Dusk:FAQ

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General[edit]

How do I get the SDK?[edit]

Currently the Steam version of Dusk is required to use the SDK. Right click on the game in your Steam library and select "properties," then navigate to the "BETAS" tab. Enter oohatinybarn in the text box, and the "dusk_sdk" branch should appear in the dropdown menu. Select it and close the window and Dusk should begin to download the SDK.

Note that the SDK version is currently a separate program from the main game. To run it, start Dusk from your Steam library (using the green play button). A launcher should appear with "Launch DUSK SDK" as an option. Choosing "Play DUSK (singleplayer)" instead, or launching Dusk from a desktop shortcut, WILL NOT LAUNCH THE SDK. If there isn't a "modding" button on the main menu, you've launched the wrong version.

What can I do with the SDK?[edit]

Currently the Dusk SDK can be used to create and load custom levels and replace most sounds and textures. Replacing models, music, all sounds/textures, scripting etc are all planned at a future time.

Where do I find mods?[edit]

Dusk mods can be found on duskmods.com and the Dusk ModDB page. For more information join the New Blood Discord. You can also check out the Dusk subreddit

Creating Mods[edit]

How do I make maps?[edit]

Any map editor capable of exporting Quake-Half-life .bsps should be compatible with Dusk. TrenchBroom is the officially suggested mapping software.

Configuring TrenchBroom for DUSK[edit]

Video Tutorial:

https://www.youtube.com/watch?v=SlefvnZUQEk

How do I assemble my mod?[edit]

  1. Create a folder in SDK/mnt/local/ and name it whatever you want your mod to show up as in the in-game menu.
  2. Inside that folder, textures/sounds/maps should be placed in corresponding folders named textures sounds and maps.
  3. If you want sounds and textures to replace the default ones, name them the same thing as the corresponding sound/texture found in SDK/mnt/local/sounds/ or SDK/mnt/local/textures/ (the file extension needs to be the same as well).
  4. Make sure to activate the mod in the modding menu.
  5. See "Running Mods" for information on how to load mods/maps.

Running Mods[edit]

How do I run Quake maps?[edit]

Quake maps can be found inside [Quake install location]/id1/PAK0.PAK and [Quake install location]/id1/PAK1.PAK. To extract them, you will need a program such as Pak Explorer or Slade3.

  1. Create a folder in [DUSK install location]/mnt/local/ named "quake maps" (although this can be named whatever you want).
  2. Place Quake's palette.lmp file here, and create a new folder named "maps" (this CANNOT be named whatever you want).
  3. Place your Quake maps inside that folder.
  4. Run the Dusk SDK (for more information see "How do I get the SDK?" above).
  5. On the main menu click "modding" and ensure "quake maps" (or whatever you've named it) is enabled.
  6. Back out of the "modding" menu and click "campaign" then "custom level."
  7. Select the map you wish to play from the list, choose your difficulty, and have fun!

Note that some entities and functionality from Quake are yet to be implemented, or still require improvement.

How do I run Half-life maps?[edit]

Half-life maps can be found in the [Half-life install location]/valve/maps/ folder and do not need a special program to be extracted. Anything with a ".bsp" extension is a map.

  1. Create a folder in [DUSK install location]/mnt/local/ named "half-life maps" (although this can be named whatever you want).
  2. Create a new folder inside this named "maps" (this CANNOT be named whatever you want).
  3. Place your Half-life maps inside that folder.
  4. Run the Dusk SDK (for more information see "How do I get the SDK?" above).
  5. On the main menu click "modding" and ensure "half-life maps" (or whatever you've named it) is enabled.
  6. Back out of the "modding" menu and click "campaign" then "custom level."
  7. Select the map you wish to play from the list, choose your difficulty, and have fun!

Many Half-life maps also require accompanying wad files for textures. These can be found in the [Half-life install location]/valve/ folder. Copy everything with a ".wad" extension and paste them into your "half-life maps" folder (or whatever you've named it). Note that these should be in the same folder as "maps," NOT in the "maps" folder itself.

Note that many entities and most functionality from Half-life are yet to be implemented or are only partially implemented. Also note that Dusk does not currently support Half-life style level transitions, so entering any level transition trigger will cause the end level screen to be displayed and the next level to be loaded anew.

Can I run user maps made for Quake/Half-life?[edit]

In most cases, yes. Dusk should be able to load user maps for Quake/Half-life using the respective methods outlined above. However this is highly dependent on the map in question, and we can't guarantee compatibility. Also note that larger Quake maps such as those in Arcane Dimensions and Wrath can technically be loaded but currently experience significant issues.