#dusk-modding
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duuude yes
that would be very very useful
That's being implemented in order to match campaign functionality
i can feel the tumor slowly going away
lmao
yeah
honestly the more campaign matching features the better
is it not possible to add boss bars to regular enemies?
I tried adding a bossname key to one
didnt work
:/
Yeah bossname is for changing the name of an existing boss bar, not adding one
thank god
me waiting for scripting
That would be so much easier than the shit I have to do 
what do you do
Basically, Ill have a trigger that can activate multiple times with a message on it in a place where theres an item you can look at, and you can make it go away by also having an invisible button on the item youre looking at, if you want to make it an item you can pick up. Technically, youre still able to activate the trigger no matter what direction you look, but it still gives the illusion of being able to look at something with your cursor and get messages.
Plenty of examples in my test map vid. But the setup for it is alittle convoluted and ridiculous. And ive got it as compact as possible for the time being.
gotta say it's pretty damn sick
Thanks dude. Tomorrow Im starting work back up on my main map, because I took like a week off (should probably come up with a name soon). Should be eventful.
BRUH
lmao i dont even fuckin care anymore
that shit made my compiling time jump SIGNIFICANTLY (obviously) even tho it was a func_detail
so it's gone now i guess
But not forgotten ๐ข
Make that a texture bro
christ dude 
You're gonna have to pay the Triangle Toll for that one boyo 

Your lighting looks so good. What is your levels default brightness before you add your point lights?
i dont have a default brightness - i go with sunlight and sunlight2 right off the bat
but thank you
the current primary sunlight level is 240 cuz my gf was complaining that the level is too dark
so i bumped it up from uhhh 180 i think? or 210
sunlight2 is much lower obviously - only 140
my current point light levels(the majority of them) are actually at a level lower than the sunlight (or moonlight in my case lmao), sitting at 210
If your LEVEL isn't 16 BY 16KM end to end, its not a real level
Stay :clap: woke :clap:
does it count if i reached the tb limit (actual limit, not soft bounds) in an unreleased map
Fake
is it tho
Maybe real
my current playable area right now is at 8000x6000 units
well let's be real most of it will be un-enterable buildings or decorations
but still
Oh shit
im in tb anyway
Nah I can test it on me own
Ima be on after I eat this cabbage
Anyway, can a group of func pushables function as one?
is it a massive full cabbage
Its a full unseasonal cabbage
you can probably do it the same way as a func_door consisting of multiple brushes but who knows
I'm just taking bites out of it
that's so based
Anyway
I asking because maybe I can make a more dynamic train section using func doors and pushables
The pushables being trains
i have 77 .map files in my id1 maps folder and i've reached the point where im trying to find an old map of mine and i literally cant
I have this really old map file from when I first started to learn trenchbroom
Its literally older than my stay on this server
god daym
Literally as big as I could get the sky brushes
That would end up having to be the least detailed map ever If i wanted to actually do terrain.
I'm considering expanding it to add to the skyline
I mean having 16 by 16km of scenery
i think i've made this joke before
anyway this is how i still entertain myself when mapping
tank go brrrrr
let her
But only after sending me your map so I can pass it off as mine after your death

func_vehicle pls
i promise - when we get func_vehicle i am going to make every single vehicle prop i made drivable
Hell yeah
I hope it's work with planes too
i made a car in trenchbroom to test pushables
I dont even know what pushables are ๐คข
you know those crates in office complex
Yeah
Hmm so what, a brush that you can move around that isnt an entity?
it looks Jurendez
yea think so
yeah pretty much its just pushable brush entity
Coolio. Might mess around with them later when I hop on.
XD
Did you have 2 buttons targeting each other, but delayed to function like a repeater? Because that is an instant crash
hmmm
i cant enter the car
lemme try something
OK I've experimented a bit and pushables are weird
You can't pass through them with nbclip
Ohhhhh were you going to make a Flintstones car?
@worldly aspen I got bored and started making a scenery level for "The Lights Live" 
what can I say? his art looked pretty awesome, and Ive been thinking about this one for the past week. I had to make it. Gives me major Siren Head vibes.
Yo sick! Keep me posted or hit me up if you have any questions!
Are there any type of wall that the player has collision with that enemies do not?
brrrrr
dude that looks fuckin sick lol
Thanks. I forgot to turn on lense flares for the picture, but it looks good. Ive tweaked the lighting since I took the sc anyway. I spent my night problem solving ideas I had, burning myself out in the process
Trying to figure out how to make a window barrier system like Call of duty zombies, because I want to make a tower defense- like gamemode.
god that'd be awesome
First thing im stuck on is windows, and how to prevent the player from just leaving the map. Which, I could just put a damage volume outside the windows, but I want to make something technical, so that its as close to the original experience. But the player hitbox is shorter than leatherneck's so Ive got to find a work around.
It might not look great, but even the first Episode of Dusk would enclose the play area with a huge flat texture wall. You could put it behind the outer perimeter of houses.
func_clip?
if it blocks enemeis - put a trigger_teleport on the other side
so they teleport in when approaching the windows
Holy shit Vriska. No homo, I love you. Absolutely brilliant. Ill have to test it tomorrow after work
one thing tho - it may cause projectile guns to loop around
but you could layer the teleports to prevent that too
lemme draw
@muted glacier
that way projectiles can leave and monsters can go in
while the player cant leave because of the func_clip
about that window system - you could have a "map" in the level with buttons that raise temporary func_breakables on the walls and only unlock if you've killed enough enemies (trigger_counter)
could have a system of "points" that allows you to put up 1 barricade in one of the spots and closes the buttons when you select one option
with each "wave" only starting after you've put up a barricade
sounds very much plausible, but tedious to set up
oh yeah the jank is real
OK pushables are jank dont use them outside of props
Hehe. Now this, for every window

exatly lol
this is a great technical drawing
Ive got a technical drawing that i drew in MS paint while trying to figure out the pathing for the dynamite setup to work, and it looks like the ramblings of a mad man.
And I COULD do that, but thats too easy
you guys do map layout drawings?
so a little story about that
my first uhhh decent map consisted of like 7 small rooms and took me fuckin forever to make because anytime i would think "i should move on and make the next room" i didnt know what to do and kept detaling the previous room
so it would result in fully completed 2-3 rooms and literally nothing else
so since then i strictly make the rough layout first and then start mapping
and drawing is easier than making it in TB
Yeah thats the wall I ran into on my first map. Once I did the secret with the Wolfenstein theme, I didnt know what to do with the rest of the map because I wanted to continue the Wolfenstein theme. Might just make a castle wolfenstein level, and actually draw it out in advance.
i feel that
which is why i open up paint and go wild with it
lets you overview the whole thing and make quick changes too
i made a vending machine in that same map that had 7 rooms
took a long time but yeah the map itself didnt excuse it
So wait. You can replace enemy models? So I could theoretically replace the fish (I dont remember his name, but the achievement was "somebody's poisoned the waterhole". ) model with dopefish if I were so inclined?
Because if so, how does that work for dusk.io? Can you package the mod with your level so that when people play that model is also changed?
{I want to say the fish was named Nopefish}
So this might be stupid but I'm having trouble getting the dusk.wad into trenchbroom
the tutorial I found just says to drag it into the editor but it's not letting me do that for some reason
ah
thanks you're a lifesaver
wow that was extremely easy and I am very dumb
Sums up my trenchbroom experience ^
is there any other program you can use to mod dusk or is trenchbroom all there is?
trenchbroom is for levels
you use it to basically make quake maps which dusk uses as levels
theres plenty of other quake map level editors
but trenchbroom is the best
if you check out mod.io you can already find a bunch of enemy model repalcements
90% of which are by me because nobody else wants to fuck with the process of actually replacing the model it seems
What program do you use to make models to replace existing models?
blender with an .iqm exporter
i have a video explaining how to do it
it's a bit shit but yea
You got a link you can dm me to the vid?
WHAT IS THAT LINK ME NOW please
I just wish I could add instead of replace. ๐ฆ
Well for the time being, as like a placeholder, you could replace something like a leatherneck with your gravel jack model to see how it looks right? @worldly aspen
i actually dont think we can replace leathernecks lol
some models are an exceprion
exception
Well from watching your video, you can use a rat, which isnt something I would use much in a level themed like his anyway, so that would be perfect. But how does the hit box work? If I use a rat, does it still have a tiny hitbox regardless of the model?
it's the same default skybox as the original
Hm. Then youd have to replace something with a larger hitbox.
A scientist or a priestess maybe
Come to think of it, i should do that for my zombie map that Im trying to make. Make a scientist look like a zombie.
hell yea that's a pretty damn good idea
Ive got a problem though. I cant block a window with func_clip because enemies wont walk towards the trigger_teleport.
you can make a zombie dog and replace the goat with it
They cant path towards the window because it looks like a wall to them. Unless theres some trick I dont know
so considering the bug with the navmeshes where enemeis dont update them - could you parent it to a door that lowers down at the start of the level and pull them all down
that way maybe the enemis still consider the func_clip as not being there
Oooooooh thats an idea i didnt think of. Come to think of it, i think i utilized that on another map i did, and thats why I thought they could just walk through.
So i whipped together alittle Alpha of the window barrier. obviously I have to make the boards going up animated and smooth, and since enemies cant trigger triggers, barriers will automatically degrade over time and fall to the ground a piece at a time. Ive also got to find a way to get them to idle near the window when the boards go up so that it looks like they are breaking the boards. There wont be a button on the side, but it will be more like my workbench project, where it says "press 'E' to rebuild barrier" or something along those lines, and an invisible button, so you can just look at the window. Rant over.
wont the invisible button block bullets?
hmm. an unforseen dilemma. might make it at like waist height, or somewhere not in the way of where you would shoot. Ill have to iron out the kinks, but I wanted to make sure the door itself worked first.
thanks. I made them for a project, and never used them, so they were just sitting off in the void on another map.
perhaps ill make the button to rebuild the barrier on the front face of the sandbags, because youre obviously not going to shoot the bags, but over them
so are you still going with the teleports or is it ok for them to walk through the sandbags?
next comes "animating" the wood with some parent trickery. and he technically is teleporting, but not to the right place. I just wanted to see if he could actually target me through the func_clip. He'll teleport on top of the sandbag to make it look like hes stepping over it.
ah awesome
actually, I just lied. He cant. when I move the teleport position to the top of the sandbags, he just teleports to the ground below them. and if he can, he gets stuck on top of them because enemies cant drop off ledges like that.
I can make an invisible ramp that he has to walk up on the inside of the window though'
so that when he teleports, it looks like hes hopping down
that would be pretty nice
would he teleport from the sandbags down then?
wouldnt that affect the boards? since they could be teleported too
ill check. i dont think so though, because those are parented to the invisible wall itself
they should still be affected, but i guess you need to check
The best I can do for the time being. Im super tired. Ill pick this up tomorrow. https://imgur.com/Xz5RLt0
lighting is fun change my mind
I tweak a wait value by 0.25 and my room goes from being dimmer than a motherfucker to being fullbright
And all of that with like 5 minutes in the compiler
Actually
did you check the dumptruck_ds video on wait/delay
with a demonstration
that image isnt very reliable
Is it?
Ok I'll look
Hold on. I know what wait does for lights. What does Delay do?
Oh my god. Thats revolutionary. I didnt know that was a thing. I hated messing with lights because I thought wait was the only property.
Again - speaking from experience this image doesn't really show the effects properly
dumptruck has a video on lights that explains this a bit better
said fuck it and optimised my map
remember how i showed a screenshot where it took me literally 640 seconds to compile?
same light settings
the problem were my fuckin hills
i realised i had a LOT of faces that are completely unseen by the player, and i cant seal the map with the full effect because of how i design it right now
so i went around and manually put a skip texture on every single face that cant be seen
and holy shit it helped so much
and i can probably optimise it even harder but good enough for now
makes me miss indoor maps
it was so much easier to seal them
of course

yeah it was pretty obvious in hindsight huh
agghhhhhh
i didnt stop there tho
i also did that with everything else i could find
so yeah i guess im super into optimisation now
isnt there a way to see how many faces use a certain texture?
or am i misremembering things
i think there is
or at least i can select all the faces with that tex
right click in face tab
ngl that's some pretty sexy rock formations
thank u
it's now up to 755 skipped faces
this makes me really appreciate what map sealing does
3 seconds down
compiling speedrun
Anyway I'm gonna try lighting my map again today
hm it seems i am fuckin stupid
turns out i used -soft instead of -extra4 and didnt realise
and -soft looks much worse than -extra4
-soft compiles super fast, while -extra4 is uh
taking a while
straight up 10x
jesus christ
it's still faster than what it used to be but jesus
i need a decent pc and not a laptop
i wonder what the map jam theme will be
Existentialist thought through the 20th century
essay jam
The theme will be "Kafkaesque"
Actually that could be pretty good
we already had nightmares
Level is an office job and instead of killing baddies you do stupid paperwork
ok why are only half of the textures loading
Have i been summoned?
we figured this out, turns out it was spaces in the texture names
thank god we had this prolbem before or this would have caused another 2 hour dm brainstorm
this happened in the original ultrakill bootleg map in the winter jam
it just KEEPS HAPPENING

I considered having a recreation of Bridgeburner as a secret in my map
Way too much of a hastle though
Guaranteed I would've run into the same issue
putting that closed beta access to good use i see
guys i think im modding for the wrong game
just a finishing touch, of course
Ultrakeel
Are patrol routes for enemies going to be a feature in a future update of the SDK, or is that not planned? @ancient depot
Even in the campaign enemies didn't patrol.
hey
a guy can dream

Anyone want to see progress on my zombie wave-based survival? Getting all the kinks ironed out. Since I havent found a way to make a point system, guns are going to be purchasable after you get a certain amount of kills. Havent added that yet though.
i'll check it out if you want
also
@crisp raven dont you think this fine lad deserves an early invite to the jam server
Kidnapped and brought to our secret base of operations
sick, that's what i like to hear
so what are some good Dusk mods to play
Detail trees is a really good mod
pretty much most of the custom maps are a good choice
there arnet that many total anyway
how does one mod Dusk?
The highlights are downtown showdown and that other map by the same guy
is there like a level editor
deepends on the type of mod you want to make
we're using a 3rd party level edtior
called Trenchbroom
it's supposed to be for quake (among other games) but yeah
you can also use hammer or J.A.CK if you feel like it
well Dusk runs on quake
basically anything that can result in a quake/half life .bsp file in the end
yeah because I very much enjoy the Dusk level design
Not all entities work in dusk sdk
Such examples are func_train
Even I don't know what it does
Vriska what does func train do
basically it's not 100% complete so we dont have some of the features quake or half life do
it's somethings that moves back and forth iirc
or continously as an option but i may be wrong
like in a set path
can you make a moving train level like in Blood
Yea were rambling
If you want a good guide to start making custom levels, check out dumptruck_ds
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youโre a total newb or returning to mapping after a long time away this is the tutorial youโre looking for!
Download TB right here: http://kristianduske.com/trenchbroom/
requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
PLEASE NO...
It's not explicitly planned at the moment, but we can look into it at some point
oh cool
He has a playlist with guides, check him out to get started
thank you guys
i've been looking to mod quake for a while now
is it anything like Slade Doom Editor
so people make TCs or just maps
because i was thinking it would be fun to make a Redneck Rampage TC
Mostly maps. I know somebody in here has been trying to convert over Doom levels, but its not exactly the most intuitive process, and I dont know how any of that works. The SDK is in early stages still, so some features arent available. A redneck rampage tc into dusk would be awesome, but i dont know what format their levels use or what their geometry is like.
converting doom levels results in an absolute monstrocity
Sorry for being out of the loop but does vis work in the sdk yet?
Not currently
The foundations to support it are in the next patch, but vis support itself will likely come after
Damn
vis and light styles are basically the most complex parts to support
I'm in the process of lighting up my map and the game is beginning to chug a bit
@high magnet does your level look anything like this?
i wonder, can you set an entity's parent to the player?
does info_player_start support targetname?
could do some really funky stuff if its possible
More like how Quake maps do lighting
You mean modding or map making?
Let me know if you somehow achieve the illusion of a flickering light.
info_player_start isn't actually the player itself, just a location for the player to spawn at
so you can't do any fancy entity tricks with it
think of it like a teleport location
yeah i figured
parenting stuff to the player is an interesting idea though
I wonder if I could somehow expose the player entity
i was thinking more along the lines of having parentname set to whatever the name of the player gameobject is in unity
assuming thats how that works or something
yeah I was thinking I could make *player lead to the player entity
similar to how the brush models embedded in a BSP are known as *0, *1, *2, ...
the main issue is that I'm not really sure how that'd work for multiplayer
mmmm very nice so far
god DAMN i love massive fucking structures
also for once my eyes are burning because of bloom
It feels so wrong to see ultrakill textures on lightmapped geometry
lol i know right
going crazy over this one particular shadow
just so SATISFYING
just gotta finetune this damn sun
i gotta get it juuuust right
uh
what the fuck does this mean lmao
i effectively deleted my entire map and then it only freezes on light rather than throwing that error
uhhhh
yeah so bruteforcing doesnt seem to work
It means the sdk gods don't like you
send the crash log
it doesnt show anything useful
OH
MY
FUCKING
GOD
I SET ONE OF THE SKYBOX BRUSHES TO BE AN ENTIRELY DIFFERENT TEXTURE
SO IT WAS YELLING AT ME ABOUT THE SKYBOX
i am filled with so much vitriol right now
this is the stupidest thing ive ever done
Oof

anybody know how to divide a skybox png? Ive had this picture and have tried to free-hand it, but it ends up off in game
Yeah
damn. ill have to find a way to not fat-finger free handing it. i didnt know if there was a program I could slap it into
idk what image editing software you use but there's probably some indicator of the size of you selection
If you can match it to the size of the top and bottom squares it should be good
Ive got photoshop, but adobe had an update so Im still waiting on it. Tried to free hand it with MS Paint 
thanks. Ill try that
oohhh what the fuck i just went into strissel's toolbox map and this is making my 2 braincells hurty

Just some Dusk black magic
wtf is linked to what 
let me take an educated guess
the shotgun itself consists of 3 func_doors (or parented entities) and a barrel with fire that are controlled by a func_button at the table, WHICH is blocked by another button that only lowers when the 3 parts have been "collected"?
and the parts are a trigger_counter that lowers the button
at least that's how i would do it
if a multi_manager is involved it makes it easier
and the shotgun rises with a parented door too
did i get it right?
yeah. pretty much. the only complications come in when you have a button that you press ( that is parented to the message trigger and the item you pick up), you need to also have a func_clip wall blocking you, because when a button is moving at a speed of 10000, and youre touching it, it sucks you out of bounds with it. I didnt use multi manager because I have no clue how to, but you pretty much got everything else. any minor issues came from having to make sure the player cant just press the button to pick up the shotgun from the start.
also had to deal with the struggle of not knowing that you cant parent a button to a button. That took me far to long to figure out.
oh dude you gotta lears multi_manager it makes some complicated sequences soooo much easier
it's easy to use too
i'll give you a rundown in a moment
in the mean time, Im working on this bad boy. Functioning zombie spawns (early stages) and a rebuildable barrier system (also early).
dude that celling looks sick
let's say i want this button to open 2 doors
first one instantly, and the other 3 seconds after the first one
i give the multi_manager a targetname "manager" and make the func_button target it
then i give my doors targetnames door1 and door2
and i do this
this way, when the multi_manager is triggered, it opens door1 instantly cuz there's no time delay specified, but door2 will open with a 3 second delay
you can put as many as you want too
ooooooo. I feel like you could make "animated" textures with that
What's the difference between multi manager and relays?
Progress: https://imgur.com/a/tLKrlpM
and im assuming relays cant be set as easily to one button? or have as many?
I think it's basically the same
man that is really sick i gotta say
Also I think the skybox looking weird might be because of the orientation of the top one
yeah, i tried rotating it every direction. didnt look good. Ive already switched it out
remember that left and right are switched
yeah, the sides are fine, but theres a white smear on the "front" side that doesnt match well with the top for whatever reason. So im back to the basic starry night for now
Can I take a look at how the texture is configured
Aslo those thin black bars are a thing that happens to me too, it's because of the image compression I think.
Most of the time I just extend the sky texture by one or two pixels over the black bar
Uh yeah. How do you want that? You want me to just dm the 6 pictures to you?
forgive me if this has already been covered but im having trouble finding it, basically my question is where do i put mod files on a gog installation?
i dont think the sdk is on the gog yet
it's a steam beta
actually wait
sorry im a dumbo
it's a beta on gog as well isnt it
after you're in, navigate Dusk -> SDK -> mnt -> local
and put the mod folder there
oh ok thank you
Can trigger_teleport be used to trigger anything else? Like, can a set a door to be targeted to open after i teleport?
well I mean you can just put a trigger_once where you end up
True. I already use that, but I didnt know if there was any functionality with the teleport trigger.
Can conclude: if you attach a trigger_multiple to a teleport trigger, you get teleported to 0,0,0 no matter where your info_teleport location box is, and the trigger_multiple does NOT get triggered.
Which sucks, because I thought I has found a way for enemies to set off triggers.
i think i tried connecting it to a teleport destination too but im not sure if it worked or not
i dont think so, but i'll give it another shot right now
i also wanted to try some things with killtarget
It didnt work for me. I havent messed around with killtarget. Im not exactly sure what it does. Like, a trigger can be set to kill a target when activated? Or if you kill an enemy with killtarget as a property an action is triggered?
it's supposed to remove an entity but it never worked for me
Thats what I thought.
my testing facility went to waste :(
both buttons should have either moved the yellow pipe or destroyed the barrel, and i got neither
wtf this map looks beautiful
I guess that's what I get for being a vanilla texture purist
@high magnet same
Vanilla texture purists rise up
they are there
they're there
guess i need to bump the intensity
but whatever
it's a test map that goes in the trash bit
actually, i want to put an underground section in my current map, and i havent decided if it'll be a crypt or a secret facility like that
Interesting

"Go fuck yourself" is from sunlust by the way
Fucking awesome megawad
Fuck this thing generates some really interesting prompts
i find vanilla textures to be so dang limiting
at one point i was just really sick of even looking at them
hell, i still am
i havent added the default dusk wad in my maps since god knows how long ago
Yeah me 2 tbh
But I'm still too much of a boomer
same
Yesterday I made this section in my map that I really like
exactly what i thought when i turned to quaddicted wads
You know what? Concrete 1 through 5 doesn't need HATERS like you guys
But it's centered around func_pushables so the physics jank is so much of a loose cannon I feel like 20% of people will need to noclip through it
and sven coop
i was thinking of a map jam
where u only get concrete textures to work with
nothing else
thats it
go crazy with your colored lighting & shit
Like doom's 50 shades of graytall?
speaking of map jams
@crisp raven did you think about maybe not just a theme, but a set limiter/challenge? like a map size, or an entity amount, or a brush limit
Yes I did
I wasn't sure if people were up to it. Because plenty of people are pretty new to the scene
I thought of brush limit specifically
Something like 250
You'd just use it all up on one statue ๐ ๐
good lord 250
Vriska-pilled brush props
this is how manytt brushes i have in my testing map above
i think one of my single buildings in the last map jam

i've already reached 2000 and i'm not even close to being halfway done
also holy shit 7500 nice
digging how this map's turning out so far
siiiick
oh woops i forgot to re-enable bloom
this will be the only screenshot without bloom enabled
cherish it.
ill turn it off when playing anyway
it took me so long to get the lighting right
probably not even done adjusting it yet to be honest
need to somehow make it BRIGHTER
you gotta FEEL THE HEAT of the lighting, damnit
i actually used a plain white light in my trespasser map
the skybox is what makes you "Feel the heat"
and it really worked i think
i tried making my skybox brighter in PDN but uh
it made the bloom a little too much to handle
even for my taste lol
man the ground is a lot more... brown that i remember
yoo hrot in dusk
contemplating only sticking the player with one pistol for a good chunk of the map
to make them really appreciate those sparse weapon pickups
very stumped with how to continue this map tho
4k booba texture on the statue
Anyway
playtest for this map possibly today?
I was hesitant to do playtests but there's this one area that really needs it
im down
Also depends on how long I'm gonna play this new Doom Eternal master level
ooooo statue me likey
Taras Nabad gang
If you send it to me, I can take a look at it in about 7 hours when Im off work. See if I can get it working for you if youd like. You'd just have to dm me detailed instructions for what exactly you want to happen
nah nah i mean
i tested the same shit as youi
and it didnt work just like for you
i know there are workarounds maybe kinda
Wait. Was that barrel teleported?
Ohhhhh. Okay. Then yeah I dont know how I would get it to work. Im sure there is a workaround, but its probably convoluted. That door looks amazing btw
ey thx
So i know you can make an enemy trigger something when you kill them, but say Ive got a combat arena that I want to lock the player in. The player has to kill all 10 of the enemies before the door opens. But how would I go about that? Is there a way to trigger an event after all of the 10 specified enemies are killed instead of 1 specific enemy that triggers it?
trigger_counter
i think i updated the fgd with the counter and a description for it (maybe) as of the last patch
so yea
quake wiki also gives a pretty simple explanation
Awesome! Thanks. I knew quake could do it, but i didnt know if we had support yet.
So, I got trigger_counter to work (there is no description in the fgd), but it counts down and says "sequence completed" when I kill the 3 enemies. Is there a way to remove the text, or change what it says? i know that changing the spawnflags to 1 gets rid of the countdown, but can I change it so that it doesnt show the "sequence completed" text?
Unfortunately not
thats Big oof
huh, so dusk mods are a thing
neat
how moddable is this game btw? mildly curious since i'm getting into it
you can make maps and texture packs
i see. only that?
you can replace sounds, textures, and some models
further mod support is on the way
thing is i kinda noticed that dusk and ultrakill can be played with bepinex
pretty much any Unity game can, yeah
yeah
doesnt that open the oportunity on making more "advanced" dusk mods?
with custom components and whatnot
Yes, but we don't offer support for those mods
because they rely on internal parts of the code
aah... i see
You can make and release them, but chances are they'll break with updates
yeah that's expected
Especially the next one, which overhauls pretty much everything internally

thing is i was speaking with one of the devs of Thunderstore and the bepinex guys on the idea of making a thunderstore for dusk/ultrakill
would be neat imo, lol
mythic the main dev of thunderstore is open to the idea 
We're sort of looking into that already with mod.io integration
(plus workshop of course, but that's not really the same since it requires Steam)
thats understandable
i might look into seeing whats possible with mod games& bepinex
see if i end up making stuff, lol
custom weapons and whatnot 
If they're interested in supporting DUSK/UK in Thunderstore though, feel free to let us know and we'll help out however we can
I see
gonna take a bunch of screenshots of this convo and send them over to the boys of thunderstore
๐
progress on Nacht Der Untoten Demake: https://imgur.com/a/6YQZsFG
Finished the basic layout of the level, and added all of the barriers. Now onto fixing the one barrier that wouldnt activate upstairs, and adding loads of details. Leathernecks accurately track the player, and round mechanic is to be added sometime this week (hopefully). lighting and outside details to come later.
(also barrier animations sometime next week. or maybe after because Ill be doing the map jam, unless the category falls in my favor; then ill try and finish this for it)
what would it do though
i dont know all i know is that you can make them
well i guess you can have an icon? and uhhh
maybe some basic quality of life stuff
that's really it?
i can mostly configure quality of life stuff through the fgd already
the only things i can think of is the icon in trenchbroom's ui
and the fgd being loaded by default in that
yea
dont it and havent even uploaded smh
share plz?
could probably be useful for newcomers
im gonna see if quark is worth using in the slightest for mapping
i tried it and it just seemed like hammer for quake
im only using it cause it apparently has "lighting previews"
damn that sounds cool
its way way out of date
gee what makes you say that
not what i would call functional enymore
and im guessing it wouldnt consider special compiling options anyway?
altought iunno
probably not

it doesnt even give you those little tips on what the buttons do if you hover your cursor over them for a while
and this 3d view has inverted controls ๐คฎ
What do those lighting previews look like though
thats what im trying to find
๐ค
shit i cant even find how to load a wad
is this it? https://www.youtube.com/watch?v=AEP9idbLu84
File size: 16,989,357 B
Video length: 1:38 (m:ss)
Movie format: ASF Movie
Used codec(s): S-Mpeg 4 version 3 (MP43) (video), MP3 (audio)
A demonstration of the OpenGL lighting introduced in QuArK 6.5.0 Beta 2.0.
DanielPharos
QuArK - Quake Army Knife site: http://quark.sourceforge.net/index.php
use it, not the shit of Hammer valve.
10 years ago
jesus
Dang
other then "maybe i could use quark for easier lighting and trenchbroom for the everything else"
just maybe though
I wonder why trenchbroom can't have something like this
well
fck it im done trying to get this thing to work
couldnt even get the textures to work
delete time
tb supports different games with wildly different lighting models doesnt it
and i guess you can have it just for quake but it's not like tb is quake-only
remember how long it can take for lighting to compile? wouldnt it be really performance heavy to have that realtime
im no expert tho, just guessing
all of these half life tools that have good promises yet spit out muh quake map
๐
nvm think i found one
yeah it works
awesome

AH SHIT NEVERMIND
IT DOESNT
ITS JUST FOR QUAKE 3
you can generate lower quality lighting at runtime a lot faster
or you can just approximate it with dynamic lighting
(which I assume is what QuArK did)
@muted glacier Did you see your zombies gamemode preview get tweeted out by Dave
you chad lol
Daev
Wait whut? He tweeted my shit out again?

Well shit. That means I actually need to give the people what they want and actually finish my project
susk
chad
Ive been working on map details for about 4 hours now and can feel my Brain melting
got bored and made a functioning File Cabinet for no reason
Lol
Torii only cares about Vriska
Shut up baldy
discontinue communication urgently
Is it possible to have a light turn on via a button being pressed, or does that functionality not currently exist yet?
No
light styles aren't a thing yet
Guess you can teleport in a dynamic light tho
like a candle
thats fine. I didnt think so, i just know that items that move dont have updated lighting. the barriers come down at the start so that enemies can path through them but the player cant walk through them, but the barriers have no lighting. ill just parent a light to them so that it moves with the barriers (unless thats not possible either)
They go down from below right?
Why not place some lights below so they get properly lit up
go up*
yep. that worked. I just noticed my sandbags looked weird af, and had to go through the mental gymnastics of realizing that lighting doesnt get rerendered after they move.
yeah, that's baked lighting for you.
yeah i bake my lighting at 220 degrees
So weird question. What exactly is Bogos Binted?
Not gonna lie, caught me off guard

More garbage until I can make a good one.
yup i saw that one too
fucking loved it
what is that sound???? is that the fucking Minecraft Cave Ambience? I swear thats what that sounds like
it is
because you're in the minecraft channel
Here you chads go. Got my daily update for the map:
Got about 12 hours of work in today (because I had a day off ;))
๐๏ธ
hell yeah dude, looks great
does it still have a map minlight level?
it would look sick as fuck without it and some bounce lighting
yeah, it still does. I havent quite got to it yet. Or sunlight. Not sure how sunlight works with night maps.
sunlight doesnt have to be bright
you can tweak it just like any other light source and set it as something like the moon
_sunlight is a directed light source that sky brushes cast (any texture that starts with "sky", invisible in game)
you can have it angled with either _sun_mangle or be a chad and just target it to an info_null to set the sunlight direction
well actually i think i explained it a bit confusingly
I think ive used info_null before for lights.
i dont know what sun mangle is though
if you want to use an info_null for targeting sunlight, you need a light entity with a _sun property
then you dont need _sunlight
what is the _sun property? like, what do I put for its number?
1
just remember to have some sky brushes
Here's my setup for a moon-like blue sunlight
consider how many people are even into mapping here at all and it doesnt become much of a suprise
in fact that's quite a bit
there's only 36 people in the map jam server, and most dont even make maps
Gonna be one more. Ive downloaded them before but forgot what i renamed them and where I saved them, and im gonna need them again.
@honest stag so I added _sun last night before I finished up work, and set the world light to like 2, and holy shit. The moonlight looks absolutely amazing. Didnt realize it would make that much of a difference.
did you use my properties?
or your own
world light to 2? like literally light on worldspawn to 2?
.....yeah? Was that wrong? And I used all of your properties except the color. I made it lighter. (I dont know shit about lighting. Ive never worked with any software that didnt use real-time lighting)
it's not wrong lol, i just dont think a light level of 2 is even noticeable to the eye tbh
and hey glad you like it
it took a while to tweak that moonlight
also
Well what is minlight? Because I saw you mentioned it
light on worldspawn? makes all brushes in the world be lit up to at least that level
but whatever if it looks good - awesome lol
so also
i use a _sunlight2 property on worldspawm in order to make shadows less harsh
it only affects outside, while light on worldspawn affect literally every brush
so i gues if you want i can give you my _sunlight2 properties too, but it maybe be a bit heavy on the compiling
u want em?
Thats fine. I dont care about compile times 
based
Throw em at me
i thought about maybe raising the light level a bit actually, but you'll figure it out if it's good for you or not
should, yeah
your map may need to be sealed but i never checked to be sure
and a plain sky cube will suffice anyway
r8 my hills 
I wanna run to them
On a scale of 1- triangle soup, theyre a solid SOUP 
What's up with the whole soup thing
triangle soup? like a big mess of polygons
Noice hills
i wonder what will happen if i ctrl+a and then snap everything to grid
lemme back up and do that
see if there's any big changes
hmmm
bad idea
fucked a lot of stuff up
i guess 16 grid was too bit tho
Snap to max grid size
uh oh
all was well untill
yoo statue
"Don't turn me into an oversimplified logo-"
CLIP
no wait thats SKIP
it's SKIP
fug
My day be so fine, then boom
Snap to grid size
lmao

he sideways
Hes just a flat plane
@high magnet Triangle Soup
Wot
On this episode of "can it compile"
zoom in
nooo not the triangles
I would call that triangle lasagna
Yeah, that was beginner me in trenchbroom. I terraformed every single one of those triangle from like 24 x24 cubes. Makes me shudder thinking of how long it took
It was something like 4000 vertices that I manually moved before I watched a dumptruck_ds video. Those were the dark days.
All in all, that map has over 140,000 faces and I havent added a single enemy. Ive been dreading going back and reducing those numbers so ive been doing other things.
Hey i do the same thing
lemme see how many faces my map has rn
13621 faces
1631 brushes
ok no im nowhere near you
Yeah its fucking terrible. Ive got to reduce that significantly. At about 170,000 faces, shit stops loading in/existing.
Also though, i dont have any skip textures on that map either so that might help possibly
-bsp2 still has its limits
In TB or in-game?
In game. Sorry should have clarified
That shouldn't happen, does that reproduce when loading the BSP in QuakeSpasm or Darkplaces?
...i have no idea (I dont know what those are) Id have to check later, because im at work rn.
They're Quake source ports, though if you don't have Quake to test with, you can send me the BSP and I can take a look at it
Yeah ive got quake. I should be able to do that.
If it reproduces in those ports then it might be a bug in the map compiler
Since the game shouldn't just start ditching parts of the map once it gets complex
(ad_sepulcher for example is many times more complex in face count)
I originally thought that it was due to soft bounds, so I disabled them, but after a certain amount of brushes/vertices, when I go to test it, random brushes wont exist until I walk through them, and then i just fall like I walked through a skip texture
yo those bounds in tb are purely there to remind you of map limits of a game you're mapping for, nothin else
also
Yeah DUSK technically has no limits at all
i had this happen when a map got too large in terms of length/width
so past a certain point i would fall through the floo
r
could that be what's happening to you
Do you have the BSP for that?
i think so, lemme go and check
i had the .map for sure
That'd be a very valuable test case especially for the new update since the BSP infrastructure has completely changed
Zombie rewrote the BSP loader again
i found the .bsp,. but lemme see if it even does what i said just to be sure
Huh. I thought i was just adding too much stuff. Ill have to see later and send it if its conclusive to helping.
Technically it's the first time it's been rewritten
...huh
it's not doin it
did i fix it or something?
i may have moved the entire map closer to the center but it's old

closer to the center
I mean that might actually fix stuff
Yeah there's no actual limit on how much stuff you can put in the map, the game intentionally expands any limits the original games using BSP had
That includes limits imposed on Source engine BSP in the update
So theres no brush or face limit?
Nope
It's only limited by the BSP format you're using
So in the case of BSP2, you're limited to around 4 billion faces or so
Holy fuck
Of course, if you actually had that many the game would fucking die lmao
bet?
Then I have no clue what my issue is.
ok uhhh i checked in quake
Ill check later then on mine
and i fall through the floor
i guess that's the map bounds
How far out?? Im not even that far.
well in quake, not dusk
dusk is fine
but quake had pretyy small map bounds didnt it
so it's not telling much?
Isnt it like 16km or something for dusk? I vaguely remember someone saying something.
*dusk
lemme do a quick test lol
i'll strech it out real far
aight i cant strech it anymore, time to compile
huh
it's all good
i have no clue what happened back then in that case
maybe it was fixed somewhere later?

Sooooo for _sun2, how does that work with Info null? do I need _sunlight in world spawn?
Im dumb. Ignore that question.
remember to check out these cool light effects shown of here https://ericwa.github.io/ericw-tools/
Holy shit. Thats awesome.
i dont think ive seen a dusk map use surface lights yet
Only pro quake mappers use that ๐
man i love surface lights
ive used them in my last few maps, they make it very convenient for just shoving a texture on a brush and being able to illuminate a corridor pretty easily with it
last few maps as in all of my maps save for derailed because i was A STUPID MAPPER then
wtf
im only going to use surface lights for little glowy on colorful textures
lava look orange? give orange glowy surface light
i need help, light doesnt show up on a map made in trenchbroom, using the quake engine
@honest stag will probably help you
can i see your .map file?
sure
also i suggest not bothering to test with quake and use it in dusk right off the bat
you can test maps without closing the game so
yeah thats what im doing
ah aight
well i'll try to figure out whats wrong when you send the .map
oh this is simple
when i drag the file into discord it doesnt do anything and copy/pasting doesnt work


