#dusk-modding
1 messages · Page 91 of 1
It works yes
yeah as i said
i tried it long time ago
OH HOLY SHIT
DOES THIS MEAN I CAN FINALLY FIX FENCES IN LOWER?

the brush that was set to func_clip will become invisible
Bruh what the horror doing
"I just havent been feeling it you know"
I bet he's feeling something
Zerking off in a dark corner
Blockout of my map is almost done btw
Now it's on to texturing a scripting
he's doing a blair witch homage
oh wow
you actually do things in order
I just finish one room, start on the next one and finish it etc
cause working in layers is hard for me because you don'
t
get the same vision for your project
Yeah i tested it. Func_clip works. Exactly what i was looking for.
Does anybody have any tips for Light leaks, more so, how to get rid of/prevent them?
I used to do it this way but I didn't want to extend the project over months like last time
making caves
@crimson patrol Nice!
its a gimmick section
theres a line of 15 turrets shooting at the player there'
and the player is supposed to take cover behind stalagmites
Thats sadistic 
oh my god that texture work holy shit
DAMN AWESOME
ITS DONE
LETS
FUCKI
GOOOOOOOOOOOOOOO

also pls leave like and comment if enjoyment
I like the barrels stuffed with meat
yes
I thought ppl would just think that was an oversight and that I had put the wrong material lole
🅱️ruh
YOOO ITS OUT
LETS GOOO
AWIOJOLEJSE
YES
hype hype hype hYPE HYPE
inject all these custom levels into my VEINS
Yo I finished it
Super good level, environments and details are spot on around the block
Tons of creativity put into the whole thing, I fucking loved it!
it did SO much for the map
like
I'm tempted to release the old version just for comparison
also the map links up with black industrial misery so if you play it and beat it it will go to crimson cesspool
I got t boned by t bone in my first playthrough
Eyyy congrats on release
agreed, I did lower the health by a lot though
and I mean.. There has to be some bullshittery right??
itd be fine if i could trust the save/load system right now lol
Yeahh.. I kind of make my maps with that sort of intended to work
you could try it but it might break something
also if you’re playing on cero miedo - it’s exponentially harder than i can take it even in terms of health and all that stuff
oh goddamnit there's ANOTHER BOSS
hahahaha
i have no ammo
the gator's so spongey
Isn't there a backpack
Shit i guess i misremember
yeah like i was low on ammo for a lot of the map
guess ill just run nbullets or nbdeity
oh yeah the guardian just doesnt even bother going out beyond the func_breakable thing
since yknow, they cant walk past them
wait is there supposed to be an end to the map
you broke the map then
cause the guardian can definitely go through
i had an old version of the map loaded
lol
Can confirm
oh my fucking god i was PLAYING THE WRONG VERSION
The guardian does go through
i hate the antichrist i hate the antichrist-
alright take two
i had a feeling too
the lighting wasnt the same as in the images you showed off
yea lol
sadly
goddamnit in the sense that i should've known lmao
oh holy SHIT THATS SO MUCH BETTER
my frames are dropping but damnnn
125 enemies instead of 49
let's goooo
oh lol
wait the cowgirl that killed you
was it in that tunnel?
cause thats some really old shiz
yeah that tunnel
ye removed
oh lmao
cause poo
but there's a part that has two cowgirls
but with 750hp on I can take it
TWO OF THEM
bro just bhop lol
you have lots of room and obstacles so its gud
and they die easily
oh dang an angry cultist with quadruple the health
guess he's mad i killed his friends
yes
the in-editor name for their kind is "redRage"
lol
just a lightproxy thing
I thought it'd be cool to do that
lore.....
?
lore.
lör
yoooo is that a motherfucking blood reference
yes
let's goooo
|0Гë
Immortal words from Kindergarden Cop
"It's not a Toomah!!!!"
😎
When I entered the big warehouse arena
woops just wasted that superhot pickup
holy shit
that was so intense
that was amazig
and there's still more to the map ahsehesfklfe
oh yes
its very long
didnt intend for it at first but I kept having to 1 up myself
The dick flattening room
wait
im a little lost
where are you
I think I know where you are
backtracked to the room where the lever opens the hatch to the skulls
right before the angry skull shooty guy
forgot his name
if you go to the place where the yellow door is you can open the garage door and go down the sewers again into the arena and back up into the red crusher room place
I honestly didn't expect anyone to miss the key lol
oh my god
i missed the second lever button in that control room
so i backtracked the wrong way down back into the sewer
only door control was highlighted with a sign
for sure
oh damn that was close
or add coloured lighting on it
spooky crusher
yes
you know what
much better idea
just gonna make the sewer grate button target the door to open aswell
so its only one button
1hp
fuck
FCUK
SOLDIERS
am i just supposed to jump across the spinning blade acid pit
ugh fuck
what a stupid death
;-;
hope i dont break the last sequence with reloading a save
ok i dont think i broke it
are the guardian and intoxigator supposed to spawn together
dont think so lmao
thanks sdk dev guys!!!!
amazing job!!!! DO IT BETTER NEXT TIME!!!!!
just kidding we love you
alright that was an awesome map
held back because i suck at dusk
11/10
probs my new favorite
im sure it'll get even better in the sdk overhaul when we can have better saves and shit lmao
(not to mention better performance yes yes mmm)
iirc timed triggers are completely broken in the sdk save system because they use coroutines which can't be serialized
the thing that breaks is a func breakable which is parented to a func door
thanksss :D
leave upvote? 👉 👈
i dont remember my login for duk mods
oh wait im logged in on my laptop
UPVOTE TO YE
yey
That Crimson Cesspool map rocked!
upvote yes? 👉 👈
imma upvote before playing it
@loud junco #lfg-signup
@crimson patrol you bet
Will do!
@crimson patrol Been wanting to use those pine trees for a snow level eventually
Im out eating taco bell right now, but when i get home Im playing Crimson cesspoll

🌮
@gritty forge have you changed much after i playtested? Considering replaying but dunno if its mostly the same as last time
way better flow, new lighting
better balanced
idk
@honest stag I'd say it's worth a shot just because of how much better the lighting is
when will there be a mod that makes dusk doom eternal
When u make it
what is dwlfg
channel for looking to play duskworld
ok cool
What are ye making next skade?
looking at my .pts file has got me realizing how FUCKED I am with light leak. Is there any reason I cant put a box or something around my map to fix the leaks and make it compile/actually Vis?
light leak or just normal leak @muted glacier
putting a box around your map is p wasteful & makes compiling less useful
you'd probably wanna send the map file here
vis doesnt work yet
the only thing sealing does is cut out faces invisible to the player
oh yeah vis dont work yet
which you can do manually if it's that bad
it's just the map outsides, no big deal
itf it's an outside map - there isnt much you would do anyway
Okay. I didnt know it didnt work yet. I was wondering why I couldnt get vis to compile. What is the point of vis anyway? My lighting and stuff work perfectly fine without it obviously.
vis helps optimisation by cuttins out faces that you don't see, but not just those you won't ever see like what happens when you seal a map
like, if you're standing in a room - the room on the other end of the map isnt needed to it's not rendered
at least i think it's ssomething like that
without vis the compiler just cuts out faces that the player has 0 way of seeing
it determines that by "filling the map with water" and checking if it leaks into the void
if any entities are outside of the map or anything leaks - it assumes that the faces outside can somehow be seen during gameplay so it lightmaps and renders them as usual
dont take my word for it tho
Oh. Okay, so basically, if vis doesnt run, the entire map is loaded and compiled, regardless of whether its playable/accessible area or not.
with vis, stuff that you dont see at the moment is not rendered
without vis, but with a sealed map, stuff that's impossible to access by any entity is not rendered
without vis and without sealing all of the map is rendered including outside faces
👍
I'm also probably fucked with light leaks, but the map runs shit anyway so the leaks likely don't matter
Sealing my map actually seemed to cause worse performance
might’ve been cause I just made a big box tho
hmm yeah that may have been the case depending on how big the box was
how big we talkin
yea..... thats probably the issue
I mean
if you have a choice between big box seal and no seal just dont seal
what are you working on now?
Talking about crimson
if you are that deep into the map and you still havent bothered to seal it - start a new map
jk but still
true
but the low-end playerbase may have issues
a.k.a me
the first version was better

Fric
The good thing for me is that I have my desktop (that can actually run Crysis) for making maps and testing, but If i need to test compatibility on low end devices, I have my old shitter HP laptop that I bought my freshmen year of college.
the worst of the worst
Didnt get any work done today on my mao
AC went out in my house while i was at work and it was 90°F when I came home and nobody can come til tomorrow to fix it. Ive got some screenshots of progress that ill upload maybe tomorrow
Imagine using Fahrenheit
Imagine using the metric system 
Seriously though, id like to imagine me having some A/C. It was sweltering outside today.
Hey dumb newbie here, but is there a resource for making DUSK maps that allows me to export directly from Blender, or is Trenchbroom the only way? (PS I really don't want to use Trenchbroom if I can help it)
I mean like a way to export or convert .fbx files or whatever
I'm trying to convince David to hire me to make DUSK 2 but I can't just do illustrations all day. 3D art static meshes are a strong-suit of mine and I have so many ideas
Levels are more than just 3D models, so there's no pipeline to export a map from Blender
Last i knew there was an experimental plug in for exporting from blender, because somebody linked it to me when I asked. But ive not looked into it so i dont actually know. Ill find the link and you can look into it.
thanks.
This is it, but im not sure its what youre looking for...
I'm sure there's a ton of prefab work, but it seems there's no straightforward workflow from art software to DUSK even though its Unity
Which sucks because id love to use blender in map maping for dusk
personally I love Tabletop Simulators modding system but it also looks like an ass to implement
It's not likely to ever happen, at least not officially
Blender's a modelling tool rather than a level design tool
True. Totally understandable.
Let me know how that turns out. Im sure youd have to make something pretty impressive to get noticed.
Oh believe me I'm trying. I've been working on my own Unity game for a while, but there's something in my gut telling me that there's an opportunity here I can't afford to miss. I just need to finally learn rigging and animation first. Sigh
The Dusk SDK is intentionally designed to mimic Quake/Source/etc workflows moreso than any Unity-specific ones
I was moreso hoping to be able to use blender back when i first started because I wasnt comfortable in trenchbroom yet. But Ive gotten alot better already. Still learning what alot of the Func_s do, and that wont take long. And as for Unity, ive dabbled, but not done much. Unreal was my main engine of choice for awhile. I dont really care much for the technical side of things like rigging and animation (because I havent done coding since my freshmen year of college), but mapping is what im passionate about.
Blender for level design might seem nice initially but in practice it's not that great
There's a reason pretty much every engine offers its own level design tooling 
Like, im half tempted to collab with somebody after my map is finished (whenever that is. Oof
) so that somebody can do enemy placements, because, while i can make my maps look good, Im not sure how good ill be with effective enemy placement. I dont want to spam enemies all over the place and make it impossible, but i also dont want it too easy. Ive been playing other peoples maps, seeing how they utilize enemies, and even replayed the base game again. Maybe by the time the maps finished, ill have a better vision.
And yeah, gotta say, i quite like trenchbroom.
make barebones with prototype.wad --> go crazy with details on art pass
this is why we watch the trenchbroom 2 tutorials
also this, this is p cool too but you can skip a bit of it like the introduction
Wow. Thats super In-depth. Thats awesome. Ill read some while at work today when ive got time.
Lol. Guess the level starts with 3 Big Johns. And Intoxigator.
😳
even tho we have quicksaves now i still don't quicksave cause it's a habit at this point
lmao
Hey how do I add a trigger_secret
right click a brush, select "create brush entity"
then trigger -> secret
make sure it's selected first tho
My A/C is back to working, so i can finally get some stuff done!
noice, send pics
alright i had some trouble because I'm an idiot but it's all good now thanks
Is your AC a func door?
Well yesterday it was func_illusionary. Or maybe func_secret.
hell yeah that looks quite nice
good textures too
when it's lit up properly it'll look awesome
just went to the dusk.io page for the first time
i expected nothing less
Susk
I mean is there really much of a difference between releasing it in 2035 or 2036???
True
is it possible to have a campfire lit by default
and then how do I use torches
nvm got torches working
is it possible to mirror an object?
No
What do you mean by "mirror"?
like the torches aren't actually centered so it would look odd if I just rotated them 180 degrees and put them on the other side of something
@gritty forge Control + F should flip it horizontally
thanks
and on another note... there isn't a way to convert "Standard" map types to "Valve" is there
Im not exactly sure... Somebody more experienced than me might know the answer.
I believe so
alright i assume you already have ericw's tools
yeah I have everything set up to make custom dusk maps and such
so first of all go into the folder with your qbsp.exe and drop your .map there
in the address bar type cmd
in the command prompt type the following
qbsp.exe mymap.map -convert quake(or valve, quake2 and any other TB supported format)
i think this should do it (it also helps sometimes when you corrupt your map by accident)
you're a legend
👍
looks like I have to set textures myself but I can do that
oh actually
I'm looking at the logs in cmd and it looks like I might be able to convert it with textures too
oh yeah thanks
all of this just because I wanted to be able to add a shotgun to the start of the quake maps lmao
Romero put out the .map files a while ago
What exactly prevented you from doing that in the quake format tho
wasn't able to get the converter GUI tool to actually compile with the standard format
I mean compiler*
Huh? Necro's gui?
Seems right but the standard format doesn't fuck with the compilation
damn still getting the same error.... it's the thought that counts though
so it was smith else
seems to be an issue with the lighting https://i.imgur.com/wkC7p6Y.png
Is this after light.ex's?
And qbsp
Can you send the .map ur trying to compile
ill do it and see if it works
a moment
take your time
I'm new to mapping and stuff so I don't know all the dark magic spells needed yet
it compiled just fine
can you show your folder setup?
actually
did you check your working folder for the .bsp?
i think it compiled
welp I feel dumb lmao
had a feeling it was wrong compiling paths
I only thought to check the output folder
they never worked right for me, i just use the working folder for everything
also i hope you're not relaunching dusk each time you update your map
so... I started out doing that but then I realized it was pointless
so now I only do it because I already got in the habit of pressing quit game like an idiot
yea you can replace the .bsp and restart the map even while in the map itself
thanks lol
the programmer in me just keeps thinking "you're really about to mess with that file while something else is using it..?"
even though I logically know It only needs to check the bsp when it starts and just loads it into RAM
have fun with the maps
oh sorry one more thing
if I use a wad other than dusk.wad or dusk_transparent.wad I don't need to rename them right?
it doesn't seem to want to load the map textures in game but worst comes to worst I already have madewad.exe
you may need to put the wads into the same spot as palett.lmp tho
no that's what I forgot thanks lmao
Gotta love the original ID guys
Carmack puts out the engine source code and Romero puts out the map source
I know I said one last thing but now one last thing I swear
is there a way to make the game automatically load the next map after the previous one
thank you
and yes I was 100% willing to go through all of this for a single shotgun
quake entities are replaced with dusk stuff anyway so you'd at least find an assault rifle i think
yeah it replaces the nailgun
alright and I just replaced a few sound effects as well for the hell of it
note that you could have just put the map next to the original .bsp and renamed it to e1m1.ent
after editing it
...we have .ent support?
yeah for ages
oh fuck you're right i completely forgot about that
I don't remember if it ignores brushes in there but it should
actually come to think of it just using the map as an ent wouldn't work
because it wouldn't have model *n values
so disregard that
you could rip out the .ent using ericw's tools and edit that in TB though
anyone in this channel working on DeFRaG style maps?
been playing quake 3 defrag a lot lately and i thought it would be really cool to see what people could do with dusk movement mechanics.
Nvm
some people are making them anyway
Yea
even tho dw stuff isnt supported
maps based around the crossbow would be super sick
Id want a dw map with only crossbows
My boy
why are you replying to an almost 6-month old post
actually wait
it's year and a half
wtf

Rivet run is really good. Jump Dusk is also fun but short. Dusk dude in the sky (my map) is hot cancer but does have some super hard jump tricks along the default route
However none of them are really Defrag in style with speed and flow being the focus. More or less parkour style maps like some q2jump stuff or others that are more trick based and less speed based
Dusk doesn't have a nail gun trap thing so I figured I would solve this issue
anyone know how to make entities invincible btw?
you can change an entity's health by adding a health key to them
So I can make it unrealistically high but not invincible?
close enough
@gritty forge What about making the health Negative? like -1? because negative integers get all wonky and overflow? Im not quite sure if thats how it works in TrenchBroom or not though.
"What were they hiding?"
where? I looked and couldnt find it. That a SC from Crimson Cesspool?
yes
can't wait for the weapon mods, and we get Duom
Dusk and Doom
Duskreal also
No wait
BLUSK
Kusk, Kirby and Dusk
what is that a combination of?
wouldn't that mean big tiddy Big John?

Guys, hear me out.
SHADUSK WARRIOR
DUSK NUKEM
that would actually be cool
Duskfall 2
Dusk Fortress 2
Wolfendusk!
Return to Castle WolfenDusk
Combined elements with RTCW and New Order and Old Blood
Or separate
Honestly though, Ive never played HDoom, but I find the BFG reskin to be a really cool concept. or maybe its the plasma rifle. IDK im dumb. But its like a book, and you turn the pages and use it to cast spells. I want that, but not Horny, ya know?
the krabby patty secret forumla
what about Half Life 3?
Watched "The Hills Have Eyes" tonight and got more ideas for the map, so I built and textured a minecart based off the one in the base game. Wish I could use Func_Train 
Honestly u reach the next level of mapping when you start making anything with func_door
High positive lip resulted in lower distance traveled
Negative lip resulted in longer distances
which direction is the width
x
or y
oh nevermind
it says its dependent on angle in quake wiki
if i find out nobodys made it tomorrow im making that kfc map
complete with plenty of campfire burners & yummy unlabeled viscera in the fridge
I'm gonna make the kfc map but I'm gonna add candles so you can play at 60 seconds per frame
How exactly can one use func_door for something other than a door? Anyone have an in depth explanation? Because ive heard lots of cool stuff and cant figure jack shit out.
Well its a moving brush
The possibilities are limitless for a simple moving object of any shape or form
At any speed and any trigger
Examples - scenery vehicles, planes, flying projectiles (for example a sequence where a func_door cannonball destroys a wall)
I made a sink that filled up with blood by using only func doors
Creativity is the limit with em and then you have PARENTING
And you can parent func breakables to doors
oh yea
I love making crushers
with doors
well, in black industrial misery its a monster but it's technically a crusher
I also made the blood pouring down from the ceiling in crimson cesspool with doors
imagine the area that the func_door is in like a box, if you then set the lip to be 8, 8 units of the object will stay within the initial box
blue is the door and the outline is the doorway/where the door was when it was closed
Yeah its not the most intuitive thing
so then, to make moving stuff like a train you essentially just turn the object into a big ass door and close it across the entire map
if i'm understanding this
Well yeah
neat
considering getting into map making before the next contest, done some level design stuff before, lots of neat little tricks like this from what i've read up on
technically janky but not too hard to figure out once you know the mechanic
well, you know what I mean
i'm generally used to jams being much shorter term so the phrase sounds weird in my head
Its in july
cringe
On the 3rd to be exact
I guess yeah but it'll be hard i think
I hope the prompt is literally "cool"
the prompt should be big john themed
a hollowed 512x512 cube just filled with big johns and info_player_start
no light
forget the hollowed. sealing is too good for you, it takes place ON a 512x512 cube
I was originally going to make the Jam last 3 days. But Vriska and Aqua slapped some sense into me.
that's because you eat and sleep 🙄
desperately tries to find a prompt that Skade will find cool
make a small map
Not sure about the eating part, but I work everyday instead. I also get bare minimum sleep. Maybe i need to take better care of myself
Alot of my time lately has been figuring things out, less map making. Things will speed up once im more polished.
all you need to do is think
you can live like multiple weeks without food
and all u have to do is drink about 15 5 hour energys to get 75 hours of energy, plenty enough energy for 3 days
ezpz 3 day map
Honestly, since you put it that way...
So, messing around with Func_door. Is there a way to make the function active and constant from the start? kind of like pistons moving left and right, without having to push a button to "open" it?
what you really want is func_train
but thats not available yet
because we had some precision issues across various games
floating point is the worst
ohhh, I see. I didnt realize that Func_train was actually real. I thought it was possible with _door.
its very real, and perhaps one of the single most useful brush entites
you can do a LOT with it
Funny thing, I made my train with func doors
and while im sure users wouldve made do with imprecise train, we elected to wait until the rewrite to provide a correct solution
totally makes sense.
Texturing and details are almost done, now it's on to proper lighting and item placement
gm_bigcity
gm_detroit
Map actually takes place in Detroit though
But like future sovietpunk Detroit
you're going to detroit
@high magnet holy
Some of the environments are inspired by crimson cesspool actually
We really need to give you fog
🥺
I think handgun harmony would fit as a theme song for the map tbh
same song that dead of the night has
well
depends what vibe the map has
assuming it's action oriented which it might not be tbh coming to think of it
But what about custom sounds anywhere like doors
But also what about func_vehicle?
But light styles?
But really what we genuinely need is support for custom weapons
if anyone (for some reason) has wondrred why i dont release my maps
currently lightmapping is taking over 15 minutes for me and it outright stopped at 95% so i have to do it again
all because i'm experimenting with sunlight and time of day
im not even 30% done with the map
fuck me, this may be another one in the garbo bin
Root vegetable PC
yeah it's a shitty laptop
i have to either compile the map rarely to not have to wait so long or be content with extremely long compiling times whenever i'm testing lights
you could try cutting off sections of ur map for compiling
and if i'm testing something like different levels/colors of sunlight i obviously have to see the full map
if the color i picked for sunlight isnt good right now - i have to wing it and compile again
taking forever
ugh
i wish i colabbed with someone who has a good pc so i could send the map over for compiling
holy shit
forgot to change the skybox
time to compile again
...unless i can edit worldspawn through the .ent file?
whats a .ent file
a file that lists all the entities and their properties
which lets u change something about entities without recompiling
i forgot we had support for it
imma give it a shot and see if i can change the skybox through it
fuck yes
i can
changing light wont do anything i think but lets see if it works
oh wait wtf am i even doing
i could have just replaced the files with different names
gaming brainrot is setting in
@ancient depot does the .ent file not affect worldpawm or smth? i changed the sky names in it and it's the same
i deleted a couple other entities and it worked fine, but no luck with worldspawm
shid
it should affect worldspawn, it completely overrides the entity lump in the bsp
weird
i changed both the sky keys and deleted a couple campfires
campfires are gone but nothing changed with the skybox
And the DOOM enemy sounds for some, if possible.
which one exactly...? since doom isn't 3d you obviously can't jump so I wasn't sure what to put instead
the "press use on a wall" sound
also that's totally possible. I did it with the black philips in this clip https://streamable.com/k11pml
I I capn
what?
say it outloud
nvm i was talking to a guy that deleted his messages now lol
bogos binted?
👽
i'm socially inept
this looks weird considering they don't know you sent messages here previously
relax, play some dusk mods
maybe after i git gud
Hey for the record there's no way to tie triggers to an enemy's health right?
Like having a trigger when an enemy's health reaches a certain threshold
like if it's at 100 nothing happens, but when at 50 it does somethin?
Yeah
not to my knowledge
Damn
that sounds like a cool feature tho
Will have to use a timer then
It was for a boss fight
Also no way to disable infighting for an enemy right?
I wanna show off the mob I made today but I don't have permissions
DUSK doesn't support custom enemies yet but I still want to get started now
You can send imgur links
Alright so I've been working on a series of concept art pieces for DUSK 2. But I want to prove that this doesn't have to be simple fanart
aw thanks
Very nice texture
Do you have an idea for a plot?
I'm asking because I also aked myself about how the plot of Dusk 2 would go
And I have a couple ideas
duskdude goes to walmart
dusk gal
calm down I know you are already thinking of commisioning some artwork 
duskdude starts a quake 2 lan party with narly and jakob
In fact I do.
what is the plot?
hold on let me figure out how to host a pdf...
Duskgal looks like the guy from SiN
that is so goddamn cool
ACTUALLY SICK
The story is in the link above
vriska is this mashed potato's descendant?
they're both amazing people
true
im downloading all of these
4 real plz plz post that in #newblood-art as well because people mostly check that channel, this one is pretty niche
and i think you can post images there without links
even with no perms
About 4 to 7 hours each.
good to know! Will do
To be fair, "Do you Understand" took about 9 because I decided that a canvas full of trees was a good idea
Oh crap I forgot there was one more
YOU TOOK ONLY NINE HOURS TO MAKE A FULL ON FOREST?
Well I mean sure but each tree is just a bunch of overlaying black and white scratches. It's no Bob Ross
it's still absolutely sick as fuck
what do you do these with?
fun fact, I actually didn't feel like painting these stairs by hand so I made it in Blender and painted over the render.
Otherwise, everything was just photoshop and a Cintiq
holy shid
no like irl equipment
You could do it with any drawing tablet but I spoiled myself with a 22" Cintiq. It's hella expensive but it's absolutely worth it if you really want to clock in the time
really like this one daymn
Thanks! Me too! Though I hope not just as illustrations... 😉
no
strong female protagonist
amazing work
hello, i just downloaded the sdk version on steam (on my library it shows up as [dusk_sdk]) but when i click play it only gives me the normal launch options, single player and multiplayer
launch it from your library and you will have multiple launch options
what do you mean launch from my library? Where else would i be launching it from?
you probably clicked play from your downloads tab
or by right clicking on the steam icon and clicking play
steam wont present you launch options if you do it that way
ah nope, both the green play button or right clicking from my library list
linux
rip
theres no sdk available for linux atm
well the dusk modding faq should probably have a sentence on that 😔 thanks anyway
you can probably get it running in proton just fine
yeah im about to try
Holy shit @worldly aspen that's some awesome art
Thanks! Love your profile pic!
first draft of new map
this is legit 2 hrs in so
much to change
2 hrs
yes
oke
what
(I haven't actively worked on the map for 2 hours)
I created the map about 2.5 hrs ago
Damn sweet, Skade.
I do too lol.. I didn't make it tho

However making a whole personality out of it was my idea thank you
Kiww the intwudwer uwu amirite fellow kids
Blursed
Howd walk to cwimb anythwing
so lets see I need to finish my quake sound mods, doom sound mod, then make an uwu text mod
got it
I'm slapping my knee right now
So, I have a door that when activated slides right into the wall. Is it possible to make my door open by sliding up into the ceiling or down into the floor?
actually, I think im dumb. I can make the door a trigger-able platform that sinks into the floor.
Set the angle to -1 (up) or -2 (down)
oh. you know, thats probably easier than the mess of triggers and functions that I made.
Indeed 👀
Another probably simple question, but im at work so i cant test anything til later. But i couldnt figure it out last night. I have a room that is full of a cube of func_water that the player must swim through to get to a room that has a button that the player must push to "drain" the water out of the room. Its not visible to the player, so it doesnt have to actually drain, but any attempts to move the volume of water make it lose its functionality. If i make it move via func_door, it obviously loses its func_water. Is there a workaround to this? I tried messing around with the Multi-manager, but from what i gathered, its meant for entities not brushes.
what if you use a water texture instead of func_water
func_water is kind of fucked
also
you may be able to just use parenting
by water texture i mean a texture that starts with * btw
you can find those in the default quake wad or the prototype wad
You could also parent the func_water to the func_door, I recon that should work
it may not work
are you positive?
you can just parent water brushes and that's it?
👽
This is the best Cave sound in the game
So THAT'S where it comes from.
you---
you havent played minecraft?
"You haven't played Minecraft?..."
he's so sad when he says that i felt bad even tho i do like wallace and gromit
I have
@honest stag I mean you can parent hurt triggers and illusionary funcs so I don’t see why water shouldn’t work
though water collisions seem kinda glitchy in the sdk
Yup
So it may be wonky
Thats why i was concerned
If you stick to one solid brush of water it should be fine
and if it has a relatively rectabgular shape
at least in my experience it seems to break more if you have a long skinny strip or water
I managed to make it work well in crimson cesspool for the sewers but it took a lot of trial and error
also learned that skip textures work as waterskip in dusk
Worldbuilding, athmosphere, claustrophobia and vertical level design
Parts of my levels with be underwater
And not like standard rooms, its built so you can use the 6 degrees of water movement
is there some way I can just select multiple things at once
I wanna just remove a ton of brushes outside my map
and swipe over all of them
Control+click, and just hold click? But that will select everything you drag over, so if you accidentally select something unintended, comtrol click and it will deselect it.
@gritty forge
np.
how the heck does parenting work? I can assign a parentname to my func_water, but what does that do for me?
so
say you wanna attach func_water to a door
door has a targetname "x"
then the water has parentname "x"
then the water will move as the door relative to its position
@muted glacier
it's also weird cause the parent object has a targetNAME not just a target key
@gritty forge thank you. I just didnt know that parentname related to the targetname. works exactly how I wanted.
epic
True
I think you and I might've used water the most at this point
I might be wrong
I used it only a bit in CS but you've used it a bit
That's how I know Vriska speaks the truth
moar skaed Uwu
debating whether or not I should get a custom skybox
that is a bit less night-y
but still night
I do think it fits the map though but idk
holy sHIT
my brain was like
hmm
sounds like a train passing by in that song
I should do that :D
Nice
Holy shit dude. I have something just like that in my level, minus the music.
Is that the music from E3M4?
Also if you select a brush and press ctrl+t it will automatically select anything touch the aforementioned brush
but it will remove the brush, so duplicate it first if you want to keep it
Aye
@high magnet its the shadows song
anyone know of a place to find good skyboxes except quaddicted
spicy



