#dusk-modding
1 messages · Page 76 of 1
The official editor kit is still sticking with MDL for better compatibility across editors though
@long anchor here for whenever you're back
that should be it
just need to test the scale and shit
only true fans recognize this
guess im not a true fan 😔
i member
im a scrub that joined on release of the game so im a newbie
but i DO have a question
An old test of Dusk's upcoming custom map functionality, featuring a very-unfinished map I made in J.A.C.K., a Quake map editor. Don't mind the flying doors; was too lazy to put in the right coords at the time. This map is a WIP, hence fullbright and Quake textures; the final map tool will give you all the amenities you need to make Dusk maps, i...
what was this all about
h o w
back in 2018
basically none of the levels in that trailer made it into the game
That was a custom map someone made that we put ingame for them to test I think?
huh cool
Some duskworld maps started out as TB maps
When all hl entities are supported it should be possible to make Terry traps...
yeah but it dosen't have a terry trap
and not pretendiong to be a map
Mystica and I think Fusillade started in TB
They were blocked out in TB anyway
The BSP loader wasn't complete enough back then for them to remain as BSPs
what about the cut office map?
Cut office map?
wasn't there a cut dw map?
Maybe? You'd have to ask Scott about that
scoot stole office from cs
I guess there was
(Recorded 11/14/17) In 2017 I was fortunate enough to participate in a closed beta of DUSKWorld with the devs and in that beta was a map dubbed "Office" that was eventually scrapped for the public release. This is footage I managed to get of that map. Hope you enjoy!
Follow me!
Twitch: https://www.twitch.tv/grizzlyred_
Twitter: https://twitter....
found it
ah right, I remember this
derailed's almost a year old oh god i feel like an old man now
and here i am still not knowing how half of TB works lmao
aerowalk is the true classic
honestly that was so much fun to play
but it wouldnt feel right to ship a map we didnt design
oh man 1 year of sdk really is approaching fast huh
I can export the map and we can put it out somewhere once mp comes
its cursed, not worth it, i could remake it
but yeah, definitely wouldn't include it with the base game
although it natively supports aereowalks many bsp versions so
not even any point lmao
i think i made that map in like an hour
because duskworld had exactly zero test maps that werent a flat plane
I think the map I spent the most time on was untextured mystica
lmao
ah the dog shit 2 maps from all the way back on january 5th
I played that map a ton
as black phillips
hank did good work
should probably return black phillip to the game tbh
hes just sitting there perfectly viable, just not selectable
I want my nargle playermodel
I don't think jakob even existed during the time DW was being developed
there was a very specific reason we didnt allow black phillip however
he did not yeah
oh wow damn
ms paint jakob pls
jakobs model and texture were finished like, mere weeks before the game shipped
Did you ever get round to testing intoxigator in DW?
nah
i did experiment with a skeleton playermodel at one point
but it wasnt happening
he was constructed out of the existing bones, skulls, and ribcages already found in dusk
it just looked awful though
put me in the game :DDDDD
fug :DDDDDDDDDDD
just insert every character from every NB game
v1, Mr. Amid Evil himself, Gloomdoc, etc
yooo smash bros but a shooter
see while the idea of that is nice
"Mr, Amid Evil"
imagine that
what Leon?
its a lot of work
yeah
mostly just joking around
oh wait idea
just make gloomdoc floating hands
ez
i got a better idea
let's make that ourselves
ez
if i was to put leon in the game
it would just be this model with leons face mapped to it
#freex0chitl

swamp level tho 
There's more than E1MS2 that didn't make the cut
Can brush based enities such as func_doors and Func_breakables be moved via a Trigger_telelport?
They shouldn't be able to
Ok so I can use looping doors to make the illusion of a scrolling texture?
You could yeah
Train level here I come
But only because of a quirk that will be patched soon
(func_door is supposed to ignore teleporters)
oh 😦
Proper scrolling textures are coming though
YOOOOOOO
YEAAAAAAAAAAAAAAAAAAAAAAAAAAAA
like I said before, one of the main focuses of the patch is to bring custom maps up to speed with what the campaign can do
i thought they can?
pretty sure?
dunno tbh
Everything should work with transparent textures
dusk extends rendermode to work with everything
which render mode should be used for transparency?
1
also Wendigos that never turn visible.
I believe you can also use transparent instead of 1, but I wouldn't recommend doing that currently
but transparent textures like fences and shit will work by themselves
the names are subject to change right now
ok the names are
Normal, Color, Texture, Glow, Solid, Additive
Equivalent to the range 0 to 5, in that order
They're based on the names used in HL but I'm tempted to change them because using names is a Dusk-specific extension, and those names don't make much sense imo
wouldnt it be cool if i wake up and the update is out haha jk...
im off to bed
veven my man ping me about every issue with scale of those things and i'll fix em when im awake
lmao, g'night
Can we get weather and fog for christmas pls ;-;
Same
gonna be working on a snowy map
so I really want to be able to make something like the place the bone monks get introduced in
the blizzardy ruins area
I'm working on a underground facility in a cave built around a giant metal sphere were the final boss fight takes place. Kinda like the old aperture parts of portal 2.
I wanna use the fog for forced darkness
nice
wait what
gun models too?
woo hoo
alright i'm working on it
first: change all the filenames in fgd file and make sure they all appear correctly in editor
btw pak explorer refuses to add files with name longer than 8 letters so some names had to be shortened
That's odd, I could've sworn Quake paks supported up to 50 characters
Correction, it's 56
by the way
is there any official statement regarding whether dusk is a town or province or what
maybe it's me being me
¯_(ツ)_/¯
also question
it's a town
why there is 4 different intoxigator versions in fgd
that's a good question
intoxigator, intoxigator senior, intoxigator small, intoxigator son
wh-
which ones are actual enemies lol
Intoxigator (Boss)
Son of Intoxigator (Baby)
Son of Intoxigator (Boss)
Not sure what Intoxigator senior is meant to be
The baby intoxigator is in the sewer in the arena where you fight the normal intoxigator
no I mean I know what object it is, I just don't know what it's for
I just made it spawnable because I could
it's probably not even used lol
oh? so it's an actual object that we can spawn?
oh i'll leave it then
in which case I'll likely remove it
oh
oh
correction
there are 5
monster_intoxigator_son_baby, "Intoxigator's Baby Son"
fuckit™
i'm deleting these 2
Smol
Intoxigator (Senior), Intoxigator (Small), Intoxigator, Intoxigator (Son, Baby), Intoxigator (Son)
Intoxigator (Senior) and Intoxigator are seemingly identical
Intoxigator (Small) is just a slightly larger version of the son
you know what would be absolutely sick
a shake trigger
that causes the screen to shake
would be amazing for my tunnel where you get chased by the monster
do we have screen shakes in campaign?
yea
heh heh chainsaw goes brrrrrrrr
some parts
even if we didn't I'd still want it
it's not done yet
does it show rotations properly?
I must've exported it in the pose animation whenever I made the .obj
@long anchor
yeah seems like rotations are fine
hngghh why dude's orange lol
I really wish we had an fgd that showed the models positions properly
would make mapping so much more convenient
speaking specifically of objects like lamp posts etc
actually i think i should specify that i'm not actually "making" it, i'm modifying the fgd file that i had before
would make mapping so much more convenient
speaking specifically of objects like lamp posts etc
oh yeah absolutely
some items don't allow the rotation tool so you have to manually add angles but some objects don't seem to just allow the angle / mangle key but need the "angles" key and it's all a jumbled mess
Is there a set size the buttons for the texture should be or is it kinda relative?
Also I don't think my glass is supposed to look like that.
yeah you can turn it in func_wall and set renderamt to 150
and rendermode to 1 iirc
don't turn the the whole worldspawn in func_wall tho
It's a func_breakable with rendermode set to 1
didn't know the renderamt had to be 150 tho
lol my map is surprisingly speedrunable
I also made sure to allow OOB speedrunning with it
but it takes a bit of wit
didn't make the clip boxes super restrictive
it can be lower, I think it's the opacity
I have 100 now
yea
I felt so clever for finding this inintended OOB path on my map
to speedrun it
did it in 20 sec lol
I did intend for some of it but the main time saving part was unintended
also why doesn't the quick restart key work in SDK?
In SDK levels I think stuff like quicksaves and stuff are bugged that might be why.
also @ancient depot I do believe you're supposed to be able to shoot through illusionary brushes?
Enemies can but the player can't
It's a one way "fuck you" gate
ohhhh right zombiue could you send the prop and ojbect models if you have them?
i could include them in the fgd if possible
oh and pickups too
whoops
tiny guns
dont talk to me or my son ever again
tbh
that boss looks sick
would be cool to see a version with maybe blood instead of fire
would make it look less like a fire pony
alright so the quake boomers didnt respond to me with my issue of tb so i went dirently into the trenchbroom server and asked there
they told me it's the drivers as their best guess
if you scroll way up you can read the entire thing
basically i cant launch any 2020 trenchbroom buidls
is there some way to make teleporters without the teleporter object?
like the ones in quake for example
look up trigger_teleport tutorials by dumptruck_ds
they'll tell you all you need to know
yea I know how teleporters in trenchbroom work
thought dusk had different
or smth
good then my hellish map will be nice
I hope
im done with bigjohn's shit
@ancient depot sorry for the ping but i kinda cant figure this one out
i cant seem to be able to change the offset of a bounding box for enemies
i can change their size just fine, and i see offsets being changed for props and stuff but my changes seemingly do nothing
here's an example
@PointClass base(Monster) size(-64 -64 -24, 64 64 24) offset(100 100 18) studio("progs/bigjohn.mdl") = monster_bigjohn : "Big John" []
the values for the offest are big since im just trying to see if it even works
so uhhh zom you probably dont need to worry about that custom tb build lol
ericW is helping me fix tb right now
what a chad
turns out it was becaise my system user name had non-ascii characters
he gave me a dev build that works
what an absolute CHAD
i cant even recognize tb now
it looks so nice
@honest stag Did you end up figuring out what was up with the bounding box stuff?
@gritty forge Yeah the func_illusionary issues are known, will be patched
nope
i was waiting for veven to come back and he only did now
and he's busy for now
Maybe TrenchBroom doesn't support offset in fgds?
Might be worth checking it in JACK
well that would be odd cuz there's a bunch of lines with offsets in them for props and stuff
Maybe they never worked in the first place
hm i actually didnt check if changing those would make any changes
yeah now that i think about it i should give em a test
also i dont know if you've seen it but
do you have the models for all the pickups/props/objects?
I don't think so
ah shame
i dont mind doing the manual work with em in the name of the fgd
nothing better to do on holidays anyway
ha-ha-ha
oh MY i like some of the stuff i see here
OH WOW
alright tune it down a bit
that's too far
w-
what
ok um
what the fuck is enemy1 and why is it so creepy
oh wait
is that the leatherneck
leatherneck but without leather
enemy1 would be the meat lass probably
there is a separate file for the meatlass and this is the enemy1 guy
oh ok yeah that's just the leatherneck
(the leatherneck replaced the meat lass so that makes sense)
lol
also so i guess there is no way to adjust the bounding box? just centering the model manually and then resizing it to fit?
for tb that is
Yeah I suppose you'll have to do that
I'll need to account for that in the fgd generator too
I think it's an episode 2 thing?
It's a lot more obvious when it has a texture on it
textures/blower.png
ah it's those
got it
car go vroom vroom :)
there is no pickup for mortar ammo?
or am i missing it
in the supported entities that is
ah no
found it
grenadeprojectile/grenadeboxmodel
was talkin about pickup_grenade
pickup_grenade_box
ah
both
ohhhh OHHHH
one's the throwable brick the other is the static object
got it
meathookmodel is unused im guessing???
ah no
e1m1
where are the mage alert sounds I can't find them in the mage folder.
some sounds arent included yet
oh
wow there's a lot of props huh :)
man i can see how making the sdk must be a pain in the ass
cant even imagine the bullshit that gets in the way and im just porting some models
Yeah it's pretty rough at times lol
Thank you for your work zombie san


the first proper alpha version of the fgd with models should be ready tomorrow
if everything goes right
probably yeah
Because it’s just the names of the entities that are relevant right
Not the fgd itself
yea
the fgd provided just has definitions for them
and the .pak file that we're going to slap along with it will provide the models
so the fgd dictates which models to load, what should be in the entity tab and default properties of things, along with bounding boxes
technically you can make an fgd with no models at all
It would be cool if you could add grouped brushes and stuff into the entities tab
or like a custom object tab
But it would be nicer to have a drag and drop for all your maps
Yes
Copy paste?
yea
Sure but it feels not as convenient
I guess grouped obj’s and that works fine though
the first proper alpha version of the fgd with models should be ready tomorrow
if everything goes right
we have to figure out if we can start using it without tb's quake preset
we cant?
most of them yes
they might not be 100% correct but yeah
i sent the pak file in the secret server
also you're reexporting prop models right?
for now yea
cool
ther'es just a lot of em lmao
i'll probably be done only tomorrow
also
i tried loading in the fgd in a generic format and it's failing to load the models
the fgd is fine
somethings tellms me it's the id1 folder
hmmm
maybe if I put my mind to it and work hard today and tomorrow I can be done with my first map by christmas
the crimbo map? it's going but sloooowly
obviously exams are coming up
so im just kinda rushing down homework and stuff
and now fgd work has taken over
i see
the max filename character count is 8 in the fgd right
in pak explorer
prolly yea
idk what kind of restriction this is and i'm too lazy to investigate
doesnt really matter was just interested
hey yo zombie just noticed but
the fireplace just has a single log model?
it's not a singular model?
the entire campfire that is
same with the grenade box model having no grenades inside
iceberg material
@honest stag They're probably modified in Unity after being imported
Which is just another complication with doing this stuff lol
why does this happen
the lighting on entities is like
inconsistent
and goes really bright like this in some areas
hmmm apparently tb has some problems with rotating entities if bbox size numbers are not multiples of 16 OR if the bbox' x z coords don't form a square OR if dividing x or y size (in editor) gives you an odd number
bizarre as hell
actually nvm some still won't rotate properly
jesus christ why it's not working
is it possible that model and it's own alignment screws this up?
I know that some entities require like
mangle and angles keys instead of angle
etc
but
I have no idea abt the technical reasons for that
but I have noticed that too
I think i figured it out: these funny numbers should be respectively equal in modulus
here they are not equal in modulus, therefore shit's fucked
problem is
i can't do both equal funny numbers and accurate bboxes
for some reason
i think it's something to do with models
HmM
also
anyone know if DUSK has any specific order for key colours?
I haven't paid attention to it
Order as in like which one should come first? I don't think it does
yea
I guess it's generally a good practise though
because if players catch on to it it makes the gameplay less confusing
even though DUSK maps aren't very confusing at all
for the most part
yeah also is having lights turning on and off supported?
is there some way to make an invisible door that doesn't turn textures behind it transparent too?
sadly not, I really want to use it to make my button switches go from glowing red to green but we can't rn
Shouldn't you just make the visible faces a transparent texture because I do that and it works.
oh
the non visible faces shouldn't be textured
Oooh
That makes sense
I’m gonna use it for a water current
since we can’t do that I thought of using a func door to push you
It’s only gonna be a one way push in the start of the map so it’s not a big deal that it’s a bit of a wonky fix
should suffice until Trigger_push is supported
Also I found a way to make enemies able to get past doors that start closed: You gotta use the spawnflag "Starts open" and then use a trigger at the start of the level to close it.
Thats smart
Btw quick question once the Hl entites are fully supported will they be the only option for more complex map logic?
it seems i overestimated my free time for the fgd lmao
kind of a big deal to take it on dutring exam weeks
and i ran into even more issues too
having some emerging issues with performance
what are the most effective ways to increase fps?
decrease the number of candles then
I'm guessing I have a lot of like, slanted and angled shapes and stuff in the map
which might cause the majority of performance loss
that shouldnt affect performance at all
isn't it like quake where there's more triangles that need to be calculated for the map geometry?
maybe that's just how the quake engine works
im not exactly sure on the technicality of it, but afaik it will not affect performance
If your using jack then it matters as visleafs are packed into the bsp as far as I know
?
Oh nvm then
my performance doubled
legit
DOUBLED
60fps to 120
I added a fucking skybox brush in the bottom of my map and removed some candles
told ya
and my performance doubled
I can't get over that
ok candles are stupid
but they look so gooood
yea they chug hard but look good
i have a smal-ish map with like 8 rooms that stutters because i use a bunch of candles
oh my god
that was trippy
I stood up like semi hunched over my desk and watched my monitor from an angle and started bhopping around
felt like the floor was rotating
Hmm I wonder why candles kill performance so much
Is it that the light itself needs to be dynamic and able to move when you move the candle or something
But then it shouldn’t be an issue unless you move the candle
dont know if i ever asked, but why was IQM specifically chosen for the sdk as the go-to model format?
is there any big reason behind it or is it just a good format
its open source, its well laid out, it supports the things we need, is strongly extensible, and is a great replacement for existing quake and quake like formats
ah i see
makes sense then
the typical modern model format is FBX, but its really just garbage
i can see why you wanted the fgd process automated
this will take a whle
hey um
pts
I was wondering why candles seem to tank performance so much. Just out of curiosity
because candles are realtime lights
those are expensive performance wise
you should model and use a light entity for candles so that you can bake the light
will be much much better performing
yaeh you wont be able to move them around
honestly? sounds like a great idea
especially when we get around to light styles
i would just need to somehow pinpoint what properties to have for the light
that would allow you to have them flicker and fade (like they do in quake)
aw yeaaaaa sick
cant wait for light switches and stuff
also @honest stag , there are more reasons than just tedium to automate it
it will allow it to be repeatable with changes if needed, and also use 100% accurate bounding sizes etc
for example, if we added a new enemy to dusk in an expansion or something
ah yeah that is true
and i guess if someone wants to mod in some enemies it'll help too
its also likely we would base the boxes off of their collision size in the official version
which would make the most sense
but thats not something thats easily extractable for you
is there any way we can see the collision sizes? just visually so we can at least eyeball the boxes lmao
not easily no, one of us can go through and give you some screenshots as the quickest way
you could use a script to dump the sizes for you
that would be extremely appreciated but also sounds like extra work
but thats quite a bit more work
for you that is
i mean screenshots lol
like it would take time to do it
oh, yeah lol
and about the script - im not any proficient with code so i guess veven will have to be the guy to get into that
you could use this
or something like it
it would get you the box sizes
no coding needed
huh
dang i'll take a look at this right now
i think there is a better version of this somewhere that does the same thing but i dont remember what its called
because candles are realtime lights
@still raptor this is what I guessed, but you can’t have flame particles, no?
Or maybe you can add particles
I’ve thought about the idea of making my own candles but that has been the only setback
found leathernecks in this thing but cant seem to find their collision box properties
shame
leathernecks only seemed to have Transform and NewBloodsomethinsomething
ah i see
i guess i didnt look well enough
i also used the search bar inside the both components for "box" "collide" "hit" and didnt find andything
but i'll look again
cant find it :(
the component should be BoxCollider specifically
my life in 4 words
wat
yeah I dunno, that's weird
I’ve set up some ideas for map names for my map pack
just based on the map names, which should be my next level to work on
”the crimson cesspool” or ”the labyrinth of pain”
Crimson Cesspool
Okie
Labyrinth of pain, as well as my current map ”black industrial misery” are both names of songs I enjoy

Btw
crimson cesspool, as you can prolly guess by the name, will be like a sewer-ish map with gore and stuff
Crimson labyrinth
Eh
I like the two separated better
and it fits the map progression the way I want
OoO
just had a nice idea for a boss in the crimson cesspool
well
a boss reskin mostly
is there some way to locate entities in your map
cause
for some reason I got a sword but my map doesn't have swords
or shouldn't have
at least
do the light object fixtures also tank performance?
if you mean like street lamps, i'd imagine it's baked or not necessarily realtime so they should be fine
but the candle props for sure will tank performance if you shove a buttload of them in a level
should be fine though if you use some a little sparingly
light fixtures are the things that are on the celling
office lamps
they dont give off any light iirc
so no
probably
i think they do tho
really? i dont remember that
I doubt it too
but
well
they don't emit any actual light
they do have a glow thing though
or maybe they do emit a little light
you'd be better off making your own
it's a matter of like 10 seconds
and you can even bypass using a light entity and instead make the brush emit light
mmmm ROOM
noice loolong good
dude that is sick af
aiming for a bunch of detail in areas
telling a story purely through the map itself..,.
magic..//..,,,..,
also ripping off cyberpunk's prologue mission so it'll make it easier to base it roughly off that
and that's how you take weeks on like 3 rooms
trust somone who does it on a regular basis
i know from experience lol
but gonna leave it at slightly-more-detailed quake levels of detail
quake has details?
kind of lol
aside from like 5 boxes
spooky
lookin good
awesome
wish i had the drive to map for 3 days straigth
the map jam obliterated my skills for that lol
wish i had the time to map for 3 days straight
I had 20 hrs of dusk prior to map making
nearly 300 for me now
;o
i have classes even on the 31st
get no freakin time to map at all
ow
cant have SHIT in dusk modding
I think im gonna consider adding some more like
dimensions and pipes, fences and wall details as well as trims
but I like this
even though it's very plain
I like the "door"? idk what it's called
gonna add pipes and shit here eventually
meanwhile my map is about to look like if i used Carve in hammer lol
least it doesnt look like a dong anymore :DDDDDDD
ah hell youtube to mp3 keeps getting blocked by malwarebytes lol
yelling that it's a trojan apparently lmao- there goes my idea of putting in cyberpunk music
legit ive used this website for ages and it's fine???
must be the popups or whatever but i have ublock for that
hyped to get started with my next map soon
and to add more to my other map
I have some cool ideas baking
hyped to maybe finish the fgd in like a couple weeks when the exams are over
and play all of your maps
man that'll make mapping so much easier
inb4 official fgd released right before it's finished
im still totally eyeballing the bounding boxes and the sizes of models may not be 100% accurate
im srue it'll be better with some testing tho
now that would crush my spirits
dargh my pistol sound replacement isnt working
oh wait nvm lol
it's the fuckin weapon sfx reimagining mod nvm
there we go
@alpine depot hey um I think the "intercom" brush you made is the same as the speaker entity??
didnt feel like shoving the point entity around for it
and having to adjust n shit
gets really annoying so i just did two brushes
it's kinda crzy how many dusk models are just cubes with textures giving them depth and shit
yeaa
😎
i'll find the whole thing in a moment
"If you want textures to emit lights: place your light ent, give it "_surface" property and write texture name (same as in wad) without the extension. Ta-da, all brushes with this texture emit light with same properties as your light entity."
thank you based veven
actually i dont use that for these illuminations lol
i use two point entities with a light value of like, 85 i think
delay of 2
ah i thought
eh whatever
wait of 4
oh wait that's why they're lightly orange and not WHITE
ag
a large portion of the map won't be so DARK and ORANGE and BROWN
in fact the room next to it is a lot brighter
oh yeah could someone do me a huge favor and convert a youtube video to an mp3/ogg/whatever for me lol
my antivirus keeps obliterating anything i try and convert cuz of the websites being "dangerous"
just want some cyberpunk music in my map :(
mmm CyberTunes™️ acquired 😎
they already add a lot to the map wow
amazing what some good music can do for atmosphere
yeah my crimbo map will have "all i want for christmas is you" because h
ithe dubstep remix
there's a dubstep remix oh my god
of course
funny thing is if you ask me now i won't remember any of this complicated stuff
thank god my brain told me it would be a great idea to document this

this reminds me of what a mess my setpieces in lower 2 are
and if i'd want to edit them or something i'll spend some time figuring out what does what
look at this shit:
I kinda figured out that first four are teleports
but wtf is "jamesidiot"
wtf is "jameskiller"
lmao
Is multithreading on multi_managers supported?
we don't have scripted_sequence tho
yet!
?
multithreading is basically when a multi_manager creates a copy of itself if it's triggered while still going through it's processes.
https://www.youtube.com/watch?v=tRqV47Pk6pc this explains it better
The fundamentals of the input/output system in Half-Life 1 and other Goldsource games using Jackhammer. Similar principles should apply to using Hammer or Sledge.
0:00 - Opening Gag
0:09 - Introduction
0:23 - I/O System Fundamentals
1:01 - Triggers
2:24 - Multi Managers
3:16 - Multi Managers (Cont'd)
3:51 - Trigger Relay
4:16 - Multisources
5:1...
can you add spawnflags for entities to not spawn in certain difficulties like in quake?
pretty sure but im not sure which difficulty correlates to which in dusk
but there WAS some list
or hey you could test it
3 entities that are "not on easy/normal/hard/nightmare" and you load the level with each difficulty
@foggy creek multithreaded multi managers aren't implemented yet, but they will be as of the next patch
man that patch sounds bigger and bigger each time you mention it
cool so I have found a way to crash dusk with just a map.
oh it's easier than that :)
i mean, that's just part of having all goldsrc entities implemented
yeah multi threaded multi managers can be used to make infinite multi managers until the game crashes
that said I really hate the usage of "multi threading" as terminology for it
since it's not actually multi threading
i got real confused when i saw that lol
I blame valve
"what does multi threading have to do with this"
is there a way to make smooth transitions between the music?
Nah
aw
what aqua does is put a silence track betweet the sections
that's a good idea
so it's not like "music instantly cuts to another track" but instead "music cuts to silence, tension, then a new track starts"
in my map i used "music cuts to shitty teleport noses cuz it's a teleport then cuts to the second track"
sometimes I think an abrupt change is welcomed though
like
right at an intense arena fight
would be nice if there were a fadeout key for the trigger changemusic at least
it'll probably be there eventually
cant speak for devs tho
just like weather, fog and particles ;-;
these things would improve maps sooooo much though
Can't you just use a audio editing software to add a fade out?
nah
No because trigger_changemusic hard cuts
it should loop lol
So you can have a fade in, but not a fade out
You can change music on a timer to a "fade out" track, but that's not guaranteed to remain in sync
couldn't you have it hard cut to a ending/ fadeout part of a song and when the fade out segment is done then have it fade into a new song?
Yes, by using timers, but you can't ensure it remains in sync
still kinda limits what kinda song you can use tho
Audio is processed independently from everything else, so lag etc can cause discrepancies
fr? damn
There'll be more music triggers and stuff later on
trigger_changemusic was a quick add so people could at least do some music stuff
at least some > nothing
i probably should've said "is better" instead of > because now it looks like i'm saying "at least some is nothing"

Is there any supported entity that's serves a similar function to a Math_Counter in source 1?
well you can make the music itself fade out but only if the song fades out in the end, but there’s no built in feature to have a fade out at any given time that the player triggers a new changemusic
I sorta meant have the fade out as a separate sound file sorta like how Payday 2's songs work and syncing up at anytime.
but it would still cut the audio because you can only use specific audio files that then loop
so if you're 10 sec in on the loop and trigger the fadeout even if it's the same song it will make a jump bc the timestamps are not synced
Dassum good atmospheric lighting
😮
Cyberdusk 2077
When you don’t have an rrx gpu and 60€ to buy cyberpunk
fucking 20fps drops with an r7 1700+rx5700 lmao
where
oh cyberpunk
I get 60+ mostly I think but the movement is so fucked in that game it’s unbearable
mm nice spoilers
wdym spoilers for random items lol
SPOILERS AQUA 💢
the game's DIFFICULTY SPIKE is basically over i mean-
||AAAAAAAAAAAAAAAAAAAAAA||
Aqua make that map brutally hard just to fuck with everyone
Both
Sooo
yeah
Is TrenchBroom easier than Hammer ?
But it seems to have more deeps to it than Hammer
like moves textures and such in TrenchBroom that you can't do in Hammer if I recall correctly
im not familiar with hammer, but i couldnt learn it
with TB, i made a map in literally a day
That's cool
and it's really really intuitive
might start my little modding adventure
oh thanks
But yeh, TB seems a lot more fun to mod with than Hammer and it's 4 windows and so on
Like how tf did they made all of half-life on it
eh those 4 windows are just pespectives after all
you can have that setup in TB as well if you want it iirc
Seemed a lot more intuitive to just have one window to move around than the 4
yup
"intuitive" is the word that describes TB perfectly
Anyway, I'll check your boi on youtube and give TB a try, ty
Huh I have a cool idea
So i like my maps to have a bit of scenery in the background, but it makes the map too big, so maybe if I take a screenshot, make it into a texture and put it on a flat wall it saves file size?
nice ultrakill scenery
And by that I mean like full on buildings or mountains as scenery
Would that idea work
yup
hey it woked in 1.6 kinda
in cs that is
at least i remember plenty of maps with flat scenery skyboxes
mhm
Hmmm
i guess half-life counts too with it's mountains for example
remember the mountain ledge skybox? that blew my mind
i legit thought they mapped out an entire canyon
Yep
And by at the time I mean when I played it 8 months ago
And thought it was cool for its time
when you play the game in high res it completely destroys the illusion now
halflife is older than me but i still played it only as a kid on a pc that could run old games
that too
playing it on 800x600 is soooo different from 1600x900
they just look so
blurry
the skyboxes that is
:[

my brother told me that first game i ever "played" was they hunger mod, when i was 2 yo
i just pressed rmb and killed a bunch of zombies with grenade launcher
my first was serious sam 1
and it scared the living shit out of me
and laughed
lol
They Hunger is pretty fun in coop
it's overall pretty fun
i don't like how it started to be less scary with each episode but oh well
it was still fun
uh, no
yeah you should trust veven on anything cry of fear related
you mixed it up with afraid of monsters probably
maybe there was one dev i don't know about that worked both on TH and COF
¯_(ツ)_/¯
anyway, kinda shame they stopped working on that source remake of they hunger
it's unfinished and buggy but even with all that it still looks and plays good
anyway, time finish this goddamn fgd
yeah i wish we didnt start making it during an exam week lol
im kinda busted out
btw i sent the updated version of the fgd and the pak
and the test map
yep
i just added model names to all the props and stuff to fill up later
it was something i could do while being in a zoom class so i did
so yeah no models but model names
i see
Imma make ctf_2fort for dusk
historical preservation
<- used to make this
