyy nice
I was thinking of organizing a map jam at the end of November. Thoughts?
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
I was thinking of organizing a map jam at the end of November. Thoughts?
christmas map jam would be fucking awesome
honestly yeah christmas maps would be sick
π
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
I'm gonna attend with a map that is all giant pp's
if it's a christmas jam then i'm definitely making big john into santa
"HO HO HO, WAAAULLGH"
i'll make a shitty doom e1m1 copy
i wouldnt mind getting into that jam, could help to have a deadline to make something
with blackjack and hookers
i tried to make that a long time ago but i realized i have no idea how to make a map lmao
"goes back to work on a very old map that has potential, 50 minutes later -"
welp i guess it's staying in the "unfinished" folder
RIP silent7
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
Do the skybox textures need to be a certain resolution?
Doesn't seem like it
nah they dont
Alright
they'll get stretched out at lower resolutions though, go figure
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
Arenas that are designed like the ones in UK work pretty damn well with dusk's combat
are transparent textures in half-life or Q3 maps supported with the current SDK?
Yup
ok thx. I must've fscked converting something then.
The methods to making them transparent might be different
by chance is it possible in a Q1 map as well?
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
ah, func_illusionary vs func_detail_illusionary
eah, still no go with the classname change
What are you trying to do with func_illusionary?
basically create a non-clipping 1-pixel transparent "archway"
Can you show me?
1sec, I'll screenshot it
I don't think you have permissions to post images right now, maybe you can dm it to me
ah, that explains why paste is failing me, 1sec
@honest stag That happens because of the navmesh
It's something I'm looking at in more detail for later
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?
no
It wouldn't be a very good SDK if you needed another game to use it
Then i really must be misreading something.
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?
The "Creating mods" section in dusk.mod.io
Is there a particular section you're confused about?
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?
Yeah, those are just editor presets
It's called Quake, but the map that will output from it is compatible with Dusk
Ah okay. But when i choose a game to mod for in Trenchboom, do i just reference the DUSK folder?
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
Aaaaah. Now i get it, thanks alot man! 
No problem
Documentation is definitely an area we need to improve on
You're not the first to get confused
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!
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?
Is it definitely using the last palette entry for that colour?
yep
And the file name is set up for transparency?
oh my god
JC
i'm such an idiot
A bomb
sorry zomb
oh also hotfix is out
oh nice
for the ai and dark object fix
anyway thanks zom
np
yeah it's working now
Ok zoombier
zomber but the omb is like in tomb
It should
Looks like pixelated oatmeal right now but been experimenting with the skyboxes
My idea is some sort of 9000 feet tall cathedral
Dope
oh shit that looks sick
damn thats a cool idea
I've set up a server for a Map Jam I am organizing. If you're interested in participating let me know. π
Sign me up
oh hell yeah
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 π€
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
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
sick
oh god my levels are lagging even harder now after today's small hotfix
maybe just on my end?
Probs
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


hmmb
oh my god
Oh no
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. :)
yeas
what does that mean
a bunch of people get together and make a map with a set theme in a set time period, then release all of them
oh sweet
Does anyone think is possible to make a UPS mod?
like the delivery service???
Units per second mod lol. The Delivery service is also acceptable
Hmm, I've never seen one anywhere in the speedrun community
Cool, I'll do some digging.
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
alrighty, thanks
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
a normal func_door should work just fine?
ima try that
is there any way to access dusk's official maps and make modded versions of them?
Not at the moment
ah I see
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 ...
it's not like
really related to dusk maping
cause it's just a vid
but why not
still looks sick
np bro
you could turn that into a map yo
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
well i guess we'll both figure out the big modding stuff with your MC and my SH mods
man i cant wait
tbh same
You'd be friends with Rhoq.
literally who
Haven't seen him posting his maps on Twitter, but he's a big fan of brutalism: https://twitter.com/Rhoq7
Gentleman programmer. Pixel artist.
Available for contract work, commissions.
Fellow artists: I love art trades.
β€β: http://ko-fi.com/rhoq1472
2423
850
oh alright
how do you get texture overlays like text and the cult symbol painted on the wall ?
I need some help
the power of z-fighting (not serious answer)
oh do you have the transparent wad?
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?
@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)
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
thank you
Im making my first map in trenchbroom and Im realy glad that so many people are willing to give helpful advice
looking forward to seeing it :)
Did that hotfix get rolled out? my boneballs and monks are still borked
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
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.
Does anyone know what to do when your compiler tells you there's no player spawn, even though you put one in
hmm
did you maybe rename it or something?
and @golden jacinth we'll have to take a look
No, that's the strange part
I just started a new map and now it's fine
Altho I can't for the life of me make lights work
You used light.exe?
Yeah
In that case there may be something wrong with a file name
Check if there are spaces in a file name or some shit
interesting
Did it produce a text document when you tried to use light.exe
It didn't appear to
You run it through qbsp first
oh
Ooh boy
Theres a series of videos helping with trenchbroom
You should search for em, real helpful
I shall, thank you
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
late response but im down for some playtesting π
they dont call me Gamer God for nothing you know
I'm looking for playtesters as well. Hit me up and I'll send it to ya. π
big pog
send me all of your maps, all of you. this is an order not a request.
same, send it out to me and i'll play and record them when i have the time
THEY DONT CALL ME TRENCHBROOM GOD FOR NOTHING YA KNOW.
ww2 shomtguhn
Just sending out a final reminder that anyone who wants to join the upcoming Map Jam should let me know before the 6th.
lets goooooo
How hard would it be to learn gold source mapping overnight with no prior knowledge or experience
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
You make it sound like the first thing you're supposed to do when starting out is make an entire, fully functional map. :v
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
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.
Play with the legos in the bucket got it
Then expand upon that simple start.
accurate
legos???? i love legos!
Start at the bare minimum, and try things as they come to you. Experiment, and have fun. π
Remeber the Jam isn't a competition. Just do the best you can do!
Even if the best I can do is 3 cubes I wanna learn
that's alright, we all need to begin somewhere
I've kinda wanted to try dusk mapping so I this is a nice push
You'll want six cubes, actually. :P
But what if I want the player to experience the void
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.
allow the void to CONSUME
lol a map designed intentionally for leaks would be crazy to make
the lilith.pk3 of DUSK
Don't most compilers just totally give up if they detect a leak? :V
think they do
Guys Its an artistic choice im not a bad mapper i swear
i know the tools for quake maps just gives up
90% of my maps have leaks >.> they work finnneeee

So if I'm understanding this, you need to start and finish the map during the course of the jam
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
there will be a prompt yes
@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)
yeah mr. person-who-made-the-sdk is quite informed
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
Forgive me for I did not research your role occupation thoroughly enough, it seems to have worked thank you
I guess Unity just don't test their implementations of Vulkan and OpenGL very well on Windows
Well I've caught a cold so I might just postpone that whole learning gold source mapping in one day thing
F
are all func_detail_illusionary entities supposed to be passed through?
Idk know about func_detail_illusionary but just func_illusionary yes
func_detail_illusionary is just an alias for func_illusionary in dusk
included purely for source map compat
would it be a bug that it clips in dusk (it doesn't in quakespasm)
If it clips then yes, that's a bug
ok, thanks. is there an issue tracker you want me to file one in?
You can just make a thread on the forums where you mention that func_detail_illusionary is solid when it shouldn't be
alrightty
We don't have a formal issue tracker currently, so we use the forums at the moment
the forums on steam or is there another one?
The Steam forums, yeah
On that note, does it work if you use func_illusionary instead of func_detail_illusionary?
How did Manniacc use the guardian bossfight in shadow of strelok? I thought you could only have big john as a boss
@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
ninja'd you
h
Doesn't seem to work
hey people, do you know any comprehensive tutorial for making dusk maps
im not a tech guy so if you have anything simple to understand ill thank u
dumptruck_ds on youtube
his tutorials are for quake but we're making pretty much quake mas with some quirks that dusk uses
no wonder considering people dont use other bosses
except for a couple maps with the guardian
oh and trespasser with the experiment
imo bosses aren't that fun, like, they are basically enemy X but bigger and shoot more
besides Jakob and Nyarla i guess
i agree, bosses are unpog unless it's a very cool thematical boss
again, just i said before
i have a few ideas but we need scripting

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

at least if i ever making start lower 3

Why not map jam with everyone
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
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
Why not map jam with everyone
i don't know if i'll have time
i'm studying u know
argh fuckit, i will jam
i have enough time, just gotta stop wasting it
No remote education?
I feel ya mang
brain explosion
For me remote education meant significantly more free time somehow so you bet I'll spend that time mapping
Having a deadline is nice
haha trespasser goes brrrrrr
that was great
i wish i had that uv thing that you provided for bikini maiden
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

are we going to slap beer books propaganda somewhere as easter egg?
I totally will
I totally will
Great minds think alike
I still have the wad with the texture somewhere
we're bit more than secret society hehe
I still have the wad with the texture somewhere
is it new one tho
Funny how it calls to join but no one has actually ever been accepted since the beginning
Nor is anyone going to i think
yeah and the fact that he just poofed out of existence?
i really hope he's just taking a break from internet or something
Maybe he forgot his discord password or smth
2020's burning alright
Maybe he forgot his discord password or smth
he could have created a new one
Guess so
or maybe answer that message on moddb
Was he ever active again there?
bruh damn
again, hope dude's okay
He'd blow us all out of the water if kept mapping
The dude made a huge detailed map so early on
last activity here is in january holy s-
btw i think you included him in iceberg right?
damn i love this iceberg
yeah
maybe we should actually try to figure out what happened
Maybe
He's probably just inactive or something
What map did he make
@crimson patrol https://www.moddb.com/games/dusk/addons/dusktestlevel
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)
Would any of you believe me if I said that I was mashedpotato
I'm not
But would you think I was for a split second
@ancient depot func_illusionary does work, though I'll see if it messes with transparency later tonight
@unique ocean Do you see the fake dos intro or is it just black immediately?
do you hear any audio?
Immediate black screen
also what are your system specs
one sec
@ancient depot
Geforce RTX 2060
Intel9R) Core9TM) i7-9700F @ 3.00 GHz
16 GB Ram
so -force-d3d11 didn't help?
No
what about -force-vulkan
That's... really strange
What was it?
For some reason my mod folder was causing it not to launch
oh interesting
So I copied the files from the dusk folder in mnt to the mod and it worked
in that case, can you break it again and get a log file?
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
Oh well, if it was the mod folder then there's only a few potential causes anyway
I'll investigate
maybe that was one of these description files?
most likely
My map has no textures in game. What am I doing wrong here. 
My compiler says the syntax of the command is incorrect
Wait did the method of coloring lights change in trenchbroom?
Yeah, checkerboards
Then you're missing either wad files or palette.lmp
Check the pins in this channel for the latter, put it in mnt/local/dusk
My lights no longer load in color
Was the value in trenchbrrom changed from _color to something else?
Make sure you have a .lit file accompanying your .bsp
Without that, your lights won't have colour
how do I generate that?
The LIGHT tool should do it for you
"The syntax of the command is incorrect."
Can you show your TrenchBroom tool settings?
Also which BSP tools are you using? ericw's tools?
yeah
Is there any way to change crosshair only on one weapon?
Is there anyway to circumvent not having quake on steam to make mods?
you dont need quake
I've tried loading it off of the SDK location in the Dusk files
I'm going to guess I'm using the wrong directory
why do you load it up tho
I mean that I changed the quake directory in trench to the location of the SDK in Dusk's files
we need to have a specific folder/file that has a specific quake file in order to properly load up textures in-editor


