#dusk-modding
1 messages · Page 92 of 1
do they now?
I do
Ill upload the archive to google drive
dm me if you want a link, ill drop it when im free
@gritty forge
@honest stag I want it yes
aight i'll give it to ya when i can
it'll take a bit tho
it's mostly nature backgrounds, but it's got some more surreal stuff and a couple sky/city skyboxes
they're already cut up into sqaures as well
finally figuring out how to use Funcs in complex ways.
ey nice
we're pretty limited but there's a lot that can be done
Ill be posting a progress update in a few days. I hope to maybe impress somebody (though you all have made some pretty fantastic things, so I wont hold my breath)
like 20. Not linked to enemies or anything. Its for invisible barriers that will get triggered later in the level. I havent put them where theyre supposed to be, and the trigger probably wont be an obvious button. It just looks like that for testing/experimenting purposes.
Ive been messing around with values and properties, finding out what everything does, because I cant find much info online. Ive been pretty successful so far. Lots of banging my head on my desk until I figure out how to get something to function the way I want it to function.
could always ask here
And i do, when I get super stumped, but I really hate bothering people when I ask really repetitive questions that I could probably figure out myself.
meanwhile i got over my "compiling times are too long waaah" roadblock and kept working on the map
wont show off more stuff just yet tho, it needs work
but it's taking shape
I know it's probably been brought up already but do devs know that flying enemies' ai is broken?
i think they do
it's been talked about when the update that broke em came out
but they fixed boneballs i think
maybe
No balls are still busted
CBT
How are they broken
@muted glacier I appreciate the intent but it will save you a lot of time if you just ask lole
I do the same thing though
kinda hate bothering people about my stuff
it's not like this chat is used for anything other than questions and sometimes people showing off their mods
dont see what's wrong with popping a message about anything you need
it's not like you're obliging anyone to answer
also good news for anyone who cares about skade maps: I will be joining the map jam for sure since I had second thoughts about the job for july
yeserr
Hopefully the prompt will be something that I can be creative and original with

any prompt is vague enough for anything to fit tbh
it's just a slight theme
for example check out maps in the previous jams and compare them
aqua made a hihgly vertical map for his above and below submission, while Jedly made a completely flipped one
so yeah dont worry
Yeah I know
just hoping that the general theme will be something that gives me ideas
@honest stag vriskaman, can you remind me when the jam is going to be?
3rd of July
cool neat
so 2 weeks and a couple days
i'll most likely join it this time
fucking siiiiick
imunna play maps that are new to me today
did you play the last map jam?
hopefully it will inspire me enough to continue lower series and then successfully make a jam map
nah man
well it's best time to boot it up
all maps will take roughly and hour and a half to beat
i have 13 tabs opened, one of them is spring jam
WHAT
WHAT
WHAT
oh wait
all maps
lmao i kinda missed out and thought you mean each map
i wish
for real tho
man
last time i made a map was the one for madness combat halloween event in one server

Oh yeah i remember you showing it off once
is it playable? CAN I PLAY IT
not really
it was an art event, and since i can't draw for shit and my music stinks i made a little video
kay hold on gonna post it once more
The Halloween party is in full swing. "Hamington's Beefburgers" is filled with AAHW agents. Hamington did not expect the full house today, so he had to leave his place for a moment to get some fresh meat and lettuce.
Unfortunately, there are certain individuals that tend to ruin such parties.
There's nothing infamous chef could do, except for ...
ohhhh right right right
it literally supposed to be just scenery
still badass lookin tho
thanks man
i dig brutalism, and madness combat is a perfect place for such buildings, although in most animations they are mostly just grey boxes
i was actually thinking about making a proper madness combat mod
yeah yeah yeah dude some custom textures? i could make you the models or port existing ones
hell i can make madness-looking guns probably lol
...when that's a thing
although, same as for lower, i need more entities for cool neat setpieces
yeah man
big collab times are ahead
for sure
Speaking of entities (mainly because i normally make my own props and stuff for maps) i got around to looking at entities from the .fgd file. I placed a lightbulb in my map but I cant physically rotate it. Rotating it doesnt do anything.
Anybody have any idea/explanation why?
Rotating it vertically or horizontally?
you can, but to avoid a long explanation it might be a bit fucky because of the porting process i went through with the models
Like, the lightbulb faces down like it hangs from the ceiling, but If i try to rotate it so that it comes out of a wall, it doesnt do anything. So i guess it has no vertical rotation?
Yeah not as far as I know
well that's a half life thing which wont show exaxctly in tb i think
nah it works fine
although i couldn't make it work perfectly in fgd
same with amount on jump pad
u remember that whole thing, right? i can add this property to show up by default but whenver you rotate objects tb still uses "angle", not "angles"
idk
Okay this is my long time nemesis when it comes to dusk mapping
I make this pretty little monster teleport closet for these guys
And the ungrateful bastards decide to stand over it
the classic
i suggest just remaking the room itself
the closet that is
you can carry over the teleports
but make a new box somewhere else
or be a chad and just move the teleports up and make a 2-story luxury monster closet
Ok get this
They spawn on top of the room when I resize the teleport brushes to be bigger
What in the fuck
I hope support for Quake style pathfinding as opposed to the navmeshes will be a thing in the future
It's been nothing but trouble
Patrolling routes 😩
I've been dreaming of using those
and func_train
god
and fog
and basically every missing feature right now
have you sealed your map entirely
ive had this issue for a while once and sealing the map fixed it
same to you friend :)))
in the end my conclusion was that if your map isn't sealed these holding rooms work funky
so i suggest sealing the map and trying it
i'm unsure too cause it was just before i departed and like
generally i wasn't feeling good so i wasn't that focused on fgd
its creation was chaotic
lol
Im gonna be real. I didnt think to use "angles" instead of "angle". Ill try it later when i get home
eh, it's fine
How do I make lights flicker? I have the "style" set to 1, which is Flicker A, but upon loading the level, nothing changes. Its just a straight white light.
Light styles aren't supported by the SDK yet
Makes sense as to why it didnt do anything 

is there a way to trigger the scarecrow posts?
Just made a dynamite detonator that crashes the game when you depress the handle. wonder if I should leave it in the map as an easter egg somewhere. 
lool
Is there any way to animate textures like buttons in doom, that cycle between like red and yellow? because Im pretty sure ive got the textures somewhere to do it, but I dont know if the SDK supports that.
torii has a func_button trick to make a switch look like it's swapping from on to off
animated textures arent supported yet 
thats absolutely brilliant. I was trying to think of something like that, but it involved rapidly moving a texture across the map at mach speed
That technique is my intellectual property you must now pay me 50 New Blood Bucks
didnt i tell you about it lmao
I NEED MY CUT
why did i even bother with the bricks
hmm indeed you have become powerful
aw thanks
Good crud
this is some good shit
thank uuu
if only mcclone was here showing off the stuff he's shown us at beer books
man, that guy makes me look like i've just started making maps
Wolfenstein 3D vibes (You can blow up the banners with Dynamite)
yoooooooo that's so cool
Bruh funny windmill
lemme just plop the CyberDemon in real quick 
guess your map is wolfenstein inspired then?
I like the Wolfenstein 3D vibes. And I coincidentally finished a WAD with Doom Incarnate.
Not quite. Only the secret areas are. Its meant to be a sequence break, similar to if you played Doom '16, the secret areas were levels from the original doom game.
ah gotcha, that's really cool
my next map is probably going to be 50% blade of agony inspired
dont
minus the shit that got it shut down
ok good lmao
great fucking work
Wait blade of agony was shut down
what got it shut down?
controversial & touchy subjects that are rule 1
yeah
this is kinda unrelated, but im playing the dread templar demo and this is triggering the shit out of me
Not architecturally implausible though
lol
texture bug go Brrrrrrrrr
what am i supposed to look at here
time for the #dusk-modding denizens to band together to make their own retro fps
honestly tho
I could see something like this in a real building though
Im game. Just know, I love my polygons
its only natural
man ive had so many sick ideas for retro shooters
but probuilder and realtime csg are kinda rough lol
i thought realtime csg aint so bad
yeah its fine i guess
pro builder
havent used many of its features yet
aaaaaaaaaaaaahhhhhhggggggggggg
Always thought if I were to make a game it'd be an immersive sim
DuskDude dating sim
id love to do something like bioshock but with more movement options
when are we getting an official Bogos Binted? map
just wallrun and zap a guy using your hand or something lol
For real I think it's probably the best game genre, if there is such a thing
bioshock, but titanfalls movement would be amazing
still making concept art for that cry of fear ripoff mod
Basically the best genre for storytelling anyway imo
it sucks so i employed my gf to come up with monsters and shit
if i were to make a game it'd be bad
Yeah I'd love a Deus Ex style rpg with more emphasis on combat
i cant wait for full sdk
but if i were to make a gzdoom tc.... it would still be bad cause i cant sprite 
Func_train. And FOG.
I wont be able to really use vis on my outdoor map anyway 
it also means the foundations for coop
coop puzzle maps sign me up
Oh baby. Well also be able to make duskworld maps right?
yeah
duskworld is merging with the sdk eventually
that's why duskworld doesn't really see any updates
we're planning to just integrate it properly
It's mutating
Also random question but do func_clip brushes count as sealing the map?
No, as far as im aware.
Damn
yeah since they're normal entities not static geometry
Neither does water.
so they don't seal
yeah updating duskworld further is just digging a deeper hole
that thing is tech debt manifest already
would it be easier for you to make it from the ground up at this point rather than update it?
regular dusk is rapidly approaching major tech debt too
mhm
Sword parrying in DuskWorld? 
arguably it already has
Seriously though, cant stop looking at this. Do you make your own textures or get them from somewhere?
im not good enought to make my own
i've just scavanged quaddicted for wads
and checked them all
well
not all but a lot
Pics or it didn't happen 💅
Tbh I don't even think I was on discord when I started doing that
oh yeah it's ancient
but hey
that's what the chat is for
passing down tricks from person to person
i didnt come up with it either lol
All that matters is that I get to keep my New Blood Bucks™️
NBucks*

robux*
where does it lead
(i dont have a distinct purpose for this building so im trying to come up with something)
well it's supposed to have the red key but in terms of interior im a bit lost
Rule 18 of mapping:
If a building you made doesn't have purpose, make it explode
but it's so pretty
make a cool chasm temple or something, could be like a tomb or whatever
exactly
great minds really do think alike
and i have a ton of awesome catacomb textures to go along with it
yoooo
bogos have truly been binted
binted beyond all bogos
it some point i had explod-able buildings in Lower
tho i used breakables so you could also just shoot them
lmao
Technically you can shoot the bridge in my level to destroy it, but you're locked behind invisible brushes on the train
Always wanted to do a Duke 3D style expoldable building
With a detonator and all
And it sinking into the ground
That actually sounds pretty simple to make
It'd need the build style explosions too though
Ive actually got the detonator and all, but the building doesnt sink, its triggered by func_explode so it just explodes
Wait that's a thing?
that's literally the first time i hear about anything called func_explode
@muted glacier what is that
Okay, so im at work, and was serving out breakfast, and im a fucking idiot. I meant func_breakable.
ah lol got it
My minds all over the place
send help
func_explode really should be a thing though
The build engine has scripted explosions and they were really versatile
Unless there's a way I don't know of to damage explosive barrels
Actually
Maybe if you has explosive barrels with and those fireball shooters
But speaking of detonators, when I was making it yesterday, troubleshooting how to make the handle drop and trigger, I kept getting crashes and I thought it was like an entity limit or something. No, it turns out I made a mistake, and the handle and building that explodes were accidentally the same targetname, so triggering it caused the handle to cease to exist, which I guess the game didnt like at all.
And holy shit.
And a func_door that separates them
you can teleport barrels/gas cans into themselves so they telefrag each other
and explode
with some multi_manager magic you can create cool stuff
Grabbing a screenshot for me to remember this stuff.
Heres your New Blood Bucks for compensation 
{
x 50}
Ive got a copy of Doom64 coming in the mail this week and its got me thinking; How badass would a N64 port of Dusk be? Id buy that if it were like a limited run thing. Dusk64
With Aubrey Hodges music like Quake 64 as well
How about loading Doom 64 levels in Dusk? 🤨
How about MAKING doom 64 levels in Dusk > whenever custom entities are supported that is 
It won't, where'd you hear that?
On here
But now I'm not sure 😬
But bringing Doom maps to Dusk should not be too hard since there are tools that convert Doom maps to Quake maps
yeah i wouldnt be sure either if the dev told me they wont support doom levels
uhhhh well
i did try that
it wasnt pretty
at all
the geometry is mega fucked
Well I can make doom 64 levels with no enemies currently in trenchbroom because somebody in the Quake mapping discord dropped some visually updated Doom64 textures. Just dont have infinitely high ceilings and entities.
And actually, were ceilings still like that in doom64? I cant remember.
I might try writing something for Dusk in the near future though
🤨
it's not that simple
I tried to write a FGD converter for Radiant a few weeks ago but the syntax errors discouraged me a little
doom's sector based for mapping, quake's brush based
last time i tried to convert the two the entities were fucked & the geometry was barely recognizable

I cant imagine what a lightleak disaster that would be
I can think of a few ways to tackle Doom maps but I need to figure out how to parse them first
It's possible to convert doom maps to quake, but it's complicated and not something worth pursuing for the sdk
there's enough gimmick features as it is lol
A doom map that's been roughly converted to convex shapes and then output as brushes, so there's no surprise it's messy
how many brushes are there
1687
Does the amount of brushes have any effect on performance? Or does it just make load times long as hell?
well it should just be how many you can see at any time
*compile
but I think the current sdk version still renders the while map
Oh. I though not having vis meant everything is loaded at all times
So will the new SDK use the VIS data in the BSPs then?
It depends on how many brushes there are, how many of them can be optimized by the compiler, how many textures are in use, etc
Not in the first release, but eventually yes
zombie why the fuck do you have an edgy pfp now
Oh that's a good thing
Inside joke with some friends
I think today im gonna boot up my shitty laptop, install dusk, and test my map, just to see how my map runs. Though, the laptop might be so bad it has a hard time with dusk to begin with, so we'll see
yeah Ive done it before. I think it happens when strafing or moving diagonally in water and jumping while swimming.
You lads/ladies wanna see my convoluted set-up and explosion?
Yes
Dynamite planted, check your command map
honestly, wait. Youre a genius. I had the Dynamite already there, but I can make it so you have to plant it before it will detonate.
It is indeed a bit of a pain in the ass, but so satisfying to actually get right.
Nois
IS THAT SCENERY I SEE
Hold the phone are those my preset trees?
Okie
jesus. so beautiful
is there an fdg yet or should I just use quake?
❤️
holy shit creating the dynamite pick-up/plant system is tedious and annoying.
Im having issues with the light entities, maybe im configured wrong.. is there any other way to get light other than light_environment and a skybox?
the normal light entities should work.
What settings do you have on them?
Are you sure you installed the fgd rifht
right*
As in, do you have normal "light" ends and all the other dusk stuff
ents*
Ya, I'm compiling with old hl1 compiler so that's probably it, I'll swap it out later and try again
Sounds like the problem ye
I think I had this issue though earlier with whatever they recommended here, I forget the name
Been awhile
Hell yea man i love seeing functionality like that
its tedious to make but worth it
the best stuff i could is make is a nightmare sequence and a truck crashing into a wall and breaking it
Anything more complex would be too tedious for me
Oh and you had to "refuel" the truck
hey where do I place the quake palette?
In your mod folder, but outside of the maps folder
done that but TB still can't find it
Ah you meant for tb
whats your quake game path
you can check in Edit -> Preferences
I:\NVMEFiles\NVMEGames\DUSK\SDK
Make a folder named id1 inside and put the palette file there
if it doesn't work - put a folder named gfx inside of id1 and put it there too
ok that worked thank you
👍
👍
is there a brush type where enemies can shoot through/see through but not walk through and is there a entity for the fireball spawners that are in ep3?
does func_clip suffice?
and also do you mean fireballshooter?
im 100% sure i added it to the fgd
if you need a visible brush that enemies can shoot through but not walk through - you can simply make a roughly 16-unit tall small "wall" blocking their path and a func_illusionairy or however you spell that shit
so like a 16-unit func_clip at the feet, rest is the func
got inspired while watching the texas chainsaw massacre movies
Nice
hmm
why doesnt makewad work
I'm doing it like I have before
says it cant find makewad.exe although its in the folder
Hmm today I will convert more doom texture mods into a quake texture wad (clueless)
This time it's rwltex
Nicccccce. Gotta love that.
Ive just spent 2 hours trouble shooting a trigger that I had in game that was causing my game to not compile correctly. Apparently, having ("") in a message connected to a floor trigger is a no no to my map.
wooo hoooooooooooooooo
' should work, try that :)
thanks. ill try. didnt realize why I went from 30 seconds of compiling to 5 seconds, and it ws because " was literally deleting half of my map.
cant wait to show off this disaster/masterpiece of Func_ flexing.
well I specifically built my pc to be a work computer. Because the stuff ive made previously in Unreal had very looooong compile times and I hated it. But mapping in trenchbroom where my complete map is considerably smaller is a piece of cake.
I just figured out the dynamite pick up and plant system. literally the most horrible experience ive had figuring something out, and after about 6 hours of brainstorming and doing it, found a solution that took me 10 minutes. Ill have a video of the finished project tomorrow. I dont have time tonight. But oh my god.
So i may be a dummy but what exactly was the problem with your pick up/plant system?
lemme draw a concept real quick
@muted glacier
something like that?
forgot to mention - by making the pickup dynamite a func_button, you can make it instantly go into the ground to give off the idea that you "picked it up" with a message along with it
so basically the player comes up to the wall, presses the use key (interacts with the first invis wall), gets a message "DAYM I NEED DYNAMITE"
then presses the func_button dynamite which makes the first func_door to go down and puts a message "DAYM I GOT DYNAMITE"
player goes back, interacts with the wall again, touching the invisible func_button which instantly lowers down and makes the func_door with a func_breakable dynamite child go out of the wall creating the illusion that you "placed" dynamite prompting a message "DAYM I PLACED DYNAMITE"
then the explosions happen and that's it
Yeah yeah. My issue was, where you plant the bomb, i initially tried to parent a button to a button, which doesnt work. So you had the option to plant the bomb, even if you never picked it up. In order to get around this, i surrounded the invisible button you push to "plant" the bomb" with a door that encapsulates it and is parented to the aformentioned button, that is triggered by a prompt that says "Press 'E' to place dynamite". The door is set to Start open, and cannot be closed. So you cant interact with it, or push the button through it.
the year is 2069
quantum computers are now available to the general public to buy
the dusk sdk has been finished for a long time but they're still working on coop
i will buy one
and when i buy that quantum computer i will compile the ultimate dreamed with lightmap scale 400000
My main issue was that every func_ that i tried to use to block the button that is always spawned was able to be clicked or shot through.
that's very odd
did you try making a func_door with renderamt and rendermode
to make it invisible
or just strecthing a transparent texture
the OG method
Just used a transparent texture 
yeah good enough
it's very weird how you were able to use something through it
i had a very similar setup with a truck refueling "System" and it worked just fine
Ive got to finish it up and make it pretty tomorrow, but ive got work in about 6 hours so i need some sleep. And ive also got a refueling system, but it works alittle bit differently, so i couldnt just copy the doors and buttons.
aight good night man
Goodnight!
done converting rwltex
duplicate wads have 2 at the end of their name, they're in flats folder
64x64 textures are probably converted from flats, they're meant for the ground & floor
sky is not converted, it's for people with more then 2 braincells i.e not me who wanna take a crack at converting doom skybox to dusk skybox
the doomcute wad is for brush props
Good job man, did that take long
it was going well until i realized wally was fucking up some textures with batch conversion for no reason
so i had to convert them to .mip then make a new wad & drag those mip textures into the wad
probably a lot of fucked up textures in the otex wad now that i know what went wrong
I was surprised at how unstable wally is
So I want to Localizing dusk
Is there anything I should know or do it?
we dont have text mods yet, you might wanna ask the devs directly about that
Already did but no answer 😔
damn that's cold
@ancient depot is this going to be an option? or can someone help out with it already
Ahm so I can but
The font is cursed
Am afraid I cant do it like that
This is it
It's a bit of a complicated problem, mods will eventually support modifying the actual text (atm you have to edit your own copy of Language_Default.txt) but fonts are a tough one
That looks like Arabic, which might actually pose even further problems due to how it has to be rendered
I'm not sure how much support Unity has for arabic text rendering, will have to look into it
Yep that's arabic
The problem with my language tbh is
That the letters are connected to each other so localizing any game won't be that easy
Ive tried to use wally before, but I honestly cant because of my inexperience and how often it just doesnt work. Texture editing is definitely NOT for me.
well you dont have to edit them in wally
you can just use wally to make the texture wad, and even then you can use the makewad in the pinned messages to make a wad out of a buncha png files
Huh. So I could take a high res png of a rockface and convert it into a wad? I havent looked enough because it seemed tedious.
I might consider giving makewad a revamp at some point so it's a bit more user friendly
i dunno about a huge res png lol
maybe support ini files for customizing how it generates a wad from a folder or something
Okay, by high res i dont know what the hell i was thinking of. Im not talking about anything like a 4k png. Just something detailed more than a potato 
yeah for sure
Just note that you'll still be limited to a 256 colour palette
so i've wanted to ask about that
Truecolour textures are coming in the next patch (as in, you can just put PNGs with the same name in the textures folder)
i currently have a map that doesnt have a palette file but instead just shoved the wads into the folder and it works fine
is it still palette limited?
The specifics of what overrides what (eg, what should a BSP prefer? PNGs? Its own embedded textures? A WAD?) aren't quite decided yet, but I think I'll make it configurable using a per-map config file
WADs are still palette limited, but each texture can have its own palette (like in Half-Life BSP) so it's less of a problem
So instead of every texture having to use the same pool of 256 colours, each texture gets its own set

no more innocent textures murdered by the quake palette
yeah lol
otex will shine someday
honestly i may be blind
i dont see what's wrong with the current stuff at all
seems colorful enough
current stuff as in the quake palette?
The new codebase makes it a lot easier to add new "external" data files for BSPs, so I'll probably just let you add <mapname>.ini or something so you can configure how the map loads its textures
yes quake palette
okay let me check slade
Vriska where did you get those custom textures (like the arch for that bridge) from?
quaddicted
I ought to search for stuff there sometime
I'm learning the power of texturing though
So soon I may just make my own textures
honestly i am so happy when i see the same texture but with separate variants like stains, sticking out bricks, windows and so on
Id literally pay somebody to make me textures.
I hate finding textures, and cant fathom making them
like how could you not like doing this
I'm actually kinda surprised I haven't seen anyone rip Gloomwood demo textures for a custom map yet lol
I wanted to get the nr textures but the only place to find them is the game files
nr?
ah
Piss
...encrypted?
He said they might be accessible when the game gets fully released
Idk what he meant by "encypted" but he probably means no one can access them as of now
Nightmare Reaper was UE right
Probably just means how UE packs stuff
Id like MAKING the brickwall, because thats sexy. But if i had to make the textures, nah. Ive got some textures from the Quake discord, but Makkon is iffy on letting people use them "commercially". Im not selling my map that uses his textures, but im also really not modding Quake. So eventually im gonna have to replace the ones ive used unless he releases a version to buy.
you could always scout through quaddicted or some half life wads
Thief is probably a good source for brick textures
RTCW textrues are so so so good i never realised
haha get it, stealing from thief
Texture I'm making for someone's model
nice
ok i couldn't find many otex textures getting butchered by quake palette
the change is pretty noticeable in some though
one got completely changed, i think it was the acid fall
like which ones
Note that, iirc, I wrote MakeWad to generate WAD2 specifically, not WAD3 (which has the per-texture palettes)
a lot of dusk ones get murdered
Yeah i think im gonna raid Quaddicted later and replace some textures.
probably
is it just me or does this otex texture look like it resembles quake
it kinda looks like that 1 techbase wall texture in quake
it even has trim
a bit yeah
@ancient depot when I try to use makewad it says it can’t find makewad.dll in a temp folder
Try clearing your temp folder and running it again
Yea
Is it possible for enemies to trip triggers? Like if I have a floor trigger in front of a door to automatically open/close a door, can a leatherneck also activate that trigger and follow me?
nah
Oof
you can make dying enemies trigger stuff tho
Really? So theoretically, i could make an arena similar to the hives from Doom '16. You activate a hive by destroying it, and waves of enemies spawn, locking you into the area until theyre dead. After the last enemy dies, the doors open again.
The enemies would just have to teleport in from monster closets or something.
yeah definitely
I live on out of bounds monster closets and trigger teleports
Hell. Sometimes i feel like the outside of my map is more interesting than the inside because theres so much stuff going on 
Relatable
I highly advise anyone to start noclipping outside of custom Dusk maps
you'll find some stuff for sure lol
i hide brush smilies in inaccessible areas sometimes
I dont think anyone has found a single yet tho
Ive got a thing or 2 hidden out of bounds that i dont know if anyone will find. Its pretty funny tbh.
Whats the noclip command? Nbclip i assume?
Ye
Hell if Youre giving away your wisdom, any way to simulate grass blowing in the wind without millions of func_doors?


There is a method which involves less func doors but it's stupid and not worth it
How does that work? Ive messed around with some stuff, like trying to make tree branches sway in the "wind", but could never come up with anything I liked.
4 func doors which switch place instantly at a set time, with either different rotation or textures
So a branch would switch place with another branch slightly rotated left
Etc
Not worth it
So I'll think I made the dank dusk mode :)
Ay lads, I've got a little dilemma on my hands. So I began replacing sounds for the Soldier, and after doing so, the models are now silhouetted in black, and don't move or react to me when I'm nearby, or even when shot. I made sure that I didn't replace any other files besides sounds. Anyone else ever have this issue?
did you disable dusk base content
bacause that's what it does
Ahhhhh, thanks Skade. I'll give it a shot and report back.
Huh. Now the soldiers are all just cubes.
Yup. Everything except the Leathernecks are now angry glowing cubes.
it's supposed to be on
it might be that you need to have the mod above the base content in the modding section
use the little arrows to move the mod above base content
Aye, I've had it above Base Content since the start.
hmm
and the sounds are working?
so they are in the right folder path
sounds>soldier
Yup yup. There are also Soldier sounts in the vo folder, which I replaced as well.
Possibly. I'm probably just going to start up a new Mod Folder and work from there.
Thanks!
For real this is soooo cool
Thanks for the idea @crisp raven
Definitely learned alot. Now I can get back to the rest of the level
my guess is that its a platform?
Yep. I originally had it parented to the Secret getting triggered, but moved it. The hallowed health rises up and a flaming barrel also rises to give the fire effect
I dont think it would be affected by a platform
Its a button out of bounds getting triggered
ye
oh shit hmm
i never thought how this is a pretty cool way to make keys appear
I CAN MAKE MY LOOTING MECHANIC WITH THIS
Yeah ive thought of that. I might have it later in the map after my Doom 16' hive fight. Instead of a key though, after the hive dies, an item comes out of the ground.
So, how to i package my map so that I can send it to my laptop to test it? Do I just copy the folder that has the level in the Dusk SDK folder?
how'd you get the barrel to burn and what happens if you wait there for too long
Theres a burn barrel entity thats already burning. I dont think the fire does any damage to begin with, but if it does, its far enough below the floor that it doesnt.
You can stand there as long as you want
Yee
just the mod folder yea
Okay. Cool beans
map releasing
im assuming it's just a test lol
😔
nah I meant damage to the barrel itself, because the other barrels will explode after a certain time of burning, and objects that burn will also burn up
is this the one with the trisoup terrain
It is lol. Thats why im testing it on my beater laptop. Make sure it still functions
I was referring to regular barrels
I use the regular explosive barrels for the door explosion 
ye
Your stuff is sooooo thematically awesome
E1M2 barn moment
honestly, the farm portion of Dusk has got to be my favorite part of the game. I got so excited when leathernecks finally showed back up later in like what, Episode 3 I think?
same, i prefer E1 vastly over the rest of the game
Depends for me
I love the rusty and gritty facilities too
but yeah, both work well combined
which is what this level is
damn. those train tracks look better than mine
yes
so does David
dusk = orange and red + yellow lighting
but I also like swamp green
ehh there was a lot of white-grey too
purhaps
i just think of outside areas lit up with white/greenish sun when thinking of dusk
dont worry there's white lighting
he's fucking dead
also it's orange because the lights are supposed to give that colour off
since it's night
idk
when I package the mod, can I filter out all of the textures and stuff I didnt use from wads, or am I stuck with them taking up space in the zipped folder?
yeah you can remove the stuff you didnt use
Whats the color convention to change the color of lighting? Is it RGB format? (0,0,0)?
if you put a _color property on the light entity and click it - it should give you a color picker
with 2 options
Oh shit. Thanks!
Yeah so my alt computer is so bad that I cant even run Base Dusk. So self testing stuff is out. In about a week or 2 ill have the first area done and ready for testing I hope. Anyone going to be interested in playtesting the segment?
shore
i can record
i havent playtested anything in a while due to being busy anyway
Oooooooo that pedestal looks dope.
geometry pedestal 
It's the Ultrakill pedestal
awesome
alter kill in dust ⁉️ 🙀
So I'll start make the dank dusk
Any tip for noob with modding
(change textures and sounds if something else quistion will come)
Ive never played Ultra kill. Only Dusk and Amid Evil. Is it any good?
And i have no clue about changing sounds. Ill cross that bridge when I get to it.
its a great game. you should try out the demo so you can see if you like it
Holy shit that looks like Doom Eternal on crack. Might just outright buy it.
Check the also the new gameplay :)
Oh yeah planning
anyone know if its possible to stop weapon rotation on the ground? or make it slower?
Im in the process of making a tutorial map to upload to the Dusk Mods website, to show how to do the item pick-up system in a more coherent way than my current level, and also show off stuff you can do with it, so that other people can learn how to do the cool/complicated stuff.
Expect the tutorial to be done at some point today, and Ill upload it to duskmods.io after I figure out how package it all.
Nice
Test map is finished if anyone wants to go check it out! pretty sure I uploaded correctly.
ok need help
both of these brushes are func breakable
the top is the {crack decal you'd see on breakable things in the campaign
it functions fine
but in-game the decal is casting a shadow on the vent, making it look ugly
any way to fix? i've tried the _shadow keys on the func breakable and they don't seem to work
I mean do you really need a crack on a vent. I feel like 90% of players are gonna attack it even if it doesn't have a crack.
no but it looks cool 
Yes
parentname & targets don't seem to work either, func_breakable wont trigger anything when its broken
😔
Make a texture with the decal lol
@gritty forge what _phong do
this noose has _phong on
it enables smooth shading for brush models
_phong on
_phong off
https://ericwa.github.io/ericw-tools/ has a better example
For a second, I thought you were wielding four sickles
just the target function worked for me
wait what
Yeah breakables can target things just fine
It just works
Anyway I'm almost done with monster placement in my map
Final version is probably gonna clock in at ~300 monsters
Rip my laptop
Objective: kill player destroy Vriska's laptop
You won't have to try - i just need to compile my map
skyrim prison
what the fuck is going on with these wads
1 of my wads dusk.wad has the red checkboard texture meaning somethings broken
another wad duskv2.wad has more textures then dusk.wad yet no catacomb texture
and the wad i've been using, duskaligned.wad doesn't have water yet has catacomb
animated water textures doesn't work does it
It should. Ive got an animated water texture from some Doom wad, and it works just fine. You cant make it a func_ though. it will appear invisible if you do.
not as far as im aware. Mine would always appear invisible. But it still has water physics despite that.
Fuck
hold on. let me see.
Im wrong. You can make it func water, but you cant parent it to anything.
if you want to make moving animated water, youre out of luck.
second you parent it, it disappears in game.
thats weird it isnt working for me
yet a cube with a * water texture
it gets the nice warpy texture and behaves like water
does anyone have an animated prefix dusk water texture like that
why's watertex not *watertex

im suffering
ok conventional func_water gets no warpy yet using * water textures makes the texture full bright??
I wish we could have smooth shading for entities
like sinks and vehicles
that would be pogger
I can consider it, currently it's intentionally not done that way to mimic how dynamic lighting works in the campaign
yeah understandable
I just think it would add a lot in terms of prop placement and stuff
Yeah for sure, since you can't really lightmap them easily
could always lightproxy it
Even then it's still only a single colour with no actual shading
you can even put some kind of brush inside so IT casts a shadow
So if the sink is meant to be partially shadowed it'll stick out
I do think a tool that actually merges some mesh data into the BSP for lightmapping is a good idea
The BSP code in the new codebase should be more than enough to write a tool to do that too
So I'll probably pursue that after the update

it was foolish of me to ask
lmao
How does one even work on the SDK? Is it just loads of raw coding?
Mostly, yeah
but what's more important
do you see any funny bugs
K I L L H I M
u werent born at new blood?
cool origin story
but within a few months i started working on the game
damn
and now i work on all of them
All those messages still exist
yeah lmao
my first interaction
Technically the birth of the SDK
not as cool, but i was on this discord since maybe 2017-18 under a lurker account and left because of all the pings
then came back later
damn, filtered by news
i thought something like "shut UP already i dont CARE >:("
was too dumb to turn off the pings
ah yes the CBT
the coding-based-trauma
absolutely understandable
what a journey that was
lmao
good thing we abandoned the custom editor idea
So would a future sequel/prequel to Dusk be made in Unity, or in the SDK? 👀
b-but the SDK is on Unity
I thought it was on the build engine
Listen. I dont know anything about anything. My little Trenchbroom brain is fried.
Trenchbrain
Learned recently that cruelty squad also recommends TB for its custom maps
hard to say
there isnt any hard and fast reason to stick to any particular technology

The guy
quistion
Is it a good thing to replace the sounds in
SDK/mnt/local/dusk
In other words i can say the main dusk folder
Thanks I was tottaly going to do huge mistake lol
What happens if you do
Ugh. I think Im taking the afternoon off mapping. Might get on later and get some map progress done, but actual work has got me too burnt to be motivated.
@crisp raven Give me an idea for some elaborate contraption to make 
Lever that activates a door revealing a brick wall
That will be a secret trigger too.
Old City wall reclaimed!
Well, that folder contains the base game files, so you basically end up creating a mod you can't release
There's just no point to doing it when you can make a new folder and put your custom content in there
literally any brush prop you can think of
Gotcha
i hope the sdk rewrite lets us make our own models & props for decorating our maps
no more brush prop suffering (no offense vriska)
place_model will be supported, yeah
Still use my tree cutouts tho
LETS FUKING GO
Now just gotta wait

Thats it. Im making a Krabby Patty Model and making a kitchen where you have to get the ingredients and put them together as a sandwich. Its gonna be so detailed you lag when you look at it.
Reminds me of this sphere I made that lagged both trenchbroom and dusk
Been there. I need to actually lower the quality of my TNT. It actually does lag when you look at it because its about a million tiny ass details.
And theres 2 of them on the map until the visible one gets blown up
That's me
i'll def be using that
i'm more comfortable making props with blender and not tb
ill have to actually learn blender
good luck with that fuckin hellspawm of a piece of software
OH BABY MAKKON.
his work looks absolutely amazing.
And oh boy. That just means I have to use my Udemy classes to learn Blender. Rip
oh oh also
@ancient depot which format are you planning to use for place_model?
.iqm just like the rest?
please dont say it's quake .mdl tho :)
there's no specific format
any model format the game supports will work with place model
Ive got to check out the new makkon textures. See if its the commercial release. I know he still had to remove the quake logos from buttons, but didnt know when hed get to it.
so right now that would be IQM
ah alright got it
I just finished the support for external textures, for reference
This was done by making a zip file containing a textures folder with a file called *slime0.png and putting it in my mod folder
(It had to be a zip file because on Windows, you cannot have a loose file containing * in its name)
Though I have a bit of a dilemma, there may be a situation where someone has an embedded texture in their BSP and they don't want it to be overridden by a matching external texture. I'm not sure how I want to expose the ability to do that right now
so wait i am a bit confused here
couldnt we do this already?
or something similar to that
Not for custom maps
Only the campaign ones
Right now you can only use wads or embed textures in the BSP, which has colour limitations
aaah alright yea understood
(This also means you can have any kind of transparency you want, instead of just a single on/off colour)
you mean half-transparent things without having to use rendermode/amt?
yeah
but also mixed transparency
eg, part of the texture is half transparent, the rest isn't

