KNG

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Everything posted by KNG

  1. KNG

    Custom Audio Sfx

    Hello, I've got some questions. After doing some research (Steam Dev Forums) I found out that you can indeed use custom audio in your map. So I added my custom audio to \data\custom\sfx\myaudio.ogg In the Editor I clicked -> Refresh Filesystem, then clicked Validate and Build -> Build Audiobank. Custom Audio SFX .ogg was detected and successfully imported. Now I find out that these "custom" audio files can not be played using the SoundEmitter Classes etc. But rather using the Trigger in a objects (asset) _FIELDS_ properties. How do you set this _FIELDS_ trigger property up properly? I added the custom_sfx.ogg into the execute field: Question do you have to specify filetype like do you add: a) custom_sfx.ogg or just custom_sfx into the field? How does the trigger property work anyway? What does autoexecuteRange (default 2.5) do? What is Trigger Distance? Here is what I did. I added a cb_radio_a.msh and put the custom sounds in the trigger, which wouldnt work. The only way of making this cb_radio_a.msh "interactable" for me was to add the PhysicalSwitchDl Class, link that on to a Sound Emitter, then use the Sound Emitter to play aSoundName (which apperantly can only play the default sound SFXs etc.) TLDR; How does the Trigger property exactly work? How do you exactly play a custom SFX .ogg when i.E. interacting with some object (like pressing a button on a radio).
  2. KNG

    Custom Audio Sfx

    Hey Cr1m3, this is good info, but not exactly what I'm looking for. I will probably use it anyway at some point. Again my problem is the following: I have a radio mesh placed on a table, changed it's class from ModelObject to PhysicalSwitchDl and linked the "switch" properties to a sound emitter that would right now play any sound that is in the sound emitter library (apperantly sound emitters DO NOT support custom audio sfx). So far this works. The end result ist a usable radio on the table where I can walk to and a "Turn On" Dialog option appears that, when used, will play the audio linked from the Sound Emitter. Turning the radio off, will obviously also turn off the sound emitter. So this works great and is cool and all... Now my question is.... How can I link / add / call a _CUSTOM_ audio sfx when turning on the radio. Anyone?
  3. I'm not at home right now, but wouldn't it be possible to unpack the .pak and just add the meshes etc. manually to your maps \data\ folder?
  4. KNG

    Cargo Plane Assest

    I must be missing some assets, because searching for c130 or Hercules doesn't result in anything. Do you have to manually import the main game's .pak files to find these assets?
  5. hey, I feel like I'm missing some meshes after seeing this. Can you tell me what this mesh is called in the asset browser?
  6. KNG

    The Official Modding Tools Thread

    As I understand what apocalyptic wrote is just something he would like to "have". Not some features that are actually planned or have been confirmed. As far as I understand there is no official word from Techland yet what else they might add to the dev tools in the beta. I mean how would he know?
  7. KNG

    The Official Modding Tools Thread

    no. there's no need to copy anything manually. I installed both, Dev Tools and the game with workshop patch and it worked without a problem. Also I don't have missing textures like you said and no missing *.dds files. That seems to be the problem here. I'd recommend uninstalling everything and then doing a fresh reinstall of the game (with workshop patch) and the dev tools.
  8. KNG

    Developer Tools Beta

    I just got a few questions, who of you got in too? Why is there no active discussion going on about the Developer Tools Beta? Does anyone know how to add Terrain / Ground? Is it based on the terrain meshes you can find in the assets? All the Terrain I could find was the hills they use for the horizon. How'd they have Terrain in the slums area (hills around the antenna etc.) When I place one of the terrain meshes there is no collision and you just clip through and fall through the map. I understand you can place meshes from the assets like the pave walks and roads like in the example and like in the tutorial videos etc. how do you place a terrain mesh without clipping trough it, anyone found that out yet?
  9. KNG

    Developer Tools Beta

    they have a wiki: http://wiki.techland.pl/chromeengine/bin/view/ChromeEngine6/ but we have no access :/ I hope they will loosen up a bit and maybe look at how Bohemia Interactive does modding.
  10. KNG

    Developer Tools Beta

    yeah, it seems to crash doesn't matter what you try to do, it's a shame they disabled generating terrain, I really hope they add this feature real soon. Don't really see a point in making a map without the terrain tool. edit: definitely seems to be missing the *.dll for terrain in \Dying Light Dev Tools\Plugins_x64_rwdi tried to rename some plugins in there like NaviMeshGenerator.dll and QuestEditor.dll and the editor would still load but would be missing the NavMesh / Quest Editor Tools. edit 2: downloaded Call of Juarez Bound in Blood and downloaded the "Dev Tools" for CoJ and compared contents from both Tools (CoJ Tools are basically an earlier Version of Chrome Engine) and Dying Light Tools are missing the TerrainEd.dll in the Plugins folder. What a shame.
  11. KNG

    Developer Tools Beta

    That video shows almost the exact same editor they released as the dying light developer tool, though the DL developer tool is definitely missing some features. From what I can tell there's no such tool to raise or lower terrain like they show in the first couple of minutes in this video. I actually checked all options / buttons to see if you can activate or enable such a tool anywhere in the editor but I did not find it. edit: I actually found some terrain editing options now that are hidden in Tools -> Shortcuts -> Window -> show terrain dialog I bound the dialog window to F1 and it brings up this window: Everytime I click "Create Terrain" or any of the other buttons the Editor crashes, so I assume this feature is still buggy and not fully included in the editor right now?
  12. KNG

    The Official Modding Tools Thread

    On Steam the development team posted the following message on march 20th: http://steamcommunity.com/games/239140/announcements/detail/239028491661230380
  13. I can't wait for Techland to release the modding tools for Dying Light. But in the meantime I already started modifying some of the AI Behaviour files to create a much more hostile enviroment and aggressive gameplay. I kinda got bored a little by how easy the normal "Biters" react in the game once I hit the higher levels. So while I was getting closer to the endgame content of dying light I started messing around with the AI and found a few ways to make the normal zombies (Biters) a lot more aggressive toward the player(s). Anyway, the result of modifying the AI is now a much harder game in my opinion, I also like fast zombies a little bit more and having that pressure of getting away from a situation where you start to feel to be overrun by zombies. Imagine World War Z or 28 Days later and you'll get the idea... with this mod all zombies will be: much faster climbing walls and obstacles alarm nearby zombies have a much higher and increased aggro range won't stop chasing you so easily and so on... changelog 0.03: removed virals added bandits with rifles / melee weapons more zombies less spawntime If you're up for a challenge, give it a try. Gameplay Super Aggressive Zombies Mod v0.03 Super Aggressive Zombies Mod v0.02 Download and Install Instructions latest version: http://www.nexusmods.com/dyinglight/mods/37/?
  14. KNG

    Mod Folder For 1.4 Patch ?

    Do it! I think all it needed to do is take certain mod content you put in a folder like out\data\ and zip it up as data3.pak and move it to the game directory. maybe have an option to choose different folders containing mod files you can select from in some type of list and then pack em all up as data3.pak
  15. KNG

    Mod Folder For 1.4 Patch ?

    yesterday we had the same problem, ended up with one person installing the mods, merging it to data3.pak with the manager tool and then sharing the data3.pak with the other players. worked actually.
  16. KNG

    Mod Folder For 1.4 Patch ?

    no the manager basically does the same, takes the out\data\ content and zips it up as data3.pak
  17. KNG

    [Request] Life Mod

    http://forum.techland.pl/topic/3651-mod-super-aggressive-zombies-mod-v002/ I removed virals and instead have bandits and neutral npc spawning to add more humans!
  18. just updated to 0.03 removed virals added bandits with rifles / melee weapons more zombies less spawntime
  19. if it does that (I don't know) it will most certainly overwrite your current data3.pak, or at least add files to it that have changed or were missing before being added. I just tested this, without using the manager tool. 1) extracted the file "texts_temp.scr" from data0.pak 2) moved it to out\data\temp_text.scr 3) modified "texts_temp.scr" by adding a custom string to it. 4) started the game, was greeted by modified data message in main menu 5) closed the game, checked the data3.pak in the dying light folder 6) found my modified "texts_temp.scr" file in the data3.pak all this without using the manager tool
  20. then talk to eachother to find out what mods they're using. can't be that hard.
  21. Sorry but this is incorrect. I did not have to manually repack anything. Just had my mods in My Documents\Dying Light\out\data and after I patched the game the modified data was automatically merged into data3.pak and I was greeted with the "you have modified data" message in the main menu. I did not have to manually repack my modded files as data3.pak.
  22. KNG

    How About Steam Workshop For This Game

    I think right now the way the game is modified this can easily lead to a lot of confusion. different mods modifying the same files. meaning if you install 2 mods that modify the same files somehow one of the two mods files are being overwritten. which would lead to more problems. at least that is how it is right now. I dont know what they plan for the future though. What kind tools they will make available for us. Maybe we get full access to that chrome engine editor and maybe we will be able to compile mods and have options to activate / deactivate mods. Maybe even through some ingame menu options. but as it is right now, all we (the modders) do is manipulate existing files and change parameters. there is no way of adding "new or your own stuff". since you rely on files and stuff as they are right now. only a few files allow to load or include script (*.scr) files you could create yourself now and if they don't the only possibilty left right now is to modify the original file which leads to the issue that if you have two mods that modify different parameters in the same file would overwrite eachother.
  23. yes. that is how it is now as of patch 1.4.0 you don't need the manager anymore to "enable" mod support.
  24. I found this pumpgun in the gamefiles, thought I add it to the traders. it's very cheap, its effective, its a pumpgun VERY IMPORTANT! VERY IMPORTANT! VERY IMPORTANT! If you decide to remove this mod make sure you do not have this weapon in your inventory or your playerstash. It will break your savegame most likely when you return to the game without the mod enabled! VERY IMPORTANT! VERY IMPORTANT! VERY IMPORTANT! Installation This mod requires the Dying Light Manager Tool if you are patched to the latest version 1.3.0. Link: Dying Light Manager Tool 0.10 - enable mods with the manager tool - extract file content from the rar to: "My Documents/DyingLight" /!\ do not extract to -> "My Documents/DyingLight/out" or "My Documents/DyingLight/out/data" extract to: My Documents/DyingLight Uninstall Delete the content of: "My Documents/DyingLight/out/data/scripts/inventory/" Delete the content of: "My Documents/DyingLight/out/data/scripts/trading/" /!\ only delete "/scripts/inventory/" and /scripts/trading/" do not delete "My Documents/DyingLight/out/" /!\ Gameplay Download and Install Instructions http://www.nexusmods.com/dyinglight/mods/64/? Known Issues the gun uses the m16 animprefix, so the reloading animation might be kinda off