#dusk-modding

1 messages Β· Page 72 of 1

honest stag
ancient depot
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that's some S tier luck

honest stag
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hey q dude it looks like your fences are casting shadows

gritty forge
honest stag
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the treeline i mean

gritty forge
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they're all func_detail_fence

honest stag
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lemme try some things real quiock

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also that uh

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those light entities give off a TON of light

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way too much

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625 is fullbright territory

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i removed sunlight entirely and added a couple light entites around the areas with problems

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to me it looks like the fences are doing this????????

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the treeline that is

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looks like you used the skip texture on them a bunch

alpine depot
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i doubt that would cause anything

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it just makes the compiler ignore the face of a brush completely

honest stag
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lemme remove the treeline outright

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and bring back the sunlight

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looks alright aside from the top right part

ancient depot
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lighting in that shot kinda looks like a big dong

honest stag
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lmao

alpine depot
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shoe dusk shoe dusk shoe dusk

honest stag
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shusk

gritty forge
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Do dusk gun mods exist?

ancient depot
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That functionality isn't in the SDK currently, but it is coming

crimson patrol
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Wasnt there some weird sword skin mod

ancient depot
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You can retexture the guns and change the audio, but that's it currently

foggy creek
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when testing a mod do you need to include the wad file in the mod folder?

dire spoke
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right now you only need the quake palette file (which is being made not a requirement soon(tm))

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or actually wait that might only be a requirement for quake style maps?

foggy creek
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yeah but I have custom textures and I'm pretty sure I need to include them but I'm not sure If they need to be PNGs or in WAD format

foggy creek
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nvm I got it to work

honest stag
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yeah you do need wads sometimes

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at least in my experience

alpine depot
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never had that issue in my experience

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textures are all baked into the BSP although as a result you'd need a palette.lmp (which again is not gonna be a requirement soon big pog)

modern rampart
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Hello. I'm hoping this is not against the rules. It does say no "game hacks". But I assume this refers to hacks for multiplayer / competitive games that may go against TOS or whatever. Not what I want.

I have been speedrunning Dusk for a bit and one thing we do in speedrunning (go figure) is to find crossbow shots across the map to kill enemies that are way away from everything else or hit buttons to save time. Currently, we do this by looking at the map, taking a best guess of the direction, then trying until we find it, then finding a reference to be able to repeat it in a run (like pixels on the screen or whatever). This works often, but sometimes it's just too hard to even get a basic guess of where it may be, and it may be so small that we'd have to scan a large area shot by shot to be able to find the shot, which would take ages. This is particularly problematic when the elevation is different, because then you have a third variable that you need to guess (inclination), making some just not something we do.

So, what would help this process a lot (during routing of course, not during an actual speedrun) is to be able to enable some sort of "wallhack" in the game. Seeing enemies through terrain. There's no cheat code for this, and I don't know how hard it would be to do. I'm familiar with using CheatEngine for this sort of stuff, but this one just feels way outside my scope.

Now, I seem to see that modding in Dusk is mostly limited to maps really, with no actual alteration of the game itself? But maybe I'm wrong. Either way, any help about this would be awesome. Either through a mod, a cheat table or even something more simple.

Thanks!

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Of course since NB devs are here, if they saw this and they actually wanted to give some insight that'd be amazing. But I'm not counting on it.

tall zenith
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oh yeah no game hacks is entirely related to multiplayer

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feel free to do whatever you please in single player

tight fractal
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Yeah we don’t give a flying fuck about single player lmao

tall zenith
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we have texture replacement as part of the sdk, so you could maybe just set them to be semi-transparent?

modern rampart
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Oh, I forgot to say. Something that would also help would be just knowing Duskdude's coordinates and the enemies' coordinates. I can do the math then. xD

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Oh yeah that would probably work.

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Didn't think of it

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Any hint on what would be the easiest route for me to learn to do that?

tall zenith
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check the pins in this channel for documentation

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should have all the helpful and relevant info

ivory magnet
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if you're not messing with other players you can do what you want

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only thing is we probably won't allow any files to be posted on here so distribution to speedrunners will need to happen in DMs or on other platforms

honest stag
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cant be too careful in times of dmca's and community projects being shut down eh?

ivory magnet
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esecially if you happen to go the modified dll route

modern rampart
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It'll probably only be one or two of us trying this if we figure it out. Once the shot is found, people just learn the references and how to reproduce it, no need to actually see the enemies anymore.

ivory magnet
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cheating in singleplayer for this purpose is absolutely fine then

modern rampart
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Can I ask a really really basic question also...? Can I / How do I have Dusk SDK and the regular game installed at the same time (on Steam)?

ivory magnet
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in fact if you ask @ancient depot really nicely he may even be able to help you out a bit

modern rampart
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It seems to want to change my installation when I opt in the SDK

ivory magnet
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you could probably move dusk out of the steamapps folder entirely

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we do not use steam's DRM so it'll run from anywhere or even when steam isn't running at all

modern rampart
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Ok... I'll think about it. Might be easier to just update back and forth xD

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I wanna mess with this as little as possible. Thanks a lot though.

ivory magnet
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πŸ‘

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i'd definitely recommend dropping zombie there a DM before you go. he's fairly busy but creating what's effectively an ESP should be fairly trivial for him

modern rampart
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ok. I tend to talk a lot and have a large inclination to being self-centred, so when I join a new community, specially if it's a big one like this, I try to be really really careful not to start getting on everyone's face. But since you said it, I will try that. xD

honest stag
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about the game versions at the same time - they are already there

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you just select which one to launch when starting

modern rampart
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oh, but it updated when I changed the first time. I guess it just keeps both downloaded?

honest stag
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there's a separate folder for the sdk version

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yeah

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so i guess it just downloads the entire sdk build separately

ivory magnet
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well this server's regulars are mostly 20-30 something yr old shitposters so they'll let you know real quick if you get on their nerves lol

honest stag
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i dont think any dusk mod guy here will get upset at you though so feel free to shoot anythin

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there's new people coming in all the time asking the same stuff y'know

modern rampart
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omg. Downloading the SDK reset my settings :\ That wasn't great, but I'll live.

honest stag
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oh yeah that happens lol

ancient depot
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Yeah the SDK exists in a separate folder but also includes a regular build of the game, which I guess must accidentally include a config

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So it overwrites what's already there

honest stag
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going into the dusk folder (not the sdk version) allowed me to launch dusk with the .exe and it had all my old settings @modern rampart

modern rampart
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I already changed them back, but thanks. xD

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Not sure what my weapon size was, but I'm not super bothered by that one.

modern rampart
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For the record, I tried the transparency approach. It... only works slightly. Most textures, it ignores the transparency when drawing it ingame. I even tried switching for another one (also transparent) to make sure it was taking it from where I had it, and the texture changed, but not transparent. A few became transparent, but more like completely invisible than see-through. Zombie said he will consider adding a cheat code for this though.

ancient depot
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I already have it mostly implemented

modern rampart
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Are you doing this as a mod to add to the SDK or... how would that work?

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Because if I'm gonna be able to use it today I'm just gonna sit back and relax. xD

ancient depot
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A BepInEx plugin, for the sake of simplicity

modern rampart
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So how would I get to use it?

ancient depot
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copy some files into the game folder

modern rampart
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That definitely looks like what we want.

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Tag me when you finish it then. Thanks a lot man.

ancient depot
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There we go, it now also shows buttons (and it filters them so it only shows shootable ones)

crimson patrol
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Zombie is john carmack 2

ancient depot
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Extract it into the Dusk game folder, then put DuskWallHack.dll in BepInEx/plugins/DuskWallHack (make the folders)

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The cheat is nbwallhack

modern rampart
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Awesome.

ancient depot
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and there's the source code

modern rampart
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I'll let you know when I have it working.

ancient depot
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actually there might be a potential memory leak there since the command buffers aren't being disposed, sec

foggy creek
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are light_enviroments supported?

ancient depot
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@foggy creek Unless those are dynamic lights, it depends on the lighting tool you use to compile your map

modern rampart
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Talk about extreme programming lol.

foggy creek
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I'm just using J.A.C.Ks default compile set up for hl1

ancient depot
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I believe they should work then

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Since that's the territory of the tools, and I think light_environment is a GoldSrc/Source thing

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Er, put the dll in BepInEx/plugins/DuskWallHack, not BepInEx/core/plugins/DuskWallHack

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my bad

modern rampart
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Lol I was just trying that since it wasn't working and I saw the plugins folder

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Still doesn't work on the SDK version. Trying on the normal version (loading)

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Nope, not working.

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Oh I can't post images myself.

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So I've put the BepInEx folder as extracted in the Dusk folder, with sibling folders "base" "config" "defaults" "Dusk_Data" and so on.

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Is that where it should go?

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hmm, log file does say it loaded the plugin

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@ancient depot I'm not sure if you saw this. Any hints on what I could do to understand why it ain't working? It seems to be loading. I'm typing in "nbwallhack" but then nothing happens. I even checked the source code to check I was typing it correctly lol.

ancient depot
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@modern rampart That seems odd, can you send the log?

modern rampart
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On DM.

ancient depot
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For anyone wondering, the issue was that it was being used with the version of the game included on the SDK branch (not the SDK itself)

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Which is super old compared to the version of the game on the main branch

honest stag
ancient depot
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Nah I mean the Steam branches

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The SDK branch includes the SDK (in the SDK folder) and an old non-SDK version of the game

honest stag
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ohhhhhh got it

ancient depot
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I made the DLL for the version of the game on the main branch, so it doesn't work with that old version included with the SDK branch

modern rampart
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Yeah. It's working now

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And it already helped me figure out the shot I was trying to figure out. I was not going to find this one by trial and error, lol.

ancient depot
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Glad it was useful then

long anchor
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zombie saves the speedrunning scene

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awesome

foggy creek
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Are half life's triggers supported as I can't get a Trigger_once to work

honest stag
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it does work

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what're you trying to do specificallyu

foggy creek
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when the trigger is fired a door would open

honest stag
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yeah sounds like it should work

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show the properties of both?

foggy creek
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okay 1 sec

honest stag
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cant really see what they're set to tho

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maybe i can take a look in the .map itself?

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so you dont have to send 100 screenshots

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im just used to trenchbroom showing all the properties with their values at once

foggy creek
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okay 1 sec

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that should work

honest stag
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coords of the door?

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ah

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found it

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hmmmm looks fine to me
odd

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i'll try something real quick

crimson patrol
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Haunted computer?

foggy creek
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It might be that JACK saves it as a VMF ( Source 1 map file.) and when I compile it still works but triggers and stuff might be broken as Source 1 uses different tool textures.

honest stag
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oh hey it works

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i changed the lip value to 8

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it opens up instead of down tho so might want to flip the angle depending on where you want it to go

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but it opens just fine

long anchor
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it opens up instead of down tho so might want to flip the angle depending on where you want it to go
just set lip to -8 instead of 8 lol

honest stag
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doesnt it have a reverse effect of the door barely moving?

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might be totally wrong

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or moving too much

foggy creek
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the other doors work with a lip of -1

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odd

long anchor
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not sure

honest stag
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yeah that is odd
lemme check the other doors actually

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while im in the map

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huh

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yeah they do work

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why did the previous one then---

foggy creek
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maybe the trigger is the problem but idk

honest stag
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the trigger works tho which is like

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why does it work fine for me but not you

foggy creek
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I mean I might have compiled it wrong

honest stag
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ohhh whoops

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yeah you're right

foggy creek
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what compiler do you use?

honest stag
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ericw's

long anchor
foggy creek
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I should probably use that instead of the standard JACK compile tools.

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thanks

honest stag
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yeah that

foggy creek
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is it compatible with hl1?

honest stag
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well i just compiled your map with it soo

long anchor
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it only says quake and hexen 2 so idk

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i messed up the message sorry lol

sharp trail
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@honest stag I disliked office hell btw

honest stag
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lol

long anchor
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the man behind the dislike

honest stag
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there's 2 now

long anchor
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rest in rips

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πŸ˜”

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the question is

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was it worth it

honest stag
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for me office hell was worth every second of the 1 hour i spent making it

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it may be stupid
and so may i

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but i love it to this day

long anchor
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heh heh

drifting mica
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hey there, I'm starting to grasp into Dusk mapmaking and Trenchbroom in general, I've got a couple of unanswered questions if you could help

A) are there any source files for the official levels/.map somewhere, or can they be extracted somehow?
B) can the Entity Browser in the editor be configured to show all the new entities of Dusk? Or should I stick to null entities and rename them every time for now?

I'm under the impression that the sdk is still worked on with a possible Workshop integration, so even if this is common knowledge i figured to ask anyway. Much obligedπŸ‘Œ

crimson patrol
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A) no not yet (I think)
B) there may be a way but idk

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Basically maybe on both

crisp raven
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Like so ☝️

still raptor
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B) would be a lot of work to do yourself, we will eventually release an official one, its just a matter of time

gritty forge
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It's almost 2021 and we still don't have an official fgd 😒

drifting mica
dire spoke
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so ive got a bit of a lighting issue

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this is a func_detail_fence with another structural brush in it

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i think q dude was having issues like this with thier forests?

gritty forge
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Looks different to my forests but the forests definitely caused problems in my map

dire spoke
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my guess is something with the transparent texture maybe

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well making it illusionary works and i can work with that so im going to do

half dust
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How are you doing transparent textures? BigThink pog

honest stag
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there's a wad with em

gritty forge
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best part about making dusk maps?

honest stag
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releasing them

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and details

gritty forge
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oh yeah, releasing them

long anchor
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it's like legos

gritty forge
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i wonder if we'll get sdk update on christmas?

honest stag
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last time the sdk itself came out on christmas

long anchor
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would be a nice chirstmas present

gritty forge
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yeah

long anchor
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is it?

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when's christmas lol

modern rampart
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@ancient depot The wallhack is awesome man. Already found another use of it (other than finding crossbow shots which still remains 1 million times easier with it). In speedrunning 100% we often just run through the entire level aggroing all enemies and herding them to a tight spot where we can mass murder them. But sometimes enemies get stuck in geometry, or try to go the other way around, or take too long to get there. Wallhack helps so much in understanding their movement patterns and doing small modifications to the way we move so that it works better. Like, say, waiting a couple of seconds at a spot for them to go past a corner, or taking a slightly modified turn to change their path finding, etc. It's great.

ancient depot
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I expect to see a new WR soon then yoba

modern rampart
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Well I'm running ILs. I did get a WR on E1M7 yesterday. Though the truth is that routes for 100% runs are not that optimized, so I'm getting WR simply by having better routes. Others are better at actually killing stuff and moving πŸ˜›

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Not uploaded to YT yet.

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But I'm also talking with others about the potential route changes, and others are taking up on some of them. So yeah, we're working on it πŸ˜›

crimson patrol
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Cant wait to be able to mod the cut weapons in

cunning fulcrum
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He he dusk dude go hup hup hup

long anchor
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He he dusk dude go hup hup hup
reminded me of a meme i made in 2019:

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EPIC HUP HUP

gritty forge
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chad duskdude

  • starts game with 200 health
  • rips sickles out of his back, doesn't care & immediately ready to kick cultist ass
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All the Newblood protags are chads

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I think

cunning fulcrum
gritty forge
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why the fuck did they make the complex brush tool in trenchbroom so awful

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can't modify points after placing them
putting down points is a pain in the ass, putting them down accurately is impossible
the only thing this is good for is weird shapes quickly & an alternative to extruding

foggy creek
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just use click drag to make boxes and use the vertex tool.

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Also does Dusk have a full bright command?

dire spoke
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i think you can get around the same effect by putting 400 in the light key of worldspawn?

gritty forge
broken ridge
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is support for func_train entities in quake maps implemented?

ancient depot
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Not yet

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Er, sort of

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I was thinking of tracktrain

still raptor
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I think our support for func_train needed to be reevaluated due to precision issues last I looked at it

crimson patrol
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How do you use func door rotating

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❔

honest stag
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lemme find the message

ancient depot
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At the moment you need to use Half-Life oriented tools in order to use func_door_rotating without pain

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This isn't really an issue with Dusk specifically, but we have a solution coming for it when you're working with TrenchBroom

honest stag
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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 dolr goes
You can also add a "speed" property for obvious things @crimson patrol

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if that makes any sense at all

crimson patrol
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Yeah I'm not using that

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Actually

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Might use that

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Is it like that hallway of spinning stuff in e2m4

glacial mural
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Is there any way to load original campaing dusk maps? TrenchBroom just don't see them

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Or files located in DUSK_data and named levels - isn't actually levels?

still raptor
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not currently no

ancient depot
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The campaign maps weren't made in TrenchBroom

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They're not even made of brushes

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So there's no direct conversion to a .map file, and it's likely impossible to automatically generate a nice one

glacial mural
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Aw :c

alpine depot
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make them from scratch 😎 ez

sharp trail
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No aqua. We don't all just have God-Like mapping skills.

alpine depot
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pssht, just like, map better

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ez

crisp raven
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^ Actual footage of Kreuzer making music

sharp trail
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urgency to post a fitting gif always results in picking a shitty gif

sharp trail
crisp raven
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My bitch 😘

sharp trail
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duel me on temple then

crisp raven
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Ok

sharp trail
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not rn tho. Like in 2 hours

crisp raven
sharp trail
crisp raven
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Mods ban him plz

sharp trail
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:(

nocturne mist
glacial mural
dire spoke
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Most of the stuff in the campaign you can do with entities and triggers

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But stuff like the floor wobbling texture in e3m9 and some escher lab stuff isn't doable yet(?)

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Speaking of escher labs it kinda broke when I loaded it up in the sdk version

alpine depot
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yeah campaign support is janky currently

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not meant for campaign playthroughs yet but it's there and it's playable so fuck it right lmao

dire spoke
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ill take it as a feature

long anchor
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Speaking of escher labs it kinda broke when I loaded it up in the sdk version
OH YEAH

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shooting some walls makes the map transform to after-drug version

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heh heh

ancient depot
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Yeah escher labs is quite broken

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Triggers in general in the campaign maps are kinda borked

dire spoke
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is there any particular reason why or is this related to probuilder kinda breaking

ancient depot
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It's related to the fact that the current version of the SDK is a tumor

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It's built on top of the game instead of being more closely integrated with it

long anchor
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Triggers in general in the campaign maps are kinda borked
is it going to be as broken after rewriting or you have some kind of solution in mind?

ancient depot
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The maps are going to be externalised into a custom format similar to BSP

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So they won't be broken anymore

long anchor
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does this mean we're going to use this similar format for custom maps too?

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or it's like

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only campaign related

ancient depot
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Only campaign related

long anchor
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πŸ‘

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yet again, zom saves the day

alpine depot
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zombie is just john carmack

still raptor
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all of escher labs is doable in tb

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the wobbling textures are definitely something we can do quite easily, but ONLY the ones that are in dusk

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custom shaders are a completely different ball game

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and is a real rabbit hole

crimson patrol
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Umm what about the gravity flip thing

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Maybe if you want it in trenchbroom it rapidly teleports you from slightly flipped copies of the level to look like you're switching direction

bold orbit
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Zom Carmack

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doesn't the gravity flip just change the orientation of the entire level geometry as opposed to changing the player

alpine depot
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wouldn't that affect pickups and enemies since they're affected by gravity

bold orbit
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Yes

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As it was in the original level

gritty forge
sharp trail
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oooh

sharp trail
gritty forge
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every map will have a dick hidden in it somewhere

sharp trail
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duck* don't be vulgar

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aww man

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i would like to create some brush art that reoccours in different maps kinda like that weird Maria statue that occours in some q1 maps.

gritty forge
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or you can get lazy & plop down the dusk cult symbol everywhere 😎

tepid python
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bruh

drowsy dirge
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pen15 club

crimson patrol
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Haha benis

honest stag
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BENIS :DDDDDDDDDDDDDDDDDDD

gritty forge
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PAINISINIAINIS

drowsy dirge
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when did Benis overtake pen15

honest stag
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i will stand by benis untill the day i die

gritty forge
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Painis wins

long anchor
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pebnis jam when

sharp trail
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victory by penis

rare merlin
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pennor

gritty forge
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penkis

dire spoke
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so im having issues with water brushes

crimson patrol
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Break up with water brushes

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It's not worth it man

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In all seriousness send a screenshot so we can see what is wrong

dire spoke
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i mean, i probably could lol its just like

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this is all of the water brushes ive got goin on

crimson patrol
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Uhhh

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Wait what

dire spoke
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i can honestly just, get away with using one biiig brush probably

crimson patrol
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I guess Lower the brush down

dire spoke
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yeah i was also thinking i could do a wonky illusory brush to cover where the water should be

crimson patrol
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Yeah do that

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Dusk mods is all about janky workarounds

dire spoke
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alright so its really inconsistent but it seems to be a rule that it kinda just rounds up to the 64 unit grid?

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also fun fact i learned today: you can kinda bhop on deep water

honest stag
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water is kinda weird? somehwat?

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try making it a func_water

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i remember it working a long time ago

dire spoke
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ehhh it was a func water

honest stag
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You can have the water without func_water too

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so maybe try without?

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just applying a * - marked texture should do the trick

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hopefully

dire spoke
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mmm i dont have one of those, im using the dusk and dusktransparent wads

honest stag
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lemme find the quake wad for ya

dire spoke
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oooh is it just in the quake wad?

honest stag
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yeah i use em all the time

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some variation in the water textures too

dire spoke
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ah i was wondering where something like this would be in the steam install

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bc i was looking for it way back but ig you had to rip it out of the pak files or sumthin

honest stag
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nah i got it from quaddicted

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the huge wad collection they have over there

dire spoke
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ooooh i see i see

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wait so dont make them func_water but just apply the texture?

honest stag
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yeah just have em be worldspawn

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i dont know if there's any actual difference between func_water and just applyin a water texture but hey

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could try cuz it works for me

dire spoke
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yooo it works and it looks a looot better

ancient depot
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There is a difference yeah

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func_water is like a full water volume

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but atm it doesn't apply the water ripple effect

dire spoke
#

thanks a lot vrisk

honest stag
#

np mang

long ledge
#

Is it possible to mod multiplayer maps so they work as and endless maps

honest stag
#

we cant use the official stuff yet

long ledge
#

Okay thanks

spare haven
#

Has anyone found a way to edit weapon damage yet?

honest stag
#

not possible yet

#

can tweak enemy health in custom maps however

spare haven
#

how do I do that?

last talon
#

you have to create a map and add in enemies that have lowered health afaik

honest stag
#

or get the .map file from the map's creator

#

note - CUSTOM maps

#

official ones cant be tinkered with

#

in the custom maps you can add a "health" property to enemies which dictates how much health will they have

ancient depot
#

For maps that have already been compiled you can extract the .ent file and edit that too

#

But yeah, official maps are a bit of a complex problem

#

At the very least you'll be able to edit entity placements soon

#

But actual map geometry probably won't be doable for a while

alpine depot
#

@ancient depot yo, the normal Dusk.exe, not the SDK version, crashes for me whenever I try and boot it up- I figure it's because I'm on the SDK branch, but I really don't plan on switching branches whenever I feel like replaying dusk lol

unless the issue itself stems from the fact that i'm on the SDK branch for whatever reason or something, i dunno lol

ancient depot
#

I figure it's because I'm on the SDK branch
Most likely. The non-SDK build included on the SDK branch is super old and we probably shouldn't have included it at all

alpine depot
#

ah hell

ancient depot
#

It doesn't get tested and was only included as a convenience

#

We'll probably remove it at some point, it does nothing but bloat the branch and cause problems

honest stag
#

get the gog version :^)

alpine depot
#

lol

#

i just wanna replay the campaign :(

#

i'd hope that my SDK files would be intact if i switched branches

ancient depot
#

The SDK folder should remain, yeah

honest stag
#

i'd back it up anyway

alpine depot
#

yeaahhhh

ancient depot
#

Yeah just cut & paste it somewhere beforehand

alpine depot
#

i'm too lazy to switch branches anyways

#

pfft i'll just remake dusk entirely, free extra copy of dusk and even MORE janky hell yeah

honest stag
#

that would actually be kinda funny to do

#

like a budget custom version of dusk

alpine depot
#

budget dusk 2: budget harder

dire spoke
#

FreeDusk

long anchor
#

cough cough there was a mapping challenge called Half-Life: Abridged https://www.runthinkshootlive.com/posts/half-life-abridged/

`Imagine this: Your friend is too lazy to play Half-Life. They tell you that they’d rather experience the games in an abridged form of some kind. A little annoyed, you walk back to your desk and start creating just that.

Take a chapter from any Half-Life game, and make it WAY smaller. That’s the challenge! Half-Life: Abridged.`

#

Now imagine this but dusk

#

Dusk Abridged

#

hmmmm

#

@honest stag @alpine depot yo people, you wanna do this? 1 person - 1 episode

alpine depot
#

dusk abridged but literally on a bridge

long anchor
#

lmao

alpine depot
#

lol that sounds fun as fuck

#

man all of the half-life modding challenges are so cool

#

they look fun to compete in but i suck at source :(

long anchor
#

also hammer

#

πŸ˜”

#

i tried using it after TB for some garry's mod stuff and i wanted to die

#

anyway

#

i might not have a lot of free time now (that's why i didn't deliver for the jam) but if we do it i can just spend all the free time on it, also we won't have a deadline BIGJOHN

#

oh speaking of jam

#

i should play it lol

alpine depot
#

mmmmm yes

#

lot of fun maps

#

all of them are sick

long anchor
#

also aqua after playing ultrakill your lighting choice became clear for me

alpine depot
#

p u r p l e

#

p l u r p l

long anchor
#

p u p l

alpine depot
#

p

long anchor
long anchor
#

hey can we make enemies shoot/walk faster or something?

#

i'm playing the jam and for me it looks like some enemies walk and/or shoot faster

#

is it me having a stroke?

alpine depot
#

yeah probably just you

#

are you playing on cero miedo lol

long anchor
#

i mean

#

no, i'm not

#

i did play all the custom level on cero miedo, but now, since i forgot how to play dusk, i play on i can take it

#

it's really strange

#

another question

#

is it me or now when you shoot any flying enemy it flies all across the map?

alpine depot
#

yeah that

#

taht's a known bug

long anchor
#

lol

#

kay

bold orbit
#

Place your bets

alpine depot
#

super annoying lol

bold orbit
#

what's gonna be the first DUSK total conversion?

alpine depot
#

dibs

#

half-life 2 in dusk 😎

#

i think the next update will be a massive step forward for stuff like that

#

very excited

glacial mural
#

Aw, i can't upload an image

#

Anyway, in some steam discussion user asked for dusk models, and dev said they are in this discord. But where are they exactly?

gritty forge
dire spoke
#

yooo you switched letters

#

and if you want the dusk models, theyre in the SDK in IQM format

glacial mural
#

FOund them, thx

dire spoke
#

theres a few converters out there for using them in something like blender but the one that worked best for me was some universal converter thing

#

this one

long anchor
crimson patrol
#

Mappe jamme

long anchor
bold orbit
#

T-POSE IT'S THE WAY IT GOES

long anchor
#

I figured why i felt that there's something wrong with enemy speed: some animations are still slightly off. some of them are faster, some of them are slower, some enemies are still t-posing

#

Alright, I finished the jam. Holy shit, that was great

#

too bad i couldn't make the map it in time

#

πŸ˜”

gritty forge
honest stag
#

in fact, i already made a channel for it in the secret server

#

so it's happenin

gritty forge
#

ewhwbwbh

#

where is the secret server

#

i wanna help on the abridged episodes if it happens

honest stag
#

it's secret, that's the point

#

dont uh think too much about it we just gathered up a year ago since we started mapping when the sdk released and just kinda help each other out there

gritty forge
#

that's doing literally the opposite now i just want in more

merry flare
#

Do gameplay mod's exist for Dusk just asking

honest stag
#

only custom maps for now

merry flare
#

shitt

#

I wish we could have gameplay mods lol probably not happening though until 20 or 10 years from now.

honest stag
#

nah it's nothin like that

#

the sdk is still being developed, it's not like they gave us custom maps and stopped

merry flare
#

Oh shit thought it was like ultrakill where we would have to do it lol.

#

But anyways. I will give us a couple of ideas for gameplay mods.

#

Wait if there are ways to mod the models and such I wanna know because then we could do DuuD and ksud

gritty forge
#

i hope complete sdk's modding will be as easy as modding for doom

#

that'd be pog

merry flare
#

Yeah

gritty forge
#

easier said then done though πŸ˜”

merry flare
#

But anyways

dire spoke
#

i think they were saying its gonna be C# based?

merry flare
#

We could make nuts in dusk

dire spoke
#

already done

merry flare
#

nice

#

I am really hoping we can mod the models and textures

#

We probably can

dire spoke
#

already can, sort of

gritty forge
#

custom textures & models in maps is already done, kind of

merry flare
#

Then it's time to make duud

honest stag
#

can replace enemy models and all the textures

merry flare
#

DooD but more 3d

honest stag
#

cant use custom models in maps and replace weapon models iirc

gritty forge
#

oh

merry flare
#

But

#

We can recreate the maps

#

Or make new ones

#

Like just mirror the map on one side

honest stag
#

by "cant use custom models in maps" i mean placing models there

#

not replacing enemy models

dire spoke
#

create ultra realistic dusk like that one doom source port that just looks kinda :/

merry flare
#

Yeah that's what I was planning to do

#

Anyways

#

What about kusd?

#

Dusk but reversed would be a wtf moment

dire spoke
#

mirror mode?

gritty forge
#

Dusk but covered in piss

merry flare
#

idk what a reshade is bc I have no idea how to mod. But I am here to just see how the community mod's.

gritty forge
#

general post processing for games

merry flare
#

Wait what if we made dusk but it's just a shitpost

gritty forge
#

put leons face as most of the textures

dire spoke
#

dusk human revolution

merry flare
#

Ideas for mods.
Dusk but it's just hotline miami maps

#

Dusk but it's just like DooD

#

What else? I got an idea. Dusk but it's so cursed nobody play's the mod

gritty forge
honest stag
#

write em down and make em when the time comes

foggy creek
#

does anyone know what value I need to add to a jump pad to make it work?

honest stag
#

"amount"

#

it's either a decimal with a <1 value or something that should be kept in the range of 1-10

#

try it out

foggy creek
#

okay thanks

ancient depot
#

I'm afraid of making the breaking change of "fixing" that

#

So that it uses Quake units

honest stag
#

aqua will have a breakdown if you "fix" it
is there an option of keeping both variants?

ancient depot
#

Yeah, we could add another property I guess

#

alternatively we can write a tool to patch a map

honest stag
#

most map makers probably dont care anymore so they will just kinda be unplayable unless someone fixes it manually?

ancient depot
#

I wonder if we can upload updates for mods as admins on the mod.io site

#

Assuming people would be okay with that (we'd have to ask on an individual basis)

honest stag
#

delete the big chungus mod

ancient depot
#

lmao

honest stag
#

you have my permission

ancient depot
#

oh that reminds me

#

The current version of the upcoming patch can load source bsp* (heavy emphasis on the asterisk)

gritty forge
#

Make every mod jusk

ancient depot
#

as in it'll load, but only entities will spawn, no geometry picardy

honest stag
#

bruh

gritty forge
#

Gaming

ancient depot
#

Basically, out of the 64 lumps present in Source BSP, it will attempt to load lumps that are identical to lumps supported in other formats

#

And it just so happens that enough stuff is identical between Source BSP and other stuff that it can load in, just without... you know, the actual interesting part

honest stag
#

lemme just google "lumps" real quick

ancient depot
#

quite literally a "lump" of data

honest stag
ancient depot
#

I'm pretty sure if I added support for one of Source's unique lumps, it would actually load

gritty forge
#

jump pad has an amount key?

alpine depot
#

yup

honest stag
#

it's how it works

alpine depot
#

For Nowℒ️

crimson patrol
#

Where is mashed potato

drowsy dirge
#

πŸ₯” πŸ”¨

honest stag
#

aw man

#

mashedpotato will one day return from his slumber and crush everyone by somehow making a huge insane map in like 6 days

#

like he did before

crimson patrol
#

Bet its someone's alt

honest stag
#

he published his map in january and that's it

crimson patrol
#

Mystery

long anchor
#

πŸ˜”

#

I hope dude's fine

bold orbit
#

Map scaling wen

foggy creek
gritty forge
#

why does my screen partially flash into black when loading custom BSP's from trenchbroom into dusk?

#

like

#

I get small horizontal "strips" of black across the screen

gritty forge
#

also how am I supposed to get objects such as barrels, gas cans, SOAP and cars etc

#

Ive never made a map for dusk

#

Can you spawn bosses?

#

Probably not for the big scripted ones at least

alpine depot
#

yeah you can spawn bosses

#

big john, mama, guardian, intoxigator, one as many

#

even jakob but he's hardcoded to stay at 200 hp

#

so he's not very useful currently

gritty forge
#

theres no advanced scripting yet, is there?

alpine depot
#

nope

#

can do textures, models and maps for now though so thats cool

honest stag
#

but soon maybe

alpine depot
#

only enemy models

#

not weapon models

#

but soon OH GOD PLEASE AGH

gritty forge
#

piss

honest stag
#

and can change enemy health in custom maps

#

that's it

tepid python
#

when's the modio getting more tags for mods

honest stag
#

which ones do you need

gritty forge
#

Gentlemen

#

Show me your finalized maps

#

NAO

honest stag
#

get the map jam pack for a bunch

gritty forge
#

link fam? pl0x

honest stag
#

1 moment
in fact i participated so yeah even more incentive for me to shill it

gritty forge
#

ez thx

honest stag
gritty forge
#

ohh shit son

#

i'll be checking and playing

honest stag
#

nice, drop some feedback in the comments

gritty forge
#

which one did u make

honest stag
#

heaven and hell

gritty forge
#

fuck thumbnail

#

big improvement

honest stag
#

the one with a red portal

gritty forge
#

last time i was here months and months ago

#

lol

honest stag
#

yeah i do remember you

gritty forge
#

where do i drop map files

#

dusk_data?

honest stag
#

dusk-sdk-mnt-local

#

just drop the folder there (not the archive)

gritty forge
#

oh thats right i rem now

#

thx

#

how do I get stuff like barrels and soap (throwable objects) aswell as trees etc?

honest stag
#

there are different props and objects present in the entities.txt file in pinned messages

gritty forge
#

;o

#

o

honest stag
#

place any entity and rename it to anything from that list

#

alternatively you can get a .fgd file that has all these things preset and availible from the "entity" tab to be dragged and dropped into the map

#

i never used it myself though

gritty forge
#

yeah that would be preferrable

#

as I'm used to quake mapping

#

but this will do for now

honest stag
#

i can link the fgd

#

1 sec

gritty forge
#

oh nice

honest stag
#

the first one works for sure

gritty forge
#

any differences?

honest stag
#

i think either 2 or 3 is for hammer/jack

#

and 2 is waaay older

#

made a different person

#

by a*

gritty forge
#

nice it works!

#

thanks!

#

is there any way to have the object models render in?

#

rn it's just boxes

honest stag
#

which one did you use

gritty forge
#

first

honest stag
#

i think dusk_qmdl should be using quake models

gritty forge
#

it's like this with my other fgd's aswell

honest stag
#

not sure about the 3rd tho

gritty forge
#

meh might try it out later

#

this works

#

:p

#

good map vriska

#

dusk_snf uses quake models too

#

i wish i had the boxes instead

honest stag
#

thx

gritty forge
#

oh your playing the map jam?

#

stay away from disregard then, awful map

#

could be longer is my only complaint

#

ya i am and why

honest stag
#

10 day deadline will do that to ya

gritty forge
#

00f

#

thats good

gritty forge
#

lol disregard 4mb

#

yes, awful map 0/10

#

so below trippyy

#

that was a good map

#

you still can't make fog effects in your maps right?

#

and is it possible to have ambient music?

crisp raven
#

Ambient music, yes. Fog, no

gritty forge
#

how does one add music?

honest stag
#

add a worldspawn property "music"

#

then place a "music" folder in your mod folder

gritty forge
#

ah then reference it

#

got it

honest stag
#

and put the track in there
format should bee uhh
.wav,.ogg.flac

gritty forge
#

okay

#

good to know that

#

hahah

honest stag
#

.wav works for sure dont know about others

gritty forge
#

that saves me time

honest stag
#

.flac should too

gritty forge
#

since I always use mp3

gritty forge
#

is .png a supported format for skyboxes?

honest stag
#

pretty sure yeah

gritty forge
#

hmm weird

#

skyboxes refuse to work for me

honest stag
#

they arent made the same way as quake

#

1 sec i'll find the copypaste message

gritty forge
#

yea I saw that you need like 6 worldspawn properties

honest stag
#

you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously

#

oh oops

gritty forge
#

yea I used that

#

and all I got was stars on front and back

#

wait

#

im dumb

#

been writing skybox_left instead of sky

#

wow

honest stag
#

also i think left and right might be switched?

#

or some sides at least

#

some testing should fix it

#

on your side that is lol

gritty forge
#

yea

#

I'm so confused

#

as to why the streetlight model wont rotate

#

when everything else does

honest stag
#

odd it should be fine

gritty forge
#

idk

#

Anyway

#

starting to get my first map in shape

#

it’s like, the dusk town map except it’s night time and a bit more creepy I guess? I want to make it relatively big too

honest stag
#

oh niiice
i'd go for a more classic e1 map with a spook theme

gritty forge
#

Also has the ”embrace the darkness” song in the background so it’s kinda creepy ngl

honest stag
#

sounds awesome

gritty forge
#

I’m going for an industrial ghost town sort of vibe

#

Normally I’m a sucker for making occult things with blood and churches and stuff

#

wanted to try something new this time

alpine depot
#

yooo sounds sick dude

alpine depot
#

lol

gritty forge
#

Hahaha

alpine depot
#

GET OUT OF HERE STALKER

gritty forge
#

so russia?
@honest stag Speaking about the industrial map or the blood church things?

honest stag
#

industrial

gritty forge
#

Okay haha

#

december requires you add a christmas tree to it

#

would’ve been confused otherwise

#

But

#

christmas != creepy

honest stag
#

who said it cant be

#

santa's goin on a rampage and all

gritty forge
#

I also wanna make a snowy forest kinda map

#

With log cabins and shit

#

I havent been able to play many dusk custom maps because of how the sdk is still unfinished and has worse performance than the base game

honest stag
#

oh hell yeah

gritty forge
#

And my laptop is low end for 2009

honest stag
#

what maps have you tried? i may recommend some really short ones

gritty forge
#

Oof

honest stag
#

that should perform well

gritty forge
#

That didnt perform well

honest stag
#

oh that one is one of the biggest ones

#

maybe the biggest

gritty forge
#

There’s nothing better than 165hz DUSK speedrunning

honest stag
#

even my laptop chugged a but

#

hey imma link you some small-ish maps

#

try them

gritty forge
#

Okay there are plenty things better but whatevs

honest stag
gritty forge
#

God damn I want fog effects

#

I want them now

#

!!!

honest stag
gritty forge
#

I would normally expect the tools to be better by now but zombie says there have been a lot of technical issues

honest stag
#

now i can get more but this stuff is just so you can see if even tiny maps will perform bad

gritty forge
#

K thanks

#

my fat cat is sitting in my couch like a human would

still raptor
#

i wouldnt call them issues

#

theres just a lot of work to do

ancient depot
#

yeah

foggy creek
#

I can't get trigger_teleports to work for some reason

crimson patrol
#

You did set destinations right

foggy creek
#

yeah

#

they are set off with a multi_manager

crimson patrol
#

Id suggest setting them individually

#

Otherwise it gets weird

foggy creek
#

They each have a individual destination but they are all under the same name could that cause issues?

crimson patrol
#

That might be why

#

Wait, did you give the teleports targetnames

#

Or targets

foggy creek
#

the teleports have target names and the teleporters are targeted at the destinations

crimson patrol
#

What has the same name?

foggy creek
#

I'll see if giving the triggers different names works

crimson patrol
#

Yeah

foggy creek
#

Also I remember seeing something about how a func_breakable could be used to create the teleport effect and noise

crimson patrol
#

I have never used func breakable

#

So idk

foggy creek
#

yeah I just compiled with different names and it didn't work I think it's my compiler that's the problem

foggy creek
#

I compiled with Ericw's tools and still no dice idk what I can do.

gritty forge
#

how do I get textures like the fence texture to be transparent?

#

where the black parts are

foggy creek
#

depends on if you're making hl1 style maps or quake maps

gritty forge
#

quake

#

with trenchbroom

merry flare
#

Any good mod's?

#

Because I just got dusk yesterday

gritty forge
#

play the base game first

crimson patrol
#

You need a different wad with transparent textures

gritty forge
#

awh

#

you sure?

crimson patrol
#

If u go on discord search bar and search up transparent textures

#

You can find the wad

gritty forge
#

is there any clip/fully transparent texture wad somewhere?

#

I kinda need it since I don't want to use skybox textures as I have structures in the background

crimson patrol
#

Clip? You can have clip brushes which are invisible

gritty forge
#

yea but what texture do I use

#

or is it some sort of function

#

nvm

#

func clip exists

#

lol

gritty forge
#

what's the name of that wood looking door texture for key doors and endings etc

#

can't find it in dusk.wad

#

same for the texture that the key color pillars have next to the doors

dire spoke
#

theyre recolored in-engine iirc

gritty forge
#

the colored versions aren't included, it's just a grayscale texture

#

dusk_aligned.wad has the colored versions but they're really bright for no reason

#

okay

#

what abt the door texture

crisp raven
#

Door texture? For locked doors it's metal_panel2 for a door like for a house it's just called door

gritty forge
#

I'm talking about the ones you see in the end of levels

#

the wooden one

#

o nvm

#

it's metal panel

#

always looked like wood to me lol

crisp raven
#

True

foggy creek
crisp raven
#

Looking for playtesters. Let me know if you're interested

alpine depot
#

you know im down 😎

sharp trail
#

@crisp raven

gritty forge
#

is there any way to place particles like the flies and the green electricity etc?

honest stag
#

nope

gritty forge
#

aw man

#

that + fog

#

when

#

wheN

honest stag
#

eventually

ancient depot
#

We'll likely add a func_particle entity soon

gritty forge
#

pog

alpine depot
#

particle pog

#

god particles would add so much atmospherer

#

also fog but particles are cooler

honest stag
#

fog>particles imo

alpine depot
#

i respect your opinion but you are viscerally wrong.

#

viscera(fest)lly wrong

honest stag
#

why yes i'd love to play silent hill with flies but no fog

alpine depot
#

silent hill's fog was to cover up the garbage render distance, the fog was simply a lie

#

i think anyways i watched one youtube vid years ago so idk

honest stag
#

but turned out to be the best part of the atmosphere

alpine depot
#

never played silent hill because it sounds BORING like goooood why would you want to play on a hill that's silent lmao

honest stag
#

even veven and poolboy played it

#

give in

ancient depot
#

fog currently isn't in mostly because we want it compatible with quake fog

#

so it needs a bit of work

alpine depot
#

oh i wonder

#

considering the black magic you did with gloomwood's baked lighting system, is that also going to be a big step for light styles as well?

ancient depot
#

yes

alpine depot
#

pog

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shit i just remembered i bought thief gold on a whim because of gloomwood and civvie and i never installed it

gritty forge
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what the fuck is a civvie

honest stag
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didnt like it much tbh
got to the zombie mine level and that was it

alpine depot
honest stag
#

there is some sort of a must-have unofficial patch to it btw

alpine depot
#

i spent one dollar on this game so im gonna get my one motherfucking dollar's worth mark my words

honest stag
#

check the steam guides

ancient depot
#

Thief 2 is a significantly better game imo

alpine depot
#

im too poor for that now :(

honest stag
#

there's a winter sale real soon

alpine depot
#

jedse i hav no money for fuckig steem sails :((((

honest stag
#

i'll send you a tf2 key so you can sell it for 2.50

alpine depot
#

ill probably just sell all of my cards lol

honest stag
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that's what i do cuz i cant buy anyone outside of russia games

alpine depot
#

made a fair few bucks off of the cards lol

long anchor
#

the most fun i had is when i was in school/hospital/whenever

#

not much space to dodge, puzzles to solve...

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u know

long anchor
#

I wonder when sfx thingy will be added

gritty forge
#

agreed with vriska

#

particles enhance the environment but fog enhances the whole atmosphere

#

so I'd rather get fog

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though I'd rather have both

gritty forge
#

how would one add sounds to doors opening?

#

I know how it's done but idk the correct keys

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and sound id's/names

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I'd want the traditional squeaky door opening sound from the original maps

honest stag
#

that doesnt work yet

#

sad i know

gritty forge
#

wow really

honest stag
#

yeah unfourtunate

#

but hey even this iteration of the sdk is a big deal compared to what it was like a year ago

#

we didnt have custom skyboxes, colored lighting and actually lighting itself was quite fucked
also i remember odd things with trying to rotate objects

#

in fact my old map is still broken cuz i havent gotten around to fixing all the entities that are rotated the wrong way

long anchor
#

also i remember odd things with trying to rotate objects
euler moment

honest stag
#

lmao

long anchor
honest stag
#

oh wow i remember when un-lit objects had their uv maps flipped

#

for SOME reason

long anchor
#

heh

#

sdk is fun

ancient depot
#

lmao

#

euler is a good example of why I now prefer to give features a bit more design time lol

gritty forge
#

just had a super fucking cool idea

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for my map

drowsy dirge
gritty forge
#

I'm gonna use the chomper texture as a wall that chases you down in the underground part of my map

#

since it's a dark and sort of horror based city

#

like

#

in a tunnel right before the end you'll get chased by it

honest stag
#

ah the classic gmod horror map spook

crimson patrol
#

Spooke

gritty forge
solar berry
#

Been awhile since I last chatted here, but can anyone teach me about how to make skyboxes within Trenchbroom

gritty forge
#

keys on worldspawn

crimson patrol
#

Box

gritty forge
#

sky_left and sky_right are opposite & even then you may get some jankiness

#

speaking of jank handguns in perfect harmony is still on the bench i cant get the fucking lighting to work

#

πŸ˜”

#

okay

#

damn

#

this monster wall idea was really good

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I managed to make it work pretty well

#

I'm super happy abt it haha

gritty forge
#

Is it possible to add song changes mid level?

crisp raven
gritty forge
#

Oh cool!

#

thanks :D

gritty forge
#

super happy with how my map is going

#

done about 20% of it

#

or so

#

20-30%

#

probably

#

at least in terms of actual gameplay

#

but the technical bits and the overall layout plan is pretty much done

crimson patrol
solid yacht
#

peeenor dusk mod in the works yessir

long anchor
#

oh i just realized that in less than a month sdk is going to be 1 year old

honest stag
#

POG

#

in fact dusk is only a couple days from it's birthday

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not sure how many exactly since my timezone is fucked

long anchor
#

yeah same

#

πŸ™

#

high five

honest stag
#

πŸ™

drifting mica
#

having a bit of a problem, was starting texturing my map but most of the dusk.wad ones are greyed out in Trenchbroom and can't be selected. What am I missing?

honest stag
#

did you add another dusk texture wad?

#

try scrolling up and down see if there are any more

#

cuz when a texture is greyed out it means there's another one with the same name

#

added already that is

drifting mica
#

let me check

#

yep, i also had a dusk wad for transparent textures, seems like that was causing itπŸ‘ many thanks

honest stag
#

that one has all the normal textures as well btw so no need for the normal dusk.wad

drifting mica
#

well that's good to know, thanks again!

crisp raven