#dusk-modding

1 messages · Page 107 of 1

gritty forge
#

and refine it untill it looks okay

#

At least I hope it does

blissful lion
#

ok so that map is basically quake + hrot

gloomy palm
#

Is it possible to mod unique enemies with unique animations and attacks in dusk

#

As In like new and unique

honest stag
#

Only models/anim/some sounds can be replaced

#

you cant make entirely new ones just yet

gloomy palm
#

Can't wait

#

That would be cool to mod new bosses and enemies

honest stag
#

I just look at silent hill and the suffering and think "woah neat"

gloomy palm
#

Is it possible mod new guns to the game

honest stag
#

Nope

gloomy palm
#

Yet ?

#

Will be able to mod news gun in the future

honest stag
#

Yea later

lament ore
#

Later™️

blissful lion
#

oh holy fuck you can parent shit to func_pushable

honest stag
#

Wow holy shit indeed

blissful lion
#

oh but theres no collision

#

unless the thing youre parenting is a ladder then it kinda acts like its a part of the pushable?

crisp raven
#

FUNC VEHICLE!!!!!

lament ore
#

func_vehicle
func_vehicle
func_vehicle

ancient depot
#

lmao if you did that how I think you did, that is extremely cursed

lament ore
#

parent a bunch of ladders as "walls" to a pushable base? BigThink

blissful lion
#

yep

mint pendant
#

DUSK cart in DUSK

blissful lion
high magnet
#

Are the func_pushables rigidbodies with locked rotations?

gritty forge
#

Can I drift in it?

blissful lion
#

it doesnt feature turning yet

gritty forge
#

Worthless, delete the whole thing.

crisp raven
#

Show some love to his new DUSK mapper

tribal surge
#

im in need for short story for a mod im making. someting to some up in 1.5 hours of gameplay and fit half life, quake, dusk type of game. blood and gore recommnded. DM me

muted glacier
unique pulsar
alpine depot
#

wonder if I should stream some map making sometime

#

would be fun

honest stag
#

Its hard to concentrate on both commemtating and mapping from my experience

#
  • streaming uses quite a bit of resources and slows down compiling
#

its still fun but yea

alpine depot
#

I've never been much of an actual commentator anyways so idk but maybe lol

alpine depot
#

I think the biggest thing stopping me from streaming is that i can never get obs settings right at all

#

audio always sounds like shit, like you're trying to smother it with a pillow lol

honest stag
#

You know what
Imma help

#

Head over to beer books

manic glacier
lament ore
#

Dusk open source release when

#

we'll just make our own COOLER save system

gritty forge
#

I didn't know there were mods for this game, any recommendations?

honest stag
#

Check out maps by aqua, map jams, maps by maniacc, bad hospital, lower

#

as a starter

#

also maps by Torii

blissful lion
honest stag
#

Yea oops that nickname

#

Just check the authors of maps and youll find them all

#

Sort by popular, high rated

#

works too

#

In terns of mods other than maps

#

there's a cool (not perfect, but neat) gun sound replacement mod

#

bunch of tex mods (mostky jokes but some are neat)

blissful lion
#

man, do maps from outside look stupid

ancient depot
#

Unity added proper support for loading external fonts in a preview release of TextMeshPro 🙏

#

So I can finally make that work now

blissful lion
#

wow font modding

#

"this mod makes every text be written in comic sans"

ancient depot
#

The SDK sort of supports custom fonts already but it's super busted

#

since I had to hack it in

#

but now I can make it work properly

cobalt atlas
#

Yey, proper implementation

alpine depot
#

but now I can make it work properly
sdk update in a nutshell

alpine depot
crisp raven
nimble prawn
#

*years ohno

lament ore
#

all I want is custom model support so I don't have to make brush rocks anymore

#

my map compilers are screaming for mercy

blissful lion
#

really?

honest stag
#

ive seen the mans maps

#

yea it's yeah

blissful lion
#

i think you havent heard of this little trick: "ignore the errors"

#

or do you have leaks?

honest stag
#

he makes quite a lot of landscape and terrain using brushes

#

big ones and a lot of them

blissful lion
#

ah

lament ore
#

map01_v2

#

see for yourself lmao

honest stag
#

oh hey is that the ver you sent me

#

or a new map

lament ore
#

new version I made recently

honest stag
#

neato im playin

lament ore
#

like couple days ago

honest stag
#

last time i played i struggled with frames

lament ore
#

I think I made a few updates after I uploaded that but just minor stuff

lament ore
#

this map was Ambitious™️ for what is possible in the SDK

alpine depot
#

every map i make pushes the sdk's limits youre not alone in its torture lmao

#

trying to scale back a little bit with my latest maps

#

lemme check this one out 1sec

#

as the self proclaimed expert at mapping i will provide Amazing Feedback And Criticism

#

(self proclaimed to be amazing but we know it is true)

honest stag
#

yea you were right not much changed lol

#

still great tho

#

so i guess my last feedback app,ies

#

i dont remember the logs

#

but they're a nice solution to the endless ranged spam

alpine depot
#

heyy i think i remember this map lol

honest stag
#

finished it

#

i forgot that this was how the map ended

#

neat

alpine depot
#

i think that yellow key gate should have the yellow crystal textures on it, maybe on the top and bottom

#

to better distinguish that thats where you use the key lol

#

oh i accidentally beat it lol

#

grappled into the thingy lmao

blissful lion
#

texture bug?

manic glacier
#

where are dusk maps hosted mostly?

#

for gog players without workshop

blissful lion
#
mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

#

theres no workshop yet anyway

lament ore
#

you can see the OG with map01 (not v2)

short solar
muted glacier
#

Wait @lament ore you make brush rocks and trees? Would you ever consider sharing a TB file so we could use them? Making rocks has got to be the most tedious shit for me.

honest stag
#

He uses jack i think

#

But hey .map is .map

manic glacier
#

thanks for the replies I didnt know there was a dedicated page

#

This is cool

blissful lion
#

what is your motivation to make maps?

honest stag
#

i want to make pretty looking environments

blissful lion
#

yeah me too

#

except now where im making a rusted military base

alpine depot
#

i just want to make the maps that i wanna play

#

there isnt enough cool industrial shit or wilderness stuff or urban levels

#

so i simply Make It Myself

honest stag
#

that's like

#

the only maps people make lmao

alpine depot
#

im branching out

#

trying to anyways lmao

#

but yeah i just make maps primarily for myself, cuz if im not enjoying them then i dont feel motivated to make the rest of it

#

yeah thats right i admit it youre all just AFTERTHOUGHTS to me get OWNED kids these maps are MINE and for ME alone

#

im taking them all off mod.io you cant have them anymore

#

gonna mint the shit out of these bad boys

honest stag
#

Map for me, but not for thee

alpine depot
#

lol

#

words to live by 💪

high magnet
#

Art is your gift to people

#

Don't hog it all for yourself

short solar
alpine depot
#

i was the one who made it why should anyone else get to appreciate it??

#

i think youre just entittled smh

blissful lion
#

no rendercolor support?

blissful lion
honest stag
#

Guessing the problem is the light?

#

What if you made a normal brush right next to these buttons? Would it be the same color?

#

Or is it smth else

blissful lion
#

i made a new brush and joined it to one of those buttons and it behaved correctly

#

i just remade the button and it fixed itself

#

but then i saw some other brush entity have the same problem

#

so ill just wait

blissful lion
#

oh fuck now the water is blue

gritty forge
#

so i'm reading through search results in this server for "radiant", but has anyone actually made a Dusk map in radiant? is it feasible? i've been into BO3 mapping for a short while and i'm very accustomed to radiant, and while TB is quite intuitive, it might would be nice to just be able to use radiant for mapping dusk, seeing as i already am used to it

#

the main issue seems to be the FGD?

honest stag
#

does it output a bsp?

#

or a .map compiled into a bsp?

#

quake or half life bsp

#

not familiar with radiant lol

#

you can map perfectly fine without an fgd

gritty forge
#

uhhh not sure actually

#

i'll figure it out rn hold on

#

i think GtkRadiant workds with .map files

honest stag
#

well essentially
as long as you put out a .map file and compile it with quake or half life tools i think it should be fine?

#

iunno not an expert here

gritty forge
#

ah i see

#

eh i should probably just learn trenchbroom lol it seems way simpler than radiant in the first place

honest stag
#

it's really intuitive, all around great

gritty forge
#

there's certainly less shit on my screen

honest stag
#

the only downside is making curves

#

you have to get quite tricky but it's a skill to learn

#

other than that it's great

gritty forge
#

it's mostly a matter of strangely shaped triangles and trapezoids right?

honest stag
#

yea pretty much

alpine depot
#

ye

#

you get used to it fast lol

gritty forge
#

eh fuck it

#

i'll just use tb lol

alpine depot
#

curves don't really matter much either squares are AWESOME

gritty forge
#

^ true

#

the most round thing that would be aesthetically accurate in dusk anyways would only likely have 10 sides at a maximum

#

where is the FGD for dusk located again?

honest stag
#

pins

alpine depot
#

ye it's pinned in a zip

gritty forge
#

ah tysm

#

so i would just place the pak and fgd in Quake's id1 folder?

honest stag
#

yea

gritty forge
#

what do i do about textures? i'm assuming it's something to do with the pak but i'm kinda stupid

honest stag
#

any texture wads will do

#

quake format that is

#

there's a wad with dusk textures in pins

#

dusk_transparent.wad

alpine depot
#

yeah any texture wad works perfect

honest stag
#

you can load them in the Face tab, at the bottom, click "show" on texture collections

#

and just add it there

alpine depot
#

should be Absolute Path for the option cuz it's not too important to keep the directory paths or whatever, textures all get baked into the BSP after compiling anyways

#

the palette.lmp in the mod's root folder is what makes the magic happen

#

so your wads could prolly be in the recycle bin for all we care lmao

#

oh yeah and the makewad.exe in the pins also lets you make wads out of any image you want, just need to point it at the image/folder of images and palette.lmp and give it an output name

#

magic stuff

#

little wonky but it works for the most part as far as I can tell

gritty forge
#

thank you dude this is so helpful

alpine depot
#

no probs

#

always great to see new mappers lol

honest stag
#

for learning trenchbroom itself, dumptruck_ds on youtube will do

#

but we have a lil mish-mash of quake and half life features, so dont get suprised if some stuff works and other doesnt

gritty forge
#

so is there a reason only nyarlathotep has a model? i've reloaded everything

honest stag
#

it should be quite the opposite lol
nyarl should be the only model mossing

#

hm

#

there's a console at the bottom, what does it say?

alpine depot
#

dumptrucks vids r really good for getting started with trenchbroom

#

oh yeah the console is super important

gritty forge
#

Could not load model progs\x.mdl

honest stag
#

the usual issues with loading the models in the fgd are -

1 - game path problems
2 - folder name shit

#

so a couple questions

#

when you boot up tb, it asks you to select a game preset for your map

#

which did you choose?

gritty forge
#

Quake 1

honest stag
#

got it
so, go into view - preferences

#

and select whichever folder has the id1 folder inside as the game path

alpine depot
#

oh yeah you may need to point trenchbroom to the quake folder path right?

#

yeaah

#

it's so weird lmao

honest stag
#

for example

alpine depot
#

dunno why it's like, hard-coded to look specifically for that

honest stag
#

C:\1234\id1\dusk.pak is your location
so you point the game path as C:\1234

alpine depot
#

dang ur quake install is at the drive root?? living on the edge bro /s

gritty forge
#

so i think i made a grave mistake

#

i had my dusk_transparent.wad inside a folder in the Dusk root and my FGD was in the quake root

#

and now the textures are no longer working

honest stag
#

it doesnt matter where your wads are, dont worry
just load it again

#

or rather add it again

alpine depot
#

yeah just add the wad path

#

wads are the flexible part at least lol

gritty forge
#

i got it, i'm an idiot, the path was set to E:\QuakeDev\id1 rather than E:\QuakeDev because i somehow just didn't comprehend any of the messages you both literally just sent about the paths

#

everything is working now

#

thank you both

honest stag
#

a lil quirk about the models

#

when placing objects and props, you should refer to their actual model and not the origin point

what i mean by that is some models may be really off-center and rotated weird - that's because you see them exactly how they will appear on your map

gritty forge
#

i see

honest stag
#

for example

#

notice the origin point way up in the sky

#

(also the tex are just like that in the editor, it's fine in-game)

gritty forge
#

ohhhh yeah i understand

#

a lot of shit like that in BO3 Radiant too

#

you can drag a model in, and not know where it's at, just to zoom out and realize it's 4096 units away diagonally

#

then you have 20 of the same model you have to delete

#

cause you didn't recognize what was happening

honest stag
#

jesus lol

gritty forge
#

man, brushwork is so much more intuitive in TB than it is in radiant

#

the verts mode is way easier to use

honest stag
#

WAIT

#

be careful with that lmao

#

it can crash tb on a whim

#

all the other modes are fine but

#

vertex mode is just cursed or smth

#

use caution

gritty forge
#

will do, thank you lol

gritty forge
#

i've become a compulsive saver after using game level editors like these before

blissful lion
#

some are fucked

#

tb makes a shit ton of autosaves and a crash save if it crashes so no worries

gritty forge
#

ah cool

#

that's nice to know

#

Radiant doesn't come stock with autosaves, i've fucked myself over

#

so many times

#

does TB have a texture that doesn't render, so that you don't fill your map with textures you can't actually see?

#

or is that just the default gray texture

honest stag
#

skip is the name

#

but if your map is sealed then all outside tex should be culled anyway

#

by the compilers

gritty forge
#

oh no shit? awesome

#

lazy brush texturing time 😈

honest stag
#

map looks like this but it's all culled thanks to based compiler

gritty forge
#

that's fucking amazing

honest stag
#

you still have the option to manually cull faces by using a texture named "skip"

#

lemme send you a wad with one

#

bunch of dev tex

gritty forge
#

thank you!

#

am i not allowed to send images or is my pc fucking up?

honest stag
#

you just dont have a rank to post pics yet

#

anti-spam thing

#

imgur links are fine

gritty forge
honest stag
#

it's fine

gritty forge
#

sorry i'll leave you alone now lmao

#

i didn't know if light bleed was a huge problem or not

honest stag
#

i guess you'll have a tiny bit slower compiling time if you keep using the one on the left but it's fine

#

even better

gritty forge
#

oh really? i would have never guessed

#

there's no seams or anything like that?

#

that's great

honest stag
#

nope, just be wary of leaks if you use a lower grid

#

can be tough to adjust

gritty forge
#

is Dusk on Unreal engine?

honest stag
#

unity

gritty forge
#

unity

#

i see

#

sorry i keep making comparisons but it's so nice to not have to go through 10 steps to do a 2 step process because of shitty game and engine design

honest stag
#

understandable mang

#

im no expert but i think a lot of this is thanks not only to the trenchbroom devs, but to ericw for making great compiling tools

gritty forge
#

i see

#

i can't wait to start making full episodes with these tools

honest stag
#

just dont be let down when you encounter the many feature limitations we currently have lol

gritty forge
#

i'll try to stay humble then

#

i'm assuming there's not much room for scripting?

honest stag
#

to be quite fair, the current sdk is janky as hell

#

yea pretty much none

#

you can get tricky with triggers and stuff but it all takes a ton of effort

#

anything invloving actual scripts is nah

#

but it's coming later

blissful lion
#

imo the jankiness is mostly the engine being outdated + rotating door

#

you shouldnt encounter other jank if you dont treat tb as a game engine

gritty forge
#

i see

#

well i'm not very well versed in scripting anyways, so i'm really just excited to put some interesting geo together

blissful lion
#

all of this just for 10 minutes of gameplay

lament ore
#

the mapper's curse

muted glacier
#

Just pad the run time with bullshit hitscan enemies or invisible wendigos blocking doorways whathaveyoudone

short solar
civic basin
honest stag
#

If you're familiar with goldsource, then it's more like that

#

Rather than source

civic basin
#

now i know to never mod du-

#

jk its probably not as bad as working with hammer (eldritch horror program) but still

honest stag
#

nowhere near

#

not even remotely

#

trenchbroom is a divine blessing

muted glacier
blissful lion
#

theres like 4 rats i think and 2 of them are in the arenas

lament ore
#

as far as Source goes Hammer++ is your friend. I hope they add GoldSrc support to Hammer++ some day so it can be used in HL and Dusk. That'd be da dream

bold orbit
#

One day the sdk will be updated again

honest stag
#

it's been a while, how are your maps goin fellas

#

im only going to continue on mine today

blissful lion
#

ill upload a test build soon

#

might need to add some secrets and tweak some combat before

still raptor
#

i just want the dusk mod gremlins to know youre not forgotten

honest stag
#

Thanks dev goblin

still raptor
#

we have things cooking

blissful lion
#

just finished ion fury so map time soon

honest stag
#

Man ion fury was cool but way too long

blissful lion
#

took me 13 hours

nimble prawn
#

how can a game be too long

blissful lion
#

its mostly pacing

#

you get the last weapon 4 hours into the game

honest stag
#

yea it feels super dragged on

#

it throws out everything it has to offer ln the first 10-15% of the game

#

and then the only new things you see are levels and dialogue

nimble prawn
#

so the game isn't too long, it just lacks variety

honest stag
#

eh whatever

fast falcon
#

Better pacing you mean

#

Makes sense

nimble prawn
#

I mean pacing is one thing and I guess it could be better

#

as much as I love ion fury I think it's biggest drawback is lack of enemy variety compared to how large the game is

blissful lion
#

enemy and level look variety, maybe some weapon improvements

#

and there could be an actual final boss

nimble prawn
#

there probably will be

blissful lion
#

btw, the level design is awesome

#

it lacks visual variety but its highly detailed and i never got lots

#

i didnt even use the map

#

i wish i had the brain

#

capacity to make this kind of levels

exotic light
#

ok so i really want like mod the weapons in dusk (like the textures) BUT there's a problem... i have no idea how

#

can somebody help me out

honest stag
#

First of all, get the sdk beta branch on steam

exotic light
#

aight

honest stag
#

Then just look around in the local files of dusk, and navigate like this

Dusk - SDK - mnt - local - dusk - textures

#

And you should find the base ones there

exotic light
#

got ye

honest stag
#

To create your own mod, go back into the local folder, make aboy folder with any name and inside of it make a folder named "textures"

#

Im not sure if guns have their own subfolder but if they do - create one just like in the previous dusk folder where you found thr base tex

exotic light
#

they don't i checked

#

but still thank you

honest stag
#

Then just shove your edited tex into "textures"

#

Then boot the game on the sdk version, go into "modding" and checkbox your mod then hit spply

#

Apply*

exotic light
#

Aigh thank you very much

#

but like one last question

#

in the current sdk version you cannot like make custom gun models?

honest stag
#

Not yet, no

#

Just enemy model replacements

exotic light
#

o ok

#

ok

#

thanks

exotic light
#

ok so i tried to make a map but how do convert my map into a .bsp file?

muted glacier
#

Do you have ericw's tools?

#

If you check the pinned comments you should find pretty much everything you need, and if its not updated information feel free to ask here. Vriska is our Defacto know-it-all

honest stag
#

Including map compilation

blissful lion
#

if possible, can it be streamed pls?

honest stag
#

I'll do it with a recording, but it'll take a while

blissful lion
#

ay thanks

#

np

#

btw, its not finished, the end is at the black wall

honest stag
#

aboput to play

#

i know im a bit late lol

#

work fucked me

blissful lion
#

np

#

thanks

honest stag
#

just finished it

#

hooo boy do i have things to say

#

i'll set it to upload and comment while it's going

#

also i fixed the fps

#

so it wont be miserable to watch

#

aight it's set

#

so

#

i'll start off with the good

#

the combat felt balanced and fun, which is what a map really needs eh

#

a little bit easy maybe? since it's really easy to just walk into a room and then backtrack through the corridors while the enemies funnel themselves into a friendly fire mess

#

the map was consistent in it's style i'll give it that, altho that little sewer bit felt out of place (the bricks and all)

#

i never really felt lost but that's not all there is to it

#

uhhh the secrets were too well hidden for me lol i only found one

#

i guess i'll move on to things i didnt really like now

#

sooooo first and biggest of all - the general style and look of the map
now, you set out to make a brown base, and you made a brown base

#

but it's literally a brown base which felt a little boring

#

there wasnt even much variation in color and i felt like i was walking in circles since every room looked like the last one

#

what else

#

oh right, even though the map was really streamlined against getting lost, i felt like i had no idea where to go and generally never felt like i was making progress for some reason

#

i dont think i have much else to say but i'll rewatch the gameplay rn when i send the vid

#

it's still processing so if you dont want 360p just wait a lil bit

#

the little hallway at 1:19 felt weird since it looked like it was mistextured

#

dunni

#

dunno

#

that little fight in the x-shaped platform was nice

#

but i cheesed it i think

blissful lion
#

really thank you, ill watch it when its higher res

#

idk about the brown part

#

i mean its nice to have variety but i played 24 hours of quake in the recent time

#

a bigger problem for is me is just that its dark

#

wdym the 1:19 is a ... thing

#

with rusty textures...

#

imo if you replayed dusk youll see a lot of crappy textures like that

honest stag
#

I mean it seems misaligned

#

oh it's up to 720p

#

i should record more maps now that i have settings all done

#

shame i played them all already

blissful lion
#

lol

#

ok you didnt really look for secrets

#

that was fast

#

was it fun?

honest stag
#

yea i'd say it was

#

i just really didnt enjoy the visual side of things

#

like at all lol

blissful lion
#

iirc you said it looks cool when i was starting it

#

you could have stopped me

#

but idc i think it looks cool

honest stag
#

yea it was cool at the start but that screenshot could be strectched out to the whole map with no variation, which is what irked me a little

#

but hey you do you

blissful lion
#

a brown military tech base with a bad sewer section

#

i only made it in an ironic sense, do you get it

honest stag
#

oh yeah i just kept thinking of quake 1 all the way for sure

#

see the thing is

#

i hate quake 1

blissful lion
#

llol

#

didnt you speedrun hrot?

honest stag
#

i do love hrot

#

but iunno something about quake 1 just rubs me the wrong way

#

hrot has the soviet weirdness charm to it

blissful lion
#

lol

#

btw, you should turn up the volume

honest stag
#

yea i noticed it was quiet in the recording

#

still need to get audio right

crisp raven
#

I think this would look better if it were smoothed out

blissful lion
#

like a ramp

crisp raven
#

I hit the secret trigger through this door

blissful lion
#

oh weird

crisp raven
#

Why he floating 🤨

#

I crawled up into this and pulled some enemies from the other side. They walked right through it to get me 😳

blissful lion
honest stag
#

i didnt find that weird btw

#

just thought they were attached to the wall

blissful lion
#

ill block it off better

#

now crawl back

#

imo dusk maps need to be a little jank

#

with a lot of colored lights

gritty forge
#

just found a cool ass workflow to make textures for dusk and quake

#

letsgo

#

I made this rusty thingie

#

uses quake palette too

muted glacier
#

Thats hawt 😍😍

honest stag
#

Reposting this cuz i found it by accident in my paint folder

ancient depot
#

very good

short solar
#

ally support when

blissful lion
#

dec 2021!

last talon
#

that "uhhh" really sells it

exotic light
#

ey yo quick question

#

how do convert .map files to .bsp files

crisp raven
#

Use this tool

exotic light
#

oh dam

#

thx

hard pollen
honest stag
#

Cart dog models*

tired spear
#

no preview, I'm sad...

#

you can't upload pictures? wtf how can someone showcase something here then lol

ancient depot
#

It's an anti-spam measure

blissful lion
blissful lion
#

yeah idk what im doing

honest stag
#

How you doing map fellas

last talon
#

trying to find my way out of a forest but I've forgot how to read a map

haughty slate
#

Will port the quake map im working on to Dusk tho cause I love Dusk

#

question, when we get workshop for dusk will we also get monster spawner entities? Will the monsters be able to pass trought doors finally?

ancient depot
#

yes

honest stag
crisp raven
#

Where are my Dusk 82 mappers at?

honest stag
#

at the steam workshop

crisp raven
#

🥲

short solar
#

random question: could you add like a button that turns fires on or off

#

in a dusk map

#

is that something doable

blissful lion
#

parent a burnbarrel to a func_wall_toggle

honest stag
#

I wonder how particles behave when that's done

blissful lion
#

no particles prob

#

i used the spinning blade for sound design in my bossfight so i know the sound is fine

honest stag
#

A parented door is a better solution if thats the case

#

For fire

blissful lion
#

imo the entity just spawns particles and when you send it to the shadow realm it stops

ancient depot
#

Yeah the fire would vanish with the barrel

#

Particles included

blissful lion
#

another problem solved with dusk sdk jank ™️

ancient depot
#

Arguably that's not even jank, just clever use of parenting

blissful lion
#

yeah

ancient depot
#

I've been thinking of supporting more advanced targeting in a future update for situations like this

#

Like if you had a fire barrel called fbarrel

#

You could target fbarrel:fire with a trigger to toggle just the fire

blissful lion
#

fire as the value?

ancient depot
#

I haven't really thought about it beyond that though

#

Just an idea

honest stag
#

Maybe a separate fire entity?

blissful lion
#

oh right its not mm everytime

ancient depot
#

Well the idea is you can target individual parts of whole entities, a fire barrel is just an example

blissful lion
#

what about just targeting it normaly?

#

would it do anything else?

ancient depot
#

For a fire barrel that would just do nothing

#

Probably not the best example but you get the idea

blissful lion
#

yeah

honest stag
#

Neat as hell

ancient depot
#

Say we had a particle tint entity

blissful lion
#

any randomness for triggers?

ancient depot
#

You could target mage:smoke

#

And have a mage with purple smoke

blissful lion
#

thats weird

honest stag
#

Parent the leatherneck's chainsaw to a door and take it away

#

Let him run around with hands up

ancient depot
#

trigger_random is also something I'm thinking about adding yeah

#

Similar to a multi manager

#

Entity names as keys, chance as values

blissful lion
#

just % or

ancient depot
#

Dunno yet

blissful lion
#

you could add a value and the trigger would add up all the values to calculate the chance

#

like

#

door 2

#

button 5

ancient depot
#

That's also a possibility yeah

blissful lion
#

and like door has 2/7 chance

ancient depot
#

Probably a more natural solution too

#

Since there's less room for error

#

Don't have to make sure all your values cleanly add up to 100

blissful lion
#

on modder's side yep

#

and technically it could be more specific

honest stag
#

any of you mfers played the new map on mod.io yet?

#

im jsut about to

#

review coming

#

well, "new"

#

just havent had time to check mod io properly

#

that was nice :)

#

lil short and sweet map

blissful lion
#

did you find the window made out of water?

honest stag
#

the one on the top?

#

that was a neat mix of quake 1 and dusk tex too

#

reminds me of my first ever maps

blissful lion
#

yeah its funny cus its actually water because of the compiler

honest stag
#

yea it seemed like he just wanted to use a water texture to give the "underwater base" impression

gritty forge
short solar
honest stag
#

Yea i thought that too
Getting shot at right as you spawn is generally not a great idea

short solar
honest stag
#

Oh that's from trespasser, mod made by me and veven

#

Egyptian map

#

Im currently making a follow up so i forgot to turn it off

vital plover
#

how well does dusk's engine handle large, wide-open fields?

honest stag
#

As well as unity does

#

As long as you dont overload it with various shite like enemies it should be fine

blissful lion
#

maybe

#

i still wouldn’t recommend it

#

like go e1m7 max in horizontal for combat’s sake

gritty forge
#

concrete I made and used quake color palette on I think

#

forgor

#

it also tiles

#

so

#

here is a color limited one

short solar
#

are there any custom endless maps

crisp raven
#

It is not yet possible to make custom endless maps

short solar
#

why

crisp raven
#

The SDK is in an Alpha state

#

Many features are not yet implemented

short solar
#

i think one of the dusk maps i played had some kind of wave section

honest stag
#

It's very manual for now, there's no actual endless mode

#

You can manually set enemies to appear but you'll have to pre-spawn them
Then teleport in

short solar
#

can enemies be made to respawn

honest stag
#

No

crisp raven
#

Neither can pick ups

honest stag
#

You can make a WALL and spawn a GUN
Maybe you can make the wall MOVE but don't or the map will break

#

Also don't save load or the wall will break

short solar
#

man you really can't do shit with dusk huh

honest stag
#

Im jokin

#

You can do plenty

#

Even with the limited stuff we got

short solar
#

what is the absolute limit of ambition currently you would say

honest stag
#

Depends on what you want to do?

#

Given enough time and effort ypu can do a lot

short solar
#

i remember playing this map that had a train in it, i didn't think much of it when i saw it, but when david and dave saw it they seemed to have a pretty big reaction to it

honest stag
#

Its the fact that it had a sound

blissful lion
#

thats just a door

honest stag
#

We can't do ambient sound yet but the guy timed thd music track just tright

#

So that was unexpected

blissful lion
#

i was gonna make the half life controllable train but because of how it works it shakes when you stop it which makes the vision blurry

short solar
#

holy shit you can't even make ambient sounds?

honest stag
#

Nope

#

But as you can see, he made a workaround

blissful lion
#

except if you use existing entities

honest stag
#

So its not like its impossible, just not an intended feature

short solar
#

honestly i can't wait for that sdk update, workshop integration, presumably custom maps not running at like 12 fps and hopefully just more things that can be done is going to give me so much more reason to revisit the game

ancient depot
#

Yeah with how the TumorSDK (what we call the current public build) is set up, we couldn't add sound/model entities yet since the code wasn't set up to handle them

#

If they were added, the game would stall every time they were triggered

#

It's not a problem in the upcoming update

wet marlinBOT
#

@vital plover, please do not discuss politics.

vital plover
#

@wet marlin i was discussing guns not politics

ancient depot
#

Idea just popped into my head for something to add much later, wanted to hear mappers' thoughts on it

#

So, when we have in-map skyboxes with camera entities, it might get annoying to have to copy them around constantly to share them between maps

#

What if I added an entity that "spawns" another map where that entity is placed?

#

So your skybox can be its own map with the camera entity in it, and you just spawn it in your map

#

Means you could lightmap the skybox separately as well, so a skybox change wouldn't mean a recompile + relight of your whole map

blissful lion
#

i think it would be cool

#

but i dont see people using the same skyboxes for different maps

ancient depot
#

HL2 supports it, yeah

#

Not the "spawn a map here" feature though (afaik)

#

I could see maps taking place in the same area that are split into several maps reusing a skybox

#

(Especially when/if we support GoldSrc-style transitions where the state of the level is saved)

blissful lion
#

well i think that if youre gonna have a map with that kind of skybox its gonna be more horizontal and probably big enough for the skybox being different/moved

ancient depot
#

I suppose it might also be useful for skybox "prefabs" if people decide to release those

blissful lion
#

i suggest support for more cameras in 1 skybox map at least

ancient depot
#

Yeah there wouldn't be any limits on that

blissful lion
#

like targetname is the name of the map it needs to be used in

ancient depot
#

You'd be able to reference entities from the map you load in as if they were part of your normal map

blissful lion
#

so the "skybox" is gonna be solid too?

#

and would the enemies be able to attack you from it?

ancient depot
#

You'd be able to configure where it spawns and what behaviour it has

#

So you could load it as a non-solid map, or disable AI for entities inside it

blissful lion
#

aha

#

cool

ancient depot
#

You'd also be able to trigger the map spawner to "toggle" the map on/off

blissful lion
#

thats cool

ancient depot
#

So in theory (not that I'd ever recommend it lol) you could have an empty map with a bunch of enemies in it

#

And use that to control those enemies as a group

blissful lion
#

and move it around?

ancient depot
#

Like, there'd be absolutely no reason to do that because that's how targetnames work already

#

But you could do it

#

Moving the map around is a bit of a more complex one

#

The entity wouldn't refer to the map itself, it's more like a trigger for toggling it

#

I could make the entity be the map, but it would have a performance cost (quite significant for a big map)

blissful lion
#

will you be able to scale the map like in hl2?

ancient depot
#

You'd be able to move it and scale it, but only its initial state

#

So you couldn't change it after load

blissful lion
#

yeah, figured

cobalt atlas
#

On the fly scaling sounds nightmarish

ancient depot
#

It's doable, just not something I would implement at first

#

It's just that the more "dynamic" things are allowed to be, the harder it is to optimize them

cobalt atlas
#

oh absolutely

alpine depot
#

thatd be cool

ancient depot
#

They do that in Alyx?

#

I haven't played Alyx and I'm like completely blind on it lol

#

Interested to hear more if they actually do something like that

short solar
alpine depot
#

well source 1 didnt have skyboxes in separate map files

#

and source 1 fucking sucks ass

crimson patrol
#

how would that work

ancient depot
#

The map would be loaded alongside the current map, and placed where the entity is

#

And since it would mostly be used for skyboxes, it would (by default probably, but you could change it) be treated like a separate "universe" so things wouldn't collide with it and it wouldn't be visible to anything but the skybox camera

crimson patrol
#

Oh thats nice

#

If you place this entity close to the TB limit can the additional map surpass the limit?

ancient depot
#

Yes

alpine depot
#

didn't a newer version of TB get rid of the limit

blissful lion
#

forgot to suggest this: can you make the makewad turn spaces into _ so nobody runs into that dumb problem? @ancient depot

ancient depot
#

I can look into adding an option for that, sure

#

spaces in a .wad are technically valid, trenchbroom just needs to write them properly to the .map

#

should open a bug report for it sometime

blissful lion
#

oh so its a bug?

ancient depot
#

Yeah, it should be writing the texture name in quotes if it contains a space

blissful lion
#

ok

ancient depot
#

You can actually manually fix it by adding the quotes yourself and then the map loads again

#

It's a bit of an annoying issue

#

Just looked through issues on the repository and someone opened an issue about this just a few weeks ago

blissful lion
#

oh cool

ancient depot
#

It appears to have been fixed recently

#

So the next release of TB should have it working I guess

blissful lion
#

cool

ancient depot
#

Or not, it's fixed in the most recent version available now

crisp raven
#

Can we expect scrolling textures in the coming update?

honest stag
#

Can we expect the coming update?

ancient depot
#

Scrolling textures aren't in at the moment but they're pretty simple to add so probably

#

If not in the update, in a pretty quick patch

#

Would basically be a special brush entity that scrolls its texture

crisp raven
#

Oh no please tell me I didnt just add 3 months to the dev time 😭

#

jk we love to joke here 😁 ✌️

ancient depot
#

lmao

#

It's the kind of entity that would take like 2 minutes to add really

bold orbit
#

what about animated textures

ancient depot
#

Simple frame-by-frame ones, yes

#

Necessary for switches

#

At the moment it's just the Quake-style animated textures where you have +0, +1, etc at the start of each texture name, so you're limited to 10 frames of animation

bold orbit
#

any plans to extend that to 100?

ancient depot
#

I've got a few ideas for ways to define more complex animation sequences so there'd technically be no limit

#

The +0, +1, ... system can't really be extended on its own though

#

Supporting more than 10 would mean a texture called +10hello would suddenly be an 11th frame instead of the second frame of 0hello

#

(Another reason why I don't like how Quake delegates so much behaviour to texture names...)

bold orbit
#

Good point

ancient depot
#

I could theoretically support it with something like ++n+name where n is the frame number

#

So you could do ++100+0name for the 101st frame of 0name

#

But I'd rather not rely on names

#

(Especially because there's a limit on how long names can be -- and it's a very small one)

bold orbit
#

Add .gif support to wads
Bigbrain

ancient depot
#

god lol

#

APNG maybe if I was insane

blissful lion
#

weird idea, but does .bsp store texture names?

#

like what if you could make the sdk not use those textures but the ones in textures folder (or any other folder in the mod folder) with the same name

ancient depot
#

Yeah, the BSP stores texture names

#

And that is indeed how texture overrides work

#

There is an option you can pass to the BSP compiler that strips out the embedded textures from the BSP too, so it only contains names

blissful lion
#

cool

#

so is that planned for sdk?

ancient depot
#

yes

#

it technically works already in the current build, but only with quake 3 bsp

blissful lion
#

it looks into the textures folder in mod folder specifically?

ancient depot
#

yeah

blissful lion
#

any way to just use the ones in base dusk folder for instance?

ancient depot
#

If I remember right, it first tries to use an exact path (so if the map has texture.png as the name, it'll look for texture.png in the root of the mod), and if it can't find it that way, it looks in the textures folder

ancient depot
#

all loaded mod folders ('dusk' counts as a mod) are "combined"

blissful lion
#

so you kinda get like a big folder with base and mod textures?

ancient depot
#

yeah

#

that's why mod load order is important

blissful lion
#

yeah

ancient depot
#

because if there is a texture with the same name in two mods

#

the higher priority one overrides the other

blissful lion
#

oh yeah forgot

#

gif support for that?

ancient depot
#

no plans for gif support at the moment

#

maybe later but definitely not in the update

short solar
#

can it at least be confirmed yet if the update is coming out within this year

ancient depot
#

It is yes

short solar
#

thank god

short solar
#

trying my hand at sound mods how does this sound

inland verge
#

sounds great

gritty forge
#

Can't wait to hear Zombies ted talk about unity lightmaps

blissful lion
#

what about them

#

ok i checked general modding

honest stag
#

DUSK MAP

#

CUSTOM DUSK MAP

#

anyway any progress mangos?

#

I got a little

blissful lion
#

nope

#

i dont know what to to with that circle

honest stag
#

Make a coliseum

blissful lion
#

like i know what its gonna be

#

a rusted military base abstract circular room

#

but like idk how to detail it

crisp raven
#

Shit is getting wacky

mossy epoch
sharp trail
#

195.72.13.254

sand lark
sand lark
mossy epoch
sand lark
sharp trail
#

get lost kiddo

sand lark
whole vortex
gritty forge
#

dusk pissing simulator when?

sharp trail
gritty forge
short solar
muted glacier
high magnet
#

Bruh ip in the bathroom like everyone else

compact zinc
#

I misclicked on this channel and

#

uh

modest pulsar
#

pog

blissful lion
#

lmao the new "mod" is just some .exes

honest stag
#

The fuck

#

I wouldn't touch that lol

blissful lion
#

the windows defender automatically deleted it anyway

short solar
#

why did you download it

blissful lion
#

its a zip file

ancient depot
#

I'll investigate it

#

method 1: see if exe is a self-extracting archive

#

regardless of what it is, it's not a dusk mod, so it's getting deleted and reported

#

Trojan:Win32/Wacatac.B!ml apparently

gritty forge
honest stag
#

Wait isnt that your map that you released

#

Forgot the name

#

The industrial base thing

gritty forge
#

yea

#

just playing through it with other settings

#

and felt like screenshotting

honest stag
#

Ah gotcha

gritty forge
#

I never realized how silent hill-esque this map is

#

I never watched or played the games

#

I only watched the movies recently

short solar
gritty forge
#

like I said

#

I watched the movies

#

recently

#

@short solar

clear tendon
#

why the hell does dusk use .iqm model files. that is the least common file type imaginable

#

dusk modding community how do i make a .iqm into a model type anything uses

honest stag
#

There is a blender plugin for it

#

Wait

#

FROM iqm?

#

Well also blender probably

clear tendon
#

ill see if i can find the site for the thing i used

#

if you ever need to get a model from dusk into a normal format noesis is your best bet i think

honest stag
#

oh also noesis

#

it was a lil funky when i used it

#

but maybe you'll have better luck

clear tendon
#

worked fine for me

honest stag
#

i was mostly converting mdl/iqm tho

#

and vice versa

clear tendon
#

.fbx was what i used, works fine at least for unity stuff

honest stag
#

@ancient depot opinion on fbx

ancient depot
#

.fbx is a mess, the SDK won't ever be using it

blissful lion
quaint heath
ancient depot
#

Just note that it doesn't handle animations in IQM files properly, it will merge them all into a single clip

#

It also plays all animations with the framerate specified in the first

gritty forge
#

im still dumbfounded that dusk sdk can read BSP FILES

ancient depot
#

we'll release the code eventually so other games can too

#

there's actually a really cool Half-Life fan game using the BSP code from the SDK

#

Half-Life: Loop

unique pulsar
#

thats really cool looking

blissful lion
muted glacier
#

Maddddd Hexen vibes. Love it

blissful lion
#

hexen? rly?

muted glacier
#

Oooooooor, the 2001 scooby doo live action movie. Where they house the little pyramid artifact thing maliciouspog looks gothic af

crisp raven
#

Also there's Sugar Ray in that one scene

short solar
#

so i finally got around to testing that sickle texture edit i made, and uh

short solar
thorn fog
#

I'd try marking difference places on the blade parts with different colors, then load it in game as a reference for where you should edit the texture

short solar
#

well see i have a bit of a problem now: i forgot to make a backup of the original texture

thorn fog
#

verify the files

#

through steam

short solar
#

i don't know if that will work in this case of how i made it

#

cause i literally just edited the actual file in ms paint

honest stag
#

Then delete the file and verify

#

Or maybe some kind soul will send you the og

#

Also im really late wow

blissful lion
#

yall lazy

#

@short solar

short solar
#

was just about to do the verify, but thanks

blissful lion
#

make sure to open original pic from discrod and save that

short solar
#

here's a revised version, mqde with the game's actual blood decals, how does it look

honest stag
#

I was at work sry lol

#

It looks like pimples sorry

#

Or acne

blissful lion
#

yeah the brighter ones

#

its david's fault tho

honest stag
bold orbit
honest stag
#

bring your white tie and take a seat at the fancy chair, the fancy meeting is about to begin

#

i love how the dusk trees look but this kinda shit bothers me man, cant even do much about it
well aside from lightproxy

short solar
crisp raven
#

This is the best looking part in my opinion

short solar
#

would anyone else be interested in taking a stab at this idea?

honest stag
#

haha, a stab
cuz it's sharp and covered in blood

short solar
#

i wanna see how other people do it, so i can improve my own version

crimson patrol
#

Teen sickles

thorn fog
ancient depot
short solar
#

how's this

crisp raven
#

I'd have to see how it looks in game

short solar
#

when are we getting a bit crushed sound pack

short solar
#

how's this

blissful lion
honest stag
#

They should be bloody from the tips, not from the base

#

Imo

#

Just makes more sense

short solar
#

that's what i'm trying to do but the textures don't make it very clear where evrything is

honest stag
#

Ah gotcha

#

You can always load up the model in blender and look at the uv maps

short solar
#

oh yeah i also did this cause i was bored

honest stag
#

Just now realising from looking at this

#

Did david use a textute brush

#

Like, drawing with a texture

short solar
short solar
compact zinc
#

does it include big john

lament ore
short solar
short solar
#

@blissful lion hey so i'm playing your map but i'm kinda stuck rn
i destroyed both the eyes but the first is still shooting fireballs and nothing seems to be different what am i supposed to do here

ancient depot
#

If the SDK were to support any transport format it would be GLTF, but as of right now there are no plans for anything other than IQM and maybe GoldSrc MDL somewhere down the line

hard pollen
#

Not gonna lie working with IQM kinda sucks.

#

While FBX and Collada also suck they at least have export tools that aren't poo poo.

#

Hoping that Alembic and Universal Scene Description become the new standard though.

ancient depot
hard pollen
#

Really awful user experience.

ancient depot
#

How so? You just select the model, hit export, type the animations you want, and bam

#

I'm genuinely curious because if it's really that bad I'll look into doing our own tools for it

#

I haven't had any issues myself though

hard pollen
#

The Collada and FBX exporters are just easier to work with, feels like half of the things in the IQM exporter just, don't work or break the export.

ancient depot
#

Since Collada and FBX are transport formats they naturally have to support everything, but that makes them unsuitable game model formats (since they encompass an entire scene, not just a model)

hard pollen
#

Also the derigify button is really dumb, with FBX and Collada I can just export without deform bones, but for some reason the IQM exporter relies on rigify's naming convention.

ancient depot
#

They're also a massive pain to implement, since there's so much functionality in the format

hard pollen
#

I mean fair but it's nice being able to change rotation orientation in the exporter.

ancient depot
#

So what changes would you make to the IQM exporter if you could?

hard pollen
#

Uhhhhh, biggest one would be having the ability to just export deform bones, then I'd probably make it so you don't need to type out the animations you want exported, then I'd probably have an option to change rotation orientation like in the FBX or Collada exporter.

ancient depot
#

That seems reasonable

#

I dunno about the rotation orientation part, but I could look at a rotation offset feature

hard pollen
#

Like, I get that IQM is a far better built format but to me that doesn't really matter if the export tools are annoying.

ancient depot
#

Those things you listed should be trivial changes so I'll look at forking the exporter

#

I want to write a proper plugin for Noesis too, since the built-in one doesn't handle animations properly

ancient depot
#

Yeah that was pretty trivial, I just made it so it exports all animations if you don't specify any

#
if self.properties.animspec == "":
    self.properties.animspec = ",".join(bpy.data.actions.keys())

ez

#

@hard pollen this will export all animations when you don't specify any, and I added a deform bones only option, does that work as expected?

honest stag
#

Remember how i was losing my mind over ajdusting rotation of iqms in the fgd

#

Yea that feature is NEEDED

ancient depot
#

Will note it down

#

currently I've got it like this

#

I'm considering removing de-rigify and bone order

honest stag
#

Oh yeah i needed to select the armature each time i needed to export

#

Not just the model

#

Sometimes i forgot about that and the model was invisible

ancient depot
#

I could make it pick the first armature it finds if none are selected

honest stag
#

That would be great

ancient depot
#

but like, I'm having trouble thinking of a reason to tweak bone order to begin with

#

I don't really get why it's an option lol

#

This:

  1. Exports all animations (it's just a checkbox now)
  2. Has a Deform bones only feature
  3. Doesn't require selecting the armature
honest stag
#

hell freakin yea

#

thank you

hard pollen
crisp raven
#

This guy is crazy!

blissful lion
#

and you’re sure both were destroyed?

#

did you get the sequence complete message?

honest stag
quaint heath
high magnet