#dusk-modding

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honest stag
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a quake shareware .pak file which you can fild online

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lemme fidn the copypasta

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first of all find a shareware quake pak file
then make a folder anywhere
inside of it, make a folder called id1
so it looks exactly like this - lmao/id1/
and put the .pak
now go into trenchbroom, click View - Preferences, click on quake
and as the game path - select the lmao folder

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there is an alternative for a palette file which should be quicker

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"so firstly get palette.lmp from the pinned messages of this channel
then make a folder anywhere
inside of it, make a folder called id1, and inside of that - gfx
so it looks exactly like this - lmao/id1/gfx
and put the pallete file there
now go into trenchbroom, click View - Preferences, click on quake
and as the game path - select the lmao folder"

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2 ways same result expect with a pak file you should have some quick access to quake entities iirc

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they get replaced by dusk entites automatically in-game

west coral
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Okay, should be easy enough, I'm gonna find that pak file now

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Thanks man

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Oh, and just to be sure, I can't use the pak files from HL1, right?

honest stag
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unsure

west coral
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The installer isn't compatible with the 64 bit version of windows

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I'm gonna try the half life pak and see if it works

honest stag
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what installer

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you dont need to install the pak file

west coral
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quake106.zip

honest stag
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no there's no need to install

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you can find the pak file speficially

west coral
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oh, I thought I needed the shareware version of quake

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and then I just gut the pak from it

broken ridge
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@ancient depot yep looks like func_illusionary works and preserves transparency

long anchor
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hmmm. can you trigger an enemy with actual trigger to startle it?

honest stag
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nah pretty sure you cant

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quake has that tho

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we dont

long anchor
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yeah that's why i'm asking

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well, that's kinda sad

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i just remembered lower

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and how there were enemies who were standing on the other side of the fence

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"huh? lowerdude_name kills ma buddies? well can't do shit, this fence' power is too much for me"

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wait hmmm

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func_illusionary huh

crimson patrol
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Hopefully coming with scrpting

honest stag
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enemies can walk through illusionary

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btw

ancient depot
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Triggering enemies is something that'll be fixed

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The whole entity system's being redone so we can have as much compatibility as possible

honest stag
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"TRIGGERED"

high magnet
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If you put a door brush that lowers as soon as the map starts in the same spot as the illusionary, the enemies won't walk thru

honest stag
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but the problem is they wont walk through even after that

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remember? enemies dont update their navmesh

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so they dont walk through open door brushes cuz they think the door is still there

high magnet
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Yeah that's the point

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So they don't walk through the illusionary wall

honest stag
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ah
OH

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OHHHH

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that is actually a sick af solution

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wow damn

west coral
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Where does the dusk.wad file go? The video on how to configure trench shows that you can drag the wad file into the texture selector, but it won't let me, so I'm just gonna put it in whatever file directory it belongs to.

honest stag
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to install it, go into trenchbroom
in the top right, click "face"
on the bottom right, on the same line as "texture collections", click "show"
now simply drag and drop the .wad file into the thing (or click the + and find it manually)

west coral
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Thank you, that solved it

long anchor
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The whole entity system's being redone so we can have as much compatibility as possible
damn, sounds nice

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as much compatibility as possible
by this you mean this property inheriting thingy?

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like, func_door that can work as breakable as well?

ancient depot
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No I mean supporting entities exactly as they work in Quake and HL

long anchor
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well, okay

ancient depot
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You might be thinking of the brand new set of dusk-specific entities I mentioned

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Which work more like components rather than concrete entities on their own

long anchor
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oh, i see

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mmmm, components

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sounds tasty

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inb4 zom creates his own form of visual programming language in dusk for dusk

ancient depot
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lmao

crimson patrol
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I mean he is smart enough

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🧠

dry magnet
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heya. so i'm new around here and got Dusk recently this week (steam) and been enjoying it!
is there a way i can mod sound effects for the game? with Mario 64 sound effects i mean

ever since i saw that trailer of Mamma Mia Flesh Palace (that Switch exclusive stage) i imagined how the game would be like with Mario 64 sound effects (at least for the main character) how can i mod that?

still raptor
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so, if you join the SDK branch on steam, you can create a sound mod using that

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if you need an example of how the mods are structured, you can check out the SDK wiki, or the dusk mod.io website and check out already completed mods

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heres a link to the sound category on that page

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the basic gist is you just need to name your sound files correctly and put them in an appropriate folder

ancient depot
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Note that your replacement sounds must have file names that match exactly, even if they're in a different format

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For example, if the original sound is fire.flac and your replacement is an ogg, you still need to call the file fire.flac

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Capitalization is important too, it can't be Fire.flac or fIrE.fLaC

dry magnet
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oh thx!

alpine depot
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hm, is there a way to make an infinitely opening/closing door?

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been on my mind for a while now lol

honest stag
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that's a func_train aint it

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shame we cant have it yet

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at least i THINK you can make it go back and forth

alpine depot
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ooh wait can a func_door trigger a trigger???

odd ore
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how are the crushers in dusk done then? They seem to infinitely repeat

alpine depot
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dusk was made using unity not the limited modding tools

odd ore
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ah, so we simply cannot

honest stag
alpine depot
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man the quarry was hella fun

crimson patrol
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Wait cant u make those crushers with a fast func_plat

honest stag
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do we even have func_plat

ancient depot
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yes

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It doesn't do crushing damage though

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Missing functionality like that is why the entity system is being redone

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To properly be able to support pushing stuff around, crushing things, etc

high magnet
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Femur breaker in dusk soon boys

crimson patrol
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When func_hurt is here can we attach it to func plats or some shit

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To simulate crushers

ancient depot
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trigger_hurt is implemented

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and yes, you could use the parenting feature to attach it to a door or plat

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to simulate a crusher

alpine depot
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is wind_flight.flac in the root dusk folder the falling sound?

crimson patrol
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Nice

west coral
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My mod doesn't appear in the custom maps selection, which I'm guessing is because it's a .map file

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Is there anyway to playtest it without compiling it into a .bsp?

still raptor
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no

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bsp compilation is essential

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as .map files are simply a list of brushes pretty much

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in order to turn that into geometry, the compiler has to do the math

west coral
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Okay, thanks for the information

honest stag
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god im so stuck on the old update that i keep forgetting about trigger_hurt existing

crimson patrol
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Trigger hurt works?

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Really?

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I'm confused cause I saw the description of e1mwhat which said that trigger hurt doesnt work

west coral
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What's needed in the map folder exactly?

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I've got the .bsp file and nothing else

west coral
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Textured brushes aren't appearing, they're only grey & white missing textures

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Also, I've got a single black-bar flicking on my screen, that only appears in the Dusk application

honest stag
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put the palette.lmp file from the pinned messages otuside of the map folder but inside the mod folder

west coral
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Oh, I had in the local folder like an idiot

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Perfect, thank you

honest stag
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ye

west coral
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I've got a couple of fences around my map, but they're non-translucent

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In-between the crosses, it's just black, where you'd normally be able to see through

honest stag
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use the transparent texture wad

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Ask around plenty of people have it
Im not at my laptop rn so cant drop it

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Lemme see who's online

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@alpine depot can you help out here

alpine depot
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oh ye

honest stag
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thx fam

alpine depot
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chuck this into your wads list and use one of the textures that has { in front of it, which indicates a transparent texture

west coral
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Thank you

alpine depot
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np mate

west coral
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How tall and wide is the dusk character model?

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Actually, I've got a pretty good gist of it, nevermind that

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But I do have another issue

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Give me a second to take a screenshot, I can't describe it

alpine depot
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turn it into a func_wall brush entity

west coral
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it didn't fix it

alpine depot
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hm, it should after you recompile

west coral
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I'll try it a second time

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I might just set the grid size to .0001 so that the brushes aren't touching and it might fix if the func_wall doesn't

long anchor
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thats strange

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for me func_wall'ing always works

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how did you turn it into brush entity? maybe you accidentally turned the whole map into func_wall? @west coral

west coral
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I selected the fence, right clicked on it, clicked the "create brush entity" option, "func" option, then "wall" option

long anchor
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oh okay

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brain explosion then

west coral
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In trenchbroom, it's called a func_wall, and nothing else

long anchor
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really strange

west coral
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I'm just gonna remake the fence and try again

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Trenchbroom is bit strange compared to my muscle memory of hammer

long anchor
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oooooooooohhhhh

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hammer

alpine depot
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oh god

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not hammer

west coral
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hammer is god

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hammer gives

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hammer takes

long anchor
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for me people that actually used hammer are some kind of

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idunno

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higher powers

west coral
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I am not a higher power

long anchor
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you need to possess certain powers to use hammer effectively

west coral
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I can confirm that

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You really just need to come up with your own tips and tricks

long anchor
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yeah prob

last talon
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hammer is probably pretty archaic compared to modern trenchbroom but I cant live without my grids

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or, well jack.

west coral
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Same for me

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I can't use unity or blender because there's no grid

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My OCD just takes over and it's like

last talon
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yea it feels like I'm missing something

west coral
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I rebuilt the fence and it's fixed

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Thanks for the help guys

bold orbit
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check ya rendermodes kiddos

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dey important aswell

long anchor
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idk i never changed em for fences

alpine depot
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uhh anyone know why light.exe is just refusing to progress at all leaving my map compile dead in its tracks?

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nvm it was a duplicate skybox brush

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grrr

silk chasm
honest stag
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nice goin man

silk chasm
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thanks

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gotta learn how to make doors and switches work

honest stag
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are you following dumptruck_ds' tutorials?

silk chasm
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Oh i know how Trenchbroom works

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been using it for like two years

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i mean I need to make it work cause i ain't doing something right, and i'll figure it out

honest stag
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oh wow i think you might be one of the only people with TB expereince before mapping for dusk

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nice

silk chasm
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Thanks

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well i started with doom mapping, then i tried out mapping for quake

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cause I do want to make games, and part of that is knowing good level design

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its just that Dusk does features similar to quake but its not all the same

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so you gotta learn what's different

honest stag
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yeah it's almost all quake/half-life features

silk chasm
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yeah, which i'm going to have to learn the more interaction and setpiece based features

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but the great thing about dusk, is you can do a more interaction based level, or you can just do a level where its all KILL BABY KILL!

honest stag
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exactly

silk chasm
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what i would like to do

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is make a set of levels and call it Mourning after Dusk

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cause I like stupid puns

supple radish
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there seems to be some sounds that i cant replace with the sdk

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like the alert sounds for most enemies

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and hit sounds it seems

ancient depot
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Yeah that's a known limitation with the current way sound replacements work

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You can't replace music in the main campaign for the same reason

supple radish
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damn

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is it something that is gonna be fixed eventually?

ancient depot
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Yes, of course

supple radish
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aighto

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thanks for the response

ancient depot
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np

crimson patrol
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Lmao the dream I just had gave me a map idea

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A Hawaiian island where there is stuff under

silk chasm
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underwhere?

crimson patrol
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Theres like military base and stuff under the island

silk chasm
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oh

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I wanna make a level that's at a drive in theater that plays the song Linoleum Knife from the Aqua Teen Movie

crimson patrol
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Ooh

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Nice

silk chasm
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thank ya

high plume
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All of the enemy models are pure white, does anyone know what's going on there?

west coral
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You've got all the texture files installed?

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Dusk.wad & pak0.pak or pallete.lmp

high plume
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this is in dusk itself, I should clarify

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like I make the map, then I compiled it, and when I play it in Dusk they are pure white

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Or would the texture files still impact that

west coral
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Just the enemies, or all textures?

high plume
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Just the enemies

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everything else looks fine

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It doesn't look like I can upload a screenshot

crimson patrol
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Hmm

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Did you turn off base dusk content in the modding menu

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On the sdk

high plume
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oooh maybe

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Good thinking, imma check

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Nope, that was not it

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Dusk content is still on

honest stag
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in campaign or custom maps?

high plume
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Also, a ton of my brushes are missing?

honest stag
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make sure you havent accidentally renamed worldspawn into something else

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it's easy to do

high plume
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Where would I go to check this?

honest stag
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click any brush that's missing
then check the "entity" tab

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if it says "worldspawn" in the name tab then it's all good

high plume
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oh hey

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it does not

crimson patrol
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What about the enemies

high plume
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do I make a key named "name" and type in worldspawn?

honest stag
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press crtl+a, then "make structural" or "move to world"

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oh right click after crtl+a

high plume
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Sorry I am having so many issues but I have neither of those options lol

honest stag
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hm
what options do you have then?

high plume
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I have options to group, move layers, and make point or brush entities

honest stag
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ah wait

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double click any problematic brush

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a bunch of them should be selected

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then do the right click thing

high plume
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Oooo that looks like it worked

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you're a lifesaver

honest stag
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np

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not sure about the enemy problem if it's still there

high plume
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I'll check again

honest stag
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just better check them in custom maps, campaign isnt always a good way to check things

high plume
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That did fix the tower I was missing

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but the enemies are still weird

honest stag
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try just reloading the map again

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from the menu

high plume
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hmmm

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nothing is changing

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maybe if I just put in new enemies

honest stag
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that sounds like a mod problem
is this the only mod you have installed? did you put a "textures" folder in your mod?

high plume
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Yup

honest stag
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what did you put in there?

high plume
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I have sounds, textures, palette.lmp and then the maps folder

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looking inside textures it looks like everything is there?

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yeah I got the soldier texture

honest stag
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wdym by "everything"

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in your specific mod folder or dusk base content?

high plume
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In my specific mod folder

honest stag
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delete the textures folder

high plume
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word?

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okay

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Is it not needed for mods?

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you just need sounds, maps and the palette?

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I'll give it a shot

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Still the same

honest stag
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if you're just making a custom map - you dont need a textures folder or a sounds folder
well unless you're adding a custom skybox

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did you relaunch dusk?

high plume
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oooh good to know

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I did

honest stag
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and dusk base content still has it's textures and stuff right?

high plume
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where would I check to make sure?

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I appreciate your patience with this

honest stag
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in the "local" folder there is a separate folder for dusk's base content

high plume
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Oh I see

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Yeah they're there

honest stag
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uhhh hm

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what do you have in your maps folder?

high plume
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I have the .map, .pts, .bsp and a text file named "light"

honest stag
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the only thing i can think of here is verifying the files or reinstallling dusk tbh

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kinda have no clue

high plume
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Well I appreciate you trying

west coral
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Small question, how do I make a prop in the editor? I was assuming it's be in the entity tab or something, but there's nothing.

honest stag
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you mean a dusk prop?

west coral
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Yeah

honest stag
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like prop_skull?

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same way you do with weapons and enemies

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same stuff from entites.txt

west coral
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I don't see any prop_statics or anything under the entity tab

honest stag
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that's
well check pinned messages

west coral
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Oh, I think I see now

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Give me a second

honest stag
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see a file called entites.txt? that's all the dusk entities that can be placed

here's how to place a dusk prop_skull in your map

place any entity, go into the "entity" tab, then where you see the name just rename it into prop_skull

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or anything from the list

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it'll show up as a grey cube but in-game it'll be good

high plume
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progress has been made

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welders work

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soldiers don't I guess?

honest stag
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oh hey that's.. something

high plume
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lol

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it literally is something

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and that's about all that can be said

honest stag
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wait hold on did you place the "maps" folder in the "dusk" folder orr

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how does your mod setup look starting from the local folder

west coral
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Thank you, I was assuming it'd be like hammer how you can pull up a prop selector

honest stag
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we do have an unofficial fgd for that

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never used it myself tho

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it's 2 at night so im going to bed lol

good luck with your texture problem man, im stumped

west coral
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night Vriska

high plume
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it's \steamapps\common\Dusk\SDK\mnt\local\potential mod\maps

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good night vriska, thanks for your help

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whatever the issue is, it's with the soldiers specifically

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other enemies I try work, which is strange

high plume
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do other people use monster_army as the entity for their soldiers? is that perhaps what is going wrong

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aaaaaaaaaaaaaaaaaaaaaaaaaaaaand it's fixed

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no idea why lol

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sorry anyone who encounters this in the future

west coral
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How exactly do func_door_rotatings work? It says they're supported in the entity file, but there aren't any properties I can set in the entity panel

long anchor
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oh no

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i suggest waiting until it's updated

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or you have a fair chance of going insane

tepid python
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You can check my func_door_rotating map that includes the .map to see how it's set up

long anchor
worn umbra
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i know more deep stuff than surface stuff

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hmmm πŸ€”

crimson patrol
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Isn't fucn vehicle real

long anchor
timber atlas
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is there a way to see object entities in trenchbroom yet or are they always red boxes?

broken ridge
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are animated textures implemented?

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(with the quake naming format, +0blah, +1blah, etc.)

crisp raven
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are animated textures implemented?
@broken ridge No. Not yet at least.

broken ridge
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alrightty, thx

slate crane
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Heya guys I'm new here but love Dusk a ton and just wanted to say, if you guys are making a mod and would like some music for it go ahead and hit me up! I'm kinda just trying to get into the industry πŸ™‚ and would just be happy to get stuff out there

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Sorry if this sounds like shameless self advert LOL

alpine depot
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oh wait shit

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column 86 fuckin duh

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uh oh now it's just not responding

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yeah ok uh im still stumped

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h-help

honest stag
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it gives ya the coords

eternal plank
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Try turning it off and on back again

honest stag
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find that point

eternal plank
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Yeah afaik that means a leak

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You can go directly to it on trenchbroom

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Forget where exactly is the option but you can put the coordinates there

honest stag
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leaks normally dont cause that tho

eternal plank
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I c

alpine depot
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i cant find it in trenchbroom

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this happens whenever i load the map

honest stag
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you sure you didnt change the format? valve/standard i mean

alpine depot
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how would i change the format

honest stag
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iunno

alpine depot
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i didnt do anything

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i exited it

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and then reloaded it

honest stag
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autosave?

alpine depot
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yeah ill just load one of those

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dargh

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9:15pm autosave

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an hour of work

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fuuuuck

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would love to recover it

honest stag
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can i try loading the map?

alpine depot
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ye sure ill dm it

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oh uhhh if there's a way to change the format i'd love to know :(

honest stag
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we fixed it

alpine depot
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and i just found the original error: the wad i was using had a wood texture called wood 3 and trenchbroom doesnt like spaces between words in a filename so it should've been wood_3 instead

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durrr

timber atlas
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does func_door_rotating work in the sdk?

honest stag
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yes but it's a mess

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lemme find my message

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func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the door goes
You can also add a "speed" property for obvious things

timber atlas
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uh....I guess it's best just to not use that yet then.

honest stag
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yes.

ancient depot
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Note that it'll of course work fine if you're mapping using GoldSrc tools

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We just need to add some extra features so you can use it properly in Quake format

west coral
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For texturing, is there a fit to size button?

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I'm trying to make a lever to activate a secret, but the texture for the lever is way too large

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In hammer, if a texture is too large or small, you can press a button to fit it the side of a brush

long anchor
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i think you have to change texture's size manually :c

west coral
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well, this is gonna take a while

long anchor
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@ancient depot heya, sorry for the ping.
So, here's the thing: for some reason i can't make brush render invisible with rendermode and renderamt, unless i choose some kind of texture with transparency.
Pic 1: non-transparent texture, 100% visible in-game
Pic 2: transparent texture, invisible in-game
is this a bug or some kind of weird quirk?

ancient depot
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renderamt is ignored if rendermode is 0 iirc

long anchor
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but it works with the other texture πŸ€”

ancient depot
long anchor
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huh

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with rendermode 1 it works

ancient depot
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using a texture with transparency likely causes the brush to use the transparent shader

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which would cause renderamt to not be ignored

long anchor
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lol okay

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thanks

ancient depot
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np

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weird inconsistencies like this should go away with the rewrite

long anchor
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niiice

west coral
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How do I get a button to change textures when pressed?

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Like how in the game, pulling a lever will change the texture to look as if it was pulled

crimson patrol
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That might be a spawnflag

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Or some other hokey pokey

west coral
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For some reason the button moves when I press it?

crimson patrol
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Yeah that's lip

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It's for immersion

west coral
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Yeah, but the button shouldn't move

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I set it to 0

crisp raven
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For some reason the button moves when I press it?
@west coral So what I do (I don't know it there are other methods) but I put a replica of the button with the texture I want below the actual button. After that you just set lip to zero wait to -1 (or the toggle spawn flag, I'm pretty sure either works) and make sure the that the replica button, (which is just a brush with the same dimensions and similar texture of the actual button) is slightly smaller than you button.

The result? You press the button, and it moves back behind the replica and looks as if the texture has changed.

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Idk if that makes sense

west coral
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Yeah, that makes sense

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Thank you

alpine depot
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Would a message key-value on a trigger_counter override the default "SEQUENCE COMPLETE!" message that appears?

crimson patrol
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Perhaps?

alpine depot
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nope it does not :(

honest stag
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try putting a message on the thing that's being triggered

west coral
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So I need a door to move into the ground, but the directional movement arrow is only available for the X & Y axises

ancient depot
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You can set angle to -1 for up and -2 for down

#

Alternatively you can set a full 3D direction by setting angles

#

@alpine depot Unfortunately the trigger_counter messages are hardcoded right now

#

I believe it's the same in Quake

alpine depot
#

:(

#

dreams? crushed!

ancient depot
#

You can set a no message flag at least

#

and then just trigger another entity to display a message

alpine depot
#

oh right lol

ancient depot
#

Looks like NoMessage has a bug though, which causes "SEQUENCE COMPLETED" to not be affected

#

Or maybe that's also the Quake behaviour

#

Nope, that's a bug in our trigger_counter

#

nomessage is meant to disable all messages on it

long anchor
#

every day is a new discovery!

ancient depot
#

yet another reason all of this is being redone

west coral
#

Ya'll know why buttons don't make noises?

ancient depot
#

Because sounds on buttons simply aren't implemented

#

The sound system is another one of those things the SDK is completely redoing because it's not really equipped to handle it

west coral
#

Dude, what isn't being redone? leonthink

ancient depot
#

Almost nothing, the SDK is a complete rewrite

west coral
#

So should I just trigger another entity to make the lever flip noise?

ancient depot
#

There are no sound trigger entities at all

#

but if there was, you could have done that, yeah

west coral
#

So my button is just gonna have to be silent?

ancient depot
#

For now, you can set it up to play sounds and they'll work once the feature is supported

#

The Quake func_button has a sounds value which is set to a number

#

0 will play buttons/airbut1.wav, 1 will play buttons/switch21.wav, 2 will play buttons/switch02.wav and 3 will play buttons/switch04.wav

west coral
#

Yeah, that's what I've tried

#

There's no sound whenever I pull it

ancient depot
#

So if you have an equivalently named file in your mod, that sound will play when sound triggers work

west coral
#

Oh

#

Okay, I didn't know that

long anchor
#

Almost nothing, the SDK is a complete rewrite
does this mean all the maps are going to be broken after update? BIGJOHN

ancient depot
#

It's possible there could be a bug or two in some maps that relied (intentionally or not) on something that might have been a bug

#

But overall? No

long anchor
#

relied (intentionally or not) on something that might have been a bug
i wonder

#

oh

#

yeah some of the lower's invisible walls are going to be visible because rendermode 0 bug

ancient depot
#

If you compile Lower to HLBSP and load it up in Half-Life, that should represent what they'll look like

#

as a rough estimate

long anchor
#

nah, i still have nightmares of how it looked after ambient light was introduced

#

i'd rather fix all of this

#

before the update

ancient depot
#

I mean we can also implement internal fixes specifically for maps that break

#

As in, for a map that matches EXACTLY for that version of Lower, we can mimic the wrong behaviour

#

So it looks correct

long anchor
#

that might be good for the maps that aren't going to be updated

ancient depot
#

Also makes sure old versions remain functional

long anchor
#

nah, i still have nightmares of how it looked after ambient light was introduced
not only without fixes it looked ugly as sin but also these black soldiers actively asserting dominance

ancient depot
#

powerful

alpine depot
#

why does the image look slightly rotated

#

oh god

long anchor
#

why does the image look slightly rotated
camera sway?

#

or however it's called

alpine depot
#

ewww

west coral
#

How do I change the skybox? I want to get a nighttime atmosphere

alpine depot
#

then a path to your skybox textures relative to your mod's root folder

west coral
#

Thank you

frank mantle
#

what's up with that giant beer bottle

gritty forge
#

ewww

  • person who uses bloom malicious
long anchor
#

what's up with that giant beer bottle
beer books

#

idk actually

#

probably i pushed it and it flew away

dire spoke
#

are there any plans for what formats custom models will be in?

#

I was messing around with iqm and it wooorks a little bit

ancient depot
#

You can currently replace most enemies with IQM (Inter-Quake Model)

#

But there are plans to support GoldSrc MDL and a few vertex animated formats such as Quake MDL, MD2 and MD3

dire spoke
#

ah cool

dire spoke
#

Any hope for something like gltf or glb format replacing or is that a pipe dream?

ancient depot
#

Those are full scene formats, rather than individual model formats

#

I think they'd be overkill, and they have way too many features to support

dire spoke
#

Fair enough

ancient depot
#

I might consider GLTF at some point

#

But it wouldn't be full support

honest stag
#

Ok call me a fool but doesn't quake mdl REALLY suck ass?

ancient depot
#

Yes

#

It's not intended for people to actually make new models with, but rather for better support when loading Quake format stuff

honest stag
#

Oof makes sense why its so miserable to work with then

ancient depot
#

IQM and GoldSrc MDL are the ones you'd want to use for new content

wooden pier
alpine depot
#

resting
THE GRIND NEVER STOPS!!!!!

lusty pier
#

I charge Jon, it’s what I do.

tight fractal
#

Just vanilla

honest stag
#

Weapon SFX reimagined or out

#

best mod

alpine depot
#

HD mods when

honest stag
#

ew

alpine depot
#

WHERES MY INTENSIFIED BLOOM

honest stag
#

chunky pixels all the way

alpine depot
#

I WANT MORE BLOOM

honest stag
#

ps1 graphics mod pog

alpine depot
#

ultradusk

honest stag
#

exactly

alpine depot
#

totally not what im doing for the map jam

#

haha....

honest stag
#

wait didnt you share screenshots here?

#

or was it the map jam server only

alpine depot
#

just the jam server

#

lemme snag my screnshors and toss them here though

#

bottom image is very out of date already lol

#

lighting is changed and looks a lot less flat

#

Ultrakill's lust layer mushed together with floaty island wizardry from hl1 xen among some other weird ideas I'm brewing up

#

may or may not be a ballbuster on Cero Miedo- I suck at dusk when its anything over I Can Take It but enemy placement so far is tough enough to really hurl you around if you aren't careful, feels a lot less spammy than some portions in my other maps which is definitely a plus

#

I wish we had an archvile type enemy lol

#

...is the giant floating pyramid intimidating enough? Idk if it should be bigger with massive bright red lights on it or something lol

gritty forge
#

this looks really good but i will not forgive you for using bloom

honest stag
#

and now aqua

alpine depot
#

aaaaah shove your invalid opinions beneath dusk

honest stag
#

set the color palette to vivid

gritty forge
#

INVALID

alpine depot
#

actually I wonder, was the bloom pulled off using the post processing stack in unity, or something a bit more custom?

#

cuz if its the former we could technically do all kinds of crazy post processing goodness, like Vignettes and film grain and chromatic aberration.... mannn id kill for all that in dusk....

gritty forge
#

You're joking

#

That's a lie

alpine depot
#

id unitonicslly love it

gritty forge
#

Absolutely disgusting

alpine depot
#

OOH AMBIENT OCCLUSION

gritty forge
#

I bet you use reshade unironically

#

EWWWWWWW

alpine depot
#

Just a little

#

lol reshade sucks

gritty forge
#

It's a boomer shooter

honest stag
#

hey dont shit on my boy AO, it's alright

alpine depot
#

it obliterates my frames

gritty forge
#

Why would you ruin it with post processing

alpine depot
#

a boomer shooter is subjective and ill mod it to hell if I want to

gritty forge
#

hey dont shit on my boy AO, it's alright
its the least worst

honest stag
#

hey pixelation can be considered post processing right

gritty forge
#

No, it's FOR the boomer shooter

alpine depot
#

God I bet you play with limited fucking palette

gritty forge
#

It literally says summer 94, why wouldn't you have it on

#

Yeah I do, it says boomer shooter so I play it like a fucking boomer shooter

honest stag
#

you better have light flares off or your opinion is invalid

gritty forge
#

I bet you play with texture filtering on feelscringe

alpine depot
#

cringe wannabe bewmor

gritty forge
#

me?? cringe?? you use bloom

alpine depot
#

lol filtering can't do anything justice because the textures are too low res

#

smoothing the image out like that would just destroy all of the clarity and make it feel like you're playing a game made of peanut buttee

#

butter.

gritty forge
#

smoothing out the image huh

#

like how bloom literally makes the game look like a marker bleeding through everything

alpine depot
#

in a good way :DDDDD

gritty forge
honest stag
gritty forge
alpine depot
#

I love it

gritty forge
#

shame, shame

alpine depot
#

it accentuates everything with all that PP

#

love it

#

it feels more ALIIIIVE

gritty forge
#

it feels sloppy & ugly

honest stag
#

it looks like i opened my eyes underwater

alpine depot
#

I do that all the time

honest stag
#

no wonder

alpine depot
#

...maybe thats why bloom doesn't affect my eyesight negatively and make my retinas bleed

#

yeah ok

#

maaaaaybe bloom is a little bad but come onnnn dusk does it right

honest stag
#

i bet you people have light flares on EW

alpine depot
#

I designed Downtown Showdown with a bloomed out skybox in mind!

#

YES I DO!

#

LIGHT FLARES LETS GOOO

gritty forge
#

light flares isnt that bad

honest stag
#

yes it is

gritty forge
#

how

honest stag
#

try placing a bunch of smal health pickups in a rom in your map

#

does that look good

gritty forge
#

thats fair

honest stag
#

row*

gritty forge
#

maaaaaybe bloom is a little bad but come onnnn dusk does it right
no

#

99% of games dont do it right, dusk is definitely one of them

honest stag
#

bloom is the effect you use for 2 seconds when a character walks from a dark room into a blinding light

gritty forge
#

if dusk did it right then it'd have it off on default

#

oh wait

#

if dusk did it right then 99% of players wouldn't have it on, because they're not insane

#

oh wait

silk chasm
#

i hate 2000s bloom

#

but if you wanna blame somemoe for bloom in dusk

#

don't blame anyone who leaves it on

#

spam the creator of dusk unti lhe take sit out

#

though the bloom in fear 2 is really fucking good

gritty forge
#

please blame anyone who leaves it on

#

it was added as a joke and isnt on by default

#

dont poke the devs about this

plucky trench
#

Oh god fucking fear 2

#

I hate how all the controls are remapped from fear 1

#

because fear 1 i actually felt good to control

#

fear 2 just threw me off entirely and the whole game just feels off

#

wait going offtopic, forgot i was in dusk mods

honest stag
#

you cant leave till you make a mod

plucky trench
#

fuck

honest stag
#

that's the price to pay

gritty forge
#

channel names dont matter what server do you think this is

crimson patrol
#

Bloom

long anchor
#

channel names dont matter what server do you think this is
i, as a modertator on a certain server, say that's a lie, post above was made by misbehaving user gang

#

jokes aside, imo that's okay to sometimes digress from the channel's topic

#

that's how human interaction works, you start in one place and 10 minutes later you talk about something else

#

Β―_(ツ)_/Β―

honest stag
long anchor
#

lol why

#

exactly what i said?

honest stag
#

go into that channel and count messages directly about gloomwood

long anchor
#

Β―_(ツ)_/Β―

#

that's what i'm talking about

honest stag
#

that's uh
yeah that's what it's ALWAYS like

#

i'd say dusk-mods 99% of the time stays on topic
not like the opposite is bad

long anchor
#

try placing a bunch of smal health pickups in a rom in your map
does that look good
laughs in week 2 lower

honest stag
#

oh god i remember playing some map a really long time ago and like

#

when i turned off light flares

#

my fps increased by 30 frames at LEAST

#

the guy had placed an unfathomable about of small pickups

long anchor
#

he he

#

lense flares go brrrrr

#

i wish we could change these post's colors

#

and other light fixtures

honest stag
#

make em a brush
boom
problem solved

long anchor
#

well i mean

#

that would work

#

but i want my sweet sweet flares!

honest stag
#

place a pickup inside

long anchor
#

lmao

#

hngghhh

crimson patrol
#

Oh gosh 30 fps increase

honest stag
#

yeah that was a long time ago so dont worry

#

things probably arent the same now

#

and my laptop is real bad

crimson patrol
#

When I play test my shitty test maps my laptop sounds like it's about to take off lol

#

Like I check task manager and dusk is just eating the cpu

honest stag
#

yeah i mean dusk is a videogame

last talon
#

more like a badeo game

#

oh lol I thought this was general kekw

#

carry on

west coral
#

So I'm trying to make a lever make a noise when I pull it, I've set the sound to 1 in trench, which means it should be using switch21.wav. I renamed a wav sound file to switch21 and launched the game, but it still doesn't work.

honest stag
#

noised aint a thing in sdk tho

#

noises*

#

only music for now

west coral
#

Then whats the sounds folder for?

honest stag
#

for enemy/weapon/pickup sound replacements

crimson patrol
#

Yeah

#

Though more noises will be added soon

west coral
#

I thought I could've replaced the lever sound and it would work in the level

honest stag
#

nah no custom map sounds for now

west coral
#

Okay then, I guess it'll just be silent

crimson patrol
#

It will work in quake though

honest stag
#

flashbacks to making a sickle select sound an entire music track before we had actual music so you could select them and put them away to keep the music going

crimson patrol
#

Good ol days

west coral
#

Sounds fun

honest stag
#

there uh probably workarounds you can do
we tried triggering enemies that arent used often with changing theit aler sound
so button triggers a rat in a box below, forcing it to make the alert sound
didnt work for multiple reasons but you know

crimson patrol
#

Jank workarounds

#

Also if u did that the rat would prevent max kills

honest stag
#

hey here's an idea
breakables have different materials right?
one of them is a "teleporter" type material which makes a unique sound that's not made anywhere else
make a breakable brush with that material, replace the teleporter sound with the sound you want, sprinkle some multi_manager magic in there and voila

crimson patrol
#

Unless theres some jank workaround for that too

#

That would work

honest stag
#

cuz you CAN trigger breakables to break

crimson patrol
#

You know, zombie could add some random sparse unrelated features and then modders could find weird wacky workarounds using em

west coral
#

Trigger_hurt is broken right?

honest stag
#

people said it works, didnt use it myself like ever

west coral
#

So you could just alert the rat, and then push it into a trigger_hurt for max kills?

honest stag
#

or you could just teleport another rat into it
telefrags work fine

crimson patrol
#

Wait if you squish an enemy with func doors do they die

honest stag
#

nah

crimson patrol
#

They just kinda e x I s t

west coral
#

Missed opportunity David

honest stag
#

also you can teleport several gas cans into each other to cause an explosion

west coral
#

Oh yeah, that could easily work

honest stag
#

which is the thing that kills you in the func_vehicle meme map

#

well if trigger_hurt can work with a delay then you can simulate a crusher no problem

#

im just not sure since i never used it

crimson patrol
#

2 questions

#

Does func vehicle work

#

And how do you teleport props

honest stag
#

1 - h
2 - trigger_teleport works on props just fine

crimson patrol
#

Huh

#

h

honest stag
#

if you give a teleport a targetname it'll be disabled till you trigger it

#

so just keep it there till you want the prop to teleport

crimson patrol
#

Nice

west coral
#

Haha, I found a thief reference in the texture selector

crimson patrol
#

Hehe

west coral
#

What texture do you guys use for triggers, or do they not appear in-game?

alpine depot
#

they dont appear in-game

#

triggers would be a little immersion breaking if they showed up lol

west coral
#

Yeah, I thought there was some completely transparent texture or something

long anchor
#

What texture do you guys use for triggers, or do they not appear in-game?

crimson patrol
#

Aughaha cmon trigger me aughaha

long anchor
#

heh

#

i just wanted to do the same thing as gabe texture in hl1

lavish helm
honest stag
#

they dont appear in-game says the person who has a visible trigger in derailed

alpine depot
#

god fine ill fix it rn

#

ok it fixed itself i guess

#

or i just never recompiled??

honest stag
#

lmao

alpine depot
#

ok i did recompile but did i never upload that??

#

im confused and scared when did i fix this

honest stag
#

check the last version?

#

didnt someone complain about it semi recently

alpine depot
#

i mean i know that last version had the trigger

#

just nbclip up through the start ceiling n go to the rat arena and look up at the vent chute thing

honest stag
#

wish i could but i have an exam in 50 minutes

#

i'll test it when im back if no one does it

alpine depot
#

ehh fuck it i'll just upload this actually

#

if it breaks again ill recompile and put THAT there

#

yeah im probably gonna revise the SHIT out of derailed at some point, a lot of the enemy layouts are super spammy and the whole map could just use a makeover especially now that there are more tools at my disposal to work with

west coral
#

I've got a object_campfire in a fireplace, and want to have it lit when starting the map

#

Is there some sort of flag I can set to toggle it?

#

Actually, better question, can I change the color of lighting?

alpine depot
#

yup you can change light entity colors

#

add a _color key-value

#

and for the value, it's RGB separated by spaces, not commas

#

so 128, 128, 255 would just be 128 128 255

honest stag
#

you cant have a campfire lit from the start

#

...oh shit wasnt that a thing i asked for all the way back when the sdk released?

ancient depot
#

Probably, but functionality like that exists automatically in the rewrite

#

Since entities all have enabled states, instead of being wrappers around jank internal objects that need everything wired up manually

honest stag
#

remind me again, is rewrite THE next patch or is the next patch PART of the rewrite

ancient depot
#

both

honest stag
ancient depot
#

the features I've talked about thus far are next patch territory

honest stag
#

oh hell yeah

worn umbra
#

wait

#

how large is this patch gonna be

ancient depot
#

large

honest stag
#

as large as big john?

ancient depot
#

a chungus, even

alpine depot
#

a big chungo :DDDDDD

honest stag
#

benis :DDDDDDDDD

worn umbra
#

big chungus or BIIIG chungus?

alpine depot
#

beeg.

#

begg.

#

egg.

#

quick put a 37mb egg picture into the files and push that as an update

ancient depot
#

lmao

honest stag
#

patch notes:

Minor improvements

ancient depot
#

Major*

honest stag
#

correct

worn umbra
#

patch notes: added ability to enable campfire at map start, Other minor improvements.

alpine depot
#

i just want func_train for floating islands :(((

honest stag
#

Patch notes:
h
Update size: 2gb

alpine depot
#

patch notes:
I DONT KNOW WHAT I DID BUT IT WORKS THANK ME LATER GUYS

worn umbra
honest stag
#

patch notes:
sike lol

#

alright im done

bold orbit
#

Patch notes:
just look

crimson patrol
#

Guys what if

#

Zombie is actually gaben

bold orbit
#

What if Zombie is human Nihilanth John Carmack Jr

crimson patrol
#

What if hes both

bold orbit
#

Impossible

crimson patrol
#

can func hurts be moved with func doors

bold orbit
#

like

#

an advancing invisible wall of death?

crimson patrol
#

yeah

#

to simulate crushers

#

i heard some people say yes

#

huh it didnt get moved

#

but the trigger hurt worked

crimson patrol
#

so how do you make a crusher

crimson patrol
#

nvm i scrolled up

golden jacinth
#

Is there a good way to hide the UI/ weapons for screenshot purposes?

alpine depot
#

Use the + key to minimize the UI elements

#

H to holster weapons

golden jacinth
#

It E X I S T S

sharp trail
#

yoooooo

#

looks really cool

gritty forge
#

Nice

high magnet
#

DINERO coin

crimson patrol
honest stag
#

i picked up the rieveter in a secret but didnt realise oops

honest stag
#

is there a way to force a brush into being rendered regarless of the map being sealed?
i keep something out of bounds to move it inside after a switch and, because the map is cutting out everything the player wont see, the brush gets fucked out of existence by the compiler too
any way to go around this?

#

i cant make it a func_wall since it needs to be a func_door to actually move into the map

tepid python
#

can't you just put a small box around the func_door

honest stag
#

hmmm good idea i'll try that

#

but wont that still count as an area the player never sees? i'll try anyway

#

yeah that did it

#

thanks

humble garnet
#

is ambient_generic from hl1 compatible with dusk or not?

ancient depot
#

Any sound-related entities aren't currently implemented aside from a custom trigger to change the music

#

You can put an ambient_generic in your map and it'll work once we implement support for it, but right now the game will just ignore it

humble garnet
#

im currently working on a jokeMap for my friend and wanted to make it also compatible with dusk and i was just curious if the ambient would work

#

but sadly it wont, not yet

ancient depot
#

It should as of the upcoming patch

dire spoke
#

would you say its soon or soon(tm)

gritty forge
#

My dream is that one day someone can make a 1:1 remake of nitro family in dusk

#

maybe i could do that

honest stag
#

having trouble with a button-controlled trigger_counter again

#

just like before - pressing 1 button makes the counter complete or presses it twice

honest stag
#

turns out the default trigger_counter "count" key is plain wrong

#

fixed now

crisp raven
#

Looking for playtesters. Dm me and I will send you the .zip.

honest stag
#

i'll record it right now

#

yett it my way

gritty forge
#

dusk isnt optimized yet... wait a couple decades

honest stag
#

nuts.wad exists

gritty forge
#

on doom or dusk?

honest stag
#

dusk

long anchor
#

Do we have any slaughtermaps yet?
huh? slaughtermaps?

#

like scientist slaughterhouse mod for HL?

gritty forge
#

do you not know what a slaughtermap is?

grave stone
#

kill kill kill kill kill

foggy creek
#

Is there a list of compatible entities in Hl1 that are recognised by Dusk?

gritty forge
#

yeah

foggy creek
#

thanks

gritty forge
#

Does the tram still not work?

alpine depot
#

i just had a very bizarre idea; can you parent items to info_player_start?

foggy creek
#

I think so although I've only seen it in source and not goldsrc so idk

toxic cosmos
#

I'm making a train map

#

too bad func_train isn't supported yet

foggy creek
#

just use a scrolling texture for the terrain

toxic cosmos
#

great idea

crimson patrol
#

pogs

alpine depot
#

i dont think that's supported yet

#

idk

gritty forge
#

Nice map bro!

#

This does remind me a bit of the first level of EP3 in Death Wish for Blood.

#

Or was it EP2?

crimson patrol
#

Oh yeah that train level

#

With multiple trains that was awesome

west coral
#

Can I create visgroups?

#

In hammer, you can group together brushes and props, then disable them in the editor to focus on what you want

honest stag
#

yeah you can create groups

#

it's the "map" tab alongside "entity" and "face"

west coral
#

Thank you, I see how to do it

#

I thought that creating a group through the right-click menu would work

west coral
#

Any way I could toggle lights with the breaking of a prop?

honest stag
#

nah

west coral
#

That sucks

still raptor
#

MAYBE in the distant future

#

but not for now

ancient depot
#

Yeah it requires support for light styles, which is one of the most difficult Quake BSP features to implement in Unity

gritty forge
#

damn they need to make unity 2

still raptor
#

lol, that would probably make it worse tbh

hard pollen
#

I mean they did make Unity 2 πŸ€”

crimson patrol
#

Yeah its called dusk sdk

west coral
#

I remember how much of a hassle it was to turn lights on in off in hammer

#

Cause the source engine's lighting is baked in

honest stag
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same here

west coral
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I don't know how it is in Unity, but I'm gonna guess it's a worse hell

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Also, what's the property for a jump pad to increase the height?

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I remember hearing it's multiplicative of your normal jump height, so I'm guessing it's supposed to be a low number

honest stag
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yeah try 3 or 4

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oh the property itself is uhhh "amount" i think?

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pretty sure it's "amount"

west coral
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It might be because it's slightly submerged in the ground to make it not levitate and break immersion, but it's still just spam jumping an inch off the ground

honest stag
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can you show the properties?

west coral
honest stag
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odd, that should work
@alpine depot you use jump pads all the time, what could be the issue here

west coral
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Looking through previous discussions of jump pads, it looks like people are using decimals?

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if anyone is using jump pads, i'd wager a value of 1 or lower is the cutoff for normal usage unless you want to start a space program

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most jump pad in the game are like between .6 and .8

honest stag
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well whole numbers should break stuff tho

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it's just a bigger jump

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shouldnt*

west coral
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Yeah, I didn't think about that

honest stag
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you sure you're not hitting the celling or something?

west coral
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I may be stupid

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I resaved and recompiled

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And now it works

honest stag
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ah lol

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makes sense

west coral
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So I think I just forgot to save and then used the old properties

honest stag
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yeah classic stuff, happens to me all the time

long anchor
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if anyone is using jump pads, i'd wager a value of 1 or lower is the cutoff for normal usage unless you want to start a space program
well that accurate

honest stag
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wow you dig THAT up

long anchor
honest stag
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oh man i remember that time

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i used "light" on worldspawn for my map and spent days trying to make _sunlight work...
without having any sky brushes

west coral
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What's the trigger value for music?

alpine depot
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on a trigger_changemusic brush entity you put a music value, with the filepath to your music which is relative to your mod's folder

west coral
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the full directory, or just sounds/[insert song here]

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I'm gonna be putting off compiling for a while just so I can get everything done, but this should work, right?

alpine depot
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it should, do you have a sounds folder in your mod directory?

west coral
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yeah

alpine depot
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yup, should work just fine then

bold orbit
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@long anchor so that's what DUSK models would look like with the MDL format

long anchor
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huh what

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I didn't

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what?

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what are you talking about BIGJOHN

ancient depot
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the vertex jiggling

long anchor
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ah

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sorry my brain melted a few days ago

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i feel intellectually dry

west coral
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Any way to expand the orange box for a bit more space?

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I'm assuming anything that passes it doesn't compile

west coral
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clip textures don't work, right?

honest stag
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Pretty sure they dont

west coral
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So how do you guys make clips?

honest stag
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Invisible brushes

tepid python
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I don't

west coral
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Is there a completely invisible texture?

honest stag
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Either rendermode/renderamt settings or being a lazy ass and stretching out a transparet texture

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In the uv editor

honest stag
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you guys want a funny? this is how the rivet comes out if you holster the weapon then click

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sideways carrot amirite

crimson patrol
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Explosive carrot

dire spoke
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feeding your pet bunny TO THE EXTREME

long anchor
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is this how daisy died

west coral
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Dusk mapping is so weird man

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I expand my map by like 2 inches, the file gets 1000 more kbs

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I detail everything and change everything, it only goes up by 2 kilobytes

gritty forge
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remember to seal your map

west coral
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I've got a skybox, that counts right?

long anchor
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nah it's bit more complicated

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look

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tbh i don't really know how to explain leaking and sealing

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brain is dead

dire spoke
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if you wanna test leaking you can put -leaktest as an option in the qbsp thing and itll fail if the map isnt fully enclosed and output a file you can load into trenchbroom thatll snake a lil path to where the leak is

west coral
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That's a point file

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I came over to trenchbroom from using Hammer

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and every map has to be perfectly sealed in order to keep the lighting working

west coral
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What's the trigger to end the level when a player passes through it?

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What's the trigger to end the level when a player passes through it?

alpine depot
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trigger_changelevel

west coral
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Oh, I thought you had to interact with that like a button to change the level

gritty forge
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tbh i don't really know how to explain leaking and sealing
ill explain

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actually i think dumptruck ds has a video

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tl;dr seal up every brush so that you can't make any arrows out into the void, one really useful trick is to load up a point file & press . so that you can bring your camera to the leak

west coral
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I noticed that none of my "trigger_changemusic"s are working

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Yes, I have a folder called "sounds" with e1m1_ambient in it

honest stag
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trigger_changemusic cant be triggered by walking into it
it has to be triggered by something via a target

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like trigger_once

west coral
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so just put the player's spawn in a trigger_once and it should work?

honest stag
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you can select a starting music by adding the music property to worldspawn

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without having t use _changemusic

gritty forge
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i'm organizing the entities.txt into categories, i'll publish it here when i'm done

gritty forge
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Tada