#dusk-modding
1 messages · Page 84 of 1
yes
and there are .pak files inside of id1?
huh that should make it work
is there a gfx folder in id1?
Yep, with a lotta LMP files
is palette.lmp one of them?
Yep
hmmmm weird
wait can you see quake models in the editor? like here
or is it all plain colored qubes
cubes*
seems like TB doesnt recognize your quake folder
I erased the path and set it again and somehow that fixed it?
well
at least it works now
Hehehehe I am smiling
so textures and stuff are all visible now?
Is there a way to preview lighting? Like in GZDB/UDB
nah sadly
Yep, texture are there, entities are there
Play, adjust, play?
yea
And quakedude looks more high poly than he should. Maybe I have a mod installed? Like, he actually has a nose lmao
compiling light can get quite long so that doesnt help either
wow that
you can send pics with a link btw
like imgur
you'll get a rank soon enough and will be able to post stuff like others
I probably need to find and set up the compilation tools. I'll look up dumptruck for that. IIRC he has some good TB stuff
How do ranks work?
And I'll try to get a link, or should I just DM you his face lmao
yea, double click any worldspawn brush i think
actually hmm
that just select everything
im trying to select all worldspawn and make it func detail
file size lol
players dont get to walk on these areas anyway
that should reduce the size
seal the map
unseal the hushed casket
lol
but for real i hope it's not that outside map that you kept showing
cuz then not only sealing wont do much
but i kinda have no clue what you should do lol
but file size shouldnt matter anyway so
do you need a clip brush?
yeah
func_clip should do it
got it
if it doesnt there is another way but you wont be able to shoot through it
ok so the file size for the bsp is 70k kb
it plays just fine
train works (moves backwards though lol), player is sealed in
doesnt even lag
lighting is borked though
how so
i have one light above the map that is supposed to shine on the whole map (so i can see while playtesting)
it worked once a while ago, but now it seems to have broke
why not just have light on worldspawn if you're just testing
how do u do that?
property light on worldspawn
that's it
light up everything to that level amount
light amount*
eyyyyy fuck yeah
yeah but like
that's not sealing a map eh
you'll need worldspawn properties and separate skybox pics for that
found the copypasta
you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
so like we're just applying each individual texture to the sides of the cube skybox in-game
left and right are swapped though
and example of a custom skybox
does the texture have to be a specific size
try to keep it a 1:1 side ratio at least
i used 512x512 for my skyboxe
s
works fine
thanks
it is sort of a forest level
There are no requirements on skybox texture dimensions
Does it stretch if one of the dimensions is smaller? Ive never checked
It should stretch, yeah
It can do that since the skybox has separate textures rather than one
Hows the update goin
Pretty well actually, there's just a lot of time consuming stuff
Like reorganizing files and stuff to ensure no sounds, textures, etc are left out
It's gonna be a huge relief once it's done because then future patches will be a breeze
Oh hell yeah good to hear
Just out of curiosity, is the SDK your main priority or are the other games more important
(Mainly because at this rate, the patch will be the first public release of the rewrite)
(Instead of the TumorSDK)
The SDK is my main priority, yeah
Lmao tumorSDK
its a pretty literal description
it was necessary to meet deadlines
but zombie really pulled one out of his hat to make it happen
the amount of time was unbelievably small
he basically had to die and come back to life to make it happen
Was the deadline there to prevent the sdk fron sitting out of the oven for 2 more years? Or like marketing stuff
Chad zombie saving the day as always
In the oven*
Fuck
Honeslty I don't even remember why we rushed to get that out
I've like, blanked out those memories
lol
So why was this version even updated that much if the rewrite is so important? Just to have modders suffer less?
It is highly appreciated then lol, i wouldn't wish the jan. 2nd version of the sdk upon anyone
Yeah that was basically thrown together in a few days by frankensteining parts of the rewrite into an already kinda broken version of the normal game
All that work definetly paid off if you look at the stuff people made for the 2021
Fuck dont sent the message discord
Im nlt done typing
Not*
For the 2021 spring map jam*
did you swap left and right?
ah
i actually have a pretty big collection of skyboxes somewhere
already split into single images too
hold on i'll look for it
oh jesus it's somewhere in the depths of my laptop
whatever i need to find it anyway, so give me like 20 minutes
ok the file is too big lol, but i do have a google drive link
1 moment
there
i used one of them in my previous jam map actually
2 actually
it's got some COOL shit
oh my gawd
it's mostly nature backgrounds, but it's got some more surreal stuff and a couple sky/city skyboxes i thinjk
some of the sky ones are SO PRETTY
basically have fun
you collected these or did you make them
it's not my file, someone linked it a long time ago and i just kept it by my side since
awesome
i managed to compile it with the sphere
rendermode & renderamt didnt work on the func_detail though
🔮
I believe you can disable soft bounds
i just moved it all the way from the center to the left so i dont think ill run into the bounds again
🤌 Molto bene
For Quake I just make an entire cube which is the area where I can work in.
How do I jumpad?
What?
Oh
I think there’s a value you have to increase
I haven’t really fucked with jump pads
There is a jumpad entity
You can adjust it's properties in the entity menu
Crank the jump power to 999 and you can get floating point errors
I set the value to 448 units which is 7 cubes but the game throws me into the roof which is twice as high.
Half the power I guess
i c
I did half the number and it keeps doing the same thing
it flings me into the roof
Divide the value by 32
There's an oversight where the jump pad values weren't adjusted for Quake map scale
that worked, thanks
why are you using the bonds anyway
those are for quake 1
dusk doesnt give a shit about them
you can turn em off?
bounds*
yeah
hol on i'll tell you how
see there at the bottom?
just tick "soft bounds disabled"
don't tell me you've always been mapping with soft bounds on dude
oh my god i never knew this
bullshit lmao
no way aqua
here's one
ehhh i don't know if anyone would honestly be interested in that
it's just some unfinished abandoned maps
I have a theory that if you combine enough unfinished maps you'll get the equivalent of one finished map
How can that logic be wrong?
that was a plan actually
it's just that actually doing it turned out to be a disaster
if i were to actually do it - it'd be uhhh well probably one of the most detailed maps for sure
and quite huge
but it'd also be a monumental effort to actually make work
i'm pretty sure i have no file like that lol
looks pretty cool
ngl dude i was always too lazy to turn them off
wait so you are still mapping?
no
wait-

ahhh i see
The wad of this map would be perfect for my multiplayer map, what wad was used?
How.
I don't remember but ill take a look when i can and send the wad
i used several wdas
wads*
imma post them all, aside from the dusk wad and ID1 wad
cuz you should have then anyway
actually fuck it have id1 too
will take a bit of time to upload
@frigid cypress
thanks
plz make Dust SP playable in coop
no
yes
when does the mapmaking guide gets a pin?

yw. 
Famous
finally, im working on the playable areas of my map
fuck it crashed
trenchbroom or dusk?
trenchbroom
was manipulating a vertex
im lucky i saved to see the file size a few min ago
always
ALWAYS
A L W A Y S
save before using the following
edge tool
face tool
vertex tool
take that advice and use it well
it'll save you trust me
especially vertex tool
ive only ever crashed using the vertex tool
edge tool can also crash tb
i rarely ever use the face tool, but i heard someone crasthed with it too
and once when i manipulated like 30 faces at once lmoa
i use the face tool to extend brushes that i rotated
you know i might put the gameplay areas on a separate map from the one im on rn
huh
that's an interesting choice but why not
you can have maps connect to each other after all
and that'll surely help with performance
cutscene map
yeah lol
its a cutscene
besides if people died on the map they would have to wait for the train to arrive
again
try increasing/decreasing the grid size
imminent gameplay
eyyyy looks sick
he's fucking dead
hopefully finished by friday 
subway or sewer
subway
would need func_vehicle to be 100% perfect but it is nearing completion 
how do you uhh
when you move a brush, slight alterations can send it going in unintended directions
can you lock something to move on one axis?
wdym?
i dont think brushes move anywhere you dont want them to unless parenter
parented
no i mean, say i wanna move this brush to the left
when i drag left, it does go left, but also up and down slightly
use arrow keys
ohh gotcha
you can hold em too
muh grids 
bridge
Map looks fucking sick dude
can you guess what happens to the bridge
Aboslutely nothing, you safely cross it with no incidents and enhoy the scenery
and then act like i don't know nobodeeeeh 🦈 🦈 🦈
MTV Riff Raff👌
alright how do i parent func_breakable to doors
func_breakable has a parentname property, which is set to the targetname of the parent door
ok thx
this is how you make explosions
those are all trigger teleports on the barrels
2 barrels get teleported into each other, and spontaneously explode
you need massive arrays of these under the map
there is an ooooold ooold map func_vehicle that uses it
except with gas cans
same effect
i'm pretty sure aqua also uses stuff like that in his maps
at least i think so
the power of clipping gas cans
instakilling the player with several gas cans to simulate a car crash is the most noble use of that technique
that's what happens irl
in car accidents you get killed by gas cans telefragging each other
ye, pretty sure it's the only way so far to do that
Are there any mods that provide a map like in OG Doom?
there is that thing called doosk
I probably already asked but does Dusk support TGA files for skyboxes?
The current public build of the SDK only supports PNG and JPEG images
You'll need to convert your TGAs
i c
but dont throw them away in the bin yet tho
tga is supported in the next patch right?
zombie bmp support when
i love you prop_cleaver
any1 else making cool maps rn?
or is every soul busy and the real map flow starts after exams
hell yea
i'd love to make some
the jam was a lot of fun but it's all studying and shit right now
i have like 2 more days of free time where i can work on the map
yeah
mostly on and off
because i was busy
anyway i have some screenshots incoming
mood
i've been "making" a map for a year now
i get the feeling lol
uhhhh that's a tough one
i'd say aqua's maps might be some of the biggest
yeah yeah
lemme compile and see how it is
i can see now why compile times are an issue lmao
is it light that's compiling for a long time?
i didnt add any lighting
i just made brushes have a light value lol
yeah
drop it in my dms or here idc
i'll take a look and see if i can reduce the compiling time without changing the map much
i uhh
cuz uhhhh that sounds bad
jesus crhist that's a fuckin LONG time to be compiling a map without light
that's nothing yesterday it took 700 seconds
download it so i can delet
im guessing its all the tree cutouts doing this lol
i mean its playable
ok um well you can claim the title of having the biggest map in dusk ever
hell yea
lemme add a couple of those old brush spheres then this record will be unbeatable
o_o
the reason im making 2 parts for this map is because i have no space left to use
holy fucking shit i switch to a 256 grid and the mountains are still to big
it's cool but like
wouldnt a skybox with mountains work better in terms of compiling lol
they MIGHT be but i dont think so
lemme double check some stuff real quick
ok so some maps i've got have 3500-ish brushes and dont compile so slow, especially without light
i honestly think it might be the sheer size of the map itself
wait hold on
gimme a moment
this doesnt affect anything but i gotta ask
the map has no enemies right? so why are there 195 entities
uhh
some are barrels, some are func-detail, there's a few guns n bullets in secrets, one enemy, and some func-breakables
the bulk of that is props and teleporters
wow that bridge looks hella fuckin cool and i dont even have the wads
i honestly think
the slow compile time may be caused by the fact that so many brushes have a ton of faces
hm
which direction?
p sure west?
that sounds familiar
the right side of the bridge
with the house
actually its not linked to direction
if you look at the bridge from close by it starts lagging
hm
honest opinion? i think there might be too much "stuff" in general
like it might be causing the performance issues and the compiling time
being slow
but eh im making the playable areas on the next map
you wont be seeing much of this one
still impressive as fuck though
ill share the screenshots in a sec
like legit this is absolutely crazy
ah ok
it only stutters when
after like the first few minutes of entering the map
it stutters, then it stops
...weird
my head hurts trying to even comprehend everything that's going on with the map lol
too big for my tiny brain
yeah this is nuts
give it some nice sunlight and it'll be top notch
i hate making pipe systems
woah
consider making those brushes func_illusionary and constructing a square hallway 'pipe' out of clip brushes
okay thx
Decided to get my feet wet with texturing, made a reskin for the Wendigo. https://dusk.mod.io/berserk-wendigo-skin
Actually amazing-looking.
I imagine it would serve as a stronger, faster variant of the Wendigo.
super cool
Thanks lads! I'm thinking of reskinning the entire roster with this sort of "Empowered by Nyarlathotep" green-electric energy style. I also read somewhere that Wendigos steal souls, hence the warped face on it's chest.
Amazing reskin
Definitely looking fantastic
can anybody tell me if we can save without a problem now on custom maps?
yes, you can
well
it does have a couple issues
but it's nothing that will significantly alter the gameplay
the things that matter most are -
after loading, the music is set to whatever is the starting music of the map (so if someone uses trigger_changemusic and changes the track then it wont change back)
turrets respawn (not critical because who even uses turrets)
and uhhh what else
you lose your sickles, they are replaced by the sword
and the stat screen is slightly fucked up
at least I can save progress, good to know. Thank you
LOOKING FOR PLAYTESTERS
for?
ah
EPIC
high levels of pog
That brush work looks really good, is the lighting final?
gotcha
That is some really sexy architecture
damn
is it a global bug of when enemies can't move after quick load on custom maps, or is it just map sided?
can you give specific examples?
fast save > fast load > enemies don't move at all, but shoot
if that matters, map is derail
I'm asking is this a global thing or might be just this map? I've asked earlier if save/load now works properly or not, so I decided to try out some maps
Odd, I've never seen that in any map
Trying to think what might have caused ut
It*
in details, I fast saved before entering area with enemies. Then died and as soon as I dropped dead, I fast loaded the game
had fast save before, so it got overwritten
What enemies were there? Were they blocked by anything prior?
not really. Most of them were in quite wide areas.
regular mages, soldiers, wendigos, fat shooting guys
all of them stuck
yeah, will try rn
oh, and I wonder if this might be caused by weapon sfx overhaul
was there an update to that mod? I haven't played since november
Nah
tried it for rundown by Q
guess it's map sided bug then
also, might be a dumb question, but I haven't played for a long time
do I need to opt out of sdk to play base game/duskworld?
Yeah baby, people are downloading my tree mod
yep, it's just derail map
yeah saving is really jank right now so that's probably to be expected
that's out of my hands, sorry lol
Cabin.
Cabin

func_train
func_movelinear is legit useful
Join the Quake Mapping discord here:
https://discord.gg/7NnXUqqF
Burger
🍔
Minecraft 
Minceraft 
Minceraft 
I'm sorry to announce that part of the level I'm working on is a sewer
sewers are a rite of passage its ok
I need a little bit of a memory refreshment, is the addition of allowing community-made deathmatch maps going to be in a future update to the game?
since no one answered you - probably yes
Yes
sneak peek
DETAIL
I really need to learn some multiplayer map design
my deathmatch map(concept) was laid out like a singleplayer map
How much hours, how much hours poured into this map?
coliseum
Stairing into the abyss

I fear that was a step too far
Why do I like portraits? They stare well
I'm sorry. These puns aren't landing
They're spiraling out of control at this point.
Awesome, now back to my months of being idle until I can make a decent map
Funny you reply to my "maybe"answer and not the "yes" from the dev
lmao

also awesome fuckin work john
4 real
maps with so much time put into them turn out to be the best ones (obviously)
are we able to make custom duskworld maps?
not yet
also @gritty forge where the fuck is a finished ultradusk prelude
fair enough.
I am making concept maps
I was probably gonna do the same
I've never really been into map making but I have some decent enough ideas I think
thanks
@gritty forge You've got to please change your pfp to be more compliant with server rules.
did i just see people making dm maps
no!
i want an entire map that looks like this
prototype.wad map
as for duskworld dm maps -> it depends on what kind of a map you're making. I like to put dw maps into 2 categories. Dm maps and duel maps. Dm maps are designed for a lot of players 5+ and duel maps are designed for 1v1s or small dm matches with 3-5 players.
When making a dm map it is important to have multiple weapons of one type spread around the map with an ammo supply nearby. For example DOTD has 3 separate rivet spawns, 3 separate AR spawns, 3 separate HR spawns, multiple single shotguns around the map and 3 separate SSG spawns so you can get weapons all around the map and never face an ammo or weapon drought. Basically if you spawn you're guaranteed to find a good weapon nearby. While it makes sense to have narrow or closed maps in other games in duskworld you are always very fast and therefor there needs to be a lot of room to move around. Narrow areas should only be around weapon pickups or powerups. Open maps =/= unitersting. Clifftop is open and is one of the most unique maps i've ever played. Also theres a bunch of obvious stuff like not placing same weapons to close to each other and stuff like that. @gritty forge @frigid cypress
Duel maps are smaller and more narrow, however there still need to be open areas where you can have interesting back an forth battles otherwise it would just be to much situational weapon combat.
Make sure that the Hallowed health is easily accessible but not visible except for the place where the HH is. For example on vestibule you can get to the HH from basically anywhere however you don't see when it respawns so people have to either check that area or time when it comes back (wewy impowtant).
Make sure to have a Crystal and coin bags on the map btw. Obviously you need to move things around so they're not close to eachother and it depends on what kind of an experience you want. HOWEVER.
You should always separate rivet ammo from the rivet itself. Rivet is very strong and has a lot of utility so it needs to have less ammo on pickup. Spread the rivet ammo in groups of 4 or 3 or make one big batch of 6 and 2 smaller pockets.
There should never be enough rivets on a map to get to 13 when you pick them all up. Place them in a way where it incourages the players who picked up rivet to move around the map.
You can still have 2 or 3 rivet ammo next to rivet. Place the rivet in a spot where you can snipe it with the HR or where you can kill with highground and SSG. It also makes sense to have a lot of varied enviorments that encourage different weapons.
Place healthpacks in a way that makes them risky to pick up when you get a lot of healing and not risky to pick up when you get little healing.
For example on fussilade you have 2 places where you can heal for 50hp but they're very small and narrow so it's risky to go there if the enemy has SSG or rivet but you also have small healing options that only give you 20hp all around the map.
Those are important because you want to give people a reason to move around again because they can always heal and not run out of health to quickly (which can happen because of high TTK). Also the Rivet should be secluded from the other weapons.
It doesn't make sense for a player to be able to pick up rivet and 2 other weapons with no work or rocket jumps involved.
Kruz what the fuc
:)=))))))
🙂
tl;dr make map good so is a fun
I always thought about making maps good but never had the courage to try it out
not very worth it
Back to making giant squares connected by narrow hallways
That cuts deep
should i make an among us map
the imposters are just a hundred wendigos scattered around the map
what about a map that's just all concrete

thats not a very concrete design decision
If you do that you'll cement your position as the worst DUSK mapper of all time
A map that takes place in a bunker and it has 7 enemies?
But also a blood sink that no one noticed
I was thinking the same thing too
Dusk drip
drip dude
spit it out
booooo 
maybe read it?
No
Also space rat
The reason your map looks smaller is because quake units are slightly smaller in dusk
Or something like that
But
You can get a rough sense of scale by placing an info_player_start/teleport_destination whatever
The green box entities
Abd shove you camera under the top part
Oh hey that's the dude that rated my maps 1/5 nice
No grudge tho
my poor life choice continues
dont you mean GREATEST DECISION EVER
No you don't understand
I spend hours re-creating EVERYTHING to be 1-1
and then spend another 30 minutes correcting stuff to be "close enough" because 1-1 recreations of Davids beautiful abominations of "mimic brushwork" refuses to compile under any circumstances
pain
Spain without the a
speen
e1m1?
the madlad is indeed remaking dusk but in trenchbroom
his name explains it
His motives are beyond your understanding
how do i give myself weapons
Type NBKFA once you get in-game
you can start typing it on the loading screen if you're impatient like i am
or rather during the lag between "press any key" and the actual start
funny thing - if you type NBCLIP during that you'll fall through the ground a bit
happens to me constantly
not even possible to be 1:1 on .bsp because dave used some 0-volume geometry
from the top of my head I recall that some of the details on the hedges @ e1m2 have 0-volume and collision enabled
hehe
This is one of the main reasons that we don't provide .map files for the campaign levels
They can't be directly converted because not all of the geometry has volume or convexity
I have some ideas for how they could be converted at some point, but it's not a priority
david, fuck I always get them names wrong
obj2map is hot garbage by the way please dont consider it
at least the version i used
I'd convert them all into mdl 🤷
iirc obj2map will just find convex geometry and spit that out as planes in the map
shippable
it struggled with basic shapes for me
were those shapes convex?
oh fuck i'm dumb then
tbf Dave Oshry is legally called David as well
i think i mixed up the definition of the word "convex"
yes ok yea got it
If you can draw a line through the object, and it only touches the object twice
it's convex
but yeah I don't know the specifics of how obj2map works but I don't imagine it goes too in-depth with its conversion
taking arbitrary geometry and converting it to a .map is a really difficult problem to solve
at least it's not that .wad2map tool
which carves out the entire map out of a solid block
oh i can imagine
shame the only tool out there for that doesnt really produce usable maps
Fuck I think I remember some of the screenshots of that
i still have a .map of that somewhere
Colossally cursed
but yeah, for 0-volume geometry it's probably possible to extend it out into a 1-wide wall
and then make all sides NODRAW
and then if it was a double-sided plane, just do it again but flipped
truly genius
for concave geometry, I dunno
could probably generate an approximate set of brushes for it
and then make the actual geometry a .mdl
for concave geometry you just die
or place a neat sign that says "do this manually"
also man i wish place_model was a thing
in the current build of sdk that is
it is internally 
its a suuuuper challenging issue
lmao
I got u
polygon decomposition can also misbehave something magical, so I guess even with a proper tool this might still end up being a nightmare
I'll probably look at doing a small rollout to some mappers soon so they can update stuff in advance
since the new update is the first release of the rewrite, and there are several breaking changes

For the most part only music, skyboxes and asset replacement mods should be affected
Since all assets have been completely reorganized by episode, and with better names
yeah

Fucken vacuum cleaner
There's an automatic upgrade tool but it's not really ready yet
yeah
@alpine depot oce
Among?
Us?
not TB, Jackhammer.
Zombie, I told you why I'm doing it
hence why I've taken up this mantel, so others don't have to
look at this hero of justice
It didn't actually hit me until I realized you were serious lmao
I'm always serious, man!
Wait are you only gonna do E1M1 or all the levels?
originally planned to do them all
after the first room I have reigned it into either "all of e1" or just "e1m1 and the survival maps"
because the impossibility of all of them asides,
what I'm making it for would probably be better if it wasn't the entire game
You make this but not cart table huh?
Damn thats true
i would have done it instantly lol
RUS*
DUS*
mod is (regrettably) going live soon
ur bad
Which one?
i also added some cutout textures of 2 of the trees
because the models take up alot of file size
while one cutout takes like 3kb
i have ideas to use your planes for a setpiece
I'd use your tree mod but problem is the brush count
maybe 1-2 trees are enough for the rest of the map
and it already slows down compiling
you can use the cutouts
or dusk trees
ill eventually make cutouts for all the trees
especially the currently-unusable dead tree
which causes the map to be uncompilable
are the trees func_detail already?
Don't play single player on the SDK version. The SDK version is broker than @sharp trail 's mom. Be sure to play campaign on regular singleplayer.
That may facilitate switching out of the SDK branch as it's quite out of date regarding single player.
uh I wanted to know because I wanted to replace the texture
and that doesn't exactly answer my question lol
so the cutscene just never plays it seems
shut up
the only reason why YOUR mom isnt broke is because i THOUK her every night

can some Dusk SDK expert explain something to me?
I made my own description.xml file and it prevented my game from launching
but when I changed the <content> line back to "All" it works just fine (it was something else at first)
does that line do something special? I thought it only puts string into the menu
Did they change the code
What did you put in the content field?
It's not just a text field
It has very specific values that it can contain
Hmm
Sounds should be valid
The valid values are None, Textures, Levels, Sounds, Models, Scripts, Weapons, Monsters, Music and All
description.xml is buggy anyway and it's being removed in the next patch in favor of a better system
glad to hear there will be a patch 
The SDK is still in development yeah
The current public build is nowhere near finished
anyway here's a smol sound replacement I thought of year ago or sth
made for myself but might aswell share
and thanks for answers Zombie 👍 it worked in the end and at least I know to not mess with description file too much
no problem
time to continue my mistake
That's what my mom says when she goes to pick me up from school :)
hole : )
eyo i tried the mod
imma definetly use this, but the pain sound might be a bit too much lol
@ancient depot just wanted to point out a thing - turning on a mod during gameplay just disabled enemy ai for me
probably not even relevant but still
Yeah, bugs like that won't be relevant soon since the new update is a whole new codebase
yeah for some people the pain sound can definitely be too loud, I love it this way though because it's the most memorable sound effect I've heard in videogames. I really like it
pain sounds loudness is unchanged although I had to make jump sound louder by like 3dB because it was easily drown out by other sounds
i'll probably just modify the sound myself to make it a bit quieter
thx for the mod regardless
np 👍 thanks for downloading
hey, I'm sure this topic was mentioned before but, did any of you guys think about making an equivalent of Crack-life mod but for Dusk?
well i'm sure people THOUGHT about it
no one really went far into it tho
me and aqua were talking about it just yesterday
when we made the amogus thing
maybe once SDK gets updated, this would be a cool thing to do as a community
I've seen that, I love those amogus mods
this is something that I'd love to see in Crack-Dusk 
Zombie be like: rewrite time
I’m getting back to modding real soon
2 weeks ish
been so busy
I’m finishing my second map then
Anyone have issues running Dusk SDK on Mac? I followed the directions at https://dev.newblood.games/index.php/Dusk:FAQ#Steam and I'm not sure if I need a beta access code or not? I don't think I need one. Plus, when I try running it like the directions said it doesn't pull that option up.
The SDK is only supported on Windows currently
it shows how to get the sdk
Alrighty
which you can get through the betas on steam
Which pinned comment?
Thank you
actually most maps have the installation process in the mod page
second half shows how to get mappers toolbox
Not after a map, just a really, really dumb mod i wanted to try
same process
Whoever made this i love you
they made the mask free to watch on youtube recently 
Oh shiiiiiiiiiit
There was this one HOi4 video parody of the MASK
Cant find it anymore, makes me sad
Ah ok
so ive got the file open
therens a DUmaSK file, and a File ID thing
do i creater a folder and put those in or just drag both of those in
the dumask folder itself goes into
dusk-sdk-mnt-local
Yeah done that
It didnt seem to load it when i launched it
I laucched it as the SDK on steam btw
Hmmm, nothing there for me
are you sure you launched the sdk?
when you click "play" on steam it gives you a prompt which version to launch
Yeah i launched it for sure
dusk, duskworld, and the sdk
that should do it
nice, have fun
can i make the sdk a desktop icon
Yeah the .exe for the sdk is in the folder somewhere
hol on i'll find it
Dusk -> SDK -> dusk_win.bat
i think that's the one
Hello so can i make maps with JACK
yes
Cool thx. There was only a guide on the pinned for TrenchBroom
it is the officially supported tool
or recommended i guess
Meatbox is currently mapping with JACK so he'll probably be able to help with any quirks if they occur
Thanks.
Alright so is there a reason why the textures in the selection are gray?
where? in jack?
Yep
i dont use jack, but maybe it needs a palette file?




