#dusk-modding
1 messages · Page 101 of 1
Some of them can be seen in the screenshots and some early trailers yeah
The very first dusk trailer has several old things in it
E1MS2, some A1M* maps, etc
so what does A stand for
No idea
act 1?
Could be alpha, could just mean act, etc
ah ok
lets see if i can find more in EP2
oh hey i found the door trigger that flips the escher labs lol
that's neat
i keep hitting absolutely random death triggers while noclipping lol
found this room in e3m8
is this the unfinished large pillar room
with lava at the bottom
Could very well be
Nope, it was added in the SDK
dang
You could move the Player object around though
Using the runtime editor
You might have to disable the CharacterController component on it first though since it overrides movement, then move Player, then turn it back on after
alright i'll see if i can do it
As a bonus, disabling that component will remove gravity on the player so you can enter exact coordinates to check stuff
oooh little hideout in crypt of the flesh
with torches
imma try that tool now
is there a way to specifically search for inactive objects?
Not sure
hm aight
Even some of the actual character models are called Cube
lmao
oh wait inactive ones are just greyed out
how did i not realise lol
alright so iwent out to a small custom map to screw around and
it only has a leatherneck and some props right
why is the goat tex there lol
and the guardian
That is pretty weird
oh it actually has a ton of shit
like all the enemy tex, all prop tex
is that supposed to be there
maybe, i'll try to look around
DUSK makes a lot of assets loadable at runtime so it would make sense if it was using Resources.LoadAll or something
ok it seems i need to look at the insides of worldspawn to interact with shit on custom maps
makes sense i guess?
Yeah
Though for performance reasons the update doesn't have a root object like that
It's faster to have everything on its own like in normal maps
screwing around here made me thing if it's possible to parent things to an enemy
You could totally do that yeah
I think there's a bug in the current build that stops it working but there was a patched dll I posted at some point
You could mess around and do stuff with the inspector though for sure
i sure could
mashedpotato1139
I suppose one could say: dam...
ok i need to play this if its so good
whats func_wall
Almost like a dummy brush entity
like so you can set minlight and it doesnt actually do anything
P much
Stuff like rendermode/renderamt
Func_wall seals maps, func_detail doesn't
Func_detail also affects vis stuff but vis isnt a thing yet
what even is vis
It's that thing that stops rendering stuff that isn't in your immediate view
Performance stuff
It's part of the compilation process, its not a file
Qbsp, then light, then vis is the usual
Qbsp does a portion of that if the map is sealed
oh yeah i was thinking about .pts
whats .prt
prt contains portals
Isn't that needed for vis
it's used by the vis tool
Yea
Quake 2 BSP and above store the portals in the actual BSP
Which is why there are no prt files there
@gritty forge love the work you did. Blender right? Is it as simple as dropping the model in an asset folder and custom loading the asset in trenchbrush?
Im having fun mapping but i would love to know if there are some resources for custom models and anims.
nop
Ok.
Ah i see.
The process of actually porting a model isn't simple either
and its kind of wonky
my pitchfork guy ended up flying in the air and not having textures
lol
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
when ported in game
Its old and shitty but it gets the point across
Nice. Thanks! Too bad its not super easy. But still. Neat.
Thank fuck i unlisted 90% of my playtest vids
why, are they so bad
well having like 3 different mods loaded isnt correctly showcasing the map
Nah not bad, just weird to make other people see vids intended for 1 person that asked me to playtest it
I had this thing for a bit where i played literally every single releasing map on video
Just dont really have the opportunity to freely talk and record anymore
It was fun to do though
also, thoughts?
Interesting question
I think crossbow still breaks stuff?
Needs a quick test to be suee but im in bed
Also how would you make a breakable a point entity
Thats not really possible
Like i dont think it would function
What effect are you trying to accomplish
Yea i dont think it will actually break
It's represented as a cube but its literally a point
So like the dead center of that cube
ok yeah it doesnt work, just make the smallest possible brush
small chance to hit it
So what is it that you're trying to do exactly
a brush that can only be destroyed by explosions
Oh like the cracked ones in dusk
yeah
I actually have an absolutely fucked concept of that but it's too weird to use
Sooo you know how explosives are physical objects affected by teleports
Like rivets
Or barrels or gascans
yeah
So what if you like, barred the breakable away with a transparent wall and put a teleport entrance protected by func_clip
The teleport entrance leading to the other side of thr wall, to the breakable
So
Breakable - teleport exit - invisible wall - teleport entrance - func_clip
Shoot/throw explosive and it reaches the breakable
Bullets donr teleport
Hitscan ones
Then pull it all down with parenting
Probably too complex for smth like that
Easier to use just a targeted breakable with a simulated explosion
like what i said?
simulated
Telefrag 2 barrels into each other at the same time as the wall is broken by a trigger
So boom happens and wall breaks
im talking about you blowing up stuff with riveter/mortar...
Yea and that is not exactly doable rn because thell be breakable with hitscan
Or melee
Aside from that megajank way above
do you know my method?
The tiny brush?
so you make a breakable, but give it a targetname and set it so it cant be broken
inside of it put a tiny breakable that has the big breakable for a target
the small b is protected from hitscans by big b
and explosions travel trough walls
That fuckin uberjank thing will now haunt me as the most embarrassing idea ive sent here
can't wait for zombie to smack up the sdk code on git so I can send stupid pull requests
we'd probably have to set up a thing that makes you sign something before you do a PR
to make sure we have full ownership of the code so it doesn't complicate things in the future for ports that might use it etc
So this might sound jank, but you want something breakable by a trigger, but you dont want the player to just shoot it right?
set the health of the breakable extremely high so that the player cant really break it, and have the trigger trigger the breakable when the barrel explosion happens.
Unless im wrong and misunderstanding what youre trying to do lol
are you talking about scripted explosions again
Vriska said you could just set the breakable health to 0 so its indestructible
Oh yea I forgot to post this vid https://m.youtube.com/watch?v=ZAuXjXUn7dM
i used a heightmap made manually with photoshop and nems terrain tools to create some scuffed mountain, heres a video of it in action
looks like fun gameplay with good performance
Idk about the 2nd part
Yea dusk is made for cqc fighting, but sniping is pretty fun
Also, I figured out the reason I couldn't hit the chomper, the hitbox was lagging behind
i think his hitbox is just off
i placed him once in my map and it was weird
also little chompers had boneballs texture on them for some reason
Will the SDK update add more keyvalues by default to entities? An example being 'angle' not showing up by default on func_door
can we expect any way to change the "press any key to enter the horror" screen in the sdk update
ambience and sfx someday 😔
Yeah custom loading screens would be nice
how does parenting work?
it makes an entity a child of another entity
The cycle of life
oooooh i cant wait to play this bad boy
YEAH BABYYYY
It should be a fairly chunky one too 😉
I don't wanna spoil the surprise but I think it will be quite a nice little package~
yeah to a degree i suppose
i just dont like counting my chickens before they hatch ; p
ill def keep posting screenshots of the maps as they progress
Yeah, I'm not proficient at all since I come from a Doom background but I know Vriska is all about the lighting so she'll be right
LOL
so I found an insanely fun gameplay gimmick and i tried to make quick little poc to test it
pro-tip: bounce pads should not be set to 400 strength
everything is just being yeeted into infinity and beyond
i thought 200-400 would be medium/high but uh evidently not
p lols to see tho
enjoy the fruits of my labour
it took several minutes of back breaking work
you basically just bhop around and practice middies with the rivets/mortar
theres the source
if youve ever played the quake 3 middy maps where the whole floor is a bounce pad and you only get a rocket launcher its like that
except its not the whole floor
or like endif but without the teles
Ah that brings back memories
Ive set a jumppad with a 999 force in one of my early maps
Lol man that's good, I wonder how many units you go flying to mess with the floating points like that
starting a twitter account
screenshots from custom dusk maps
time to share the beauty with the world
Sharing screenshots from custom DUSK maps, found on http://dusk.mod.io. @Anetnenado - main.
2
Followed bb 
so im getting a problem with dusk sdk where it would just turn some textures black, specfically the shotgun ammo and grenade pickups, and also i think the
i never messed with the texture files, in fact its still there in both vanilla and in the folders, doe i did mess with the audio files for a mod (turns out i can just load em like normal) and i think the smoke effect actually lost some of it's transparency but im not sure
entities take the pixel right below them as their light level, so maybe they're a bit deep into the ground?
do they appear visible if yoi shine the flashlight on them?
no checked the vanilla version, its normal
have you installed any mods?
i completely deleted the sdk folder then reinstalled the game and yeah no dice
hmmm
can you still go into the modding menu and check what's enabled/disabled
hmm maybe doe i removed the mods folder so thats probably not the problem?
every base dusk thing should be in the "dusk" folder in mnt>local
alright give me a moment here
can you open that folder?
try to find the shotgun shell texture, it should be innn
already checked the folder itself and the shotgun shell textures and the grenade ones are still there
ohh yeah they appear
that's sdk fuckery then
probably that pixel thing
it may work in vanilla but stuff is different here
sooo u may stop worrying about the game being broken
yeah, still bothers me tho hmmm
no way to fix that if you're playing the campaign
strange cuz that never seemed to happen to me before
how to make this
ah, the chad skills of master mcclone
those are rendermode 1/renderamt 100 illusion brushes
or some different renderamt
whats that
little half life feature that makes a brush transparent
rendermode/renderamt are properties on func_illusionary
oh ok
rendermode's value is 1, renderamt is 0-255
half-transparent?
dont remember if 0 is fully visible or fully transparent
somewhere around 100 is usually good tho
for either glass or stuff like that
doesnt f illusionary stop bullets?
yea but he used that on an intro section without enemies
so it didnt affect any gameplay
really cool
why isnt there a brush func that lets everything trough it
so sdk can add custom funcs?
iirc dumptruck showed it of
he used a clip texture
which is a bit different
i think we used to have a problem where clip textures didnt make clip brushes, maybe still do
so devs put a func_clip as a work around
they don't need to if it all can be done in unity when the map is loaded if i understand it right
aside from stuff like lightmapping? this is going beyond my knowledge btw
so i may be talking outta my ass at some point here
is light even affected by funcs?
yea
stuff like func_wall doesnt cast shadows for example
that means it doesnt affect light
if you noticed, doors and breakables dont cast them either
does light just travel trough them?
yea
cus that’s what i mean
lookin good
Thats dope. Very "Backrooms"-esque.
Uncanny Valley
ball
Lookin good, very grungy ;o
like an abandoned mental asylum
How'd you make that?
you know whats coming
every mention of a round object here will trigger me to post this
same czg article i linked to you before
ah mint
s m o o t h
I fucking knew it was coming

Discussing spheres on Quake Mapping Discord yesterday. Here's a quick way to make a simple approximation of a sphere, using "czg-curve" profiles, clip, extrude, scale, and some convex merging.
#trenchbroom #quake #leveldesign #brushscience https://t.co/URSVCO4NNM
118
Check this shit
When I see stuff like this, it makes me really think that my stance of "we don't want to make a custom editor" might change
This is something that the editor could automate
I was imagining an editor where you could create macros of some kind
so you hit record, make that shape, then save it
That would be really neat for arches and shit
And if you could share that around, man
But i guess you can already do smth like that
Just make the shape once and store it in a backup .map
Just ctrl+c it from there if you need it in ur map, and then you can use that one for copying
get jack guy on this
chur, I'll check it out
As long it has a very similar workflow (extruding edges into new brushes, cutting brushes etc) that'd be sweet
I've used JACK before for some HL mapping (tutorials only, pretty much) and it's got nothing on TB
the way TB flows is just so fucking good
I'm eagerly awaiting the day TB gets full HL1/goldsrc support
Support for Quake-style ones maybe, but custom ones I'm not sure yet
Need to think of a nice way to actually define them
dont they already exist? I swear I have a doom wad with a moving water texture.
nope
the water has a special effect on it that makes it animate though
it's not frame animation though
ohhhhh okay.
yeah thats animated within its shader
however what we could probably easily do is support scrolling uv's
which would allow some semblance of animation without having to build an entire way to define animated textures
this would also allow stuff like train levels
which honestly, is a staple of the genre lmao
you could probably hack that currently with a teleporter and a moving brush lmao
would have to line up the teleporter perfectly
Wouldn’t it be possible to make it some kind of function based brush and then allow people to define the angle and speed of scrolling etc
well we would likely just add them as keys
scrollX and scrollY or something like that
scrolly :)
could also have those values get set by a trigger maybe
so you can start and stop scrolling
or change speeds
but idk, no promises lol, im just saying that would be pretty simple to implement vs actual animated textures
see it's tough because
what if you want to tweak the scrolling per face?
and not per brush
pretty trivial to implement code-wise, but as far as "how do we define this in a .map" it's really hard
hey is there any eta on linux sdk support?
nope, Linux and Mac aren't planned until the final release probably
It's much more taxing to do all those builds right now
with the upcoming SDK update will we be able to make maps for endless mode?
sorry if that's been asked before, I searched for it but couldn't find anything relevant
Maybe. It's not currently implemented but it might make it in
@ancient depot sry for ping, but i've notcied that the -skipdos thing doesnt seem to work
did it break by any chance ot is it not supposed to be-skipdos orrr
what could it be
-skip-dos, not -skipdos
dusk.cfg 
so it'd be something like +g_no_dos_intro 1
for real tho i'd be neat to force stuff like color palette settings on the player
at least temporarily
yeah I need to think about how that could be handled
since right now if a mod tried that, it would be permanent
which is... not good
hahaha yea
so I need a way to have transient cvar modifications
maybe I'll just make it mark all cvar changes made from a mod cfg as transient
and tie them to the mod
so when the load order changes, it discards them all and re-runs them in the load order
i swear i feel like i'm going insane but are you SURE that the load order in the modding menu doesnt matter
It has always mattered
wh-
A mod with a higher load order will override assets in a mod with a lower load order
Which is why the base game should always be at the bottom
at some point dusk will probably get moved to mnt/base/ instead of mnt/local/ or something
and then hidden from the mod menu and forced to be loaded first
same for dusk_mp
i think i'm just delusional tbh because i have a vivid memory of you telling me that the load order doesnt matter
nah I'd never have said that
might've been someone else
I specifically designed it so that the load order is an important factor
so you can pile mods on top of each other in order of importance
eg, so you can have "patch" mods
theoretically the main game could be split up into separate mounts
"dusk_models", "dusk_maps", etc
so if a mod replaced enemies, you could set the base models higher to disable them
yea it was probably someone else then
anyway a question about it, is there going to be a way to keep dusk base content always below? it's sorted alphabetically and i have to move some of the mods up/down
the order of which doesnt stay
that'll be built in
ah okey
^
oops
the internals of a lot of that stuff is being overhauled
i have a little makarov texture mod and dusk overrides it every time to the point where i forgot i had it even tho it's always enabled
I might actually change it to sort by folder date instead
so if you add a new mod in there it'll be at the top
basically the equivalent of workshop for non-steam players
yeah they have an api for it
Does anyone know the rendercolor for the red, Blue, an Yellow keys?
I mean for the indictor texture
Having a separate config in each mod folder would do it
I don't really want to go that route because then stuff like resolution is tied to the mod
not a great user experience
Yeah, that's true. Maybe mods can just use an autoexec with specific cvars and also have one for the base game?
just thinking out loud
I was thinking an autoexec of some kind where all changes it makes are transient yeah
Dang, I was really hoping for Endless, I'll just make the maps anyways so once it does release i can chuck the entities and triggers in ezpz
Thanks for all the work on the SDK btw, the update + workshop support will be hugeee for Dusk ❤️
I certainly hope so lol
def imo, especially if you time it with the HD models
HD models should get a good chunk of publicity/people coming back to check them out and then the workshop will keep some of em playing
ill MAKE IT so 😎
ohhh thats lookin good dude!
can tell the detailing is on point even from a top down view
noice
i just finished the campaign so today im gonna start playing through the maps on duskmods.io
I want to leave comments on each of them but the site refuses to send me an activation email for my account zz
I would encourage you to like and comment on mods as creators work very hard on maps
I try to always at least like a map if I enjoy it
also if you're gonna play my maps, download and activate all 3 and start on cannibal ridge, they link up if you have them all installed :D
Warning going too far down the map list will get you into Cursed First Map territory
true tho
pain
additionally this applies to my maps from derailed, urban turmoil and to downtown showdown although the first one hasnt aged that well
lol
That's exactly why I made the account and am waiting for it to get sorted before I start playing them
Fully agree
it means a lot when you actually hear back from someone that played your map
This guy gets it 😔 ✌️
yea
which is why I got pretty upset when someone disliked cannibal ridge
really fucks up the map ranking in the upvotes tab too
"Quake cd shovelware"
I KNEW you were gonna say that
Lmao
oh and if you really like bloom you'll love downtown showdown
whole ass goddamn SKYBOX is just chock-full of the stuff
man i wish urban turmoil ran better i reaaaaaally liked that one
when i first made it it ran flawlessly on my system i swear to god
but it dips into like sub-30 fps sometimes
Oh man, if you guys like shovelware...
I downloaded every single Doom shovelware disc from archive.org and extracted them for ease of use
lol amazing
a lot of them were in real funky formats that I struggled with to get open
thats the readme if u wanna see whats in it
if you're after a good disc I'd recommend starting with D!Zone
that looks cool but a bit weird thanks to the bloom
is your rig especially low spec?
woo, acc has been verified, time to start playing some Dusk maps 
yeah i was aiming for like, a fiery skybox kind of thing so i took the sunset sky texture from e2m9(?) and flipped it
it makes more sense in the context of the map, it being a complete warzone overtaken by the military
probably actually looks better without the bloom setting enabled, lemme find a screenshot of that
im still astounded that derailed is the highest grossing map in terms of downloads
like damn i got better shit now 😔
definitely nostalgic looking back on it when i was first making it lol
oh heres the image
theres probably enough good maps on the site so far to compete with the OG campaign lmao
lot of good stuff to play through
Can't believe our maps are finally going to get a single download after so many months without any 😭
probably like 10
And how many aren't cursed early maps?
maybe like 5 or 6 cursed ones
god
I axed one of them outta existence personally too
lol
Does anyone besides Dusk mappers even play these things???
Yea
Sone youtuber
Some*
A some quake mapper played 2 jams i know for sure
Recently i mean
Woo, that's great
I just encountered this issue and came here to QQ so I'm glad it's already been addressed
scripting when
scripting is one of the last features that'll be added
since it needs to be designed with multiplayer in mind
Like I said, ALOT of hot takes in that 6 hour video.
which vid is that?
hold on
https://www.youtube.com/watch?v=754m2vfJd4k @mild juniper
(This was originally livestreamed. Breaks have been cut for easier viewing.)
To fill out the remainder of the month's BQTN streams, I picked up the maps from the Winter 2020, Spring 2021, and Summer 2021 Dusk map jams. I played all of them, but I'll just list off some of the honorable mentions here:
Heaven and Hell by Vriska - An unabashedly Q...
is it not? lmao im tired. still some hot takes
He played mine, rated it 1/5 and stopped because "these maps are 90's quake shovelware"
Rougggggh 
In fact i unlisted it
loll
sounds very dramatic
@gritty forge I'm going through dusk.mods in reverse chronological order and got to Cannibal Ridge. I see that it's part of an episode, what's the correct play order?
Crimson > Black > Cannibal?
shit
so Ive noticed that there's multi-map projects where each map is its own mod
is there an issue with having maps one after another?
I just assumed that the level exit worked the same as Quake and you could define the next map in the order
not that i've heard of
None thankfully
It's just that so far nobody really wanted to connect maps aside from aqua
And yes that's how it works
sick, easy
sigh maybe ill get work done on my map tomorrow after work
i believe in u
Are there going to be any performance improvements with the SDK update? I'm noticing FPS drops on larger maps like Vertigo City even though I've got a pretty beefy rig
I literally did tho lol
the mod starts with cannibal ridge
Then bim
then crimson
sweet, thanks dude
👀
only thing ive put on mods.io is the Functioning workbench table to craft the super shotgun. I have yet to actually upload a level with gameplay
Video games are overrated anyway
Brb. Plagiarizing the entirety of the Harry Potter series and putting it as text on the screen every time you kill an enemy.
I have a little choose your own adventure prototype
the map youre working on?
nah little scrapped one
Ive got something similar that ive not done anything on for months now. Too many ideas already started to put much thought into it.
why isnt there an object_door?
What would object_door be?
the small wooden door from main campaign that you can open and close
Swinging doors are a bitch to set up. You have to make it yourself.
Does what it says on the tin.
Sample map download: http://www.quaketastic.com/files/rotatetut.zip
This should help explain how to do so
who wants to help me break into some of the early stages of dusk in the goodies dlc
mostly whats in the E3 2016 demo
cant you decompile the unity build to get the raw project?
I hope it works
same here
because I would really like to develop more for dusk
using unity would be so much better than TrenchBoom for making levels
yep
ok so...
unless new blood wants to give us the entire
game folder from unity itself
then well
its kinda impossible to open games that was built by unity
shid
XD
I guess I could remake the game, than rip the assets using one of those programs online
i would buy
does new blood have any plans on dusk sequel/dlc?
we got the dusk sequel
prequel
Dusk 82
its the Sequel XD
ngl tho
i would like a dlc
same
i dont know about this stuff, but wouldnt gzdoom offer some boomer shooter making experience?
I only really know unity/ue4
same
both good and bad
I already have some assets to use
yeah like know whats annoying
whose idea was to include half-life ladders in dusk for instance
Yeah there are alot of boomer shooter out there
and alot of bad ones
If you want to break open the early builds to get the content, you can use a tool like AssetRipper
https://github.com/ds5678/AssetRipper It should be able to rip all of them apart
Then you can just open it in Unity
jump pad scaling fix in the update?
Maybe. Since it'll break existing maps it's something I need to think about
Anyone wanna take a look at my map currently? No gameplay elements in yet, and nothing stopping you from walking out of bounds, but I kind of want opinions on lighting and such so far, and its probably easier to give suggestions if you can walk around in the map itself.
you gotta bear with me. Gotta figure out how to do that
@honest stag so.... the file is too big to upload to discord, so im throwing it on Dusk mods.io and ill share the link. (pretty sure the file size is because i use MakkonWad2, which is fucking massive, and I havent removed the textures that I dont use yet)
You don't have to include the .wad with the .bsp. There will still be textures
real talk? damn. I should have known all this first 
you should send the wad
the textures may not be present if you dont include it alongside the map
K. give me 5 to throw it up on mods.io
let me know if it works properly and is textured. Or if I forgot some type of file
you can restrict access to it by link-only if you want btw
Eh i dont really care if anyone plays it right now. not much to do except walk around.
(also, might suggest running it in low spec mode, I havent removed my barrels yet)
booting it up
heeeeelll fucking yea dude
it feels so much better when ur running aroudn
also
if you stand on top of the sandbags and use the barrier button you get sent upwards above the roof
the minlight is burning into my eyes tho please get rid of is when you can lol
i know it's testing but god
in general i love it
the brushwork is mwah
Yeah the barrier/sandbag teleport wont be a thing on release.
And i dont have a _minlight value. I dont know what it is thats burning your eyes 
Everything was made by me in trenchbroom, excluding the airplane. Manniacc made that.
if we're doing visual testing with no gameplay i'll drop mine too
Hell yeah
delisted but link-access
all of this terrain was manual too?
yep.
got daymu
some of the list is covered
everything below that is skybox stuff or audio.
what are the command line settings for compiling light.exe?
if i know what youre talking about.... I think its just -extra4
wait, that's sunlight?
....yeah? should it not be?
the whole light outside just seems too... light on worldspawn-y
don't know how to describe it
theres twice as much sunlight 2 as sunlight
hmmm
theres either lots of bounce or there must be fill lights everywhere because it almost looks like minlight
oh, yea i see now, your sunlight2 is overtaking the actual sunlight
try swapping the values of sunlight and sunlight2
the sunlight 2 might actually be the problem tbh
Only team members and moderators can view it.
this one should
oh
also i think i fucked up the spawn point
you're supposed to spawn at the small church
but it doesnt matter ig
what wad is this
Ill check it in 15 min. Gotta eat real quick
Is this the map with the sexy ass brick work???
that's the one
cause it detected discord invite link in his bio
Gibby in dusk mods :)
I saw that plane on the Vertigo map, that was so sweet!
Is maniacc in this server? I couldn't see him
Have you got a reference map with your props sitting as prefabs for copy pasting?
It'd be cool to make a big map with a bunch of combined TB props
though it may lead to a lot of maps feeling similar if the same props are used a lot in both
just a thought
yeah its @high magnet
and I should probably do that tbh. for people who want to use like the trucks and stuff
that would be really cool. @honest stag has a map he sent me with some props to use in our maps
if there's a few of those we could combine them into an ultra prop map
just a thought
I was actually working on a building prefab map but it was wayyy unaligned and i habent touched it in months. Ill get back to it eventually
Just a short video showing users how easy it is to use the building prefab that I made for Dusk. I am using the vanilla Dusk textures, but players can feel free to change the textures as they please. More items (doors, windows and more!) will be added soon. When it is uploaded to Duskmod.io, the link will be posted here.
Cant remember if I talk in that vid. If so, excuse my cringe voice.
@honest stag oh my god. I just played your map. im absolutely blown away by it. it looks even better than the screenshots. I feel bad about my own now
Absolutely bonkers
Thanky but i feel like yours looks better
But im glad that months of work aren't going to waste
Even tho it may not look like ut
It*
But uhhhh there is one prb
Every single screenshot of this map I've sent to my gf was commented as "too dark"
Eh. Building interiors were abit dark, but also unfinished so that doesnt matter. The catacombs are perfectly lit for what they are. If you wanted you could make the moonlight brighter, but with the flashlight, you can pretty much see everything fine. The statue and the chains look absolutely amazing.
But seriously, if darkness is a problem you could make your own street lights or lampposts that give off low ambient light if its that big of a deal.
Yeah i mean, its your map so whatever you feel like putting the effort into, and im sure it will turn out great. (I am envious of your skybox, but I dont think its dark enough for me to consider stealing for my map)
could always slap a dark filter on it
i can send the skybox to u if you want
or the pack of skyboxes where i got this from
Dang that would be dope if its not too much effort 
uno momento
@honest stag I just finished insomnia
chucked a comment there
it was mint
the atmosphere was creepy
nice, thanks
glad u like it
that's kind of a little snippet of a conversion i want to build on dusk later when the modding capabilities are expanded
id love to see that expanded
im amped to see the rest of the maps in the pack
I had to play maniacs because his shit rules
they're all super good
and fuck that map was good too
i gotta replay it and type up a few key points so i can add it to page
not that any of that will matter once the workshop is out but meh
What wad are you using for these textures?
like an actual map or nuts.wad tier
...well to start with, something over the top and stupid, but my plans are to make an actual map
just uh be careful with that
we have big performance issues when a lot of enemies are in a map
oh i know that's what i wanna see, how many can fit on a map before issues start
also there's this issue i have with trenchbroom where bringingin some wads will grey out textures so i can't use them
Do it
I had a similar thought
Cha, slaughter maps are a great way to figure out the mechanics.
I'd love to see some intense maps
With the infighting you could definitely make it work
Gl dude, if you need testing hit me up
will do
How many enemies are in nuts.dusk? Most ive had in a level is 600 and the lag wasnt horrible as long as they werent all in the same room.
i think like almost 3k
man this is really dark
you should put some enemies in so you can see how is the combat
too early for that
basides i dont want them to annoy me while im testing the layout and stuff
that will be blocked off by a func_clip so it wont be visible
i keep forgetting that fucking thing lol
i saw it when i was on the ground
what the fuck is this
My gaming setup
interesting choice of controls
I just let the water run while ripping a mean shit
For hours
Also try not to save-load
The map may break
man its so trough to make sure the player cant just climb up random shit to break the map
I can't see what's in that lol
Exactly
funny fact
i never actually shared any screenshots or any information about lower 3


jk it doesn't exist
yet
lower 2 tho
i shared few screens and vriska even got map file
he saw atrocious setpieces i made
can't wait for update to roll out to actually finish the thing
Wait. There are sc of Lower 2?? Are these public or only vriska has them?
ke pro
Anyone know if workshop support is planned to be released in tandem with the upcoming SDK update?
Zombie definitely knows
I'm hoping he'll see this, I didn't wanna ping him
But will he reveal his secrets or not is the question
Vertigo i swear I know you from somewhere, or know of you. Do you make doom wads?
ye m8
vertigo (aka xvertigox) is a New Zealander Doom level designer who contributed to various community projects, most notably serving as project lead for various Doomer Boards Projects installments. He is also a moderator for the DOOM Subreddit.
Doom is my main jam
When I release the dusk mod I'm working on now it'll be my first non-Doom release
pretty excited for that
Zombie LOVES toying with us it's his FAVOURITE PASSTIME
Cant wait to see it! (Also, some of your level names sound familiar so im positive ive either played, or watched someone play your maps)
That's awesome 😄
heres a WIP shot
Im gonna focus a lot on gameplay and we're not releasing until after the SDK update so I can do proper monster closets and teleport traps
there was some janky hack for getting monster closets to actually comply with the navmesh
as for teleport traps...

Vriska was telling me about that, you start with the doors open then close them right?
yeah
fuck that lol, sounds like such a ball ache
man, you guys have had to put up with a lot of shit with this current SDK
I mean, its definitely better than nothing
Oh dont I know it 
Heres some of the earliest footage of barriers. Very crude/primitive. They function alittle differently now (considering this is basically the earliest version of them, and Ive completely overhauled how enemies interact with them).
I had to figure out how to make a window an enemy could walk through, but not the player, but also have the enemy stop whenever the barrier is up.
(The enemy walked diagonally out the window in the earliest versions because I had yet to figure out how to keep them from telefragging themselves when coming in the window. This has since been fixed)
yo thats real cool
I love the idea of being able to barricade yourself in, I use those sorts of scenarios to help me sleep lol
https://twitter.com/ChrisHoldenDev
lots of interesting stuff about level design on his page
hopefully bot doesnt snipe it down this time?
^ especially his blockout & design tutorials
Part of me feels like you should be able to. I guess it depends on what youre trying to do. Like having a barrel explosion teleport a monster to a closet destination or something?
@mild juniper When you played my map yesterday did it have a skybox? I cant remember if I included the pngs or not
i played it and didnt see it
damnit. so it was the default bright sky?
ye
that possibly ccontributed to the light making your eyes bleed.
Im still figuring out how to share maps and stuff for people to playtest because at the start, my file organization was trash. I cant tell you where my original skybox is. so Im glad you sent me those
yeah, now that Im looking at it with the default skybox, its making my eyes bleed. Im so sorry I subjected you all to that
i mean, it was starry, but it wasnt the default night sky, and the moon was positioned in a way that made sense. Im going to use another one, but I was so confused as to why you all said it was too bright because its not XD
once again, you can omit certain layers from your map to speed up compiles
here i have a layer omitted & textured red in trenchbroom
all gone from compile
Which one? I'll boot it up and see
That's very cool, I didn't know hiding layers actually omitted them when compiling
that could be useful for bigger maps
I usually have each chunk/area of the map on its own layer and then func and entities on a separate one too
can somebody take a second to download the 1.1 version of my map to confirm that the skybox is included with it?
yup
do you need me to check it ingame?
Yeah, if you want and have the time
where is the absolute braindead 7 IQ idiot's guide to installing DUSK maps
Pinned messages
thanks
Oh wait INSTALLING THEM
yeah not making them
Here's customer support
It should be around pins too
just assume I am 3 braincells away from braindead
But if you want a step by step, 1 moment
I appreciate you ❤️
First, download the mod .zip and make sure you're on the SDK beta branch on steam
- download zip
- unpack zip
- open sdk folder after installing it on steam, should be in mnt/local
- drag mod folder in zip to the sdk folder
- run sdk and enjoy
Open the local files of dusk, and navigate to SDK -> mnt -> local
Unzip the contents of the mod into that folder
Then run the sdk, open the "modding" menu
Tick the box with your mod, and hit "apply"
After that, go into "campaign" and hit "custom level"
Yup
Now you can boot up dusk
u did it
me an my 3 braincells did it
@muted glacier hmmmm skybox not showing in game
it shows default hud
i'll try change load order and retry
where is the "modding" menu in the main title screen
You need to open the SDK
if modding isnt there then you arent running the SDK
When you start dusk, it should show you options for launch
Singleplayer, multiplayer and dusk_sdk
Are you on windows?
yes
Go into the SDK folder, and find dusk_win.bat
If not there, try the mnt folder
yes
Try not to load your saves if you can while playimg
Saving-loading may break things in custom maps so do it only if you really need to
nice jank
Do be like that
saving and loading literally always breaks something for me
All good games have based jankiness
That is true, but the sdk is still in its alpha
We'll get more updates and features so stick around
Doom 2 Sandy's city
My laptop is struggling to handle this map even on the 2 part version 🤣
are most of the custom maps going to be found on the steam page?
Workshop is coming, yes
But whether the current maps will be ported is up to the makers
It's not visible to non-devs but

Based, workshop is best for brainlets like me, "click button install mod" 
Ive always been wondering how workshop protects from malwate being uploaded
Malware*
It doesn't, afaik



