#dusk-modding
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someone posted this a while ago in response to grey textures in jack
- Remove all wads under Options->Game Profiles->Textures
- Select Quake map type under Options->Game Profiles->Game
- Under texture tab, select the quake.pal file from C:\Program Files\Jack\quake as the palette file
- Switch map type back to Half-Life
- Re-add WADs
dunno if it's real or not but hey
Works
ey nice
hmm
somehow i just cant download the sdk files
steam being wonky again
anyone got a download?
bathroom scientists attack
i am in pain
poggers
i have a version of the sdk in google drive
but it might be an older one
not sure
lemme check
if it's old i can update it and sent it to you @gritty forge
send the link
i checked and the version i uploaded was the old one
so i'll have to pack up a new version for ya
dew it
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
uhh any1 know how to get past trough "rotten meat" part in sinners trial map?
woho nvm found it! twas the good old: shoot trough the floor to get trough)
also
in "local" plz clear out every folder that isnt "dusk"
i just have a lot of garbage in there that i forgot to clean out
mostly unfinished mods
Vriska leaking unfinished maps ๐

The crowd goes wild
Can't play these maps they're all in Russian
funny things is
"my maps" folder has a fuckton of other people's maps
i just use it to test shit
PLAGIARISM
Broke: Lower 2 when?
Woke: loooool.bsp when?
i actually have no idea what that might even me
lemme check
oh it was a func_breakable test map
right
dont even remember what exactly i was testing
my map is in there
Vriska claims it's HIS MAP
every single map is in my mod folder i can assure you
It's in the MY MAPS FOLDER
i dont delete them
๐ฑ
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
i really should have deleted stuff before uploading lol
my mod folder is 3.72 gigs lol
"local" that is
6.19 gigs for my local folder lol
but i gotta subtract how many gigs the dusk folder is
oh its just 1.01 gigs
so 5.18 gigs
BUT thats also including all my zips too
ok thats just half a gig
so the entire mod.io page so far is 4.68 gigs
roughly speaking
probs a few hundred megs difference
LETS GET IT TO 10 GIGS!!!!
wow damn what do you have there?
i dunno how is it that much heavier when i have all the maps and a lotta mods lol
ah
a lot of old map builds cuz i dont backup anything lmao
might do that actually rn
bouta bend over to the corporate overlords n shove it all into a google drive or smth
oh dang it has 15 gigs total nice and OH MY GOD I DONT EVEN REMOTELY ORGANIZE ALL THE SHIT THATS IN HERE
HUEEGH
oh no
it lives
my first attempt at a mod and it was a shitpost one
replaced textures and sounds n whatnot
hell its 42gb
mb*
i dont deserve computer rights if i ever make a 42gb shitpost mod lmao
i'd be down for a crack dusk
oh hell yeah thatd be amazing
gotta be a collective effort of the entire modding community tho
gotta make dusk history
nuts.wad taken to a whole 'nother level
ok changed my nickname to better fit what i am universally renowned for
same
nice
man i really gotta crack down on my maps again
when summer hits you know ill be grinding out some sick ass BSPs
i got cyberdusk, the next map after downtown showdown, and a map i never got around to making for the spring jam
so thatll be cool to take em off the backburner and give em a well-deserved bake in the oven
though im kind of a master at breaking metaphorical ovens so we'll see how that goes
dusk mod that when you spin the weapons they say "weeeee"
vrisk
h
dunno lol
thank you
i can now enjoy getting bludgeoned to death by a door on a custom map
Did you put the p
the "p"
wait where am i supposed to put that
nah
oh cool
are you using the general game preset or quake?
quake preset
ok then go into that folder that you're using for the game path
and see if a folder called id1 is in there
if not, create it and put the dusk.pak there
okay
so
i made an id1 folder and put the pak in it
but it did basically nothing
does it show any errors in the console
it cant find any game model actually
nah that's not how it should be
figured
which path
actually wait
you don't need the game engine path
so
go into preferences
then click quake
and the top line "game path" should point to a folder
any really
but inside of that folder should be id1
and dusk.pak inside of id1
the mapping folder
but id1 should be inside of it
there you go
also sorry i forgot to put the nyarl model into the fgd
time to spam rats
i am a certified pro mapper now
also
can i run the map with trenchbroom
Yes
it seems like it wants me to add a maps folder to the working folder
yeah that didnt help
---- FillOutside ----
*** WARNING 10: Reached occupant at (-64 -48 18), no filling performed.
Leak file written to unnamed.pts
Yes but the map is present
yeah
And playable
Yea
only a bsp file actually
Sounds about right?
yeah i cant find my mod in the modding menu
Did you set the mod right
Folder in "local" for the mod itself, a "maps" folder inside of your mod folder, and the bsp inside of that
did you delete the dusk folder in mnt/local?
Messages*
probably
i have created something beautiful
t-posing soldiers
yo
how do i load the dusk textures
Dusk wad
Yeah there's not really anything special you need to do
If you can produce a BSP in Quake, GoldSrc or Quake 3 format
You can use it
what are the hotkeys
hotkeys to
Disable what
that
What are you even trying to do
so it just goes straight
do you need theshearing tool or something
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
???
okay found it
im going to just use 2D view instead
hh
well
im going to use netradiant
excellent
unpog
no custom files
hhh
time to try hammer editor
The fgd isnt for hammer btw youll have to do shit the old way
Huh?
??????????
"iff you can produce a BSP in Quake, GoldSrc or Quake 3 format
You can use it"
Yea
hammer > trenchbroom
Whatever ur comfortable with i guess
Real gamers use trenchbroom ๐ช๐
real gamers use hammer
average hammer fan vs average trenchbroom enjoyer
Real gamers use things rhey like
Its... Not made for hammer
i know
He knew
the 2D view is far worse than the 3D view in trenchbroom
TrenchBroom was designed with only using the 3D view in mind
2d view is kind of useless to me personally
I don't think it even had a 2D view at first
I agree I only use the 3D view
Iโve only ever toggled 2d view on accident
Same
2D view > 3D view still
Ehhh
It all depends on the workflow you're used to
Neither of us used the otger option so
If you've only really used 2D-focused tools before, then of course 3D-only will be a bit weird to you at first
The TrenchBroom workflow is a lot closer to more modern workflows
If you use the 3D enough youโll get used to it
Switching between the different perspectives sounds like a pain tbh
Why
now these are top tier
Never got used to em
impossible
Really hated hammer tbh
the hl1 hammer editor
Tb was very intuitive to me
tb was not intuitive to me
Cuz you use hammer
Yeah no shit you don't want to watch the tutorial
okay
Thattoo lol
i "successfully" managed
to load a map
good
i am most impressed
it actually loaded
also your fgd worked
it actually loads
nice
what are the dusk texture names would be helpful though
You can just use a texture wad as you would with standard goldsrc mapping
If you put that texture wad in your mod's directory, the game will use it (assuming the map references it)
I think the community one is a WAD2
Convert wuth wally?
also
i think the game interprets my brushes oddly
or the compiler
who knows
You can try loading the map in Half-Life to confirm or something
Np i guess lol
i can actually place entities without name guessing
it gets a little manual but still
no way someone can find hammer unintuitive
I think 90% of people do
no
hmm yeah
it seems
its duplicating my brushes
thats not very epic
unfortunately
time to use trenchbroom
ericw-tools-v0.18.1-32-g6660c5f-win64
I think this might be some obscure SDK bug
I tried loading it under the current internal codebase, and there's no duplication
but loading it under the Steam version, there's the dupes
Just remove one of them
or combine them
like if you open your .map in a text editor
i have only one worldspawn entity that i can see
you'll notice this:
oh
two have classname set to worldspawn
quick and easy change would be to just do this:
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
So it just duplicates the map
lmao
hmm
In the next patch it's a bit smarter about it and just combines them for you when it loads the map
but it's still a problem with the map rather than the SDK itself
Jacj
J.A.C.K. is what the Hammer fans use
Jack*
It has a commercial release on Steam, and a free version on ModDB
pog
and then released it as a tool for others to use
they later went on to create Perilous Warp, which I believe they also used JACK for
Didnt you say hammer was better and decided to not use ut lol
is func_train implemented
Dude watch some tutorials lok
you should be able to just ignore the shader file
our resident JACK enthusiasts would know more though
why the fug would jack want a shader file
Like 1.5 of them
well i selected the Quake III option
You'll want to go for Quake or GoldSrc
Quake 3 is only partially supported and has a lot of extra complexity
If they're black and white, you need to load a palette
The Quake palette (palette.lmp) is pinned in this channel
palette.lmp is also a .pal
a .pal is just a raw 768 byte file containing RGB colours
which is what palette.lmp is, so you can just rename it
even after clicking apply?
yes
I don't think there's a model pack for jack currently
unless it can load quake .mdl files
it can probably
you can try extracting the .pak file that comes with the fgd
it contains all the models
it's just a regular quake pak, so PakExplorer, Slade3, etc can all be used for that
different kind of .mdl
oh yeah
quake mdl, goldsrc mdl and source mdl are all different formats
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.
You'll probably just have to extract them then, yeah
that'd probably work yeah
I'm not familiar enough with the specifics of JACK to know for sure though
You might need to edit the fgd
They're probably higher poly than the Quake engine limit
well its ready to go now
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
well
cartdog and some other few models are just big red boxes instead but
should work ingame
CITY4_7 is missing though
and CITY2_1
wait
how big are buttons supposed to be
thickness: around 4.8 quake units
height: around 26 quake units
width: around 16.6 quake units
if you're trying to imitate campaign buttons
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
hmm
a little problem
the editor isnt showing any numbers and i cant tell when i reached 26 quake units
there might be an option in preferences to show them or something
should be effectively the same
that's about right
in the campaign they're usually embedded into walls
so you don't notice how thick they really are
actually
think of width/height in 2d and the thickness is the depth
changed the height a little
CTRL+S then F5 then open compiling gui seems to be the optimal hotkey combo
You can also edit your dusk_win.bat to skip the dos intro sequence to be quicker
what about this then
how
nice
also
is it possible to make a barrel explode by pressing a button or something
kind of
you can make a barrel telefrag another barrel
which will make them both explode
that's the way we do explosions in general right now
also
so uh about that button
so i made duplicated the button and changed the texture
but the button still just
doesnt move
trying to do a button now
Wtf does the shear tool do
I use the face tool for railings
i made this thing
I have ptsd with the shear tool because i used to overuse it and it caused problems later
jack > tb
I heard func door rotating works in jack
By modern he means "not pain-inducing for people unfamiliar with other level esitors"
Says someome who used tb for 5 minutes
Realtime csg > all
i tried func_button
Func_button yea
bruh
?????
Huh??????
We may have a communication issue here
You sayin i can check out my button properies and compare then to yours?
yea
i had a few values missing i seems
i think it didnt understand something on the fgd
anyways
thanks
๐
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
It does
To an extebt
can you put turrets on a mages head then
Uhhhh dont think so
lame
That would theoretically work
Oh no
but I don't think there's a "parent offset" value
it is a masterpiece
so you could attach a turret to a mage, but not define where it would attach to
note I think it's parentname and not parent
it should have just been parent, and we'll probably change it to that
also
once the automatic mod updater is finished that'll be a safe change
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
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
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
well
So it'd be more like the enemy would inherit the door's movement
but not be strictly stuck to it
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
what should i do then
There's no workaround for this currently, you'll have to wait for the next patch
I could do a little DLL patch that just fixes this one thing though
Can you parent a trigger hurt to an enemy
The bug is that you can't do that
so i can throw terror upon the player
Can you parent the spinny blade object to enemies
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
the door just does actually nothing
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
what happens now?
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
try this
still nothing for the two mages
an enemy + enemy combo won't work with this
still thinking of a fix for that
this should fix enemy + prop however
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
well
prop + enemy doesnt work but
enemy and enemy
well
the parent disappeared
in prop + enemy, which one is the parent
enemy
also note this is parenting and not "stick this enemy here", so physics will still allow the object to move away, etc
probably got pushed because of another enemy being inside it or something
workin' on it, I ran it in the editor and figured out why the previous ones weren't working
and why werent they
The code changes weren't actually running due to a unity quirk
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
i thought turrets were friendly to mages
they are, I mean it targets the player but because it's too far inside the mage it ends up hitting the mage
also heres the uh
compiling autohotkey script
just replace J.A.C.K with trenchbroom
and its ready
triggered with f11
oh
it works
it has an offset
but still
maybe a parentoffset property?
localPosition?
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
it can just
work like the angle property
uh
anyways you are the magic code dev so its still your choice so
It's just that if the design changes later, all maps using it need to be updated
what about that
my main issue with entering the value directly like that, is that you can't preview it in the editor
well
I think I might prefer just the ability to disable it keeping the offset it spawned with
that's what it does currently
my turret spawned atleast 1z away from the mage
That's because of the navmesh
func_train when
turrets are a cursed enemy in general
turrets are the best enemy in my opinion
func_train when
i am having fun
triple turrets when
this is smart
incredibly strong
func_train and func_crush when
also can you like
modify stats of enemies
like bullet spread
and size
eventually, but currently only health
aw
i need size and bullet spread
big turret
= big boom
so uh
will you ever add stats like bullet spread then
and size
yes
yees
i find that JACK > TrenchBroom
i find hammer more intuitive than trenchbroom
Why would someone want that
Jack
lemme catch up with the conversation
Itโs literally just someone prefers jack
based

Wait what
Fuck
now im making a map based on completely fucking around with the fixed parenting
this
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
Yes you can
- 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
- 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
No fucking clue lol
unpog
also you can use parentname to parent things to things like mages now
works (somewhat)
also heres a hotkey script
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
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
i use ericw tools
Answer my question
no it isnt
hi I'm new here
pins
sdk is bare bones alpha
mapping is usable but still a WIP, mods are basically reskins
i dont see how this fgd is useful
80% of it is just misspelled names
and references models that i dont have
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
or change the music
key locked doors? a property "key" on the door, values 1 - red. 2 - blue, 3 - yellow
i havent seen that door texture like ever at all in custom maps
im 90% positive it's not in the dusk wad
i think its tinted in the unity editor
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
what if i dont have any custom music
well then why do you need it
the game changes the music when you encounter a big battle
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
try making it a func_detail or a func_wall?
Func_detail_fence
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
can you show the music property you added?
was i supposed to do it in worldspawn or
if the track you're using starts when the map loads - yes
show the property
and uh where's music
then add it yo
and what should i set the value to
music/trackname.ogg (or whatever is the extension of your music file)
.wav .flac and .ogg should work
dusk\music\e1m1_action.ogg
or
..\dusk\music\e1m1_action.ogg
i added a music keyvalue but its silent
try changing \ to /
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
it'll be invisible
something thats not in the FGD then
the only property it would have by default is it's targetname anyway
it's a point entity from half life
a point entity from half life in dusk
we use both quake and half life stuff
who, me?




