#dusk-modding
1 messages Β· Page 72 of 1
that's some S tier luck
hey q dude it looks like your fences are casting shadows

the treeline i mean
they're all func_detail_fence
lemme try some things real quiock
also that uh
those light entities give off a TON of light
way too much
625 is fullbright territory
i removed sunlight entirely and added a couple light entites around the areas with problems
to me it looks like the fences are doing this????????
the treeline that is
looks like you used the skip texture on them a bunch
i doubt that would cause anything
it just makes the compiler ignore the face of a brush completely
lemme remove the treeline outright
and bring back the sunlight
i got no clue lol
looks alright aside from the top right part
lighting in that shot kinda looks like a big dong
shoe dusk shoe dusk shoe dusk
shusk
Do dusk gun mods exist?
That functionality isn't in the SDK currently, but it is coming
Wasnt there some weird sword skin mod
You can retexture the guns and change the audio, but that's it currently
when testing a mod do you need to include the wad file in the mod folder?
right now you only need the quake palette file (which is being made not a requirement soon(tm))
or actually wait that might only be a requirement for quake style maps?
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
nvm I got it to work
never had that issue in my experience
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)
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!
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.
oh yeah no game hacks is entirely related to multiplayer
feel free to do whatever you please in single player
Yeah we donβt give a flying fuck about single player lmao
we have texture replacement as part of the sdk, so you could maybe just set them to be semi-transparent?
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
Oh yeah that would probably work.
Didn't think of it
Any hint on what would be the easiest route for me to learn to do that?
check the pins in this channel for documentation
should have all the helpful and relevant info
if you're not messing with other players you can do what you want
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
cant be too careful in times of dmca's and community projects being shut down eh?
esecially if you happen to go the modified dll route
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.
cheating in singleplayer for this purpose is absolutely fine then
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)?
in fact if you ask @ancient depot really nicely he may even be able to help you out a bit
It seems to want to change my installation when I opt in the SDK
you could probably move dusk out of the steamapps folder entirely
we do not use steam's DRM so it'll run from anywhere or even when steam isn't running at all
Ok... I'll think about it. Might be easier to just update back and forth xD
I wanna mess with this as little as possible. Thanks a lot though.
π
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
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
about the game versions at the same time - they are already there
you just select which one to launch when starting
oh, but it updated when I changed the first time. I guess it just keeps both downloaded?
there's a separate folder for the sdk version
yeah
so i guess it just downloads the entire sdk build separately
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
i dont think any dusk mod guy here will get upset at you though so feel free to shoot anythin
there's new people coming in all the time asking the same stuff y'know
omg. Downloading the SDK reset my settings :\ That wasn't great, but I'll live.
oh yeah that happens lol
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
So it overwrites what's already there
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
I already changed them back, but thanks. xD
Not sure what my weapon size was, but I'm not super bothered by that one.
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.
Are you doing this as a mod to add to the SDK or... how would that work?
Because if I'm gonna be able to use it today I'm just gonna sit back and relax. xD
A BepInEx plugin, for the sake of simplicity
So how would I get to use it?
That definitely looks like what we want.
Tag me when you finish it then. Thanks a lot man.
There we go, it now also shows buttons (and it filters them so it only shows shootable ones)
Zombie is john carmack 2
@modern rampart
Download the 64-bit version of BepInEx 5 from here https://github.com/BepInEx/BepInEx/releases
Extract it into the Dusk game folder, then put DuskWallHack.dll in BepInEx/plugins/DuskWallHack (make the folders)
The cheat is nbwallhack
Awesome.
I'll let you know when I have it working.
actually there might be a potential memory leak there since the command buffers aren't being disposed, sec
are light_enviroments supported?
and source
@foggy creek Unless those are dynamic lights, it depends on the lighting tool you use to compile your map
Talk about extreme programming lol.
I'm just using J.A.C.Ks default compile set up for hl1
I believe they should work then
Since that's the territory of the tools, and I think light_environment is a GoldSrc/Source thing
Er, put the dll in BepInEx/plugins/DuskWallHack, not BepInEx/core/plugins/DuskWallHack
my bad
Lol I was just trying that since it wasn't working and I saw the plugins folder
Still doesn't work on the SDK version. Trying on the normal version (loading)
Nope, not working.
Oh I can't post images myself.
So I've put the BepInEx folder as extracted in the Dusk folder, with sibling folders "base" "config" "defaults" "Dusk_Data" and so on.
Is that where it should go?
hmm, log file does say it loaded the plugin
@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.
@modern rampart That seems odd, can you send the log?
On DM.
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)
Which is super old compared to the version of the game on the main branch
Did you send him a new version.
Nah I mean the Steam branches
The SDK branch includes the SDK (in the SDK folder) and an old non-SDK version of the game
ohhhhhh got it
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
Yeah. It's working now
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.
Glad it was useful then
Are half life's triggers supported as I can't get a Trigger_once to work
when the trigger is fired a door would open
cant really see what they're set to tho
maybe i can take a look in the .map itself?
so you dont have to send 100 screenshots
im just used to trenchbroom showing all the properties with their values at once
coords of the door?
ah
found it
hmmmm looks fine to me
odd
i'll try something real quick
Haunted computer?
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.
oh hey it works
i changed the lip value to 8
it opens up instead of down tho so might want to flip the angle depending on where you want it to go
but it opens just fine
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
doesnt it have a reverse effect of the door barely moving?
might be totally wrong
or moving too much
not sure
yeah that is odd
lemme check the other doors actually
while im in the map
huh
yeah they do work
why did the previous one then---
maybe the trigger is the problem but idk
I mean I might have compiled it wrong
what compiler do you use?
ericw's
yeah that
is it compatible with hl1?
well i just compiled your map with it soo
@honest stag I disliked office hell btw
lol
the man behind the dislike
there's 2 now
for me office hell was worth every second of the 1 hour i spent making it
it may be stupid
and so may i
but i love it to this day
heh heh
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 obligedπ
A) No. Not that I know of.
B) You can do that but there also exist unofficial fgd's
Like so βοΈ
B) would be a lot of work to do yourself, we will eventually release an official one, its just a matter of time
It's almost 2021 and we still don't have an official fgd π’
Sweet, thanks a lotπ
so ive got a bit of a lighting issue
this is a func_detail_fence with another structural brush in it
i think q dude was having issues like this with thier forests?
Looks different to my forests but the forests definitely caused problems in my map
my guess is something with the transparent texture maybe
well making it illusionary works and i can work with that so im going to do
How are you doing transparent textures?

there's a wad with em
best part about making dusk maps?
oh yeah, releasing them
it's like legos
last time the sdk itself came out on christmas
would be a nice chirstmas present
yeah
@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.
I expect to see a new WR soon then 
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 π
Not uploaded to YT yet.
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 π
Cant wait to be able to mod the cut weapons in
He he dusk dude go hup hup hup
chad duskdude
- starts game with 200 health
- rips sickles out of his back, doesn't care & immediately ready to kick cultist ass
All the Newblood protags are chads
I think

why the fuck did they make the complex brush tool in trenchbroom so awful
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
just use click drag to make boxes and use the vertex tool.
Also does Dusk have a full bright command?
i think you can get around the same effect by putting 400 in the light key of worldspawn?
The DUSK S.D.K. is now available!
https://store.steampowered.com/app/519860/DUSK/
Friends who are level designers in the industry always emphasize how important a playlist is for work. A lot of them like ambient tracks. So I'm doing a single pass (mistakes and all) of a very long ambient track so you can have your own chill track to create to i...

is support for func_train entities in quake maps implemented?
I think our support for func_train needed to be reevaluated due to precision issues last I looked at it
lemme find the message
At the moment you need to use Half-Life oriented tools in order to use func_door_rotating without pain
This isn't really an issue with Dusk specifically, but we have a solution coming for it when you're working with TrenchBroom
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
if that makes any sense at all
Yeah I'm not using that
Actually
Might use that
Is it like that hallway of spinning stuff in e2m4
Is there any way to load original campaing dusk maps? TrenchBroom just don't see them
Or files located in DUSK_data and named levels - isn't actually levels?
not currently no
The campaign maps weren't made in TrenchBroom
They're not even made of brushes
So there's no direct conversion to a .map file, and it's likely impossible to automatically generate a nice one
Aw :c
make them from scratch π ez
No aqua. We don't all just have God-Like mapping skills.
^ Actual footage of Kreuzer making music
urgency to post a fitting gif always results in picking a shitty gif
Yes i am indeed a bitch
My bitch π
duel me on temple then
Ok
not rn tho. Like in 2 hours
Stop making #dusk-modding the new duskworld
i make every channel #dusk-duskworld-dungeonsofduskworld
Mods ban him plz
:(
No, i wanted to look how those maps done, spawners, secrets e.t.c
Most of the stuff in the campaign you can do with entities and triggers
But stuff like the floor wobbling texture in e3m9 and some escher lab stuff isn't doable yet(?)
Speaking of escher labs it kinda broke when I loaded it up in the sdk version
yeah campaign support is janky currently
not meant for campaign playthroughs yet but it's there and it's playable so fuck it right lmao
ill take it as a feature
Speaking of escher labs it kinda broke when I loaded it up in the sdk version
OH YEAH
shooting some walls makes the map transform to after-drug version
heh heh
Yeah escher labs is quite broken
Triggers in general in the campaign maps are kinda borked
is there any particular reason why or is this related to probuilder kinda breaking
It's related to the fact that the current version of the SDK is a tumor
It's built on top of the game instead of being more closely integrated with it
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?
The maps are going to be externalised into a custom format similar to BSP
So they won't be broken anymore
does this mean we're going to use this similar format for custom maps too?
or it's like
only campaign related
Only campaign related
zombie is just john carmack
all of escher labs is doable in tb
the wobbling textures are definitely something we can do quite easily, but ONLY the ones that are in dusk
custom shaders are a completely different ball game
and is a real rabbit hole
Umm what about the gravity flip thing
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
Zom Carmack
doesn't the gravity flip just change the orientation of the entire level geometry as opposed to changing the player
wouldn't that affect pickups and enemies since they're affected by gravity
time to get to work
oooh
Horny calender
every map will have a dick hidden in it somewhere
duck* don't be vulgar
aww man
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.
or you can get lazy & plop down the dusk cult symbol everywhere π
this
bruh
pen15 club
Haha benis
BENIS :DDDDDDDDDDDDDDDDDDD
PAINISINIAINIS
when did Benis overtake pen15
i will stand by benis untill the day i die
Painis wins
pebnis jam when
victory by penis
pennor
penkis
so im having issues with water brushes
Break up with water brushes
It's not worth it man
In all seriousness send a screenshot so we can see what is wrong
i mean, i probably could lol its just like
this is all of the water brushes ive got goin on
and this is about where i am
aaaand
i can honestly just, get away with using one biiig brush probably
I guess Lower the brush down
yeah i was also thinking i could do a wonky illusory brush to cover where the water should be
alright so its really inconsistent but it seems to be a rule that it kinda just rounds up to the 64 unit grid?
also fun fact i learned today: you can kinda bhop on deep water
water is kinda weird? somehwat?
try making it a func_water
i remember it working a long time ago
ehhh it was a func water
You can have the water without func_water too
so maybe try without?
just applying a * - marked texture should do the trick
hopefully
mmm i dont have one of those, im using the dusk and dusktransparent wads
lemme find the quake wad for ya
oooh is it just in the quake wad?
ah i was wondering where something like this would be in the steam install
bc i was looking for it way back but ig you had to rip it out of the pak files or sumthin
yeah just have em be worldspawn
i dont know if there's any actual difference between func_water and just applyin a water texture but hey
could try cuz it works for me
yooo it works and it looks a looot better
There is a difference yeah
func_water is like a full water volume
but atm it doesn't apply the water ripple effect
thanks a lot vrisk
np mang
Is it possible to mod multiplayer maps so they work as and endless maps
we cant use the official stuff yet
Okay thanks
Has anyone found a way to edit weapon damage yet?
how do I do that?
you have to create a map and add in enemies that have lowered health afaik
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
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
@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
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
ah hell
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
get the gog version :^)
lol
i just wanna replay the campaign :(
i'd hope that my SDK files would be intact if i switched branches
The SDK folder should remain, yeah
i'd back it up anyway
yeaahhhh
Yeah just cut & paste it somewhere beforehand
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
budget dusk 2: budget harder
FreeDusk
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 theyβd 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. Thatβs 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

dusk abridged but literally on a bridge
lmao
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 :(
also hammer
π
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 
oh speaking of jam
i should play it lol
p u p l
p
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?
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?
Place your bets
super annoying lol
what's gonna be the first DUSK total conversion?
dibs
half-life 2 in dusk π
i think the next update will be a massive step forward for stuff like that
very excited
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?
yooo you switched letters
and if you want the dusk models, theyre in the SDK in IQM format
FOund them, thx
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
inb4 we get enough people for map jam 2 lol
Mappe jamme
dear god
T-POSE IT'S THE WAY IT GOES
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
π
yes
i'd be down
ewhwbwbh
where is the secret server
i wanna help on the abridged episodes if it happens

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
that's doing literally the opposite now i just want in more
Do gameplay mod's exist for Dusk just asking
only custom maps for now
shitt
I wish we could have gameplay mods lol probably not happening though until 20 or 10 years from now.
nah it's nothin like that
the sdk is still being developed, it's not like they gave us custom maps and stopped
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
Yeah
easier said then done though π
But anyways
i think they were saying its gonna be C# based?
We could make nuts in dusk
already done
already can, sort of
custom textures & models in maps is already done, kind of
Then it's time to make duud
can replace enemy models and all the textures
DooD but more 3d
cant use custom models in maps and replace weapon models iirc
oh
But
We can recreate the maps
Or make new ones
Like just mirror the map on one side
by "cant use custom models in maps" i mean placing models there
not replacing enemy models
create ultra realistic dusk like that one doom source port that just looks kinda :/
Yeah that's what I was planning to do
Anyways
What about kusd?
Dusk but reversed would be a wtf moment
mirror mode?
reshade
Dusk but covered in piss
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.
general post processing for games
Wait what if we made dusk but it's just a shitpost
put leons face as most of the textures
cant we already do this but with color presets?
dusk human revolution
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

write em down and make em when the time comes
does anyone know what value I need to add to a jump pad to make it work?
"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
okay thanks
I'm afraid of making the breaking change of "fixing" that
So that it uses Quake units
aqua will have a breakdown if you "fix" it
is there an option of keeping both variants?
Yeah, we could add another property I guess
alternatively we can write a tool to patch a map
most map makers probably dont care anymore so they will just kinda be unplayable unless someone fixes it manually?
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)
delete the big chungus mod
lmao
you have my permission
oh that reminds me
The current version of the upcoming patch can load source bsp* (heavy emphasis on the asterisk)
Make every mod jusk
as in it'll load, but only entities will spawn, no geometry 
bruh
Gaming
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
lemme just google "lumps" real quick
quite literally a "lump" of data
ok clicking on that
I'm pretty sure if I added support for one of Source's unique lumps, it would actually load
jump pad has an amount key?
yup
it's how it works
For Nowβ’οΈ
Where is mashed potato
π₯ π¨
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
Bet its someone's alt
he published his map in january and that's it
Mystery
Map scaling wen
Large WAD
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
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
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
theres no advanced scripting yet, is there?
but soon maybe
piss
when's the modio getting more tags for mods
which ones do you need
get the map jam pack for a bunch
link fam? pl0x
1 moment
in fact i participated so yeah even more incentive for me to shill it
ez thx
nice, drop some feedback in the comments
which one did u make
heaven and hell
the one with a red portal
yeah i do remember you
oh thats right i rem now
thx
how do I get stuff like barrels and soap (throwable objects) aswell as trees etc?
there are different props and objects present in the entities.txt file in pinned messages
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
yeah that would be preferrable
as I'm used to quake mapping
but this will do for now
oh nice
any differences?
i think either 2 or 3 is for hammer/jack
and 2 is waaay older
made a different person
by a*
nice it works!
thanks!
is there any way to have the object models render in?
rn it's just boxes
which one did you use
first
i think dusk_qmdl should be using quake models
it's like this with my other fgd's aswell
not sure about the 3rd tho
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
thx
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
10 day deadline will do that to ya
its just fax
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?
Ambient music, yes. Fog, no
how does one add music?
and put the track in there
format should bee uhh
.wav,.ogg.flac
.wav works for sure dont know about others
that saves me time
.flac should too
since I always use mp3
is .png a supported format for skyboxes?
pretty sure yeah
yea I saw that you need like 6 worldspawn properties
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
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
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
yea
I'm so confused
as to why the streetlight model wont rotate
when everything else does
odd it should be fine
idk
Anyway
starting to get my first map in shape
itβs like, the dusk town map except itβs night time and a bit more creepy I guess? I want to make it relatively big too
oh niiice
i'd go for a more classic e1 map with a spook theme
Also has the βembrace the darknessβ song in the background so itβs kinda creepy ngl
sounds awesome
Iβm going for an industrial ghost town sort of vibe
Normally Iβm a sucker for making occult things with blood and churches and stuff
wanted to try something new this time
yooo sounds sick dude
so russia?
lol
Hahaha
GET OUT OF HERE STALKER
so russia?
@honest stag Speaking about the industrial map or the blood church things?
industrial
Okay haha
december requires you add a christmas tree to it
wouldβve been confused otherwise
But
christmas != creepy
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
oh hell yeah
And my laptop is low end for 2009
what maps have you tried? i may recommend some really short ones
Oof
that should perform well
I tried whatever that stalker map was
That didnt perform well
Thereβs nothing better than 165hz DUSK speedrunning
Okay there are plenty things better but whatevs
I would normally expect the tools to be better by now but zombie says there have been a lot of technical issues
now i can get more but this stuff is just so you can see if even tiny maps will perform bad
yeah
I can't get trigger_teleports to work for some reason
You did set destinations right
They each have a individual destination but they are all under the same name could that cause issues?
the teleports have target names and the teleporters are targeted at the destinations
What has the same name?
I'll see if giving the triggers different names works
Yeah
Also I remember seeing something about how a func_breakable could be used to create the teleport effect and noise
yeah I just compiled with different names and it didn't work I think it's my compiler that's the problem
I compiled with Ericw's tools and still no dice idk what I can do.
how do I get textures like the fence texture to be transparent?
where the black parts are
depends on if you're making hl1 style maps or quake maps
play the base game first
You need a different wad with transparent textures
If u go on discord search bar and search up transparent textures
You can find the wad
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
Clip? You can have clip brushes which are invisible
yea but what texture do I use
or is it some sort of function
nvm
func clip exists
lol
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
theyre recolored in-engine iirc
door indicator
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
Door texture? For locked doors it's metal_panel2 for a door like for a house it's just called door
Transparent textures:
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
True
Idk what the exact RGB values of the ingame textures are so I just did them as the full rgb value for each key.
Looking for playtesters. Let me know if you're interested
you know im down π
@crisp raven
is there any way to place particles like the flies and the green electricity etc?
nope
We'll likely add a func_particle entity soon
pog
particle pog
god particles would add so much atmospherer
also fog but particles are cooler
fog>particles imo
why yes i'd love to play silent hill with flies but no fog
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
but turned out to be the best part of the atmosphere
never played silent hill because it sounds BORING like goooood why would you want to play on a hill that's silent lmao
fog currently isn't in mostly because we want it compatible with quake fog
so it needs a bit of work
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?
yes
pog
shit i just remembered i bought thief gold on a whim because of gloomwood and civvie and i never installed it
what the fuck is a civvie
didnt like it much tbh
got to the zombie mine level and that was it
fixed
there is some sort of a must-have unofficial patch to it btw
i spent one dollar on this game so im gonna get my one motherfucking dollar's worth mark my words
check the steam guides
Thief 2 is a significantly better game imo
im too poor for that now :(
there's a winter sale real soon
jedse i hav no money for fuckig steem sails :((((
i'll send you a tf2 key so you can sell it for 2.50
ill probably just sell all of my cards lol
that's what i do cuz i cant buy anyone outside of russia games
made a fair few bucks off of the cards lol
i mean that part when you just walk from A to B in the city was the most boring part ngl
the most fun i had is when i was in school/hospital/whenever
not much space to dodge, puzzles to solve...
u know
oh that's nice
I wonder when sfx thingy will be added

agreed with vriska
particles enhance the environment but fog enhances the whole atmosphere
so I'd rather get fog
though I'd rather have both
how would one add sounds to doors opening?
I know how it's done but idk the correct keys
and sound id's/names
I'd want the traditional squeaky door opening sound from the original maps
wow really
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
also i remember odd things with trying to rotate objects
euler moment
zom on jan 4th be like
zom 14 days later be like
lmao

lmao
euler is a good example of why I now prefer to give features a bit more design time lol
describe it
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
ah the classic gmod horror map spook
Spooke
Been awhile since I last chatted here, but can anyone teach me about how to make skyboxes within Trenchbroom
Box
have a textures folder inside of your sdk mod as well, like so;
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
π
okay
damn
this monster wall idea was really good
I managed to make it work pretty well
I'm super happy abt it haha
Is it possible to add song changes mid level?
Yes, have a trigger_once target a trigger_changemusic (which you have to write up yourself: it isn't part of the list in TB) trigger_changemusic should have a "music" property much like the one used to set the music at the start of the level
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

peeenor dusk mod in the works yessir
oh i just realized that in less than a month sdk is going to be 1 year old
POG
in fact dusk is only a couple days from it's birthday
not sure how many exactly since my timezone is fucked
π
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?
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
let me check
yep, i also had a dusk wad for transparent textures, seems like that was causing itπ many thanks
that one has all the normal textures as well btw so no need for the normal dusk.wad
well that's good to know, thanks again!
The only problem is dusk_transparent.wad is missing the pipe texture for some reason π


