#dusk-modding
1 messages Β· Page 81 of 1
i dunno honestly
i was trying to figure out how and why and add some other stuff and well
then the rest of the story happened
yeah?
not sure at all
i wish i had the steam patch button so i could just scrap up an update in a day and fix all of that at once
must be nice
vriska for dusk-mods sub-moderator
vriska for admin
me for nb dev :)))
entire beer books collective uh huh
we're gonna have to make that one horror mod for that first
i mean, give me 200+ dollars and i'll do whatever you want ngl
same but i'll be happy with a pizza
pizza is great and all but i want to move out tbh and rethink and change my entire life entirely so i'll have free time to mod dusk
i don't get why people don't like pineapple pizza
weird combination? sure
tasty? yeah
Fruit on pizza β οΈ
#dusk-modding-and-pineapple-pizza-arguments
Tomato is a fruit
(Besides tomatoes)
Too late
I KNEW SOMEONE WOULD SAY THAT

pineapple pizza map collab
Giant pineapple pizza arena.
see? it's about mapping too now
you now these joke mods for half life? like, crack life?
make one for dusk
about pineapple pizza
like
pinapple pizza map is a map concept where you take some classic idea and add things that dont make sense to it
I love mapping for Dusk. Don't Swedish people have bananas on their pizza sometimes?
crack life oh jesus fuck that mod actually destroyed my pc once
a mission to destroy the last pineapple pizza on earth
and you infiltrate some kind of facility
it also locked out several folders on my pc and eventually killed it
you have to pay something for hq shitposts
i paid with my blood for the big chungus welder mod
oh yeah that too
your price was the first dislike in history
Imagine modding dusk. All my homes mod ultrakill
yeah right because ultrakill has mod support
once i even considered remaking it into a separate game with rpg maker but it didn't go anywhere
one day man
why did they take away our power up
kayf dusk mod
:c
a few more months and it will come
Yeah because Ultrakill totaly isnt getting cusom map suport that is much stronger then dusks and i totaly dont have early access to it
and i totally trust you buddy
Literally a unity plugin
i gotta install realtime csg
accidentally installed probuilder, used it for 2 seconds and immediately uninstalled
fucking lucky
Ultrakill = UltraSHILL
i mean if mod support for dusk was planned from the start they'd probably make the game in a way that it wouldn't be a pain in the ass for sdk devs to make sdk?
gonna just port all my dusk mods into ultrakill π
I am almost done with my first map :)
now make a dusk map
LIKE, VRISKA, DUDE
im jealous >:(
ikr
maaan the models urgh
shouldnt it be a law to have all models centered and facing the same direction
start with ultrakill themed one

lmao
oh yeah i forgot i was gonna continue that small map series
like a three or four map pack
lower?
oh yeah i forgot i was gonna continue that small map series
like a three or four map pack
HIPH still broken and dont know how to fix 
π
HIPH?
if i won't fix my shit and feel like i won't ever return to mapping i'll give the .map to beer books collective and you can do whatever you want with it
unless you mean the light stuff
rip stuff out of it, finish it, whatever
yep
was it really that big of a deal tho
the problematic part isnt seen by the player anyway right
the entire map's lighting is broken cause of the trees
at least i think its the trees
would you mind sending it again so i take another look tomorrow?
yeah sure
who knows maybe a fresh look may be helpful
thx, im off to bed now
ill check it out
i'll look at it right when i wake up
good luck aqua
it was very confusing
and even zom couldnt help
As long as you use more than a default layer - you're using more than me
hmm the hedges are all really broken up BUT i don't really think that would be a cause for the funky monkey business
i mean i definitely see why you have to do it that way
what areas in particular are causing trouble?
no idea
actually
it might not even be the trees / shitty outdoor workaround
let me get quakespasm
damn this wall texture looks way better
here's the old one:
i like the old one
it's too clean for the map
new one feels a little too cluttered and doesnt have nice contrast with the other objects on the walls
like the machinery panels and whatnot
makes it blend in a little too much
maybe in the pic but the in game experience is a lot better
at least for that I'm going for
yeah im sure it'll look better in game
if you like it then thats all that matters π
okay cant find quake on my pc
must have been on my x drive
BUT
when i tested it in quakespasm a while back the lighting worked completely fine, i think
the reason I like it more is because it makes the room feel darker and it blends with the light colours a lot better
when we get particles
o boy
custom candles without performance drop
and
substations with electricity π€€
i remember how i tried using more than default
i completely forgot about it in 10 minutes
and later i had issues because i didn't have everything on 1 layer
π π«
π₯ π«
Damn all your Dusk maps environments look so real.
who?
all
skade specifically but alot of other mappers make very real looking maps.
also how do I make something damage the player constantly?
doesn't trigger_hurt damage you constantly? i thought it does π€
also yeah, like aqua
aqua is like
john romero
the thing he made for the jam? i think the dude didn't sleep or eat the whole time
not only it was big but it also looked pretty and was pretty realistic
well
eeeehhhhhhh
besides that city floating in the sky part
not because of time but because it would be way too much effort π
YEAAAH FUCK ROCKS
ALL MY HOMIES HATE ROCKS
i let the textures do the work for me
lower 2 is closed due to rocks
how do you do the thing where you edit one face of a brush and all the faces of that brush become edited.
bean
this is a simple question and you would know this and much more
if you watch dumptruck ds
read the manual too
I just dont feel like doing that idk.
there are a ton of lights in this room yet none of them work in game bbbbbbbbbbbrrrrrrruuuuuuuuhhhhhhh
do dusk maps need to be "airtight" as goldsource maps do?
'cause thats the first thing that came to my mind
will take a look
it's not sealed
did you even compile the light?
@last talon nope
maps dont have to be sealed for light to work
unless its environment lights I think
perhaps
good to know
same room as screenshot, i think
yes
so it needed to be sealed and skade was talking bullshit? 
dunno
no
my map isn't sealed and lights work
he probably didn't compile it right or something
object/prop lights still work
light entities wont
There are benefits to sealing, but its not necessary as a map will be playable without it
lights do work without sealing, sunlight doesnt iirc
you might be right but im too lazy to test it
i know i am lol
my early maps arent sealed and lights work there
@gritty forge did you ever figure out the lights or do you still need them looked at
never figured em out
aight
This rules!
szymanski isn't the only one who can make poopy awful bathrooms
better watch out dave!
bruh why my map taking decades to compile tho
because you didn't seal it well
seal it, make comples non-sealing brushes func_detail
it's sealed
also ones that arent crucial for lighting
actually you sealed it well, but the way that the map works is weird, i guess
theres a lot of unnecessary faces being put in because the biggest seal is just a giant skybox box
you could go around and kill off a bunch of unnecessary faces with the skip texture but i doubt it'd help much
agaim, cold func_detail a bunch of shit
im willing to bet that light is the one taking forever to compile
qbsp is always quick in my experience
if your just playtesting & its taking long to compile then dont bother with all that other stuff suggested earlier
if you like -bounce, leave it on
-soft and -extra4 arent crucial
for quick testing and compiling
never tried -bounce
the poor man's rtx
so in regards to the half life importing I got to ask, to what extent? Do particles work? Doors? I'm really curious how far it goes.
no particles but doors for sure
do trigger_counters have to be manually typed in now
yes
cringe.
complain to tb with it's weird ass treatment of default values
veven had a huge headache with them
wat
is it something with target / targetname?
and you have to type in "2" yourself
to make it work
trigger_counter is something that counts down how many times it's been triggered to activate something else
like 3 buttons to open a door with each saying "2 more to go, 1 more to go"
yeah but whats wrong with trigger_counter? looks like it works fine for me
ill send the fgd
it works
when you dont use the default value
basically when the "count" property is greyed out it doesnt work
wait wasnt the "dont show message" a part of spawnflags?
i think so yeah
dusk4.fgd with trigger_counter
is there anything else that got cut out from the default quake fgd
anything relatively important at least
actually i think veven will rework anything like that
and we'll patch in a new version together
since i need to adjust models and stuff
the bush model is fine in terms of being placed on the ground, it's just rotated wrong (again)
object_tree_5 is rotated correctly
and i checked, the height is correct too
actually
hmmm
nah it seems right
object_trashbag is rotated correctly, it just doesnt have the same texture as the world model i think
and it's sliiiightly floating
it also seems to be bigger in-editor which is weird
yea it defo is a bit higher up than it shouΓΆd
should*
otherwsie it's prolly fine
basically iunno why tree_5 and _bush were reported to have issues that i've seen
they seem to be perfectly fine aside from the bush being rotated the wrong way instead of sinking into the ground
Hey guys, I'm trying to change the sound on the bone monks but can't seem to find the right file
which sound exactly?
I've tried changing "alert.flac" under mnt > local > dusk > sounds > skelemonk
doesn't actually change it in game
i think alert sounds are broken
And I don't see their other sounds in there
Like the sound they make when they shoot isn't in there
but yeah I can't find that enemy's sounds anywhere
Also, is there any way to save the load order on mods? Kind of annoying to have to reconfigure them every time you restart
not yet
oh well
Anyway here's my first awful mod https://dusk.mod.io/drip-bonemonk
I hate it so much
so you're the culprit
i was wonderin who made it
Also i'm surprised no one's done any texture mods for soldiers and mages
Guess that's a job for me
there are a couple mage retextures
i think one replaces the head with a big johns face and the other is by veven for our map Trespasser
he made them a bit more egypt themed
Oooh yeah witch hunt has some retextures too
dusk mapping timelapse when
would claim the spot but i dont have any good ideas on what i should make for a dusk map
i streamed making a map several times and it takes so damn long
half of my time in trenchbroom is looking at something else / thinking trying to make ANYTHING 
been thinking of streaming some map making
problem is I prefer to watch videos while making maps and I compile my maps a ton of times
in my experience streaming also significantly slowed down the compilation
meh
i also made eyes blueeee
but this didn't take as much time as scientist or that goddamn horse
this was before we had models
i didn't have vriska's UVs
i had to figure out where to draw on my own
trial and error
that was a horrific experience
i wish i had them tbh
yup
i remember your meldowns over these lol
yeah the result is freakin magnificent
That's a sweet reskin
thankies
play trespasser to see it in action
I've made a pretty decent transparent soldier texture
oh
now that it's on a white background you can see all the bits I missed lmao
Wait this isn't transparent at all what the hell imgur

oh that's not a bad idea
@sterile nacelle why does it have to be transparent
the game ignores the black areas anyway
curse you
Yeah pretty much
Iβm retexturing some enemies for my mod
I included the transparent version in this if you need
Playing with the idea of making the mage have a grayish black robe
But I want the smoke to be red instead of green
But we cant do that I think
Cause itβs a particle/programmed in color glow or something
Is there anyway to make those dead soldiers like from the start of E3M3?
Not yet
oh i hate this
i think i found out why HIPH's lighting was so fucked up
uh huh
holy shit it actually worked
as usual dumptruck_ds saves the day
https://www.youtube.com/watch?v=sAIfLlWJsew
#quake #quakemapping #idsoftware #TrenchBroom
Mapping for Quake: What happened to my map!?!
Find out why this common error happens and how to fix it in a few clicks.
Quake Mapping on Discord
https://discordapp.com/invite/j5xh8QT
func_msgboard
http://www.celephais.net/board/forum.php

also @honest stag barrel_exploding_2 and 3 have the textures swapped
I've noticed really weird behavior with func_buttons
I have one with a lip size of 1, when pressed it just continues to wander off
behavior's not reproducible in quake with the same map
when I get a chance I'll either make a video or post the .bsp somewhere
"I'm free!"
I just had a really cool idea for lore for my new map
since it takes place in a sewage processing plant that now processes gore instead of sewage, my idea was that the cult created a specimen in there that then migrated to the "black industrial misery" map via the sewers and grew by consuming the people of the town lol
and since BIM is literally supposed to be a living level with the monster itself showing up in the end you kinda get to meet the monster before seeing how "it was created"
Enemies still can't pass through open doorways?
It's been x amount of time and zombie still haven't fixed gime
Select the spawnflag on the door to "start open" then have the player hit a trigger at the very start of the level to close the door. Then you can open it again and the enemies can pass through. At least I believe that should work
holy balls that .lit error was so simple
i just never ever thought that someone might use colored lights at first and then stop using them
potato laptop can't record in OBS without serious encoding lag, oh well
bad idea
Best idea
Is there an easy location to access and replace the textures in default file explorer?
I was planning to test some texture corruption software on Dusk and other games to get funny results
easy location? i wish
actually
im not sure how replacing textures works
gonna check on dusk.mod.io
the guide on there was just for playing HL and quake maps in Dusk
apparently there is
oh damn
\Dusk\SDK\mnt\local\dusk\textures
make a new folder in local, then copy over everything
then you can have fun replacing the textures to make one of the worst abominations the world has ever seen
π
200 bitrate what the fuck
I don't have the talent to make any actually good stuff like you guys so this is what you get
WHEN THE INTRUDER IS UNWORTHY
The cursed enemy texture replacement trinity
holy piss
i'd pin but the pins here have actual important stuff lol
post it in #meme-review and pin it
@high magnet I'm making a really funny retexture of a certain enemy as requested by Dave Oshry himself hahah
its gonna be in one of my maps
super excited to see people's reactions to it
Oh shit
it's so bad but really fucking funny
thanks a ton, I'll give that a shot
The reason for me to install dusk again
time to remix the entire OST of dusk for ultimate dusk drips
just change all music to be some really stupid shit
Y'all ready know I'm dropping FAT dislikes on all of theseπ€ π
very relevant reference, just wrong map. https://vimeo.com/504105890 (skip to 2:41 after the elevator, all filler before that)
lol I love that it says 1080p

interesting, I was told the opposite in the quake mapping discord
the p stands for potato
yea lower makes less movement
it's the same as the trenchbroom units
so lip of 16 = 16 trenchbroom units sticking out
i was 99% confident after so long of using it that a lower lip, for some reason, made the button go further
with no logical explanation
and the higher made it barely move
maybe im just dumb tho
nop
Ok this is what i was thinking about
An offset added to the default movement distance that allows the designer to adjust the amount the door travels. This value can be positive or negative; positive values reduce the distance while negative values increase the distance.
from quake wiki
that's the part that didnt make any sense to me
imma do a quick test right now
lip 1 moves the furthest
lip 5 moves less
lip 10 moves the least
negative values behave the same
lemme record real quick
@gritty forge
it's probably only for buttons
lemme try and test those too
tested on buttons
same result
big lip - less movement
i honestly with i had some sort of a technical explanation here that makes sense
it's why i rarly even touch the lip key
it doesnt make much sense
oh yeah nvm
I realized
it was a miscommunication
if you put the lip of a door to be 1 it will only have 1 unit of itself inside the initial position that the door was
so lip of 1 makes the door move a lot
banana
but a value higher than the amount of units that the door has idk about
if you put it as 5000 for example
cuz i do remember that whatever the default quake value is, it makes the door move by whatever is the length in units towards the angle
lip just means how many units of the door/button it keeps inside the area of where it initially was
but that doesnt make much sense
The default quake lip is 8, and a default quake door will move in a way that leaves 0 units behind
like if a door is 16 units tall and it's moving up, it'll move 16 units up
quake lip of 8 will leave an 8 unit lip on the doorway/whatever at least in trenchbroom or from my experience
that's what lip is
the doors on the pic had lip of 8 and 32 respectively
and were fully under the "ceiling" at first
it also depends on what angle you use it from
because both can be true depending on whether you set the angle as up or down etc
but if you want a door to go down, and have the angle down, setting a lip of 8 will make an 8 unit high lip in the ground
wouldnt that mean that my func_doors in the test map would leave a higher lip behind them if the value of lip is higher?
idk what that means
it's currently 5 in the morning and i havent slept yet so forgive my possible inetpness
lol
but like
i just dont see how that is the explanation with the results i got from testing
I'll see what making it an absurdly large number does
willing to bet it wont move
not sure how lip value would affect the direction it goes
(it went about 60degrees to the right of where it drifted off in the video)
hahah i claim the spot 
https://www.youtube.com/watch?v=ZQjc24jYgZA
might scrap it, looks like crap rn
songs:
Burn in Hell from DUSK (Original Game Soundtrack)
https://www.youtube.com/watch?v=xtLtEsVOi1c
Handgun Harmony from DUSK (Original Game Soundtrack) https://www.youtube.com/watch?v=L_mMeK26KHQ
ending song for when you finish a level in dusk
how do you not get lost without prototype textures
playing the same map in quake results in the button (with a lip of 5000) drifting off and not activating the trigger_teleport
there's no rhyme nor reason to this property
does the quake lmp need to be renamed?
no
Did you make a path to your Quake directory?
Or are you using the method for when you dont have Quake?
Hmmmm
One sec
Look through this
It should helpppp
do the pak folders need to be zipped?
You dont need any .pak files I'm prettttty sure
for quake maps?
Oh you're trying to play Quake maps in Dusk?
yes
My b didnt realize
oh ha
bro im looking at that already
make folder for the quake maps -> open up the paks and put the files inside of Maps folder -> play
should be as simple as that
You need to get the .bsp (map files) from Quake. You do that by extracting them from the .pak file.
Great, my pc doesnt want to acknowledge it has wifi
weird that it starts me without a shotgun
is there a command i can do to spawn me a pistol or something?
sadly no
There are cheatcodes to give you all the weapons π
are clip textures busted?
perfect. thanks a ton
^
actually it's better
making a func wall transparent also means you cant shoot through it
func_clip just stops player-enemy movement tho
yee
i'd say rendermode-amt is great in making things like bulletproof glass tho
and normal func_breakable glass
For some reason I can't get my func_breakables to teleport and idk why
i thought they cant teleport in the first place
Itβs not an entity
Rip teleporter effects
probably not im betting
why teleport the breakables though?
instead of just putting one at the end of the tele
because you can't make them have no collisions and it's teleporting them into a playable area so it would kinda be weird if there was a bunch of boxes with tool textures until they teleported in
no they have to press a button which opens a door and teleports in enemies
ah alright got it
well you CAN make them invisible at least
I'll just go for a monster closet for now I guess
I'm happy to have contributed
I'll probably do the mages once I find an idea for them
you could just make them invisible, 1 or less units large and have them just inside the floor/right up against the floor. I doubt anyone would notice stepping on them.
So how do I make teleporters again? Object teleporter linked to destination dont do anything.
im back from my break from mapping
Put a trigger_teleport and have it target an info_teleport_destination
When the player walks into the trigger they'll teleport to the destination
then Ill just have to make my own makeshift teleport model which allows me to be more creative yay
heya
I'm so fucking happy with how my new level is turning out
I kinda hate experienting with lights but now that I have all the presets for them with fill lights, stronger lights and contrasting colours etc it's great
object jumppad covered in trigger_teleport

nah I can be more creative now
you cant export any custom models into dusk that arent enemies yet
unless you mean a brush model
in that case yeah sure
the only downside of trigger_teleport is that you dont have any particle effects and sounds
the SDK has a lot of compatibility with quake files. in turn, also half life
trenchbroom is the mapping tool we recommend
Looks really cool, and the UI doesn't seem all that scary for once
dumptruck_ds on youtube has great and simple tutorials for it
yo anyone wanna get together and make a dusk drip mappack
what would it even be like lol
among us ship level
could be the other levels too
like the tower and the polar one
they could kinda work with some keycarded doors
but yeah im down
could put a couple task knock-off minigames
cool
yea lol
If you recognize this, you can probably guess what this means from the channel I've posted it in
wait
nah i got nothin
the only thing i see is what my maps looked like when i ported them from tb into unity
hint: ||d1_trainstation_01.bsp||
Yes way
||Quake 2, Daikatana, SiN, Jedi Academy, Jedi Outcast, Soldier of Fortune & Soldier of Fortune 2 maps also work||
lmao
neat
n - no way
e - exceptional
a - amazing
t - t
||Here's a Jedi Outcast map loaded in (kejim_base.bsp)||
galaxy brain
wait a minute
t - t
dusk2
i snapped the terrain to grid
because of a compiling issue
to make the terrain i edited the vertexes of some flat brushes
2
It looks smooth and that's what matters
you can use the archway method to make any curved surfaces
ctrl D, move a few units, rotate, repeat
the pillar method works too
thats how i made the sphere
is it fine to use crash maps?
wdym
like for example, map1 crashes and it saves another file called map1-crash
no drawbacks to using it as the main and replacing the non crash one?
shouldnt be
what pixel color does dusk use for transparency?
i think if the texture itself is transparent it wont matter
even if it appears to have a black background when editing it into a wad
same one as quake
if youre using the quake palette
but you can use whatever palette you want
its just the transparency index that decides it
(its the final color)
bottom right in this image
which is quakes palette
ty!
birthday!!!!
it's now old enough to babble incoherently and probably say a few swears
wait wha
how old is lower then
oh april 4th?
it took me so long to finish it????

Happy birthday π
Good map
yes good map
Lol
You know, if you want some really smooth, and organic geo for your maps, OBJ to Map might be your buddy.
Or you can just czg curve your way to victory, there are many ways to go about it.
made these stone monsters, frozen forever.
they look really rough
And teleporting the boss is weird. It teleports me instead of teleporting the boss to its location.
Thats a great way to have very fucked geometry that looks fine on tge outside, no?
At least in my experience, making stuff in blender and zhoving it into .map didn't turn out great
Shoving*
they probably don't a description.xml file set up in the mod folder
ah crap ty bro
kinda an obscure thing anyways lmao and i think it's getting replaced in the next update
dont forget the fact that they are easy to break the game with so yeah
can i see the setup
are you using a trigger_teleport to trigger the teleport?
because any entity in that brush trigger will be teleported to the specified teleport destinaton
instead you'd trigger using a trigger_once and target the trigger_teleport instead
probably the only way id imagine you're doing it to cause that
^ basically that but cant know for sure unless we see it
thank you for including the non-light flared version for lightflare-allergic people
xD
this room looks like the lights will start shutting off behind me when i walk into it far enough
one by one starting from the farthest
yeaa
I would love that
could be done using func doors and fake lamps
but you'd want sound too
you can use sound lol
just need a looooot of trigger_changemusic's
and a multi_manager for timing
me too
probably my favourite thing about the map tbh
and I feel like I really nailed the theme of it
it's supposed to be a water processing plant, you know where they process sewer water into clean water and turn the sewer shit into flammable material etc
but it's processing gore instead
hence the "crimson cesspool" name
damn that looks clean as hell
yea it's a lot of fun
and I have some great ideas for the music of this map. Even though I just use Andrews OST because it's fucking awesome
and a really funny idea for a part of the level :p
also does anyone know if we're even technically allowed to use the DUSK OST in modded maps? Even if modified and stuff?
i mean you're modding a game where the music came from lol
andrew isnt trying to shank us yet so we should be good π
yea I think so too
and of course everyone who plays dusk mods know it's the OST
and I don't make money from the mods
@alpine depot Setup: I have the boss in teleport box and box targets destination and trigger_once targets the box.
yeah just name a trigger entity trigger_changemusic
then add a music key-value with the filepath to your intended music
iirc music can be .ogg, .mp3, or .flac
filepath is relative to the mod folder too
so if you have a mod with a music folder named "EpicJams" for some reason, then the path would be EpicJams/whatever_music.ogg
so the same process for adding music at the start of a level in the worldspawn entity but it's on a trigger brush now
I do not have trigger_changemusic bruh
You have to type it in yourself
Just put trigger_once and change the name to trigger_changemusic
bruh
yeah
The lamps also dont seem to work
what lamps are you using
object_lamp?
yes
Perhaps light can't target info_null
i think i managed to view dusk models in pakscape with Quake 1 model viewer
but i cant see the animations
to be specific the weapon animations
if devs are ok with it i can just send you the .blend files
from that point on it's ez to port them as IQM which dusk uses
problem is - we cant replace them yet
but hey if you want to use them somewhere else then that's the best option probably
no thanks, i was just looking at them
i was bored
So, has anyone had problems with the SDK? Namely, it's not booting whatsoever ._.
Mashed potato
shipment for Dusk will be ready whenever multiplayer gets mod support
ooooooooo
damn
So, nobody's had this issue?
sucks to be me, I guess
You might have to ask Zombie or 500_pts for help
yey
π
Is it okay to ping them?
yea
So, are there any programs, aside from Nostalgia Critic Mod (whatever that is) and that workplace thing that may break the game?
I'm about to get some beer and I'd be lovely to enjoy them with some custom Dusk maps
But the game won't start whatsoever. Are there any launch settings that could help? Different Dx, 32bit version etc.
have you tried verifying the game files
yea should run from the start
Properties > Local Files
if it's not booting then my guess would be that there's an issue with the files
yeah
well, I can do it again hoping It'll work
The game does start, DUSK.exe hits like 20k in the task manager and then shuts off shortly after
Yup, didn't work
yeah thats really weird
Well, it could be possibly an old program I haven't used in the last decade. Well, I'll just delete some junk by random and then see if it helped.
btw, these wallpapers are so cool
Now that I think about it, my antivirus might have to do with it
nope, didnt change anything
still won't budge
@long pine the only launch option i know is -force-d3d11
It had to with with a Nvidia drivers if I'm not mistaken?
Or just a rendering related thing, I don't remember now. I know it works for TF2.
eh i doubt it'd be a driver issue unless your drivers recently have been acting like garbage
Well, my graphics card is a steaming pile of garbage. I've got the newest drivers and haven't run into any issues with it so far.
So yeah, probably not a driver issue since the main game runs like a dream
yeah i'd wait for a dev response then, really weird situation
oh right
you can launch the sdk from a separate folder file
and that way get the log
to maybe see what the problem is
dusk-sdk-dusk_win.bat
the log is in etc-usr-output.log
etc is in the same folder as dusk_win.bat
So these are all in the game files?
yeah
@long pine What happens? Just a black screen?
The sickles thing pops up and then the process just dies
Uh that's not good, that's a hard crash

So in other words, more than likely a Unity bug rather than a Dusk bug

By sickles thing you mean the crash reporter right
Sickles icon with a little progress bar
yup
Does the game happen to make a folder with the current date and time when it happens?
If so, try sending one of those over to me and I'll see what I can figure out
Uhm, where would that be?
