#dusk-modding
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the only times i've seen doors going back too fast is if they were triggered 2+ times at once
or while the door was still in motion
ok
aight gonna play it now
sry i took so long
also you are based for making new versions AND naming them as such
i'm too lazy for that
hahaha that's super neat
i love that
simple yet so effective
i do feel the player is going to be confused and not move out of the way immedately though
i didnt
an instakill feels a little too harsh
and save-loading breaks things as you know
well getting ran over by a car doesnt just make a scratch
the biggest problem would be making sure player doesnt clip trough the wall
and theres so much signs showing whats gonna happen
the engine turns on and the lights show you which car is on
yea but considering the fact that like, 1 map even uses a moving trigger hurt
ppl who play maps arent used to this stuff is what im saying
oh i'm not arguing you should like remove it lol
just saying an instakill is a bit unfair there
imo
I'd say just statistically people will think the engine and the lights are just a way to trick you
Maybe a msg on screen saying "run"?
It's good to remember that
(1 the saves system is not very good in the SDK, I think maps should avoid creating situations where players want/need to use it (such as instant death traps).
(2 People have much less patience with custom maps than with official maps
If you want a second opinion that's mine
yeah i agree, esp with 2
im hoping the saving gets fixed in the update
i cant make the car not instakill since it would push the player into the wall
also, what broken with loading besides breakables and doors with angles key?
Players also just get the sword ๐ญ
When they load
Also the kill and secret count bugs
wow you forgot the worst one of them all
turrets respawn
also enemies may get de-alerted i think???
unsure about that one
God why
what the fucking hell
i remember a brief period in time where every single map released for a couple months straight had turrets
i hated it
Classic problem
compiled again and its fixed
kinda looks cool in a way
i opened different tabs and maybe compiler didnt finish
is it worth skipping faces of brush entities youll never see?
i'd say yes
if you turn it into a habit and keep doing it - it'll pay off with lower compiling time
in the long run
probably performance too
that goes for all brushes imo, not just entities
shouldnt sealing do that for you
partially
sometimes you have brushes within the playable area that are still never visible to the player
for example you make a closet in the room, and sealing won't cut it out
cuz it's inside of the playable hull
so you cut the back of it manually
or the underside of a stool
or the top side of a celling fan
you get it
yeah
could we get a targetname tag for trigger_hurt in the next update
so that whenever trigger_hurt gets activated by something else the player takes that amount of dmg
i guess someone could parent a gigantic trigger_hurt for a specific area to a func_door and target that func_door to pass the trigger_hurt over the area really quickly but that sounds insane jank
Also
It doesn't have to completely stop at the wall right?
Maybe something like a pole?
A pillar?
Several of those parking yellow pole things
Forgot the nane
Name
maybe the poles
hey just a quick funny haha question what is the file size limit for a dusk map
There isnt really lmao. The larger it is the longer the compile time.
apparently -bsp2 has a 4gb file size limit
4...gigabytes....
You got a 4 terrabyte map??

doubt anyone's even gonna come close to the 4gb limit
bsp2 can handle "nearly infinitely sized/detailed maps"
My nacht map is about Half a gigabyte right now, but by the time its finished im sure it will be a gig or just under.
are any of you familiar with gm_bigcity
your point being
hehehehehehehehehehehehehehehehehehe
the fuck
my biggest .bsp is a 2-year-old map where i went batshit insane on tiny details (which arent even any good)
unsealed, fucked, long-compiling mess that i somehow had the guts to release and call a map
funnily enough my current map is nearing that file size and it's not even 40% done
oh and that biggest map is like
17 mb
Which map is this?
mansion
Naturally
Wait now. Youve got me doubting myself. Theres no way my file is that big. Maybe im a fucking idiot and cant read file size.
Are you sure its not like
500kb
Or whatever
Not megabytes, kilobytes
If you're talking about .map
Which is a totally reasonable amount
It honestly might be. Im not at home right now to look but that sounds wayyy more reasonable if your biggest map file is 17 mb
My biggest bsp*
My biggest .map is way lower
Not sure how low
Cuz .map is literally a text file
Hm. Im curious. Ill keep you posted when I get home in about an hour on the size of my .map and .bsp files.
i wonder what my largest map size is
can't figure it out off the top of my head cuz all my maps are massive lmao
Alright. So my Nacht Der Untoten is 69 megabytes right now.
I'm trying to set up trenchbroom on my mac, but i can't find the SDK folder in the game files. It's been a while since i did this, and back then i was on windows so i'm not sure what to do
The SDK is not available for Mac or Linux, so Steam won't download the files
You could probably use Proton and it might work
Idk what that is lol
iirc a program that lets you run windows programs on mac
Linux*, though I originally thought it worked for Mac too but apparently it doesn't
It's basically Valve's fork of Wine
l*nux
m*c
fuck you fullbright models
iirc they pick the light level of a pixel right below their origin point
but you can lightproxy them to make them darker
they'll still look weird cuz no shadows but still
doesn't duskdude's weapons do that too
is that why it flickers to fullbright sometimes?
yes, probably because you go through the floor briefly as well
sometimes
like when doors shove you and shit
or when there are small gaps between rooms in maps
Wait even if you light proxy theres no shadow? So its still all one shade of light? Or does it just not leave a shadow on the ground/wall?
i think it means that the model won't selfshadow or shadow the world based on lighting around it
only from that lightproxy
clearly the next step is for some sick bastard to turn every dusk object/prop into a brush prop equivalent
definitely didnt use snap to integer once
thanking god for CZG's arch tutorial and ctrl+j
Ive done some of those. Nowhere near all of them, but I was tired of not having shadows and I dont know how to light proxy, so I just made them with brushes
i did the car and 3 lights
actually are those any machines or vehicles?
could use them myself for my map
if not ill just make everything in that garage a car
gon make u a car now
i have a brush car
you'll have another
i'll use dusk tex, but not the car ones
good luck
epic, really thank you
and you can recolor it for epic variety with ease
I had to scale it up a little
not needed rn
aighty
thanks again
i gotta do combat again
i have a urinal model ๐
I also have these cool silos with masterful brush catwalks
Well, technically 1, its the trucks used for my map, but theyre sloppy as fuck and the rotation on it is screwed. Not to mention its dated from ww2 so it looks old af. Not that it helps you now, but after my project eventually gets finished, I intend to make a map with all the brush props that Ive made and share it with everyone and update it so that we can get a large catalogue of brush props that people can use to make maps. Similar to the way that people make maps in Fortnite Creative (cringe I know, but its fun, sorry).
this part has pretty bad combat
i would love if someone playtested this
how do i make the son of intoxigator have the correct lightning?
is he still dark if you place him in a fully bright room?
if yes, you can lightproxy him to some entity that matches the room's lighting
well you can lightproxy him anyway, but if this is a consistent bug then it's the only solution
i just got free, so if that's the relevant version - sure
died haflway lol
repalying
also
make this table lower, the maiden is having serious trouble shooting over it and just walks at you
i cheesed her with pistols
yeah ur right
also i dont think i saw it before, love the killing mrt machine
also
this time around i'm not sure about|| the wendigo after the blue door||
it felt like i had no way to react in time before i realised it was even there and getting hit
maybe plce him further away?
or iunno maybe at the top of the stairs right after you exit the room?
fuck
aight i'll lower it down to i can take it
oh you were on cm
i wasnt supposed to?
idk i play on icti
yeah ig its fine for base maps when youre good at the game
but you know, no saving
true dat
that's also why i play them in the middle of the road difficulty
it's aight the map is good i dont mind replaying it a couple time
s
i didnt reach it yet i think
the part that felt a little bs is the dropdown right after the explosion
oh i understood you were done
i got swarmed bad by the goats and the scarecrow
i was very conservative with my shotty ammo but i only like had like 4 shells so i managed by using 2 ssg blasts
if it werent for that i'd be dead earlier
but anyway i died after the yellow key pickup
didnt expect shit to spawn
?
k
currently breaking every single chair to get free armor
yea the parking lot sequence is too much
like, too much
very cramped with a shit ton of enemies, both ranged and melee
imo
well i did it last time by accidentally baiting a ton of goats in the stairs and blasting them with the ssg
this time i couldnt do it
for now
got it

ok now postpone?
how about they show up in this room?
it's not really used anyway
and it's on the path to the yellow door
theres 2 enemies there after you get the key
ah shit
i'd say both
too cramped with too many enemies at once i think
just placing a bit less would fix it i think
yea easily
then thats zomibes problem
jk
ill change it a little
and parent a trigger_once for that wendigo
also do u think the dinning room needs another restroom?
like where that scuffed door is rn
custom dusk map with a focus on horror
remove "custom"
i really just want to see more maps with a combat or even set piece focus, dusk's horror is great but i don't want to get spooped all the time
set piece is what?
all maps are combat oriented, the horror is just an added atmosphere touch
there are no maps without some focus on combat
mine has pretty tight combat
plenty have set pieces too
also what i have planned for the end should be more memorable than most base maps
yeah but like, the aesthetic is the thing, i want to see some more of the other aspects of dusk's aesthetic, not just the stuff that makes for good horror
just because a map is horror doesn't mean it's trying to simulate specificalyl dusk's horror
what else does dusk have thats not horror
examples - shadow of strelok, sinner's trial, insomnia
the first 3 custom dusk maps i played all had a horror focus, a red skybox, and were dark as fuck
also, define "horror" and you'll get totally different maps fitting the category
ok uuuuhhh e2m2 type maps
what about the explosion and the room with collapsed floor?
imagine it like a quake map
you fight, explore and there's some dark areas sprinked in
there isnt exactly a focus on walking around trying to be spooky in any that i can remember
well then i guess i just want some variety in the look and feel, a lot of the maps felt a bit same-y
likely because a lot of maps are made by first-time mappers, and by using dusk's default textures you really only get the dusk feel
i'd like to see more snowy maps that would be neat
whenever a mapper introduces more custom stuff, it becomes a lot more distinctive
not a lot of them use the daytime skybox
sure
snowy maps are hard to make because of a lack of snowy texture packs imo
the snow could get boring
hence why i said "more"
i also kinda want more of the episode 3 evil castles and stuff
oh boy oh boy lol
idk how the combat is gonna play but the texture work is great
one is a town, other is extention of my previous egypt map
actually i just that of something: would it be possible to make like, a space themed map
also duskstein
oops
wrong reply sry
depends
if you're just walking around a spaceshit without any antigravity-like bs - easily
...spaceshit
i'm keeping it
but then you'd have to consider
in space, what kind of enemies would you see and what kind of weapons would you use?
you can retexture guns, maybe even remodel enemies
space station made up of erebus reactor escher labs and neobabel assests with this skybox
nah, i like the idea of only using the default assets to make something new
suit yourself, you're not the only purist here then lol
then again, by doing that you'll have to use farmland/magic enemies in space
goats welders and mages and shit
Yes, and i'm okay with that cause i think it's funny
tbh yes
also i think some enemies could pass for an alien-sci-fi aesthetic
mayhaps
like this fucker
hello ive taken youre advice and ill be a little more creative
this is the new wip map
well call it cruelty dusk
little imsim map with a target to kill
i suggested that already
like like we could get more people and each does one map
and someone can retexture enemies and weapons to look like in cs
there
we were discussing it before that
anyway that sounds cool but man i'd need to finish my egypt project first
ive got a map to finish too
and im not too sure about making new maps until theres an update
a lot of mappers got stuck on that and were left hanging for a long long time
so i'd say go for it
ok epic new map finished
honestly tho? cs maps would be pretty easy detail/lighting wise
tbh i might do cs
which are always the biggest hiccups
yeah
so like
no details OR lighting lol
i think cs maps just have light in worldspwan
yea, aside from those dark areas
details can be dumb and not too detailed
like gambling machines and shit
and you prolly dont need to worry about being realistic
water won't look weird cuz everything is fullbright omg
lmao
when i finish this ill maybe do like a cs bank
while i wait for fog so i can make my next cool map
it could be lower 2
how finished it is?
not sure cuz i don't know how much veven planned for it
but it's a lot
iunno if he's finishing it
maybe it can be lower 3
its gonna start the same way lower ended
and its gonna be deep
like literally
also
pretty easy
Based Cs textures
Oh shit
dont see why not
Yes
it doesnt work
how are you doing it
a green light, under it a func_detail with a targetname
then somewhere else the horror with lightproxy
odd, 1 moment
i'll test it
try placing an entity, like a chair
it works for me
like this -
btw the light won't change as the targetname entity is moving
it'll be blue even if i move the chair out of the blue light
doors work too
that way the light is dynamic
like, if the door moves into a lit up area, an entity lights up too
and as it moves back, it fades out again
i can show it in action too, 1 moment
disco monster
sry for the sound at first lol
also forgot i made this parking truck
"""parking"""
func_door_rotating?
door which is parented to a rotating door, then timed and speed adjusted to make it seem like it's trying to park
it took way more effort than it looks thanks to the damn rotating door
never really used it
wait so moving doors can get parented to rotating doors?
as well as other doors, which can make diagonal vertical movement
but there are problems
i tried it and it only wokred if the parented door had a speed of 0
like making them actually work in tandem by correctly getting the direction, length and speed of both doors
actually the truck is also breakable, sorry
ehre's how i did it
button connects to a rotating door, then the rotating door activates a func_door
the breakable is parented to both of them at the same time
super fucky to get everything right in terms of speed duraton and all that stuff
thats possible?
i tried to do that
give 2 entities the same targetname
didnt work
i guess i said it wrong actually, the thing is so confusing i'm getting mixed up myself
i made it quite a while ago
so a door parented to a func_rotating
yup, which is activated by a button
the rotating door is parenting the door that it activates

cool targetnames
i can, but it's a testing map so i just wanted to have them visislbe to see how exactly they act
yet, sunlight to be specific
it's way easier to direct sunglight this way instead of using _sun_mangle
neat, diseased horror
Keep in mind that you're not playing the map for the first time
You know what's coming
yeah ik
ill make some delay between teleports in the ambush
which monsters do i teleport first?
fodder or heavier?
Yea i don't like it like that
I want to see and asses the whole situation at once
Imo
i really want that fight there
cuz the first part you can just cheese from the staircase
do i give you the superhot powerup there?
i changed some time between teleports here and added more health pickups
in this one they all teleport one by one and i feel like its fair
also im gonna start the combat music there so that might help?
func_wall_toggle works btw
def wouldnt help me with the explosion set piece
of course you can parent stuff to it
when you come back from the shadow realm you are a completely different person
wow, we had support for that?
what the hell?
tf?
did you seriously parent the fucker to a toggle wall and actually send him to the shadow realm
that's amazing
whats happening in the video
it's incredible he even came back
i ASSUME he just parented the poor mage to a func_wall_toggle and turned it off and back on
yep
yea figures
i think you can do that with breakables too
and if you parent something to a door thats a point entity that something never appears
reading text in maps
scaled down a 512x512 texture onto a 16x16 face
DUSK library when
what do you think about a brush that shoots welder's fireballs at you?
Cant wait to read a novel in a dusk map
gonna copy all of the messages here and then make a texture out of it, then make a map around it
ok so i have same 2 func_illusionary each parented to 2 same doors set to starts open
but 1 illusionary is in the correct place (open) and the other is in the place its in .map, but its still moves in the same direction as the other
Not sure i follow
2 separate setups that are working together even tho they shouldn't?
Is 1 illusionary in the wrong position?
the opposite
they should work the same (with a delay)
so lets say the illusionary make a door
in the first one, the door at the start is open, as it should be, and when you activate it it closes
second one is closed and when you activate it it doesnt open, but moves in the same direction it should when closing
Might sound stupid but try just making the part that doesn't work again
i copied the door and parented a new brush to it and it worked as the second (wrong)
so ill redo the door ig?
Yea
its that floating button all over again
yeah i made the door again and it works now
just skipped 1110 faces
vis doesnt do anything rn, right?
Yes
so i dont have to run it at all in the compiler
man does bouncing lights run faster on a sealed map
Lights in general are faster on a sealed map
Much less work when your pc doesn't have to lightmap all the outside faces
yeah
what do you think about a brush that shoots welder's fireballs at you?
or any other projectile
youll have to destroy it
there's the destructable fireball trap already in place, do you mean something like it?
yeah, maybe different projectiles
but i will still need to use it
because of the very funny mechanic
and different looking
dusk hd models when
Sooner than you think
nice
so i think im gonna go with welder's fireballs
sadly boneballs dont want to attack the fireballs shooter
just scary jank
i just spent like a half an hour fixing what i thought was a compiler issue, but it was just that moving brush i put there earlier
boneballs are basically ambient
my map will literally be just set pieces with parented brushes from now on
Ran my compiler with Vis one time. Made me sick to my stomach. No leaks and it still took 14000 seconds
Hits like a grandma
damage It does with the skulls is so weak
it can't even fly properly in the sdk
just... floats and wobbles around with no gravity when shot
Probably hurts their feelings tho
Are you trying to instakill an enemy?
If so, you can telefrag them with either another enemy or a prop that goes in the same place where they teleport/stand
oh right
do the just have to be touching
or like precisely in the same spot
sadly the welder's death explosion sound is really loud
oh its so jank
Touching is enough
theres like a 32 unit clip between the welder and the teleporter
but when i telefrag him he still gets teleported
If you want some jank
wait until you notice the animation speeds being subtly wrong in the SDK currently
Like the mage's idle/walk animation
I FUCKING KNEW IT
the welder walks and shoots at the same time
i did notice something wrong with them while looking at blends and my ported iqms
Fuck
monsters getting stunned and still attacking is really painful
ok i think im gonna share this version soon
its really cool, but a little proof of concept
ok parenting stuff to doors that are set to start open doesnt work
theres no way to break the flashlight, right?
nope
oh my god this took fucking AGES but im proud
i also cant use it anywhere unless i really fuck around
but u know what? i dont care it's pretty
pretend there's a sound effect of mechanical doors like in half life
what exactly took that long?
the adjustments of the rotating doors
they have a whole 3 axis they can rotate around, and it's not imeddiately clear which is the one you need
the origin points between the doors are a whole nother story
and the way they are actually placed makes it a nightmare to adjust even a little bit
also speed and distance
isnt speed and distance of them all the same
placing the first 2 doors and getting them right was the part that took hours
then i adjusted it and copypasted
isnt distance in degrees?
it is, but "distance" is the property that also dictates which axis it rotates around
isnt that spawnflags
i guess i said that wrong actually
it is a spawnflag, but i had to figure out how to make it rotate in the direction i need
like, to the left and not to the right
it was mostly origin point fuckage and trying to make the 2 opposite doors allign
i kept going back and forth changing minor stuff and testing testing testing
ah
and i cant even use this anywhere really lol
f
are there any movement maps for dusk yet, ya know like bhop maps, surf maps, rivet jumping maps
Yes a couple
Rivet jumping, both of them
Actually there's one "deathrun" concept map where you just jump over fireballs like you're mario
And someone made a parkour map a couple years ago which i probably still have sonewhere
Altho it wasn't released i think
It's very cool mechanically but i think it wouldn't be right to publish
imagine a duskworld surf server
if i ever get around to making that dusk map i've always wanted to make (lava factory in space do not steal) i was thinking about using this as the music
ah yes, the production of molten rocks in space
cool music btw
i wish i had some for my map
just wanted to be clear about something: does dusk use stems for it's music?
im confused
shieet
oh so the system is not the one we have
it isnt broken anymore too?
The system you guys have now is only broken because it was written in like 2 days and is a hacky mess lol
This one is a proper save system integrated into the game
cool
now just hope all the other bugs are fixed
at least a lot of them are fixed in the new base dusk ver
Yeah the new update is a lot more stable, since it's well, the actual rewritten version
But that's also why it's taking so long lol
will it break old maps?
Some of them, potentially
but I have a tool I've been working on that automatically upgrades them
Both the .map files and the .bsp files
the .maps will need an upgrade? any examples of what would need to change in .maps
func_clip?
Just stuff like entity changes
Like a map right now could be relying on a bug or something
Or some kind of inconsistency in how the SDK currently implements func_door etc
yeah but you cant know that
got it
the upgrader would add extra properties to those to say "use the old behaviour"
oh so just all entities that got changed?
yeah
also what's wrong with func_clip? well aside from the fact that its a dusk-specific thing
the only thing that could be significantly changed
As for save editing in the new update, you could use any PNG chunk editing tool
since other stuff is from quake/half life
just to be clear, is this new update gonna fix custom maps running like ass
For the most part, yes
dont they run like ass because of the dusk models?
Depending on your specs a huge map like ad_sepulcher might chug a bit still
Nah they run badly for a number of reasons currently
whats ad_sepulcher
big quake map
The largest Quake map ever made
from arcane dimensions
i tried playing vertigo city once i think i saw smoke coming out my computer
The BSP is like 50mb
oh
mine is just like 12
i did some nasty brushwork recently, which im gonna copy, so i hope it affect performance
i havent really seen brushes affect performance to any significant degree thus far
it's always the enemy counts and dyniamic lights
oh cool
i would upload the new version today but i have to fix stupid parenting doors
What should affect performance the most currently is the number of unique textures, the number of enemies, the number of dynamic lights and the complexity of the lightmap
The number of entities in general can also poorly affect performance at the moment
number of unique textures? really? huh
Yeah, the game needs to split geometry by texture and lightmap
hey speaking of unique textures what do you think of this grass texture i "made"
For reference, on a PC with a 2080 and 32 GB of RAM, ad_sepulcher can chug to like 10 fps if enough splits are made (eg, if I tell the game to split lightmaps by 256x256 instead of the current 2048x2048)
but basically more unique textures = potentially more splits
if youre actually gonna use it u need to know its gonna be downgraded color-wise
That's not a bad number
Think like, thousands
ok yea then it's not a problem
what do you mean
color palette limitation
like 1000 differnet textures in the wad?
oh, well i don't mind that
in the map itself used i think
from the wad used in the map
It means more potential splits
from what i understand it's the actual usage and not just including the wad
so if u use 20 out of 150 tex the 20 are the ones that count
yes
i meant like if you scaled 1 texture differently
nah that doesn't add to the count
yes it only applies to maps that are lit
i was today years old when i found out that the using the scroll wheel whle in camera mode in TB changes your camera speed
holy fuck
god, must have taken forever to match keys
i could have used it so many times
endless targetname hell
isnt it right click + scroll
yea right click to be in camera mode
cant belive i''ve been using tb for over 2 years now and found this only now
how do i make brushes ignore the lighting around them?
yeah
well you could use _minlight on a brush entity for example
which would give it a minimum light level
like to be completely dark even if theres a light next to it
hmmm
cus minlight is not that bright
_lightignore n
on a brush model, like detail or group
whats n
variable for 0 or 1
door?
1 makes a model receive minlight only, ignoring all lights / sunlight. Could be useful on rotators / trains.
so 1 for ignroe
yeah
oh right, that exists
what about 0
ig it would do nothing
no idea if it actually works, i've tried to use it on brush props and the lighting didnt seem completely flat like i wanted
it works good enough though imo
i need it cus im moving a door to a different room
yeah
that page is really helpful
and it helps for doors if the lighting is somewhat similar all around
the what
trigger_auto works okay?
new version
2 cool things added, more of a teaser to whats to come (and maybe a little proof of concept)
i hope its jaw-dropping
and now the map is sealed
the end right now is when you destroy the brush that shoots at you
hahahah wow that is actually sick as fuck
the teleport was a lil bit noticable but its still neat
did you make the welder fire through friendlyfire with something?
and then blocked the friendlyfire target with a teleport?
as a guess
the fireballs shooter shoots him
and he's pissed at it, neat
which part is cooler
i like the illusion of the eye following you, neat effect
yeah
how did you invert the faces on the sphere if i might ask
i meant the initial sphere
?
that being the inside faces are the visible ones
oh
on the eye
its like 5 different entities
so i extruded the faces of an convex sphere
and made those extrusions illusionary and skipped all the other texture on them
yeah
really cool to see this map grow from 4 rooms like this
dear lord
its ungodly
prolly 95% of verticies on that are of grid
(which is 1)
so its like 2 illusionaries (that could be 1)
1 breakable
1 func_wall_toggle and another illusionary parented to that wall
i def wouldnt use more than 10
i spammed those basic spheres everywhere in a test map, the compiling took long but pref wasnt bad
I made a pool table for an unreleased map, and all the pool balls and que were spheres that had literally hundreds of faces and sides, shrunk down realllllllly small, and when resizing them, crashed trenchbroom no less than 40 times. And when i did get it working and saved, loaded up dusk and looked at the pooltable; Instant 3 frames a second.
lmao
i think that my shperes have 128 faces
so you need to split them to work
but i dont actually use the full spheres iin my map
One of my first maps had flowers in them
And that wouldn't be anything special but they were 0.125 grid flowers and each flowerpot had at least a dozen
Eventually my map stopped compiling
I also made a bowl by carving out a sphere
I crashed TB several times while making it
that sounds easy enough though
I had like 3 weeks of TB experience
ctrl shift k could be a disaster on a complex brush
Yup
Lessons were learned that day
I found screenshots
Brings back memories
When we didnt have music implemented i replaced the sickle draw sound with an entire music track
And kindly asked the player to not use them cuz it would reset the music
We didn't have custom skyboxes so i slapped a big black box around the outside to pretend it's nighttine
It's awful hacks like that which motivate the addition of proper features 
lol
mandatory item pickups where their sound is ambience
changes ambience for the area u enter

Oh and the lack of colored lighting (as well as lightmaps being fucked) made lighting things with candles common
And a short map chugged like hell
Bad times
Piss yellow default skybox tho ๐ฉ
@blissful lion you gonna upload your hospital map to steam when the workshop update drops?
I remember purposefully staying away from that map when I read about that jank...
yeah of course
killtarget doesnt work?
to my knowledge yea
what kind of loop?
like i have 2 multi_managers triggering each other
and what are the multi managers doing? maybe there's a way to stop the action and not the managers specifically
yeah
maybe moving trigger multiple?
a giant trigger multiple over the map that is parented to a door
the trigger triggers the door and multi_manager, then it moves away from the map and comes back to be triggered again
when i want to stop it, i make a really fast loop with multi_managers that triggers that door so it doesnt close
or maybe parent it to a door that moves in opposite direction
with the same speed/distance
so they counteract each other
actually wait fuck
idk about parenting something to 2 things
wait
what if i send the multi_manager to the shadow realm
A loop? Think you could parent to doors or buttons to make a jank Func_train illusion? Like pistons going up and down or something?
yeah sure
@blissful lion have you tested any more half life features that work? aside from func_wall_toggle
i need to add that shit to the fgd
actually imma just go over every func there is availible and see what works
man
honestly considering a visit to a neurologist at this point
forgetting so much shit
do you know a hl1 mapping server to ask that?
nah i've only been to quakemapping stuff
i just assumed we havent had that many HL features at all
i also dont think they'd know
yeah theres only wall toggle and multi_manager
breakable too
what the difference between door rotating and just rotating
No clue, but maybe it's rotating continuously?
does the second one even work
google how to use it
so you just added it in the fdg without knowing if it works?
...we have it in the fgd?
yeah def
we use an .fgd made for J.A.C.K as a base, i handled model porting and veven handled actual fgd lines and brush/point entities
at midpoint veven had to stop working on it and i took over, just added whatever was missing and assumed he managed to clean it up by the time he stopped
oh ok
so i'm assuming func_rotating was just skimmed over
so theres also door_secret, idk if it works
it works, but it only makes sense to use in quake
cuz in quake if you approach a locked door it says (door opens somewhere else)
so if you want a secret door to now show that but also be locked, you use func_door_secret
we saw no reason to remove it, maybe it'll be more useful later
ye but doesnt it move 2 ways
that too
does that work
unsure, i tested it like a year and a half ago
i dont think it does
but gonna slap it just in case it does
func_group is just to group up a bunch of brushes to move them around easier and stuff, similar to layers
func_wall is basically a dummy brush entity that just makes something a brush ent to my knowledge
difference between that and func_detail is that it can seal maps, while detail doesnt
also func_detail helps with VIS
lol func_conveyor just disappears
as well as _guntarget
wait when you trigger them?
it doesnt appear in the first place
oh
both
yea secret door doesnt do the lil push-in before moving
func_rotating doesnt seem to work
func_platrot doesnt either
also remembered that trigger_relay worked while testing
ye it totally does, i remember now
havent really seen a use for it since multi_manager is a thing
actually i think it can send a specific trigger state to something, but i dont remember testing that
it can toggle or something
does that work?
i think the patch notes say relay is just a copy of multiple for now
some bad geometry to block off parts of the level
are custom weapons doable yet
Nope
can you change the stats of existing weapons
No
how many eyes do you think i should put in my level?
like max
4
i think ill put 6
3 on their own and 3 in the big room
now i gotta redo the lighting
?
neat
i'd lightproxy the pickups to match the surrouding light tho
