Dying Light

Dying Light

Red Dead Planet
29 Comments
bearishplane17 1 Jul @ 12:37pm 
Last comment was over 7 years ago.

Lemme fix that.
John Meadow  [author] 5 Apr, 2018 @ 9:23am 
Try punching with free hands. If I remember correctly it should be more powerful than shotgun.
And tackling lasts for 5 seconds or so, and is quite satisfying.
Lar Dass 5 Apr, 2018 @ 6:56am 
Its cool. I did find it pretty fun running really fast from volatiles and zero gravity drop kicks were super fun!
John Meadow  [author] 5 Apr, 2018 @ 5:58am 
So sory to hear that. We will update the description, so people should be more aware that it is a sandbox mod withou ending.
Lar Dass 5 Apr, 2018 @ 2:53am 
Oh right i was just waiting on a massive rock like 8 minutes lol
John Meadow  [author] 5 Apr, 2018 @ 1:58am 
@LonePairDoner
There is no extraction. We couldn't animate landing ship within engine using the modding tools at hand.
Lar Dass 4 Apr, 2018 @ 1:23pm 
i have a question, how goddamn long does it take for extraction to reach? or do they never come?
John Meadow  [author] 7 Jan, 2018 @ 2:21am 
@jkbaugh18
You have HP regeneration, super strength, low gravity, and air strike.
Yes. It is impossible to win this map.
As a reminder. This map is done in 48 hours during mod making competition, so there isn't much you can expect, sorry if you are disappointed.
JosephBallin 6 Jan, 2018 @ 7:59pm 
rais' guards killed me when they should've been my "teamates" then i couldn't use any weapons except for the throwables and kept on dying from the volatiles
JosephBallin 6 Jan, 2018 @ 7:57pm 
this map is fucking terrible i died, lost everything, then couldn't protect myself from volatiles
John Meadow  [author] 20 Jan, 2017 @ 11:22am 
As for references. Well the soviet theme is dictated from intro. And you got it perfectly. The music is actually Soviet anthem (1944–1991) similar to the modern Russia anthem.

The only two other intended reference is the monolith (Space Odyssey) which is Lenin's space mausoleum - frozen in carbonite (Star Wars). And obviously, weird monsters on Mars is kind of Doom reference. If we could make second map it would be in spaceship (no gravity) and third map would happen on Phobos (super low gravity). That would be definitely Doom.
John Meadow  [author] 20 Jan, 2017 @ 11:22am 
Really glad you enjoyed this map.

I believe you haven't seen the intro movie for the map https://www.youtube.com/watch?v=FurFB5X0VEk

From what I have seen in your playthrought. You enjoyed the superhuman part allot and that was the main point here. Regenerative health, super long tackle, high jumps. Try normal kick and punch they should produce interesting results as well.

And as usual you and everyone else finds those levitating rocks in like 1 minute. And I haven’t seen them during 20 hours of testing.

There was no tall buildings because it was supposed to be a mars colony. It is like they say. If you can't make it, then fake it with story I guess.

As of future developement. Unfortunaltely our tema was a one time thing and I have not enought time to solo this out to the end.
DewTheDill 19 Jan, 2017 @ 8:48pm 
I had tons of fun playing this map. The low gravity makes for some great moments.
To top it all off was the airstrikes, that was a thing of beautiful to see zombies blasting off into space while on fire.
I did a playthrough of it on posted it on youtube. Also i may have overthought a refrence that you guys put in there about the Berlin wall being torn down and the fall of the Soviet Union.

P.S. Could u add a few high buildings with zombies on top so we can kick em off, that would be freaking sweet.
SKUFSLAYER 26 Apr, 2016 @ 11:08am 
10 communistd of 10
Jeremy 4 Mar, 2016 @ 4:21am 
I literally can't hear it at all... Would love to get into this map, but I guess I'll wait till it's fixed.
John Meadow  [author] 2 Mar, 2016 @ 12:05pm 
Combat music and general noise can make custom VO hard to hear. I tried to make the VO to mute other sounds but I had no luck.
If you can't hear it at all, then I'll check it on other machine.
Jeremy 2 Mar, 2016 @ 10:23am 
I couldn't hear the custom VO? Is this a known bug?
John Meadow  [author] 30 Nov, 2015 @ 11:25am 
SlenderDan, thanks for your interest. It is our 1st mod ever and we are surprised by the popularity.
That is why I have just spent over 28 hours straight adding audio dialog, modifying map, scripting and adding soviet content. At the moment our artist is fixing some map issues and optimizing mod size. We should have version 0.8 ready today (in 4-6 hours).
Version 1.0 will be available after 2-3 weeks, simply because our voice actor is away and is not able to record anything. So you might want to check version 0.8 as it comes out.
SlenderDan 30 Nov, 2015 @ 11:08am 
Hello! I want to appluad you on the success of your map so far! My name is SlenderDan, I film playthroughs of ALL Dying Light Custom Maps for YouTube. I haven't played your map, because I noticed that it is still in progress. I can't believe from the screenshots, that you only made this in 48 hours! It's awesome! I want to show your map off in all it's glory, so I was wondering when you'd have the finished version released? Roughly? I can't wait to play this!!!
John Meadow  [author] 29 Nov, 2015 @ 4:32am 
iamfeargaming I'm not an expert here, but I'll try to help You.
Did you bought retail copy, or digital copy?
Zuccy 28 Nov, 2015 @ 7:54pm 
Can somebody helo me i bought dying light but it wont download and now it says i have to buy it again
John Meadow  [author] 24 Nov, 2015 @ 6:37am 
Mr.Q. No ja licze na to ze się pojawi. Szukałem wczoraj i nic nie znalazłem. O ile się nie mylę to wasz mod wygrał, bo trudno bez nazw było zapamiętać. Gratuluję świetnej roboty, bardzo nam się podobał koncept, chociaż osobiście nie lubie ger tego typu to i tak uważam że był najlepszy.
John Meadow  [author] 24 Nov, 2015 @ 6:33am 
Lord Calamari. We really wanted to change zombies to be more soviet-like, but tools did not allow this, and making completely new model consistent in quality with the one present in the game are just no-go on such short event. Anyways we will add voice-over for main hero where he will comment on the situation and guide through “quest line”.
TNZ 24 Nov, 2015 @ 2:18am 
Dobry projekt pozdrawiam :D Hackaton był spoko, za niedlugo tez udostepniamy nasz zakrecony pokój :)
Lord Calamari 23 Nov, 2015 @ 11:31pm 
Hey, thanks so much for your reply. It's amazing that you managed to make this map in just 48 hours!
John Meadow  [author] 23 Nov, 2015 @ 12:12pm 
3. Ok the last part is jump height. This was weird because I thought it is handled by gravity as well but it is not.
In file:
(mod name)\data\skills\default_levels.xml
You will find:
<prop n="JumpMaxHeight" v="3.00"/>
<prop n="JumpMinHeight" v="0.50"/>
I don’t remember original values but basically this is where you change jump height.

I assume you already know that you can unpack any files from “Dying Light\DW\Data0.pak” file with zip or rar , and from that point the game will use any of unpacked files instead of the one in Data0.pak

This took multiple comment. Anyway I hope it helps.
John Meadow  [author] 23 Nov, 2015 @ 12:12pm 
2. As for player there is a file (mod name)\data\odephysics\generic\odephysicswalkfly.phx where you can find line SetExtraGravity(0, -7, 0).
This is gravity for jumping basically. Originally set to -7 for some reason and unfortunately it does not work in mod from steam workshop. Game should use the moded file but does not.
I have talked with one of the engine authors and he said he will try to fix it.

So currently you are playing with original -7 value. Which is fine from gameplay point of view, but inconsistent with ragdoll physics. If you would like to try this player gravity anyway, you can copy the moded file from:
(mod name)\data\odephysics\generic\odephysicswalkfly.phx
To:
Dying Light\DW\Data\odephysics\generic\odephysicswalkfly.phx
Bare in mind that this will change gravity in normal game as well, and will give way to much air time than you would like, so you better change the value to something like this: SetExtraGravity(0, -5, 0).
John Meadow  [author] 23 Nov, 2015 @ 12:12pm 
Thank you for your interest making the mod took only 48 hours so we really appreciate your comment.

Low gravity was quite problematic actually, because it is spread into three parts:

1. in file (mod name)\data\odephysics\odeworld.phx
In the beginning of file there is a line: SetGravity([0, -9.80, 0])
Where -9.80 is Earth’s gravity acceleration (9.8 m/s*s).
So for Mars gravity we would like to set the value to -3.80, but for gameplay purposes I have set this to -1.80, like this SetGravity([0, -1.80, 0])
This handles global gravity for ragdolls and items ... but not for player and animation.
We can do anything with animation, since the tools does not allow this ... yet (hopefully).
Lord Calamari 23 Nov, 2015 @ 11:06am 
Really awesome map idea, also, how did you manage the low gravity?