#🔧︱dev-tools
1 messages · Page 8 of 1
is there a way to make dev tools not use 20gb of storage of my C drive while I have it open?

what
Also I didnt see that orange arrow
doesn't your dev tools eat into your c drive?
I mean yea because I have it installed on C and projects take space
yeah, but I have it installed on a different drive tho 
There was some place where modio saves shitload of stuff. Cant remember what it was but @rain hull probably knows
in C drive
Colty, halp
but thing is, it only takes up while it's open
Oh.. Wtf
likely has to do with the temp files just stacking on top of each other 
check if C:\Users\Public\mod.io\3992\mods have something
weird then
@alpine lynx I just realized you're using chickens in your heavy rail promotional image, you owe me royalties

anyway, how does one make a zone where zombies can spawn and control the density?
Guess I'd just use normal ai_spawner_number. It can spawn up to 64 zeds iirc
Will there possibly be the ability to create maps on console? Or will we only be able to play community maps?
how did you manage to play dialogue audio in heavy rail 
Im hackerman
You won't have to pay the royalties if you tell me 
Dev tool discussion
Maybe in the wrong chat..not sure. I would like to get the DevTools runing. Play on Linux. I get a message "ModIO: Could not create folder" error. Anyone got this to work on Linux?
Probably file system privileges , can you not run Dev tools as sudo or whatever?
On windows mod.io creates this C:\Users\Public\mod.io\
Maybe that the folder Modio cant create on Linux
is this why i can't actually leave the starting area?
thanks @alpine lynx . that is a good clue.
ayyy, it's our man
chad
Is anyone modding this game for parkour mechanics? The update is a complete shitshow and now the parkour is fucking useless. Tryin to find a way to make this game playable again.
what is the equivalent to this in dl2 devtools called?
prob loot_tools_box
by the fact that they are prop, I'm assuming they don't have loot 
guh?
that makes a lot of sense
cake is a lie
techland pls fix
He is the one never yelling at you, no matter what you do wrong
He a chad, wish he was here more often
anybody found the billboard custommove yet?
Hi guys, just joined since I was looking for some info on the dev tools, been wanting to make some new custom maps especially with the new parkour update. I downloaded them and opened up the example map, only to find that the ground has disappeared. When I saw the tutorial vid by Techland, there was ground there.
Just wondering if that's normal, or if it's some kind of bug? Feels like the langoliers have paid it a visit
Its a bug. Terrain turns invisible after every game update.
Open terrain window, unlock and lock all terrain patches and ground should appear again
Validate And Build -> Build -> check Terrain options -> Ok
If terrain textures look weird, press ’Build satellite textures’ in terrain window after locking patches
Oh that works too
Also Quick build works I think, but for some reason Quick build is longer than regular Build
Ah, right! Thanks guys!
red alert, dl2 just got an update
Just downloaded the dev mod and nothing is showing in game. It shows the dev mod on the right side but nothing inside of it. Does anyone know what is going on?
Watch official tutorials
https://www.youtube.com/watch?v=SmDdqGmYDEY&list=PLSjLjgn6LsguLRhmCKNvZLmus8VDm62Y7&index=2
In this video, we’ll show you how to start your own project and navigate the user interface.
Developer Tools on Steam
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/
Developer Tools on EGS
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer-tools
Mod.io Dying Light 2 Stay Human maps
ht...
Been going through the editor, it's honestly pretty cool, and I never realised the prefab items were actually groups of items until I watched the tutorial, that's really cool how you can take from the groups, or add or remove what you want.
On a side note, does anyone know the editor name for the huge walls surrounding villador?
there is something like hw_wall, but I'm not sure if this is it
you need to search with key words and scroll models
is there a mesh like this in dl2 dev tools? A solid wall that is not just 1 sided
did you try looking for "fence" or something like that?
I have, but they look too mordern, was hoping to find something more concrete looking
maybe its made out of 2 walls and pillar?
you could try that if there is appropriate texture
Thanks, I'll give that a try. There's a lot of wall models, I was just hoping maybe someone else had figured out what it was called. Knowing my luck it's probably called "city_wall_big" or something lmao
I don't remember how this walls looked like, but it's probably it
Thanks again!
are there any stairs like these in dl2 devt ools?
anything similar to this in the devtools?
I know those 3 meshes, but I need the ones without the wooden feet
Hello there BUILDERS, quick reminder - make sure to upload your map to the game just to make sure that everything works properly. You can mark it as [WIP] version, and there is a high chance that more community members will give you some feedback regarding your map before the contest ends
once you upload a map you can set it as hidden
@alpine lynx help, how do I use the water box?
eloborate pls
I want water in my level, I don't know how to use the water box prefab
Place it down and scale? Theres not much into it really
oh, I had to scale it
thought It was a global one
oh, also, diffuse makes the water almost invisible
What diffuse
the one here
Ah that okay. Yeah it makes everything bit goofy
it makes it a lot easier to see stuff
yes it does, shadows dont get in way
wish there was a better full bright mode tho
I have a denied windows version here, anything I need to do?
Thanks for this hint so we can get better feedback for making our maps even more perfect

but what are the chances that anyone will comment? 😆
By publishing your map here
Hi guys, I'm wanting to make a very simple mod to replace 'a machete's appearance with the throwing knifes appearance', essentially a skin mod but have no idea how to go about it! or if this is even the right place to ask!?
We are fixng issue with missing DL1 meshes in game, don't worry 😉
Will be approved next week with hotfix - we don't want to show broken maps for everybody
Awesome, thanks for the comms, much appreciated ❤️
Open inventory_weapondefinitions.scr
Find item wpn_1hs_mach_a (should be the first one. This is shoelace machete)
Replace machete mesh with wpn_throwing_knife_a_tpp.msh
Save script and add it in your mod .pak
I dont know will it work, but thats basically how its done 
The amount of XP lost when I die I too much please nerf it I'm already struggling with the legend lvls
if it was nightmare mode I would say yes sure thing I would lose all that xp but with the current difficulty no it's not worth it at all losing all that xp so please do something about it techland I'm already struggling with the lvls
Just letting you know, that was exactly what I was looking for, thank you! A shame it's low detail, though I imagine no one was expected to get up close to it like that
Actually, now that I think about it, we can rescale things in this editor. So, I guess I could resize it and make multiple ones into a large wall, or rescale other wall assets.
This is going to be a really stupid question, but how do I remove and edit single items from a prefab? I was sure it was possible but now that I've tried I'm not sure.
i tried it on a different machete, (sub wpn_1hs_mach_j - Reload Machete) i dont have 'shoelace' unlocked, but sadly it didnt work
Yup that one is more complicated and you probably need edit two different scripts - weapondefinitions (wpn_1hs_mach_j) and inventory_gen (wpn_1hs_mach_j_reload), which define skin (outfit_a)
im sory what do i need to change in Inventory_gen i see wpn_1hs_mach_j_reload, define skin (outfit_a)
do the dev tools have a foliage tool?
Technically no. But you can create your own brushes
oof, that's gonna take a lot of manual placing
Just create two versions of each brush. Ground with foliage and ground without foliage. Then paint
how, in the brush I can only choose material painting, or am I in the wrong window?
it's empty 
Then you need search Acieks guide how to add foliage in your map
its empty by default
small foliage like grass can be placed with a texture when painting on terrain. Large foliage is handplaced
Also I think games that offer automatic "forest" creation in their editor often leads to designers relying too much on it and it can lead to forests looking too artificial
his tutorial didn't help at all, I followed this instructions and still nothing
wait I will read the ancient scrolls of aciek and see how it works
rebuilding the terrain fixed it
The scroll of aciek on foliage says:
-- REMEBER TO HAVE BACKUP OF YOUR PROJECT OR AT LEAST PREFABS! --
TEXTURES
1. Close the Editor.
2. Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
3. Open YourMapName_t2mat.scr with Notepad++ so you can edit and save it.
4. Remove everything from inside and paste this: https://drive.google.com/file/d/10E3_GyX9SPCKaqVL4Hs8mdxYkjXM-GBD/view?usp=sharing
5. Launch editor and check it now.
FOLIAGE
1. Close the Editor.
2. Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
3. Open YourMapName_foliage.scr with Notepad++ so you can edit and save it.
4. Remove everything from inside and paste this: https://drive.google.com/file/d/1JGUxf31VlBOy7Myr0JxwdPP4cNZpnBqx/view?usp=sharing
5. 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. ```
I already did this
If you want to take that a step further and speed up your workflow you can use a randomizer.
It allows you to use multiple meshes and weight the probability of those meshes being selected (works with prefabs too)
You also create presets that'll automate things like scale and rotation randomization
It results in a variety of spawns and rotations for your meshes
im still stuck, changed
inventory_weapondefinitions - wpn_1hs_mach_j / wpn_1hs_mach_j _crafting:
mesh - wpn_throwing_knife_a_tpp.msh
inventory_gen - wpn_1hs_mach_j / wpn_1hs_mach_j _crafting:
skin - ("default") (same as throwing knife)
still nothing.. 
Send me the pak
Also recommend setting hotkey for 'Align entities to entities, terrain and helpers'
sorry how do i send it? wont let me post in chat
Okay, DM me
by default it's off
Sadly theres barely any hotkeys by default 
How does the randomizer even work?
question, is it possible to spawn active projectiles? Like an armed grenade for example that explodes on contact
I suppose it's complicated to explain, I might make a tutorial about it... there's a more practical usage of it here: https://youtu.be/aA9zEQsxKfI
Tackled what I thought was a pretty important aspect of setting up prefabs in the Dying Light 2 Dev Tools, hope you guys enjoy :)
Link to Prefab Editor App:
https://drive.google.com/drive/folders/136QEHGckeK0LuzHAEKUkLnMyBDPq4lM-?usp=share_link
Music:
Dying Light 2: Stay Human OST - Olivier Derivière
Ah, I just did a bit of fiddling about, because I swore I was able to adjust individual objects within a prefab, and I could. For some reason though, the prefabs of the "end level" (I don't know if the name would be a spoiler or not) doesn't let you adjust individual items in them.
No but I bet theres some workarounds. Like object_thrower
Also I wrote guide for randomizer in modding server, check that out
You have opened prefab, right? There may be prefabs inside prefabs
I think so, but I'll go back and check it again just to be safe
Yep, it doesn't look like end level prefabs can be opened to mess with them, however I noticed a lot of randomisers within the various prefabs inside them
@versed dust My map on the mod.io page keeps unhiding, do you know why? The map is unplayable and I'm not able to fix it
Tutorials for dev tools from DL1 would be good as the supplement for lacking parts of new tutorial for DL2 dev tools?
Does IgnoreAllEnemies work? In humanai settings
Idk how those patrols work but you can use behaviorplace if you dont need some specific patrol path
there should be few patrol behaviors

i get 20 fps in dev tools but 144 in game any fix
yeah i fixed it thanks
@random badger btw ur map is very very intensive on gpu's. if u can improve performance that would be good
It is an itterative thing working on the performance. I'm making incremental improvements as we go... but the biggest bang for buck will come from Techland. Sort of in the same boat as Terra Divisa. Need control over the LOD system which we don't have yet... but the devs have assured us they are working on giving us that control.
Hopefully
Oh nice, being able to adjust the LOD should allow for larger or more detailed maps without the performance hit then? That'll be cool, I've got some plans for adventure style maps with big vistas, but I was worried about the detail tanking performance
Itemspawner?
That's because you need to do a bit of modding to spawn dead bodies
Go to data0/models, copy everything from there
Then go to Dev tools project folder/models
Paste it there.
After that in your tools open a corpse prefab, maybe the corpse that biter is eating
To open it you need to save and replace first
Take out the dead body from there and switch the models
You'll get plenty
Not really, it's just pasting dead body models into your folder and then just switching to them with a prefab you already have
But alr
Whats corpse prefab
Any prefab with a deadbody that comes up when you type corpse
For ex a biter eating someone
Nothing comes up when I type corpse
You can use multiskinned_mesh and it doesnt require any modding. Paste name of the model in attributes -> Model file = xxxx.model
Model names can be found from data0.pak \models
Use one of those db_lying_xx
It is recommended giving them unique names
Am I using occluder planes right
Like for example I have a prefab
I only need to make sure the occluder plane covers each four sides and sits inside the prefab, right?
Yeah that's usually enough, I sometimes put them below floors in the buildings as well
Rip those trying to run my map
I'll try to optimize it as much as I can with occluder planes but tbh without lods there's a massive drop in performance
Yeah I'm dealing with a similar issue... waiting on those updates 🤣
Does anyone know why some props I've placed have no collision? Things like pipes, walkways and such. They all say "mesh_no_collision" and I ended up noclipping through them, sending Aiden into the backrooms
At first I thought it was just the floor model I was using maybe, but almost all the props aside from some resized flowerpots have no collision
I don't know what I was doing wrong, but I replaced them and they have collision now
Some props I guess they forgot to add Collison.
But to counter this you can use invisible.mesh on that mesh without collision in order to do what you want
For me it's a rare occurrence
Yeah, only a few people have uploaded so far
Ah okay. I'm worried that is something wrong with the contest.
Thanks! Yeah it was weird, I ended up using what looked like the same props and they had collision. I don't know what I did wrong but it's working now. That invisible.mesh will come in handy though, thank you!
Why it doesnt work and what is the problem?
And you are using quest_object right?
Nop
Just TakeItem node with quest_object connected to it
Anyone tried to make Harran Stadium for his mod?
Dl2 doesn't have any firearms
Yes but dev tools are receiving assets form dl1 so I thinked that they will appear. xc
Ugh I wish you could change meshes of items spawned using itemspawner prefab
Like if we could do that I'd just pick crossbow and swap it's skin with colonel's American 9mm pistol
Only meshes, and those too just for slums.
We aren't getting new prefabs or something like that
Maybe u can do that? Bub's done some crazy stuff

I tried but the option is grayed out.
Additionally I can mod my map by changing project files but I wish to keep that as a last resort
You see, modding didn't work well for my last map
@alpine lynx do you know where I can change meshes of items?
I'm pretty sure there's a code somewhere in the file describing what meshes things use
Like player items? Melees etc
Exactly
Its not possible without modding inventory_xxxx.scr's
In this case crossbow
Ty
I was afraid of that
What about weather files?
I have modified them a lot for the map
I think varlists work but havent tested tbh
Alr thanks for the time
Yes let me know how it works if you test them
I will also test sun_shadows.ppfx from renderloop since I want this to be included in the map
Shadows seem more akin to DL1 with this
Do you made that buildings interactive? You can climb on them?
Nope
Ok thanks
Also bub how do I make use of that wind.prefab?
I want an certain high place to emit wind sounds but the prefab seems to not be working
Theres no such thing as wind.prefab
It looks like its some leftover prefab. Cant find any references to it from main game
you probably have to make your own APE/AAZ
Actually I made some wind ambient zones for Heavy Rail. Feel free to data mine those prefabs
they should be in their own folder
inside Prefabs folder
aaz_bub_mountains.prefab or something
do you know any prefabs that have a farm or something?
No, search prefab folder maybe theres some
like pa_as_pumpking_farm.prefab
Btw I need to add a dialogue to the game but only when Aiden picks up an item
What nodes should I use and how to set them up
Because this is only one instance I need to use it
Theres usually multiple variants of same weapon. Melee_r10, melee_r11, melee_r12 etc.
_r24 is the strongest
but theres also bunch of weapons (opera, DLC, challenge) that have just one version
I've been messing around with room_boxes and I think I've got them working, but just so I'm making sure I've got it right; the box itself has to cover just whatever room I'm making doesn't it? I ended up going too far through the floor, and my sewer floor had a blue glow. Resized the box to higher up within the sewer and it seemed to fix it
I remember that from the tutorial, though I was resizing it by hand since I finagled the sewer from a bunch of different, resized walls. Seems like I was getting most of it right though. Thank you! I'll need to experiment with the matrix, seems like that's the best thing to do
Ah, thank you! That'll come in handy, I keep forgetting I can switch views
I wish another 1 week ddl postpone
Same
I didn't realize how ambitious my idea was until I pulled every thing from my prefab maker project into main project workplace with terrain
it's also becoming laggy
I feel postponing the deadline is not a very good idea. Because people who planned for it and worked to get it finished until then would not be rewarded for it.
Over here same thing, I was planning to recreate entire slums until I heard that you can make a small portion of it
I've been working since the start but I gotta disagree, how would one not be rewarded just because it gets delayed?
Delay means extra time to cook
I made my project in a way that I can easily cut off stuff if not enough time left
I think that is a good way to do it. I built the basic game logic and the area first, and then added detail on top of it if I had the time for it.
It's very useful to do, make your project modular
I think he means if delay didn't happen, the winners could've been A,B,C who planned time well, but if the delay happened it could be D,E,F who got extra time to finish project winning
I letted my test project drop to 30-38 FPS only using some meshes to shape the terrain xD
I must lower the scope to make this playable
Or it's just because i have GTX 1060 xD
Imagine the navmesh generation
My map is slightly bigger than the original slums map 💀
do you have bad fps in the game or in the editor?
my map is about 400x400 meters
No, I have a GTX 1070 and even I am facing issues
Even if I disable all lighting and use diffused mode, it's the same issue
29117 Items 
I am not sure if the game has automatic occlusion of polygons that can not be seen by the camera (meshes blocking the rendering of stuff behind them.
Ain't that nanite from unreal engine 5
You might be able to try to occlude some of it by having large buildings or rocks in the way
We only have occluder plane as an optimization option for now
I think nanite is a way to automatically downscale the detail of very detailed models
It does now allow screen to render meshes beyond it
So shoving it in buildings does help
I think DL2 has some automatic occlusion, I am not sure however
But not if you are an open world level
Another issue is we don't have lods working in dev tools
You have minecraft render distance type of performance
are you sure?
I will boot editor to check something
Alr
In editor. I understand that's normal?
I was trying to find some wireframe render mode to check if there is any lod
I have the same gpu as you have, however the editor is responsive. How many objects do you have in the map in total?
I tested map once and it was smooth but I forgot to check the fps durong test xD
in the scene list
I have 4439 objects
for me the editro runs above 60fps (with some stutters)
I think particle effects might cause some fps loss too
I think the editro is really nice because of how nice it looks. I run it at better settings than my maingame and I take my screenshots in the editor too
some fxs are shown as burning fire in editor
which is optimization heavy
which is annoying
In the snowrunner editor, which is also nice, it takes 4-20 minutes depending on map size to compile to see the result
I just increase the size of the render area and take a screenshot and then cut it out
Ah nevermind. I have only105 items, 66-67 fps and propably something got wrong earlier xD
It's very cool because you can also control the daytime and weather from the editor
Can I add collision to mesh without it?
I get weird FPS in the editor as well, getting as low as like 20fps, but when I test the game it's back up to 60. It's a strange thing, but as long as it works I guess lmao
In the topic of LODs, I'm looking forward to that for future projects. I'm hoping to make some maps inspired by games like Stray, which is why I was asking about walls when I first came here. Ever since I played that game I just want to make some kind of overgrown, super industrial world to explore
Nope but you can make your own with dummy_box.msh with Null skin
or collision barriers
You should look into steam punk, or maybe cyberpunk genres for references
I can't remember which one stray was in
Maybe it was cyberpunk
Yeah, it was in a weird kind of cyberpunk/post-apoc, maybe even eco-punk kind of mix?
It's really nice with the art
Maybe it was cyberpunk plus a little retro mix to it
You can achieve it in this game
I love that whole "Huge buildings" contrasted with overgrowth kind of vibe. There are definitely other kinds of games that are similar but I can't recall them. Infra does a similar thing as well, though on a smaller scale and set in the modern day and not post apocalyptic
Definitely! I saw the huge wall models and thought it was perfect that aesthetic
Also some of the meshes seem to be glowing, for buildings
You'll have a lot to work
With
I'm looking forward to getting started, but I still have to figure out all the main aspects of the tools first
Proper lighting, enemies, quests. Hell, I haven't even placed a usable door yet 
There is any simple way to separate dl1 assets from dl2 assets?
I'm looking for assets from yesterday and I feel like some of them are missing
@past canopy at the last wave do u need to stand in the middle to trigger the final segment? cause viral kept spawning infinitely and the obj didnt want to move at all. when i was going around but when i stayed in the middle of the arena everything triggered, also is there actually a ballista bow cause i had the arrows but not the bow.
I've heard of Aciek's tutorials but how do I find them? I've tried googling it but nothing relevant comes up.
Ah, thank you! You guys are life savers! Those tutorials will come in handy
Yes they are really useful
Oh yeah, there's even a tutorial there on making pipes climbable! I was wondering how that was done. Monkey bars too!
Thanks for the feedback, yea i have this issue with infinite zombies n stuff which i didn't know why.. but since you where saying something about distance that might be a good hint for me
Sometimes it worked for me and sometimes dont
No i picked the wrong arrows
Where you playing by using the editor or ingame launcher? if so did you encountered any bugs except the wave issue?
editor, i also had zombies going through some walls but that wasnt really an issue, its just the final segment
people not using devtools support properly pisses me the fuck off
which walls, where exactly?
when ur going through the rooms near 2 bombers and before the volatiles room there are some biters going through walls
the bathroom?
do u got records?
i have the session recorded yes
sure
i havent seen the map in the ingame launcher
wtf
i searched manually and they didnt come up lol
yea the return to harran filter isnt there
yep
that's why
I can see Video coming
"this guy managed to recreate the prison heist like in dl1.."
They haven't gotten any reward
8 years

I don't know how to do that in 20 min. I'm making that 30 min and I'm near the half of dl_s assets. Do you used any trick or just made it another asset after another?
here's an example, I made an asset zoo of all road meshes
this way you can just zoom with your camera there and find the mesh you want instead of having to search each one
I feel like brainlet trying to do something. I'm sick from the week and I can't made my best xc
I'm making similar thing and saving similar assets in decrypted prefabs
But I can't send a photo
I think some maps appear and disappear from the mod.i page because if one is updated, a dev has to manually approve it.
Because it appears to work differently from snowrunner. In snowrunner, you manually upload th file for each platform yourself. In Dying Light 2 it's different
Ah, that's what an asset zoo is! I should make a few myself
I found that in the meshes. It can't be used by the player?
win_pistol_b_b.msh
Oh thanks I will try later
I must learn how spawning items and enemies works xD
Yeah I have them opened since yesterday. But I did't go to that part yet.
Can we please someone to pin them to the chanel? I think they are seriously helpfull.
I'm already doing that. I'm still at prefabs.
they are the ancient scrolls of aciek, you have to perform the ritual of google drive to grasp the wisdom of it.
🇹 🇭 🇪 🅰️ 🇨 🇮 🇪 🇰
Oh man I figured out how to get the ladderdi working! It's really cool, the animation even scales with the size of the mesh. It was a pain to get it to work at first, turns out when I place it and get it sorted, I had to then flip it upside down and it worked
Between that and the amortizers, I thought they were programmed in to the objects themselves before I used the dev tools, I didn't realise that they were boxes/meshes you could scale over any object
Pretty common misconception
Ive seem lots of maps with non-interactable ladders etc.
fun prank when you jump off roof to jump pad but its missing logic
I feel like there's a map idea there. A God of Mischief screwing with you... a Loki type character if you will.
Walls with no collision, spike traps that are actually amortizers etc etc

does the editor currently support setting up audio settings for exteriors? And placing distant sound emitters? Because playing the main game I can hear a lot of different reverbs when outside
hey @fading coral I was able place some ambience on my level by placing ambient_sound_area and some room_logic
in event_group in room_logic attributes I used one of the ambience samples
Hey guys, how long does it usually take for a newly uploaded map on mod.io to get accepted? I uploaded a map for the contest and I just don't want to miss the deadline so I decided it was best to ask here on discord.
@haughty boughwhats your map name
Hey hello @past canopy it's Forbidden District.
Your map should be live now
Thank you for looking into it, I just wasn't sure how the deadline works.
Awesome.
Thanks a bunch
You wont have any disadvantages if your map is "on hold"
Oh good to know, I wasn't sure
My map is invisible since last thursday when I last updated it.
I read that the devs are preparing a hotfix patch for something related to maps, could that be causing it? Just asking to make sure it was not something borked on the file (I am uploading from WLAN so I worry about corrupted files)
If you have been using dl_slums or any dl meshes on your map then that causes it to be blank at some spots
Devs are "probably" updating rendering this stuff i think..
Yea I also get missing terrain texture when I redownload my map from the launcher. I am sure they will fix it soon
Cool so I can also just hide the level until they fix the invisible mesh bug. I had no idea it was only dl1 slum models so when I tried other custom maps I thought my game file integrity was bad.
Btw how did you get your map approved so fast

Em. I see only 5 maps for contest. Hmmmm.
Oh
I thinked that I can send the sixth and just win xD
I see that you made a great maps. I propably can't compete with them ... yet. And still I can't subscribe them and play xc
yo, can you approve my map real quick so I can hide it?
I just want it to be there just in case, I will update it again tomorrow
and then a last time before the contest ends
How long does it usually take for a map to be approved?
No idea tbh
Got mine approved just now so I guess 1 day
where are your buildings
Playing via main menu map makes them vanish
Play with Dev tools and they will appear
and lighting is broken via main menu?
Everything is broken via main menu
Nice walls
I'm seeing terrain textures and I'm crying because I'm suck in it xc
I will not make "Harran Slums Hospital" on time xc
Terrain was a very difficult part for this map
Over a month of work and it takes revision every now and then
And I tried to make the mod in less than 2 weeks xD
I was making this from the start of the contest. Tho I did have weeks of not working on it due to exams n shit
How to add missions to the map because the shared map does not have missions as they are in the editor?
We are relesing hotfix for missing meshes from DL1, stay tuned
We are trying to approve maps in less than 24h
Alright.
Thanks, btw any chances we might see more dl1 meshes like cars
Yes and maybe not only from DL1 😉
E3 or Bad Blood 😈 that's my guess
call of juarez meshes when?
🙈
👀
It would be funny to shoot zombies with rewolwers, carbines and gatling gun xD
I'm waiting for firearms from DL1
selamun aleküm
I found a major bug with animated doors: It works in the editor (map started from the editor), however when the map is played from the main game, the door won't function. The animation of the character opening it plays, however the object won't move.
I just noticed this on my submitted map, I hope I can still upload a version without these doors before deadline
If you have animated doors (switch) check if they work in the mod.io submitted version of the map. If they work in the editor they might not work in the submitted version.
yep I checked, movables dont work
also opening containers wont display animations
yeah, cause of this I had to rework my entire tower 
I just deleted all animated doors and uploading new version now
I had quite a lot of switches for elevator doors and puzzles which didn't work
had to dumb down my entire project
oooh ;/
did you upload version before changes on mod.io?
maybe if they will pattch movables it will be working fine
nope, had to delete it all
Guys, Military Airdrop THB-04B at the too of Houndfield (old villedor) near the Saint Joseph Medical Radio Relay is glitched, i've opened it and taken all the items inside however on my map it shows up as incomplete but it shows up in my journal as completed.
The nightrunner hideout next to it keep going inactive too and requires me to activate it again but is also showing up as completed in the Journal.
ok
@cloud ether sorry for ping, but I still can't open tools
I turned off windows defener, verified game files, nothing helped
Anything I can do?
wish i could help right now, but there is some issue with windows defender I can't help right now
I'm sure it will be soemthing on scope of devs first thing tommorow morning to adress and fix
ahh sad to hear that
I have some major bugs to fix and not much time left :/
@turbid holly you wanna dump your crash log here? We might be able to help?
what is that and how do I do it?
Well, firstly, are the tools crashing when you try to open your map, or when you try to get to the tools menu?
when I try to get to the tools menu
I can't send pictures
But I have 2 erorrs
first saying there was error with updating editor_devtools_x64_rwe.exe
second error saying Dying LIght 2 has virus or something like that and there is (0xE1) at the end
that makes me assume it's same issue we had with base game on hotfix today
we can see this issues today may have caused a lot of issues for you guys with finishing touches, so we'll see what can be done so you can finish it in time 
I was asking people and I think I'm the only one with this issue, other folks working hard right now
Hmmmmm... I see, okay you can try to add an exclusion specifically for the dev tools .exe
I know there is 2 more people there with similar issue
that may help
@past canopy is that what you did as well?
I can't see editor exe there
I have selected to view only .exe; .com; .icd and I can't change it to "all files" like you did
yes
Uhh nevermind, I followed steps and now I see more, but I don't see there editor_devtoolsx64
Ah, that means defender probably blocked the copy from the steam install... you might be able to find it under the steam temporary download directory (it stores the files after download then moves them across). It should be under C:\Program Files (x86)\Steam\steamapps\downloading but you'll need to figure out what the id is for Dying Light 2 (it could be 129576 but I got that from a quick google, I'm unsure).
You could, if you're brave, add an exclusion for that whole folder... but you really should remove it when you're done.
Map opened!!! 😄
instead of adding files, I added whole "bin" folder to exclusion
cool I also rebaked everything in my map and reuploaded it, I hope it will work fine with the new update
my objectives were completely broken but maybe that happens only when you launch custom maps through community maps ingame instead of doing it through editor, I am not really sure
just to confirm, the deadline is a little over 24hrs from now?
25 hours from now
https://twitter.com/DyingLightGame/status/1679513269046763522?s=20 nope, the site had the wrong end hour
lol, good to know
ah okay 🥲
When I start my map from editor all works fine, but when I start from game menu I had weird grey screen and map is unplayable
It happend after updating my map. Spawn point is in the exactly same spot, terrain is locked and builded. I did everything like last time.
I can't send screenshot to show it better...
There are a few maps experiencing similar issues, mine completely crashes the game if you try to load it from the menu. You don't need to worry though, see Rafał's response here.
yep, he was talking with me
Good to know it isn't only me, I kept thinking I borked the upload somehow. It's unfortunate that people who don't use editor probably don't know what is happening when they load in.
@turbid holly please update your game, we just patched this defender issue for devtools
@past canopy same bruh
And we will also extend end date, I'll announce in a bit 😉
extension by how much? 😳
Monday, <t:1689343200:t>
thank you for the info 🙏
btw, can you talk with an admin on mod.io to check when they'll approve my map, it's been almost a day now since I posted it and still not approved
🗺️ Happy Friday!
We have just released mini fix for Developer Tools related to false alerts from Windows Defender.
Because of this issue, we are extending Return to Harran contest deadline, and give you extra weekend to polish your projects!
📆 New deadline: <t:1689602400:F>
let me call them on my peppa pig flip phone
dont stress over it, whole thing is in progress 😉
Does the fix contain fixes for animated doors not opening?
it's just for this error with Windows Defender.
that prevented some people from downloading update
I got it working from yesterday and gladly today no problems 🙂
can we update map after deadline or it will disqualifies map?
of course your map won't be disqualified, it's just juries won't review updated build
Wait fr?
So like if I release an update after July 17, before the judges play with it
They won't look at the update build?
They play last build released before deadline
Damn
pending approval
Does approval from moderators effect this?
Like if I submit my update at 5:59pm on July 17, and it gets approved at 6:01pm, will they play my update if it was approved on a later date
Alright, that's reasonable
Can anyone from techland help
i have one last update to upload
but its giving this error
this isnt in the FAQ so I might as well ask, whats the difference between custom levels and stories?
The stories is a node based system to create quests for a map
ah, right
I consider playing your maps guys with streaming here sometime this week, so I can give my points to them 👀 if you want live reaction haha
Ooooo that would be fantastic 🙂
Hi guys, is there a section for Dying Light 1 mods? I'm working on a mod and I'm super close to finishing, just wanted help with hopefully a small fix.
I'd love to watch the stream and reaction
Maybe wednesday afternoon 
👀
Btw if you do plan, I think you should play via Dev tools instead of in game menu.
So many things are broken there
yeah, my map should be played via dev tools for best experience
ay
Its always nice to see how others perceive the map
and if something should be changed to make life easier for player
can't wait to play your map later this week
I'd do it now, but I'm burnt out from dl2
ikr its been a grind, need some rest
I'm gonna 100% FF16
Im going to finally play Forever Skies
yoo no way, I've actually been interested in that game for a long time too
bit over a year now
lets create the following 1:1
you script buggy n stuff and i build map

We dont have the technology 
When theres mesh import I try to get buggy running again
now I cant even drive it properly
use the bicle scripts
for turning left and right
increase speed and add different sound like engine
ye crossed my mind but bicycle is hardcoded af
Didn't someone figure that out?
Nop
I swear I remember someone importing like a gun mesh in modding server
Oh mesh import. Yes theres kinda way but its bit broken so I rather wait for official support
how do i access this?
Access what
developer tools
Get a copy Dl2 on any pc and download the free developer tools from the dlc section
i have it installed and now what?
are you on steam or epic games?
"The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human."
epic games
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer-tools you first need to install it from here
ive got it downloaded and in library
now you should be able to start it, not sure how it works in epic games, so it either gives you the option to do it when starting dl2 or there's a direct shortcut for it
theres no option to
For epic games, there's a different method
It has its own exe to launch directly from
So go to your root dying light 2 folder where game is install
Go to Dev tools folders, show me what it looks like there
looks like this
Lo and behold, the answer is in front of you
Look at the batch file called run editor Dev tools
I think just run it as administrator to make it 100% working
should be able to start it without administrator 
He can but we must be wary of Dev tools
Usually running as administrator means the program won't have issues running
he should indeed, this is my crash log for my map lmao
370 crashes


@cloud ether I want you to see my pain
Bro started his villain arc
Dev tools crashed enough on me, it is now time I crash the tools

where can i find this folder
Logs?
yep
Just go to work folder inside Dev tools folder
I think it's there in the (out) subfolder
bruh
xddd
just today alone I had 17 crashes trying to rush and finish some stuff on my map, 2 of them were caused because I ctrl z too fast
try to find all the Chickens I placed around the map 

Announcement of winners is still on friday? Or is it shifted to monday, because our deadline was shifted?
@cloud ether btw if you will play Forgotten Island pls ping me. I will gladly watch it
shifted to monday, some people wanna play on weekend too 🙂
I'd love the see you play my map as well
I'll be tryin them all 
hope you are ready, my map is a bit challenging
I cant wait to see them +W the adrenaline show 🤣
when is it scheduled because I would like you to play a updated build of my map and I can do some extra
I think she'll play the contest versions of the map
anyone know if theres any assets for doing snow and ice in the DL2 devtools?
I wanted to maybe do an ice covered map
Your map live yet? I cant find
not yet
Not approved?
not approved
@past canopy
💥 
can be done later
I need to fix some stuff either way
I have a weird ass mapstart location and forgot to tweak it
it's kinda funny way to start it tho
you run through a very wip way out prison and fly to slums
There is nothing to approve
anyways I like this gigantic thing
Sweet
wtf ok 
uploaded mod data 2 times and it wasn't supposed to be like this right?
I think I'm fked
do you mean no map to approve at all or is the reply specific to bub ross?
Nothing to approve yet
Everything is approved at this moment 🙂
I'm helping them out as well, less work you have to do!
Unless you have approved the "updates" for our maps
I have uploaded 1.3 of my map on sunday, however the mod.io page shows:
Is the "windows" file the one that players download?
Because the "source" appears to be over 300mb, while the windows file is 50mb.
My map shows it had 0b file size for some reason
Is 1.3 still going to be the file that will be evaluated? (It was sent in on sunday)
there is a snow decal that could help, It should be in this one decal_flat_round_a
ok, maybe I should do another idea? return to Banoi (dead island 1)
could be fun to make a beach resort but make it look like abandoned for 15 years
1.3 of my map was just approved, thanks!
Roll call for @frail scarab @plucky nexus and all other modders who want to see how awful I am with playing community maps
gonna be in vc streamin
yooo
@alpine lynx get yo booty here too
join mine
mmkay
ok sec
im airborne in forever skies and cant land
pirek is afk a bit
oh
ok
ME BACK
Yest, and Windows is more optimize in file size than Source files forproject so this is the reason while is 6x smaller
Btw rafal can I forward you the file for my map
I really want the final version to make it but due to issues before deadline I couldn't do anything
@fading coral tried your contest map today - as someone who likes to collect things i enjoyed it!
then you'll love finding all the chickens with their notes in my map 
im in a similar boat to teo with my map! 😅
I was able to upload my map before the deadline, but then it got denied-- so i tried to reupload and the upload didn't seem to go through to mod.io? but then when i sent people the updated zip it worked fine
last map contest my map also didn't work when i uploaded it, i think my uploading is just messed up somehow
yeah, my map is also messed up, just got a friend to confirm it, 3 of the 4 parkour challenges are missing and the chickens in my map do not have their notes 
i'm just glad that bub was able to get my zip working! didn't want all those hours working on the map to go to waste
dear god... think of the chickens
the chickens are fine, but their notes are gone 
Each one told the player important stuff that can be found
thanks! Did you find all the teddy bears?
I missed one but that's because I had to go for a call
One in yellow bucket haha
The military car one got me tho haha that was well done 
I placed several yellow buckets so the player is sent down various routes.
did you livestream?
Not today, but i may do some community maps on sunday perhaps
If you do please follow the objectives... Things tend to get a lot darker at night 
speaking of night, my map actually looks best at night, and that wasn't even intentional
There should be 5 places in the competition in the category "Return To Harran" and 5 places in "Prison Heist" ;v
Hey guys, I've noticed that for some reason when I load my custom map through custom map menu instead of C editor my objectives do not work.
I've subscribed to some of the other older maps created by other users and objectives would work just fine.
Was there something I could have done to fix that or should I just wait?
I don't see any errors that could be causing it and in C editor dialogue and objectives work just fine so it's not that important.
Did you specify startup quest and map?
I think I did, starts up just fine and quest goes as it should with conversation and quest markers. When I launch it through the editor.
Startup quest has the starting gear and skills specified, and npc has the correct animation if I do it through the editor. But when I load it through community map browser ingame, I just spawn without inventory and no objective, map and enemies load fine.
It's a bug I think
When Pirek played Cock map from game menu, she didn't have any quest to follow, but map started from tools worked fine
Alright.
my map for some reason defaults to an empty story node instead of the one I gave it on startup 
That's just bizarre... I imagine they know what's wrong though, we're just gonna have to wait for another patch. Count yourself lucky that it runs at least 🤣 "What Remains of Oldtown" straight up crashes the game if you try and launch it.
well, my map when started from in-game has no quests, the containers cannot be opened
Also, that might've been a bit too much vegetation lmao
In hindsight, probably... As soon as they start giving optimization tools I'm going to go ham. There's no reason the game shouldn't be able to handle that level of detail, there's arguably more detail in the base game, vegetation just takes up more screen space is all.
if everything worked as intended I had no story on your map Rabid
and map was very poorly optimized, I had something like 30-40 fps, when usually I have 60+
The map is heavily optimized... there's just no LOD system yet - which I can't do anything about unfortunately 🙃
There's around 150k objects on the map "What Remains of Oldtown" (for comparison, the map "Forgotten Island" has around 11k objects - I think that's yours, correct me if I'm wrong 😄 ), which would be fine if the dev tools had any sort of LOD control, but those objects are just always spawned by default. Honestly, it's a miracle it runs at around 30-40 fps as it is... it was running at around 15fps before I did a performance pass.
In terms of performance, there's occluders up the wazoo (see diagram):
- Dynamic occluding (these are occluders that disappear when you get closer to them)
- Sub-terrainean occluders (these are occluders that exist below the terrain)
- Each building is fully occluded
The forested areas have dynamic object spawning, when you're more than 100m away from any forest chunk all objects in the forest except for the base trees are de-spawned.
As soon as we get control over LOD, then I can go in and set LOD for all the existing objects to ensure that they are de-rendered when the player isn't nearby.
Beyond that, once we have the ability to import our own assets I can go in and set up imposters (https://www.gamedeveloper.com/programming/imposters) for all of the trees, so that they do not occupy so many polygons - buuuuuut, I need Techland to implement these features before I can go and do all of this.
TL;DR - map is as optimized as it can be without more support from the Dev Tools team at Techland
I tried 😔
yep I know limitations of editor, just saying it was laggy for me
and I think I tripled quantity of objects on my map, I can check it when I'm back home
Don't get me wrong, I'm not trying to say having more objects is better 🤣 . "It's not about the number of objects, but how you use them"... or something like that 🤣🤣
I'm just trying to explain that I've done about as much as I can for now with the tools limitations to optimize... the only way to boost the performance at this point would be to drastically reduce the size of the map... but then it wouldn't be a re-creation of Oldtown, a "Return to Harran" if you will - so it's a catch-22.
Ngl it would've been nice to have OT meshes as well
This contest focus seemed to be only on slums
I honestly the assests from Old Villedor would've been a lot better used for OT than OT assest
Ot does have some nice metal roofs tho
I'd prefer them a lot over what we currently have
Also the Turkish architecture for some of the market areas (don't beat me if I got the name wrong)
I really hope they give us asset import 
Ngl I was surprised how many more options dl1 Dev tools had
I wondered why we didn't get even half as much as those features
To be fair, it wasn't so when the Dev Tools first came out, a good chunk of the features we're asking for again were added later (like asset and audio import.)
I hope so
But I would really love to have modding tools as well, maybe for texture Editing.
Also an animation editor
Results will be on this Monday, due to deadline being prolonged by a weekend
Nice. I want to know who's the best, learn and try next time c:
Bub
I have noticed that my map does not have the console files shown as live on mod.io. Then I checked the files menu, and there is an option to set the console files to live. Am I supposed to do that or is that something done by the devs?
i need a weekend to play 5 more, but so far i am floored by amount of work you guys put into those
amazing!
Yeey I am happy you enjoy it 😄 This game is so good to make maps on, all the movement possibilities, I just love it
Has anyone gotten this node to work properly or know any alternative? The weather part doesn't do anything even though it used to. The time part works fine.
Try SetDayPhase
I think if you increase transition time value it gets fixed
I had the same issue
Increase transition time to 10 or 30
And it got fixed
funnily enough that was going to be the next thing I tried imma test and see if it works
Lemme know when you do
That's how I fixed it on my map which changes time of day frequently for the main demo quest
Sorry for the delay, I got sidetracked.
It does indeed work, thanks, but 30 is wayyyy too long.
I will try something shorter.
Try 10
I tried 5 once but it was broken
ah so I see the transition time, needs time...
thats a problem since my map starts outdoors
before an update, having it at 0.0 started the map at that weather and time instantly
I wish it stayed that way
I have to go so I can't test further today but at least I got somewhere
Hi guys, I'm wanting to change the name/description of a machete, been searching through data0.pak\scripts but don't even know if that's the right place to be looking!? If anyone could please point me in the right direction that would be amazing!! (hope its ok to ask this here)
weather worked fine for me, maybe some weather types are just broken
consoles doesn't support custom maps yet, so I wouldn't worry about that
I was wondering if that is an automated thing. Because Ithink all other contest maps appear to show console files, except mine and another one.
Depends what machete you want to change. Check inventory_weapondefinitions.scr in scripts folder.
For example shoelace machete is the first item in the script, wpn_1hs_mach_a
Change
Name(”machete”);
Desc(”this is a machete”);
thanks for answering me! didnt work unfortunately!
It works trust me 
It works, I trust Bub
im trying to change 'Reload machete' to 'Kunai' currently-
Name("&wpn_1hs_mach_j_n&");
do i need to change it to-
Name("&wpn_1hs_Kunai_j_n&"); ?
or
Name(”Kunai”); ?
Correct
I mean just "kunai", && means theres string for it in bins
Used to work instantly before but now a transition time needs to be set for some reason. I don't think any weather works without it.
I think maybe the code is being slowed down?
Nodes are blocks of codes afterall
Maybe it needs a little room for breathing
So transition time helps
this shit is really starting to confuse me
for some reason after a little bit (like 30 seconds or so) it goes from being overcast to sunny again
w h y
I have a freezetime node so I would assume it would stay overcast
tried it boths ways still nothing unfortunately, will keep trying after work tonight!
do you have FreezeTime after every weather change?
on my map I used only once FreezeTime at the beggining while setting up player skills
can you show your nodes?
dunno if you’re still planning on doing a livestream for maps but if you are is there any chance you could play the .zip file (https://drive.google.com/file/d/1_xWaSOoGD6cgXUQhSBjaoatqg415QYub/view?usp=sharing) for my map? my mod.io upload for the contest is busted, whenever i upload there my maps crash and sendin people the map file directly seems to be the only way to get things to work 🥲
sorry i realize it’s kinda a hassle that way
does anyone know why scaling by extents is not working for me?
maybe it is a prefab, prefabs cant be scaled in a single direction
and always change moving mode to local in attributes tab
oh you saved my life thanks 😍
I plan toainly go for maps that are part of contest today, maybe I'll do some general community maps in th future as well
hopefully my arena isn't too hard, I did kinda design it to be a bit difficult, but I did fill the map with good loot to make it easier, just in case
Also, don't forget to play my map from the editor
if i had a penny every time you said that past week
i could go for free mcdonalds
💀
noice
i really can read if you say it once 
you can never be too sure
gonna be live in like 5-10 minutes at https://twitch.tv/sheriffpirek playing community maps if you want to see how horrible I am 
so are you saying to put freezetime before? idk if that will work but I can try
that 100% does not work in the slightest
but it was part of the contest, it just broke on upload 
bro gotta get that free advertising for his map
And couple other brochachos
Bro gotta triple check
when i start my map theres nothing there that i placed
You likely have all your assets inside sandbox instead of workspace
when booting the editor the "active" part of it is the "sandbox". Anything you place is in the active part. To put stuff into the "game" you have to right click on "level" (the opposite of "sandbox") and press set as target.
I think the purpose of the sandbox is to have an area to place and arrange stuff and move it into the map when ready, or remove map from the map to edit it for longer periods of time
looks good
maybe experiment without using minutes, only hours?
👀
Official Contest Winnerz:
Congrats everybody!!
GG and congrats guys 

GG guys, it was absolute pleasure trying out what you were cookin
And belive me it was a hard choice on voting today for all of us 
I can imagine, there was so many good maps
and people are getting better and better with the editor
gz guys
Congrats
From announcement post: "Winners will be contacted via mod.io."
So keep eye on your modio inbox
Remember guys, if your maps have any chickens, you owe me 5% of your winnings, per chicken
Pirek can confirm

I saw chickens in your map
I personally was huge fan of the chickens on your map
Kinda curious, did ya find the 4 parkour challenges?
Yoooooo
bruh
Idk why Lunar Heist win,like nothing to do with the prison heist but congrats 
Its the 'Heist' in the name lol
tbh its just an amazing map, even if it didnt fit the category it still deserves a spot somewhere
Nah, that's what categories are for, stick to them ,on techland.gg they sey "Prove to us that you can create a better prison heist." so imo its unfair
Tbh, I havent played it and really want to get around to doing so, but from the full playthrough bub posted it definitely fits the category in terms of structure
At the end of the day it doesnt matter the category anymore, you succeed impressing the devs and thats it
tru
also did they remove the developer role from this server crex
Thats why im not surprised that some maps however are not even identical the contest's title or anything else
I wonder if it got deleted
dang
I left awhile ago but came back since I didnt know how they were gonna contact me lol
and now no role :(
I will look into it
oh yea I got the message from them on mod.io
I just didnt know how they were going to contact me if I won so I rejoined
well the last comp for dl1 didnt have mod io so I wasnt sure
so they gonna message you there
yup
dl1 is different than dl2
I know crex lmao
Im just saying I knew there was some rule in the contest that theyd select someone else if you didnt get back to them
didnt want to take any chances
Of course, your effort - your money, glad it works out like that having and using discord instead
That's why there is a general theme of maps as at the end and so everyone can win?
its a general theme, not a strict guideline from what i understood
Prison - building looking like prison / zombie waves / defeat enemys etc
i dont think that anyone must rebuild harran prison nearly 1:1
and we had no rules
so its stupid anyway
ye I think the gameplay of bub's fits the prison in that way
both the prison and Harran serve as inspiration of the contest
so as long as it has the concept in it
i got your frustation its actually r3tarded af when techland is doing contests without rules or less wording to the exact needed requirements for the win or chances increasing it
We are supposed using the tools instead modding the entire core game structure
so of course its unfair towards others somewhere
but i had this discussion already on another server so yea..
aslong there are no rules nobody cares
So techland is a big company that can't grasp the rules of their own contests. bruh
and you are being unlucky since you dont know how to mod
Obviously
I didnt want to recreate anything so I just tried to take the main idea of prison (linearity, combat, arenas -> reward) and implement it in different setting 
there's much more tl can't grasp by far
thats the way I went with it too
Also gib makmaker role if it exists anymore, Im tired of this nick colour
people could technically say my map is more dead island esc than harran slums but it takes inspiration from dl1 too
I think one of the youtuber videos said it takes after the density of dead island's moresby
yayyy roles
sweet ty, blue nick
the blue is nice
As i said; techlands words and the requirement of something else dont go into the same direction as a result
I actually kinda like the lax rules tbh, it allows for more creativity i think
which of course confuses people and making them mad turning out it was meant something else
ye I get how that could happen too
That is not the actual problem
Of course more freedom and creativity is nice
but imagine you do a contest where its about creating as example "arena" and somebody is making a map which contains basement combat only
both are not the exact same things
ye, but I feel like the arena is more so describing the gameplay contained
if the basement is an arena style map then its fine imo
but i get what your saying
and please for god sake we should get sounds and music
YES
We cant mod custom maps because TL disabled most of the scripts 
yea kinda like that
the atmosphere in my map would be soooo much nicer if we had ambient sound zones
i dont care what they disabled, give us the possibilitys back - that simple
when wwise tool
and i think that "copyright" is an excuse for delaying other stuff about the devtools
Yup they should. Its limiting af
rabid and I were talking about it and we think it might be that the Wwise license doesnt extend to 3rd party users and mods or something
so they can use it in the base game but technically cant allow people outside techland to use it
licensing is the simplest explanation at least
Im not sure, I think they meant audio import would require license?
I think theres some other reason why audiopointemitters are not working in editor
I mean yea it could just be that something broke
but its weird that they wouldnt have fixed it yet
I just want the dev tools to be the full package 
ape etc be like
grabbed from audio prefabs, working fine
open ape
try to tweak event name
event name empty, not working anymore, f u mapmaker
honestly the funniest thing is the sounds and stuff are in the editor
we just cant select them
Yea cant edit it in editor. Gotta do it in notepad and then open -> save and reload
But what about the music stuff AAZ_Music etc?
Couldnt find any names for them or else we able using any music
i dont know where the AAZ stuff is hidden at
Here is a thing, main theme for Prison Heist was , to quote from website, "30-minute mission. New map. Small scope. Dense gameplay. Prove you can make a better rendition of the Prison Heist. "
So it didn't have to be 1:1, it was about the overall vibe of this beloved content
But the contest's title was saying something else
make it on island, make it in space, but if it give you same vibe it's fine
"recreate the prison heist OR do it better"
recreate means for me 1:1
do it better = do something else
I have website right in front of me
ye
I get that for some those rules may have been too loose
but on the other hand, whats the point of creative challenge, if we would limit your creativity?
Each person who judged maps looked at them from bit different angle, so final score was for overall expereince playing them
if it said "recreate 1:1" i can imagine some people would find it tedious
If you guys really think we should be more strict on our rules, and how we judge in contest, we can
....
Recreate prison 2:1
Its about the wording
everything is 2x bigger
basically
"hey we have a contest for you to make stuff
if you have no idea what to make, take this concept as inspiration"
I'm ok with it
but then I am afraid it would cause more fighting like "reee there was no giant chickens in dl1, you should disqualify this map" bs
"recreate prison heist" also people: "oh so 1:1..."
meanwhile it could have been written "recreate the prison heist with your own creativity"
I feel called out

recreate the following..
Personal attack 
Walking simulator 
you just quote an asset that was on social media
we can't squeeze all the rules and description in one picture since no one would read it
hence it was bit more expenaded, givign general idea on website
Pretty sure seeing the prison but ooold would've been cool asf
One way or another, if you guys really want to have more strict rules - again - we can make it so. But I wouldn't want to muzzle the creativity that was shown this time







