doomguy

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Everything posted by doomguy

  1. anyone know if this is possible to do in the developer tools? rather than placing 20 or 30 wave spawn boxes, i was trying to place just 4 or 5 and enable and disable it, and in between change the ai preset to another type of zombie. anyone know how to go about doing this?
  2. there is a few phases that say "preset" but the ones i found are for HumanAI - was hoping to change the AISpawer waves there is ,spawn-ai that apparently can take the AISpawnBoxWaves as a setting but i don't know how to make it work or if it even works - it's in the original game files but commented it out.
  3. well, i know which game developer (and publisher) to start avoiding from purchasing any more games now. still i like the tools and am gonna keep building maps until they flat out remove it from steam, for no other reason that they suck. i really hope they come to grips with what they have in their (still active) community, and not throw everything away.
  4. has anyone has any issue with the sounds being muffled in their maps? i have a sound emitter that gets it's volume reduced by 90% when i use the ,set-day-time phase in my quest. also, changing the varlist time of day slider muffled the sound emitter as well. it looks like (at least) sound emitter volume is tied to the time of day. setting the time of day to noon makes the sound emitter has it's volume at normal height. setting time of day to 20:55pm diminishes the volume. anyone know how to block this from happening? edit: setting the audio bus of the sound emitter to special sound doesn't muffle audio, but stuff like vases breaking are still getting muffled.
  5. and views are back now. Thanks techland
  6. that's tough. i've had the tools crash but never delete half my map. if you've created groups of objects, then you might have .eds.bak files in your data folder. there's also some autosave folders in the project's data folder. (if autosaves was turned on i believe) if not, i don't know what you can do. maybe check the windows temp folder for files related to the tools, or search for other temp folders and files in the tools' folder. and search for .bak files while you're at it. other than that, i don't think you can get your work back. backups and restorations are basically files stored on the computer. never will software store that info inside itself, and magically make it all come back. unfortunately.
  7. where you in the middle of editing the map when the pc crashed?
  8. i managed to get a hold of a few .height files. i was able to import without errors but i could not make the terrain show up if anybody want to test it out and see if it works. here's a 100m by 100m terrain: https://mega.nz/#!gHY3EDKQ!4aApD0hHgfzh4-utUZOsu5NvXYm3tsUIkBwfxw4B6K4
  9. does the dev tools allow to import heightmaps, or does it have any other feature that helps build terrains quicker? also, what's the difference between a terrain block and a terrain patch?
  10. 2 - idk either. 3 - like i said dunno. i'm not into customizing and 3d models. i think you might not be able to export, maybe due to copyright? but idk. wait till someone else replies; you'll probably get a better answer.
  11. 1 - better ask gog or tweet the devs until they answer. they rarely show up here 2 - probably, because you can move a project folder in and out of the dev tool's workshop folder (C:\Program Files (x86)\Steam\steamapps\common\Dying Light\DevTools\workshop) and still open it in the tools 3 - i dont know
  12. it's a bit, but the views is bugged for the entire forum - not just your post.
  13. added a way to remove the player's Survivor Sense http://yobuilder.com/413B (place the skills folder in your project's data folder, then open the dev tools and launch your map to see it in action)
  14. so i thought i'd share these how to's for stuff ive been messing around with. stuff i needed for my map. (also, one of them is to help steam community member) ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Some examples on how to do stuff on the map with objects ---------------------------------------------------------------------------------------------------------------------------------------------------------- Button Puzzle Examples - BoxObjectEnabler 1 - http://adf.ly/1fjeZe (press specific buttons in order to solve puzzle with hints. press wrong button disables puzzle.) 2 - http://adf.ly/1fjcKh (press 3 random buttons out of 4, and disable puzzle. with reset button) (http://steamcommunity.com/workshop/discussions/-1/217691032444163214/?appid=239140) Corridor Wave System - BoxObjectEnabler 1 - http://adf.ly/1o9CBf (an example on how to set up a enemy waves thing in a corridor, as opposed to an open area) Play Movie Without Quests - BoxObjectEnabler 1 - http://adf.ly/1frN0a (simple one way animation) 2 - http://adf.ly/1ftb7w (two way animation - play forward and play in reverse, indefinitely) Sound 1 - http://adf.ly/1o0NE9 - BoxObjectEnabler (playing sound in 3D, using the BOE and ObjectPlaySound) 2 - http://adf.ly/1o184L (just messing around with MusicAreas via quests and sensors) Truly Reflective Surfaces http://adf.ly/1foxWb Light Switch Control - BoxObjectEnabler 1 - http://adf.ly/1fCwlw (use one switch to turn on and off multiple lights at once) 2 - http://adf.ly/1fzO4A (automatically turn off light after period of time) Force Weapon Upon Player 1 - http://adf.ly/1nmlnB (makes player hold picked up weapon - Method: using the stash) Remove Player's Survivor Sense http://yobuilder.com/413B (place the skills folder in your project's data folder, then open the dev tools and launch your map to see it in action) How to set up Side Quests 1 - http://adf.ly/1nt8Bv (if your browser of AV warns about this file being malicious, ignore the silly message. The .rar file has nothing more inside than a .txt file with some dev tools quests!) to use these examples which have eds files, unzip and place the unziped files in the data folder of your project. if the tools are already loaded, refresh the file system, then goto the data folder in the devs tools file tree list and find the eds with the name of the zip file and drag it onto the world. To be able to select with the objects, go to the objects (the library of objects on the map) select the object and right click and do open. ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Weapon damage list ---------------------------------------------------------------------------------------------------------------------------------------------------------- A list of the damage each weapon does, so you can choose a better weapon for the right place on the map (avoiding adding OP weapons at the beginning of a map!) http://adf.ly/84985/weapon-damage-list Note that there might be one or two errors in the name of each weapon on the list. I used a jpg->text auto converter, but weapons are listed in the same order as they appear in the dev tools weapon list, when choosing a item from the item spawner object list. ---------------------------------------------------------------------------------------------------------------------------------------------------------- + Organized mesh tree ---------------------------------------------------------------------------------------------------------------------------------------------------------- Use the following at your own risk. This is a early version of my folder tree collection, trying to organize all the meshes. You can replace these files with the ones in your data folder, and you'll get a more organized mesh collection. Again, it's pretty rough and unfinished list. http://adf.ly/1g4ffn (replace in data/editor/user) http://adf.ly/1g4fk9 (delete folder "assets_collections_shared" in data/editor/scripts and paste zipped assets_collections_shared folder in the scripts folder*) *if you dont have script folder, create it, and paste the assets_collections_shared folder If the tools are loaded already, refresh the file system after copying the files. In the tools, go to Refresh, Refresh File System P.S. the meshes in the "everything" folder i haven't categorized. all the meshes where copied from the "meshes" folder and i continuously move them from "everything", into the organized categories. P.P.S. wanna earn cash also when sharing links? use https://join-adf.ly/84985
  15. like i said i dont play pvp or co-op how does someone join a custom map that has multiplayer enabled? i havent been able to figure out how not to pause the game in invertory, nor escape key (i think escape key always pauses game, no matter what difficulty settings so it looks harder to mod than it seems), nor setting Nightmare mode in the custom map, but i was able to remove the ability to go to the escape menu. when pressing escape nothing happens and the map plays fine. (also removed all other menus (inventory, quests, skills, etc)) im guessing this might be a problem for people joining a multiplayer session in a multiplayer map? or can they join any way without using the escape menu?
  16. i don't play pvp when a map allows pvp (or co-op, is it basiclly the same?) can players pause the game by going into the menu by pressing escape? im building a co-op map but i can't have people pausing the game - it would defeat the purpose of the map ?
  17. i'll look into that thanks
  18. there is a demo for leveller is anybody cares to give it a try (i only found v2.6 though - it's current version is 4.1). i was able to import a heightmap from the terrain.party site into leveller and see the terrrian with the heights in leveller (very cool and easy) and then i export to .height, but the demo gave an error and exported an empty .height file. if anyone wanna give that a try! i followed this guide to import https://asstnotesideas.blogspot.pt/2017/03/leveller-for-opensimulator-part-4.html#comment-form
  19. noice. i missed that. it import .height files, any ideas where from or how to create these? is it just import between dev tools maps? it looks like it. would be great if we could import actual png height maps. not very much about knowing about heightmaps, but would be pretty awesome to import pre made terrains into the tools. im finding interesting things: .height map files can be exported from the Daylon Leveller, a terrain creation software. the .height extension has been used in a game: Xpand Rally, a rally game created by...polish company Techland Games http://www.daylongraphics.com/features/formats/elevation.php so it looks like you can import a heightfield from http://terrain.party (for example), import it into leveller and export as .height if any one wants to fork over 50 bucks for the software and let us know if you can actually import a hightmap from leveller to dev tools that'd be great. more so be able to import terrains into the dev tools. in a few minutes would be awesome
  20. +1 for the inclusion of the buggy skill tree
  21. right click DyingLightGame.exe , properties, compatibility, run this program in compatability mode and select windows 8 select apply and ok and see http://www.mweb.co.za/games/view/tabid/4210/Article/17907/Dying-Light-goes-Broken-Light-on-PC-Heres-how-to-fix-it.aspx
  22. find DyingLightGame.exe in your pc and right click and run as administrator
  23. reply to the topic, dont create a new one! anyway search google for window 10 and dying light and see theres people with the same problem, and read how to fix.
  24. 1. restart your computer 2. validate you game files 3. restart your computer 4. uninstall and reinstall game 5. restart computer 6. post screenshots in english