#dusk-modding

1 messages · Page 76 of 1

ancient depot
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TB does support MD3 now

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The official editor kit is still sticking with MDL for better compatibility across editors though

honest stag
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that should be it
just need to test the scale and shit

ancient depot
alpine depot
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guess im not a true fan 😔

ancient depot
tall zenith
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i member

honest stag
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im a scrub that joined on release of the game so im a newbie

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but i DO have a question

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what was this all about

alpine depot
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h o w

honest stag
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back in 2018

tall zenith
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basically none of the levels in that trailer made it into the game

ancient depot
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That was a custom map someone made that we put ingame for them to test I think?

honest stag
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huh cool

ancient depot
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Some duskworld maps started out as TB maps

honest stag
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they knew

foggy creek
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When all hl entities are supported it should be possible to make Terry traps...

honest stag
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there is a terry map lol

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well it's not the REAL terry stuff since it's not a trap

foggy creek
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yeah but it dosen't have a terry trap

honest stag
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and not pretendiong to be a map

ancient depot
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Mystica and I think Fusillade started in TB

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They were blocked out in TB anyway

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The BSP loader wasn't complete enough back then for them to remain as BSPs

foggy creek
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what about the cut office map?

ancient depot
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Cut office map?

foggy creek
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wasn't there a cut dw map?

ancient depot
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Maybe? You'd have to ask Scott about that

ivory magnet
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scoot stole office from cs

ancient depot
foggy creek
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found it

ancient depot
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ah right, I remember this

alpine depot
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and here i am still not knowing how half of TB works lmao

still raptor
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haha that old map

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that was a really old test

ancient depot
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aerowalk is the true classic

still raptor
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honestly that was so much fun to play

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but it wouldnt feel right to ship a map we didnt design

honest stag
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oh man 1 year of sdk really is approaching fast huh

ancient depot
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I can export the map and we can put it out somewhere once mp comes

still raptor
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its cursed, not worth it, i could remake it

ancient depot
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but yeah, definitely wouldn't include it with the base game

still raptor
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although it natively supports aereowalks many bsp versions so

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not even any point lmao

ancient depot
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picardy historical preservation

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like all the canned e2/e3 maps I'm also exporting

still raptor
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i think i made that map in like an hour

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because duskworld had exactly zero test maps that werent a flat plane

ancient depot
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I think the map I spent the most time on was untextured mystica

still raptor
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lmao

honest stag
ancient depot
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I played that map a ton

still raptor
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as black phillips

ancient depot
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hank did good work

still raptor
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should probably return black phillip to the game tbh

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hes just sitting there perfectly viable, just not selectable

ancient depot
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I want my nargle playermodel

honest stag
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is jakob a DW playermodel?

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if not, why

ancient depot
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I don't think jakob even existed during the time DW was being developed

still raptor
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there was a very specific reason we didnt allow black phillip however

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he did not yeah

honest stag
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oh wow damn

alpine depot
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ms paint jakob pls

still raptor
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jakobs model and texture were finished like, mere weeks before the game shipped

honest stag
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o_o

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damn

foggy creek
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Did you ever get round to testing intoxigator in DW?

still raptor
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nah

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i did experiment with a skeleton playermodel at one point

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but it wasnt happening

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he was constructed out of the existing bones, skulls, and ribcages already found in dusk

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it just looked awful though

alpine depot
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put me in the game :DDDDD

honest stag
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fug :DDDDDDDDDDD

alpine depot
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just insert every character from every NB game

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v1, Mr. Amid Evil himself, Gloomdoc, etc

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yooo smash bros but a shooter

still raptor
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see while the idea of that is nice

honest stag
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"Mr, Amid Evil"

alpine depot
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imagine that

honest stag
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what Leon?

still raptor
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its a lot of work

alpine depot
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yeah

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mostly just joking around

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oh wait idea

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just make gloomdoc floating hands

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ez

honest stag
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let's make that ourselves

alpine depot
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ez

still raptor
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if i was to put leon in the game

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it would just be this model with leons face mapped to it

honest stag
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hahaha

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good shit

ancient depot
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I looked up duskworld mystica and saw footage from x0

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ancient history

still raptor
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#freex0chitl

ancient depot
honest stag
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swamp level tho malicious

ancient depot
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There's more than E1MS2 that didn't make the cut

honest stag
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Oh i bet

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i want the swamp tho

ancient depot
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I posted an image of one just earlier

foggy creek
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Can brush based enities such as func_doors and Func_breakables be moved via a Trigger_telelport?

honest stag
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i tried

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didnt work well

ancient depot
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They shouldn't be able to

honest stag
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well actualy

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func_doors behave reeeeeeal weird when touching trigger_teleports

foggy creek
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Ok so I can use looping doors to make the illusion of a scrolling texture?

ancient depot
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You could yeah

foggy creek
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Train level here I come

ancient depot
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But only because of a quirk that will be patched soon

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(func_door is supposed to ignore teleporters)

foggy creek
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oh 😦

ancient depot
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Proper scrolling textures are coming though

alpine depot
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YOOOOOOO

honest stag
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YEAAAAAAAAAAAAAAAAAAAAAAAAAAAA

alpine depot
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ooh wait

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can func_doors support transparent textures

ancient depot
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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

honest stag
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pretty sure?

alpine depot
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i dunno if they can yet

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havent tested it

honest stag
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dunno tbh

ancient depot
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Everything should work with transparent textures

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dusk extends rendermode to work with everything

alpine depot
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pog

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lol rendermode for enemies when

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invisible soldiers

ancient depot
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It might already work

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I'm not sure

foggy creek
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which render mode should be used for transparency?

honest stag
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1

foggy creek
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also Wendigos that never turn visible.

ancient depot
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I believe you can also use transparent instead of 1, but I wouldn't recommend doing that currently

honest stag
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but transparent textures like fences and shit will work by themselves

ancient depot
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the names are subject to change right now

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ok the names are

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Normal, Color, Texture, Glow, Solid, Additive

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Equivalent to the range 0 to 5, in that order

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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

honest stag
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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

ancient depot
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lmao, g'night

gritty forge
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Can we get weather and fog for christmas pls ;-;

foggy creek
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Can't wait for fog

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I kinda need it for the map I'm making

gritty forge
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Same

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gonna be working on a snowy map

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so I really want to be able to make something like the place the bone monks get introduced in

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the blizzardy ruins area

foggy creek
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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.

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I wanna use the fog for forced darkness

long anchor
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wait what

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gun models too?

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woo hoo

long anchor
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alright i'm working on it

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first: change all the filenames in fgd file and make sure they all appear correctly in editor

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btw pak explorer refuses to add files with name longer than 8 letters so some names had to be shortened

ancient depot
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That's odd, I could've sworn Quake paks supported up to 50 characters

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Correction, it's 56

gritty forge
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by the way

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is there any official statement regarding whether dusk is a town or province or what

long anchor
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¯_(ツ)_/¯

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also question

ancient depot
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it's a town

gritty forge
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okay

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as I thought

long anchor
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why there is 4 different intoxigator versions in fgd

ancient depot
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that's a good question

long anchor
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intoxigator, intoxigator senior, intoxigator small, intoxigator son

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wh-

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which ones are actual enemies lol

ancient depot
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Intoxigator (Boss)
Son of Intoxigator (Baby)
Son of Intoxigator (Boss)

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Not sure what Intoxigator senior is meant to be

long anchor
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monster_intoxigator_senior

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lol

ancient depot
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The baby intoxigator is in the sewer in the arena where you fight the normal intoxigator

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no I mean I know what object it is, I just don't know what it's for

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I just made it spawnable because I could

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it's probably not even used lol

long anchor
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oh? so it's an actual object that we can spawn?

ancient depot
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yeah

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It's probably just identical to the regular intoxigator

long anchor
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oh i'll leave it then

ancient depot
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in which case I'll likely remove it

long anchor
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oh

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oh

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correction

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there are 5

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monster_intoxigator_son_baby, "Intoxigator's Baby Son"

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fuckit™

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i'm deleting these 2

ancient depot
crimson patrol
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Smol

ancient depot
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Intoxigator (Senior), Intoxigator (Small), Intoxigator, Intoxigator (Son, Baby), Intoxigator (Son)

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Intoxigator (Senior) and Intoxigator are seemingly identical

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Intoxigator (Small) is just a slightly larger version of the son

gritty forge
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you know what would be absolutely sick

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a shake trigger

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that causes the screen to shake

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would be amazing for my tunnel where you get chased by the monster

long anchor
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do we have screen shakes in campaign?

gritty forge
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yea

long anchor
gritty forge
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some parts

long anchor
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oh okay

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well, at some point i guess

gritty forge
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even if we didn't I'd still want it

ancient depot
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lmao that's the pose animation

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not used in the actual game

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Leatherneck <- used to make this

gritty forge
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what fgd is that

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mine doesn't show models :(

long anchor
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i'm working with what vriska sent me

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¯_(ツ)_/¯

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skade i'm making this fgd rn

gritty forge
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also can I change to a new fgd without having to replace everything?

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ooh

long anchor
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it's not done yet

gritty forge
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does it show rotations properly?

ancient depot
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I must've exported it in the pose animation whenever I made the .obj

gritty forge
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@long anchor

long anchor
gritty forge
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pog

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doing like

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tables and shit too?

long anchor
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nah i don't have models

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rn we only have enemies and weapons

gritty forge
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ah

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less pog

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but

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still pog

long anchor
gritty forge
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I really wish we had an fgd that showed the models positions properly

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would make mapping so much more convenient

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speaking specifically of objects like lamp posts etc

long anchor
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actually i think i should specify that i'm not actually "making" it, i'm modifying the fgd file that i had before

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would make mapping so much more convenient
speaking specifically of objects like lamp posts etc
oh yeah absolutely

gritty forge
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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

foggy creek
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Is there a set size the buttons for the texture should be or is it kinda relative?

foggy creek
long anchor
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yeah you can turn it in func_wall and set renderamt to 150

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and rendermode to 1 iirc

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don't turn the the whole worldspawn in func_wall tho

foggy creek
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It's a func_breakable with rendermode set to 1

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didn't know the renderamt had to be 150 tho

gritty forge
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lol my map is surprisingly speedrunable

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I also made sure to allow OOB speedrunning with it

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but it takes a bit of wit

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didn't make the clip boxes super restrictive

gritty forge
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I have 100 now

ancient depot
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It is

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It's out of 255

gritty forge
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yea

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I felt so clever for finding this inintended OOB path on my map

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to speedrun it

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did it in 20 sec lol

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I did intend for some of it but the main time saving part was unintended

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also why doesn't the quick restart key work in SDK?

foggy creek
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In SDK levels I think stuff like quicksaves and stuff are bugged that might be why.

gritty forge
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also @ancient depot I do believe you're supposed to be able to shoot through illusionary brushes?

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Enemies can but the player can't

crimson patrol
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It's a one way "fuck you" gate

honest stag
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ohhhh right zombiue could you send the prop and ojbect models if you have them?

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i could include them in the fgd if possible

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oh and pickups too

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tiny guns

gritty forge
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tbh

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that boss looks sick

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would be cool to see a version with maybe blood instead of fire

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would make it look less like a fire pony

honest stag
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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

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they told me it's the drivers as their best guess

gritty forge
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what issue

honest stag
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if you scroll way up you can read the entire thing

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basically i cant launch any 2020 trenchbroom buidls

gritty forge
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is there some way to make teleporters without the teleporter object?

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like the ones in quake for example

honest stag
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trigger_teleport?

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you dont use that?

gritty forge
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Haven't used teleporters yet

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's why I asked

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^^

honest stag
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look up trigger_teleport tutorials by dumptruck_ds

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they'll tell you all you need to know

gritty forge
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yea I know how teleporters in trenchbroom work

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thought dusk had different

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or smth

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good then my hellish map will be nice

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I hope

honest stag
honest stag
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@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" []

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the values for the offest are big since im just trying to see if it even works

honest stag
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so uhhh zom you probably dont need to worry about that custom tb build lol

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ericW is helping me fix tb right now

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what a chad

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turns out it was becaise my system user name had non-ascii characters

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he gave me a dev build that works

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what an absolute CHAD

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i cant even recognize tb now

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it looks so nice

lunar lion
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incredible...

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glad that things work tho

ancient depot
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@honest stag Did you end up figuring out what was up with the bounding box stuff?

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@gritty forge Yeah the func_illusionary issues are known, will be patched

honest stag
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nope

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i was waiting for veven to come back and he only did now

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and he's busy for now

ancient depot
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Maybe TrenchBroom doesn't support offset in fgds?

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Might be worth checking it in JACK

honest stag
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well that would be odd cuz there's a bunch of lines with offsets in them for props and stuff

ancient depot
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Maybe they never worked in the first place

honest stag
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hm i actually didnt check if changing those would make any changes

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yeah now that i think about it i should give em a test

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also i dont know if you've seen it but

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do you have the models for all the pickups/props/objects?

ancient depot
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I don't think so

honest stag
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ah shame

ancient depot
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I can send you them though

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gimme a sec

honest stag
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i dont mind doing the manual work with em in the name of the fgd

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nothing better to do on holidays anyway

ancient depot
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yeah some of the internal names are like that lol

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soap is "zoap"

honest stag
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oh MY i like some of the stuff i see here

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OH WOW

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that's too far

ancient depot
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It's called that in the code too

honest stag
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w-

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what

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ok um

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what the fuck is enemy1 and why is it so creepy

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oh wait

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is that the leatherneck

long anchor
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leatherneck but without leather

ancient depot
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enemy1 would be the meat lass probably

honest stag
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there is a separate file for the meatlass and this is the enemy1 guy

ancient depot
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oh ok yeah that's just the leatherneck

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(the leatherneck replaced the meat lass so that makes sense)

honest stag
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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?

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for tb that is

ancient depot
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Yeah I suppose you'll have to do that

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I'll need to account for that in the fgd generator too

honest stag
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what is blowerventthing

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it looks like half of a sphere

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explosion model???

ancient depot
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I think it's an episode 2 thing?

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It's a lot more obvious when it has a texture on it

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textures/blower.png

honest stag
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ah it's those

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got it

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there is no pickup for mortar ammo?

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or am i missing it

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in the supported entities that is

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ah no

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found it

ancient depot
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grenadeprojectile/grenadeboxmodel

honest stag
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was talkin about pickup_grenade
pickup_grenade_box

ancient depot
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ah

honest stag
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2 im assuming

ancient depot
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both

honest stag
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ohhhh OHHHH

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one's the throwable brick the other is the static object

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got it

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meathookmodel is unused im guessing???

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ah no

ancient depot
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e1m1

honest stag
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found it
damnit

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i typed "meat" then "hook" in crtl+f and didnt find it

foggy creek
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where are the mage alert sounds I can't find them in the mage folder.

honest stag
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some sounds arent included yet

foggy creek
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oh

honest stag
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wow there's a lot of props huh :)

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man i can see how making the sdk must be a pain in the ass

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cant even imagine the bullshit that gets in the way and im just porting some models

ancient depot
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Yeah it's pretty rough at times lol

gritty forge
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Thank you for your work zombie san

honest stag
gritty forge
honest stag
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the first proper alpha version of the fgd with models should be ready tomorrow

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if everything goes right

gritty forge
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Pogg

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can I remove my old fgd and replace it with that one without issue?

honest stag
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probably yeah

gritty forge
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;-;

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Maybe I can try it on a test map first

honest stag
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nah it shouldnt cause issues

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if you just replace it

gritty forge
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Because it’s just the names of the entities that are relevant right

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Not the fgd itself

honest stag
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yea

gritty forge
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?

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Okie

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Fgd just for visuals and to have a toolbar I’m guessing

honest stag
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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

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so the fgd dictates which models to load, what should be in the entity tab and default properties of things, along with bounding boxes

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technically you can make an fgd with no models at all

gritty forge
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It would be cool if you could add grouped brushes and stuff into the entities tab

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or like a custom object tab

honest stag
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why tho
it's a right-click away

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ohhh wait

gritty forge
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But it would be nicer to have a drag and drop for all your maps

honest stag
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you mean like in gmod with saved objectws

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and creations

gritty forge
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Yes

honest stag
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you can already bring stuff over between maps

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btw

gritty forge
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Copy paste?

honest stag
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yea

gritty forge
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Sure but it feels not as convenient

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I guess grouped obj’s and that works fine though

long anchor
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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

honest stag
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we cant?

long anchor
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idk

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i always used quake preset becaue general didn't work for some reason

honest stag
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try loading it up in a generic map format

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lemme try myself actually

long anchor
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yeah i'll be free bit later

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hold on did you fix the sizes?

honest stag
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most of them yes
they might not be 100% correct but yeah

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i sent the pak file in the secret server

long anchor
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also you're reexporting prop models right?

honest stag
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for now yea

long anchor
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cool

honest stag
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ther'es just a lot of em lmao

long anchor
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yeah i know

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no hurry

honest stag
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i'll probably be done only tomorrow
also

gritty forge
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I wanna play the old alpha dusk maps

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:(

honest stag
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i tried loading in the fgd in a generic format and it's failing to load the models

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the fgd is fine
somethings tellms me it's the id1 folder

long anchor
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hmmm

honest stag
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actually probably shouldnt care?

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we're using quake anyway

long anchor
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idk tbh

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can we make custom presets for tb? or they're locked

honest stag
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is*

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shame

gritty forge
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maybe if I put my mind to it and work hard today and tomorrow I can be done with my first map by christmas

long anchor
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would be cool

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btw vriska what about your map

honest stag
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the crimbo map? it's going but sloooowly

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obviously exams are coming up

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so im just kinda rushing down homework and stuff

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and now fgd work has taken over

long anchor
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i see

honest stag
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the max filename character count is 8 in the fgd right

long anchor
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in pak explorer

honest stag
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prolly yea

long anchor
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idk what kind of restriction this is and i'm too lazy to investigate

honest stag
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doesnt really matter was just interested

honest stag
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hey yo zombie just noticed but

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the fireplace just has a single log model?

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it's not a singular model?

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the entire campfire that is

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same with the grenade box model having no grenades inside

long anchor
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iceberg material

ancient depot
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@honest stag They're probably modified in Unity after being imported

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Which is just another complication with doing this stuff lol

honest stag
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yeaaaa i can see why it's such a pain now

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contemplating remaking the freakin model

gritty forge
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why does this happen

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the lighting on entities is like

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inconsistent

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and goes really bright like this in some areas

long anchor
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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

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bizarre as hell

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actually nvm some still won't rotate properly

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jesus christ why it's not working

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is it possible that model and it's own alignment screws this up?

gritty forge
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I know that some entities require like

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mangle and angles keys instead of angle

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etc

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but

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I have no idea abt the technical reasons for that

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but I have noticed that too

long anchor
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here they are not equal in modulus, therefore shit's fucked

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problem is

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i can't do both equal funny numbers and accurate bboxes

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for some reason

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i think it's something to do with models

gritty forge
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HmM

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also

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anyone know if DUSK has any specific order for key colours?

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I haven't paid attention to it

foggy creek
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Order as in like which one should come first? I don't think it does

gritty forge
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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

foggy creek
#

yeah also is having lights turning on and off supported?

gritty forge
#

is there some way to make an invisible door that doesn't turn textures behind it transparent too?

gritty forge
foggy creek
gritty forge
#

oh

foggy creek
#

the non visible faces shouldn't be textured

gritty forge
#

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

foggy creek
#

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.

crimson patrol
#

Thats smart

foggy creek
#

Btw quick question once the Hl entites are fully supported will they be the only option for more complex map logic?

honest stag
#

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

gritty forge
#

having some emerging issues with performance

#

what are the most effective ways to increase fps?

honest stag
#

remove candles

#

seal the map

gritty forge
#

it's still bearable

#

ok

#

I'll check it out

honest stag
#

decrease the number of candles then

gritty forge
#

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

honest stag
#

that shouldnt affect performance at all

gritty forge
#

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

honest stag
#

im not exactly sure on the technicality of it, but afaik it will not affect performance

foggy creek
#

If your using jack then it matters as visleafs are packed into the bsp as far as I know

gritty forge
#

?

honest stag
#

vis isnt supported btw

#

for now at least

foggy creek
#

Oh nvm then

gritty forge
#

my performance doubled

#

legit

#

DOUBLED

#

60fps to 120

#

I added a fucking skybox brush in the bottom of my map and removed some candles

honest stag
#

told ya

gritty forge
#

and my performance doubled

#

I can't get over that

#

ok candles are stupid

#

but they look so gooood

honest stag
#

yea they chug hard but look good

gritty forge
#

I'm gonna try adding just a few

#

I can make a slight performance compromise

honest stag
#

i have a smal-ish map with like 8 rooms that stutters because i use a bunch of candles

gritty forge
#

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

honest stag
#

what does it want from me

#

oh i see it

#

fuck im blind

honest stag
#

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

still raptor
#

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

honest stag
#

ah i see
makes sense then

still raptor
#

the typical modern model format is FBX, but its really just garbage

honest stag
#

i can see why you wanted the fgd process automated
this will take a whle

gritty forge
#

hey um

#

pts

#

I was wondering why candles seem to tank performance so much. Just out of curiosity

still raptor
#

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

honest stag
#

honestly? sounds like a great idea

still raptor
#

especially when we get around to light styles

honest stag
#

i would just need to somehow pinpoint what properties to have for the light

still raptor
#

that would allow you to have them flicker and fade (like they do in quake)

honest stag
#

aw yeaaaaa sick
cant wait for light switches and stuff

still raptor
#

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

honest stag
#

ah yeah that is true

#

and i guess if someone wants to mod in some enemies it'll help too

still raptor
#

i already see a few enemies with whacky bounding sizes

#

cowgirl, etc

honest stag
#

yeah it's WIP so yeah

#

we only adjusted them for a couple monsters for now

still raptor
#

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

honest stag
#

is there any way we can see the collision sizes? just visually so we can at least eyeball the boxes lmao

still raptor
#

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

honest stag
#

that would be extremely appreciated but also sounds like extra work

still raptor
#

but thats quite a bit more work

honest stag
#

for you that is

still raptor
#

nah i wouldnt do that, i mean for a user like you

#

its is doable

honest stag
#

i mean screenshots lol
like it would take time to do it

still raptor
#

oh, yeah lol

honest stag
#

and about the script - im not any proficient with code so i guess veven will have to be the guy to get into that

still raptor
#

you could use this

#

or something like it

#

it would get you the box sizes

#

no coding needed

honest stag
#

huh
dang i'll take a look at this right now

still raptor
#

i think there is a better version of this somewhere that does the same thing but i dont remember what its called

honest stag
#

oh wow this is kinda cool

#

using it rn

gritty forge
#

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

honest stag
#

found leathernecks in this thing but cant seem to find their collision box properties

#

shame

still raptor
#

itll be there

#

should just be the Box collider component

honest stag
#

leathernecks only seemed to have Transform and NewBloodsomethinsomething

still raptor
#

no no

#

it would be a child of that

honest stag
#

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 :(

ancient depot
#

the component should be BoxCollider specifically

honest stag
#

it's either right before my eyes and i cant see it

#

or it's not there

long anchor
high magnet
#

Born to be a genius

#

Live to be stupid

alpine depot
ancient depot
#

try deleting the D:\TEMP\.net\makewad folder maybe

#

if it exists

alpine depot
#

ah there we go

#

weird lol

#

never had this issue before

ancient depot
#

yeah I dunno, that's weird

gritty forge
#

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”

crisp raven
#

Crimson Cesspool

crimson patrol
#

The labyrinth of pain sounds like a level from quake

#

But yeah crimson cesspool

gritty forge
#

Okie

#

Labyrinth of pain, as well as my current map ”black industrial misery” are both names of songs I enjoy

crimson patrol
gritty forge
#

Btw

#

crimson cesspool, as you can prolly guess by the name, will be like a sewer-ish map with gore and stuff

sharp trail
gritty forge
#

Eh

#

I like the two separated better

#

and it fits the map progression the way I want

gritty forge
#

OoO

#

just had a nice idea for a boss in the crimson cesspool

#

well

#

a boss reskin mostly

gritty forge
#

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

gritty forge
#

do the light object fixtures also tank performance?

alpine depot
#

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

honest stag
#

light fixtures are the things that are on the celling

#

office lamps

#

they dont give off any light iirc

#

so no

#

probably

alpine depot
#

i think they do tho

honest stag
#

really? i dont remember that

gritty forge
#

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

honest stag
#

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

alpine depot
honest stag
#

noice loolong good

alpine depot
honest stag
#

dude that is sick af

alpine depot
#

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

honest stag
#

trust somone who does it on a regular basis

alpine depot
#

i know from experience lol

#

but gonna leave it at slightly-more-detailed quake levels of detail

honest stag
#

quake has details?

alpine depot
#

kind of lol

honest stag
#

aside from like 5 boxes

gritty forge
alpine depot
#

spooky

honest stag
#

lookin good

gritty forge
#

yaes

#

I did a lot of improvements in like

#

3 days

alpine depot
#

awesome

#

wish i had the drive to map for 3 days straigth

#

the map jam obliterated my skills for that lol

honest stag
#

wish i had the time to map for 3 days straight

gritty forge
#

I had 20 hrs of dusk prior to map making

alpine depot
#

still in mapping rehab 😔

#

slowly getting back into it

gritty forge
#

now 195

#

in like

#

3 weeks

alpine depot
#

nearly 300 for me now

gritty forge
#

;o

honest stag
#

i have classes even on the 31st
get no freakin time to map at all

gritty forge
#

ow

alpine depot
#

cant have SHIT in dusk modding

gritty forge
#

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

alpine depot
#

meanwhile my map is about to look like if i used Carve in hammer lol

#

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

gritty forge
#

hyped to get started with my next map soon

#

and to add more to my other map

#

I have some cool ideas baking

honest stag
#

hyped to maybe finish the fgd in like a couple weeks when the exams are over

#

and play all of your maps

alpine depot
#

man that'll make mapping so much easier

#

inb4 official fgd released right before it's finished

honest stag
#

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

honest stag
alpine depot
#

dargh my pistol sound replacement isnt working

#

oh wait nvm lol

#

it's the fuckin weapon sfx reimagining mod nvm

#

there we go

gritty forge
#

@alpine depot hey um I think the "intercom" brush you made is the same as the speaker entity??

alpine depot
#

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

honest stag
#

it's kinda crzy how many dusk models are just cubes with textures giving them depth and shit

gritty forge
#

yeaa

alpine depot
gritty forge
#

o sick

#

using glow thing for it?

#

forget what its called

#

the like renderamt

honest stag
#

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

alpine depot
#

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

honest stag
#

ah i thought
eh whatever

alpine depot
#

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

honest stag
#

shore

#

drop it in dm

alpine depot
#

my antivirus keeps obliterating anything i try and convert cuz of the websites being "dangerous"

#

just want some cyberpunk music in my map :(

alpine depot
#

mmm CyberTunes™️ acquired 😎

#

they already add a lot to the map wow

#

amazing what some good music can do for atmosphere

honest stag
#

yeah my crimbo map will have "all i want for christmas is you" because h

alpine depot
#

that's amazing

#

but is it the metal cover tho.....

honest stag
#

ithe dubstep remix

alpine depot
#

there's a dubstep remix oh my god

honest stag
#

of course

long anchor
#

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

#

I kinda figured out that first four are teleports

#

but wtf is "jamesidiot"

#

wtf is "jameskiller"

honest stag
#

lmao

gritty forge
#

Multi_manager

#

Nothing compared to scripted_sequence

foggy creek
#

Is multithreading on multi_managers supported?

long anchor
#

yet!

foggy creek
#

multithreading is basically when a multi_manager creates a copy of itself if it's triggered while still going through it's processes.

#

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...

▶ Play video
long anchor
#

well at least now i know that i can't answer

#

cause i don't know lol

gritty forge
#

can you add spawnflags for entities to not spawn in certain difficulties like in quake?

honest stag
#

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

ancient depot
#

@foggy creek multithreaded multi managers aren't implemented yet, but they will be as of the next patch

honest stag
#

man that patch sounds bigger and bigger each time you mention it

foggy creek
#

cool so I have found a way to crash dusk with just a map.

honest stag
#

oh it's easier than that :)

ancient depot
#

i mean, that's just part of having all goldsrc entities implemented

foggy creek
#

yeah multi threaded multi managers can be used to make infinite multi managers until the game crashes

ancient depot
#

that said I really hate the usage of "multi threading" as terminology for it

#

since it's not actually multi threading

honest stag
#

i got real confused when i saw that lol

ancient depot
#

I blame valve

honest stag
#

"what does multi threading have to do with this"

gritty forge
#

is there a way to make smooth transitions between the music?

honest stag
#

Nah

gritty forge
#

aw

honest stag
#

what aqua does is put a silence track betweet the sections

gritty forge
#

that's a good idea

honest stag
#

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"

gritty forge
#

sometimes I think an abrupt change is welcomed though

#

like

#

right at an intense arena fight

gritty forge
#

would be nice if there were a fadeout key for the trigger changemusic at least

honest stag
#

it'll probably be there eventually
cant speak for devs tho

gritty forge
#

just like weather, fog and particles ;-;

#

these things would improve maps sooooo much though

foggy creek
long anchor
#

nah

ancient depot
#

No because trigger_changemusic hard cuts

long anchor
#

it should loop lol

ancient depot
#

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

foggy creek
#

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?

ancient depot
#

Yes, by using timers, but you can't ensure it remains in sync

foggy creek
#

still kinda limits what kinda song you can use tho

ancient depot
#

Audio is processed independently from everything else, so lag etc can cause discrepancies

long anchor
#

fr? damn

ancient depot
#

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

long anchor
#

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"

foggy creek
#

Is there any supported entity that's serves a similar function to a Math_Counter in source 1?

gritty forge
#

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

foggy creek
#

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.

gritty forge
#

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

gritty forge
bold orbit
#

Dassum good atmospheric lighting

alpine depot
sharp trail
#

😮

crimson patrol
#

Cyberdusk 2077

gritty forge
#

When you don’t have an rrx gpu and 60€ to buy cyberpunk

alpine depot
#

game wont even boot for me so i'll just recreate all of it in dusk

#

😎

small gate
gritty forge
#

where

#

oh cyberpunk

#

I get 60+ mostly I think but the movement is so fucked in that game it’s unbearable

alpine depot
#

when you get a katana and double jump the game is basically over

#

lol

gritty forge
#

mm nice spoilers

alpine depot
#

wdym spoilers for random items lol

honest stag
#

SPOILERS AQUA 💢

alpine depot
#

the game's DIFFICULTY SPIKE is basically over i mean-

honest stag
#

||AAAAAAAAAAAAAAAAAAAAAA||

crimson patrol
#

Aqua make that map brutally hard just to fuck with everyone

honest stag
#

make it broken and buggry

#

i can provide you with t posing models

crimson patrol
#

Both

wooden dove
#

Sooo

honest stag
#

yeah

wooden dove
#

Is TrenchBroom easier than Hammer ?

honest stag
#

yeah, definetly

#

by a lot

wooden dove
#

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

honest stag
#

im not familiar with hammer, but i couldnt learn it
with TB, i made a map in literally a day

wooden dove
#

That's cool

honest stag
#

and it's really really intuitive

wooden dove
#

might start my little modding adventure

honest stag
#

with a great tutorial by Dumptruck_ds on youtuber

#

youtube*

wooden dove
#

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

honest stag
#

eh those 4 windows are just pespectives after all

#

you can have that setup in TB as well if you want it iirc

wooden dove
#

Seemed a lot more intuitive to just have one window to move around than the 4

honest stag
#

yup
"intuitive" is the word that describes TB perfectly

wooden dove
#

Anyway, I'll check your boi on youtube and give TB a try, ty

crimson patrol
#

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?

honest stag
#

nice ultrakill scenery

crimson patrol
#

And by that I mean like full on buildings or mountains as scenery

#

Would that idea work

honest stag
#

sprite buldings?

#

that kinda stuff?

long anchor
#

yo listen

#

remember 3d skyboxes from source?

honest stag
#

yup

long anchor
#

make scenery map, take screenshots of it, turn it in a 2d skybox

crimson patrol
#

That was the idea

#

I wonder if it would look weird

#

Like noticable

honest stag
#

hey it woked in 1.6 kinda

#

in cs that is
at least i remember plenty of maps with flat scenery skyboxes

long anchor
#

mhm

crimson patrol
#

Hmmm

honest stag
#

i guess half-life counts too with it's mountains for example

#

remember the mountain ledge skybox? that blew my mind

crimson patrol
#

I didnt know that was possible

#

At the time

honest stag
#

i legit thought they mapped out an entire canyon

crimson patrol
#

Yep

#

And by at the time I mean when I played it 8 months ago

#

And thought it was cool for its time

ancient depot
#

when you play the game in high res it completely destroys the illusion now

honest stag
#

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

crimson patrol
#

:[

honest stag
#

but hey

#

we can have any skybox

wooden dove
#

Man

#

This kind of shit worked in HL1

#

Look at all the jpegs skyboxes used

crimson patrol
long anchor
#

i just pressed rmb and killed a bunch of zombies with grenade launcher

honest stag
#

my first was serious sam 1
and it scared the living shit out of me

long anchor
#

and laughed

honest stag
#

lol

wooden dove
#

They Hunger is pretty fun in coop

long anchor
#

it's overall pretty fun

wooden dove
#

They did Cry of Fear after that

#

Hell of a run too

long anchor
#

i don't like how it started to be less scary with each episode but oh well

#

it was still fun

long anchor
honest stag
#

yeah you should trust veven on anything cry of fear related

long anchor
#

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

honest stag
#

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

long anchor
#

it says it can't load models, props and pickups

#

did you add them?

honest stag
#

yep
i just added model names to all the props and stuff to fill up later

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it was something i could do while being in a zoom class so i did

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so yeah no models but model names

long anchor
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i see

wooden dove
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Imma make ctf_2fort for dusk

gritty forge
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hammer is a bitch to learn

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did make a map or two though

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still very annoying to learn