#fallen-aces-modding
1 messages · Page 3 of 1
uhhhh is there a limit to how big people can make their custom levels?
Good question
Not sure, the floating point might get in the way
I think the fallen ace editor needs a mesure tool or something similar
Because if i need made 190 square big, i should count to 190 squares?
if you select an edge you can check its length on the bottom left corner
Why would you need to make a square of such specific lenght????
Because I want make a big map. Let me show you
Well then eyeball it, duh
Why the fuck would you want to make it so specofic
Because i need make a big map
Yeah and?
You can eyeball a big map
You dont need to count the units to make a big map
But thats not possible. I been using others 3D apps for creat sometgings, an they had a ruler tool for mesure all
I only asking for help, at the leas I know this is the first step
I hope so I don't crash my game.
I seeing the Docks maps, and let me tell you that your are so wrong. How THE FUCK you can do that big map with out a rule tool? Its impossible make that big.
This Editor need a mesure tool, but its true.
I think it’s better to wait for level editor to receive more improvement and time since fallen aces is still EA
Or have its own Plus Plus version like notepad++ and hammer++
Zoom out in the editor and draw a big shape???
Seriously dude what is your problem?????
That big shape have an exactly mesures no random ones
Why do they have to be so specific, do you really have to keep it that precise?
After counting 52 x2 to 2 sides and counting 34 x2 in the bottom side, I still claim a necessary ruler tool
For what???
What would be the application for a ruler
Why do you need to have such a specific base
I send to you my idea.
Yea i mean its good to have a plan but you dont need stupidly precise measures
Its a waste of time
Just make landmarks first and than make land around them
The mesures are not stupid, with out mesure some things can go down
This bing looks now the base
Go down?? Huh?
What with it
This is the base, from where i will add also the lake
@outer pond for whatever reason your blank room soup mod ain't replacing mike's man-quin
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
And a ruler tool
you can already see the length of your edges jcaor like i told you before
i agree id rather have it like in doom builder but you can check it
I might’ve done something wrong then, I’ll try to fix it when I get back home.
Ok, i guess
I think I might've fixed it. See if it works.
https://steamcommunity.com/sharedfiles/filedetails/?id=3555359452
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.
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.
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.
AND ONE OF THESE DAYS, THEY'LL LET ME POST SCREENSHOTS HERE SO I CAN ILLUSTRATE WHAT I MEAN!!!
it's an approach thing, i tend to carve out the terrain first
but yeah there's a lot of different ways to do it
you just gotta be active. once your name is brown, you can post pics
You can already use custom music and dialogue. Just place an audio file in an external folder and use it. You can also change a textures by using the change texture on break feature.
there are problems with this approach to music
-no custom loading screen music
-no custom combat music
-the music volume setting doesn't work with audio players
WAIT THEY CAN CLIMB????
that is fucking awesome!
also, how is the alternate texture for the change texture on break event chosen?
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
It would be TextureName_b You may need to actually include this texture somewhere in the level to ensure it gets loaded
And a ruler tool?
Maybe
eventually, the same old brick boxes get boring, so i decided to try my skills at architecture
Throttlin architecture?
jesus christ
it looks perfect
yeah ti's really good, just needs some texture variety
and a little detail
slap some windows on and bam
beatiful ass building
FUUCK!!! ITS ASYMETRICAL!!!
How did you even do that
not working
if you work inverted sectors like brushes it can do wonders
may be a bit time consuming but its great
Although i am biased
Im not sure what exactly im talking about, but that is a very throttlin gooning looking building
It just looks very throttlin gooning
Also is that lighting... colored
Holy shit that lighting is colored
What the fuck
throttlin gooning renaissance
Oh also try adding lights shafts coming out of the windows, that might look cool
No clue as well
Speaking of uploads, you can expect this sometime next year.
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.
(relative to a mod for a game that isn't nearly as popular as it deserves to be)
holy peak
this is genuinely amazing holy shit
you could post these as a fake leak of episode 2 and id believe you
especially the outside buildings
Holy hell
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.
custom tv
"im as shocked as you" this is actually mike talking to the viewer, about how hes shocked theres now a tv
this new tv is shockingly shocking. shocked
Looks like a terminal
based it off a real polish tv
so i guess soviet tech just looked like that
Oh wow
I want to add a lake. I should add a new layer fro the lake or no?
For this I aske for the help of an other person, I cant do this alone.
cut out a hole in a sector and change the hole's floor height
How? First I need creat a new lever?
Use the cut tool
And draw over the existing sector
It will split the sector up
How i change the height?
decided to remake my custom consumables to match the style of those new sprites trey posted on his twitter
Nice
Looks like an upgraded hotdog for some reason
super hotdog
how on earth do u get mods
im guessing it behaves similar to whisky?
Reskinned painkillers
oh
How I should copy the fallen Aces Style
Style of what?
Sprites, textures?
Sprites
I can't make the circle, its not working
Incase anyone and myself get confused on making a outside custom level, and making a building with a door way, this video may help..
0:24
Yeah, the cut tool. But you told me that doing the left click to make a dot... So I thoutgh that
I need to make all the lake again,... Fuck
anyone has an answer for kawery?
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.
they probably caused issues with the latest update
im getting this message despite the folders being in correct order
for context, im trying to update my LSD custom level because there was a missing texture error thingy
this also include audio, this audio went from mp3 to ogg
hey uhh is there a way to depack textures\sprites into images with the tools we have access to?
no
Pant shittingly unfortunate news
How do i even make natural terrain, what the fuck
use slopes
Yea but like how do i split up the sectors
To make a small hill for example, something like that
Gentle incline
im not sure what you mean
well i know that i have to use slopes, im just not sure how to make them look natural
a perfect incline doesn't exactly look natural
ooh you'll probably have to use a bunch of sectors with different heights for floors and slopes
which is kinda tricky since you get limited angles for slopes
although i think we have more now?
update changed it
they're still tricky to work with
but you should be able to make neat hills
just a lot of work tbh
i think it's a thing between sectors and the new rocks
anyone else had an issue with the search function for the textures not working?
I recommend watching this video first
https://www.youtube.com/watch?v=tMco6ol2Ewc&t=3145s
also, please keep in mind I have very little experience in making YouTube videos, so I'm sorry that it doesn't look the best. I just made this video for fun
#fallenaces #newblood #mods #fallenaces #mapmaker #doom
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.
It does in some areas though, but not the ones I want the shadows to go.
Please someone help
No.
wait try screen shot this
Ok wow that is kinda fucked up
I'd suggest using layers for overlapping sectors
Makes it way nicer
always use the layer system
K
doesnt matter how much layers even for the smallest sectors like creating wooden crate boxes
This is my first time with the editor so bear with me lol
You could also use the cut tool, it splits your existing sector up
The cut tool is also how you could make shadows
Where's the cut tool?
Oh cool
Cut t/b
Thanks
Heyyyyy uh is there a "delete" tool for 3d mode by any chance? There's a textureless wall that shouldn't even be there.
I can't reposition it for some reason
Huh, sent a screenshot if it in 3d and 2d mode
Probably something to do with sector cutting
That thing isn't supposed to be there
I need to move it out of the view or just get rid of it entirely
Ok, right click it
Select plane options, deselect the visible and solid options
still there
Ok honestly i have no fucking clue whats going on
If you want to add shadows you have to use the cutout tool. Otherwise you'll get weird z fighting
Lil textureless goober don't wanna move though 
Looks like you have like a stray lindef. Just delete it and make a new one.
You can select it and uncheck the "visible" and "solid" checkboxes
on the line
I did that and it didn't work for some reason
Try making a line over your current line.
There are upper lower and middle lines
Okay
You are likely working with the middle line
Try specifically disabling the visibility of the upper one
Yeah the middle line is the stretched out one. The upper line is the one above.
easier to figure out which is which in 3d mode
It at least got rid of the textureless lil goober, but there's some sorta gate thing here still
No, there's nothing there
That's how invisible lines show up in editor
that jsut means the wall is invisible
This stuff is probably common with ppl who never touched the editor so I'm sorry if I'm asking for too much
Oh okay. So the player can't see that ingame and could walk through?
As long as you didnt mark it as solid
Uh
It isn't marked solid
So ig it's all good?
Cool thanks
How do I select a line when the "Stretch" button is only available in 3D mode, where you can only select a side?
Ummm it didn't automatically create the "bvh" file for the level
And yes I saved it
Yeah my level fucking sucks
When in game use the bakebhv command
Just left click the wall with the texture you want to stretch in 3d mode
don't stress too much
Doesn't work on floor n ceiling textures
if you feel like you need to start over, do it
Don't worry bout it, it's just kinda how it goes
Good levels take time and a shit ton of playtesting
Oh and expierience
I had already built the entirety of the level and in the editor it looked so good, but when I played the actual level, some of the wall textures were just the "default" labels.
Yeah, but I'm concerned about why a handful of the textures just don't appear, they're from the game
which ones exactly?
Default as in the gray ones?
Yup, with the "Default" label in the corner
That sounds like a z fighting issue
Damn, that explains why not working for me. These are the most difficult textures to adjust.
Could you send the level's txt file here, ill have a look at it when i get home
Okay. (It sucks though)
it actually does not, seems you've put a lot of work in it
Yeah, but I'm sad that it's not working the way I intended, but Idk what else to do.
i've taken a look at it and it seems it works fine?
it doesn't look like it's missing any textures you haven't set in the editor
There is no possible conceivable way lol
living quarters improvements
Hey how do I get a sound or music to play? in a custom level?
use the audioplayer thing
go to the audio player section
Okay thanks
I'll try my best to understand it lol
Thanks for the heads up lol, I probably would've assumed to use mp3 or wav
mp3 and wav should work now
Is there a "delete" tool or something for things?
I want to get rid of the unwanted audio players.
press the delete key with the thing selected
works on anything else like sectors or vertices too
Thanks
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?
Also I'm going to need help with how to get notes to work
you'll need to set up a trigger with events for that
you've got two you can use, event triggers (a box you can change its size of), or plane triggers
once you check the properties it's pretty straight-forward
here's a quick explanation i did for the notes but i'm sure there's a better one out there
Oh sweet. Thanks.
It worked. What about one for picking up food like the ace cola?
Do I need to create a different event for each note?
i think so, otherwise it'll read all notes at once
make an event on pickup for the ace cola
how do i make a sector with no collision
Do I name the event a specific name? Or just make one up?
you dont need to name, but you probably should for your convenience
prevents future headaches
if your level gets real big
So I just name it "Ace Cola" or something to remember it by?
Okay cool.
Sweet I'll give it a go
And Ig I'll just name the other note pickups something like "ReadNote2" and "ReadNote3"?
i suggest you name them based on what the note contains
like, if a note has something about a public notice, name it publicnoticenote
or something like that
not actually necessary, but i personally do that
ehh it's fine
I uploaded my first Fallen Aces level to the workshop. I hope y'all will like it
hey uh
Try refreshing. Maybe it'll work?
give it a second
steam is checking the file or some shit like that
yeah it shows up
you fucked up the file structure mate
I knew I did something wrong
now ya see, you're supposed to mimic the layout of the AcesData folder
so it should go something like this
Episodes\EpisodeFolder\LevelFolder
your level is just the episode plopped into the folder
Oh sweet. Thanks.
just think of it as if you're putting something into the acesdata folder
that's how your structure is supposed to look
your mod folder serves as the acesdata folder
i had a thought, would it be possible to mod the death animation to make mike flip the bird as he dies?
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
naw
That'd be so funny
it's just not possible sadly, things such as movement animations are not located in AcesData, but elsewhere instead
@outer pond note doesn't work
Hold on gimme a sec, I gotta arrange where to put the episode
yea aight sure
I put the episode in the LevelFolder, right?
Uhhh, no?
episodes are colections of levels
or one level depending on the mod
yo wait this is gonna be a collection of levels wtf?
actually nah probably not still looks good
ok so just take a look at the acesdata folder
it's located in your fallen aces directory
is it possible to see your coordinates in the editor? it would be very convenient for the camera scripts and such
... uhhh don't the camera scripts use ref points?
Wait I meant the level in LevelFolder
Not the episode I'm so stupid lol
no no no you don't do that, hold on
what i meant is this
these are coordinates, right?
That's what I would assume
uhh hold on a second ain't these like tags or something?
i'll check
maybe
30 is blake's tag
What folder should I put them in?
34 is the tag for this ref point mike walks to
no problem, im binging my ass over here
ok anyway back to this
SO first off you got your mod folder, right?
create an episodes folder inside of it
Okay.
create a folder (name doesn't matter) inside the episodes (i mean episodes not episode) folder
inside of this folder with any name place your episodeinfo.txt file and your level folder
i assume -1 is mike's tag
uh huh
Oh okay, I'll do that.
i also noticed that you have a stray audio file in your level folder
that is not the spot where you should put it
instead, create a folder named audio in your mod folder (the same folder with episodes in it)
inside of your audio folder create three subfolders : ambience, music, and sounds
place your audio folder in any of these subfolders
then, in editor set your audio player's path to Subfolder\audiofile.ogg
something like this
Hold on I'm doing my best
we believe in you
Okay what's next?
well uhhh you're done
you got an audio player
you can play around with settings like volume and all that
Alright, I'll try to upload and see if it works this time
And I make the directory to the "Episodes" folder I made? (For the workshop uploader)
Please tell me if this works guys
https://steamcommunity.com/sharedfiles/filedetails/?id=3562733365
no
uhh you haven't updated it?
or wait did you
oh you deleted the old one for some reason?
weird
I put the folders where you told me to, and I went into ace level editor and set the correct directory
uhh episodes is named fucking episode thingy for some reason
god damn am i really this shit at explaining things to people, damn
I thought you said I could name that folder into any name
naw naw naw
the episodes folder must be named that
the folder INSIDE of episodes can be named whatever
Yeah, that is the folder inside the Episodes folder
Also no, you aren't. I'm just kind of smooth brained.
uh huh, but like the episodes folder was named episode thingy for some reason
like this one here was named episode thingy
This is my first time uploading a level so I'm not really sure what I'm doing.
god fucking damn 😭
Wait what's happening?
Take your time, don't sweat it.
Wait, now the level doesn't even show up on the episode list what?
That's kind of odd
any ideas how to make a sector without collision?
i think it has something to do with the underlay thingamabob
You’d select the each wall, floor and ceiling of the sector, go into plane options and uncheck solid
Underlay has to do with how sprites are rendered through the sector floor
Hey did you figure out what it is?
I'm not really sure what it could even be myself so I was just wondering.
thanks
in the world of throttlin gooning, traps await at every corner, some are more primitive than others
those knife mooks missed their knife throw
im more interested in how the hell you implemented a bell trap
did you use monoedge or some unity modding tool to implement it?
Kid named event trigger
you trigger the event placed in the tripwire, the event then activates the bell sound, unlocks the doors, and spawns the hoods
wow
Also uhh post this to the modding server before hooligan goes completely nuts
file too big
its over
hang on let me compress it real nice like
Make it like 2 pixels it should fit
@echo oyster did you figure out if there was a problem with my map?
yeah there's a problem with the map, i have no fucking clue what it is tho
Aww man
That friggin sucks, I hoped that ppl could've enjoyed what I made.
Even if it sucks
Okay I tried to mimic the acesdata as best I can. I'm determined to have this level be available for ppl to play so I reuploaded it to the workshop. Please tell me if this works.
https://steamcommunity.com/sharedfiles/filedetails/?id=3563492295
downloaded, loade the game, went to workshgop levels, nothing. i assume that guy is the logo whatever for the mod it wasnt there i looked through my downloads it wasnt there
Dang it. Why does everything I'm uploading not working?
I followed every step of the sdk doc
Yeah the silly Dexter picture is the poster for the level
Hold on, lemme try again.
Dude it's not even working
I've tried literally everything and it ain't working. The level doesn't even show up in the selection.
You can give the wire a breakable geometry tag so it destroys itself when you walk through it.
Trey sorry for ping, but I'm having trouble with uploading my level to the workshop. I followed evrything the guide said, but people said the level doesn't appear on the selection.
make sure you stick it in an episode folder otherwise it won't show up
I did
I was told that I should try to mimic the acesdata file structure, so I did that as well
what do your chapter and epsiode info files look like?
hmmm
Dang, I guess it's just bad luck?
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.
So Ig it's not like it'd be enjoyable.
Just kinda annoying how I spent 15 hours on a workshop level, only to not be available for other people to play.
@median mason any ideas?
Is it uploaded to the workshop? I can't find it, if I can download it I can see what's wrong
I deleted it. But I can def upload it again if you'd like.
Up to you, can keep it hidden
no its not
Wdym
new rule
if a game has a level editor, someone probably made a backroom level
im downloading the level right now btw
Well good luck finding it on the selector
It isn't there
yep
I'm looking into why
Thanks. I'm glad you're willing to help, man.
Yeah, it doesn't even work for me lol. I uploaded it like several times.
figuring out the file stuff is such a pain in the ass
probably another reason why I'm not bothered to make a third custom level
im gonna try my best to explain
the episode folder should have 1 single file
That 1 single file should contain your level, episode info, a bvh file and a poster
No its not that, its just that these kinds of situation is often very complex and confusing to follow
good idea
Ah okay. I was following a video tutorial that Trey made.
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
Intro and Action in the screenshot are two levels in one file that is named Madness Goonbat 2
Ah I see. Mine is only one level so I'll keep that in mind if I want to make a part 2 of it
alright
Okay so should I delete my old upload and upload the new one? Or is there a way I can update the upload?
Yes
i also recommand make a new file for fallen aces custom level if you plan to create more
Yeah you just gotta put another folder in Episodes. So it'd be Episodes/Mike in da backrooms/
episodeInfo.txt goes in Episodes/Mike in da backrooms/episodeInfo.txt
Oh yeah, that's something I did in my file explorer. It's in there along with the "RayRay mod"
Sweet. Thanks for the clarification.
All the files you've got currently in Episodes should go into that new folder basically
Thanks. I was having a bit of trouble understanding some stuff lol
Also chapterinfo.txt and episodeinfo.txt might be case sensitive, they actually have a capitial I
Also how can I update it?
So it should be chapterInfo.txt and episodeInfo.txt
Oh shoot. I didn't even know lmao. I'm gonna change that
made a mistake, i was supoosed to say update
you use the workshop uploader and press load and find your acemod file
Oh okay sweet.
although you accidentally made another copy in the steam workshop, the level is now in my workshop
i can't read that paper for some reason
Dang. I thought I set up the event
Also yeah I noticed that there's a copy for some reason
Maybe I can edit the level in the editor and reupload it?
Hopefully that'll fix the note issue
yeah the notes dont work
I'm working on it. Hoping the notes and sound cues will work this time
I'm gonna delete the other ones and upload this new one, y'all tell me if it works or not.
I think they should work now.
https://steamcommunity.com/sharedfiles/filedetails/?id=3563664676
cant read the note
There is no way. What? It should be working.
I am rn and I can read the note
Huh
i can't really explain it well but here
so when you fix the note function in your custom level
theres a button called save
when you press save
this pops up
Yeah I saved
The save is in the level folder
Not ACESMOD file, but the txt save is.
was the mod dictionary selecting the recently saved file
i mean the mod dictionary in the same file you're updating
Yes
thats weird
It's working for me. I don't know why it can't work for you
I just hit ecsape because I didn't wanna spoil the note
But yeah that's weird
Maybe you're still subscribed to the older one?
its because of the path
you dont need the whole path, just the .txt files' name
Ohhhh my bad
splitcoco doesnt have his fallen aces in his D disk, so it cant show for him
or maybe he does, idk
Wait, but then how would it read the note for me?
because the path only works for your computer
||you should add some blood decals near the corpses||
So I just make like "\NoteName.txt"?
no /
True true
just NoteName.txt
Got it, thanks
i notce theres no EndLevel script
or a script file
do you plan to make a level exit?
Tbf ||there is no escaping the backrooms =)||
Might make one in the future though
Okay I have uploaded the new one lol
https://steamcommunity.com/sharedfiles/filedetails/?id=3563675491
It should work now
worked
Sweet! Let's friggnin' go
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 =)
Still saying nobody has done a cruise ship map.
i plan on making tg2's hard mode as evil as possible
heres an unacessible molotov mook
so throwing something at the molotov mook will do nothing?
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
ok thank god
Played the first Throttlin' Goonin' map. Loved the "me and the boys" reference lol
Replace him with a machine gun mook for authentic bloodrust level design
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
tbh sleep with fishes is already that
Hmmm yes the binging my ass level design philosophy claims another victim, splendid
bloodrustrot
Also since tg2 is set at night, will it feature some stealth?
it will feature alternative pathways
once im done with one real nice area im making another demo test
and probably the last one
playing it rn it works
there IS a way out right?
despawn enemies? what are ya tryin to do ere, im curious
ok hang on
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
why not have them actually kill him? i mean seeing his dead body would make it way clearer that he got killed than if he dissapeared
sure but how would i make the basement dwellers dissappear
you could have them run into a door and have it lock behind them
it's not ideal but it's something
hmm sure
also this looks sick as fuck
something something colored lightning
this truly is... a colored gooning
the corpse at the end is meant to be the bombossa guy btw
oh yeah i only watched the video after sending that message lmao
oops
wait actually the enemies despawn in ch3 so im probably just doing something wrong
nevermind it uses a different script
maybe but that would mean some enemies will need to be fought again if you defeated them
||There is no escape from the backrooms...||
I may or may not make an ending though.
WHAT DID MIKE DO TO DESERVE THIS DAWG
Does r2modman work on this
No
Ok
You get a workshop and level editor
Ok
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.
Isn't it about no clipping outta reality?
That's what that post said
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
i was expecting the "something following you" you mentioned in the description to be a big palooka lol
500 machine gun mooks
You'd be lucky if it were a big palooka 
I want to do a collab level too
a collab level sounds fun not gonna lie
I already have the blueplan for and the base, so its only time of do the rest
A preview of a Fallen Aces collab level I'm creating with /thebadeed on steam.
the fuck did the civilian do bro 😭
i don't like him
i fucking hate him infact, he gets no broads, he's ugly, he smells, he has no friends
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
well ziad stands for zhigild internal affairs department
with zhigild being an automotive company that owns a large amount of land in umburgh
are we fighting russian automotive company mafia
thebadeed made up a bunch of lore, im just kinda retelling it
something like that
you guys really need to stop touching his stuff
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
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
Load a backup.
done
however i didn't save much, so i had make the vent and small pipes all over again
this is the new one
why is that fire alarm so high up, ain't no one gonna be able to pull that
this seemed like a cool idea
he who pulleth the sword from this stone ass
i have no clue what that arrow fire sign thingy is called
its definetly a decal but idk what's the id
all i did was search up fire and then clicked on fire alarm
That's a texture
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
has there ever been a custom level that does the Chapter 3 bottle safe combination puzzle
Kind of. There's one that's similar that has pool balls with each number of the safe code on them in the "Mike's Night Out" level. But other than that, idk.
First up, custom music or ingame music
custom
Ah, aight
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.
Is it 2d or 3d
Do you have a maximum range set
It would kind of ruin the illusion of the music playing from the speaker
Yeah
Huh
What's the minimum set to?
Uhh hold on lemme see
Ok so
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
Ah got it.
Can you see the issue with setting them to the same number
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?
is it .ogg, .mp3, or .wav
Ogg
hmm
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.
what about the path?
maybe something's wrong with the path
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.
Did you add the file extension to the end of the path?
When you mean the file extension, you mean the file itself right? Or am I guessing wrong?
File extension as in the format
.mp3, .ogg
Oh yeah .ogg
Damn
Yeah idk what the problem is. I put "Ambience\[filename].ogg" as the path, it doesn't play the ambience though
... Where's the / symbol
What? I thought I typed it in this channel
Oh
Wait is it "/" or "\"
Well i have no idea what's going on, how did ya set up the events
Second
I placed down the audio player, I connected the right path to it, then I placed down the event trigger area and gave the event trigger the event number, then I gave the audio player the event number too.
Did I do it wrong?
Huh, which field of the event trigger did you put it in
Elaborate.
Event on enter, even on stay, event on exit
I think it was on event on enter?
Crap
The fuck did you even do to make it not work😭
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?
The length of the audio file is 17:58. Is it that it's too long that could be the issue?
18 fucking minutes !?!
I dont know that might be screwing it up
Tbf 15 minute audio files have worked in the game before.
I replaced the audio file with a shorter one and it still doesn't play.
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?
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.
Okay I'll try.
Yeah no didn't work.
Neither did the new note I added
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
Nope. It's in the mod folder, and then the folder with the episodes folder, audio folder and the texture package folder. So It's in the audio folder, then in the Ambience folder
maybe copy paste that echoingmusic.ogg to the Fallen Aces\AcesData\Audio\Ambience
hopefully that works
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.
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
i dont think theres a limit to adding notes
the chapters in fallen aces have more notes
Then why's my fourth note not working?
hold on let me check my notes
I'm doing this right, correct?
try the 'use on event'
I don't have the "Use on event" for my other notes, yet they work just fine.
Did the update just kinda mess that up?
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
Strange because I have the .txt in the other note paths, yet they work fine.
But I'll try.
Okay so the music works, however the note does not.
thats very strange
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.
Okay
alright so
when i start the level, it doesnt play the music
BUT, when i Press E on the note, it plays the music
Yeah same, but the note can't be read for some reason
No. Did that allow you to read the note?
Then I'll try that.
also what prop was this about
doesn't look like the notes or note decal property
It's the note pickup
Like the one the goon dropped
oh
In chapter one I think.
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
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
wtf
ok im gonna try out my self
pickup note
Note
Audio
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
Did the same thing as you, didn't show the note.
Yeah sure.
you're missing the text = "(Your title of note)";
Ah okay my bad
Still doesn't work
What am I looking for to make my note work?
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
I'm using the decal note for the "These rooms" note. But it doesn't work
yeah im even more confused
This is probably a bug.
definetly
@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
Is this the right folder?
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
Now the note works! Thanks so much!
Lol so true. Now I just gotta know how to update the workshop item.
Or is that even possible?
if you have ACEmod file saved somewhere then yes
So that updates my workshop level page?
it should
i did that before with my madness goonbat 2
first you load your AceMod file
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
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?
it wont create a new workshop page
it will update the current one
you dont have to delete the old one
starting download
Hope you enjoy it
I'm thinking making a sequel to it, but I probably won't do that for a long while lol
What's the update
I just added a new small area and a way to complete the level as well as a new note with lore stuff, nothing too special.
Ok
Updated my map again because of a minor spelling mistake 
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!)
What if I do want my posters to hide goodies inside?
do what you want! its your level!!!
Once Z.I.A.D. starts hunting you, the whole world is out to get ya (quite literally in this case)
bro will be SHOCKED once he finds out what stretch button does 😭
doors still do it better!!!!
yea ok buddy
looks geometrically complex to implement
ehhh, not really
just get a moveable geometry and play around with the numbers till it looks right
oh
but yeah it's not that hard to get lost in all the tags, events and scripting, so keep it organised damn it!
Btw rock models will light up if touching the ground. Make sure their hitbox isn't colliding with the ground if you want their lighting to match the sector.
oh that's why it does that, thanks
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.
so uhh does the point light fade distance offset actually do anything?
it seems to have completely no effect on the fade distance
Zhigild is one of those pre border war things that nobody misses. Mugging civilians sure beats slaving away for 16 hours a day in a smog infested hellhole.
https://youtu.be/XC2468y8Sn8
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)
modelling with sectors is fun
god, managed to finish this, what the fuck were you even thinking when making this 😭
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
Why does he bully
can't i say anything negative, jeez
you can give negative feedback but you know
in a lighter fashion sometimes
If you actually care about people posting their maps in here you should be giving constructive feedback
like less abrasive
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
Theres no enemyneutralised script function tutorial or guide
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"
i see
zhigild got hit with the fucking mexico piss yellow filter 💔
Looks really good
or the ai piss filter but true
air pollution
yknow aceEd is really easy to use.. UNTIL IT PULLS SOMETHING LIKE THIS FUCKING BULLSHIT OFF
what the fuck!?
yeah sure, one second
Are you trying to make a set of stair blocks here?
yup
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
Try these
- have inverted sectors with directly touching linedefs on different layers
- use the cut tool on linedefs where problematic planes show up a few times. Don't cut the sector itself, just the linedef
- remake problematic area from 0 if none above work
so there's just a bunch of duplicated vertices here, i'll try removing those
Gotta be careful with the sector creator tool sometimes, any extra left click could cause these easily
yeah, that's how it is
can't mod any game out there without running into some of the most random ass shit ever
I think the cut tool solves these sometimes
Can you stretch out sectors to make them bigger in 2d mode?
Vertices/drag