#dusk-modding
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You protect from malware by designing your mod support to not run executable code
Ah got it
Which is another reason scripting is coming last
There's a lot to consider there
But we'll likely have QuakeC support at some point before then
Quakec ransomware, all in Russian
lmao
speaking of workshop
is it planned to release with the SDK update for xmas?
or whenever the SDK update is released
and Im guessing those sweet sweet models too

Im really looking forward to replaying the game with the new models + mirror mode
make it feel extra new !
oh yeah
of course
you download the models via workshop
it's all coming together now
bring out Mr Hankey, it really feels like Christmas now
New models?
yeah dude
HL HD model level models
they showed them off in the latest stream
and theres screenshots in this channel too
Im probably just fucking stupid. Im not home right now, but when I get home im reorganizing my files, deleting the duds and reuploading my files
hahah funny you say that but I assume I'm doing something fucking dumb too
so sanity check that its actually not working before you spend time trying to fix it
Well, im horrible at naming and organizing things, and i think that the file path to my skyboxes is just wrong in the zipped folder. Ill troubleshoot later. Im pretty sure its me.
It looks to be in the right folder - /textures/
I checked the vanilla textures and the files have a prefix that you're missing so it may be that?
oh
here's a good sdk question
will the skybox keys in trenchbroom be fixed or is it still gonna be wonky
Send your skybox properties when you can
I can tell you off the top of my head its
\textures\ skyboxname.png
If the update is ready for christmas yeah, but there's no guarantee because it'd need to get tested
and people probably don't wanna work on xmas lol
fixed?
what's broken?
aren't some of them flipped or something
oh
Have you tried flipping slash /
Just a guess
backslashes are a uniquely windows thing
almost everything else uses forward slashes
Alao don't start with slash iirc
dusk should handle that fine, dunno about quake tools
in older versions of the sdk from before it released, a leading forward slash did have meaning
but not anymore
I may take these as inspiration
chaotic evil is a banger for sure
so.
its been 5 hours.
I figured it out. Im deleting my previous files off Dusk mods.io and replacing them. But the skybox should now work. hopefully
one last attempt at uploading it correctly before i slam my head into a wall and go to bed
i think they look fine actually
unless theres supposed to be something behind them
nothing behind them
this looks great
both, i think the whole thing looks good
excited to play this
How do I contact David Szymanski?
Depends on what for, you can try checking his website for contact info
I played through dusk recently and never picked up a cigar x_x
This looks good, the lighting is just right imo
Ohhhh
Makes sense
Ty
You could maybe add some detailing to the ceiling
Maybe some iron beams or something?
wdym by beams
Ill try not to disappoint 
Lemme jump on my pc
an abandoned hospital
thats what i meant by beams
but flush with the ceiling itself
that way you could get another color in there too
but agian, just thinking out loud
it looks good already
abandoned hospital is a cool theme
Scientists would fit well there
Fork Maidens too
ive got most of fantasy monsters, scientists and leathernecks
theres a wip if you want too see it
when you open the red key door its the end for now
yeah please
be as nitpicky as possible
just write here when youre done, ill read it tomorrow (im gonna to bed)
ok cool
just finished it
@blissful lion I like what you've got so far, you could definitely lean into this theme quite well with the Dusk assets and monsters
I really liked the detailing you had going on, an example being the rebar poking out of the wall in the damaged stairwell, the examination table and the working cupboards.
One visual tweak I would recommend is randomly offsetting the metal bars textures, they are identical and when you look at them from the side they obviously all line up - https://steamcommunity.com/sharedfiles/filedetails/?id=2685193318
so i'd just offset the X and Y a bit for each one, ezpz
like being ruined a little?
Waiting for someone to recreate Manhunt levels in the SDK
see how you can see the same pattern on each
i feel like thats the wrong texture
Even just Manhunt textures would be mint
i would love a plastic bag replacement for the sickles tho ;p
do you have any other mods loaded
nope
just that and dusk data
it looks fine from the front
and from the other side
but its very noticable there
but its a super easy fix
the bars should be dark grey
there werent many other nitpicky things tbh
that looks like rust texture
maybe i accidentally changed it idk
thanks anyways, really appreciate it
one thing was that the rooms all feel very copy pasted. I know that they are similar rooms in an asylum so it makes sense that they are similar but it could be worth exploring how to diversify them, maybe adding some more damage to the walls which reveals a different, brown texture underneath it?
yeah vriska suggested that too
the one other note I had was for a gameplay idea, something Ive used before and i think could work well in your cramped hallways is having one door trigger open two doors. i.e Player opens one door but both that door and the one behind him open up
adds some extra flavour to the combat
ah yeah fair enough, that happens to me too
I just go and move to a diff part of the map for a while to change it up
But to be fair, I also dont texture or detail until I've got the whole map laid out with prototype textures
the problem is that enemies cant walk trough open doorways
thats getting fixed in the SDK update so I'd map for that
idk i dont really want to overwhelm the player
the map im making atm wouldnt work well at all with this current version
yeah fair enough
keeping the combat more chill is totally reasonable
just a thought
but yeah, hit me up when you need more playtesting, I'm always happy to help
i already pulled off two of those dumb tricks where you spawn ab enemy behind you
I did like the monster closet that you had too
its kinda fake since the monster has to be teleported
doorways glitch
also it doesnt like being in the closet
I was surprised at how well it worked especially with the navmesh issue
its teleported in front of the closet
ahhh
hahah
thats pretty fun, i like it
so it looks like he comes out of the closet but really he just teles in, thats so funny
what a wild world we live in that we have to make fake monster closets
i really gotta go to sleep now, gn
haha
sweet man
gw on the map
Wew, finally finished doing my first texturing pass on my Egyptian map
Can start working on gameplay now, the real fun stuff
lighting yet?
nah, I'll do that after I add more detailing and finalize the texturing
I'm figuring out where to put monster closets and enviormental traps while im doing the gameplay so I dont wanna do lighting when geometry can still change
also, I have no experience with lighting outside of Doom so I'm procrastinating it as much as I can ;p
I've got a question - what do I need to do to make a button triggerable via shooting?
I thought maybe any func_button would be shootable since it seems to be the default in Dusk but that's obviously not the case
idk cant find anything
have it trigger a func_door and try out some spawnflags i guess
Good idea, I just tried it out and spawnflags isn't a default key for func_button then the keyvalue field is freetext and I have nfi what numbers to use lol
try giving it a health key?
π
thats actually a default key..
oh
started changing some textures around inside the bunker, to see if I like it better than Dusks concrete texture. Ill share a screenshot or 2 after its compiled. I only did one room so that I can just revert if I hate it.
Nice, keen to see how it looks
fuck I love Trenchbroom
being able to hide specific brushes and layers is so god damn useful
Very nice
sorry about that.
Can someone make a Dusk Mod where you can skip the dialog in the last level just by shooting your gun?
Not possible i think
that's one thing i want to do in a narrative based FPS, add a feature that lets you skip dialog by just shooting npcs talking, people that want the story won't shoot
how well do npcs handle bumpy terrain?
like this?
do i need func_clip for them to walk on?
nvm they handle it fine, think i got confused with the door navmesh glitch
oh shit π
ποΈ
i cant wait for u guys to know what this is all about
but you'll guess eventually when we post enough progress pics
you can probalby already assume tho
we just decided to drop the secrecy
we're expanding on Trespasser and making a little map pack based around it
well not really around the map but the concept of treasure hunting
we have me, vertigo and aqua on board
specifically egyptian treasure hunting*
good because I loved the whole vibe of Trespasser
so did i
there's something timeless about Egyptian retro fps levels
now we got two upcoming egyptian map packs and im working on both of them lmao
double the gaming
my own one as well
ohhhh
the one im occasionally blabbering about in beer books
Cool to see you interested Zombie, we're really looking to make a cohesive, multi map set
DM it or whatever
Whats beer books?
little community of like 5 people that spontaneously appeared shortly after the sdk released
og purpose was to make a map jam but the sdk was too early
and we just kinda satyed to chat about maps
Dusk Mapping illuminati
funny you say that
TrenchBroominati
trechbookminati
i remember when i made that gun and it was around 3x smaller because i was too zoomed-in while working on it
if we had parenting while i was making that map i'd have parented the whole hedge maze to go up from the ground
but whatever that map is ancient and bad anyway
oh it was before music was added so it's dead quiet as well huh
maybe i'll make a small patch when workshop comes out for a re-release or smth
just watched the south park movie for the 9712th time and I saw a shot that totally reminded me of dusk
ok i fixed the textures on those bars
i kinda just forgot that i used that rusty texture
now im gonna make the ground floor of the hospital and then maybe a parking garage underneath it
is there anything else that belongs in a hospital that i should include?
if i were making a hospital map i'd include a morgue and a big uhhh what do you call it
a large surgery room for stuents to watch the procedure
ok thanks
can you make fog?
nope
2 components for that, and you need a func_ of some sort
i made func illusionary
first give it a property "rendermode" and set it to 1
and renderamt 128
then add renderamt and set it to whatever, try 100
ok
yea sure 128
i'm pretty sure there are different settings for rendermode, but i dont know if others are supported
oh yea you're right, it doesnt
i havent tested all the funcs it doesnt work with
breakable?
ok cool
i'm like 99% positive it should work with illusionary
what
will the sdk update improve func_water
rn it looks like it doesnt care about the lighting around it
Thats quake water in general. I think I have a screenshot of a potential thing you can do to cast shadows and stuff on water. Give me a sec @gritty forge
Well.... Then i dont know if this will work or not. A guy in the quake discord was wondering what to do about fullbright water textures and this 1 page pdf was posted by Makkon as a possible fix
im confused rn
So from what I understand, theres a 1 unit thick plane of water that is overlapped with a 1 unit thick Func_illusionary that is a blue texture. then a 1 unit gap, on top of your full body of water. The alpha settings are just how transparent the illusionary effect is (i.e. how to make windows that let rays of light through). Having the func_illusionary plane allows a shadow to be cast, and also tones down the fullbrightness
I pulled this from Func_msgboard, A quake mapping forum that basically says the same thing
hope this maybe helps @gritty forge
can somebody for the love of god explain to me how emissive textures function? or if they even do? because Im tired of my lanterns looking like this:
the inside is pitch black and it doesnt look like the light is emitting from it at all
You're talking about textures that are made to emit light via _surface?
how does that look
like this? Somebody months ago said it:
"add _surface in the properties
and set it to a texture path
that texture will emit whatever light value is in the point entity
(keep in mind it applies to all of that one texture)"
but I have no clue what Point entity they were talking about
like the face will emit light instead of a light entity?
or will the texture be bright
yeah, so you can make a custom lightbulb with a white texture emit light
which one now
so instead of just lighting up the area, you can specifically tell where the light is coming from
i made my custom lights by setting them as func_detail and added _minlight
looks like this in the dark
and then just added a point light underneath it
hm. i can try that.
make func_ only the stuff that you want to be bright
so the inside of the lamp, not all of it
help he cant shoot trough here
@blissful lion probably the projectiles being blocked by the lower wall part, try making the wall func illusionary and then copy it and make it a func clip inside
This will allow projectiles to pass through the wall
but the player can also shoot rockets and other projectiles through, not bullets tho
its kind of a ghetto solution so Iβd suggest only doing it where itβs necessary
Hoja 1
Title,Link,Format,Author,Notes & Extras
Level Design Studies - Dark Forces "Robotics Facility",https://www.youtube.com/watch?v=z142uIK4XeM,Video,Andrew Yonder,"Level Design Studies" Series
Level Design Studies - Halo Multiplayer "...
yooo this look siiiick
Dude holy shit
Thanks for the link, that's fucking awesome
Looks like the author isn't in this discord server eh?
I noticed that the Level Design Studies videos are unlisted so this shits rare ;o
Thanks! been working on texturing all day now
speaking of, If anyone wants to see the interior textures now, I should have the zip file updated properly for you to hop in and see.
how often do you guys scrap maps?
most of my """scrapped""" maps are really just sitting on the backburner waiting for more SDK content so i can make them a little more varied than just "run around and shoot lol"
4x more scrapped than released
ive scrapped a fair few parts of maps actually though
mainly cuz of trenchbroom's size limit thing in the current version i use
rn i feel like scrapping a map i've been working on
cant seem to work on any new areas without them turning out ugly or cramped
the final arena in downtown showdown was gonna be a LOT bigger than just slapping down big john
but i ran out of space lmao
haven't finished a map yet, might be close to finishing one
first map i was gonna finish was a mess of a map, very unorganized.
derailed was originally gonna have a chase sequence with the guardian but dusk and the SDK isn't exactly equipped to make that work well at the moment lmao
Ive scrapped a bit. Just because I didnt know what I was doing when I started and ive grown as a map maker. Ive gotten better ideas, so old ones get shoved aside if they didnt go anywhere.
https://media.discordapp.net/attachments/919582957398786048/921948484096122910/unknown.png current map im working on
oh yeah the first version of derailed had an elevator sequence where enemies would've been in neighboring lifts and you had to fight them off but it turns out enemies dont like func_doors so i settled for a shittier solution
it was gonna be a MASSIVE setpiece with a super cool chasm and some lifts and parkour and goofy stuff but it also being my first map didn't really help with my ambition lol
and then in subsequent releases i just decided "fuck it" and copied some of the earlier tunnel setpiece and made the lift sequence shorter and threw a bunch of rats at the player
Spent like 3 months on a map and scrapped it, but used variou assets for other maps
Which also never released
also current map im working on, will probably be very basic lighting and texuture wise, wanna make something fun before i make it pretty
mapping is an art you learn and improve in increments, i could find the first three maps i made in doom, then show you the remakes in a ten map wad i made
oh heres my first ever map
first versions were fucking awful
it was so weird
nice Aqua
then i was replaying half-life or saw a video or whatever and was like
FUCK IT I WANNA MAKE ON A RAIL
so i did
hell yeah.
damn it almost been two fucking years lol
super wild
and heres my latest map (assuming standalone and not part of any jams)
downtown showdown is my favorite by far
shit got wild lmao
lemme find my old ms paint doodle for the canal fight cuz that differed from the original plans a lot
oh yeah dont forget the v1 funko i put in
vriska did the figurine and i love it
so fuckin stupid its great
oh right i don't have permission to post screenshots
oh heres the museum part
yeah just post a few messages and you should get rat quick
i mean "mook" i forgot roles were changed
lol
man its so fun scrolling through the dev channel for DS
well i'm on my new accoutn cause my old one got hacked
man i never do blockouts lmao
i skip straight to texturing
Blockouts help me think
i'm an artist, so its good for me to layout a flow before i go into details
Sickles and fast fire
Right now i got a good amount of heat on the player
but i wanna crank that shit up
I start the map giving you the super shotgun
and iwant that to be a statement
you wanna try what i have so far?
oooooh sure!
lemme up it to dropbox
also my goal for designing maps is to never be punishing or hardcore, its to be fun
I feel it's often a good idea to take what few areas you like in a map and delete everything else. Once you know what doesn't work and what does you can often make a much better map than what you initially had.
Sometimes I've had to do a few cycles of just making areas, deleting a bunch and keeping a few
If you don't feel good about an area I feel it's better to just throw it away and make something better/different rather than waste time trying to find some way to make it work
Even if you really like the area in theory
Blockouts are the best thing you can do, like ever
boring but rewarding
very rewarding
making a blockout speeds up your map making process, eliminates the problem of you not knowing the flow of the map, and makes the following steps all the more satisfying
i just make maps that i like so i never have issues with them lol
ez
oh you dont like my map? well FUCK YOU THEY'RE NOT MADE FOR YOU BUDDY!!!!!!
so selfish....
thankfully im the greatest mapper ever conceived on planet earth so no one hates 'em
on a more serious note i really should do blockouts
but yeah like torii said theyre boring lmao
The benefits of blocking out the map outweigh any boringness by so much imo
i don't even find it boring to do tbh
trespasser wouldnt have happened if i hadnt blocked it out lmao
for real
and neither would my jam maps
it's fun coming up with interesting shapes and then seeing them come to life later with texturing
yeah, if I don't block out I start spending too much time on some finnicky detailing bit and it's way inefficient
saaame
honestly amazed my maps turn out so good without blockouts lol
yeah, I know some people don't do them at all
Id probably be more efficient if i did blockouts, but from a visual standpoint I just cant do it. I would never be able to finish maps.
i want it
can you please share it with us?
ye heres the map file
ye
oh and heres the wad for the actual figurine model
rest of the textures are from dusk.wad
but you can just use the transparent version thats pinned and its the same thing basically lol
its a big map so uhh good luck finding it lmao
yeeeeees
my dear v1 funko
if i find it and isolate it, can i post it in uk discord
sure, i never thought to do that lol
actually here
bam
free .map for DS as a bonus gift i guess lmao
oh wait the meme channel? i can do it if you're talkin about that
i want to carry my child myself
god
post it it arts channel
the fart chamber
text for what?
like just copy all the brushes and paste it in a text file
now that i think about it
it's more like a shitty action figure rather than a funko pop
the .map is basically a text file in itself
yeah forget about it
you probs could, tho itd be hard to isolate which brushes specifically
cant search for which brush group it is in notepad it looks like
will you post the file too
lemme just put it in the zoo and put it here instead
would be easier
wow i couldve done that from the start
zoo?
ah
cuz its a gallery of everything they can use i guess
no idea why but its a cool name
is there an easier way of selecting bunch of brushes than ctrl + drag
you can double click if the brushes you wanna select are grouped
that'll select the whole group
otherwise it'll select the whole map lmao
anyways free zoo :)
textures r the same as i mentioned before
wait when i grouped bushes it wouldnt let me select specific ones
if you just select the whole group you can copy the whole group and then paste it in another map file just fine
you can use func_group for basically the same purpose btw, but you can't hide them like the other way to do it
can you toggle trigger_hurt or teleport?
how do i do parenting
what would you like to parent?
now im trying to parent func_detail
so i have a button with a targetname and a func_detail with a parentname
doesnt work
it should, weird
but also why not make the detail a func_door itself
im just trying to learn parenting
try it with a breakable, i know those work for sure with parenting
same setup
oh wait
i misread your setup
ok breakable works thanks
so detail doesnt ig
pointless to parent a detail anyway
that should work too
any way to move door diagonally
do you mean diagonally as in vertically?
you can probably do it the half-life way i'd assume yea
but then you dont have any visual indication as to where it'll move cuz TB is confused
even if it works in-game
unrelated, wouldnt it be cool if we made a cruelty squad looking map pack?
hahaha well we had that idea sparked already
you could make a level end by killing a specific enemy and all too
like someone could make cs themed textures for enemies, and each one makes one map or something
i got a weird idea to replicate those toilets
and vending machines
oh hey i've done vending machines once
but there wouldnt be any npcs that dont attack you
i'm gonna draw it cuz explaining it in text would be confusing
pickups
items yea
teleports dont work with pickups so i had to use items only
like bottles or hash
but i made it before func_breakable was a thing
so now looking at it you could just break the floor under items dropping them into the tele
i did place several items actually but i dont remember how exactly i did it
so you could get them more of each type
but also yes if it's 1 item - totally could jsut trigger teleports
is that from this anniversary stream
nah
lol
it would be cool if more memes came in the goodies folder
this needs to come with the sdk https://media.discordapp.net/attachments/240432519990738944/921435269444534292/unknown.png
I sense my ego being stroked
maximum ego increased
does killtarget work
Yes it does, please make it target Vriska's ego before it destroys the city!
Get you a man who can do both
you can put _minlight and _lightignore on func_water to make it ignore lighting around it
now we just need water to do nice wavey effect π
TIL you can do hollow and subtract
Didn't know there was a DD remake?
@muted glacier would you mind if i stole your idea of having to collect pieces of explosives to blow something up?
i was gonna blow something up with just a button, but this seems cooler and it can help a non-linear level
Do whatever you want man! Its complicated as shit, but I was also a novice mapper when I did that, so Im sure its much much easier than I made it. Most times I share my map files so people can copy mechanics or look at how I did something, but I never released that map @blissful lion
If you need help, lmk. I might have a tip or advice if you hit a roadblock. If you want to see how I did the "pick up items" mechanic, id recommend downloading my Workbench showcase map from Dusk-mods.io and looking at it in the editor. When you have an item that the player "picks up", you have to make sure the player cant physically touch the item, because it will drag them out of bounds with it due to its high speed.
ay thanks
oh man the secret exit in hip3m4 is broken for me
im thinking of what could break it
the door i mean is broken
some thick fog outside today
it's a neat effect but it takes a lot of brushes to actually look nice
i wonder if you could make fog that cuts off the outside of the map with this
illusionary brushes?
but it may impact performance
that level in the screenshot is from half-life - it's a brush
....
in half-life the brush is a texture that goes from black to white and is set to the "additive" render property
Wait. How tf did you do that??
a bunch of func illusionary with renderamt
I see. But what if you made them func _ detail _ Illusionary? I dont think that that would block bullets or the player. Still might be heavy on performance though.
This is what happens when you deprive the community of sdk updates
i'm thinking of
a hollow sphere around the entire map
like a sphere ctrlk'd into a giant cube
except that'd need so many 1 unit thick layers of that inside out sphere to get a nice looking fog
- use a cube, not a sphere
- for the fog to have any effect there needs to be something behind it
so not completely around entire map
but something like buildings at the edge of it
I don't think its worth the performance doing this
If you skip texture the rest of the faces of the fog brush you could have a lot of them
try to add this to something like lower
make like a low quality circle around the mountains
so the fog starts infront of them and finishes behind them
Christmas update thooo

can you believe it guys
i really want to have fog when i complete this map
i have this cool idea for a next map
also, @muted glacier youβre supposed to put .bsp and .lit files in the maps folder
how do you parent doors to buttons
Which map we talking about? If its the workbench map, i uploaded that when I didnt know squat about uploading. If thats the case, youve got to give me about 4 hours to get off work and fix it.
np
answer this pls
Should be as simple as the property "Parent" in one and "parentname" in the other. So door is Parent | button and the button is parentname | button
You cant parent buttons to other buttons if I recall correctly.
Basically the property Parent is looking for the Parentname to mimic/copy (parent -> parentname)
or in this instance (door -> button).
ok so the door moves a little but not as much as the button
So, you want to push a button and have a door move drastically?
ok the door kinda just flickers
Does the button return to its original position after its pressed?
yes
Do you want it to?
its supposed to
when you said parent did you mean targetname?
ok so it only works if you set the door speed to 0
oh you can parent button to a button that way
ig now you can have a button that wont move when you trigger it, but some other time (when the parented button moves)
Sorry I got busy with a machine at work.
You can have the button that the player presses that returns to its start position set off another button thats out of bounds that your door is also parented to. Set the second button to stay pressed, therefore the door wont return to its original position either.
If im thinking correctly. Like i said, confusing stuff sometimes
but the door cant move by itself
Wdym? Like the player being able to manually open the door without the button?
If you have the button moving the door, why do you want the player to be able to move it? Can you give me the scenario of what youre trying so I can be of better help?
like if you can move a thing in 2 different directions
i wasnt even making anything
i was just testing
and hey, ive learned that you can parent buttons to buttons
Then maybe its doors to doors that you cant. I remember there being some roadblock I hit when testing all this.
thanks for helping
there should be some kind of public documentation of what works and what doesnt in sdk
No problem man. I tried all this shit back when I was trying to emulate some func_train fuckery that doesnt exist yet.
did you succeed?
Nope. Lol. Apparently I found that doors cant parent doors, because I was trying to make an endless loop that I would use to continually trigger elements in the level, but upon activating the first door, instant hard crash. I actually have it in a level thatI never released as a prank. A secret in the level was a black room with a red button on the table and a sign that says "Do Not Press". Pressing the button causes you to have to alt f4 to close dusk 
lmfao
what are you guys working on rn
i kinda wanna retexture the weapon models
i think that map is gonna be a banger
PLEASE retexture me the weapons to look grungy and dirty. Trying to get world war 2esque.
i wanna do gold and yea youve given me an idea
i remember the weapon uvs vriska showed were... problematic
im not as good at retexturing as.. i think it was veven or aqua who made custom textures for tresspasser
I dont know jack about retexturing, which I need to learn so I can retuxture the enemies. Weapons are low on the priority list, but would be cool.
Texture creation in general is probably something I should learn, because the textures on my map that are base game werent made by me. I feel bad using them even If i am giving credit.
veven did the textures for trespasser i think i only playtested lol
or was it already released? idk lmao
i just yoink textures from sven coop and edit them
quaddicted and that sven coop site are gold mines
im gonna stick with only dusk textures for this map
they cover mostly anything, but it does miss some useful colors
a ziggurat temple
https://twitter.com/markiemusicpro/status/1390500435539095553
some cool sky lighting i found in the quake mapping discord
yo its that guy that did the viscerafest music
Im working on the same shit ive been doing for 8 months now. Just started adding invisible barriers to keep the player in bounds. More time consuming than I first anticipated. But should finish that today.
i have not worked consistently on my map for months
I had a gap of about 2 months where work overworked and fucked me over, and my depression went deep so I didnt do anything with my life. But I found a job I actually enjoy that doesnt treat me like a machine, and my motivation came flying back. Crazy how that works.
glad to hear youre doing better
Thanks Glad to be back to normal. Love hanging out here talking to people about things we mutually enjoy. 
Hi Iβm new here, how can I find mods/maps for dusk? I read that you can get half life/doom maps for the game, is that true?
Also how do I download them
Mods are posted here
Most mods have instructions on how to install them.
Thanks!
Btw doors can parent doors
then what the fuck. I know theres something I couldnt do.
would it be fine if i didnt include the riveter and the sword anywhere in my map?
ur call if they're too strong for the map
i dont want the last boss getting cheesed
which enemy is it
spoiler tag it
||im prolly gonna have 1 experiment and then a custom boss||
wdym by ||custom boss||
||funny func_breakable||
ah ok
the sword wont cheese the boss, but it will help cheese the rest of the map imo
yeah thats why
riveter - if you don't give the player any additional ammo it should be fine
and if it's secret
maybe
yeah thats cool
how can i make those doors that open to the sides
like 2 parts each goes in 1 direction
For some reason I canβt save when using mods, is that normal?
there may be a better way to do it, but here's mine
make 1 door, then a second one that will go in the opposite direction
make them openable by a trigger/button that targets both of them
Saving in general in the SDK is kinda borked, the campaign especially
you probably sho-
fuck
campaign saves dont work, and in custom maps they break things
to add - if you really want the doors to open by inteacting with them - you can place an invisible button that covers both doors and goes out of the way when pressed, trigerring both doors
yeah i thought of the same setup but those doors are widely used so i thought there might be an easier way
it worked better in quake
if a door touched another door directly they would both open when 1 is used
so you'd have doors like that E1M1 base entrance without much effort
hm i dont remember if that works in dusk actually
but i think it doesnt
cuz i remember losing my mind over trying to copy the quake door
Doors that touch are supposed to be triggered together
Like quake doors? That open sideways?
Though that's behaviour inherited from Quake
It definitely makes sense to offer a way to extend that
I don't think it makes sense to force the requirement of the doors touching
in quake or in dusk?
Shit im still trying to figure out doors that swing open. Followed a tutorial and it just didnt work at all
huh
i swear you could just have 2 touching doors and they'd both open when touched
Yeah
what if doors just triggered eachother
That's what I mean
then they both have targetnames
and that means they wont open with using
hand
hand yea
there should rather be a spwanflag to make it not openable by hand
what does don't link do?
Disables the behaviour of touching doors
When doors touch, they "link"
Which basically treats them like one door
Sometimes you don't want that, so don't link is there
i thought it had something to do with targeting
i assumed that too when i first saw it lol
so linking doors work now in dusk?
if it turns out that they do - my little meltdown over at beer books a while ago will have been in vain
i vividly remember trying so hard to make a copy of the quake doors but they just refused to open properly
specifically they refused to link
Linked doors have been implemented since like the beginning
You can see it by opening up quake e1m1
It has linked doors
Like the gold key door
yea
yea they work
the fuck was i going crazy about then
thanks for making thing clear cuz i almost made another man believe my self-lies
Vriska sanity iceberg
its prolly a pile of buttons
worse
so um
there are so many triggers here that my laptop is having trouble
and that texture is streched to shit yes

im trying to pull them apart to count but it doesnt even make a dent in their number i think
they all trigger one single part of the door
trigger _once is something you walk into right?
yup
i think i wanted evey single trigger to activate each part of the door at once
but smth went
wrong
i guess
wait thats just a quake door
yes
i feel sorry for you
at least youre here now to teach us the wisdom of trenchbroom so we dont have to lose our sanity ourselves
not really true considering i pretty much lied to you before zom came in lol
well like 80% of what i know is thanks to dev support
rest is dumptruck_ds
also iirc the reason they're called "dev support" is cuz they support the other devs at new blood on various projects all over the place
not just 1
if that were true he'd explain to me how to make rotating doors without making me wanna rip my hair out.
X50
newblood bucks to someone who can send a video my way that helps.
the actual door needs to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place which you want the door to rotate around and have a "distance" property that decides how far the door goes
You can also add a "speed" property for obvious thing
so it's like the door is being projected from the center point of the map onto the "origin" point being the "hinge"
i can send you a .map where i have a func door rotating set up to a certain place on the map
so u can look at it yourself
Ohhhhhh holy shit. That would be why the door was wayyyy off. If you could send that so I can see thatd be awesome
Well fuck i'm in bed lol but lemme look over at beer books
I'd like my nbucks please
100% change the speed
i def heard from you vriska that rotate is super complicated
ok it is incredibly stupid
Ive messed with it before and its so frustrating. But all the info about it that I know is via word of mouth
what counts as a brush at 0 0 0
why isnt the origin just the point where the stuff rotates around and the brush stays where you place it in tb
does the starting brush that loads when you first make a map count at 0 0 0
bottom left corner of the brush should be in the top right when looking trough all 2d views
?? what if you have multiple func rotating doors
Im sure it should. @gritty forge as long as its aligned correctly
ig you have to place them in the same spot
Multiple doors all sharing space at 000 that are all separatly set to rotate around different points
it depends of how you wnat them to rotate
Just put them in different layers
ok i hate vriska for saying that rotating doesnt work or that it isnt worth it
or something along those lines
Now the goal is to make a func_pushable into a saloon door that can swing open and shut as you walk through it 
is the way rotates work done only in dusk sdk or does it work the same in quake?
i think you dont need them to be on 0 0 0
just on the axis you want it to rotate around
No theyre different in quake.
i didnt know breakables disappear or get misplaced when saving and loading
Yeah saving and loading is wonky in the SDK
broken stairs attempt
Love the rebar and the stair outline where it used to be on the wall.
thanks
does it look realistic of how it would fall?
its not final, im gonna try to destroy them a bit more
Yeah id say so. Once theres alittle more destruction to it itll look better.
yeah
i have to place it correctly so it blocks you from going from 1st to ground floor and from ground to the underground floor
oh cool im now faith reference role
fully agree, that stood out to me when i played the map too
will turning off flashlight be in the next update
using torches in crypt of the flesh is just π€
makes up for the horror jumpscare
"You broke your flashlight in the fall" 
maybe it could be a spawnflag 
"The fall broke your flashlight" 
I fucking hate those frog bastards.
Cuz it isnt worth it
Try making a couple of em
Too clunky of a minor effect
Rotating doors aren't a thing at all in quake
This is a half life feature
So tb isn't even supposed to have em
how does lightproxy work again?
you can color certain entities with special lighting if you use lightproxy right
iirc someone said special enemies could be made with a different color & edited health values 
It does work, yes
Oh misread
Anyway lightproxy property is placed on an ent the color of which you want changed, and set to the targetname of an entity that is colored with the light you want
So a func_deatil is in a blue room, has targetname 123
Leatherneck gets lightproxy 123
really?
theres definitely a drawbridge in scourge of armagon
If you had used smth like hammer they would work fine
and the clock
?
well func_door_rotating specifically is half lifr only
Hammer, the goldsrc level editor
ah
Just had a short dream where i lived in trenhbroom and had to eat my own brush made burgers
I uploaded that burger and everyone hated it
Gonna remake it when i wake up
Like people sent me death threats over that brush burger
I fucking have to make it so u guys tell me how bad is it actually
B E E S E C H U R G E R
This burger tastes like 1996 Quake shovel-ware
does the compiler not skip any faces on all funcs?
i...need dis
It should
Func_wall gets faces culled for sure
Maybe there are some that dont
brurger
Quake Ranger eats it and instantly dies
Better now than later
Ruff
broken stairs again
i will never take stairs in that hospital
Y'all always use elevators?
no, i climb the window
this reminds me about that thing a lot of games does where you have to like go out a window and run around the outside of the building
Possible to run this map in Dusk or no?
just try
well
you'll probably see the geomerty and stuff but dont expect any gameplay to work as intended
like the map wouldnt function?
i don't know enough about quoth but since it's a mod, i'd assume it has custom features
Yeat thats about as far as I got, loaded the map and no textures or enemies
but triggers seemed to work
not having texutres if fixable i think but yea having no enemies is not suprising
I just wanted to try a quake slaughter map with dusk enemies lol
do you need the wad files in the mod folder to fix textures?
go for vanilla quake then
that should do it
either the wads or a palette
or both
but its not a requirement, right?
so sometimes it works sometimes it doesnt without .wad?
i'm honestly not sure wtf is going on with that because i remember it pretty much always worked with just the palette
now i always add the wads just to be sure
anyways, do you know the difference between func_detail, detail_wall and detail_fence
no
so here's how i understand it
func_deatil by itself is just done for performance reasons for VIS to not freak out over small detailed brushes
func_detail_wall is similar, but it goes even further and doesn't screw up things if the detail is touching the floor
func_detail_fence works better than those above for when you're using transparent fence texures for reasons unknown to me
it's hard to tell the diffference since we dont have VIS
in fact u cant
And i didnt really dive into vis because yeah not supported
So this may be totally wrong
Dynamically, yea
So you can move between rooms and it cuts out faces you can't currently see
Qbsp culls all faces outside the map when sealed
So the easier you make life for vis, the better results
If your map can't be sealed you can just skip texture everything the player can't see
It is not very time efficient though
does anyone have a wad with skip texture?
@blissful lion This is Dumptruck_ds' from the quake community but it should work perfectly fine. Not sure why I had it on my phone though 
ay thanks
now if i could understand the readme
"rewuire" uwu
"cause a bsp split and portal to be generated the on the surface"
gamin'
π²
hey, which mods would you guys recommend?
Only mods or maps as well?
arent 90% of mods just cursed

