#dusk-modding
1 messages · Page 105 of 1
can i only run lit?
you mean light.exe?
you can turn off qbsp ig
if you''re using the GUI
just generating a .lit file - dunno about that one
is the fgd also limited to the quake color palette?
Those two arent related
The fgd is just a text file full of entity definitions
The models are seen as-is pretty sure
idk the arrows dont look too green
do useless entity keys do any difference?
Nah
We kept a lot of stuff in on the assumption that it'll be supported later
Consider the fgd as being in alpha just like the ssk untill it's fully done
Sdk*
i said cuz i get angle on lights when i copy and rotate them with the brushes
That's automatically added by tb when you rotate stuff
Not fgd specific
Doesn't do anything tho
Dw
dw?
Don't worry
k
Where do I find the dusk.wad file?
in the pinned messages you'll find the dusk_transparent.wad
same as dusk.wad but includes a bunch of textures with transparency
cheers for the quick answer
Any news on when model replacements, scripting, etc will be possible?
Ememy models can be replaced
Well most of them
so hdusk is possible?
except the lewd animations, which no one wants to see anyway
lighting this up without making it too tacky will be quite a task
the doom 3 darkness isnt gonna cut it tho
light the room on fire👍
but actually i think it looks really cool
maybe add more torches
im tweaking their delay/wait values rn just to see how it pans out
and maybe align those textures on top of the image
there will be a cooler doorway later
i dont wanna mess with those values
instead of just a square cutout
seems like too much work
almost there. too bright
or rather the light is spreading too far
juuuust a little tweak
there we go
i love lighting
not really
delay dictates the way light spreads, wait dictates how far it spreads
the lights above use delay 5, wait 1.5
oh and -bounce
are delays 3 and 4 the same on all waits?
I think so yes
I do suggest you reference dumptruck's vid about this since he goes more in depth about all this
i dont he goes into too much detail
is it possible to replace weapon and item models as well
Super Dusk Maker
Sorry, Im out of the loop now, do we have any indication of when the SDK update will be released?
My project is roadblocked until that comes out
Nope 
its being worked on very actively
its kinda weird that the first year you release regular updates and none the next year
well, most of the updates that we released were to make the game playable at all in the sdk, so people could use it
but most of that boils down to us being a very small group of people, and having to work on what makes the most sense
i guess now its playable, but the bugs, performance and the fact you cant save makes it not fun to play
right its a functional alpha so that people can still work on things
and thats about it
it will be a pretty big improvement when the update releases
well i just think more smaller improvements (updates) would be better
unfortunately thats not possible
thats not really the issue
the version of the SDK you currently have is attached to the base game like a tumor basically, its just hacked in functionality
the new version is a complete rewrite of everything
so there is no way to just incrementally do small updates, it has to be done in one go
i would say the next update would be a beta, vs the current alpha proof of concept state
however we'll see, as there are varying levels of completeness we could release at
ah
it will depend on what we want to do, and how we want to schedule it
so it will still be in beta branch
however, after the next release, we can EASILY do incremental updates
cool
eventually the goal is to completely replace the base version of dusk
but that will only happen when it is able to replicate all functionality of the base game, which is why the alpha/beta model is being used
so people can still enjoy custom content if they want, without compromising the original experience
that will be included in the coming update

its one of the primary priorities of the coming update
as manual installation is a big barrier to entry for a lot of users
imo not knowing sdk exists is the big barrier
if you download it you might as well extract some zip files
Well naturally we arent going to openly advertise the alpha version of the sdk, as its incomplete
sure
"Tweets by dave"
"Steam announcement"
"Server wide ping"
Smh
smallest amount for a jumppad is 1?
How much is it and what's the speed
i just posted that cus its funny
the speed rn is 100
and distance is 1800
and it almost does full circle
Makes sense then lol
is distance tied to speed
I think speed is % wise per second but dont quote me on that
i changed the distance to 900 and it rotated the same
So i set a 90 dist + 100 speed and i get 90 degrees per second exactly
Mb the distance is waaaay too large
Try testing it wuth 10/50/100 dist
idk i did 180 before with speed 100 and it moved like few centimeters
now 90 works
but wait doesnt so idk
is it okay if i have like 50 illusionaries with 64 faces each?
is there a target limit on multi_manager
ok it has
but i have 16 targets
16 should work
but the 16th doesnt in the game
Whenever you guys release it, we'll be ready. Im sure everyone here understands that you guys are a small team and work your asses off. Its gonna be amazing, no matter how much longer it takes.
trenchbroom pro tip
bind a key for turning selections into detail
it helps with compile times, a little
and it'll help for vis for when that comes out
this too
and personally I would also rebind this because ` is easier to reach then ctrl+enter
if you had a lightproxy on a key couldn't you fool the player into thinking they picked up a blue key when its really red

he did.
if the player has light flares on that'd be a dead giveaway
Thankfully no sane man keeps them on
h
Gonna walk over to ur house and place 0.125 spheres all over your maps inside your walls
So all your maps take decades to compile
i gotta do combat again
some entities
Real balls to the wall approach
Hi, how do I fix missing the textures with dusk.wad? My game path: D:\Steam\steamapps\common\Quake\Id1\dusk_transparent.wad --- I did: Face > Texture Collection > + > Absolute > Ok
Googling doesn't help much. Lack of information.
Are they all plain black? Or do they not appear at all
Right above "texture collections" there's a big list with all the tex
pretty sure this means TB can't find the color palette
so, in your id1 folder, make another folder and name it gfx
then place this file inside of gfx
Okay I shall attempt
and restart TB
Id1 or id1 just incase?
It didn't work unfortunately.
D:\Steam\steamapps\common\Quake\id1\gfx the pallete.imp is in the gfx
try placing it into id1 as well
also
when you changed the letter in Id1 to id1, have you reset the game path in TB?
it doesn't update by itself
Yeah I closed it down, re-opened then redo the game path with the lowercase.
try placing the palette into id1 as well then, and restarting
if THAT doesnt work either, try placing this into id1
lets try moving away from the quake preset then
make a new map in the generic preset
and set the generic game path to id1
can you send me a screenshot of your game path menu?
and the folder with palette.lmp
Sure hold up
the theme, the combat, the set pieces
those would be the mine "3 pillars of a map"
the visuals like lighting would fit into the theme
oh yeah for sure
Sense of scale too would u say?
Ive made one before long time ago and it just feels small af
not too big
players would rush in and out in seconds
big laggy maps arent fun
aight cool
first, and foremost - saving/loading is currently not the best in terms of functionality
so it's better to design a map without saving in mind for now
yeah not too hard
thx
and thats why not too long also
also i'd disagree, you can easily make a town/city and not have it be too laggy
Black Industrial Misery by Skade is a good example
ill try that
but still it has to be kinda small
downtown showdown is really bad, but iirc it isnt sealed
obv
but you can make a massive building as well, so it all comes down to your own sense of "too long"
DS wouldnt perform that much better with sealing
it's the enemy count
Shadow of Strelok lags somewhat, but as you clear enemies it becomes more manageable
yeah
great maps, both of them tho
but sterlok has less buildings
the amount of brushes would be quite similar to DS i think
in fact lemme compare bsp sizes
ds is 2x as large
actually wow SoS is 1/2 of DS's size but performs similarly for me
sos performs better iirc
regardless, the enemies are the biggest hurdle for sure
nuts.bsp is pretty good proof
oh
im prolly gonna have 104
and my map is sealed, and theres less chance of having a large number of enemies attacking you at once
can you extend the fast fire duration
nah
sometimes i press space while mapping and jumpscare myself thinking i deleted the map or smth
Pacing is important. The intensity level should vary throughout and create a balance of larger/tougher fights, and lower scale encounters. If you're just going from hallway to hallway fighting roughly the same amount of enemies the whole time it starts to become flat and boring. Variety is important to create an emotional arc throughout the level.
if you gradually introduce weapons you’ll also gradually increase the difficulty
then you can have some hallways and some arenas after one another and you have variety
yooo the paper straw
so its bad
sometimes i forget to reset textures after scaling brushes
dont be me
ig the gore is supposed to make you uncomfortable so its at least doing its job
but this is kinda cool
also i just remembered
that whole part of the map gives really hard ultrakill act1-layer3 vibes
oh really
you should see what i have planned for the end 
and maybe Guts might not be a bad track to play in this part
yo is the part of that statues head stuck in the wall?
cool
wow I can't wait for the custom entities update
My lost cat coming back home 
is it possible to have a shortcut to the sdk version
Slay the Spire is a game i rarely play due to the fact i cant make a shortcut to the mod loader since its a java file and im too lazy to install java for one thing, hoping its not similar here
ya
its just a .bat that launches the SDK
u can find the .bat files in ur sdk folder
loading_icon.png should be it in sdk\mnt\local\dusk\textures\ui
nevermin
i think it's icon5.png in dusk\goodies\icons
i dont have the goodies dlc installed for space reasons
is there a .ico anywhere or do i have to convert it myself
aight
is there a dummy func that can be parented to something?
can probably use an unbreakable _breakable
but that disables any particles when you hit the brush
i used door with speed of zero
probably not gonna use that anyway
should i do trigger_multiple + func_door + func_button + trigger_hurt 120 times?
and what does it do
kinda like a spike trap
how does the player trigger it?
what's the func_button for in that setup?
moves up the part that shows where spikes are gonna come from then triggers the door that is a spike
multi managers's delay accepts only full numbers?
guess so
How to turn on world lighting? w/e u call it, light outside but dark inside
Sunlight?
I suggest you look at dumptruck_ds tutorials about that, but in short -
You need a sky brush first (a brush with any texture that starts with 'sky' )a light entity, and a 'info_null' entity with any 'targetname' (for example, 123)
Give the light a property '_sun' and set it to 1, and a 'target' which is set to the targetname of your info_null (in this case, 123)
The sky brush will generate light in the direction of the info_null with all the properties of your light entity
Imma illustrate with screenshots if you want
dusk is poopy
does load order matter or anything
for textures and sounds ig
am i just stupid or is the load order changed every time i load the game up
Also this affects maps (if for some reason you have 2 maps with the same name)
that just seems impractical
It'll be changed later
is there any way to save a load order yourself instead of having it be reset every time you load the game
like at this point ill take renaming files
would renaming the dusk folder break anything
nah not that I know
you can prolly pull it out of the steam folder too if you want
oh you mean the one in mnt? yeah that's also fine
this may be obvious but im kinda stupid so:
would mods like Trespasser that add a map and textures also load those textures in the base game or exclusively within that map
If the trespasser content is placed higher in the load order then it overwrites whatever is below it
so i should place it lowest i assume?
i dont know about you but for me the load order is from bottom to top lol
for some reason
w h y
have yet to actually play it, busy making sure the game doesnt immediately contract multiple diseases by attempting to run multiple mods
it does look interesting though
i suggest you dont use any retexture mods with it just in case
sounds are fine
there are like 5-6 retextured enemies and veven worked hard on em
we dont use any non-retextured ones
or vanilla tex i guess
would the alt pistol texture be fine? i dont see a pistol texture in the weapon folder
a tilde put the texture and sound mods i have at the top but the + i put before dusk put it at the bottom
curious
should i put texture/sound mods above dusk itself or no
im trying to think of a way to have trespasser enabled while not having its textures get into anything else and im not sure if thats possible
You can put trespasser below dusk
Then you'll have trespasser's maps, but it won't override any of dusk's standard textures
why is the fakedos font different now
The font would change if something failed to load
Did you accidentally disable dusk?
nope
literally disabled trespasser and removed it from the mod folder and the font is still jank
Then perhaps the dusk folder is corrupted somehow
yup, put a Z before it so it would be higher in load order
.
Renaming it won't affect load order
It's not based on names
The modding menu has arrows on each mod that let you reorder them
it reorders itself every time i open the game based on the alphabetical order of the files
Did you click apply after reordering?
yup
You can try editing your dusk.ini
There should be a setting in there called mounts iirc
which is the mod names in order separated by ;
file names or internal names
the names of the folders in mnt/local
where is that located
SDK/config
i dont see a config folder
🤨
oh right
the sdk has a different layout
it should be in usr
and then it'll be user.ini, if I remember right
it's something like that, I forget the layout of the public build
Okay I checked the code
It should be in SDK/bin/win_x64/config
aight
thx
i cant tell if this is mod related but why the fuck does the game get stuck on the loading screen between levels
what
decided to play the first level to test something and when i beat it the game had the usual load screen come up but when i pressed a key the hud loaded over the usual load screen and i can shoot but thats it
i think im in limbo, help
why does it do that
when a map fails to load
also why did it fail
i literally just played the level normally
i can load it up in the select screen but that only gives me the sickles and id rather not basically be playing intruder mode
is there a solution to that or no
make the map load lol
wow incredibly helpful thanks
yw 👍
also i just played through a modded level and it transitioned to the next one without any issue
why is it only a problem with vanilla levels
what key did u press? just any key at the end stats screen?
i assume being in the like 4 people who use a controller doesnt break anything
no idea
are there any mods that cause this or is it something unrelated
ive disabled all level mods and i only have textures/sounds enabled, so i assume its not mods?
well i have base dusk enabled obviously
It should be noted that it is definitely NOT recommended to play vanilla campaign levels in the SDK
sad
e3m1 has a t posing mage somewhere
how am i possibly meant to play at maximum efficiency without every texture being big john
but yeah in hindsight i probably should have expected the campaign to be a little jank in SDK
The campaign is 100% not supported in the SDK right now
It's basically only there because people would complain if it wasn't
lol
is it worth backing up the mods i have for SDK myself or should i just reinstall the few mods i have when i feel like not playing the campaign
I don't think Steam will delete the SDK folder when you switch branches, but if you have a bunch of them it might be worth backing them up
You could also just backup the SDK folder itself and use it outside of Steam to play the SDK
and then go back to regular dusk on steam
will SDK ever actually work with the campaign
hey atleast i got 3 trading cards out of my time playing SDK
Well I dunno about full, but more than there is right now
How do i slow down camera movement?
wdym? that's how it works tho
cant really see anything on manual
dunno then 😦
fk nvm i wasnt moving camera while scrolling
by "hold right click" i mean while you have control of the camera
oh damn you cant parent teleport destinations
ok so all the func_illusionaries i parented to func_door_rotating have been rotating around the door's origin, but now this new illusionary on a new door is rotating around the origin relative to 0 0 0, like door_rotatings always do
all the other illusionaries rotate like before
if its jank can at least be consistent?
also, trenchbroom stopped showing those lines between targeted entities that are new
idk if these things are related
you have to find the guns, it's not possible to have the player with them as they start a map from the menu
But in the video he appears with the sword and the supershotgun
which video?
Can I send links?
yea
The DUSK SDK now supports custom music! RIP and TEAR, Doctor Freeman!
http://DUSK.GG
http://DUSKMods.com
SONG: https://youtu.be/q657rEkgfKs
it was probably just cheated in
type nbkfa in game
yea looks like it was simply cheated
np
They cheated 😔
Is it possible to change skybox textures?
probably
yes
well
depends on what you mean
in campaign or in custom levels?
you can do custom levels for sure, but i'm not exactly certain about campaign
they are present in the files so maybe you can
btw, you can chain parent at least 9 func_wall_toggles
help my rats have gone white
Do you have any other mods enabled?
Try restarting the game in any case
This looks familiar but i can't quite remember what caused it
okay yeah just restarted
"help my rats have gone white" is something you can only say when talking about Dusk
hey i cant install quake maps please help
I open the SDK version I go to modding and activate the maps but when I go to custom level it appears empty
What do the folders look like?
I deleted them because to try again but if it doesn't work I'll show you
@ancient depot I send you a capture to #tv-movie-comics by means because it does not leave me here
great it doesn't let me send messages in media either
You can post it on a private server and post the link here
Well, the rewrite supports loading Half-Life and Quake from Steam without needing to copy around files yourself
So... that's a given
Just had this problem an hour ago 🤔
if i open the SDK version (the files arent deleted and i appear able to still open it through the batch file) despite already moving back to the main DUSK branch will anything break
yes
is there any way to detect enemies, like trigger_multiple
None that i know of
here's a screenshot that zombie shared of the first half life 2 level loaded in unity tho
long ass time ago
dunno
there was a comically large list they shared of games which are supported tho
or their maps, specifically
shit like soldier of fortune, daikatana, jedi academy
dunno if that's still relevant
also stalker (somehow)
that work now or zombie ss
not yet
damn door rotating parents nicer that normal door
piss stream
Jumppads have a slight woosh sound
how do i make randomness
damn is that really the one I shared? there's a much nicer one that had the lightmaps loaded
but yes that list of games it can load maps from is accurate still
not that you should use any of those map formats in your mods lol, BSP2 is still the recommended format to use
they're mostly supported for gimmick reasons, and since people making their own games using the eventual SDK source release might find it useful
nah, you can still use it perfectly fine
wait so i (hypothetically) will be able to use everything you coded for my unity game?
yeah
for free?
yup
really cool of you
more moddable games is a plus in my book
im gonna suggest this to viscerafest dev
selling it would be counterproductive to that goal
plus -- we make money from the games themselves
new blood games?
yeah
I guess we could have some kind of licensing thing for the source, but that's a mess to set up legally and again would defeat the purpose of "anyone can use this to start building mod support for their game"
It's already annoying/prohibitive enough that Unity itself follows the "pay to access the source" model
i think what we stand to gain if we were to license it would be very little compared to what the average unity game would gain by having powerful mod support and mapping tools
if you send a trigger multiple into the shadow realm right after it has been triggered it wont work next time (i think)
This is a good way of putting it
I was having trouble articulating it
he means sales of dusk with mod support would bring more than licensing ?
He's saying that releasing the code for all to use would be more beneficial in the long run
If we locked that behind a paywall, it wouldn't really benefit us all that much so there's no point
model of pseudo randomizer based on location
Custom levels of course.
there's a bit of a step-by-step required for that
gimme a minuty
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
also keep in mind that left and right are switched around
if that's a bit confusing i can illustrate
Alright, I'll keep in mind till I get there. Thank you for your help tho.
this randomiser is fucking stupid
can you please add a trigger_random that works like multi manager but instead of delay in the key values its chance of triggering
the randomiser alone is gonna be 67 entities
Reminds me of those Minecraft computers
it was like i was doing redstone on pocket edition 
Oh god. RNG machines..... So jank. I remember trying to make some monstrocity like that.
Location based. Not sure if you could even make one off time with the functionality we have right now.
prolly the same setup i have instead of all triggers being active you turn them on/off so only one is active at a time
def easier then what i have
but i cant use time based, cus it loops
i find myself mapping with the grid off more and more often
only enabling it for more precise stuff like cutting brushes
each one is a completely different folder
one of them is a hammer editor thing
i literally click through every single one instead of just iunno removing some
i have grid at 1 non stop
what the fuck
Why not press 0 to disable the grid altogether?
that just disables the lines
Yeah that's what I meant
i always press 0 and 1
So you always use grid size 1 when making your maps?
Precise!
that's
that doesnt sound good
i cant imagine making room layouts with less than 8
actually i can
i used to do that and leaks/adjusting nightmares were common
i think i only had like 1 geometry leak when i was sealing
the others i found before
jesus
not 16 or 32
damn I just had a false memory
thought I remembered proj shooter objects being able to hit func_buttons with health
tried it out & they dont
would have been awesome

the Hellsing mod is the sole reason im now interested in watching Hellsing
i wish the SDK version was both up to date and that it wouldnt have a seizure while playing the campaign solely because of that pistol texture
https://dusk.mod.io/hellsing-x-dusk i mean its not just Alucard's pistols to be fair
it has a few other goodies which is interesting when playing Endless
the loading icon doesnt seem to work but oh well
i made the randomiser a little better
heres the map if anyone wants to test it
the bottom 4 blocks are starting inputs (buttons), choose one when starting then dont touch them again
the upper blocks are outputs
textures on the floor are the different zones
it should work like that that it shouldnt do the same output 2 times in a row
it shouldnt break unless you exit the room
funct_hurt makes my lava invisible, why?
you mean trigger_hurt
triggers are invisible
if you wanna have solid lava, make it a normal brush and put trigger_hurt on top of it
teeth?
Teeth
Does this look cool? https://imgur.com/a/SLXRrUW
noice yeah go for it
if you use a texture that starts with the * symbol. it'll become animated like water (and you can swim in it)
so it'll be wavey and move around a little
and quake has a pretty cool lava texture
lemme give ya the wad that has one
Actually got quake wad already
this one is the one i'm talkin about
took me awhile to find the right texture for metals and shit
oh damn that does look good
it's even better thanks to being animated
where?
thanks
shiet i cant load maps into sdk anymore
?
that's fine
it wont load on SDK tho?
you only need .bsp and maybe .lit if you ahve it
what files are you getting? their formats
.lit files are generated if you're using colored lights anywhere at all
what does the compiler show?
how i do that
are you compiling manually or with the GUI?
im saving it as document
then drag it to qbsp/lit
light*
was working b4 idk why
when you drag it over to qbsp it shows a console and compiles your map, right?
yeah
if it didnt generate a .bsp, then something went wrong and it should show what
can you send me your .map in dms?
i'll try myself then
yeahs ure
it compiled just fine for me
actually i'll just keep talkin in dms that would make more sense
help my randomiser breaks because a door gets stuck in open state
what could cause that
ok the randomiser is absolute shit
should i just do a pre made sequence that seems random?
Yes
new teeth
fuck it, both types
ow
spikes
if you are strafe jumping you are guaranteed to get hit, so you have to stop
Damn thats awesome
i wanna make a boss thats better than all dusk bosses
im halfway there already by having more attacks than every one except Jacob
but i guess 1 attack is gonna have more versions so thats 4.5, 0.5 more than Jacob
oh god, what the fuck?
i just loaded escher labs in the sdk
picked up ssg and shot it at the first soldier i saw
map immediately flips into weird non euclidean state
Now you see why the campaign isn't supported in that build lol
Will the next update bring the somewhat random feature of walls that can be shot through?
i want trigger_random
wtf spoilers!111
you already saw the other screenshots which were all planned for the end of the map

if you wanna catch up play this
fuck yeah alright imma play it now
lol
if you want you can play on a lower difficulty since you cant save
full map is gonna have like 100 enemies
nah allg i like a challenge
cool
no sorry i got cornered 😛
maps good so far man but enemies dont ever come out of doors
thats a game bug
just put the music to max
yeah this is a well known bug in the sdk rn
navmesh's dont give a shit
we have to use spawnflag 33 and a hacky multi_manager to get it to generate properly
@blissful lion car sound work and im not sure where to go after killing eye
thats the end rn
no 4 is all
ok cool
inthe 2nd part is copy pasted
ya i guessed that
you can try this to see more arenas
it starts after the walls crawl up
pick up the weapons and press that big bone button and wait
then go trough the door
you need the lit file too
aight
thanks for playing
ez
was it hard going trough that hole up from the garage into the ground floor?
yeah thats the end for now
noice this is good work
ye for 1st map
cool map 👍 found myself a little lost
is it laggy?
why cant you?
I lost my obs settings + my laptop has been shitting the bed recently
lmao
no
All recordings are super low fps
im just burned out
f
too ambitious for a newbie
What difficulty did u play on
rip viska lapdop
i think there should be atleast a message that tells you its about to spin, cause it doesnt have much warning
idk it only does 10 damage
plug?
i see thanks
maybe too much faces on those teeth but it looks so cool
wait i just realized, func door rotating?????
how did you get that to work
hoping to drop a blockout here by sunday
this would be an awesome switch
besides if it was a switch all those faces wouldn't be used too often
make sure to use _phong on those
Any way to modify weapon damage yet?
anyone wanna playtest my bossfight?
wait a few seconds before going into the teleporter
the idea is you shoot the thing in the middle
it has 2 phases
each phase has 8000 health
Does anyone know when dusk workshop comes?

🆗
any good sites that have texture wads?
@gritty forge this should suffice lmao
https://www.quaddicted.com/files/wads/
quaddicted is good, but you can also grab any half-life/counter strike 1.6 wads and covert them to the proper quake format
damnn
external textures sumday
oh come on, no one?
its a fucking brush boss
https://youtu.be/l7hlZayo3qM 1st attempt
https://youtu.be/JCeiMcsWXEY 2nd attempt
https://youtu.be/v8KEe12qifo 3rd attempt
would be nice if the video quality wasn't shit, but im too lazy to change the settings
the circular walls makes the bone walls look more confusing
i like how you can duck under the projectile turrets, maybe for an attack you could make something you have to duck under to change it up
very cool boss 👍
really thanks
i think you cant duck under fireballs, you just went in between shots
i guess the teeth attack isnt clear enough
ill prolly give you full morale too in the full map
no, i'm pretty sure you can crouch under them
ill check
i was gonna have the teeth attack be able to crouch under, but it felt too easy
and an attack that you can only avoid by crouching under might not be clear enough
nope, you cant crouch
now, which music fits better?
https://www.youtube.com/watch?v=5cvhXKWLgvg
https://www.youtube.com/watch?v=-hszelincU8
can you make like, a flashlight come out of an enemy
like can you make it look like an enemy has a flashlight they're using
probably not, the only thing that comes to mind is lighting up an enemy and using a spotlight light but that's static, not dynamic
what if you attach a really bright transparent cone to their model
or you could just edit their model
it'll look... weird
but will work better than anything else
hye uuuh
I was making a new map and the doors ain't working
like when you press E it's like they are walls for the game
anyone knows why that happens?
alright, apparently rotating doors don't work for me a shame, does anyone know a fix?
do your doors have a targetname?
rotating doors work via goldsrc rules, so if you aren't using a goldsrc mapping tool to set them up, you'll probably run into problems right now
youre telling me door rotating's dumb inconsistent jank is because i use tb?
Oh wow great
Well they do work
They're just tricky to use
Its unintuitive
If you want i'll drop a "guide" in your dns
Dms
basically rotating doors are implemented "properly" according to goldsrc
the problem is that non-goldsrc editors don't have the functionality you need to actually set them up
so an alternative way to do them is required
so the origin property is not enough?
as far as I know, no
you can, but it requires you to put the door brush at 0,0,0
yeah kinda
but its weird cus sometimes stuff parented to the door rotate with the door and sometimes correctly around the origin point
Is it possible to make and publish a map with dusk and quake textures?
Currently working on a little something
Yes
Thank you!
I'm using half life textures recently that I converted in a quake compatible wad
sniped
first thing i'm gonna when i learn how to make dusk maps and get good at it, is recreate the entirety of ravenholm as a 3-5 part map series, including the mines, which will now be filled with rats instead of headcrabs
lol good luck
I'd totally play that
wouldn't be too hard to recreate it save for the fast zombies climbing on pipes etc, general brushwork could be more or less easy to replicate
tho obviously dusk plays different than hl2 so you'd have to consider how the enemy roster would fare in the levels alongside dusk dude's batshit movement capabilities
when you use something as versatile and easy to get into as trenchbroom its not much a matter of learning how to actually make the maps its more how you design the recreations to play better in a totally different game environment lol
like if you watch an HL2 speedrun that's basically what you could accomplish easily in dusk what with bhopping and all
so it'd be a bit tricky but regardless that sounds awesome lol
I also wanted to recreate stuff at first lol
Quickly found that making own ideas is more fun
But hey maybe it's your cup of tea
Hello dusk modders
hello
500_pts finally unlocked the door to the basement to give us our weekly ration of food
the food is literally just attention
ok idea for my ravenholm maps, not sure if it's doable tho: Every Father Grigori appearance is replaced by a Scarecrow who ignores the player and only shoots enemies
also the scarecrow is invincible
😐
Youre so fucking talented @blissful lion Ive given up in TB for a bit. I just have so many projects right now in all different things and im still deciding what to continue and what to scrap before I finish anything.
Jesus thats awesome
Neato
Thats a bunch of wall toggles im assuming?
the middle trigger hurts are way off
instead of like that
it damages in this zone
@ancient depot if trigger_hurt is touching trigger_teleport trigger_hurt gets missplaced
Most bug reports like this don't apply to the proper SDK since it works fundamentally differently, I'll note it but this probably only happens in the TumorSDK
i figured but just to be sure
new version of the boss
i'll give it a go
thanks
i didnt realise you had to actually shoot the heart lol
i thought the yellow thing was impenetrable
as you can see my fps is garbage because the laptop is garbage
f
its gonna say something like: ITS THE HEART OF THE CREATURE! SHOOT IT REPEATEDLY
it would be neat if there was some feedback as you shoot it
like maybe splitting the shield into 2 breakable toggles? one normal and 1 cracked halfway?
or some invisible breakable glass that breaks before you break the yellow one at like 25/50/75%
since you cant come close to it anyway
idk
that means i would have to have more breakables and that would waste the extra damage after one breaks
yeah but there will be some damage lost
what do you mean?






