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Lemme fix that.
And tackling lasts for 5 seconds or so, and is quite satisfying.
There is no extraction. We couldn't animate landing ship within engine using the modding tools at hand.
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.
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.
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.
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.
If you can't hear it at all, then I'll check it on other machine.
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.
Did you bought retail copy, or digital copy?
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.
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).
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).