#🔧︱dev-tools
1 messages · Page 2 of 1
@alpine lynx make a tutorial because your knowledge and help will be better than the tutorial Techland has given
Theres waay too much to cover and Im busy making my own stuff 
CREX said he make, so he will make
You can use arrow keys in editor. Or you can also press G and it will switch to game like view and you can move with WASD
You can change all shortcuts as you want.
um....im trying to post a message but its not allowing me? telling me i cant post same messages in a row. im posting in here a question i asked under the terrain thread because no ones responded to it since i posted it and im wondering if its just because no one saw it where it had been posted
now that im on the subject, can we maybe get a dedicated forum for asking general questions about how things work or how to do things so we dont have to sift through this whole channel? in other words, create a forum channel and have threads for different subjects: general devtool, terrain, entities, logic, spawning, etc
that way it would be easier to find answers to already-asked questions
How come i cant play my map
no recent invoks?
or it opens my DL2 but then closes right away
hey can you add all skills or not?
if anyone have solution please show me how to add all skills
so can we maybe get a thread labeled "Terrain Window Guide" going so we can progressively put together descriptions of all the functions we come across? we can also make guide threads for other features, too
ive already posted a start in the "Terrain" thread, but ideally the guide stuff would be separated from all the discussion
actually, think ill move the post over here so its more visible and can be moved directly to the appropriate thread if one ends up being made
Terrain Window Guide: Brushes
Brush Shape: Brush shapes available (some are hidden by default)
Mode: "Filter" mode for affected terrain
Normal: All terrain within brush area is affected
Minimum: Only affects terrain of at least x elevation
Maximum: Only affects terrain of at most x elevation
Affected Components: The terrain components affected by the "Material Painting" brush
Material: Terrain texture
Vegetation Density: Density of foliage created by Tiny Objects in generation
Biome Density: Unknown
All: All of the above
Size: Size of the brush
Rotation: Brush rotation (in degrees)
To modify brush rotation, click on the number and either:
A) Click the arrows to change rotation by a set increment
B) Type a new number in directly
Rotation Step: Increment by which the arrows modify Rotation
Modified in the same manner as Rotation, but the arrows always change Rotation Step by exactly 1 degree
Power: Brush "strength" -- ie. rate at which terrain is modified
Height: The setting used as "x" when Mode is set to something other than "Normal"
Height Step: The maximum vertical increment (in meters) by which Raise/Lower Terrain (Paint Version) can modify terrain in a single continuous click
So if Height Step is 10 and you left-click and hold on some terrain, the terrain will be raised by at most 10m (but it can be less depending on Power and click duration). You will not be able to raise that section of terrain any further until you release the mouse button and left-click a second time, raising, at most, by another increment of 10m.
Sampling Range: How much of the surrounding area is considered when smoothing terrain
Lower ranges are for finer details, whereas larger ranges smooth broader areas at the risk of losing detail
Sync Changes: When checked, syncs brush settings among all brush types (so long as they also possess those settings)
This is a good idea so we can save everyone some time moving forward since there's no official guide or wiki. I have been collecting screenshots from previous conversations. I didn't have much with Terrain but if there are other threads I can post those answers there
me to
this is just the description of one section of the terrain window, and it still doesnt go into what each of the brush types do or how heightmaps and a couple other things operate within the section
I collecting screenshot
I know thread creations take permissions so we probably have to wait for some techland people to help us here
yup
someone can show me how to see the build I make in game ?
there should be a "render preview" in one of the dropdowns at the top
or a screenshot
ooh, gonna real quick type out a description of the brush types since thats easy
you can also press G to see game view, it's helpful to check visual stuff (but I may misunderstand the "build" you mean)
can we vc ?
I'm gonna have dinner soon so won't make it to vc, but I normally check this channel every day so I can catch up with people or if there's anything I can share
okay
Terrain Window Guide: Brush Types
Raise/Lower Terrain: Raise and/or lower terrain within the brush area by dragging the cursor up or down while holding left-click.
Suggested Use: Feathered or textured brush shapes on low power and small size for spot-sculpting or fine-detail terrain sculpting quickly
Raise/Lower Terrain (Paint Version): Raise and/or lower terrain within the brush area in a semi-stepwise fashion (up to an adjustable maximum elevation change per click, but can be less depending upon Power and click duration)
Suggested Use: Feathered brush shape on low power for broader terrain sculpting. Useful for hill, mountain, and lake formation. Solid circle shape is useful for plateau formation alongside Pick/Set Height brush. Larger Height settings result in faster elevation changes. Unlike Raise/Lower Terrain, this brush allows terrain changes to be applied in strokes, rather than to one spot at a time.
To raise height: Hold left-click
To lower height: Hold both Ctrl + left-click
Pick/Set Height: Sets terrain within the brush area to a chosen height.
To pick target height: Left-click while holding Ctrl
To adjust terrain to target height: Hold left-click
Beware: This tool levels affected terrain, unlike the above brush types.
Smooth: Smooths terrain within the brush area by holding down left-click
Ramp: Create a ramp by pressing and holding left-click at the starting point, then dragging the cursor to the ending point and releasing
Especially useful for creating space for streets on sloped terrain
Material Painting: Used to change terrain texture, vegetation density, and biome density
Use the Affected Components option to ensure you're only modifying the features you want to change
Material Stamps: Function unknown.
Remove Vertices: Appears to exclude terrain regions from rendering
Heightmap: Applies a premade height map to selected terrain, or saves existing terrain as one
if I made something can someone use it on their map too?
Yes. You can send either them prefab you made or share the project through Mod.io and they will be available to download it after approve.
Anyone knows how to use Hacth door properly? I found their prefab with a white arrow. But when I use it, the door doesn't play animation, and the collision doesn't go away (ignore the last 10s of the video)?
Im afraid it's just a bug, none of Switches have interaction with objects in animations.
Could you please send a ticket https://dyinglight2.support.techland.pl/en/support/solutions/folders/15000012814 as issue related to DevTools?
I see, thanks @deep bronze will submit a ticket later!
Is the collision staying after opening also part of the bug?
Probably.
Roger Roger, thanks!
So how bout that guide thread? Could use a separate space for assembling an impromptu user manual
how i can create folders in scene? tnx
and what is satellite texture mean? when i click to generate this, its closed dev tool...
to my knowledge, the satellite texture is the terrain texture
and when i unlock terrain then change it.. after i lock it, dev tool closed too.. so sad
Anyone got AI on generate working? My zombies don't spawn for some reason even I followed that tutorial picture.
can someone tell me how damage areas work (like you receive damage when you are in that area)
Okay. I got the zombies working. Forgot to put the spawner on Level instead of sandbox editor.
hey when u do play map,does ur game open and then close really fast
@mint blade No. You must have something that causes the crash.
Damaging_emitter.prefab
ok that works thx man
How do I set m_dialogEntity for new story? I just shows empty on that slot.
Are the maps coming to console? Also are mods coming to console?@deep bronze
creations from this editor will be available to console, both mods and maps. But not sure the exact timeline
@inland isle
So mods and costom maps are coming to console? That's a w right there
FAQ says about custom maps, idk rest.
And... do you have dialog to setup?
random question, is importing custom models not possible at the moment? Sorry if this has been asked before!
custom models not possible I thinks
this is just the asset of dying light 2 , ( not the dlc asset )
ah
Btw will costom maps have choices that affect their storys? (Pls say yes pls say yes)
I have no idea. Depends on community if they actually will do it. 🙂 Random image for attention.
wtf ahahahah
My hope is to do something like that, but first things first for me is to create the map at all, and with what I’m looking to do, that’s all I can hope to get done by the deadline, if that. A realistic aim would be a rough layout that I add detail to until I run out of time
I’ll probably have to start by placing landmarks then building around them. Judging distance is also hard in the editor without actually simulating the game

Well, the basic premise of the map I want to make is that the whole city has a ton of verticality to it for one reason or another, to the point that sunlight almost never reaches the ground level except in certain spots at certain times of day, forming beautiful shafts of light on the dead, ashen ground below the city that’s pretty much suspended in the air. The city is divided into three vertical regions: the “overworld” where all the people live, the “twilight” zone where night runners and foolhardy adventurers roam (mostly during the day), and the hadal zone in the lowest levels, where special zombies roam in large numbers at all times and normal zombies conserve energy by remaining dormant at most times, pursuing any life they can eat that approaches, or gathering at the hadal shafts that form around midday, which is when a zombie-worshiping group I have yet to name tosses live human sacrifices down to them, claiming they’ll return alive and immortal
I’ve already thought up a lot of the lore for the map
Including an ultra powerful zombie the locals call Gilgamesh that’s virtually unbeatable until the final chapters of the story
And some really compelling secrets held by certain characters/groups in the story
And a funny side quest that begins with an encounter with an eccentric local survivor and his pet “salmon jaguar” that lawan (ideally the player character for this map) points out is actually a mountain lion (ie. Panther) painted pink
Anyone knows how to make a radio dialog? (dialog triggers at anywhere without npcs) Like those in DL2 campaign
@shell fjord
OMG thanks Aciek, you are god sent Angel! 🙏 
nah im just a random
aciek, can we maybe get a thread to post guides in? ive already made two whole posts detailing what all the brush types do and all the settings for the brush types do and would like to have them set aside somewhere so others can look back at them
.
.
or mods, whoever has power over that sort of thing
I don't know who's running channel or what form that kind of support forum suppose to be. I'm here on my free time (privately) to answer some in-engine how-to, you have to ask someone else. Maybe Uncy?
Don't get me wrong, I just don't use discord much and idk what would be best.
hi there team, I was hoping someone could spare 5 min to have a quick vc with me I just have a couple quick questions about the new dev tool
Ok I'm rewatching the 15mins dev tool tutorial and just notice that if you turn on captions there are a lot of explanations...In case anyone missed that 😂
not sure if it's a bug, but be careful with the Start Game button in the Story Editor. It always shuts down the DL2 editor for me after starting the game. Doesn't feel like a crash, but it's annoying to test the quest then reopening the whole thing again
What's the correct way to do a timed objective? So if the timer is up the side quest fails, but you can restart it at the NPC
I have tried three ways but none of them worked for me:
- the wallet quest just disappeared, the UI doesn't say anything about the failure
- it doesn't compile, there's an error says "The FailMission node must be placed in Mission node". I don't understand what it means
- It doesn't fail the quest, it just complete it straightly, even I have the FailObjective node there
And I don't know how to make the quest can be restarted when it fails, in option 1 the quest just goes away and in option 3 the quest just complete
Hi everybody! I have one request - we want to test performance of mod.io etc. Please submit you current maps to platform - but without "Test" in name etc. Our hub is sill empty and we are starting to panic little bit 😄 You can always delete those maps and upload newer version later. Let's share your project and let us see what problem you have with your projects. Also this will encourage more people to share projects.
Is there any way to increase the render distance in the editor?
Environment -> Dissolve - turn this off
@deep bronze I made the same quest that was in Town tutorial map but what do I but here, it gives this error? Oh, I can't upload the image to show you. m.DialogEntity - what I put in here? It says no dialog entity specified.
Also, since I started my project with the Town map included, how do I delete it, it's stories, dialogues? Is it safe to delete the files from explorer or could that cause issues?
In general it should be safe to delete the map
Unless you are using prefabs that are from that map only
Any people or devs know of a workaround for the editor crashing during building? I'd love to play test what i have so far
does anybody know how to change the name of prefabs?
Are you building map with terrain?
Yea, i am!
We are trying to fix bugs with terrain - update for DevTools is coming probably this week.
Any idea on how to flip prefabs?
Anyone know how to fix everything being locked. It won't let me edit the prefabs that I have already built, so I can't move them or rotate them.
or edit there attributes
Right click, click on open
So, is there a way I can dictate what outfit I want the player to wear? For my map I feel the Urban Hunter outfit would fit best the purpose and atmosphere of the map
In Story, you can use GiveItem to give player specific armor piece, and if that gear slot is empty, it will equip the armor automatically. But if the gear slot is occupied, it just gives the armor to your inventory.
I can't find a way to force players to wear what they just got, so your glove and torsoaddon need to be manually equipped. And I found this E3Demo node, but it doesn't do anything. I guess they have disabled the function behind that node?
If you don't want the item receive notification, check m_Silent so it just goes into your inventory, or wear it if the gear slot is open
Anyone know what does the Validator error "The node must be placed in Mission node" mean? I'm already in the wallet mission node, why is it still giving me errors? Do I need to create another mission inside this wallet mission to use the node?
I think a lot of us are still in the exploration phase that tries to figure out how to do basic stuff. People probably don't have concrete things to show until later. It will be nice if we could get some devtool support to speed up this exploration phase so people can feel more comfortable showing stuff.
Wish we could have one dedicated hour of dev-answer-posted-question every day so people don't have to try random stuff to learn from errors. It takes a long time to make one small thing work, yet tool devs could point the right direction in like 5mins.
@shell fjord do you saw how to add long grass ?
or have devs doing guided builds that we follow along with so we figure out how things work
gotta admit that the time frame for this build contest is exceedingly short, even more so given the timing of it
last thing I remember Aciek talked about serach "nat" in prefab and scale some grass. Maybe that will suit your need?
okay i'm gonna test this
were the tools well established and well understood, a month-long build contest would be fine, but this is our first time seeing these tools, which are still in development
but is really easy when you have the experience
Yeah @deep bronze is the champion here and Aciek is not even on DL2 tool team. Imagine if we get one hour from a dedicated tool dev, that'd be amazing
and even then, in a one-month time frame, doing a detailed build is difficult so youd mostly see draft builds that are a lot rougher around the edges
i'm creating now a forest
@hoary topaz got 🎁 Present!
id say instead of one hour we get a three hour block 2-3 times a week where one or two devs go over one or a few related things with us, followed by an open q&a, all of which is recorded and posted to youtube
like devote a session to terrain, a session to building things, a session to making template builds, etc
first do the map don't do the quest and all of that
yeah that also works, I don't think that will be a big ask for editor team. I understand this is kind like extra work from their daily jobs. But it's necessary to build and guide community with some effort. Plus I think taking them out of their weekly work to do devtool q&a shouldn't really impact DL2 future development
the contest could be broken up into stages, too. start the contest with a dev community session going over something, like how to do terrain, and then follow with a terrain making contest where the community makes their own terrains and posts them
now you have a bunch of terrain templates people can choose from to build maps on top of
I think even a simple dedicated Q&A forum (or just use the Devtools-support channel) with dev check-ins could help a ton. RIght now we just post questions in chat and hope they don't get washed away before someone could answer them.
And the questions we posted in the devtools-support channel rarely get dev attentions
fair point, no need for audio or video, just a notification from devs "hey well be on at this time answering questions, come stop by" would be enough
I hate the slow mode in the devtools support channel, it should be shorter because 6h is too long
^^^^^^
someone saw how to make shorter grass ?
because when I scale the bush
its like
really big
I'm gonna stop here and get back to trial and errors in editor, since I'm getting closer to venting mode hahaha.
I truly believe this editor could be a great tool in the future (even among all games), and I appreciate all the work to make it happen from techland. Nowadays, It's rare that companies are willing to make a editor for players. I just hope I can travel in time to a stage there're plenty of guides and updates/patches so we are not limited by the knowledge or tech but by our own creativity 😆
there should be a taller grass asset
this is a beta version after all
were meant to be giving feedback on how to improve
yeah youre right
this grass works for you ?
but if you are making forest not sure how easy to use it
hiding_spot_2_grass
those are cattails
nonono its easy after all , just creativity
lol that's true
the small grass
wish there was a way to designate other grasses as hiding spots
btw, if people want, i can do a video tutorial on how to make hills and mountains in the terrain tools. texturing may be a challenge for me, but i have experience in terraforming from cities skylines
may struggle to do that before the new year, though
I scaled this one too, foliage_grass_a
I don't find it in prefab
yeah the axis scale actually work pretty well on some of the veggies, but need to play more
try this
go to all assets and search
yeah make sure the path is All, and click through each category
Thanks
the clock is also for finding previously used assets
if you find the asset already in the map, click on it and find it in the asset hierarchy if it selects more than just the thing
then you can place once and undo, putting it in your history
ive discovered its a convenient way to create a palette
temporarily at least
possibly? you may hear a stream i have open in the background
and i may be interrupted
a stream ?
I need to go to work, but have fun making stuff yall!
yeah, watching a youtube live
oh don't worry abt it
i might not be too much help on my own, though
@hushed flint got 🎁 Present!
join i'm in #2 xxvalou77_
WORKAROUND IF YOU HAVE ONLY DEFAULT TEXTURE IN TERRAIN BRUSHES ON NEW MAP.
-- REMEMBER TO HAVE BACKUP OF YOUR PROJECT OR AT LEAST PREFABS! --
- Close the Editor.
- Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
- Open YourMapName_t2mat.scr with Notepad++ so you can edit and save it.
- Remove everything from inside and paste this: https://drive.google.com/file/d/10E3_GyX9SPCKaqVL4Hs8mdxYkjXM-GBD/view?usp=sharing
- Launch editor and check it now.
**HUNGRY FOR FOLIAGE ON PAINTED TEXTURE? HERE'S THE WAY. **
-- REMEBER TO HAVE BACKUP OF YOUR PROJECT OR AT LEAST PREFABS! --
- Close the Editor.
- Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
- Open YourMapName_foliage.scr with Notepad++ so you can edit and save it.
- Remove everything from inside and paste this: https://drive.google.com/file/d/1JGUxf31VlBOy7Myr0JxwdPP4cNZpnBqx/view?usp=sharing
- Launch editor and check it now. Painted terrain should have foliage.
Do you want add Tiny Objects/Foliage on roof or anywhere? Use tiny_object_helper.prefab area is editable with Universal Shape.
can a dev help out with making generated foliage show up in the terrain? weve gotten to the point of adding the materials and adding the foliage presets through the above instructions (NOTE: you dont need to close the editor. instead, Refresh > Refresh File System, then for the mat presets Terrain Window > Brushes > Material Painting > Refresh (in right of material preset window), but we still havent been able to make the foliage actually show once weve painted the material, biome, and foliage on
Hi there guys, Under the Scene menu, the Mech is locked, how do i unlock the mesh. PS under story mode i cant add SetPlayerPercent.
when placing a Ladder or a rope, how would you go about making it possible for the Player to interact with it?
ive discovered also how to edit parts of prefabs, but for some reason it affects all prefabs of the same name. basically, you go to the parent prefab, say its a building, and you right click then select "Open" that lets you edit the things one step below it in the hierarchy (so the top, middle, and bottom). using clone hierarchy, which is effectively the same as copy-paste, you can duplicate those segments and move them individually, adding a second middle prefab for example. when youre done, just save the prefab
TO CLARIFY, IN "Tools > Shortcuts > Scene" YOU CAN SET A SHORTCUT FOR CLONE HIERARCHY. IF YOU SET THAT SHORTCUT, AS "Ctrl+V" FOR EXAMPLE, YOU ARE IN EFFECT GAINING A SHORTCUT FOR DUPLICATING SELECTED PREFABS
F. i found a flaw in the prefab editing thing i discovered: it edits the prefab template, too
ALSO, BEWARE!!!! THE COPY-PASTE FUNCTION WILL ALSO COPY THE ITEM IN PREFAB SEARCH
just now discovered
i wonder if the steam deck would be able to run devtools because it would be a funny idea to edit the map outside your workspace 
also is it possible to change aidens appearance to his E3 look?
When trying to "Build" my edit it keeps crashing
anyone knows the difference between Play vs Quick Play? It seems sometimes the Quick Play doesn't have your latest change (maybe I forgot to save it) and it's not really faster than Play
also we have accumulated some question posts in the devtool-support channel, it'd be nice if someone on the DL2 team or editor team could take a look and provide some quick guidance~
Just don't use quick play

When you have bigger map, "Play" itself building all processess through the launching, e.g. icon for detectables etc. QuickPlay skipping all those processess, it's helpfull when you have to test some kind of logic on map.
Since maps are small now, just use "Play" to be ensure you have everything like Y1llalonk said
Use LadderDI.prefab for ladder and Cable.prefab for rope. Cable is invisible in editor, just change it's m_EditorHookPoint 0, -X, 0 - where X for e.g "-5" from this point rope will have it lenght for 5m.
https://youtu.be/IgPfNpyjHWI?t=230 @plucky nexus
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Turn on the subtitles for instructions on how to use Developer Tools
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
...
^^
Can I use this devtool to fix my "broken" save file in the "real" game? Only thing I have to modify to get it fixed is skip one little part of a quest line.
I've been completely unable to play the game since early November due to this, and no fix seems to be coming out anytime soon for this issue. Even after 2 tickets to the support & conversations with devs/employees.
E3 E3 E3 E3 E3
Is there a way to change the name for a boss npc, so that the boss bar comes up with a different title?
create a devtools support Post and Aciek or member gonna tell you how , me personally I don't want to touch this
ok
can you please put the name of the server of reddit
just submitted my map. what this means "Level Visibility:
Not Accepted"?
show me
vc you can ?
@willow monolith
hey bro ?
are you there ?
Level of visibility like you make to much smoke in youre game ?
or effect
@hushed flint what? I think it means my map has to be approved by devs before its visible.
sure
is have to be approved
like this one
yep
vc? like voicechat?
yup
I was going to end for today, I need to eat something
what problem you have with the map?
grass and enlarge a zip line
@hushed flint I haven't checked the zip line yet. Do you need to scale it up or what?
scale as in distance not in magnitude
oh, could there be some property in the prefab or something? I have no idea.
Ok and can we have a brush that can put grass all over the field
@hushed flint got 🎁 Present!
@hushed flint I think I saw someone mentioning brush for painting on the terrain but also there was currently some kind of issue with the terrain that caused crash when building. I'm not 100 sure but you should check the previous messages about it.
yeah okay
How does one change the weather?
nice now its a loot better 😄
this should be first tutorial about dev tools
go to tools>shortcuts> change shortcuts for camera movement
Anyone have problems with not being able to put sandbox items into the actual level?
Nvm fixed
Btw, anyone figured out how to keep dev tools in dx12 when you load up a map?
dx12 ?
directx12
mp?
i don't know
message private
go mega pizza?
Anyone know how to get airbags working? i know i have to use a prefab but i dont think its actually activated.
i'm gonna see for that
cool, thanks.
Can't seem to scale by extent no matter what?
Also seems like sometimes fx nodes / ai spawners / music zones have no node and must be accessed through the scene tab?
This community is awesome, thank you :)
how do i get balance swing plates to work?
You'll find them in _atlas_physics_objects. @winter plaza They are locked, so just replace 'em.
How does the height maps window work? I've added my own PNG height map and created and selected the landscape but loading the file path and clicking load heightmap does nothing
how do i replace them
Save as and replace on prefab untill you get prefab you want.
How do I play custom maps?
its so confusing I cant figure out how to just play the few custom maps that are out right now
Open Dying Light 2 Dev Tools
*"1. You have to go to "options" bar and log in with your actual e-mail.
2. Then go to "Get maps" and download the map by pressing "Install" button, don't forget to subscribe on needed map beforehand.
3. After map downloaded, go to "My maps" bar, press on any map you want and load it by pressing "Open Project" button.
4. In the end you will get into developer mode and the last thing you must do is to press "Play" button." * - krane78
What are you making?
Pretty sure he is making a parkour adventure map
It looks pretty good so far
It does, but as an Xbox player, I can only follow by the sidelines
FYI - update for DevTools is live - few fixes for terrain crashes, turned off Dissolve for all amaps, and improvements in mod.io integration
the generation of vegetation works or not because the last time I tried it did not work. possible to make a tutorial?
bruh am I dumb there is no Install Button 
Have you the map in the category "My Maps" ? And are you connected at the bottom to mod.io ?
Im connected with mod.io through steam and I subscribed to the website that was it
Mmh that's weird. If you are connected in option category of dying light dev tools, it should download the map and after that, write "unsubscribe" in status at right :/ (And after you can found the maps in "My Maps" and you launch it from here). Idk why it don't work
How to play this map?
try to change the name of projects - there is a many of special characters and than can cause problems
rafal I ask you do you have a tutorial the generation of vegetation ?
We will prepare more tutorials but probably after winter holidays 😦
oh no 😕
yes I know 😦
great it worked thx for your help man

wow wtf ^^' I've changed the name, it should work (I hope)
I’ve tried that but the play button just doesn’t work
hey I'm not on steam i'M on epic why this doing that
and I don't wanna buy the game on steam , I have already the game on epic please help
unluko
i have a question: is it possible to make a 90 degrees zipline to the bottom?
wait nvm
Maybe restart your pc
How about reloading the previous session
You probaly just have to put a ticket in then.
where ?
I can't send links but if you go on to the dl2 support page you can submit a ticket.
To help
yeah but aciek here can probably solve the problem so i'm gonna wait for today sadly
Alr it will probably be fixed within a few days
sure
Have tou tried uninstalling and reinstalling Dl2
no and i'm gonna wait , its probably just a bug
Probably
I'm gonna create 1000 parkour if I saw how to do it 
@hushed flint got 🎁 Present!
Oh well that's easy
i was just using the wrong prefab lol
there are quite a few ai spawner prefabs
What about music zones?
So ambient sounds/music can play?
Tysm :)
no problem 👍
They exist and are called audioambientzone.prefab, but currently there is no event you can pick. (Bug)
I have no idea about technical stuff between connecting game or editor, sorry. But please put ticket, they'll look on to it: https://dyinglight2.support.techland.pl/en/support/solutions/folders/15000012814
Btw ty for releasing this at all
It's just rly cool to finally have all these new assets after using dev tools 1 for so long
was trying to play a custom map but got this message and dont know what to do?
'invalid - one or more files failed to copy..'
I'm still crashing during build or quick build
Please submit your map to mod.io - I will download this and check on my PC
How do you delete stories, or remove them from your map?
Dying Light 2\DevTools\projects\Your_Project\source\data\story delete folder of story you want.
I was wondering the same thing tbh, because ive been wanting to try the custom maps out
Hi! Is it possible to add primitive shapes with "dev textures" in the developer tools? I personally like to start with a simple blockout instead of extremely high poly meshes and other assets.
@fallen pier
How does one add waterfall?!
someone know how to set a place where aiden is able to sit down and relax
Like under campfires?
Switch.prefab & Select "Style" preset to "SA_GenericSittingPlace".
okay i'M gonna add this like a place you can interact and a animation gonna start of aiden sit down
Ye, that's it. Switch will do.
How do you add water?
Put waterbox.prefab and select Preset "TYPE".
If you won't set Preset, you can set water as you like (also in Attributes)
WaterBox.prefab + Presets. If you don't select preset, you can choose how it should look in Attributes.
Thank you
Is there a simple way of adding grounds like dl1 dev tools? I want to simply put down some sidewalks / concrete tile areas for city sidewalks and pavement, terrain is acting weird and I can't find any premade grounds in meshes
demon
Anyone know if you can disable climbing
possibly a an invisible barrier on the ledge / surface you don't want climbable
how to do a invisible barrier
I mean no climbing for the entire map
for making sur if m_ObjectName is the name gonna give the weapon ?
No its the item ID under ItemSpawner
How to update my map (help)
It's already uploaded
I uploaded new mod data
But it didn't work
Can someone show steps so I can do it right
I can't seem to material paint on terrain?
For some reason the terrain blocks are set as read only
open terrain window and unlock it
It still is read only after unlocking
fish
is there a "snap to ground" function in DL2 editor? I watched the DL1 editor tutorials and it was T. But it doesn't work anymore in DL2 editor
Honestly your build will already be on the ground, if you don't like it just select the building and move the building a little in the ground
yeah but it'd be handy in some other scenarios, like putting small objects on a desk or something. So I wonder if that function still exists
oh okay but me I like to place the small obeject in the way I want because this create the creativity in the building of your map
yeah, I mostly want to use it to put small stuff, like putting this keycard on the safe took me quite some time to align the Z value lol😂
lol need to reach that perfect alignment!
@hushed flint got 🎁 Present!
I have working on my map for 11h i'm gonna go sleep for today 
Put this prefab anywhere in Dying Light 2\DevTools\projects\Your_Project\source\data\Prefabs.
In that area you can set what player can do.
You can set also those in Story.
Also when you moving object, and drag blue round sphere, it will automatically align to terrain/objects.
Breakable floors are the best
@plucky nexus I send you a mp
mp?
Remember that by holding Blue Sphere during moving objects it will automatically snap to objects/terrain also with left CTRL it will align to rotation angle.
https://i.imgur.com/radKSCx.gifv
Also there's 2 additional options:
- Align to objects/terrain with shortcut.
- Place object where I have camera.
private message
Ohh
interesting
is there a way to rename a map?
i tried to rename my test map and now all assets are gone lol it seems that i will have to rename the files that belong to the map right?
Is there a way to make a npc friendly at first but after talking to them they become aggressive?
Or make them switch into a different npc
how do i set dialog entity
Press on quest in the stories tab, then go to attributes, and assign npc
Idk if it works though
Because when I assign the entity to dialog setup and dialog it won,t let me play the map.
you mean the quest giver?
Yes
wait ill show you in dms what i mean
Ok
Is anyone working on Elysium?
Thanks Aciek!! Merry Christmas!!🎄
bruh 💀
can someone pls tell me how to set up a GoTo gameplay logic?
its good ?
what do you set as value for the distance?
this ?
no the m_distance
idk sorry
ah ok np and for the m_entity i picked sensorgoto is this ok?
I can't help you with this sorry i'M gonna study this
ah ok alright
Point_Marker.prefab as Point with certain distance set in Node, Box_Marker.prefab as player entering the Area, in this case you don't have to setup value.
ah great thx for your help! one more question tho: when i try to validate the story it says: "couldnt automatically deduce objective to bind it with an indicator."
what am i supposed to do at this point?
It means one of your node have undefinied what objective it should follow
you can set in that node NONE or select one you want to have
or just leave it that way
alright much thx again that warning was bothering me for a while haha

Remember that by holding Blue Sphere during moving objects it will automatically snap to objects/terrain also with left CTRL it will align to rotation angle.
https://i.imgur.com/radKSCx.gifv
Also there's 2 additional options:
- Align to objects/terrain with shortcut.
- Place object where I have camera.
image.png
@hushed flint got 🎁 Present!
Sus
can i set a specific skin for aiden? like E3 outfit
You can do it either by set specific preset at the very beginning of the game or via story system "GiveItem", but player will have to set it manually in inventory or add ItemSpawner with certain IDs.
I made an example preset that gives player all skills.
Way to add Preset with all skills.
Create file: "default_player_setup.scr" in \common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data
Paste this: https://drive.google.com/file/d/1HfACYtTgqzUTagXHZOmZkmyYOG2X6V1s/view?usp=sharing
Set Node "SetPlayerNode" in Story with "GIVE ALL" Preset.
If you want set your own items, take ID from ItemSpawner.prefab. You'll find out how to do it.
is there any Assets Window like in Dying Light 1 DevTools?
Prefab browser
Thanks
Wrong channel
pardon
Wow how do I have more hours on devtools than playing the actual game
frfr
what is the E3 2019 preset in player presets?
does anyone know the itemID of the E3 outfit? so far i only found the skins for the paraglider
skill issue
some skills
💀
its the same with dog (buddy)

im still working on my quest
can someone tell me how i make an animal as an actor in dialogues?
I suspect you can only make the chicken talk since it was implemented in actual DL2 as a secret mission
I have seen dog, horse, etc as characters, but you cannot find them in the dialog Actor field, so you cannot make a conversation out of them
I didn't find an invisible character in the conversation Actor field either, but if we had one, theoretically you can make anything talk (but you actually talking to the invisible character)
mmhh interesting
I have a question, can you do a cutscene when you are in your map, like having the cutscene directly when entering the map ?
probably yes? But that's for sure an advanced question for Aciek or the dev team 😂
yup
out of curiosity, anyone figured out why the example town map Dialog has the m_DialogEntity as "~12"?! What's "~12" here...shouldn't that be "Carl" since he was the dialog npc?
And later on it changed to ~13... what are these mysterious numbers 
@shell fjord got 🎁 Present!
does this hut seem ''chill''
what should I add like ''poster'' ( shit i'M gonna add this )
nice chill hut 
You can follow this, but just add "Camera" instead of Entitiy, then on "Camera Selection" add Camera you made. Moving timeline won't do, but when you press play you'll see the difference. Also to follow Camera, you need to click on that.
By "Add Camera you made" i mean here you can add it
mhhh nice
You can do it either by set specific preset at the very beginning of the game or via story system "GiveItem", but player will have to set it manually in inventory or add ItemSpawner with certain IDs.
I made an example preset that gives player all skills.
Way to add Preset with all skills.
Create file: "default_player_setup.scr" in \common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data
Paste this: https://drive.google.com/file/d/1HfACYtTgqzUTagXHZOmZkmyYOG2X6V1s/view?usp=sharing
Set Node "SetPlayerNode" in Story with "GIVE ALL" Preset.
If you want set your own items, take ID from ItemSpawner.prefab. You'll find out how to do it.
okay
and how I create a new prefab ?
( sorry for the ping )
Just put any prefab on the level or mesh and "Create prefab from selected".
okay
oh..
this is not animation like that I want ,
but I think we don't have that
becasue its the dialog
go to your map and select the dialog and then go back to your dialog setup or whatever and then head over to attributes and right click m_Dialog_Entity
then there should be an option of setting the dialog entity
took me a while to get behind this when i started with the dialogs haha
hello everyone, do you guys have frame drop issues after the update ?
no not really
i'm facing it. any idea how do we fix it ?
graphic drivers are updated so i don't think thats the issue. please help
what kind of gpu you got ?
Nvidia 3080
cpu ?
I7 10th gen
ram ?
32
okay.. hum I don't see any problem with your performence , did you have backround things running in the back ?
Actually I had this issue previously aswell before the bloody ties update and after the update they fixed it
No background running apps either.
mh weird , how many frame do you get in editor
Posted a message in steam and few others had this issue too
Usually around 90 100 but after sometime frame rate drops to 30 40
30 frames 🙄
yeah just save and restart your map
ye it needs to process all that stuff
So yous have this issue too ? 🙄
😂
@fervent storm got 🎁 Present!
Broo.. I was thinking it was some kind of bug 😂😂
yeah I have this issue like 1h but this was just a drop 30 fps and I close my app ( not saving ) I fuck top my 3h of working
@hushed flint do you know how to replace an humanai skin with an animal skin?
👍
no and I thinks animal just have no animation
Thanks guys 😊
( I am on epic )
because there is a humanai called chicken but its just some random dude
yeah..
but
i wonder how they did it with the space chicken mission
no steam
rip
Its not letting me download maps
I get this same error with all maps
My mod.io account is linked
how do i fix this
unluko
huh?
@hushed flint dm
pls help
You need to click on "Get maps" and wait that the download progress is at 100%
And after, you click on Install in "my Maps"
it doesnt move
its stuck at 0% and sometimes keep flicking between 0 and the subscribe button again even tho i did nothing
Mh that's weird
Are you connected with you mod.io/steam profile in the "option category" ?
are you on steam in the first place or epic
some people cant test their map on epic maybe those issues are somehow connected that you cant play others maps either

Chances are, to test the map, you have to download it as if it were your own map. So it is possible. Anyway, I know that this error code is when the map is not downloaded, but if the thing blocks at 0% and does anything, I've never heard of that. So I couldn't help you more :/ Try to ask to dev or submit a bug to techland, so they can help you or fix the bug 🙂 (unless if someone have an idea of the problem)
is it possible to add and change music after an objective starts or ends?
hello
i have some questions about this game,
im thinking of buying dying light on nintendo switch to play with friends. but he lives in another continent, do you think the lag caused is still going to be playable?
wrong chat my guy
anyways it depends on how far you guys you are apart and if your wifi connection is stable. if you have to connect to australia servers from europe for example you would have difficulties lol
sorry in advance
is it still playable?
i meant how difficult it will be?
@plucky nexus
Thanks
funny how before the update it barely crashed when i edited my terrain but after the update it does everytime

Fun fact we have discovered, you can put prefabs from the game files into the dev tools that otherwise wouldn't normally be there
make a folder titled whatever you want where prefabs are located in your project, then get .prefab files from data0.pak and put them in there. It will allow you to spawn stuff like this E3 prefab for example.
how do you open data0.pak
7-zip, you can select "open archive"
then drag the .prefab files out that you want
prefabs/city/e3 is the folder I went to for the prefab above
how can i edit the snap to grid amount?
great thx man
@ashen barn 1. Select this icon (right top corner in viewport) 2. Click on arrow and you can change Grid Size.
thank you
one more question i have is how can i fix the interior lighting
and use probes efficiently

Place Envprobe.prefab to cover whole interior room (not whole building, just envprobe per room)
Use "Build" -> "Generate Envprobes".
WOO getting somewhere now
i see interiors are made up from individual meshes, then assigning a material is simple too
then stamped together to form a prefab, i think
Yep.
bld_ce_a_wall_str_mid_1x1h_a_em as example have a lot of Mesh Skins and material can be scaled.
building
exterior mostly
int_ce is for interiors
here's simple guide about walls
and grid/snapping
Perfecto
Man thank you so much, I didn't know Map tab and Story tab could interact like that haha. It worked for me!
Also Aciek replied in a thread related to this, so if you don't give the dialog instance in the game a Name, it's gonna show ~12 or some number, but if you give it a name, it will show the name so it's less confusing
I tried that and I thought the Chicken (in Dialog datafield) was the actual chicken but it was just a dude...coudln't change his skin to the animal chicken, and if I put ai.prefab with character set as chicken (the animal), it doesn't show up in the game. Maybe worth a devtools-support thread on how to recreate the space chicken mission?
thanks, this is great!
yw
when is the patch coming to be able to play in co-op between xbox X and Xbox one
@deep bronze dm
@hushed flint got 🎁 Present!
someone know how to make safe here ?
In Attributes you can set to False "m_RequireSafeZone" for a bed and it will work.
Or add Sanctuary.prefab + Area_Marker.prefab in m_Area so in that place will be Safe zone.
I don't see m_RequireSafeZone
Is this restingplace.prefab?
Find in PB with collision, you can click on this entity here in scene and use "Replace" with mesh
yeah
It's sleeping_place.prefab, rename it to make your own, open prefab and change value inside for restingplace.prefab
How to paint foliage on rooftops?
Manually put meshes ("nat" or "ivy" in prefab browser) or Use tiny_object_helper.prefab area is editable with Universal Shape.
#🔧︱dev-tools message in case if tiny_object_helper didnt generate foliage at all
haha no problem man was a pleasure that i could help you
ye its alright i finally decided to change my script
What are you guys creating so far?
im sure you have answered a million times but once ive built and validated my map, how do i launch it? -.-
with the play button
its faded and wont let me
wdym
Hi!
I downloaded the dev tools on epic platform because I bought dying light 2 there.
When I want to test play the map from dev tools editor, it tell me it needs steam client even though I'm using epic version.
Is anyone know how to fix it so I can test play my maps?
Thanks in advance!
welp ive added so much stuff and now my fps is now 20 ish instead of 60+ hahahaahah
thats a bug
restart your client
It's a bug, please follow official patches when they fix it or write ticket to support so you'll get reply. https://dyinglight2.support.techland.pl/en/support/tickets/new
I have tried restart my client and re install the dev tools and it still ask me steam client.
Okay, I will create a ticket for that.
Hopefully it will fix before Jan 20.
Thanks!
E
<no recent invokes> what does this mean?
also my build gets to 12% then crashes not sure as to why
Build terrain? Kinda known bug in community, uncheck Generate Satetile Textures during building. :/
yes it was terrain, however painting materials seems rather tedious to set up
What do you mean? If you want to set ready-to-go materials, here's guide #🔧︱dev-tools message
do i launch my map within the tools or in game?
tools
says no recent invokes?
Just press on icon instead of small arrow
nothing occurs
dm me
ok
do heightmaps need to have a specific format when importing, and can we use real world generated ones?
Idk, never used.
I have some problem with textures but I can't post a photo here
I Just have some small triangular bumps
Does anyone know how to fix it?
i 30 min trying create devtool-support post.... and its deleted... becose i try add links to images? 
can i use c dev c++?
I don't really know what you mean, but... no. These are just scripts. Smillar to c++ but still scripts.
can i use dev c++ instead of notapad ++
Try Ctrl-z, sometimes discord saves drafts
any ideas on how to fix this?
Don't mind it, it's just a warning. And if you want to get rid of it, like validation says: remove this node.
ok alright
Use Save and Replace option on Prefab in Scene as far it's needed.
@deep bronze got 🎁 Present!
Thanks
hey anyone have the bug to not be able to sit there ? but when you turn in a certain direction this work. do we have an option for like ( interact switch in any direction )
Hey guys! I'm having issue with s1mple quest, validator asks for missing prefab. Maybe I use wrong entity?
you shouldnt use the prefab as entity and use that whats inside
you also should use Point_Marker.prefab instead
some previous GOTO guide if it helps

awesome thx guys ;3
but it's weird I used only logic entity, not inside any prefab and it still gives same error
have you tried save and reloading your lvl?
not yet
Did it work?
Yes it did
but... i have 3 stories and I think only 1 works for this map which is "playerlevel"
and it just all autocomplete, i didnt see the objective
my terrain is invisible in game, how do i go about resolving this please
how to create a backup ?
I just copy entire folder of my project in X:\SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects I used to do that in DL1 but here I am not sure if this is the best method and I haven't tested it out yet
anyone else ahs thi black line whne painting new material on top of another?
no ?..
When I paint layer on top of another it happens
👍
i have some barriers and item spawners that are visible from anywhere in the map?
After you editing such script, you have to restart editor.
If ItemSpawner is a weapon, yes, it's a bug.
I restart it
Idk, few people followed my steps and everything worked.
oh and check on devtools support parkour ect...
Are there some restricted assets and is there a way to access them? I found a radio from the default prefab. I create a new prefab but the sound is not accessible from the picker nor the prefab browser. And if I type the name there, it doesn't work. But if I copy/paste the attribute, it will work.
What prefab did you use to make this possible ?

How do I set the Entity for Actor Bindings in the Dialogue prefab?
I have Actor Bindings set to Dialog::ActorBind in the Dialog Properties but can't figure out how to set an Entity
I just made simple UNOFFICIAL guide for this, but HD needs time yet. https://youtu.be/2WpXmpA_mfw
I understand time is valuable but if you do make anymore guides I’d be super stoked. Some things are better shown in a guide tbh
The final date to send the map is 20th January but can I update it after that?
For example on 25th?
Will check it out tonight, thank you!
Wow this feel like Fresh air for me Thx !
sorry to be a pain, when i press G my terrain is invisible
im in level mode too not sandbox
do you have lock your terrain ?
its unlocked
lock it
crashed the engine lol

sweet it worked thank you
👍
couldve sworn it was locked, then i unlocked it again
as it didnt initially work with it locked but ty for teaching me
yeah if you want to edit your terrain unlock it
makes sense
aciek I'm following your tutorial and I wanna change the mesh of the quest_object how can I do it ?
This is amazing, thank Saint Aciek
🫶 ❤️
my tiny object helper spawns foliage on the ground and the streets but not on the rooftops
does anyone know why?
no idea, haven't tried that, probably an Aciek question lul
Frank where the option to see iditor , like dialogs effect area, I thinks I disable it.
@shell fjord
Do you mean the Attribute window? I don't know if there's a dialog effect area, I know sound emitters have effect area (radius) on their Attribute panel but seems all sounds are bugged now
@shell fjord got 🎁 Present!
mh
omfg , I need you aciek
you just need to click on this
okay so I correct all
so its should
work
if I play
okay i'm gonna correct this
the error :
okay this error
how to add chemicals that deal damage?
what is No rocommended level set in quest definition ?
tell me if its work ?

@torpid horizon
now I have this
Does it work for you?
I don't try it
Ok
I haven't seen localization error before, what's your dialog graph like?
this ?
hrm that looks normal to me
what's the property panel like when you click on localplayer and Hakon
weird
also do you have the dialog entity in the game?
aciek should look that
did you try Generate Timeline and regenerate prefab?
yeah if those are good then idk what's wrong with yours
I do
okay
the dialog editor and story editor sometimes gives false errors, I for sure encountered that
if that's not the fix probably wait for Aciek
wait
idk then
😦
shit, I might know
change this to a real objective @hushed flint
try that
I just had the same error and that fixed it for me
mine was with Use node, but I assume the fix *could *be the same??
you can see what we have do me and aciek in error quest and ect.. inspect it
I send my project to him
but why the test work for u ?
Just gonna check dialog and i'll let you know
okay 👍
bruh..
Does devtool include all enemy textures?
Like a zombie without a leg or a decapitated zombie
Stuff like that
I can see the added objects in the editor, but when I start the game, I only see the terrain, anyone know why this is happening?
I know what happening
just set as target
or
thanks bro
your welcome 👍
Oh no...
It works as it. You dont need but you can
is there a fix for the terrain not crashing the editor when hitting "lock"?
no its a bug
I guess I won't be making more terrain then
Ignore those crashes 
Your modified terrain should still be there when you reopen tools
Also iirc Rafal said these crashes may occur if you have slow hard drive
devtools are very good but in my opinion the worst thing is to find what assets I need, which can be assembled together etc.
yeah. Does anyone know big floor mesh that I could apply terrain material?
@willow monolith Not (i dont have editor rn), but if you want most materials that are from Town, you can check it here:
#🔧︱dev-tools message
@deep bronze thanks!
Are you able to change a bosses name, so that when there health bar appears it shows' something else?
Thought I'd bump this since I haven't seen a reply. I would like to use height maps if possible.
I emailed tech support and they asked for a crash dump which I’ll provide after work, as it’s a common bug but they need more info
In Preset you can find 1 line that shows the health bar on HUD, but it requires data mining so I cannot help you. Other way is to use existing bosses now.
okay thank you


is there a way to paint grass with a brush ?
No. Material itself have array with objects. If you want 'base' set, you can find it here:
#🔧︱dev-tools message
is there a prefab of vnc tower?
What is the name of thiese stone pathwalks? The one that are attached to the streets
It work like a charm thank you! 🙂
when you paint terrain with brush some trash on the floor appear transparent gray (without texture) especially for soil, concrete, pavement how do i fix it please ?
Wrong channel. Try #1039562481338699906
You have to remove them from foliage script.
what do you mean by foliage script ? are you talking about the foliage script.src ?
My post is gettin deleting
How I can find street lamps and other lights?
you can filter into all mesh by writing lamp and look around to find what are you looking for
@latent scroll I know but I can't find the ones that has bulb or is that a separate mesh?
like where the actual light beam is coming from
do you want to add a light into your street lamp or did you just looking for the mesh ?
light into a street lamp
ok idk sorry did you have check into Light category ?
@latent scroll I did. There is lights in there but only the lights, not like whole street lamp prefab that also has the light coming from the bulb. I would assume there is ones somewhere.
huh wait the streets is illuminated at night in DL2 ?🙄
Are you looking for something that just wasn't created?
@latent scroll Maybe. I see couple interior lamps that work but I would have assumed there to be street lamps that work.
Is there any reason the arrows are uncentred on my custom prefab?
I deleted the prefab and am trying to rebuild it
Basically, imagine a cube, but instead of the move, rotate, scale arrows being at the centre of the cube, it's like 10 metres away
Edit pivot.
Click on opened prefab
copy transform of gizmo where you want it
and paste to pivot
then click on opened prefab, save pivot
but remember to open parent
otherwise after opening parent it will move if you won't open it first.
@deep bronze got 🎁 Present!
so I've been fiddling around with the height map stuff for a while and have gotten nowhere. Has anyone else had any luck loading a Height map into their terrain?
ah, thanks, I'll play around with that, get used to it
So to get foliage to spawn on terrain it works fine but if I make a new map under the SAME project, it doesn’t save. So do I have to repeat the process for ALL new maps
yep
Afaik the developers didn’t use a custom height map texture, but I’d imagine it needs specific requirements and formats to work.
ship it, this is perfect 
that's a bummer that means I'll need to sculpt the terrain myself 
Once the tools are out of beta we should see more support for that. I remember when Black ops 3 released mod tools and it was incredibly buggy for the first few months. So patience:)))
How do I give Aiden starting gear / starting levels aka perks upon starting the map?
rn he just has no perks and the starting pilgrim gear
also any way to give him an outfit like the e3 one?
Yeah good question. Is there a way to (for testing purposes) give aiden max level/stats
Hello
YO
@hushed flint got 🎁 Present!
How do I make it so a enemy only spawns at a certain point in a quest?

probably enable a spawner in Story?
like uncheck SelfActive, and activate the spawner in Story
@shell fjord I have somethings weird with the dialogs prefabs.. can you look that in my new post ?
if you have the solution
kk I will check
fuck i think its time to upgrade my ram
ive reached the point where i only get around 10 fps in my editor lmao

sometimes restart helps, but yeah always download more ram lol
download more ram lol ?
xD ye ill try DOWNLOADING more ram haha
download ram its totally legit and real 

i'm not gonna spam Ahaah
at this point I'm just learning this dev tool...I have a bunch of shitty experiments instead of a rouge shaped map lol
gr8

oh Aciek opens a youtube channel for small guides, in case you guys didn't know
https://www.youtube.com/@devtoolsguide/videos
All praise to the saint Aciek! 
ye i saw the vid with the washing machine and the zombie inside the canon lol
lol yeah that was epic
Nice, this gives me the skyrim vibe lol
I just hope there's a conversation option so you retrieve the wallet and kill that poor guy 
@shell fjord got 🎁 Present!
I don't know how to set a kill system for him
well, Saint APPROVES for the killing!
I know how to do that with a hostile NPC
let me see the old link
screen shot ?
nahhh why windows 11 on light mode
idk
okay i'm gonna look that , I just eat my food now
