#dusk-modding

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honest stag
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oh wait

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someone posted this a while ago in response to grey textures in jack

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  1. Remove all wads under Options->Game Profiles->Textures
  2. Select Quake map type under Options->Game Profiles->Game
  3. Under texture tab, select the quake.pal file from C:\Program Files\Jack\quake as the palette file
  4. Switch map type back to Half-Life
  5. Re-add WADs
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dunno if it's real or not but hey

gritty forge
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Works

honest stag
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ey nice

gritty forge
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hmm

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somehow i just cant download the sdk files

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steam being wonky again

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anyone got a download?

crimson patrol
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bathroom scientists attack

gritty forge
gritty forge
honest stag
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i have a version of the sdk in google drive

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but it might be an older one

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not sure

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lemme check

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if it's old i can update it and sent it to you @gritty forge

honest stag
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i checked and the version i uploaded was the old one

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so i'll have to pack up a new version for ya

gritty forge
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dew it

honest stag
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i'll put it to upload now and send it to ya in the morning
cuz it's very late for me and i gotta hit the bed

spark patrol
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uhh any1 know how to get past trough "rotten meat" part in sinners trial map?

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woho nvm found it! twas the good old: shoot trough the floor to get trough)

honest stag
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also

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in "local" plz clear out every folder that isnt "dusk"

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i just have a lot of garbage in there that i forgot to clean out

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mostly unfinished mods

crisp raven
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Vriska leaking unfinished maps ๐Ÿ‘€

gritty forge
crisp raven
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The crowd goes wild

honest stag
crisp raven
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Can't play these maps they're all in Russian

honest stag
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funny things is

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"my maps" folder has a fuckton of other people's maps

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i just use it to test shit

crisp raven
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PLAGIARISM

honest stag
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80% of these arent mine

crisp raven
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Broke: Lower 2 when?

Woke: loooool.bsp when?

honest stag
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i actually have no idea what that might even me

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lemme check

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oh it was a func_breakable test map

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right

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dont even remember what exactly i was testing

gritty forge
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my map is in there

crisp raven
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Vriska claims it's HIS MAP

honest stag
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every single map is in my mod folder i can assure you

crisp raven
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It's in the MY MAPS FOLDER

honest stag
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i dont delete them

crisp raven
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๐Ÿ˜ฑ

honest stag
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not only every released one, but a fuckton of unreleased stuff that people sent to me months and months ago for testing that never saw the light of day

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i really should have deleted stuff before uploading lol

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my mod folder is 3.72 gigs lol

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"local" that is

alpine depot
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6.19 gigs for my local folder lol

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but i gotta subtract how many gigs the dusk folder is

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oh its just 1.01 gigs

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so 5.18 gigs

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BUT thats also including all my zips too

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ok thats just half a gig

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so the entire mod.io page so far is 4.68 gigs

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roughly speaking

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probs a few hundred megs difference

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LETS GET IT TO 10 GIGS!!!!

honest stag
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wow damn what do you have there?

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i dunno how is it that much heavier when i have all the maps and a lotta mods lol

alpine depot
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same as you, basically every mod on mod.io lmao

honest stag
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ah

alpine depot
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a lot of old map builds cuz i dont backup anything lmao

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might do that actually rn

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bouta bend over to the corporate overlords n shove it all into a google drive or smth

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oh dang it has 15 gigs total nice and OH MY GOD I DONT EVEN REMOTELY ORGANIZE ALL THE SHIT THATS IN HERE

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HUEEGH

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it lives

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my first attempt at a mod and it was a shitpost one

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replaced textures and sounds n whatnot

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hell its 42gb

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mb*

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i dont deserve computer rights if i ever make a 42gb shitpost mod lmao

honest stag
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i'd be down for a crack dusk

alpine depot
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oh hell yeah thatd be amazing

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gotta be a collective effort of the entire modding community tho

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gotta make dusk history

honest stag
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it would need maps

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another texture/sound replacement mod wont cut it

alpine depot
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nuts.wad taken to a whole 'nother level

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ok changed my nickname to better fit what i am universally renowned for

honest stag
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same

alpine depot
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nice

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man i really gotta crack down on my maps again

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when summer hits you know ill be grinding out some sick ass BSPs

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i got cyberdusk, the next map after downtown showdown, and a map i never got around to making for the spring jam

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so thatll be cool to take em off the backburner and give em a well-deserved bake in the oven

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though im kind of a master at breaking metaphorical ovens so we'll see how that goes

analog hazel
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dusk mod that when you spin the weapons they say "weeeee"

bold orbit
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vrisk

honest stag
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h

bold orbit
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onse?

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honse?

honest stag
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dunno lol

gritty forge
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i can now enjoy getting bludgeoned to death by a door on a custom map

gritty forge
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yo

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my entities just look like bounding boxes

honest stag
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Did you follow the fgd instructions?

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Any errors?

gritty forge
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it's me

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well

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i loaded the dusk fgd

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as external

honest stag
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Did you put the p

gritty forge
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the "p"

honest stag
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Oops sent by accident

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Lol

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The .pak file

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In the correct folder

gritty forge
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wait where am i supposed to put that

honest stag
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should be in your quake game path, in ID1

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that folder specifically

gritty forge
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hmm

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am i supposed to have the whole quake game in it

honest stag
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nah

gritty forge
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oh cool

honest stag
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are you using the general game preset or quake?

gritty forge
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quake preset

honest stag
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ok then go into that folder that you're using for the game path

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and see if a folder called id1 is in there

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if not, create it and put the dusk.pak there

gritty forge
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okay

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so

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i made an id1 folder and put the pak in it

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but it did basically nothing

honest stag
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does it show any errors in the console

gritty forge
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it cant find any game model actually

honest stag
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yeah i figured, because all the models are in dusk.pak

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hm

gritty forge
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also i have it like this

honest stag
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nah that's not how it should be

gritty forge
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figured

honest stag
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that path should just be pointing to a folder

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any folder

gritty forge
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which path

honest stag
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actually wait

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you don't need the game engine path

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so

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go into preferences

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then click quake

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and the top line "game path" should point to a folder

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any really
but inside of that folder should be id1

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and dusk.pak inside of id1

gritty forge
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wait so

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should i point it to my mapping folder or the id1 folder

honest stag
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the mapping folder
but id1 should be inside of it

gritty forge
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ok yeah that did it

honest stag
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there you go

gritty forge
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well

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time to do a pro mapper trick

honest stag
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also sorry i forgot to put the nyarl model into the fgd

gritty forge
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time to spam rats

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i am a certified pro mapper now

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also

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can i run the map with trenchbroom

honest stag
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No

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You need to compile it and run in dusk

gritty forge
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do i export as *.map then compile

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with the compiling gui

honest stag
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Yes

gritty forge
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Rats!

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its working as intended

honest stag
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Any spaces in names of folders or files?

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Map included

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Or dots

gritty forge
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it seems like it wants me to add a maps folder to the working folder

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yeah that didnt help

honest stag
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The stuff above didn't help?

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Show the full window pls

gritty forge
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i think it leaked

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just like hl2 mapping

honest stag
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The bsp shpuld be present

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It compiked tge map

gritty forge
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---- FillOutside ----
*** WARNING 10: Reached occupant at (-64 -48 18), no filling performed.
Leak file written to unnamed.pts

honest stag
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Yes but the map is present

gritty forge
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yeah

honest stag
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And playable

gritty forge
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well

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i got a bsp file

honest stag
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Yea

gritty forge
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only a bsp file actually

honest stag
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Sounds about right?

gritty forge
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well

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how do i load the map

honest stag
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Pinned messages

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One if the first ones

gritty forge
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yeah i cant find my mod in the modding menu

honest stag
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Did you set the mod right

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Folder in "local" for the mod itself, a "maps" folder inside of your mod folder, and the bsp inside of that

gritty forge
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yeah i think i managed to uh

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wait which ones was i not supposed to delete

honest stag
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Put a palette file outsude of the maps folder

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Pinned mrssages

ancient depot
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did you delete the dusk folder in mnt/local?

honest stag
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Messages*

gritty forge
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probably

honest stag
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And that too lol

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Told ya to leave ut

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It*

gritty forge
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i have created something beautiful

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t-posing soldiers

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yo

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how do i load the dusk textures

honest stag
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Dusk wad

gritty forge
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hmm

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trenchbroom gives me internal pain

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can i use hammer instead

honest stag
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Did you check any TB tutorials before this

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Also yes you can

gritty forge
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niice

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how do i set it up with hammer then

honest stag
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Make a map

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Use map

ancient depot
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Yeah there's not really anything special you need to do

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If you can produce a BSP in Quake, GoldSrc or Quake 3 format

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You can use it

gritty forge
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hm

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or instead

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how can i just disable doing this with the face tool

honest stag
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Pls look at tb tutorials lmao

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Itll help a lot

gritty forge
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no

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how do i disable doing that with the face tool

honest stag
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Esc to deselect a tool

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Then hotkeys that you learn in tb tutorials lol

gritty forge
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what are the hotkeys

honest stag
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:^)

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There's a bit too many ok

gritty forge
honest stag
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Youll need more my man

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Learn em now in tutorials

gritty forge
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m

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what are the hotkeys to

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like

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use the face tool like a simple scale tool

high magnet
gritty forge
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this

high magnet
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Yeah what is this

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What do you not want to do

gritty forge
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that

high magnet
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What are you even trying to do

gritty forge
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so it just goes straight

honest stag
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do you need theshearing tool or something

high magnet
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Basically you need to select this icon at the top left and then with that if you hold shift you can extend the side of a brush

gritty forge
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hmm yes

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2D view

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this will do

high magnet
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???

gritty forge
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okay found it

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im going to just use 2D view instead

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hh

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well

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im going to use netradiant

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excellent

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unpog

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no custom files

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hhh

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time to try hammer editor

honest stag
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The fgd isnt for hammer btw youll have to do shit the old way

gritty forge
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read the fgd then

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easy

honest stag
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Huh?

gritty forge
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hmm

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can it run goldsource

honest stag
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??????????

gritty forge
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"iff you can produce a BSP in Quake, GoldSrc or Quake 3 format
You can use it"

honest stag
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Yea

gritty forge
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hammer > trenchbroom

honest stag
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Whatever ur comfortable with i guess

tiny pasture
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Real gamers use trenchbroom ๐Ÿ’ช๐Ÿ˜Ž

gritty forge
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real gamers use hammer

high magnet
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average hammer fan vs average trenchbroom enjoyer

honest stag
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Real gamers use things rhey like

gritty forge
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hmm yes

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i crashed hammer by loading the fgd

honest stag
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Its... Not made for hammer

gritty forge
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i know

high magnet
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He knew

gritty forge
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the 2D view is far worse than the 3D view in trenchbroom

ancient depot
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TrenchBroom was designed with only using the 3D view in mind

honest stag
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2d view is kind of useless to me personally

ancient depot
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I don't think it even had a 2D view at first

high magnet
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I agree I only use the 3D view

tiny pasture
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Iโ€™ve only ever toggled 2d view on accident

honest stag
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Same

gritty forge
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2D view > 3D view still

tiny pasture
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Ehhh

ancient depot
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It all depends on the workflow you're used to

honest stag
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Neither of us used the otger option so

ancient depot
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If you've only really used 2D-focused tools before, then of course 3D-only will be a bit weird to you at first

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The TrenchBroom workflow is a lot closer to more modern workflows

tiny pasture
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If you use the 3D enough youโ€™ll get used to it

high magnet
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Switching between the different perspectives sounds like a pain tbh

gritty forge
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the trenchbroom face tool gives me internal pain

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along with the other tools

high magnet
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Why

honest stag
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But yoy havent used it...

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Like at all lol

gritty forge
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now these are top tier

honest stag
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Never got used to em

gritty forge
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impossible

honest stag
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Really hated hammer tbh

gritty forge
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the hl1 hammer editor

honest stag
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Tb was very intuitive to me

gritty forge
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tb was not intuitive to me

honest stag
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Cuz you use hammer

high magnet
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Yeah no shit you don't want to watch the tutorial

gritty forge
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okay

honest stag
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Thattoo lol

gritty forge
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i "successfully" managed

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to load a map

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good

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i am most impressed

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it actually loaded

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also your fgd worked

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it actually loads

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nice

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what are the dusk texture names would be helpful though

ancient depot
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You can just use a texture wad as you would with standard goldsrc mapping

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If you put that texture wad in your mod's directory, the game will use it (assuming the map references it)

gritty forge
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"not a valid wad3 file"

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for dusk_transparent.wad

ancient depot
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I think the community one is a WAD2

honest stag
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Convert wuth wally?

gritty forge
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also

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i think the game interprets my brushes oddly

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or the compiler

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who knows

ancient depot
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You can try loading the map in Half-Life to confirm or something

gritty forge
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well

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also

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thanks to the uhh

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fgd thingy

honest stag
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Np i guess lol

gritty forge
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i can actually place entities without name guessing

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it gets a little manual but still

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no way someone can find hammer unintuitive

honest stag
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I think 90% of people do

gritty forge
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hmm yeah

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it seems

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its duplicating my brushes

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thats not very epic

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unfortunately

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time to use trenchbroom

ancient depot
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That's... weird

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What compiler are you using?

gritty forge
ancient depot
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Rather, which qbsp is that

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Most people here compile with ericw-tools' qbsp.exe

gritty forge
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ericw-tools-v0.18.1-32-g6660c5f-win64

ancient depot
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Hmm

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Can you send the .map?

gritty forge
ancient depot
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I think this might be some obscure SDK bug

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I tried loading it under the current internal codebase, and there's no duplication

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but loading it under the Steam version, there's the dupes

gritty forge
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current

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hmmm

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send to receive ๐Ÿช

ancient depot
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OH

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I see the problem

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you have two worldspawn entities

gritty forge
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pog

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well now what

ancient depot
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Just remove one of them

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or combine them

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like if you open your .map in a text editor

gritty forge
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i have only one worldspawn entity that i can see

ancient depot
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you'll notice this:

gritty forge
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oh

ancient depot
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two have classname set to worldspawn

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quick and easy change would be to just do this:

gritty forge
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well the bug is gone

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/my brain being flat-problem

ancient depot
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Yeah, maps aren't supposed to have more than one worldspawn entity so the SDK doesn't really know what to do when that happens

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So it just duplicates the map

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lmao

gritty forge
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hmm

ancient depot
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In the next patch it's a bit smarter about it and just combines them for you when it loads the map

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but it's still a problem with the map rather than the SDK itself

gritty forge
#

h

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what else could i use instead of trenchbroom then

honest stag
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Jacj

ancient depot
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J.A.C.K. is what the Hammer fans use

honest stag
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Jack*

ancient depot
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It has a commercial release on Steam, and a free version on ModDB

gritty forge
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so its

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hammer for quake?

ancient depot
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yeah pretty much

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a team of people recreated hammer for their own use

gritty forge
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pog

ancient depot
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and then released it as a tool for others to use

gritty forge
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thats good

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no trenchbroom time

ancient depot
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they later went on to create Perilous Warp, which I believe they also used JACK for

gritty forge
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well

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im guessing JACK > trenchbroom then

honest stag
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Didnt you say hammer was better and decided to not use ut lol

gritty forge
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well

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technical difficulties

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its still better

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also

tepid python
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is func_train implemented

gritty forge
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JACK is asking me for a .shader file

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i only have a wad

honest stag
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Dude watch some tutorials lok

gritty forge
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shut

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i certainly dont remember asking

ancient depot
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you should be able to just ignore the shader file

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our resident JACK enthusiasts would know more though

gritty forge
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why the fug would jack want a shader file

honest stag
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Like 1.5 of them

gritty forge
#

well i selected the Quake III option

ancient depot
#

You'll want to go for Quake or GoldSrc

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Quake 3 is only partially supported and has a lot of extra complexity

gritty forge
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okay so

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well

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my textures are black and white so

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should i go for quake

ancient depot
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If they're black and white, you need to load a palette

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The Quake palette (palette.lmp) is pinned in this channel

gritty forge
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its asking for a .pal

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but thankfully the zip has one

ancient depot
#

palette.lmp is also a .pal

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a .pal is just a raw 768 byte file containing RGB colours

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which is what palette.lmp is, so you can just rename it

gritty forge
#

its still grey

ancient depot
#

even after clicking apply?

gritty forge
#

yes

ancient depot
#

try restarting the program or something lol

gritty forge
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yeah that fixed the uh

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textures

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but it cant load the models

ancient depot
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I don't think there's a model pack for jack currently

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unless it can load quake .mdl files

gritty forge
#

it can probably

ancient depot
#

you can try extracting the .pak file that comes with the fgd

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it contains all the models

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it's just a regular quake pak, so PakExplorer, Slade3, etc can all be used for that

gritty forge
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actually

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hl2 models are also probably .mdls

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so it can probably use them

ancient depot
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different kind of .mdl

gritty forge
#

oh yeah

ancient depot
#

quake mdl, goldsrc mdl and source mdl are all different formats

gritty forge
#

Game Formats Support: because of flexible plugin system the editor supports many formats of game resources and correctly displays them. They are models of different formats(Quake MDL, Half-Life MDL, Quake2 MD2), sprites (Quake SPR, Half-Life SPR, Quake2 SP2), map sources (MAP, RMF). There is an ability of import and export in RMF format preserving most of its specific features (object colors, grouping, visgroups), so that J.A.C.K. can be used along with VHE.

ancient depot
#

You'll probably just have to extract them then, yeah

gritty forge
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hm

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so i just

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make a file called

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"progs"

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i mean

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folder

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and put MDLs in it

ancient depot
#

that'd probably work yeah

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I'm not familiar enough with the specifics of JACK to know for sure though

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You might need to edit the fgd

gritty forge
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seems to do it

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certain MDLs have an error of invalid vertice count apparently

ancient depot
#

They're probably higher poly than the Quake engine limit

gritty forge
#

well its ready to go now

ancient depot
#

The MDL format can store models with more detail than the og Quake engine will attempt to load, so it's probably just warning you about that

gritty forge
#

well

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cartdog and some other few models are just big red boxes instead but

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should work ingame

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CITY4_7 is missing though

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and CITY2_1

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wait

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how big are buttons supposed to be

ancient depot
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thickness: around 4.8 quake units
height: around 26 quake units
width: around 16.6 quake units

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if you're trying to imitate campaign buttons

gritty forge
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yes campaign buttons

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what about the uh

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texture changing

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on press

ancient depot
#

not implemented currently, so people usually duplicate the button with the pressed texture, and then make it move into itself to hide the non-pressed one

gritty forge
#

hmm

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a little problem

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the editor isnt showing any numbers and i cant tell when i reached 26 quake units

ancient depot
#

there might be an option in preferences to show them or something

gritty forge
#

what are quake units in uh

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hammer units

ancient depot
#

should be effectively the same

gritty forge
ancient depot
#

that's about right

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in the campaign they're usually embedded into walls

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so you don't notice how thick they really are

gritty forge
#

actually

gritty forge
#

the 2D perspective is kinda just

ancient depot
#

think of width/height in 2d and the thickness is the depth

gritty forge
#

okay so

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what about that

ancient depot
#

looks right to me

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maybe a tad too tall

gritty forge
#

changed the height a little

ancient depot
#

For comparison

gritty forge
#

CTRL+S then F5 then open compiling gui seems to be the optimal hotkey combo

ancient depot
#

You can also edit your dusk_win.bat to skip the dos intro sequence to be quicker

gritty forge
#

what about this then

ancient depot
gritty forge
#

nice

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also

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is it possible to make a barrel explode by pressing a button or something

honest stag
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kind of

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you can make a barrel telefrag another barrel

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which will make them both explode

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that's the way we do explosions in general right now

gritty forge
#

also

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so uh about that button

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so i made duplicated the button and changed the texture

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but the button still just

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doesnt move

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trying to do a button now

crimson patrol
#

Wtf does the shear tool do

honest stag
#

Its weird but useful

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Play around witg it you'll see what i mean

crimson patrol
#

I did

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Can't find any uses

honest stag
#

I used it a couple tines for sone detail brushwork

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Also railings for stairs

crimson patrol
#

I use the face tool for railings

honest stag
#

Ye theres a lot of ways to do it

#

Shear tool is just one of them

gritty forge
crimson patrol
#

I love the freedom when it comes to doing things

#

In tb

gritty forge
#

it just

#

press F11 it saves the map to .map in JACK

honest stag
#

I have ptsd with the shear tool because i used to overuse it and it caused problems later

gritty forge
#

then it compiles it with the uh

#

compiling gui

#

and shows you dusk

#

useful

crimson patrol
#

U should watch dumptruck ds

#

He has guides on tb

honest stag
#

Hes not usingvtb

#

Tb*

gritty forge
#

jack > tb

crimson patrol
#

Ah

#

What are the differences between Jack and tb

gritty forge
#

jack is more hammer-like

#

tb is "modern"

crimson patrol
#

I heard func door rotating works in jack

gritty forge
#

yes

honest stag
#

By modern he means "not pain-inducing for people unfamiliar with other level esitors"

gritty forge
#

shut

#

hammer > tb

honest stag
#

Says someome who used tb for 5 minutes

gritty forge
#

wait

#

whats the brush entity for buttons

crimson patrol
#

Realtime csg > all

gritty forge
#

i tried func_button

honest stag
#

Func_button yea

gritty forge
#

well

#

it didnt change my button texture

honest stag
#

Cant help ya, i dont know jack

#

@bold orbit meat

gritty forge
#

bruh

honest stag
#

He uses jack so

#

Maybe he'll help ya

gritty forge
#

you have a func_button too i think

#

theres no difference on that

honest stag
#

Default properties may be different

#

But iunno

gritty forge
#

m

#

you had a button in your map

#

actually cant remember

#

got killed by a door Leatherneck

honest stag
#

?????

gritty forge
#

well

#

if you had a button in your map you could probably figure it out

honest stag
#

Huh??????

#

We may have a communication issue here

#

You sayin i can check out my button properies and compare then to yours?

gritty forge
#

yea

honest stag
#

Gimme a moment

gritty forge
#

weird

#

it didnt show those properties for me

honest stag
#

Grey ones are default

#

White ones i changed

gritty forge
#

i had a few values missing i seems

#

i think it didnt understand something on the fgd

#

anyways

#

thanks

honest stag
#

๐Ÿ‘

gritty forge
#

hm

#

if i set wait to -1 does that mean it can be activated only once

honest stag
#

yes

#

It goes in and doesn't go back

gritty forge
#

imagine how fun would it be

#

if the "parent" property actually existed in this sdk

#

imagine just

#

putting a turret on top of a mages head

honest stag
#

It does

gritty forge
#

now you have a real threat

#

oh

honest stag
#

To an extebt

gritty forge
#

can you put turrets on a mages head then

honest stag
#

Uhhhh dont think so

gritty forge
#

lame

honest stag
#

But i havemt tyued

#

Tried*

ancient depot
#

That would theoretically work

tiny pasture
#

Oh no

ancient depot
#

but I don't think there's a "parent offset" value

gritty forge
#

it is a masterpiece

ancient depot
#

so you could attach a turret to a mage, but not define where it would attach to

gritty forge
#

unpog

#

lets see if its actually attached

#

well no

ancient depot
#

note I think it's parentname and not parent

gritty forge
#

oh

ancient depot
#

it should have just been parent, and we'll probably change it to that

gritty forge
#

also

ancient depot
#

once the automatic mod updater is finished that'll be a safe change

gritty forge
#

i made a quick autohotkey script that can export your map to .map

#

then open compiling gui and compile

#

and then open dusk

#

when you press f11

#

well no

#

parentname did not work

ancient depot
#

checked the code, it should indeed be parentname

#

I guess it might not work for hybrid entities

#

hybrid entities are basically built-in entities that weren't written for the SDK and haven't been fully migrated over to how it works

#

so they have like a little "fake" entity on top of them

#

most enemies and props are hybrids currently

gritty forge
#

yes

ancient depot
#

You should be able to make a door the parent of an enemy, but I think the enemy might be able to walk away from it

gritty forge
#

well

ancient depot
#

So it'd be more like the enemy would inherit the door's movement

#

but not be strictly stuck to it

gritty forge
#

the toilet uh

#

just was stuck in the air

ancient depot
#

yeah since the mage is a hybrid entity

#

so it's being parented to the "fake" entity that represents the mage

#

and not the mage itself

gritty forge
#

what should i do then

ancient depot
#

There's no workaround for this currently, you'll have to wait for the next patch

crimson patrol
#

You can parent shit to enemies?

ancient depot
#

I could do a little DLL patch that just fixes this one thing though

gritty forge
#

do

#

pls

crimson patrol
#

Can you parent a trigger hurt to an enemy

gritty forge
#

also

#

can you part a

ancient depot
#

The bug is that you can't do that

gritty forge
#

a

#

parent a

#

turret to a moving brush

ancient depot
#

Yes

#

that should work sort of

gritty forge
#

so i can throw terror upon the player

crimson patrol
#

Can you parent the spinny blade object to enemies

gritty forge
#

wait

#

should i use func_door for it

ancient depot
#

Replace the original dll in SDK/bin/win_x64/Dusk_Data/Managed

#

this should potentially fix parentname on hybrid entities

#

but I haven't tested it

gritty forge
#

the door just does actually nothing

ancient depot
#

you can make the door a parent of an enemy, but not the other way around

#

with the dll above you should be able to do both

gritty forge
#

works like a charm

#

actually

#

didnt do anything

#

i think

#

yeah it didnt fix it

ancient depot
#

what happens now?

gritty forge
#

well

#

no change

#

turret is still in air and doesnt move with the mage

#

im going to try a mage

#

also doesnt work with mages

ancient depot
gritty forge
#

still nothing for the two mages

ancient depot
#

an enemy + enemy combo won't work with this

#

still thinking of a fix for that

#

this should fix enemy + prop however

gritty forge
#

what if

#

i parented a pushable brush to the first enemy

#

and the second to the pushable brush

#

(or prop as the pushable brush)

#

barrels still do nothing when parented

#

i think it doesnt work

ancient depot
#

try this one

gritty forge
#

well

#

prop + enemy doesnt work but

#

enemy and enemy

#

well

#

the parent disappeared

ancient depot
#

in prop + enemy, which one is the parent

gritty forge
#

enemy

ancient depot
#

also note this is parenting and not "stick this enemy here", so physics will still allow the object to move away, etc

gritty forge
#

also

#

apparently the uh

#

parent enemy just

#

got placed on the roof

ancient depot
#

probably got pushed because of another enemy being inside it or something

gritty forge
#

also didnt work

gritty forge
#

o great code mage

#

what is your next dll file

ancient depot
#

workin' on it, I ran it in the editor and figured out why the previous ones weren't working

gritty forge
#

and why werent they

ancient depot
#

The code changes weren't actually running due to a unity quirk

gritty forge
#

how to fix

ancient depot
#

I'll be posting a new dll with the fix in a sec

#

lmao the turret ends up killing the mage because of the parenting

#

since it's embedded too far

gritty forge
#

i thought turrets were friendly to mages

ancient depot
#

they are, I mean it targets the player but because it's too far inside the mage it ends up hitting the mage

gritty forge
#

niice

#

"too far inside"

ancient depot
gritty forge
#

compiling autohotkey script

#

just replace J.A.C.K with trenchbroom

#

and its ready

#

triggered with f11

#

it works

#

it has an offset

#

but still

#

maybe a parentoffset property?

#

localPosition?

ancient depot
#

I'll have to think about it

#

since I don't want to be too gung-ho on adding it and then regretting it when I have a better idea later

gritty forge
#

it can just

#

work like the angle property

#

uh

#

anyways you are the magic code dev so its still your choice so

ancient depot
#

It's just that if the design changes later, all maps using it need to be updated

gritty forge
#

what about that

ancient depot
#

my main issue with entering the value directly like that, is that you can't preview it in the editor

gritty forge
#

well

ancient depot
#

I think I might prefer just the ability to disable it keeping the offset it spawned with

gritty forge
#

valve has it like

#

it just calculates the offset between the two things

ancient depot
#

that's what it does currently

gritty forge
#

my turret spawned atleast 1z away from the mage

ancient depot
#

That's because of the navmesh

gritty forge
ancient depot
#

It's not a problem in the upcoming patch

#

Yeah turrets can be fucky

gritty forge
#

func_train when

still raptor
#

turrets are a cursed enemy in general

gritty forge
#

turrets are the best enemy in my opinion

#

func_train when

#

i am having fun

#

triple turrets when

sharp trail
#

this is smart

gritty forge
#

incredibly strong

#

func_train and func_crush when

#

also can you like

#

modify stats of enemies

#

like bullet spread

#

and size

ancient depot
#

eventually, but currently only health

gritty forge
#

aw

#

i need size and bullet spread

#

big turret

#

= big boom

#

so uh

#

will you ever add stats like bullet spread then

#

and size

ancient depot
#

yes

gritty forge
#

yees

gritty forge
#

i find that JACK > TrenchBroom

tiny pasture
#

I donโ€™t agree

#

But I respect your opinion

gritty forge
#

it might be easier to make curves with trenchbroom

#

BUT

#

jack is better

tiny pasture
#

Iโ€™m going to be honest

#

I havenโ€™t even touched jack

gritty forge
#

its like hammer

#

but built for quake

tiny pasture
#

Tb just works for me

#

I never felt the need to switch

gritty forge
#

i find hammer more intuitive than trenchbroom

tiny pasture
#

I mean

#

Whatever works right?

gritty forge
#

yeah

#

but jack > trenchbroom

gritty forge
#

JACK has a rock shape

#

seems to be randomly generated

bold orbit
#

Just woke up

#

why was I pinged

#

does someone want to help with e1m1?

tiny pasture
#

Why would someone want that

bold orbit
#

why else would I be pinged

#

oh

#

JACK

#

uhh

tiny pasture
#

Jack

bold orbit
#

lemme catch up with the conversation

tiny pasture
#

Itโ€™s literally just someone prefers jack

bold orbit
#

based

tiny pasture
bold orbit
#

a man of quality I see

#

he's trying to make cultists carry turrets

#

oh god

tiny pasture
#

Yeah that too

#

It didnโ€™t work though

#

Fortunately

gritty forge
#

it worked

#

the magic man sent me an updated sdk dll thing

tiny pasture
#

Wait what

gritty forge
#

yeah

#

i did it

tiny pasture
#

Fuck

gritty forge
#

now im making a map based on completely fucking around with the fixed parenting

gritty forge
#

i think it goes in uh

#

bin

#

win_64

#

dusk_data

#

uh

#

that one big folder with dll files

#

"Replace the original dll in SDK/bin/win_x64/Dusk_Data/Managed
this should potentially fix parentname on hybrid entities
but I haven't tested it"

#

also

#

object_bed is called object_bad

#

guys

#

how do i disable the players flashlight

#

so i can do "the fall has broken your flashlight"

#

how does my map look so far

#

anyways i cant make the bars transparent

bold orbit
#

Yes you can

#
  1. Ensure that the transparent space in the bar texture itself is blue (RGB 0 0 255) and that the texture has a "{" at the start of the name
  2. Make the bars a func_wall, go to smart edit and add these parameters-
    KEY- rendermode
    VALUE- 4

KEY- renderamt
VALUE- 255

#

It should show up as transparent in JACK, and should also be transparent when you compile the map

gritty forge
#

nice

#

what about the "broken flashlight" thing

bold orbit
#

No fucking clue lol

gritty forge
#

unpog

#

also you can use parentname to parent things to things like mages now

#

works (somewhat)

#

F11 if you have saved the map

#

it uh

#

exports the map to a .map file

#

then it uses the compile shortcut on the compiler gui

#

then it maximizes dusk

#

also still not transparent

bold orbit
#

Ok

#

One moment

#

Is it showing up transparent in jack

#

Yes or no

#

If its not its an fgd issue prbly

#

If it is but still not transparent in game then its a compiler issue

gritty forge
#

i use ericw tools

bold orbit
#

Answer my question

gritty forge
#

no it isnt

jolly viper
#

hi I'm new here

gritty forge
#

pins

#

sdk is bare bones alpha

#

mapping is usable but still a WIP, mods are basically reskins

bold orbit
#

Add this to the same game profile youuse dusk for

bold orbit
#

Reboot JACK

#

Try again

gritty forge
#

i dont see how this fgd is useful

#

80% of it is just misspelled names

#

and references models that i dont have

honest stag
#

???????????

#

Oh

#

hold on did you make this yourself meatbox?

gritty forge
#

again,

#

its not very useful from the looks of it

#

also

#

how do i make those blue walls like

#

the blue/red/yellow walls around locked doors in the campaign

gritty forge
#

or change the music

honest stag
#

key locked doors? a property "key" on the door, values 1 - red. 2 - blue, 3 - yellow

gritty forge
#

no

#

those like

#

yellow walls around the doors

honest stag
#

i havent seen that door texture like ever at all in custom maps

#

im 90% positive it's not in the dusk wad

gritty forge
#

i think its tinted in the unity editor

honest stag
#

to change music, you'd use a trigger_changemusic point entity, with a music key/value pair, the filepath to the music (relative to the mod's folder itself) being the value

#

trigger_changemusic is a point entity though, despite what the name suggests

#

so you'll have to use a trigger_once/multiple to trigger it

gritty forge
#

what if i dont have any custom music

honest stag
#

well then why do you need it

gritty forge
#

the game changes the music when you encounter a big battle

honest stag
#

yeah? and you'd use a trigger_changemusic for that in a custom map

#

and obviously you need the music files for whatever music you want to play from the map start or changed to when trigger_changemusic is triggered?

#

you can just reference the dusk music which is in the dusk/music folder

#

if you want that

gritty forge
#

yeah

#

its working as intended

#

(not working)

honest stag
#

try making it a func_detail or a func_wall?

high magnet
#

Func_detail_fence

gritty forge
#

also what does this mysterious object do

honest stag
#

shoot it

#

it grabs you and pulls you towards it

gritty forge
#

hmm

#

well thats a new way to get around a level

#

useful

#

is this a long enough staircase

#

also i set the ambience but i still hear nothing ingame

honest stag
#

can you show the music property you added?

gritty forge
#

was i supposed to do it in worldspawn or

honest stag
#

if the track you're using starts when the map loads - yes

gritty forge
#

ambience usually starts when the map loads you know

#

well the ambience didnt start

honest stag
#

show the property

gritty forge
honest stag
#

and uh where's music

gritty forge
#

well it wasnt added by default

#

i think

honest stag
#

then add it yo

gritty forge
#

and what should i set the value to

honest stag
#

music/trackname.ogg (or whatever is the extension of your music file)

#

.wav .flac and .ogg should work

gritty forge
#

dusk\music\e1m1_action.ogg
or
..\dusk\music\e1m1_action.ogg

honest stag
#

just music\e1m1_action.ogg

gritty forge
#

i added a music keyvalue but its silent

honest stag
#

try changing \ to /

gritty forge
#

works

#

why does e1m1_action sound more like a music track for a stealth game

#

do i need to use a specific texture for a trigger or will it just become invisible on its own

honest stag
#

it'll be invisible

gritty forge
#

can i use multiple targetnames

#

a

#

actually wait

#

targets

honest stag
#

i use multi_manager for that

#

i dont think multiple targets are doable otherwise

gritty forge
#

something thats not in the FGD then

honest stag
#

the only property it would have by default is it's targetname anyway

#

it's a point entity from half life

gritty forge
#

a point entity from half life in dusk

honest stag
#

we use both quake and half life stuff

gritty forge
#

well

#

you could add it to the fgd then

honest stag
#

who, me?

gritty forge
#

yes

#

you posted the fgd

honest stag
#

the TB fgd

#

not the jack fgd

#

are you still using the tb fgd?

#

anyway it's not a big deal
multi_managed only has 1 property by default