#dusk-modding
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onty
Very nice

we finished the map jam btw
7 maps total
the host is asleep so yeah
the page will be up when they wake up
x2
big pog let's gooooo
How do you start doing Dusk mapping? I dont do any modding and wanted to try with dusk
trenchbroom is the mapping tool we recommend
heres some basic info to get you started
https://dev.newblood.games/index.php/Dusk:FAQ
I thought i was only for quake?
dusk uses quake tools for mapping
Trench creates .map files that when put through a tool to convert them to a .bsp, the map will work through DUSK
Though it's a small process to set everything up correctly right off the bat
How do you start doing Dusk mapping? I dont do any modding and wanted to try with dusk
@spring trench need help?
No its good now
aight
I will just learn how to use trenchboom
i'll make a steam guide today on how to get started to make dusk maps and hopefully it'll get pinned here
ok great
Is there a version of Dusk.Wad that works for half life?
oh boy new bloodin modding incoming
also what kind of a wad half-life uses?
wad3? dunno much about it
yeah Quake uses Wad2 and hl uses Wad3 imma just convert it in wally.
Thanks
I'm pretty sure that Wad is missing most of dusk's textures
How many are there?
Im pretty sure this wad was converted from the original
Like 60 textures max
I'll send a imgur link
Nvm I somehow just got all the textures
I need to play that Winter Jam someday
The maps arent too huge, the 10-day limit was in place after all
So id say you can finish all of em in an hour
Maybe less
Fair
for some reason when I hit apply to the map I want to play
it doesn't appear in custom levels
it doesn't even get checked
You check it THEN hit apply
is it just me or do the SDK mods lag like a lot more than the normal game
yeah for sure
eh for some I can push 60
bigger maps will spike in lag for a bit
others around 40
i find that Low Spec mode helps for frames
ye
aight time to start writing a big fat comment to review all the maps
here's my really short review of all the maps
The pit: Great, a tiny bit short but good
Disregard: awesome, although feels like a bit too much ammo sometimes
Manors of flesh - sick as fuck, but secrets are too hard to find for my tastes
Above and Below - fuckin awesome, got lost a couple times but it was mostly my fault
DiveDeepIntoSin - dude that is the coolest shit, classic aqua map, big map big fights
Purgatorium - Amazing map but enemies are a bit spammy by the end, dev said he'll make an updated vresion so it's all good
Heaven and Hell - my map so i cant really review it lol
i uploaded the vids of all the maps but play them yourself damnit
aight time to start writing a big fat comment to review all the maps
is it just me or do the SDK mods lag like a lot more than the normal game
The version of the SDK that's out currently acts kind of like a "tumor" on regular Dusk, which is a source of many performance issues
That's why the next patch is starting to merge in all of the code rewrites so these issues start to go away (and so we can add new features without introducing subtle bugs all the time)
I wish you didnt need to load up the sdk to play custom maps
eventually
god i just wrote a fucking NOVEL on the jam page lol
WHAT
I gotta see how my 20 hours 20 monsters doom map will look in dusk
Oh my god
just keep in mind that uh those kinds of tools will probably just give yoi the base geometry
and not always high-quality
yeah im certainly not gonna put it anywhere & pretend like it's any good lmao
step 1: use oblige to generate a level
step 2: use wad2map
step 3: qbsp.exe
step 4: ???
step 5: profit
boom, infinite dusk maps ๐
Can I disable a layer from getting added to the .bsp?
One of the worst things for playtesting was having to fight through a ton of enemies to reach what I wanted to test
So grouping them up into a layer, and then disabling it or something would be super nice
Also, will duskworld ever get SDK support for like, custom deathmatch maps?
because it looks like on top of the work already done for singleplayer multiplayer is like, a whole nother program
yes
schweet

the SDK is currently a tumor that will eventually overtake and replace the original framework but as something more efficient
they are just redoing the engine for Dusk 2 and make us test it
I uncovered your conspiracy

will dusk ever move out of unity?
To what?
why would it lol
Gek wants source dusk
Let's move dusk to gamemaker
Not studio or studio 2 or whatever but OLD ass gamemaker that barely has any 3d support
why would you want to do that?
just unity in general or into dusk?
Unity in general
im pretty sure theres some bsp importer plugin for unity that like, you can turn a trenchbroom map into by compiling it
but from what ive heard if youre just working with unity it might be better to use something like probuilder for making levels unless you REALLY really like trenchbroom
Thanks! Might look into that. Trenchbroom is just really awesome, Probuilder is awful and I'm too lazy to learn realtimeCSG, although maybe it's time.
Does unity not have like a grid snap thing?
I can't find one
ProGrids exists but they took it off the asset store
It's available in the package manager now I believe
about to try wad2map right now
god
i miss the quote feature
it was so much better then this shit
LETS FUCKING GO

use a valve format instead?
valve format hates that too
did you try?
can you link the map to me so i can try and run it in trenchbroom
wait can we not quote anymore
i miss the quote feature
WHat
i think waht you need to do is like
very cool
why did they remove the quote shortcut then
very cool
why did they remove the quote shortcut then
@gritty forge h
now i have to go boomer style &
better then using discord's shitty new feature
disregard.map
is there an entity name for the red key? (key_red_key isn't what I thought it is)
@gritty forge hey guess what
also key_red_key for me usually falls through the ground
for some reason
i ran your map
you didnt actually convert it into the valve format and just selected it in the editor did you?
cuz i converted it to valve and it works
it's uh
try key_red_magic or key_red_card?
???

geometry it s abit fucked but it's there
a bit fucked
WHAT AM I LOOKING AT
the level itself is there it's just uh
the way it's cut up is fucked
obviously the converter doesnt know which brush serves which purpose so if you want to get it back up you'll have to do some manual work
Jesus christ
It looks like the void / empty space in Doom was made out of one single brush in trenchbroom
yeah
And wad2map just went fucking drunk samurai on the void
ctrl-k that bitch from a cube
Nice automap view though
potentially since oblige is open source we can automate this process more if we really wanna mess with application code from 2000
the true test:
running this through a compiler
and seeing if I get a leak
pray to god I don't
i can DrEAM
ther'es like 1800 brushes btw
oh you're right, all the key_*_key entities end up lower than they should be
actually i used yellow and blue and they were fine
i don't think i got a leak
sometimes keys just fall through though
oh did you place an info_player-start
wait is this why almost every custom map uses only blue and yellow keys? i didnt know that was a thing lol
ok i probably should have placed one
same deal when they're item_key1 and item_key2
not really, i've seen people use red
but i eventually gave up and just used buttons
if this works i will genuinely be impressed
still hates me
deleted the 2nd info_player_start so that shouldnt be a problem
try removing the "-"
seeing what happens when it's placed 128px higher
figured
but
wait why is that a problem tho
dusk runs with leaking maps though...
God
you can run dusk maps with leaks no problem though
Looking at the geomtery is so weird
I can recognize the map I made in UDB but it's so so so fucked up
how did these brushes even get here
this is the open area leading into the exit
my goodness that looks janky as hell
oh it is worse when you actually fly around in-editor
ohhhh fuck me
huh
wow i could swear i tried that in one of my maps and nothing turned out right anyway
well this looks... fine?
IT'S FLOODED WITH RANDOM BRUSHES
what does the original look like in UDB?
what does the original look like in UDB?
loading it up in UDB right now
side by side comparison in 3d viewer
The entrance is literally BLOCKED with random brushes
It's telling you to turn back
oh my goodness how!!
actually the problem may have been that computer terminal
wad2map.exe probably hated this
it looked good & someone on the mapping jam complimented it but never again, spent way too much time
that does indeed look rad
this is gonna take so much work to turn into a playable dusk map
once i'm done i'll release it only here because nobody should ever have to experience this nightmare again
is it the tree collisio box or something
unsure...
after some work this is actually starting to look recognizable
do you think I can get away with patching all leaks by just making a really big brush over the entire top of the map
god that just makes me sick when i look at it
leaks, leaks, leaks everywhere
theres no way this wont instantly kill the SDK when I load it
wha
1 leak is equal to 500
it wont do much if the map isnt that big and there's a leak
we aint running a quake map in year 2000, we can handle some leakage
Its an escher painting
I'm so sorry but I'm here to ask a stupid question: is the SDK updated yet
since which point
since august yeah once
but there was an update on the horizon
i think...
yeah there was
big performance stuff, the game loads super fast and you can use a -skip-dos launch option to skip the fake dos thing
My map is just
big box
it's only killed one enemy
reminds me of first version of lower
that had a huge ass skybox
it was 500 times bigger than map itself
yeah you tried having a starry night sky cuz we didnt have proper skyboxes right
i mean at lower's release
ah
i just didn't think about all of this affecting performance
same for leaks

also my lack of knowledge about leaks lead me to not caring about mountain brushwork
the part you can see on the level - good, nice
behind? a b o m i n a t i o n
that's why i wanted to completely redo this part in lower 1 after i'm done with 2 and 3
and maybe even expand some parts? idk
behind? a b o m i n a t i o n
looks like a normal dusk map to me 

update on 20-hrs
i think i'll keep it as a secret level, I have an idea for a mapset called GMOTA where you only get to use low-tech weapons
really short dusk map im making
should only have like 5 minutes of gameplay when i'm done, i don't feel like expanding it any further
Looks good
can it have a boss fight at the end?
sure
i've had an idea for a gorey room with gross stuff
i'll turn that into an arena
Hi. After downloading SDK and putting the mods into the right folder, DUSK can't still see the mods. I'm on GOG. Any tips?
Would love to try the maps from the last jam
I can see the folder with the map name, but it's stated there is "none" content
Would love to try the maps from the last jam
TURN BACK
2 faqs on how to get sdk up & running
can't make it works, even with those links
shouldn't be so complicated, I've played mods from other games. But for DUSK I have no clue, should be something as simple as 'put in in the mod folder and end of story"
okay
send screenshots of EVERYTHING inside of your sdk
for example here's my sdk
looks fine to me
show screenshots of \Dusk\SDK\mnt\local\purgatorium
purgatorium > Purgatorium
delete the middle man
just move all the folders inside of Purgatorium to purgatorium, that's probably the issue
hope you're right
I've not created the folder, just exctract it
@gritty forge It works! Thanks a lot!
Such a silly problem
bad in which way?
It make all other levels look terrible in comparison
all
Beware @lost carbon , the gog sdk version is very out of date, we'll be updating it soon
Is there any software for blender that can allow it to export as a .iqm?
yes there's a plugin
1 moment i had a link somewhere
also
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
thanks
it's not a good video of mine but it should do the job
nice minecraft floor
I was kinda going for a cyberpunk city look but It's kinda hard to pull off with Dusk textures
oh wow that might be downright impossible or something
dusk textures are prime stalker industrial type stuff
maybe some magic mixed in
yeah might have to make my own textures or use some of half life's
or your could grab some from the quaddicted wad collection thing
what's that?
lemme find the link
all kinds of wads but i wish there was a preview
kinda have to guess by name
are they meant for quake or half life?
i think they are technically quake but hey can be converted right
too lazy to mess around with the vertices lol
@honest stag pinging you because it's your map, but I was trying to play Heaven and Hell from the jam but it was near unplayable because none of the textures loaded in and it got to a point where I could not see what I had to do in order to progress and had to quit
I tried reinstalling the mod, restarting DUSK SDK, etc. and could not get the textures to load
huh???
is it broken for me for some reason or is that just the way the level is
were they checkerbox textures?
that's.... odd
i dont think anyone else had this?
i never patched it or anything and i did send it to other people along with testing myself
i dont think anyone had trouble
or at least no one said they did
okay never mind it IS checkerboxy I just remembered wrong
oddly the toilet loads fine in this room
shit did i forget the fucking palette file
yes i did
i guess everyone has one by this point
get palettte.lmp from pinned messages and put it into the mod's folder
so just into Heaven and Hell
shit i cant belive i forgot it
i should drop an update to the host
The palette will be embedded in the next update so not having it won't matter anymore
hahaha jk.... unless?
:)
oh woiw damn
Yeah pretty much
But if time permits, you may be pleasantly surprised on that front
HWA
@still raptor Yep, it seems to crash from time to time
we will be updating it soon
this is probably a dumb thing to point out but
this is the first ever dislike on a custom dusk map ever
history has been made
take a guess which map is it
I'd wear it like a badge of honor tbh
That said, I haven't gotten around to playing the map jam stuff yet
the fuckin stickbug joke map i made
what map
someone got upset
i'll give you another dislike when i get home you bafoon
hahha shit
speakin of the map jam - maps there are some good stuff
i played em all pretty much twice (and dozens of times played my own map)
god i wish i had more time
i basically spent 5 days instead of 10 making the map because of studying
and the final days were spent frantically trying to fix bugs and make a portal work

@long anchor yes, the built in is just a fallback if you don't include one
poggers
Very early WIP but here's a spooky cathedral
anor londo-lookin ass, cool
Holy shit that's awesome
oh man the dream is real
dream is big if tru
Is that the cyberpunk city?
I think it will look pretty convincing with big skyscrapers
yeah I'll save those for the skybox
I'm thinking the town_building3 texture with blue and pink lighting could be good too
yeah I tried using custom textures but when put together with Dusk's textures they just looked off.
Yeah I like to only use the default textures too
Nice map anyway man!
yeah I was gonna rip ion fury's textures but fuck converting build engine textures.
also I don't have the game
wow ion fury textures would do sooo well
also from my experience q1 textures mix really really well with dusk ones
like the default q1 ones
yeah I have some q1 texures and a full rip from Diakatana
oh wow damn
I prolly won't finish this map until Dawn comes out or a custom fgd file gets made.
im pretty positive someone already made a custom fgd
i assume you want a hammer fgd? or JACK whichever you use
someone 100% made a custom fgd for trenchbroom and i think there was also one for hammer
lemme look
alright im not sure if this one is the half life version but it was made by a guy who used hammer
I'll take a look thanks.
it works but jack if giving me errors saying it can load certain models because they aren't incuded
ah yeah it's probably because he used quake models to represent the entites just to not have them as cubes
either way should still work.
ye
thanks
oh man it was made way back in january jesus
it's been so long
cant believe im still into modding dusk
Time flies when you're having fun
has anyone done a full custom texture map other than books and beer's egyptian themed one?
by full custom texture you mean retetextures enemies?
nah just the map even
oh yeah i forgot that one
other than that the only map that used a lof of custom textures is this one
also a very very underappreciated amazing map
damn nice
I played through that Pirate Ship map before
It reminds me a bit of the Galleon DM map from UT99
oh yeah that map was fun
50% completion
Disreguard 2 when
hopefully never
if i make it it'll be a super secret level inside of one of my dusk maps
i'm gonna sort out the dusk_transparent.wad
gets kinda annoying seeing a bunch of unusable textures that are for enemies/objects
once i'm done sorting i'll post it here
If you want I have a custom version of the wad with better aligned textures and coloured version of the door indication textures.
dm now 
aight 1 sec
also not sure if you know about this link but
has a ton of free wads

yeah it even has a full game rip of diakatana and heretic it think
TIL if you set the key value on a door to 4 instead of 1/2/3 players can't open it at all
or maybe im dumb
i'm trying to make a trap on my map & the door was openable so I set key value to 4
ez fix ๐
gentlemen, i come to you in a time of great need to bother thine once more with questions from a nub
any way to get these damn clip textures to actually collide with the player?
im trying to block the tops of fences so players cant just cheat with Clip
except it doesn't block them at all
i've tried various func_ types on the clip brushes & none of them have worked
instead of using a clip texture just use a func_wall with rendermode and renderamt
same effect
okay
cant shoot through it tho and neither can enemies
oh man is that a "make a big box around the map" sealing i see
cuz if that's what you'll do then you might as well not seal the map at all
yeah it is
its an outdoor area so i don't think it'd matter, but i just sealed it with brushes coated with skybox texture
outdoor stuff matters too
it's supposed to look like a normal room but some walls and the celling have a sky texture
sky textures are invisible but still seal maps
yeah but i'm trying to copy the cheap forest effect in e1m1
fuck accidentally closed dusk sdk
yo can i have the .map so i'll take a look at the way you sealed it and maybe improve it
it's just a nice thing to have going forward as your maps will compile quicker, run better, weigh less if you seal them
sure
speaking of that cheap forest effect in e1m1 whats like, the best way to do that without stretching your forest out into infinity
is it just that you need the restraint to go: "ok, thats far enough, nobody will notice"
Well the player is only so tall right
As long as the height of the trees is right then no one will notice
Or fog but we don't have fog yet
i was thinking more about how the top texture tree thing seemingly stretches out forever
but thats most likely achieved through fog so alrighty
im actually not sure exactly what you mean
does the treeline not circle around the map?
lemme screencap what i mean
right now the SDK doesn't support fog
if you try to look hard enough you can see limits to the forest
yeah i noticed em once i went to get a screencap
the forest in e1m1 just looks infinite cause its harder to see with fog ๐
clip the cieling low enough
if your gonna try to make a e1m1 esque forest here's some tips i have:
- use those tree objects inside of entities.txt / sorted one i posted a long time ago
- make the trees func_detail_fence
or be an absolute chad and make your own trees from brushes so they get properly affected by lights
THERES A FENCE DETAIL??
dang i really shouldve studied that entities.txt
ive been using func_wall because it lets the transparent texture not have the skybox leak through
made by Super Ninja Fat#8010
apparently they didnt have the roles to send it here but this is really fucking useful 
yoooooooo sweet
tried that on trenchbroom and it didnt work for me ๐
got tired of looking through entities.txt and just started searching for a .fgd file 
chad
Exactlyyyyyyy
I decided to search for as much info I could for the properties you can give dusk entities and to compile it into an fgd to make it painless as possible. Feel free to add to mine if you want
im gonna go searching through this fgd to edit the color of some boxes but this is really fucking sick, thanks 
Np
any intruders wanna test out my second dusk map soonโข๏ธ?
i'm working on the playability & gameplay right now
it should be finished soon, so after that I'll get to lighting & overall refining
i'll do it w/ recording
cool dusk sdk bug i found: was recompiling my map & decided to start it up while it was compiling cause im a lazy fuck
the lighting was all glitchy & weird and my edits in trenchbroom didnt show up during gameplay
that's not really an sdk bug aint it
i guess so
im always down to test levels, i feel like we both learn something with it, or whatevs
wtf's the difference between func_detail & it's variants, func_group and just making a named group
i'm watching trenchbroom tutorials and this really good mapper uses func_detail to group up smaller stuff
func_group will make all the brushes have the same properties
a named group still has individual brushes iirc
func_detail doesnt seal maps, func_wall does
func_detail is used for VIS mostly iirc
but i might be wrong
from the quake wiki - func_detail_wall : This func_detail variant doesnโt split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (youโll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so itโs not suitable for fence textures; see func_detail_fence instead.
func_detail_fence : Similar to func_detail_wall, but its better in that it doesn't use up a static entity and renders as part of the world which is faster. It is suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire.
aight
i mean uhhh yeah that's yeah
who lied to you
at least i THINK it does
like 99% sure
lemme run a quick test
...huh
it didnt seal the map
i guess I'VE been lied to lmao
and i guess i lied too
wow where the hell did i even pick up the "func_wall seals maps" thing
i'll inform myself properly now
ok so imagine sealing being the same as filling your map with water
if some part of the map leaks into the void, basically being an area where the player shouldnt ever be, then the map isnt sealed
but if the map IS sealed, the compiler knows that some faces of the map will never be seen by the player, so it cuts them out
the result is a much faster compiling time, lower file size and better performance
it's not essential, but it's a good thing to do
Wait so if you cover the whole map in a big box it counts as sealed
Oh I just realized that's not how that works lol
technically yes
but here's the problem - since that big box itself contains the outside faces of your map, and the inside rooms leak - it leaks into the big box and the outside faces arent cut out
the only faces that ARE cut out are the outside faces of the big box
but then you probably ask yourself what to do with outside areas eh?
yep
you know how skyboxes work in quake?
No
outside areas in quake are actually enclosed rooms and not outside areas
because the celling isnt open, it's a brush with a special sky texture
so it counts as a sealed room
Big box 2 electric boogaloo
Mapping for Quake: TrenchBroom 2.0 - Episode 23 - Skyboxes & Fog
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the โHelpโ menu.
Mapping for Quake on Discord
https://discord.gg/f5Y99aM
If you havenโt watched the other episodes in this series hereโs the playlist:
there's a dumptruck vid on everything
How to seal maps
How to make vehicles out of doors
How to drive a car
How to climb mount everest
TIL about "mangle" property on lights making them a spotlight
How to drive a car
#func_vehicle_when
It just works
just make vehicles out of doors
after vast searching through func_msgboard & old/broken websites...
i have found it...
obj to map...
this was not worth it
lol
i just wanted to use the cerberus statue from untrakil
and it wont even export to .obj
FUCK
Untrakill
dramatic music
Just import the .OBJ into blender and use the export to IQM plugin
no, it literally won't export to an .obj
i wanted a cool detail where my map had the statues from untrafart ๐
cool
my 2nd map's at like 80% completion to draft stage
once i'm finished with the draft / barebones i'll send it to everyone who wanted to playtest it, i don't want to get the difficulty wrong
oh i love those types of bridges if that's what this is
yeah they are pedways and it's the final arena for my map
really atmospheric imo
probably gonna use the duke bros as the final boss
ooh looks good
yeah but adding enemies is gonna be a pain
Gentlemen
I am here to bother you once again
This func_door in my map won't budge
Here's the keys & values
I'm using dusk_snf_g.fgd if that helps at all, but I haven't had any problems with the other doors 
Its fine
Trenchbroom is a finnicky bitch
I wrote myself instructions to use doors lol
In ~20 minutes I'll drop the draft to all the intruders who wanted to playtest the draft

has anyone got a .fgd file that doesn't use quake models?
i hope the next SDK update could use a spawnflag for info_teleport_destination that turns off silent teleports
my map's small so it relies on a bunch of teleports to spawn in enemies for the player to fight & i miss the cool effects & sounds that teleports did in the campaign ๐
I mean the next update is supposed to be pretty big so maybe

Fun fact you can teleport 2 barrels into each other to create explosions
oooh
my map's small so it relies on a bunch of teleports to spawn in enemies for the player to fight & i miss the cool effects & sounds that teleports did in the campaign ๐
you can make this effects with func_breakable
you can set the material to
something
and upon breaking it will create such effect
Smort
When doing enemy placement is it alright to use hl1 npcs?
Yup
thanks I wasn't sure as some people say not to
such talented mappers
I have to get into dusk mapping sometime
i intended to when I got the game
yeah it's fun
trenchbroom is a really great editor & you can make some crazy stuff with it, but i've heard people use other editors as well
my first map was just trying to get around & learning how to use the editor in the 1st place
|| and it was a complete dogshit map ||
helpwhydoestheskyboxlooksoshit
is the player ever going to see the bottom part of the skybox?
no
aight
https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/ really interesting article I found pre-disregard when I was getting used to the tools, I highly recommend anyone who wants to make maps to check this out
prototype.wad POG
I like how it describes rooms as being solved because it makes quake sound like a board game or puzzle
therefore proving that quake deathmatch is just fast chess
well i mean, yeah
it's pretty accurate
doom, quake, dusk, they all have the same goal
get to the exit
the sub-goals are smaller things like "get that keycard" or "find [blank]" or "open that cool gate so that i can progresss" or "fill this room to the brim with corpses"
then there's even smaller miniature goals for the player
Doom Eternal's design goal was to be real time chess
i think your job as a mapper is to guide the player to their goal while giving them some challenge along the way
there's this doom video that goes more into detail on how to make your maps better https://www.youtube.com/watch?v=6arDCzmhONY
i think your job as a mapper is to make a nice looking map
lots of the video is just talking about making stuff look accessible but there's good points in it as well
I think your job as a mapper is to make the player have an adventure
That's why I always said, the story in doom is as important as the levels
Also here's some more cathedral architecture
ooooh looks really nice
dude that is sick as fuck
Thanks!
your job as a mapper is to spawn jakob right behind the player as soon as they take a step forwards and only give them a pistol to deal with it
I wonder if once monster modding gets to a point, we could make monster-tier versions of bosses to use as enemies to up the availible roster?
like have a lil guardian croc fella runnin around, shootin bombs
maybe realistically have it be more player-sized?
idk ive been keeping a list of "cool things to do once scripting is implemented" things
This has nothing to do with dusk mods I just thought it was funny that half life had a Ikea sign texture.
Black mesa had one i guess
Also when compiling the .map or .vmf file does it matter what compiler you use?
enlighten a noob - why compile to vmf?
Jack saves it as a VMF but I can convert it to a .map
vmf is valve map file it's what it stores the bsp info as until it compiles lighting and stuff
once it's compiled it's a .bsp file
@high magnet I'm lovin' that cathedral
those shadows are sexy as hell
If scripting ever makes it possible i want to make an arch vile in dusk
The doom 2 archville was so jank lol
Why though
It's cool but the way it works is weird
It works exactly as intended
It ressurects enemies
It can only attack when it has a direct line of sight
Alright
Ok?
Alright
What I meant was that his fire attack works in a weird way, not a bad one per say
it's like a vortigaunt attack
Like it checks if you're in view, then it blinds you with a fire Sprite, damages for 20 and causes an explosion for 80 damage
Its unusual
I mean
That's how it's coded but in practice the way it works is that it just does and inevitable 100 dmg attack when in view
I know an exploit where you can avoid part of the damage if you hug a wall, which i imagine makes you immune to the splash damage portion of the attack, or something like that. Are you sure it was just flat damage in the original doom 2?
please do expand on this
god no
"I can take it"
TIL: Turning down the music volume in the Dusk SDK while inside of a custom level doesnt effect the music volume
looking good
Pog
Very nice
Add a dlc to lower
It does, just not until you close the menu
ohh
for duskbucks
lol
special offer
only for 200 duskbucks
you can buy this new handsome 1887 skin
Lootbox mod where you get weapon skins at random lol
It costs 50 dusk bucks every crate
i cant finda fix for this
i've been playtesting the map constantly with -dirtdebug and when i got to actually lighting the map
this nightmare shows up
I know leaks can fuck up lighting but that's as much as I know.
this thing's fully sealed ๐
Remember when bethesda sold people mods and said they were mini dlcs lol
That was hilarious

Dumb question but can i install quake mods into dusk?
if its just extra levels then most likely
Yeah i was wanting to get quake maps people made and play them inside dusk if possible
dont expect modded stuff like arcane dimensions to work properly tho
Not sure what that is tbh
maps for quake mods basically
arcane dimensions is the biggest one with many features added, so many maps are probably for that
Oh okay gotcha
figured i should show off what ive got so far
veeeeerrry messy but it looks alright in-game
ey lookin good
is it a bad idea to make whats essentially 2fort in dusk before any tf mod or even multiplayer support? maybe lol
wow i actually wanted to do that
but turned out that remaking a map was kinda boring\
ive kinda used it to learn and kinda put interesting spins on it
for example here's the blu flag area
Ah that looks cool
is there an entity file i can use with trenchbroom?
There's a fgd file that was passed around earlier if that's what youre looking for
or just do it manually via the entites.txt file
Yeah and to do that you would just put in any point entity and change the class name, the only thing you would really be missing out on is bounding boxes for the entities
yea 1 sec
i dont know what this one is but i also had it in the folder
this might be a JACK fgd
thank u
The only problem with this one is that some functions are missing important properties, i.e, func_door doesn't have angle or lip and they must be added manually.
thanks
still haven't managed to fix the lighting problem on my map ๐
you know what
fuck it
20 minutes, i'll fix the biggest issues I found & release it
did you ask Zom?
no, not yet
show em
it looked like something that he should know of
at least the issue looked familiar
aight
@ancient depot my dude Q dude here is having this issue with his map, we tried many things but couldnt fix it, any ideas?
\
yeah if it helps i'll dm .map file
this might be a stretch but dont sunlight values only go to 400?
it's not sunlight
both tests had fucked up lighting with/without it
i have it set really high so that if it's fixed i'll be able to immediately tell
this
did you try without dirt/dirtgain?
no
do it
damn
I'm gonna hope it's an issue with the lightmapper and not dusk itself
you can also try BSP2
(that's -bsp2 you add onto qbsp)
you probably should be doin that anyway btw
you uh compiled that really quickly huh
yeah that's a really fast runtime for the light tool
and you had all these options for it too
i only have -extra4 on light.exe
still that's fast for me at least
my suggestion would be to try running light with different settings
oh right q dude i forgot that you linked me the .map
i can now try and compile myselkf
1 sec
you mentioned that when running it under quakespasm it was fullbright
what does that compile look like under QS?
yeah, under quakespasm it seems like it's working & the really high sunlight's working
ill try -soft & -fast on qs
what's your worldspawn look like?
like this
stuff starting with _ is compiler territory so that can't be an issue with support on our end, so it could be the size of the map
maybe the math for reading the lightmaps loses precision
try moving the map around
hm, mustn't be that then
moved it around & -soft turned from complete darkness to fucked up
it's really weird because that looks like the lightmap math got fucked up
if that is the cause this SHOULD be fixed in the next patch
but I'll need to look at the map further today
did you get a log from it?
not sure
i'lll just try again
but yeah at least this stuff is only cropping up NOW when most of that code is about to be abandoned lol





