#fallen-aces-modding

1 messages · Page 3 of 1

sly steppe
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Like in a very very long time ago

outer pond
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uhhhh is there a limit to how big people can make their custom levels?

sly steppe
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Good question

echo oyster
compact helm
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I think the fallen ace editor needs a mesure tool or something similar

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Because if i need made 190 square big, i should count to 190 squares?

teal axle
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if you select an edge you can check its length on the bottom left corner

echo oyster
compact helm
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Because I want make a big map. Let me show you

echo oyster
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Why the fuck would you want to make it so specofic

compact helm
echo oyster
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You can eyeball a big map

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You dont need to count the units to make a big map

compact helm
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I only asking for help, at the leas I know this is the first step

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I hope so I don't crash my game.

compact helm
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This Editor need a mesure tool, but its true.

sly steppe
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I think it’s better to wait for level editor to receive more improvement and time since fallen aces is still EA

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Or have its own Plus Plus version like notepad++ and hammer++

echo oyster
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Seriously dude what is your problem?????

compact helm
echo oyster
compact helm
compact helm
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For make the map

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The base of the map

echo oyster
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What would be the application for a ruler

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Why do you need to have such a specific base

compact helm
echo oyster
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Its a waste of time

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Just make landmarks first and than make land around them

compact helm
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This bing looks now the base

echo oyster
compact helm
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This is the base, from where i will add also the lake

sly steppe
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@outer pond for whatever reason your blank room soup mod ain't replacing mike's man-quin

echo oyster
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Decided to make a list of things i'd like to see in the editor since ive been using it for a while:
-custom music and dialouge
-some way to add custom models, maybe even a tool to convert sectors into models
-a way to change a texture's global properties dynamically with scripts
-custom skyboxes

compact helm
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And a ruler tool

teal axle
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you can already see the length of your edges jcaor like i told you before

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i agree id rather have it like in doom builder but you can check it

outer pond
oblique python
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I can see the utility in measuring things out, but the great thing about vertices, lines, sectors, and so forth is simply that if anything is off, you can just drag it into place when you get to the point of needing to be particular.

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I have like, 4 or 5 layers of open sky space so I can detail building exteriors in layers. I square it up as I go, because it doesn't matter until there's some interest in that space.

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And maybe it's just a difference of approach, but I don't think you need to start with a big huge sector boundary to work in. My thing, which now encompasses about 1.5 city blocks, started as a single room. Then I built the rest of a building out of it, one room at a time, then went up a floor, and then I just started building the world outside that building by carving out negative space.

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AND ONE OF THESE DAYS, THEY'LL LET ME POST SCREENSHOTS HERE SO I CAN ILLUSTRATE WHAT I MEAN!!!

echo oyster
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but yeah there's a lot of different ways to do it

outer pond
tawdry parrot
echo oyster
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WAIT THEY CAN CLIMB????

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that is fucking awesome!

echo oyster
median mason
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The editor will get some upgrades with the next update, eg: Being able to drag select sectors over multiple layers, and copy paste while preserving layers + Unlocked slope directions.

And yeah we'll add playing custom music with SetNormalMusicTrack etc, not sure if that'll be in this next update though

median mason
median mason
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Maybe

frank flicker
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eventually, the same old brick boxes get boring, so i decided to try my skills at architecture

frank flicker
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with the help of tony

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he knows more about this stuff than i do

echo oyster
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and a little detail

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slap some windows on and bam

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beatiful ass building

frank flicker
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FUUCK!!! ITS ASYMETRICAL!!!

echo oyster
sly steppe
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not working

frank flicker
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holy shit

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it looks even better in person

fiery tree
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if you work inverted sectors like brushes it can do wonders

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may be a bit time consuming but its great

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Although i am biased

echo oyster
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It just looks very throttlin gooning

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Also is that lighting... colored

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Holy shit that lighting is colored

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What the fuck

frank flicker
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throttlin gooning renaissance

echo oyster
outer pond
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i did everything the workshop uploader guide said

sly steppe
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No clue as well

oblique python
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Speaking of uploads, you can expect this sometime next year.

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Lot of work to do. And I don't actually think the final level design works until I got events, the second major node of activity, and ideally the Umberg PD assets to play with. But I'm chipping away at the project, one detail at a time. Right now, in the alternate version of the map, I'm trying to get a good light/fog formula in place for just the right mood. Shadows will follow, but I'm pretty into detailing buildings atm. And implementing custom assets to set the mood. Moving from activity node one (pictured) over to activity node 2 (blocked out, and ideas brewing.) In the end I aim to make a decent looking and dynamic feeling ImSim mission level. I think it's going to be big.

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(relative to a mod for a game that isn't nearly as popular as it deserves to be)

frank flicker
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holy peak

echo oyster
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.. maybe you uhh need some playtesters for that

frank flicker
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you could post these as a fake leak of episode 2 and id believe you

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especially the outside buildings

sly steppe
oblique python
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Heh. It's maybe 25% as good as official map work, but I appreciate the compliment.

As for playtesting, I think I need the objectives and events in place before I really worry about that. As it is, it's kind of a museum. Lots to look at, not a lot to do yet. But I will open it to testing when I get there.

echo oyster
manic swift
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"im as shocked as you" this is actually mike talking to the viewer, about how hes shocked theres now a tv

echo oyster
sly steppe
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Looks like a terminal

echo oyster
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so i guess soviet tech just looked like that

echo oyster
sly steppe
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Oh wow

compact helm
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I want to add a lake. I should add a new layer fro the lake or no?

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For this I aske for the help of an other person, I cant do this alone.

frank flicker
compact helm
echo oyster
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And draw over the existing sector

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It will split the sector up

compact helm
echo oyster
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decided to remake my custom consumables to match the style of those new sprites trey posted on his twitter

sly steppe
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Looks like an upgraded hotdog for some reason

lusty prism
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super hotdog

echo oyster
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here's an wip

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beer❤️

knotty rock
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how on earth do u get mods

echo oyster
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Duh

sly steppe
echo oyster
sly steppe
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oh

compact helm
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How I should copy the fallen Aces Style

echo oyster
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Sprites, textures?

compact helm
frank flicker
compact helm
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I can't make the circle, its not working

sly steppe
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0:24

compact helm
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Yeah, the cut tool. But you told me that doing the left click to make a dot... So I thoutgh that

sly steppe
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left click

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left click again

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make a circle

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once you're done you right click

compact helm
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I need to make all the lake again,... Fuck

echo oyster
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oh yeah!! alcocholic beverage!!!

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splendid

sly steppe
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anyone has an answer for kawery?

tawdry parrot
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Btw, the editor got a patch. A very important game changing one for mappers. You can now copy and paste different layers grouped together. So say you have a building or couch made of different inverted sectors on different layers, you can now select them all and paste the whole thing without having to do it manually. Saves tons of time. Unfortunately you can move whole clusters up and down, you'll still have to move each one individually.

frank flicker
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huh, 2 workshop submissons dissappeared

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i wonder why

teal axle
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they probably caused issues with the latest update

sly steppe
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im getting this message despite the folders being in correct order

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for context, im trying to update my LSD custom level because there was a missing texture error thingy

sly steppe
echo oyster
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hey uhh is there a way to depack textures\sprites into images with the tools we have access to?

tawdry parrot
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no

echo oyster
echo oyster
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How do i even make natural terrain, what the fuck

fiery tree
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use slopes

echo oyster
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To make a small hill for example, something like that

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Gentle incline

teal axle
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im not sure what you mean

echo oyster
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a perfect incline doesn't exactly look natural

teal axle
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ooh you'll probably have to use a bunch of sectors with different heights for floors and slopes

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which is kinda tricky since you get limited angles for slopes

teal axle
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although i think we have more now?

echo oyster
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update changed it

teal axle
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they're still tricky to work with

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but you should be able to make neat hills

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just a lot of work tbh

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i think it's a thing between sectors and the new rocks

teal axle
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anyone else had an issue with the search function for the textures not working?

sly steppe
outer pond
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Okay, I'm having trouble adding shadows in my map, for some reason the line drawing tool makes extra unwanted "walls" for some odd reason. Any help would be appreciated.

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It does in some areas though, but not the ones I want the shadows to go.

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Please someone help

sly steppe
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hang on let me check ace ed real quick

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do you have full bright mode on?

outer pond
outer pond
echo oyster
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I'd suggest using layers for overlapping sectors

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Makes it way nicer

sly steppe
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always use the layer system

outer pond
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K

sly steppe
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doesnt matter how much layers even for the smallest sectors like creating wooden crate boxes

outer pond
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This is my first time with the editor so bear with me lol

echo oyster
# outer pond K

You could also use the cut tool, it splits your existing sector up

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The cut tool is also how you could make shadows

outer pond
sly steppe
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sectors

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and you'll see cutout

outer pond
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Oh cool

echo oyster
outer pond
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Thanks

outer pond
# echo oyster Cut t/b

Heyyyyy uh is there a "delete" tool for 3d mode by any chance? There's a textureless wall that shouldn't even be there.

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I can't reposition it for some reason

echo oyster
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Probably something to do with sector cutting

outer pond
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That thing isn't supposed to be there

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I need to move it out of the view or just get rid of it entirely

echo oyster
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Select plane options, deselect the visible and solid options

outer pond
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still there

echo oyster
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What the hell

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Aight uhh how does it look in 2d mode

outer pond
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The one nearest to the camera

echo oyster
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Ok honestly i have no fucking clue whats going on

tawdry parrot
outer pond
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Lil textureless goober don't wanna move though kekwww

tawdry parrot
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Looks like you have like a stray lindef. Just delete it and make a new one.

outer pond
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I'll try.

fiery tree
# outer pond

You can select it and uncheck the "visible" and "solid" checkboxes

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on the line

outer pond
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I did that and it didn't work for some reason

tawdry parrot
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Try making a line over your current line.

fiery tree
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There are upper lower and middle lines

outer pond
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Okay

fiery tree
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You are likely working with the middle line

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Try specifically disabling the visibility of the upper one

tawdry parrot
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Yeah the middle line is the stretched out one. The upper line is the one above.

fiery tree
#

easier to figure out which is which in 3d mode

outer pond
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It at least got rid of the textureless lil goober, but there's some sorta gate thing here still

echo oyster
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That's how invisible lines show up in editor

fiery tree
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that jsut means the wall is invisible

outer pond
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This stuff is probably common with ppl who never touched the editor so I'm sorry if I'm asking for too much

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Oh okay. So the player can't see that ingame and could walk through?

echo oyster
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No

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They can't

fiery tree
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As long as you didnt mark it as solid

outer pond
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Uh

outer pond
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So ig it's all good?

fiery tree
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then its as if the wall is not there, yea

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Invisible and uncollidable

outer pond
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Cool thanks

vestal musk
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How do I select a line when the "Stretch" button is only available in 3D mode, where you can only select a side?

outer pond
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Ummm it didn't automatically create the "bvh" file for the level

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And yes I saved it

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Yeah my level fucking sucks

echo oyster
echo oyster
teal axle
echo oyster
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Doesn't work on floor n ceiling textures

teal axle
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if you feel like you need to start over, do it

echo oyster
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Good levels take time and a shit ton of playtesting

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Oh and expierience

outer pond
outer pond
teal axle
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which ones exactly?

outer pond
outer pond
echo oyster
vestal musk
echo oyster
teal axle
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it actually does not, seems you've put a lot of work in it

outer pond
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Yeah, but I'm sad that it's not working the way I intended, but Idk what else to do.

teal axle
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i've taken a look at it and it seems it works fine?

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it doesn't look like it's missing any textures you haven't set in the editor

outer pond
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There is no possible conceivable way lol

frank flicker
outer pond
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Hey how do I get a sound or music to play? in a custom level?

frank flicker
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go to the audio player section

outer pond
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Okay thanks

sly steppe
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And use .ogg file type

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Not mp3

outer pond
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I'll try my best to understand it lol

outer pond
median mason
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mp3 and wav should work now

outer pond
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Is there a "delete" tool or something for things?

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I want to get rid of the unwanted audio players.

echo oyster
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works on anything else like sectors or vertices too

outer pond
outer pond
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Ik I feel like I'm asking way too much, but is there a specific event for when a sound plays when the player gets close enough to it?

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Also I'm going to need help with how to get notes to work

teal axle
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you've got two you can use, event triggers (a box you can change its size of), or plane triggers

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once you check the properties it's pretty straight-forward

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here's a quick explanation i did for the notes but i'm sure there's a better one out there

outer pond
outer pond
teal axle
teal axle
frank flicker
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how do i make a sector with no collision

outer pond
frank flicker
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you dont need to name, but you probably should for your convenience

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prevents future headaches

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if your level gets real big

outer pond
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So I just name it "Ace Cola" or something to remember it by?

frank flicker
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id say "OnColaPickUp" is better

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more specific

outer pond
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Okay cool.

frank flicker
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means you dont need to memorize everything

outer pond
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Sweet I'll give it a go

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And Ig I'll just name the other note pickups something like "ReadNote2" and "ReadNote3"?

frank flicker
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i suggest you name them based on what the note contains

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like, if a note has something about a public notice, name it publicnoticenote

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or something like that

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not actually necessary, but i personally do that

outer pond
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Okay, thanks for the advice

frank flicker
echo oyster
outer pond
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I uploaded my first Fallen Aces level to the workshop. I hope y'all will like it

outer pond
echo oyster
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steam is checking the file or some shit like that

halcyon cargo
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yeah it shows up

outer pond
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Oh yeah I remember they do that lol

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Really hope y'all like it though

echo oyster
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you fucked up the file structure mate

outer pond
echo oyster
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so it should go something like this
Episodes\EpisodeFolder\LevelFolder

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your level is just the episode plopped into the folder

echo oyster
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just think of it as if you're putting something into the acesdata folder

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that's how your structure is supposed to look

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your mod folder serves as the acesdata folder

halcyon cargo
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i had a thought, would it be possible to mod the death animation to make mike flip the bird as he dies?

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or like get a spade from his back and start diggin his own grave those are just 2 ideas i had off the top of my head

echo oyster
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it's just not possible sadly, things such as movement animations are not located in AcesData, but elsewhere instead

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@outer pond note doesn't work

outer pond
echo oyster
#

yea aight sure

outer pond
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I put the episode in the LevelFolder, right?

echo oyster
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episodes are colections of levels

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or one level depending on the mod

halcyon cargo
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yo wait this is gonna be a collection of levels wtf?

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actually nah probably not still looks good

echo oyster
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it's located in your fallen aces directory

frank flicker
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is it possible to see your coordinates in the editor? it would be very convenient for the camera scripts and such

echo oyster
outer pond
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Not the episode I'm so stupid lol

echo oyster
frank flicker
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these are coordinates, right?

outer pond
echo oyster
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i'll check

frank flicker
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maybe

echo oyster
outer pond
frank flicker
#

ah, that explains it then

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thank you, bingleton

echo oyster
echo oyster
echo oyster
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SO first off you got your mod folder, right?

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create an episodes folder inside of it

outer pond
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Okay.

echo oyster
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create a folder (name doesn't matter) inside the episodes (i mean episodes not episode) folder

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inside of this folder with any name place your episodeinfo.txt file and your level folder

frank flicker
echo oyster
echo oyster
#

that is not the spot where you should put it

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instead, create a folder named audio in your mod folder (the same folder with episodes in it)

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inside of your audio folder create three subfolders : ambience, music, and sounds

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place your audio folder in any of these subfolders

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then, in editor set your audio player's path to Subfolder\audiofile.ogg

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something like this

outer pond
#

Hold on I'm doing my best

frank flicker
#

we believe in you

outer pond
echo oyster
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you got an audio player

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you can play around with settings like volume and all that

outer pond
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Alright, I'll try to upload and see if it works this time

outer pond
outer pond
outer pond
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Dang

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Is it just not showing up on the episode list?

echo oyster
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or wait did you

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oh you deleted the old one for some reason?

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weird

outer pond
echo oyster
#

god damn am i really this shit at explaining things to people, damn

outer pond
echo oyster
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the episodes folder must be named that

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the folder INSIDE of episodes can be named whatever

outer pond
outer pond
echo oyster
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uh huh, but like the episodes folder was named episode thingy for some reason

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like this one here was named episode thingy

outer pond
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Why?

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I didn't name that folder "EpisodeThingy"

echo oyster
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i don't fucking know, you uploaded the level 😭

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weird

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hold on

outer pond
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This is my first time uploading a level so I'm not really sure what I'm doing.

echo oyster
#

god fucking damn 😭

outer pond
#

Wait what's happening?

echo oyster
#

i don;t even fucking know myself hold on

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im uhhh im trying

outer pond
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Take your time, don't sweat it.

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Wait, now the level doesn't even show up on the episode list what?

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That's kind of odd

frank flicker
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any ideas how to make a sector without collision?

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i think it has something to do with the underlay thingamabob

median mason
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You’d select the each wall, floor and ceiling of the sector, go into plane options and uncheck solid

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Underlay has to do with how sprites are rendered through the sector floor

outer pond
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I'm not really sure what it could even be myself so I was just wondering.

frank flicker
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in the world of throttlin gooning, traps await at every corner, some are more primitive than others

sly steppe
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those knife mooks missed their knife throw

frank flicker
#

dumbasses

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(don't look at the bell i took from google images)

sly steppe
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im more interested in how the hell you implemented a bell trap

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did you use monoedge or some unity modding tool to implement it?

frank flicker
#

no

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just events

echo oyster
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Kid named event trigger

frank flicker
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you trigger the event placed in the tripwire, the event then activates the bell sound, unlocks the doors, and spawns the hoods

sly steppe
#

wow

echo oyster
frank flicker
#

its over

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hang on let me compress it real nice like

echo oyster
outer pond
echo oyster
outer pond
#

That friggin sucks, I hoped that ppl could've enjoyed what I made.

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Even if it sucks

outer pond
halcyon cargo
outer pond
#

Dang it. Why does everything I'm uploading not working?

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I followed every step of the sdk doc

outer pond
#

Hold on, lemme try again.

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Dude it's not even working

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I've tried literally everything and it ain't working. The level doesn't even show up in the selection.

tawdry parrot
outer pond
tawdry parrot
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make sure you stick it in an episode folder otherwise it won't show up

outer pond
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I did

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I was told that I should try to mimic the acesdata file structure, so I did that as well

tawdry parrot
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what do your chapter and epsiode info files look like?

tawdry parrot
#

hmmm

outer pond
#

Dang, I guess it's just bad luck?

outer pond
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Yeah, I've tried everything I could. Tbf though, there isn't really much to do in the level anyways except walk around, one event happens but it's just something to get players slightly paranoid.

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So Ig it's not like it'd be enjoyable.

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Just kinda annoying how I spent 15 hours on a workshop level, only to not be available for other people to play.

tawdry parrot
#

@median mason any ideas?

median mason
outer pond
median mason
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Up to you, can keep it hidden

outer pond
#

Wdym

sly steppe
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new rule

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if a game has a level editor, someone probably made a backroom level

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im downloading the level right now btw

outer pond
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It isn't there

sly steppe
median mason
#

I'm looking into why

outer pond
outer pond
# sly steppe yep

Yeah, it doesn't even work for me lol. I uploaded it like several times.

sly steppe
#

figuring out the file stuff is such a pain in the ass

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probably another reason why I'm not bothered to make a third custom level

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im gonna try my best to explain

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the episode folder should have 1 single file

outer pond
#

Oooohhh.

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I'm stupid

sly steppe
#

That 1 single file should contain your level, episode info, a bvh file and a poster

sly steppe
# outer pond I'm stupid

No its not that, its just that these kinds of situation is often very complex and confusing to follow

outer pond
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Ah okay. I was following a video tutorial that Trey made.

sly steppe
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you also still need one single file in your episode folder IF you made two custom levels BUT want to put them in one download

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Intro and Action in the screenshot are two levels in one file that is named Madness Goonbat 2

outer pond
sly steppe
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alright

outer pond
#

Okay so should I delete my old upload and upload the new one? Or is there a way I can update the upload?

sly steppe
#

you CAN update the upload

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do you have a save

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it has ACEMOD file type

outer pond
sly steppe
#

i also recommand make a new file for fallen aces custom level if you plan to create more

median mason
#

Yeah you just gotta put another folder in Episodes. So it'd be Episodes/Mike in da backrooms/

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episodeInfo.txt goes in Episodes/Mike in da backrooms/episodeInfo.txt

outer pond
outer pond
median mason
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All the files you've got currently in Episodes should go into that new folder basically

outer pond
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Thanks. I was having a bit of trouble understanding some stuff lol

median mason
#

Also chapterinfo.txt and episodeinfo.txt might be case sensitive, they actually have a capitial I

outer pond
median mason
#

So it should be chapterInfo.txt and episodeInfo.txt

outer pond
sly steppe
#

you use the workshop uploader and press load and find your acemod file

outer pond
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Oh okay sweet.

sly steppe
#

although you accidentally made another copy in the steam workshop, the level is now in my workshop

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i can't read that paper for some reason

outer pond
outer pond
#

Maybe I can edit the level in the editor and reupload it?

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Hopefully that'll fix the note issue

halcyon cargo
outer pond
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I'm working on it. Hoping the notes and sound cues will work this time

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I'm gonna delete the other ones and upload this new one, y'all tell me if it works or not.

sly steppe
#

cant read the note

outer pond
sly steppe
#

you should playtest your level

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but im gonna try explain how

outer pond
#

I am rn and I can read the note

sly steppe
#

hm

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what file location you updated from

outer pond
#

Huh

sly steppe
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i can't really explain it well but here

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so when you fix the note function in your custom level

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theres a button called save

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when you press save

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this pops up

outer pond
#

Yeah I saved

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The save is in the level folder

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Not ACESMOD file, but the txt save is.

sly steppe
#

was the mod dictionary selecting the recently saved file

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i mean the mod dictionary in the same file you're updating

outer pond
#

Yes

sly steppe
#

thats weird

outer pond
#

It's working for me. I don't know why it can't work for you

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I just hit ecsape because I didn't wanna spoil the note

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But yeah that's weird

#

Maybe you're still subscribed to the older one?

frank flicker
#

you dont need the whole path, just the .txt files' name

outer pond
#

Ohhhh my bad

frank flicker
#

splitcoco doesnt have his fallen aces in his D disk, so it cant show for him

#

or maybe he does, idk

outer pond
frank flicker
outer pond
#

Oh

#

I'm so stupid lol

#

Lemme fix it

frank flicker
#

||you should add some blood decals near the corpses||

outer pond
frank flicker
#

no /

frank flicker
#

just NoteName.txt

outer pond
sly steppe
#

i notce theres no EndLevel script

#

or a script file

#

do you plan to make a level exit?

outer pond
#

Might make one in the future though

#

It should work now

sly steppe
#

worked

outer pond
#

Also I'd like to get Mike to say something like "What the hell?" at the beginning of the level lol

#

Like his line in the stalker guy's place.

#

Oh yeah, and enjoy the level and all of it's paranoia =)

tawdry parrot
#

Still saying nobody has done a cruise ship map.

frank flicker
#

i plan on making tg2's hard mode as evil as possible

#

heres an unacessible molotov mook

sly steppe
frank flicker
#

no its like

#

you cant hit him with melee

#

so just shoot at him or throw a gas canister

#

and theres no way to the roof

sly steppe
#

ok thank god

outer pond
echo oyster
frank flicker
#

maybe

echo oyster
# frank flicker maybe

Make a bloodrust version of the level and just shit out a bunch of knifeguys pistolguys and machine gun mooks all over the place

frank flicker
#

tbh sleep with fishes is already that

echo oyster
frank flicker
#

bloodrustrot

echo oyster
#

Also since tg2 is set at night, will it feature some stealth?

frank flicker
#

it will feature alternative pathways

#

once im done with one real nice area im making another demo test

#

and probably the last one

iron valve
frank flicker
#

can the despawn script despawn enemies?

#

cause it doesnt seem to work for me

echo oyster
frank flicker
#

the idea is, there's a bombossa guy chased by basement dwellers, when they reach the waypoint they play an event that plays a despawn script, so it looks like the basement dwellers killed the bombossa guy

echo oyster
frank flicker
#

sure but how would i make the basement dwellers dissappear

echo oyster
#

it's not ideal but it's something

frank flicker
#

hmm sure

echo oyster
#

also this looks sick as fuck

frank flicker
#

something something colored lightning

echo oyster
#

this truly is... a colored gooning

frank flicker
echo oyster
#

oops

frank flicker
#

wait actually the enemies despawn in ch3 so im probably just doing something wrong

#

nevermind it uses a different script

wind prism
#

what about using that and then spawning new ones in?

#

also not ideal but might work

frank flicker
#

maybe but that would mean some enemies will need to be fought again if you defeated them

outer pond
#

I may or may not make an ending though.

iron valve
flat haven
#

Does r2modman work on this

echo oyster
flat haven
#

Ok

echo oyster
#

You get a workshop and level editor

flat haven
#

Ok

outer pond
# iron valve WHAT DID MIKE DO TO DESERVE THIS DAWG

Ooof. Lemme yap about how the backrooms work. Actually I could just say that the backrooms itself just pulls any random person at any time. But there's a small possibility that it chooses someone unfortunate enough to enter? Idk I'm not really that educated on the wiki version, I just went by the og post lol. Anyways I might update it sometime.

echo oyster
#

That's what that post said

outer pond
#

Yeah

#

But I've heard some thoeries that the backrooms itself is like alive? or something like that. But I kind of just went by the original post as stated earlier. But idk I thought it'd be a fun little level to make.

#

I want to eventually add a radio in the level

#

Yk make it more interesting or something

iron valve
#

i was expecting the "something following you" you mentioned in the description to be a big palooka lol

echo oyster
#

500 machine gun mooks

outer pond
echo oyster
#

Cooking up a collab level with somebody

compact helm
#

I want to do a collab level too

teal axle
#

a collab level sounds fun not gonna lie

compact helm
#

I already have the blueplan for and the base, so its only time of do the rest

echo oyster
wind prism
#

the fuck did the civilian do bro 😭

echo oyster
#

i fucking hate him infact, he gets no broads, he's ugly, he smells, he has no friends

halcyon cargo
#

blue curse goons

#

the name ziad makes me think of something like weyland yutani from alien, the idea of some company that has all manners of thugs under its belt

echo oyster
#

with zhigild being an automotive company that owns a large amount of land in umburgh

halcyon cargo
#

are we fighting russian automotive company mafia

echo oyster
#

thebadeed made up a bunch of lore, im just kinda retelling it

echo oyster
sly steppe
#

you guys really need to stop touching his stuff

sly steppe
#

This may be impossible to implement but, is there by any chance there will be some kind of 'Real-time' feature?

#

Sort of like debugging or something

#

press some kind of button in AceEd and you can see enemies moving around and even props placed down

sly steppe
#

i really feel like shit

#

I was busy making a vent, small pipes platforms and adding a secret trigger, small bits of piece but are very time consuming to make

#

i press save

#

open up fallen aces to play the map and im stuck in a loading screen

#

come back to AceEd, load the map and its gone

#

1 hour of work gone

#

my plan was to make an outside vent while making it accessable inside

#

There was infact a red text in the console

#

and i didnt read it

tawdry parrot
sly steppe
#

done

#

however i didn't save much, so i had make the vent and small pipes all over again

#

this is the new one

echo oyster
echo oyster
halcyon cargo
#

he who pulleth the sword from this stone ass

sly steppe
#

its definetly a decal but idk what's the id

#

all i did was search up fire and then clicked on fire alarm

echo oyster
sly steppe
#

everytme i run to an issue, i go to the official levels in ace ed and see how its implemented

#

then i take a screenshot of its properties and put it in this folder

sly steppe
#

has there ever been a custom level that does the Chapter 3 bottle safe combination puzzle

outer pond
outer pond
#

Having trouble with a music trigger event in a level.

#

Like an independant ambience

echo oyster
outer pond
echo oyster
outer pond
#

Kinda like with the global ambience I did, but the global ambience works but the independant ambience doesn't trigger when I step into the event trigger area.

outer pond
#

3d

#

Do I change it to 2d?

echo oyster
outer pond
#

It would kind of ruin the illusion of the music playing from the speaker

outer pond
echo oyster
outer pond
#

Both a minimum and maximum

#

That could be the problem

echo oyster
outer pond
#

Uhh hold on lemme see

outer pond
#

Maximum is also set to 42

echo oyster
#

Minimum controls how close you can get to the player before the audio fades

#

Maximum Controls how far away you can get before it fades

outer pond
#

Ah got it.

echo oyster
#

Can you see the issue with setting them to the same number

outer pond
#

Thanks, I'll see if the event triggers though

#

Doesn't work what?

#

I walked through the event trigger area but it didn't play the ambience

#

The audio file size is 15.9MB

#

Is that too much?

frank flicker
outer pond
#

Ogg

frank flicker
#

hmm

outer pond
#

It's an independant ambience. I'm trying to replicate the way it plays like how the music in the moth n flame club does, it has no trigger events like it and it's not playing for some reason.

frank flicker
#

maybe something's wrong with the path

outer pond
#

Nah path is fine. It's just the "Ambience" folder and the audio file itself.

#

I have a global ambience that plays everywhere. and the independant ambience is what supposed to play in one room, but it doesn't.

echo oyster
outer pond
echo oyster
#

.mp3, .ogg

outer pond
#

Oh yeah .ogg

echo oyster
#

Damn

outer pond
#

Yeah idk what the problem is. I put "Ambience\[filename].ogg" as the path, it doesn't play the ambience though

outer pond
#

What? I thought I typed it in this channel

echo oyster
#

Oh

outer pond
#

Wait is it "/" or "\"

echo oyster
#

Well i have no idea what's going on, how did ya set up the events

echo oyster
outer pond
#

Did I do it wrong?

echo oyster
outer pond
#

Elaborate.

echo oyster
outer pond
echo oyster
#

The fuck did you even do to make it not work😭

outer pond
#

Idk it just decided to not work.

#

Also I made the name of the event something like "Play_music" or "Music_trigger". Is that's what's wrong, or am I good on that?

outer pond
# echo oyster Crap

The length of the audio file is 17:58. Is it that it's too long that could be the issue?

echo oyster
#

I dont know that might be screwing it up

outer pond
#

Maybe

#

The file size is 15.9MB

outer pond
outer pond
outer pond
#

What's weird is that I made a new note event but it doesn't read it for some reason? Even though I literally did the exact same thing.

#

The audio player isn't working and now the note event isn't happening. What am I doing wrong?

outer pond
#

Please someone help me with this. The audio won't play the music.

#

Even with zero event triggers connected to it, it won't play.

#

@echo oyster Do you know what the issue is? Because I can't figure it out.

#

I'm sorry for pinging but I really need help.

sly steppe
#

try switching it to 2D

outer pond
#

Yeah no didn't work.

#

Neither did the new note I added

sly steppe
#

tf

#

can you by any chance show me the ambience file

#

hang on

#

have you by any chance put that echoingmusic.ogg file in the Fallen Aces\AcesData\Audio\Ambience

#

For example, I put that TheDaybefore.ogg in the Fallen Aces\AcesData\Audio\Ambience\

#

then i put it in the Fallen Aces\AcesData\Episodes\Madness Project GoonArena\Audio\Ambience

outer pond
sly steppe
#

maybe copy paste that echoingmusic.ogg to the Fallen Aces\AcesData\Audio\Ambience

#

hopefully that works

outer pond
#

I'll try.

#

Unfortunately since the audio is supposed to play after the player reads a note, I can't trigger the event because the note event won't work.

#

Reason why the note can't be read is very beyond me, I did literally everything the aceEd tutorial video from Trey said, and it isn't working.

sly steppe
#

it is still Early Access

#

i mean it will get improved later

outer pond
#

So there's only a certain amount of notes I can add?

#

I've seen more than five or six notes in a workshop level, this is my fourth note

sly steppe
#

i dont think theres a limit to adding notes

#

the chapters in fallen aces have more notes

outer pond
#

Then why's my fourth note not working?

sly steppe
#

hold on let me check my notes

outer pond
#

I'm doing this right, correct?

sly steppe
#

try the 'use on event'

outer pond
#

Did the update just kinda mess that up?

sly steppe
#

remove the .txt in the path

#

somehow this one note i have still works

#

while the other isn't

#

because i forgot to put the show on event

#

and it was in .txt

outer pond
#

But I'll try.

#

Okay so the music works, however the note does not.

sly steppe
#

thats very strange

outer pond
#

Yeah. But I'm determined to actually get this to work. I made the event trigger to complete the level, and it works, but something as simple as a note is not working for some reason.

sly steppe
#

Play on event ---> Event on use

#

let me try that

outer pond
#

Okay

sly steppe
#

alright so

#

when i start the level, it doesnt play the music

#

BUT, when i Press E on the note, it plays the music

outer pond
#

Yeah same, but the note can't be read for some reason

sly steppe
#

well i put MY 11 in both Event on use and Use on event

#

did you do yours?

outer pond
#

No. Did that allow you to read the note?

sly steppe
#

yes

#

in theory

outer pond
#

Then I'll try that.

sly steppe
#

doesn't look like the notes or note decal property

outer pond
#

Like the one the goon dropped

sly steppe
#

oh

outer pond
#

In chapter one I think.

sly steppe
#

its definetly the Use on event

#

it has to be the reason why its not showing the note

#

Event on use is probably when you want to note to play music or activate a door or a secret

#

if not, then this is just confusing to figure out

#

im more used to using decal notes than note pickups

outer pond
#

Either way I'm trying the best I can. I think I need to have the .txt in order for the note to be read too

#

Yeah not working

sly steppe
#

wtf

#

ok im gonna try out my self

#

pickup note

#

they have the same name/tag when you look in events

#

when i touch the pickup note, the music plays and shows me the note

outer pond
sly steppe
#

can you show the .txt file?

outer pond
sly steppe
#

you're missing the text = "(Your title of note)";

outer pond
#

Ah okay my bad

sly steppe
#

no no its all good

#

does your other notes feature the text = "";

outer pond
#

I think so

#

Wait no they don't

outer pond
sly steppe
outer pond
sly steppe
#

ok its not for mine as well

#

even after replacing the These rooms.txt with Goonnote.txt, it just doesn't work

#

yet decal note still work

#

i dont know what else i could think of

outer pond
#

I'm using the decal note for the "These rooms" note. But it doesn't work

sly steppe
#

yeah im even more confused

outer pond
#

This is probably a bug.

sly steppe
#

definetly

outer pond
#

Dang that sucks

#

Well, I suppose I'll have to wait until they fix it.

fiery tree
#

What's the issue?

#

Just a note not working?

sly steppe
#

@outer pond it turns out i put the These Rooms.txt file in the wrong level

#

Anyways i copied all the text from my pipe maintence.txt and replace the pipe maintence.txt with yours

#

since the pipe maintence.txt is working but your txt file wasn't

#

somehow it worked

#

but make sure that the txt file is in your level

#

correct level file

#

wrong level file

outer pond
sly steppe
#

if thats the level your using Ace Ed on and testing on yes

#

also since its named These rooms.txt

#

your path should say that

#

These rooms.txt

outer pond
#

Okay

#

It's been in there for basically since the start so idk why it isn't working

outer pond
sly steppe
#

im very thankful it worked

#

jesus this took too long

outer pond
#

Lol so true. Now I just gotta know how to update the workshop item.

#

Or is that even possible?

sly steppe
#

if you have ACEmod file saved somewhere then yes

outer pond
#

So that updates my workshop level page?

sly steppe
#

it should

#

i did that before with my madness goonbat 2

#

first you load your AceMod file

outer pond
#

Okay I have loaded it

#

What's the next step?

sly steppe
#

double check your mod directionary and select the file that has only the audio, Episodes and Texture Packages folder

#

and double check your episodes folder if it has your episode

#

and that episode should have your custom level folders with a poster and episode info

#

finish double checking then save your .acemod

#

then submit

outer pond
#

And if I press submit, it won't create a new workshop page? It'll update the current one, right?

#

Or do I have to delete the old one?

sly steppe
#

it wont create a new workshop page

#

it will update the current one

#

you dont have to delete the old one

outer pond
#

Okay cool

#

Nice it updated

#

Thanks once again

sly steppe
#

starting download

outer pond
#

I'm thinking making a sequel to it, but I probably won't do that for a long while lol

proud night
#

What's the update

outer pond
proud night
#

Ok

outer pond
#

Updated my map again because of a minor spelling mistake cursed

frank flicker
#

ACED LIFEHACK!!!!:

#

do you ever try to get posters to look perfectly only to end up with shit like this?

#

fear no more, use DOORS!!!!

#

apply your needed texture onto a door and it'll allign PERFECTLY!!!

#

(just make sure to disable the door, ya mook, we dont want openable posters!)

stuck hazel
#

What if I do want my posters to hide goodies inside?

frank flicker
#

do what you want! its your level!!!

echo oyster
#

Once Z.I.A.D. starts hunting you, the whole world is out to get ya (quite literally in this case)

echo oyster
frank flicker
#

doors still do it better!!!!

echo oyster
#

yea ok buddy

sly steppe
echo oyster
#

just get a moveable geometry and play around with the numbers till it looks right

sly steppe
#

oh

echo oyster
# sly steppe oh

but yeah it's not that hard to get lost in all the tags, events and scripting, so keep it organised damn it!

tawdry parrot
echo oyster
tawdry parrot
#

Also for outdoor areas you can use tree models and the flora model plopper if you want weeds n stuff. Better than having to manually place em.

echo oyster
#

so uhh does the point light fade distance offset actually do anything?

#

it seems to have completely no effect on the fade distance

echo oyster
echo oyster
#

Z.I.A.D.'s design philosophy is pretty much just based on "if it looks cool we can use it"

#

(made by me, traced from this image)

echo oyster
#

modelling with sectors is fun

echo oyster
#

you don't need a bajillion of every fucking enemy under the sun to make a fun, challenging, combat level

#

i managed to complete it after like uhh 3 tries but it still wasn't that.. fun

severe birch
#

Why does he bully

echo oyster
#

can't i say anything negative, jeez

fiery tree
#

you can give negative feedback but you know
in a lighter fashion sometimes

severe birch
#

If you actually care about people posting their maps in here you should be giving constructive feedback

echo oyster
#

.. lighter?

#

how do i make my fededback uhhh.. lighter

fiery tree
#

like less abrasive

echo oyster
#

huh, i see

#

ok let me think about this for a second...

#

aight so, the level does definetly suffer from enemy spam, that should probably lighter

#

or maybe give players more time to collect thoughts between waves

#

make use of the enemyneutralised script function, instead of having just a flat timer

#

just do.. something to make it more managable

#

but yeah sure the map would probably benefit from giving the player some breathing room

#

oh and ignore my previous rambling, i got salty, sorry

sly steppe
#

Theres no enemyneutralised script function tutorial or guide

fiery tree
#

You should take a look at how it's done in game - probably the best way to learn it, its not too complex

I assume Lead here means TargetNeutralised

One good example is Chapter 3 - there are multiple scripts that rely on TargetNeutralised as their functionality

#

for example the palooka spawn trigger checks for the palooka still being alive before setting the music back to normal and completing the "kill palooka" objective

#

` While(!TargetNeutralised(159))
{
Wait(2);
}

SetNormalMusicTrack(-1);
PlayStinger("Junkyard - Atmos 8");
CompleteObjective("Defeat the Big Palooka", 1);`
#

the exclamation mark there meaning "While target with tag is NOT dead"

sly steppe
#

i see

echo oyster
#

zhigild got hit with the fucking mexico piss yellow filter 💔

proud night
#

Looks really good

halcyon cargo
echo oyster
#

yknow aceEd is really easy to use.. UNTIL IT PULLS SOMETHING LIKE THIS FUCKING BULLSHIT OFF

#

what the fuck!?

fiery tree
#

Show top down view

#

2d i mean

echo oyster
#

yeah sure, one second

fiery tree
#

Are you trying to make a set of stair blocks here?

echo oyster
#

a bunch of inverted sectors

#

so i honestly have no fucking clue where these came from, the set that's on the bottom of the image is acting normally

#

the one on the top is where the random linedefs show up

#

i can't see any difference

#

ok removed the sectors, found the issue

fiery tree
#

Try these

  1. have inverted sectors with directly touching linedefs on different layers
  2. use the cut tool on linedefs where problematic planes show up a few times. Don't cut the sector itself, just the linedef
  3. remake problematic area from 0 if none above work
echo oyster
fiery tree
#

Gotta be careful with the sector creator tool sometimes, any extra left click could cause these easily

echo oyster
#

yeah, that's how it is

#

can't mod any game out there without running into some of the most random ass shit ever

fiery tree
#

I think the cut tool solves these sometimes

proud night
#

Can you stretch out sectors to make them bigger in 2d mode?