#fallen-aces-modding
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woa
fallen aces moddinf is better
yuh
the place where it all begins
NO MY NEW HERE BADGE
skibi
welcome welcome hi everyone
i must say it again, fallen aces moddinf
is there a dust 2 yet
Make sure you check out the currently uploaded mods on the workshop too
Mods..
Wake me up when cs_office drops 😴
“modding” is simply inf-erior to “moddinf”…
I HAVE THINGS TOMORROW I CANNOT SPEND THE WHOLE NIGHT MAKING LEVELS AAAAH!
Thankful there is documentation now so I won’t have trouble connecting sectors & reverse sectors anymore (I hope 🙏)
Hell yes
There already is
AYYYYYYYYY IM MODDIN HERE
we already know gang 😔
go aces
HE’S MODDIN HERE!
guys is this #fallen-aces-modding
when i try to install it, it doesnt show in the workshop episodes
sneak peek of a little thing im working on called BLOODRUST
You mean the editor?
It’s in the “Tools” folder
gotta make sure ya put it in it's own "Episodes" folder before uploading.
can AceEd fullscreen
alt+enter
Alt+enter
thanks
when it is updated ultrakill mobile?
take a hike, man! this is our turf!
Jsjsjsj
how do you drag a surface in 3d view?
select "Position" for the edit mode and also select "Y Axis Controls Height"
Imma throw this out to the crowd, its almost done. I just want feedback if i need to change anything or modify stuff before i post it to the workshop
(note, there are some keys in the starting area, DONT FOREGET THEM)
umbutchers is great
Umbutchers is cool
But personally I think the door placement and room layout could be improved a bit
how would yall add carpets to an area
im assuming just cut a section out and change the texture?
yeah pretty much
can you give some examples for me to take into consideration
noob question: How can I try what I'm doing? I mean, "play" the map I'm making without uploading to the workshop. I think it's something quite basic and needed and I dont see it on the doc
Hi Cris, you'll just wanna save you map file in it's own episode folder and load it from the main menu.
Alright, I'll replay the level and compare it to the official fallen aces levels
any way to view 3d "things" in the editor? spawned a limo but its just an icon
not yet
Drat 😔
What's the correct path for AcesData if I have it on my C:drive?
C:\SteamLibrary\steamapps\common\Fallen Aces\AcesData
thank you! Looking forward to (trying to) make levels! Loving the game thus far
made a half arsed nuts.wad tribute out of necessity, i dont know when itll start showing up on the workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3486794926 official documentation guide again if anyone needs it.
you can always undo
made a backup to test it i dont think you can undo it
Hi, I'm having trouble figuring out what i'm suppose to put into the access directory, i tried putting it in my SSD but i doesn't seem to work, what do i do?
Access data path? The complete route to the AcesData folder in your game folder (you can find the route going to your "local files" of the game from Steam), for example if you have Steam in C:: C:\Steam\steamapps\common\Fallen Aces\AcesData
Tried putting in the file path but no dice, saying that “AcesData directory doesn’t exist”
Sorry I’m new to stuff like this lol
can you send a screenshot of what you put in
the editor automatically makes backups
Alright
Got some photos for reference
I should be able to compare them to your map @shadow dew
i wonder if vriska's gonna make any workshop maps
Sorry for asking for help again but i'm following the SDK doc and it says to add thing and that assign "mike" id. The thing tab works fine but for whatever the "Thing" i create doesn't show up and i can't right click it to assign id, any idea how to fix this (Also for whatever reason page up and down don't seem to redo or undo
your things might be invisible, i remember this happening to me back when i started learning the editor
📟
👍
should do it
Only ingame textures,right? Or can we add our own the same way it can be done with the music?
Alright
Can't to it tonight
Laptop doesn't want to work
And has been bugging out a lot
Got some photos
But not nearly as much as I want
playing the nut map.
Isn't this that one user doom level?
yup the iconic Nut.Wad or the fallen aces version Nut Dot Goon
tbh I'm curious now... How far does modding go for this game like can you mod a new enemy?
if so.... fuck recreate all the doom enemies for Fallen Aces lol
as of right now all you can do is add or replace textures, sounds, and levels
Damn
alright, maybe one day we'll get the ability to create more with it
because genuinely it be funny as fuck for someone to recreate all the doom enemies but in the fallen aces style
I had some ideas about custom weapons and new mechanics
(A grossly overcomplicated 1911, a Deagle in 357, and 10 slot inventory
This should be easier than thought to make due to the code base and sdk being easily available if I'm not mistaken
tbh I do hope we get more with Fallen Aces modding
due to I genuinely do enjoy the whole limited slots gameplay of fallen aces
like the whole you can't stick to one thing thru an entire level is neat
Oh yeah its cool, but sometimes I like to excercise my rights and have 10 different guns on me like a REAL American
pfff
This is a nice feature, but I do hope that we can get mods to toggle it on and off
Not saying it should be added to the base game or should be the only way to play
But it's nice to have options sometimes
Me too gang, have a whole list of ideas I wanna do
I can't figure out how to play my level without uploading it to the Steam Workshop, is there something I'm missing?
you have to put your files on the game's Episodes folder. Duplicate one of the existing ones and change what you need for your mod, then you open the game and you will see it there.
Thank you!
Yeah make sure it's in it's own episodes folder or it won't show up in the workshop options in the episodes workshop menu,
for example:
Now I only need to know an easy way to put custom textures 😅 The system to add custom sounds and music is great but I don't know for textures 🤔
FALLEN ACES MODDING!!
your kinda late to the party their
Only 135 messages have been sent here
i MIGHT be stupid
Kace test-basement and thebadeed high society you have to put your maps in an episode folder if you want to be able to select them from the epsiode select screen. I would consider reuploading your maps with these changes using the uploader.
mmmm... when the documentation says Texture Package Generator... that is...where? 😅
oh, great. Sorry, didn't saw it.
You can set the modlist path to C:\Program Files (x86)\Steam\steamapps\common\Fallen Aces\modlist.txt
i need the fallen aces e1m1 on spotify 🙏
its on youtube. Niftysquares noir doom
peak
cant wait to see like chapter length levels
congrats on releasing the editor you kings
I have two little observations:
- it looks like .2 is the default texture size, but that's like extremely small, right? I was under the impression I was making a massive space on grid 6 but its height was shorter than mike
- it looks like the grid is a little off? my textures are ever so slightly misaligned, which is apparent on this screenshot. this is an 8x8 room on grid 6 with 4 height, with texture scale .5, you can see that there's some issues
does anyone know what the .bvh file in the map folder is used for and how to create it? saving my map through AceEd only creates a .txt file
just copy a bhv file from another level and change the name to match your txt file
seems to work
not sure what it does tho
thanks!
Definitely do not do this
The BVH is a Bounding Volume Hierarchy file, it's used for rendering + lighting optimization
The game should generate one automatically when you play the map
You can also use the genbvh or bakebvh console commands to force it
gosh it works
I suspected that the .bvh things was causing the level error but I simply forgot to spawn Mike
its been a while since scott was showing off the editor
is there advanced scripting outside place player start, make a door, place level exit trigger
and
is there documentation for the ed
The documentation is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=3486794926
Scripting is limited to in-level behavior at the moment, you can't do things like gameplay scripting (i.e. custom weapons/enemies/etc)
thanks
thats what i was looking for
Anyone managed to get movable geometry working? I looked at the base game levels to try and see how it works but couldn't figure it out myself
lighting sure does make a difference, huh
That’s some beautiful work right there!
is there a way to make the editor fullscreen
f1 key
thank you
not really, tho I will suggest using the 3d mode when doing measurements
(Thats just from me tho)
also place a goon as a reference
The Goon Unit
how can i make a window
making a small adjacent sector, then changing its ceiling/height
thanks
profesional at work here
I'm having trouble figuring out how to save the map file, I think i accidentally saved it without putting it in the game, where do i go to find the proper file to save it in?
Actually never mind i think i got it
FINALLY Its fixed
i'll be checkin this out for sure
I still am developing it (mainly on the car park area)
Question, How would one say relocate the meredith? (in terms of the cutscene) I just cant get it to work for whatever reason
Noob question (again): I guess it's an event but... how to end the map? 😅
place down a reference point in the place where you want the meredith to relocate, tag said reference point, put in the the tag in the nighmobile's properties under "relocate for driveoff"
there are two ways to end the map
the easiest way is by placing down the nightmobile, which automatically ends the level when it's interacted with
the level can also be ended using scripts
EndLevel();
thanks!
Just finished reading the Documentation, how do i load a level i've created to playtest it? I think i messed up the save (Though i can load it in the editor just fine)
Go to your game files and duplicate an existing episode changing the new one for your modding needs 🙂
how do light states work? cant seem to get them to work
i just spent 10 minutes going insane cuz my code wasn't working, and then i realised i misspelled "neautralised" as "neutralized" because that's how it is spelt in polish
truly a ball clenching moment
BLOODRUST preview 2
I remember the days when it was just a bunch of boxes with the default texture 👴
Okay so let me explain some details we accidentally left out of the documentation. In order for your maps to work they must be saved in this format. You need to save your game within the episodes folder then name the folder whatever your episode will be. I chose "Wiseguy" you then make a subfolder in that folder where you put your map file. If you don't follow these steps you won't be able to pull up your map in the episode select screen, it will show up blank instead.
Look at other maps that do work and see how the are correctly set up.
YOOO skacky! Hell yeah.
I typically put default texture size at either 1 or 2.
I've never noticed the unaligned ceiling textures before. I'll keep note of that.
For walls you can use the texture autoalign tool, which you select walls from left to right. It dosen't align floors however but you can just reset it's alignment by settings their X,Y, offsets to 0
Will this be added to the documentation soon?
Or will the poor saps who aren't in the discord have to learn the hard way?
im not sure if im just stupid or not, but none of the things are showing up
hey, so I noticed that you can replace sprites and sounds that aren't in the folders by default (gun sounds for example). Can you do the same for enemy sprites?
No, as explained before you cannot replace enemy sprites yet. You can replace sprites for props however.
Steam guide
oh wait i think i figured it out
ah, I see. Guessing that goes for viewmodel ones as well. Voicelines too?
I apologise if it's been answered before
like play it in the game or what?
yeah
had it toggled off I bet
nah i just though that the search menu brought up a list of stuff to place, but it just shows all the things in your map
when I save my maps they don't create those backup folders immediately as is mentioned in the document
should I create those manually or should I not worry for now since I'm only experimenting?
It will do it when you start the map
oh well my problem for now is that I can't load the episode that I created for my maps in game
like when I click on it, it just gets big and brings me nowhere
You probably didn't set up your folders correctly as I mentioned above. If you don't have them set up properly they won't show up in epsiode select screen.
THIS ^^
Backups are created when you overwrite a map file
these fellas ain't as nice as you might believe
don't really think that texture fits the ceiling
i kinda see that
i'kll change it
yea y'know what it looks way better now i think
👍
thanks lad
bloodrust 'bout to be lit
Indeed
I feel so dumb here and there’s most likely one major thing that I’m completely missing but I’ve got an episodes folder and the sub folder where the level goes inside it but yet still the episode pulses the gets big when clicked on
well the thing is that the episode shows up in episode list it's just when I click at it nothing happens, no chapters list appears, I checked the folders several times comparing them to guide and I don't think there's anything wrong there, but at this point it's too late here so I'll come back to it tomorrow and see what I missed
did you make sure that your chapterinfo is correct?
Your chapter info needs the be the same name as your map file
Now it works thank you so much
ah, good to know. is there a reason why .2 is the default or is it a bug?
I haven't played a lot with doombuilder because sector mapping kind of breaks my brain, but what I like a lot with it is that you get metrics while you draw linedefs. any chance of having this for aced too?
probably that's the thing I'll check on it later and huge thanks for being so helpful
I'm not entirely sure. I think it's just one of those things we meant to change eventually but never did. I think at one point the editor did show you how long your linedefs were when dragging them but I could be misremembering when we were still using doombuilder. But not a bad idea. The key to more advanced mapping that people will slowly figure out is the layer system. Rather than having very blocky Doom style maps, the layer system and inverted sectors can allow for more complicated map geometry.
We are looking into perhaps having prefab systems for saving shapes importing them into other maps. For example a building or a piece of furniture.
oh that sounds neat. I tried making a rug with inverted sectors a few hours ago and couldn't figure it out lol
oooh, that sounds like a great QoL feature
hey here's another question, would it be possible to add top-down view dragging with the mouse somehow? (for example holding left click)
Yeah basically the way inverted sectors work is just making a sector and dragging the ceiling below the floor. It then makes it a 3d shape rather than a room shape.
haha sorry I'm a huge pain in the dick when it comes to editor UX
Naw, the editor is an early WIP so we are looking a feedback from people. You obv have a lot of experience working with map editors that are clunky. DromED sems like a nightmare.
Documentation will be expanded upon in the future as well.
I'm going to play around a bit more and compile a little list I think
Yeah, Certainly. That would be great. Just send me a DM the list.
found a bug: using stretch on a surface isn't undone when you undo, and it can also corrupt other surfaces if you have multiple selected (like reverting to the default texture)
Yeah. That's been a known oversight.
Hey boss, the editor takes me back to making Duke3D maps back in the 90s.
This game is begging for a mod based on The Shadow...
Gang, how the FUCK do you set up levels for the workshop 😭
Like I cant get it to work FOR SHIT
I have the right hierarchy and everything
I just want to make a shadow mod for proof of concept that just modifies the hud/sound. where is a good starting point for this?
https://docs.google.com/document/d/1SOrvt40jvKH5q_q5Z6tRbVq7W-dCM5W5kkghOdSy5fw/edit?tab=t.0#heading=h.p67ufo9y2hv9 Read the documentation. Your folders have to be set up like this exactly or they won't show up in episode select. You should be able to select your level from epiosde select to test before uplaoding to make sure it works. Once you are sure it does, then try reuploading.
AceEd Documentation V.0.8.7 05/22/2025 Foreword Hello, thanks for playing Fallen Aces. This is documentation for the official map editor used to create all the levels seen in the game. All the tools present within the editor that were used to create the currently available levels are no...
Imma just copy it word for word
Is it fine if I have nothing in Audio or Textures???
If you have no audio or textures just leave it as episodes, you won't need texture packages or audio folders if you aren't adding any new sounds or textures. Your episode folder should be named High Society. So it would be High Society\High Society\High Society the second folder is where you put your episodeinfo and poster, the last folder is where you will place your map file and chapterinfo and loading screen image.
Thanks for clearing that up, you're a real one
I cant wait to play them
and obv make sure your custom episode folder is placed in the Episodes folder. Let me know if it shows up in the episode select screen,
Didn't work 😔
Post a zip of your episode folder here. I will look at it.
Please do Gang 🙏 I'm ass at this
Wait it does work?
So you need to add this line to your chapter info. Needs to be the same as your map name. And you need to rename your map name as one word.
Thats it?
That's it.
thank you for helping me out on this, I'm a fucking idiot 😅
No, now use that knowledge to help out others with their maps.
Will do trey 🫡
Yo
Hey Trey, how do you usually use layers when making a map? Do you separate things using them by areas of the map, by the height you are working on or perhaps both? I’m wondering where the balance is between having too much on one that’s it’s difficult to edit or having too many layers that it’s difficult to navigate in the editor.
real vibey
Both and more
Im not Trey but i think i can answer anyway
layers are the bread and butter of working with anything that can realistically overlap
well this is concerning
soon.........
Hey uh I might be stupid but for the life of me I don’t know why my patrol isn’t working I set up the two way points their both set to reset for the action on arrival and I even placed a goon near one of them but yet he’s just standing there
Menacingly
I got patrols to work by giving the patrol waypoints a tag and setting the NPC's "follow on spawn" setting to that corresponding tag
all of the waypoints on one patrol have the same tag, and you just assign that tag to the NPC follow on spawn thingy
Oooooooh
Alright I adjusted it and am seeing if it works right now
YEEEES HES MOVING
THANK YOU, YOU ARE A LIFE SAVER
haha np, it took me some messing to figure it out
I bet
Hey do you also know how to get notes to work?
Like I had it where a note pickup connected to a note thing but nothing happened
Nah I haven't looked at notes yet really
npnp
every chapter's folder has a notes folder, check any of them and use it as a template
Oooooooh I think I get it
I got it to work
I copied one of the notes from one of the chapters then put it in my own notes folder in my episode folder then took a notes prop connected it to a notes thing then put the location of my notes into the path section of the notes thing then connected the notes prom and notes thing with an event
How would one go about making just a simple texture/sound replacement mod
that's funny because I'm neglecting studying for tmrw's finals to figure out a way to mod voicelines
Was having the same issue for a while and was just able to solve it, pretty sure it was just that i capitalized some words in the chapterInfo document (world_file_name, specifically)
Find where the sound you want to replace is in the AcesData folder, for example: AcesData/Audio/Sounds/Train.ogg
Then in your mod, you just put your replacement in the same location: MyMod/Audio/Sounds/Train.ogg
The documentation goes into a bit more detail: https://steamcommunity.com/sharedfiles/filedetails/?id=3486794926
fucking based. me and dusk mapping 
I haven’t really modded games before so should I copy the game folder to make the mod or just the folder that I need (like the Audio folder)
Or make a new one with just the same names
you can just make new ones with the same names
You only need to put your replacement files in your mod, no need to copy the existing files
The only requirement is that your mod folder has the same structure
i.e. if the original is in Audio/Folder1/Folder2, your replacement is also under Audio/Folder1/Folder2 in your mod
Thanks 
sharks
I love that i can see people reading SDK documentation on google docs
Cant wait to play "100 goon vs 1 detective" and "pov: toilet goon experience" mapss
I shouldn't give away such good ideas
Too late
Imma do those now
After I'm done with testing
with copy and pasted sectors i've only managed to do that by snapping their vertex to the ones of an alligned sector
peak has been released to the FA workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=3492297648&searchtext=
Does anybody have any idea if it's possible to mod walk/running sounds? I can't find them anywhere in AcesData.
no. Impossible at the moment
suddenly the number of hours "playing" Fallen Aces is increasing a lot 🤣
https://steamcommunity.com/sharedfiles/filedetails/?id=3492340645&searchtext= new shitpost map up.
how do you make these so fast
So were the cars in the game made with the level editor, or are they prefab 3D objects made outside of it?
Cuz if they're made in the editor fuck me that's a lot of work and I have no clue how it would actually be done.
The cars are 3d models
So it's possible to import 3D models then?
No currently no. You can place already existing models in your maps however.
Oh so they're in there already? How do I find them?
Under the models tab
Y'know... I'm kinda dumb LOL
Thanks lol
One more question, is it possible to "unlock" the angles for slopes? Or are they stuck being 8 directional?
Currently it's only 8 directions. I've been begging Jason to add more but it's what we got so it's what you'll have to work with.
Okie dokie 👍
trying to get light states working but cant seem to make them work
this is how I have it set up right now, used the metro flicker one as a reference
am I missing somethingg?
Did you set up a script in your scripts folder?
yup, its basically copied and pasted from another folder
You picked a way more advanced type of thing to do right off that bat. But you are missing a few things
You need a script
A script in your scripts folder
A light state obj
A dynamically lit geo thing
And two color thing obs
i love g day
i do too
oooh i've just checked and for sure missed those things, ty trey!
been messing around with the editor from the beta testing but i should be focusing on other stuff for sure 😔
If you look in the metro area where the gangsters are standing under some chandliers, all the objs for flickering lights are their for reference until I make a tutorial on that at some point.
yeah just realized that, was checking the other light state near the dark hound ad so didnt see the rest of the stuff
Hey yall dumb question but how do I add furniture stuff like Tables, Desks, couches things like that?
thats the fun part, you make them
Aw man. Thanks anyways!
you either start from one sector then use the layering system to overlap another one, or just start in another layer
all you need to know is that if you make a sector's ceiling lower than its floor you get a 3D shape
Hmm alright thank ya I’ll take a crack at it
I did it and it actually doesn’t look that bad
is there a way to beat g day
Not currently. Just a shitpost map rn
cool
Hey everyone I’m playing around with the level editor, any tips on making good looking buildings?
I got the inverted sector down but don’t know to to make textures that look good
Would also like to know how I could possibly move it’s position horizontally so I can place it freely
I should make a tutorial on how to make buildings less DOOMY. My advise is to use multiple layers and build buildings like a layered cake and also not make em so square. Each layer you wanna stack em with different textures to make em look distinct. Now some textures work well with ones that look similar. There are some brick textures that share similar colors and stuff that blend well with eachother where as some textures clash. It's all abnout figuring which ones don't look ugly.
I see, I was just making a single rectangle but using multiple layers for floors sounds like a good idea. Hate to ask another question how but how do I make an interior for an apartment?
If ya look at this chart. Most buildings I make 3 layers, bottom, middle and top. All different but using textures that work together. Throw in a sloped edge on the top, maybe cut out some holes in the bottom will make it look way more 3d rather than looking like a cereal box.
As for an apartment interior. I would suggest with making a square room. Adding some doors and closets, maybe a window. Some furniture.
Is cutting holes in inverted sectors something covered in the documentation?
It is as simple as cutting a hole.
I see
Now I think about it my question was so stupid considering I even checked Mike’s apartment to see how the window was put there
will check on that, thx for helping
it was partially the problem, I just copied the text from steam guides manual for it
turns out not only were the letters capitalized but also it used those "fancy" quotation marks instead of simple ones
huge thanks for help!!
Fellas
I've had a terrible thought
How long do you think it'll take to get mods that involve other types of gooning
No you FOOL, YOU'VE DOOMED US ALL
need a knife wielding hood dating sim pronto
why he ourple
Alright, looks like they're not being sent
Weird
I'll do them one at a time
Wrong chat
Is there a way to electrify things or make something shock you if you touch them?
Based off what ive seen when snooping around the official levels, some decals have an electrify property
Pretty sure i saw it on a puddle in chapter 1, in the elevaror room
im gonna make dios mansion
oh gosh how do i make stairs😭
should I just do a bunch of tiny sectors for stairs
yeah
thanks
aaaa
boss im havin dis problem with my map, it shows up in the episodes menu but clickin it doesnt load the map or the chapter selection. I think the file structure is right (AcesData -> Episodes -> CustomEpisode -> CustomChapter) I made a 2nd test episode to test the process and got the same result so i musta messed something up making the chapter folder or something on the map itself but sure as gods got sandals i can't see it
Order = 0;
world_file_name = “Wake.txt”;``` my chapter info is just the three lines straight from the doc, Wake.txt is the exact name of the map
also im not trying to upload the map or anything, im just trying to get the map to show up so i can playtest
hmmm, are your sure your map has a Mike thing in it?
those who mod 💀
You cant be serious right now

Seriously 😑
How does one connect a sector inside of a reverse sector to the “outside”
Every time I do that the connection I make overlaps badly…
i keep having this error appear whenever i try to use the sprite packer, any ideas what's up?
sure does boss, from the Wake.txt Thing // 0 { layer = 0; x = -2.5625; y = 0; z = 0.9375; definition_id = 13484; height = 0; angle = 270; }
i can't post screenshots but its just Mike standing in a boxy room by himself, not colliding with anything or recessed into the floor or ceiling that i can tell
you gotta make sure you select the folder itself, it wont work if you're doing it inside of the folder
if you could send any photos cause im not sure what you mean 
I think i managed to do it in shitty way I won't be able to replicate reliably
I'll haev to fix this though
Why does my light switch decal keep disappearing? I’m just trying to make a normal light switch ya turn it on light turns but the light switch decal itself keeps disappearing whenever I enter the level to test it
fixed it, thanks for the advice
let's take a moment to appreciate the scale goons who allow us to make maps that don't look shit
You have to set it to be attached to a wall. Make sure it's facing the driection of the wall.
Just did it and it did appear thank you so much
Hey uh quick question if I want my level to be dark do I have to use the fog density setting?
Adjust the sector color, use fog
Negative brightness offset's there too
it should connect right away if you are in the same layer, thats weird
It’s not the same layer
Maybe that’s why
After all it is one thing in another, having them on the same layer would be difficult to work with
Thank you I definitely need to tweak things a little to get things right but yeah I now have darkness
i found out by using the "set layer" option you can set different sectors to different layers whilst being connected still
but sometimes it works sometimes it doesnt rlly
This may be the solution
it should leave a green edge when the map cuts to another layer
Correct, also turn sector brightness down. Darker it is, the more it will hide Mike
does it need to be pitch black to be hidden and not partially hidden?
If you want to hide it has to be pitch black. If it's just dark you will only be partially hidden.
fair enough makes sense
have they added the ability to add custom entities/weapons or no?
im having some issues getting the map im making to show up in the menu
ive followed the instructions in the doc but i cant seem to get it to pop up
goon for scale
How could i add an after level screen, like the one in chapter 5?
Don’t think so unfortunately
if you mean one like the thank you for playing screen, you can't
aww, damn it
finally modding, yalla
I figured that out eventually, thank you. I'm doing this half on a linux install and half on a busted windows laptop, so I was already fighting paths. Also didn't realize yet I could test locally. lol appreciate it.
ok, where i can download the maps from the workshop?
i subscribe to one map but i can't find it on my pc
You subscribe, then the Steam client will download the map automatically. The next time you launch the game you can play the map from the workshop menu
oh that's it? ok i see to play FA and understand where should be
ooooh i've found it!
uhm... why there are some missing texture?
could be an issue with the map
so, how can i find the missing texture?
ah gotcha 👌
Man i start to love this doom map , impressive the work you made here trey
thats a default sky box im pretty sure
the maps still high quality though
might make a version of it myself
yea that's the point, he's playing a version which uses exclusively FA textures
there's also one with doom textures
yes ik
and here is System Shock, not bad!
so why are ya bringing attention to the default skybox?
i thought that they thought the skybox was custom
uhh why would you think that
they did not mention that at all, they just said the map looked good
no idea tbh
I guess because the image was pointing through a window at the skybox??
might have just been admiring the view
i know is the usual skybox, i was just amazed by the breath taking view from the map
i am usually in the dirty streets of Umburgh but from that place? Is a wonderfull location
Ayy, question. Is there a way to make the editor fullscreen or at least larger? I have a high-resolution monitor so the tools themselves are very small
There's a shortcut or something, I forgot what it was tho
f1
Thanks!

Hey uh so how do I end my level?
Just finished it. Good work man!
you either have a meredith or use the EndLevel(); function with a script and trigger it
Ok thanks for your help
What’s a Meredith?
Nightwave's car. It's listed as "Nightmobile" in the things menu.
with ; at the end i guess it would yeah
think you can only rotate textures on floors and ceilings
Yeah you can't rotate wall textures...yet
You and me both. But it takes time.
episodeinfo:
title = "RainDogs";
priority = 0;
chapterinfo:
Title = “Rain Dogs”;
Order = 0;
World_file_name = “RainDogs.txt”;
all there laid out nice and pretty, wrapped with a bow for ya boss @tawdry parrot
Can ya see if you can upload the map txt? if not just DM to me.
will do
cant upload, will dm
wouldnt he need the always unlocked line?
We got it fixed.
Idk if you'd need that unless you have multiple levels in one mod
what determines the sound of footsteps and hit particles of textures?
It's based on what material it is. Wood, Grass, Carpet, Concrete, Metal, tile and Glass. And I believe metal and tile make slightly more noise because enemies can hear footsteps.
So if you want a texture to have a glass effect, you wanna save it in a glass folder
does that also work for the glass effect when breaking?
also is there any way to have a weapon spawn with no ammo?
I don't think so. And yeah if a breakable geo sector is set to glass or metal, wood etc it will produce those sounds and particles.
Is there a good texture for metal bars?
ay thanks boss
oooo cant wait to see what youre making
working on something based on the game pigface
played the new demo that came out yesterday and felt inspired
New channel 👀
I keep custom textures in a separate folder to find them faster. If I name subfolders inside this folder like "_Wood", "_Concrete" etc. will it work or does it only work with default folders?
That might work?
End of what?
Nevermind got it to work
How i add money in my level?
Loot
"don't get carried away with details" yea but antenna.
Thanks
oooo new custom level
BLOODRUST'S first room looked shit, so I updated it
oh that looks much better now
https://steamcommunity.com/sharedfiles/filedetails/?id=3494382380 BLOODRUST small update
Lookin great
Maybe some power boxes n stuff on the walls?
ooooo that's creepy
ty
when i copy and paste a sector, how can i join them together so the lines between them are blue?
a solution is just to make the walls see through but i was wondering if there is another solution?
Just make a linedef over a linedef
line... def?
making this level has taught me that uh
i am not very good at making kitchens
wow ok what the hell is up with that counter texture, ya gotta scale that properly
is it not supposed to be tiles
Ooops used the wrong word, I was talking about those drawers
oh
yeah u right
holdon
old texture was being a pain in my ass so i just swapped it out
how does it look now
yea that looks more normal
coolio
I'm trying to do elevators, I did figure out movable platform, but how do i move the elevator door as well? It doesn't have movable geometry property
How do navigation meshes work so goons can jump over obstacles and chase the player more effectively? I tried to figure it out myself, using the first episode where they can jump into windows and from/to roof as a template, but I still don't get it.
Looks like I got it right, it was just too high in some places and too complex geometry in others for patchfinding to work correctly. Now i have to redo the map 😫
fallen aces level creating attire
Doors should move on movable geometry as long as it's touching the floor.
Navmesh should work by placing a navmesh link and setting the proper point distance and offset, you have to set the movement type and wether it's two way or not.
does it matter whether it's standard sector or inverted?
Movable geo should pretty much always be inverted.
hmm, weird, moved the door around a few more times and now it works. maybe it didn't touch the floor good enough
"Ay tone, how ya gonna cook gabagool on this hunk-a-junk"
But in all seriousness it looks alright
Suggest making it a bit more 3D
There should be a counter top on the drawers that juts out slightly
and there should be some hanging drawers too
Remember, it's ok to look at irl inspiration for stuff
so have like a stack of plates and a few cups on te counter
adds feelings of life
I got thousands and thousands of references photos I've saved over the years.
Question, How do you set up stuff for like moving cars and such (moving geometry)
I'd recommend checking the second and last levels with their moving trains. Take that and reverse engineer it.
Yeah, you gotta use a movestate thing and movable geometry and set a script. You set the pars of the script to that of your tagged things.
Set your sectors movable geo tag. Movable geo tag should be same as your sector. Then you need two move states for when it isn't and is moving. Then your script
// Controls the train passing by at the start.
Main()
{
// Make sector .
SetMoveState(76, 78);
// Wait a while, then trigger this script again.
Wait(15);
SetMoveState(76, 77); // Reset the train.
Wait(1);
TriggerEvent(49);}
it's genuinely so fun to read y'all's messages aloud like this in a new england accent sometimes
ily aces
it stopped working right after i said that. I also noticed that if i put a prop on top of the platform, it doesn't move with the platform.
Both door and prop are on the same layer as platform and they have height mode 'offset from floor' with height 0 so I assume they do touch the floor
Yeah they have to touch the floor.
can i somehow double check that door indeed touches the floor (like maybe in editor ui or in level txt file)? it looks like it does but things still do not move 😬
yummy rat infested apples
Not really. Just make sure they are sitting on your moving platform. Look at other elevators in game as examples.
yeah, i spend my evenings lookin at the apartment elevator in chapter 1
yes that's me
platform is moving, things on top of it don't. sometimes platform doesn't move as well, but instead there is phantom black platform moving
i've been looking too long and going mad basically
that literally happened to me the first time i tried moving geometry
it would work the first time on game launch, then it would refuse to work properly
exactly
but i have no idea why that happens
i really expected "but then i solved everything"
it would be kinda nice to have a load recent tab
yeah im not sure whats going on considering ive just made a train with no issues on my other level
how exactly do i detail my rooms more for example
i should read the rest of the guide before asking stuff like this tbh
so a good start is making sure that your room has an interesting shape to it, instead of being a basic ass rectangle
you can make a rectangle, than add on more vertices and move them around to get petrusions or indentations
you can add some windows and doors too
than add some furniture using inverted sectors
and some props and decals too
oh ok ty
im just experimenting rn
to get fundamentals down
though it could depend on buildinmg
i mean there are exceptions of course, just some general tips
aight sounds gud
What do t/b and l/r mean in cutting tool? I'll assume Top/Bottom and Left/Right but I still don't understand how they differ
I'm probably blind but it's like they're doing the same thing
the lines supporting the cut sector either go top to bottom or left to right depending on what you select
sounds good
how would i get around to doing that
im pretty clueless
Use the draw verticises tool to add them, then use the select tool and right click to drag them around
sounds gud
ty
ill check it out
OHHHH
SO THATS HOW IT WORKS
Me trying to follow the instructions paceful, before became nervous
close that window
ik lmao
you click on the smaller windows x ok
The reason this is most likley happening is because you didn't make the sector an inverted one. So it's just a moving room.
I'd be nice to have a big palooka with halfed health for custom levels. Using the current version in any interesting way is really difficult, as fighting him is just tedious
Not sure if there's a way to do that currently tho
anybody know how to even do something in fallen aces level editor
i dont know what to do from the starting point
ty
I mean he's a mini boss that was only used once. Not really a canon fodder enemy.
how do I even spawn mike in?
Things>Mike
yeah but when I load into my map, the map doesn't load in and shows me a black screen
You have to make sure you have a sector that he is in. Can't place him in a blank map. Also the sector has to be thee right size.
yeah he's on solid ground
is there a certain size that I need to spawn into the map?
I needs to be bigger than his hit box.
If the rooms height is too small it prob look weird.
Placing Mike is simple as this.
just realised that I never actually saved the level before testing...
can't believe I goofed up in front of the developer of Fallen Aces 😭🥀
loving rust so far
Thank ya, if ya want to help with it's development consider recording your gameplay and posting it here
Seeing how people play the thing would help a ton with balancing and future level design
i would have to dm, i dont have that privilege yet ya mook
Yea that's good too
btw, do you implement the "item spawn in difficulty" thing?
Yup, a little bit of extra health
One or two enemies got removed on easier diffs
all done boss
is there anyway to see the coordinates in the editor?
i want to place something down but it must be semmetrical
that makes sense, but i thought just swapping up the heights would make it inverted?
that was my understanding as well. In the docs it says "You may also wonder what happens if we make the ceiling have a higher height than the floor, or if we drag the ceiling beyond the floor in 3d view (and vice versa). This creates an inverted sector"
that's literally how you make an inverted sector
if it doesn't work you must have fucked something up
not much to fuck up when its a cube i guess
S
There is also a button that instantly swaps the height of the ceiling and floor, so you can make an inverted sector in one click.
What the hell is the name of that like hay texture that’s used in opened boxes?
Straw
Thank you
is there any function to make something unusable after use?
Hey Im trying to make a simple room but something that keeps happening thats annoying is I click ona thing I've added, try to move it, and stuck in a limbo where I can't unselect the movement box in the options
does anyone have any tips
Also how do I just delete objects?
I feel really dumb having to undo everything just the fix the sector
del key
Really?
I tried that and it didnt work...
Also how do I make a ceiling texture be seen on both sides?
Also can you some how auto size the textures?
Been trying to change this texture to fit but its been not sizing correctly.
selecting a face and pressing stretch should work, otherwise youll have to set the scale manually
if you got one face with the right scale you can also make all your selections the same scale with the auto align one
just make sure you select from left to right with the one scaled first
im not sure if thats possible, why would you want to do that?
Trying to make a desk model
THAT WORKS AMAZINGLY THANK YOUUU
Made a little level but I can't seem to save it correctly
does anyone know how to turn it into a actual level the guide kinda tells me but not sure
Is it the save data is put wrong in the direct I put on AceEd?
like I have no clue what Im doing wrong
check how the other levels are set up, youuu need a chapter info file
i would actually recommend making another episode folder just for your maps
thats when you need to use inverted sectors 
Deselect an item/area/whatever it is ~ key
So every time you're done interacting and editing something, just hit ~
https://youtu.be/tMco6ol2Ewc Okay made a beginners tutorial for people who want to know how make a basic map, saving it, testing and uploading and general basic overview.
In this tutorial I go over the basics of using AceEd and how to set up,save and upload a map.
Background music credited to Noches de Insomnio
tempted to do a joke a certain bot won't like
that's why we invented analogies lad
dumbass shitass bot is too stupid to get it
i hope these two end up living a beautiful afterlife together once they're fucking dead as totally fully platonic friends who were roommates
is that clear
yes
yay
i sure hope that they get a good rest on that bed over there
they should longingly hold hands
how platonic
anyway guess I'll include these folks in all my custom levels from this point on
YAYYYYY
so ya can keep tracks on their friendship
THANK YOUUUU
i will enjoy following them this fine totally ordinary june
Touched up Malone's office
released a tiny BLOODRUST update before part 2 arrives
https://steamcommunity.com/sharedfiles/filedetails/?id=3494382380
dynamic shadows are cool
hell yea brotha
Knew ya could do it!
Hey all- I’ve been following the guide that’s pinned but, no matter what I do, I can’t get my episode/map to show up in the menu so it can be loaded
My file structure looks correct and as far as I’m aware I saved the map and filled out the episodeinfo and chapterinfo, so I’m not sure what I’m doing wrong. Should I send a screenshot of my file directory?
dont think it wont let you post screenshots without a role, but you can post the text itself
Ah shoot, you’re right
An issue someone had in the past was that the quotes (") in their episodeInfo.txt file were unicode quotes and not normal ones
Maybe double check that
i.e. if the start and end quotes don't look the same, you have unicode quotes
to smooth out the lighting i guess, if you check any dynamic light you can actually see the steps
if you put it to one it'll almost act as a spotlight
I encountered a very strange error - when interacting with a note on my custom level, the first page (with the title) is correct, but the second one for some reason is from another note. I rechecked all the brackets and quotes and everything seems to be correct, I don't understand what's going on.🤔 🤷
Also, when trying to add new sprites, at step
2: Navigate to the "New Sprites Before Packing" folder and click on it, then click "confirm"
I get an error
___________________________________________
############################################################################################
ERROR in action number 1
of Step Event0 for object obj_fileBrowser:
local variable _selectedItem(100197) not set before reading it.
at gml_Script_anon@5628@gml_Object_obj_controller_Create_0
############################################################################################
gml_Script_anon@5628@gml_Object_obj_controller_Create_0 (line -1)
gml_Script_anon@365@Event@scr_eventSystem
gml_Script_anon@6593@gml_Object_obj_fileBrowser_Create_0
gml_Script_anon@3073@anon@2367@gml_Object_obj_fileBrowser_Create_0
gml_Object_obj_fileBrowser_Step_0
and Sprite Packer crashes
make sure to select the folder itself
if you press confirm inside of said folder it somehow crashes
I improved at this editor thing a lot, damn
Yeah see. Yins kids are learnin'
trey how long did the g-day map take you
Like a day.
damn
What does the line "Parameters" mean in the Script thing?
Oh, you're right, thanks
the variables that will be passed into the function
so if you put something like 24 in the parameters field and then have the first line of the function look like Main("foo") then if you use foo somewhere then it'll be the same as using 24
have either a NotePickup or a NoteDecal thing, make it usable then make a new event on use
make another thing this time being a Note, and set up the event
for the path you need a Notes folder in your map's folder with a .txt in it, check any chapter's notes and use it as a template kinda
woah, woah! how in the hell?
Screw you! I'm gonna go play Minecraft.
I dont rember how add text to the notes
[19:25]
Because i want to post my first map
I'm going to try and make a basic house as my first map
but sadly it'll take a bit, my laptop keeps shitting itself
I'll share some drawings of it soon
I do want to turn it either into a defensive map or a house that the player can just rampage through
Do you know, @meager latch ?
is it possible to make door usable after some event is triggered?
closest thing to that is locking the door by default and then having it unlock on an event
what i'm trying to solve:
i have two doors, one behind another
the first one is a sliding door that is not usable and opens on event
the second one is a regular door, that you can open
the issue is that when i look at the first door, i see outline of the second one behind it and i am able to open it, which looks weird
so i thought i'll just make second door not usable (so i don't see the outline) and then make it usable again on the same event that opens the first door
but maybe there is a different way to achieve that?
not really, i'd just make the sliding door usable, but locked
yeeah, i know 😞
thanks
different question - can i make the key that doesn't have this 'twinkle' sound? (i don't know how to describe the sound, i speak no english, but you guys get it)
sadly,no
well at least none them i am aware of
okay, ty
Staircase two
I don't understand how exactly waypoints work. Sometimes goons follow them and sometimes they completely ignore them and I can't see the pattern.
how are you setting them up?
You have to make your start and end points reset otherwise they will just go to one and stop. They also go to the closest ones , so they will choose ones they are closest to first. If you want them to walk to a certain part and wait you set the Action on arrival to wait and pick a time. Usually 5 ticks is standard.
I put one at the end of the route and one right on the goon that I want to make a patrolman and set them to "Reset". I put 1-2 points between them to adjust the path and set them to "Wait" or "Nothing".
And some goons walk along their paths and everything is fine, but some just standing still and I don't understand what they need
It's advisable that each goon has his own seperate patrol path rather than sharing the same route because they will bump into eachother. You want to have a reset point and start and finish and your waits or nothings waypoints along the way sharing the same tag you want the goon to follow.
Shouldn't someone pin this?
I don't have the ability to do that.
Hey uhh, what is the parent tag of a point light used for?
i know its not useful since i have no idea but i only have seen it used with light states
wait wait wait, light states?
how was it used with light states?
a point light parented to a light state, but i haven't yet figured out how to make them work
#fallen-aces-modding message you can check this along with ch3's subway area if you wanna try
Also in case ya see this trey, I'm wondering is the usage of color things necesary?
Fro mwhat I've seen they are used in light states, but I have idea why the thing is used instead of the color just being selected directly in the light state
Most likely, to change the color via scripts for a more cinematic and stylish turning off/on of the light.
I looked at Mike's apartment from the original as an example and all the shadows there are manually placed sectors that are repainted when the light is turned off/on.
And the second guess is that a simpler method was added later.
yea i think i like that
No, I'll probably start making the level after the 24th. I'm going to pretty busy this week
It's nice the editor has a -X value. good for testing/bebugging.
ok, need some help, i lost the link for how importing props in FA, in my case just some food, how can i install my food pack in the apposit folder?
Vibey areas
Hey I'm trying to make a map for the first time, is there no way to delete something other than the undo button? I cant find out how
select a thing\sector\vertice in 2d mode and press the delete key
Oh I was pressing backspace, thanks
Also is there a way to move things in 3D mode?
Would make things a million times easier
things can be moved by selecting the position option, selecting the thing you want to move and then dragging your mouse
oh also make sure to hold down the right mouse button while dragging the thing
checking the "y axis controls height option" makes it so you can also control the thing's height
ah okay that makes things easier
Is there no prop for just like a bed or something? I'm assuming I'd have to make that myself
use inverted sectors
alr
actually, what does that mean
basically if a sector's floor is above the ceiling it creates a 3d object
it flips the sector inside out, so the walls are visible from the outside and not visible from the inside
oh ok
very useful for rooms with many levels
Ok so how do I do this? Can't figure it out on my own
just set the floor height to be higher than the ceiling height
Oh ok
Normal sectors are like rooms. Inverted sectors are chunks of objects, cubes from which you build the environment.
To make an inverted sector, its floor must be higher than its ceiling.
You can simply drag the floor above the ceiling in 3D mode, set the height in numbers manually or click 🔃 button in the window with parameters, which opens if you right-click the sector.
Anyway, here is a basic guide from the developer
https://youtu.be/tMco6ol2Ewc
HUGE help, thank you
@echo oyster Is there a way to unlock and lock your mouse in 3d mode?
press tab
Ok thanks
how do i rotate texture of the floor?
'rotation' option in the bar doesn't seem to be doing anything.
when i try to set the angle via 'angle' texture property, it doesn't let me set the value accurately - angle changes with some random step 🤔
am i missing something?
i mean, i can open the level via text editor and set whatever i want, but i hope that's not the only option and i just haven't notice some very obvious way to rotate things 😬
actually, maybe im asking the wrong question
i have rotated inverted sector and i want to align floor texture with it. how do i do that?
How to make a decal from a custom sprite?
check the guide, there's a section for that
i think you can only rotate it the way you tried
i have so many boxes to rotate
there is a section on how to make a custom sprite, but not how to make it a decal so it sticks to surfaces. Or are all custom sprites decals by default?
oh yeah my bad, you need to make it an entry as either a prop or a decal
check AcesData\decals.txt as reference
i made a new entry at the bottom, though i'm not sure if that's the right way to do it
Hey uh this is most likely a dumb question that’s most likely been answered before but how the hell do I add objectives to my level?
if you don't know how to do something you can take a look through the chapter's scripts
seems it is AddObjective("your_objective", 0, 1); to add one (although i'm not sure what the variables are for) and CompleteObjective("your_objective"); to complete it
im not sure if it can be done through the editor itself tho
I’ll give it a try and report back
When will they add the ability to import custom models 🙏😔
Yep I got it to work thank you
ok, i was reading the SDK Documentation Basics, but i've notice there is no info about making custom items to be added in Fallen Aces
let say i want put a waffle in a specific folder
ok i've found the folder AcesData and the text file consumable
an example
actor SmallCheese 18008 { type = "Prop"; sprites = "SmallCheese"; icon = "iconb_cheese"; inventoryIcon = "Inventory Icon - Small Cheese"; effectSet = 6; maxStackCount = 3; category = "Food"; projectilesCanDamage = true; breakable = true; collideWithCharacters = false; lunchboxable = true; pickupType = "Consumable"; consumable_statusEffects = 3; consumable_useVerb = "Pickup"; consumable_holdVerb = "Eat"; consumable_inventoryIcon = "Inventory Icon - Small Cheese"; }
how can i apply these values and so to include the icon of the food i drew?
i should convert the pictures in blender as .fbx o .obj files?
you need just png
I checked right now and was able to add your pancakes to the game.
oh where? Show me
Unfortunately, I don’t have the rights to attach screenshots
Anyway
follow the instructions from the SDK create three sprites for your item - one is how it will look while it is on the map, the second is how it will look in the hand and the third is how it will be displayed in the inventory. Then copy the text that you attached above with the replacement of variables.
actor
SmallCheesePancakes18008random numbers
Here, instead of cheese, there should be the name of your object.
And instead of the original number, any number that does not copy the prop numbers from the original.
send me a DM so i can see it
Instead of
sprites = "SmallCheese";
icon = "iconb_cheese";
inventoryIcon = "Inventory Icon - Small Cheese";
there should be png names from the file you made of course
i see, i shall do some edits for each name in the proper folder
right now the picture is just named Fallen Aces Waffle
and to make it work for everyone and not just you, i think you should make a separate text file and put it in your mod. Directories with pictures and scripts etc. should be as if your mod was a separate game and should copy directories from the game
I haven't posted any mods yet so this is just a guess but I think it should work I think
Where are the POV weapon sprites stored? Or is this not a moddable part yet?
I NEED this brochacho 🙏, also if you get it working it would be Amazing if you added all the other ones :D
sure thing 👌
It would be a peak mod 🥹🙏
turkey leg included!
Tho that raises the question of how you would post it to the workshop 🤔
So others can check it out ofc
i don't know how to post it... yet 
I mean ya could post a level showing them off then have manual installation for the food stuffs???
i see 🤔
What, no? just upload the scripts.
Oh nvm then, I just thought wrong then gangalang
So like this?
actor Waffle 18009 { type = "Prop"; sprites = "Waffle"; icon = "iconb_Waffle"; inventoryIcon = "Inventory Icon - Waffle"; effectSet = 6; maxStackCount = 3; category = "Food"; projectilesCanDamage = true; breakable = true; collideWithCharacters = false; lunchboxable = true; pickupType = "Consumable"; consumable_statusEffects = 3; consumable_useVerb = "Pickup"; consumable_holdVerb = "Eat"; consumable_inventoryIcon = "Inventory Icon - Waffle"; }
@tawdry parrot where are the pov weapon sprites stored? Or is this part not moddable yet?
Not moddable
i'm changing volume in audio player object from 2 to 20 and it doesn't look like anything changes
it's a 3d sound (independent ambience), i'm standing right next to the source. Min distance is set to 5, max - to 8
any ideas what could be wrong?
i'd appreciate if any of ya could help me playtest part 2 of my level
if i open aces mod manager, i get 'workshop query failed, steam may not be running', what do i do? i've never used workshop before
i just had to subscribe to the mod 🤦♂️
right after you guys playtest BingAss's level, you can check my map as well - https://steamcommunity.com/sharedfiles/filedetails/?id=3502784003
nice, i can at least post links
loved every second of it! you nailed the atmosphere and it just felt nice to play overall
really hoping you have a part two planned or something 👀
i kinda got the vibes i get when playing a game from remedy, if that makes any sense lol
thanks 😬
it took 60 hours man, i need a break
i haven;t played control but i think it has similar "office space and weird shit" vibe
i'm still going with mine so i completly get it 😭 get any breaks you need u deserve it
also glad you've found out how to fix the elevator thingie
it's just a box with doors and script that finishes the level
so no moving parts there
unlike in the ✨ vent ✨
but actually there is nothing more than a room where you go to sleep
it says so in the description
yeah i actually went to sleep it was nice
2 second level speedrun
literally 😭
any%
i'll refrain from spoiling anything, people gotta play it blind
This shit sounds SO peak
I FUCKING KNEW THERE WAS SOMETHING UP WITH THAT VENT
i think when i was looking for music i stopped as soon as heard a few seconds of that one - https://www.youtube.com/watch?v=CvO4eqwDda4&list=PLOFws3X1J_ZrgHnilPrER6-NOdYlAL4F3&index=8
like
that was IT
and i really like this idea of starting music on some loud noise. i think in the first chapter music start playing when you kick the door. so no innovation, just thoughtful stealing
nah, you just got lost for a bit
it's a regular vent
(have you tried using it again after you leave it?)
hmmm, how do i update the mod?
do i just load .acesmod file and then just press submit again?
oh, nevermind, i was asking cause i had some issues in mod uploader but retry helped, sry
i got bored and made a slot machine
wait, it's manually done from inverted sector? with the slopes and shit?
damn, okay
i mean yea, shit was pretty easy
just cut a cube a bunch of times
i feel like i might use it for a future level
got a cool ass idea
well, when it's easy AND looks cool - that's the best one
Yea i'm really proud out of that design
only used two layers for it
one layer is used only for the little thing on top of the lever
most important part of making pretty much anything in the editor is having a reference, this is what i loosely based my machine off
Maybe you shouldn't engage in small talk with your coworkers near a high explosives crate
Is there a way to go full screen with the mod manager???
Trying to figure out the Steam Workshop. How can I update a mod I've already uploaded?
do you have the .acemod file for your mod saved somewhere?
very nice.
damn, thanks boss
load the file using the workshop uploader
there's a load button in the uploader, use that
then just put the new version of your mod in the directory section
then save and publish
Thanks!
Hmm. That's weird.
I privately uploaded my unfinished level to see how the workshop works. I subscribed to it and it's not in the list of Workshop mods in the game. I can't figure out where I went wrong yet. 🤔
if it doesn't show up in workshop episodes you probably set up the mod directory wrong
At first I thought the problem was that I forgot to put the episode in the Episodes folder and it was just in the mod's root folder, that's the only way it works when not in the Workshop.
I fixed it and re-uploaded and it still doesn't show up.
Oh wait, I think I get it.
Get what, huh? Got a question or you just talkin' to hear yourself speak?
The Episodes folder should contain the entire episode, not just a chapter from it.
I'm just writing what I did wrong in case there's another idiot here who did the same thing.
make sure you've got episodeinfo.txt in there too
i mean in the folder inside the episodes folder
I'm just confused by all this recursion
don't worry, you'll get used to it
i have a couple of questions about scripts:
- if i pass some parameter to the script, can i use it to name a world variable? Like let's say i pass tag 10 to the function, can i somehow make it a world variable "beepboop_10"?
- is there a function to generate random number? or maybe a way to get time? (current time, or time since game start, anything)
- in terms of controlling the logic flow, there is no loops right? only branching via IF ?
- in terms of math operations i think i saw Add function. Is any other math supported?
there's a while loop
do you have to have a role to put reactions on messages? i wanna put hearts and fires but i cant
1: Not currently, I could look into it.
2: Not currently either, but I can add that for sure. In the meantime you could setup a script that runs in a loop adding a number to a world variable every second.
3: There's a while loop, If statements, Return statements, and you can make custom functions.
4: Aside from Add there's also Subtract, Multiply and Divide
You can also add & to the start of strings to explicitly say "this is a string"
EG:
Main()
{
SetProfileFlag("&level4_got_falcon", 1);
}
I played ''under the weather'' saving delilah a second time. at some point it would be nice nice to replace her sprites/name with a different hostage or a heavy safe sprite (that cannot be opened) for a mission exfitration objective.
The idea of mike going on a classic damsel in distress mission needing to save more than one hostage seems fun. putting them in nighwave's meredith car for safety (or just a safe room with nightwave sniping from the window for instance)
needing both hand to carry a ''payload'' forces you to play more carefull. gives more kick to scripted goon backup's for sure😁
- can i change object propery from script? for example: change texture offset, decal rotation, inverted section rotation (i think movable geo only allows you to move, not to rotate)
- can you spawn goons/npcs/props from script without placing them on the map in the editor?
- a bit confused about '&' thing: when i set a world variable i don't need it but when i set profile flag i do? in both cases they seem to be just string names
wait i have even more (not about scripts though)
- is there a way to add dialogue lines ? like sound and subtitle, or just subtitle
- when i download a mod, can i see actual txt with level definition and open it in editor? or all the magic and secrets remain hidden (maybe as they should be)?
All the subtitles are handled with txt files. Look in the subtitles folder for examples used in games.
i see now, thank you mr Aces. so it's not necessary to have actual voice line to be able to show subtitles?
but also - is it *possible * to add some custom sound instead of voice line?
Adding custom sounds is as easy as putting them in an external folder. That is explained in the steam guide.
i don't know why i thought adding voice lines would be any different from adding any sfx or ambience
thanks!
workshop stuff is in steamapps\workshop\content\1411910
open them or not that's up to you 
love it, very cool
what im not sure of is how the game plays the subtitles along with the dialogue
what you need
maybe something like
SpeakDialogue(....); - to play the subtitle
TriggerEvent(...); - trigger some event
and then make audio player instance to play sound on this event
but i haven't tried that (also i thought that 'speakDialog' would require some information about what sound to play, but i guess that's not the case)
but i think in official maps it's just SpeakDialogue(....); and it's enough
alright man i got inspired by a comment on a workshop mod that replaces all npcs in episode 1 with big pallookas and now im inspired to make the big palloka.exe's labryinth
i kinda just want to make a big maze and the player has to press 4 buttons to press 4 doors i guess
theres a lotta big palookas everywhere and the player has no weapon
help
oh yeah also i wanna figure out how to make notes
yeah i mean even if there was a method we dont have access to i feel like it should do fine just with those two lines
forgot to mention that
only pity is that we're gonna end up with 5000 audio players lmao
#fallen-aces-modding message tried explaining it here if it's not too worded like poop