#dusk-modding
1 messages ยท Page 103 of 1
well kinda but the older maps got more attention than newers
literal machine
can't believe torii made all of the summer AND spring jam maps on their own ๐ฅฒ
Yeah made all of them under different aliases
when theres noone else to do it you gotta do it yourself
Maybe I'll release something next year ๐ข
wait what
skip should work
100%
hold on lemme get you the one i use
also what kind of effect are you trying to achieve
just in case
I dont know why mine didnt work.. Heres what dumptrucks covers;
should work fine
Oooooooooooooo were ๐งฐdusk-modsโ now. Nice
at least it's not ๐dusk-mods
this is a personal attack
yeah i wasnโt specific there
they work as in theyre skipped, but readme says theyre still supposed to be solid
theyre not
as in invisible but walkable
that's just func_clip
usually you'd use the clip texture for that on surfaces but i don't think it works in the SDK so we have func_clip
no but you can shoot trough clip
ik you could just stretch out the see trough texture
the one with { i think
or renderamt 0
lol think that's what i did for disregard
yeah, guess you'll just need to use renderamt 0
skip removes a face, clip texture does same as skip but func_clip is walkable
all of them are shoot through
how come the dusk4.fgd objects don't have a default angles key
Cuz holding alt and pressing arrow keys is a better way of turning objects that also assigns a n angle property
Or pressing r
Actually i haven't touched tb in a while so pressing r may not be a thibg
rotate tool
Yes the hotkey for the rotate tool
Finally got the map all sealed off with invisible barriers. Way more exhausting than I wanted it to be at 2 am. Should be done some time in 2022 
I remember when I was delusional and thought I would have it done by this past October.
i dont think anyone has ever finished a map before the deadline they set lol
it's always either right on time or way over it
well actually Jedly has
Jedly is a chad
What did he make
Oh sick
I remember my delusional August deadline lmao
Tbf I was nearly done with the first ver
@honest stag, please do not discuss politics.
???????????
Lmao
ok then
anyway i was VERY ILL during july so i had to drop my jam map
which was a shame since it was a collab with aqua

i still got a screenshot from it somewhere hold on
it took a look of fuckin around with textures
Texturing is really fun
I somehow made my winter jam map in 10 days
I am still baffled by this fact
i have yet to recover from the burnout it caused me
but it was so fuckin worth it its a cool goddamn map even if it might set someone's computer on fire
the wood 10 incident, december 2020
NOOOOO
oh god I forgot about that
bwahahaha
I will never touch the spacebar again
can't believe that was what caused it
literally wouldn't let me compile the map
I thought I would've had to delete entire sections of the map to fix it
but no the texture "wood 10" had a space in it and the compiler DID NOT like thag
and restarting trenchbroom revealed that it did not like the texture either, it was warping and distorting like crazy, like it was physically struggling to render it
one space makes an insane difference like wtf
You can edit the spaces of the textures out in notepad
And then replace the the textures
When i used a texture with a spacebar the .map would fail to start up at all
yeah thats what I did initially
then vriska converted it to valve format for me I think
OH WAIT yeah it wasn't that it couldn't compile it was that it wouldn't load and kept erroring out
and I was getting super pissed until we figured out the problem
and then I was angry at that not being something that could've been caught by TB
the only reason i figured it out is because i opened the map in a text editor after reading the crash message that referred to a certain specific brush
which had something weird about it related to the texture name but i dont remember what
You can tell its a texture issue from the error message, where it expects something but gets a space instead
oh yeah that as well
It expects the bracket for coordinates but gets the number or whatever
started in BB tho I think
Did you use a custom texture with that name?
yep
What if you wanted to go to heaven, but God said
"At line 92182, column 65: expected '[', but got integer (raw data: '10')
First draft of my completely free #webgl space skybox generator. Enjoy! https://t.co/XyIsslqeu6 #gamedev
164
303
Not sure but this might be useful to some in this channel
Certainly so, I could make a skybox there and then edit it to my liking

def could get some use outta this

Or this fucking nightmare fuel
yeah. I never knew Obj2map or any map programs existed. and even now I still do it by hand because I like the manual look better
Potential Snow map
on how many maps are you wokring on rn
that terrain could go with a little less polygons hehe
Secret duskworld information
were is iut
Im really only working on 1 currently, but most screenshots are from maps I chose to stop working on, or maps that I plan to work on again after my curremt one is finished.
Damn you right. Im stupid ๐
ha cute
Dusk lowpoly rat plushie when
oh hey i also have a scrapped christmas map from last year lol
yo how many maps have like a gore ending
It's like the #1 DUSK custom map trope
Better how?
like actually interesting
I mean interesting level design is always welcome
Dumb question. What is a gore ending?
An ending that uses the gore textures
Like the last part of the level with heavy use of gore
makes a level based on a realistic place
scrolls down trough the wad, finds the gore textures
"oh these look pretty neat"
uses them overwhelmingly at the end of the map
thats how you get gore ending
Oh yea like the end of that strelok map by manniacc
is it just me or are textures in a lot of maps all over the place
not literally, it would be bad if they wouldnt
What do you mean?
idk, like theres too many different ones, they dont match, and some are differently scaled than others
That happens a lot in first maps for sure
Well the dusk texture set is quite limited
couldnt be me
one floor texture
everywhere
Couldn't be me, i have thousands of sven coop textures and none of them match with each other ๐
idk i just looked at the steam page and it shows a lot of ss from og hl levels
Having too few textures is a problem I had with many of my first maps. Textures are something to balance
Stuff is convertable
idk what you mean, but you just said a weird meme crossover
Only betas use gore endings, chads use gore starts.
Also I moved trenchbroom to a new drive and now this wut happen?
The texture wad youre pulling from is in a different location now. You need to change the path
okay
Am I dumb or am I dumb?
the file paths are the same right?
is this a pallete thing?
Probably yes if it were my guess
does trenchbroom need the pallete?
can we expect a trigger_sound in the sdk update
for when caleb says something or other sting / sound effects
yeah id love something akin to an ambient_generic for multiple sounds
I am having the same error
if yall still need help i'd check the path to your id1 folder
I fixed it
oh
just needed to go to trenchbroom, preferences, quake, and set the game path to the Dusk Modding folder
this guide is good
needs an update
maybe when the sdk gets an update
hopefully
the fix was in a small paragraph so had a hard time finding it
yeah
layout's a little confusing
and it only shows how to set up the tools, not how to actually get started mapping
oh well ยฏ_(ใ)_/ยฏ


rest in piece dusk bozo man
pulled a gorgon freejus
at the end of hl1, anyways
wip cafeteria and kitchen
Sick tables
Table table table table
now theyre stoves and cupboards and sinks
brush identity crisis
does this hospital need another toilet?
time for dynamic shadows /s
Dusk Cooking Simulator when?
The application to execute does not exist: 'C:\ ...\ .net\makewad\fdwxm5xe.ieb\makewad.dll'.
@ancient depot
i remember ive successfully made a wad with makewad
but now this
Delete the folder it's looking for and run it again
Use the colour at the end (255) for transparency. Make sure the title of the texture starts with {
ah thanks
also please move this channel back to its place above general modding
now
We've fallen lower in the hierarchy ๐ญ
๐
That's looking cool!
You should make the chairs out of brushes so they don't look out of place
Very nice though
could make the chairs out of func_pushable brush props
thanks
Func pushable 
i feel that will be an even bigger mess
is func_pushable just janky like that
so ig they will be shaded but still wont cast shadows
no chairs at least go flying and can be destroyed
i feel like pushables would all just clog up in a corner
If by "light properly" ypu mean making them slightly darker so they dont stand out as much - yes
does trigger_hurt work?
yeah
its in the fgd?
yes
its self explanatory isnt it
its a trigger, so when you touch it it hurts by dmg amount
plus since it's a trigger theres a target field that activates the target when the player walks in the trigger
no targetname, so you cant trigger the trigger_hurt with a target
makes ๐ฏ sense
yeah but when i make one with default values it doesnt work
ig
the objects dont even have angles as their default keys
i wouldnt trust no default keys
wait is for doors
delay is wait before trigger
i think its used in some sequences with multi_manager
and delay doesnt work on trigger_hurt
ok stuff i know you can parent:
doors and buttons with their speed set to 0
func_breakable, func_illusionary
func_clip
stationary objects and objects you can pick up (models from fgd)
monsters, weapons, pickups
triggers: multiple, secret, hurt, teleport
it doesnt?
nope
made a really weird secret
do the textures on kitchen stuff look ok?
yeah
nice duskcute ๐
About that
For reasons unknown to me TB hates default values in custom fgds or smth
Sometimes they work sometimes not
Me and veven trued quite hard to squash all the unfunctional ones
But there are some that don't budge
ok so naming stuff for the explosion
you need the explosive, a detonator and a wire
is this fine?
i mean if the names are correct
Ye
its like im playing some half-life.exe
how did that message even get there
any updates on the Brand new Dusk SDK ?
or the new mapping stuff
that is ti be released summer of 2024?
||D- _u _S-k||
Hey Mr. Fre- wait, HOW`D YOU GET THE SICKLES!?
hey I kind of want to make custom Dusk Maps, is there a software I can use?
I know source games had an SDK type thing
๐ ๐
Thanks
so about linking doors
in this setup, touching any middle door will only open the TOP one and the one you touched
i guess the linking is limited to 2 doors at once?
i can work around this with a button but still
@ancient depot can you confirm i'm not insane
perhaps this is why i was losing my mind or smth
over that one quake door
1 moment
you only see the outside in the last part of the map
but that wont stop me from shilling my creations
this time around no doors link at all
?????
also found a little quirk for all you non-ACSII-windows-username folks
if you have any wads that are placed in folders containing non-ASCII- symbols
the compiler will ignore those wads
resulting in missing tex
so that's nice
guess i'm resoirting to button doors again
because it's a key locked door
oh
thank you
does anyone know if something like the quake start map would be possible
specifically these doors
Why not?
Trigger_changelevel has all the functions you need for that
Or do you mean visuals
as in when a levels done i want them to come back to start map with a door shutting something off
Don't know about the door shutting off, but you sure can go back to the start map

Besides, that's better isnt it
what if you want to replay the episode to find all secrets or smth
hey so i set up trenchbroom
and I cant see any of the textures from the Dusk.wad
in the editor at least
that probably means you lack the palette
like it says its there,
wdym by preset?
do you have a game path set? hit view-prefernces, then select quake
if not, we'll make a workaround just so it can load tex
the guide im using said to set the prefrences to the specific folder im using for mapping
so here's what you need to do, step by step
ok
go into whatever folder this is for you, and find a folder namedid1, exactly that
if it's not there, make it
inside of id1, place a folder named gfx
and inside of gfx, place this file
then restart trenchbroom
that SHOULD do it
if that didnt work, try placing the palette intoid1as well
let me actually restart trenchbroom first, because I put the palette.lmp in the Dusk.sdk folder, so maybe thatll fix the issue
dont forget the gfx too
which?
the dusk4.fgd
Ok i got it!!
nice
does object_torch work as a light source in game
for lights, check out dumptruck_ds's tutorial on lighting
i'd suggest to avoid using dusk sources of light (candles, torches) as they are dynamic and chew performance hard
thanks
dumptruck_ds actually helps alot
even though dusk and quake are completly different games
Torches actually don't affect performance as far as I can tell
actually yea you're right
Burn barrels and candles on the other hand ๐จ
Actually to be fair the one map I'm thinking of was probably because I had like 20
The weird orange science things hurt performance though
Like a lot
Monuments depicting Pharaoh standing outside his parents bedroom at 3 AM after he threw up
currently, not counting intro/outro/trespasser - 3
What would you say is gonna be the average length of each map?
not sure
vertigo's map looks about average, mine takes a bit less time to finish, and aqua hasnt started yet
so it wont be like, a super long commitment to play
i'd say like 15-25 minutes total for the whole experience is reasonable to expect
but this is a shot in the dark
Can we expect more enemy reskins like in Trespasser?
Hi guys
I'm new to Dusk map making and I have a question
How do I make secret areas?
you need to make a secret trigger
when the player walks into it, it counts as a secret
It will be invisible in game?
yup
Thanks man
np
Another customer support file closed ๐
case #2315
Oh and btw, does optimisation matter here?
yes, but in specific areas
try to avoid these things -
map leaks
excessive amounts of enemies
dynamic light sources (for example candles)
and you should be good to go
Thanks again.
Aren't map leaks making the map unable to compile? Or that's only a Source thing?
they'll compile, but all the faces outside the map that are never visible to the player will render
so you're doubling your overall face count by not sealing maps
Got it.
How do I make a sky?
you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
so like we're just applying each individual texture to the sides of the cube skybox in-game
left and right are swapped though
๐
the ziggurat blockout
probably never finishing this, but if the blockout gets done ill send it here for anyone to use
one is fine, right?
I kinda wanna make that lawful good chaotic evil meme but with doors in trenchbroom
whats stopping you?
Correct, if I remember right
Since that was how it worked in Quake
Ohhhhh yeah they do
yeah your map chugs so much with lows specs off
ok i got the pickup system to work
should i make like a preview of where to place the stuff with a transparent brush?
like in subnautica when you are building theres a hologram of where the thing will be
door linking can get really funky
can it?
I mean as long as you dont have a bunch of doors close to each other you're fine :)
i did run into an issue that if the door and button thats linked to that door are touching its not gonna move
thats quake code?
no that's sdk code
whats even the difference apart that you cant open a door with a targetname by hand
func_button is basically an extension of func_door yeah
Though I'm not planning on keeping it mapped that way internally
Just realized how much i need func_door_rotating
(In an easy to use way)
Fuckin
Levers
I NEED levers
I think you have to re-enter, but not exactly sure
It'd just spam out without a delay so
hey so
i completed my first map
im trying to play it
but its not showing up in the SDK
Did you compile it?
thats what you use with the qbsp.exe right?
Yeah
Very basically you can drag your .map onto qbsp.exe and it will shoot out a .bsp version of your map
That's playable in DUSK
Put it in your mod folder
Should look something like this:
D:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\ MOD_FOLDER_NAME\maps
ooohhhh thanks
now on stairs
damn pharaoh, you live like this?
I was fooled into thinking this was a custom Quake map at first.
just got jumpscared by a wendigo i put there myself
Should i make a level thats just wendigos and call it wendigo forest?
i had an idea like that except it was a cave, and you would only be given a single shotgun
Wendigo cavern
yes, finally
i was making the barrier that stops you from triggering an explosion before the explosive is connected for like an hour
stupid connecting door
Done that too once lol
ok i got the whole sequence working perfectly
now how do i stop trigger_counter from saying SEQUENCE COMPLETE!
You don't ๐
oh i can 
you might be able to override it with a trigger that displays an empty message maybe lol
yeah i did just that
will the update have VIS support?
will the update be another rewrite Zombie spent a year on?
will the update?
๐
hospital map update tomorrow (maybe)
Willn't 
ok the ground floor of the hospital is done
this part is really cool, i hope someone playtests it
im not too confident about the combat
Just playtested, the starting 2 floors had me thinking that things might be too compact with more enemies, but it opened up after and the encounters felt good. The scripted event worked well and I like the brushwork, especially those kitchen appliances and the large room with the collapsed floor.
I played on Cero Miedo and thought it was somewhere between easy and medium, once I had the super shotgun things got a lot easier considering having plenty of ammo and the close quarter rooms/doorways.
It's .lit
is that also a comment on my map?
@blissful lion just played your map
a bit late but still
that was great, actually felt nice and smooth
i love when there's enough dedication for mechanics like these lol
and boy do i know how painful it can be to make them
anyway the combat was good, but it felt a little easy for me
dunno why, can't tell
also i didnt find any secrets outside of the first one
i see you removed the sword
nice
2 are pretty easy to find, 1 is much harder
thanks for playing
also idk about the difficulty, it feels hard for me
maybe im just bad
so i watched your spring map jam vid a little an i saw that someone already did something similar what i wanted for my ending, but its kinda rushed and uninteresting while i want to make it cool (and maybe painful)
i probably wont change my plans because my idea isnt so unique anyway, but i thought it was at least new for dusk
anyway, what if this room was bigger
Currently making a trap puzzle
Simple stuff but i hope it grabs attention as smth new
would it be possible to make a jungle themed map using dusk's default textures
Yes ๐
idk i'm looking through the textures rn and none of them seem very jungle-y to me, at best you could make a forest map
you can find some good texture wads laying around so thats probably a better bet
especially when dusk's whole rural aesthetic was all just backwood stuff lol
could probs mix some wads together and still use some dusk textures anyways
thats what i like to do
yeah custom wads are the shit
im going to un-delist the bunker for 24 hours
fuck it
then it's going back in the shame jail
archived 
cool content you have on doomworld @mild juniper i'll be sure to check out some maps
cant wait for your dusk map release
my dusk project is actually a mapset with @honest stag and @alpine depot, its gonna be minttt
Just waiting on the SDK update
making traps turned out to be a lil harder than i thought
but this is super cool
no spoilers but i hope nobody hates that stuff
OMG IT'S OFFICIALLY DUSK MAP SCREENSHOT SATURDAY (timezones don't exist)
what
im not posting any screens yet lol
it's functional stuff only
i'll do some details in a couple hours tho
friday has just started
Oh yeah my b
Go back to your regular lives
But now you better have something for Saturday ๐ค
ill try to make some progress this weekend
i dont have a single thing ready for saturday or any time soon
bought quake rerelease and played it instead of mapping ๐
vriska im gonna steal something from one of your maps and hopefully make it cooler
Just take screenshots of Quake and pretend it's your new Dusk map ;)
good idea
i reckon there isnt any way to copy-paste a door/trigger preset with it's target/targetname keys increasing sequentially
that'd be TOO good
and i did look in the quake mapping discord
you could try editing the .map with notepad++ i'm sure theres an option for that

i dont see parented trigger hurt
underground
supposed remains of the less fourtunate that stepped on the wrong plate
i'll make them better looking later
as well as the whole room
it's pretty barren rn i think
every1 loves platforming over a bottomless pit
also im shocked every time how much does rubble and bricks add to the feel of the map
maybe i'll change the lights over the pit to something else
like very long torches coming out of the pit perhaps
the wall ones arent working that well
that looks absolutely PHENOMINAL
thanks
Yea this is very high quality
gives me Pitfall the mayan adventure vibes
Whered you get the textures?
i stole them
kekw
im suprised you guys arent tired of my "hallway + bricks + dim lighting" trope that i can't let go
or OG tomb raider vibes with a darker atmosphere
but it was too fucky
or indian jones that works too
well actually my main point of reference was the mummy
- DoNt YoU MeAn CraSh BaNDiCooT BouLdEr SEqUencE?*
god
But seriously. It looks amazing. is that the one you vertigo and aqua are doing?
also what was it
all my currently released maps are old as shit and i like to improve on old concepts
maybe i could help out
and i dont have many maps released either
are you talking about my jam maps?
yea map jam
i have a pretty good idea of how it would work so i dont need much help
unless you have/ know where to get a brush car bc the dusk one looks scuffed
i have a brush truck, a brush tank and a brush motorbike
making a car would be ez pz
but from that statement - are you talking about the nightmare sequence?
where a truck is coming at you in a dream and you wake up?
the truck was an old creation back from trespasser
the sequence is what took me a while
isnt it just 1 door?
not too long but making the music/sound match and the speed was a task and a half
yea the setup is simple, the tuning to make it feel right is what's hard
it was - no music -> breathing while in the dark -> truck horn -> actual music
so it took some work
would be a lot easier with custom sfx in maps
but gotta work with what we have
the devs are aiming to make those things transfer over from quake maps
and half life
and a lot more from what i've heard
so it's not the implementation of the feature, it's about making the setups from other games work as well
but i do think a hatched dusk-only solution as a temp thing would be nice lol
whatever we gotta deal with alpha version bullshit
just how it is
is it possible to add custom powerups?
No
my dusk map
it sucks i hate it
this is my favorite creation
sus
Is that neo babylon?
no???
It's my original creation
ignore the blue dots id know why they're there

yo @muted glacier did you check out the new version of my map yet?
i think you'd love what i did with your proof of concept
It just gave me hanging garden vibes. Looks amazing.
And no not yet. Is it on duskmods.io?
Good shit! Ill check it when I get home. Excited.
thanks
at this point i only want the update because of the new version of base dusk
the sdk version is so jank
who cares about that
optimization & ambient
i just want enemies to correctly stun
btw, are textures in dusk wad downgraded to quake palette?
yeah the textures in dusk wad are in quake palette
couldnt a bigger palette be used?
no
what about half life
doesn't half life just use a different palette
same nubmer of colors?
yes
and all other games trenchbroom supports have?
i don't know, they're different games
im just wondering why the limitation if trenchbroom could support more colors
trenchbroom can support more colors
it's just that the textures in quake maps use the quake palette
so trenchbroom has to load up the quake palette.lmp and everythings hard coded to the palette
1 day we'll have this

whats that
external / 32bit textures that dont need palette
ah so in the cristhmas update
haha yeah the christmas update 
why i want update
-door ai bug fix
-game less jank (hopefully)
-this channel more active (maybe)
Vis will only be noticeable in performance on huge maps, and that's if we dont get other optimisations that cut the need for it
I also dont see why we cant have ambience without vis as well unless the devs want it strictly like that
Half-Life stores a palette per-texture, rather than having a single palette that every texture shares
Also vis won't be part of the update
That's been said several times before, but just to make it clear it won't be
Im making my own at this point
well due for an update
Takes a while with all the other stuff
But i figure its going to be outdated eventually
So may as well
There's an official guide of sorts I'm working on, which will replace the dev wiki eventually
Nice, then i guess i can drop mine
The more the merrier imo
Depends
Yeah

freelance work to vriska
ez


""""Independent contractor""""
"that guy"
anything else that it does except handling more faces?
i dont need it rn but i will soon
like there's just no reason to not use it
oh the maps werent big, but my details were... a bit excessive lol
they still are but i've learned to optimise since then
i shudder to remember some of the stuff i did
which one? egyptian or the big project?
big
yea i increased the skylight since then
the flashlight doesnt give enough light to see cool texture work in its glory
i should probably boost the actual lights too
i do hate the dusk flashlight tbh
it reminds me of the HL1 flashlight
there cant be worse than hl1 flashlight
true, but it comes pretty close
that's like the only thing i actively dislike about dusk
yea
i dont mind the bosses (most of them)
i think only like
2-3 enemies total including bosses arent great
the rest are aight
that'd be the cowgirl, the turret and probably the bone balls
balls arent that bad
i just feel like the bone balls are useless and dont pose any threat
i hate homing wizard proj cus theyre too slow
what if there were 100 of them and you were playing on duskmare
so its sometimes like vore proj
they dont hit the wall
i use props to avoid the homing balls
accelerate
btw i forgot the dev wiki exists
i dont think anyone actually wanted to use it
especially after the bot attack
i think the bot shit are the only pages left lol
oh wait no the actual ones are there oops
x-l-r8
Has anyone made a dusk map based on a distillery?
No
aight
its been 2 days
is Strissel dead or something?
im in desperate need of validation
No im not dead ๐๐๐ i came down sick the other day and havent been on yet
But thank you for caring about my well being 
i hope you get well soon
im sorry im so demanding
i just hope some day this channel will be more active so we wont need to rely on like 3 people
for feedback and stuff
yes, it's like valve vs original
it's just better & stuff that supports the format is p much the same
i can see it becoming more active for a brief period after workshop release
but eventually it'll be around the same as now
which is still good
will bossname make a standard enemy show its health bar at some point?
that would be cool
it doesnt?
are those an obstacle or just for show?
cool discount danmaku
Hi there,
been out of the loop for quite a while - what's the current state of the SDK? I did read up on the pins and scrolled through recent messages and read something of an update - is there an ETA on that?
christmas 2021
Oh - is the update available on a testbranch?
no
that was an unofficial date
making brush car rn cus the default one can explode
brsuh car is
done
wow that didnt took that long
of course i copied the dusk car
Rammstein ????? ๐ค
where could i get some sound effects?
For example?
He just really likes Destroy All Humans for the playstation 2. Calm down
basically i need a car engine sound that starts up, does like 3 of those "vrooms" when not moving and then starts driving at full speed
and then crashes
I found sfx for maps on youtube then slightly edited in audacity
i havent use that
ok i think i found something
i still need the crash
i just need a short crash sound without any break sounds
and apparently thats hard to find
You can probably edit out the "breaking" if its at the end tho
no the breaking is before the crash
at the end it would be fine since i could just change the music then, but since its before i would need to learn how to edit
does .mp3 work for music?
i think the music files are flac
most maps use .ogg
I use flac personally
ok i converted to flac but it doesnt work
how is it set up?
its the same
then the issue is probably that the trigger isn't actually being triggered
music in worldspawn doesnt work either
Btw
What zom means is that the trigger has to be activated by targeting it with something
Its not a "walk-through" type of trigger
Can you show the setup + folders of your mod
And the worldspawn key
Thanka
thank you
And the sound file?
aight lets see
oh i think i know what was the isssue
lemme just test it
ok i wasnt right but i tested my own music track and it worked
lemme try smth else
it works
not exactly sure what was wrong but it works
hey check if your music volume is lowered just in case too
is it already at a 100?
btw you have to leave the menu for the music volume to apply
yeah so i have the sound on 25 and music on 100 and its barely ok
if the sound file itself is too quiet, just boost it in audacity or something
i found something to boost it
kinda bad that we have to rely on player settings tho
oddly enough i heard it just fine at 25
and general volume at like 10
system volume not really high either
do you have one of those headsets with volume sliders
maybe it's set to low
but like jumping is loud enough
ill try again
ok 25 on music is not enough, 100 is
so is music slider % of master volume?
ok ill just say that you need to put music on max
Yeah master volume affects everything
So the music slider works on top of that
Which isn't great, imo
how do i delay certain actions
like i trigger a door but i want it to open after 1 second
Pretty sure it works like in half life where a trigger can be given a delay keyvalue and a number for how many seconds to delay the output.
yeah only trigger works like that
What are you using to trigger the door to open?
multi_manager
im gonna use point trigger_multiple
also if you want your door to not exist parent it to a point entity door
fuck i gotta use multi_manager for each trigger
oh no multi_manager has delay if you put it in the value of property for target
is wait not working properly a bug?
ive seen multiple times that doors would go back much faster than supposed to
Not sure if multi mangers delay is supported yet
It is
Are you using trigger multiple with doors
any1 wanna playtest this?
im not sure if the sequence is too long or not
no lighting for now and ambient music is placeholder
I'll give it a go when possible
thanks
Things could get funky when entering a trigger_multiple over and over
you can trigger a trigger with a targetname





