XaiJu
I Am Legion Reborn

I Am Legion Reborn

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I Am Legion Reborn posts

Community Launcher - Mod Manager

Hey everyone, hope you're having a good week. Just sharing another progress update on the new Mod manager code. The code now properly detects errors with IALR and other mods as they are added to the Game path/mods folder. In the future I'll have my experimental merge code try to remove this issue by converting the mod to UDT data and it may remove the issue, but until that code has been tested with every mod out there, I'm still building out the tools so users can clearly see if the mod is updated and if there are conflicts.

I'm also working on tools to communicate directly with NexusMods and allow users to download the mods from the server through the interface (may be limited to Premium NexusMods users based on their documentation). If you're not a premium member, you can always use the Nexus button to manually load and download mods using the Mod browser built into the launcher.

I've also implemented a new system that uses the date ranges for all released versions of DL1 and DL2, so the mod will state which version of the game the mod was roughly made for. I'm also working on a way to use the new experimental conversion to the UDT data and download the required data0.pak and data1.pak for that version based on the version so that Mod authors can convert their mods using the tools based on the data their mod was meant to work with. Then that data can be automatically updated and supported by my code with the latest version of the game.

Slowly but surely =) happy gaming everyone!

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Large Launcher update + Launcher Updater

Hey everyone, I have another large update for the Launcher with version 2.1, addressing some ongoing feedback and also several of the things on my checklist. You can download from the nexus for DL2 and DL1 or from the alternative google drive link:
https://drive.google.com/file/d/1UfzWlVExR66n5qcr4sS2Pk7zwG0CqIXd/view?usp=sharing 

I have also created a new Updater for pulling the latest version of the launcher from Dropbox without needing to manually redownload from google or the nexus mods.

Please be aware that this does reduce the amount of downloads for the mod and future updates I release, making it less likely that Techland will ever officially support this work or hire me.

Even though it's not much, I do still get a small percentage from the Nexus download count, so if you haven't considered yet, please consider becoming a stimpak supporter to help the project continue to be supporter as the new features continue to roll out. If not I understand but please consider endorsing the project so it continues to gain attention.

Changelog: 

Improved Installer code 

  • Now the installer will show the user which files it's processing and has a better progress UI. This also helps show that if you click off the window these processes halt until you click the application again, this is to help ensure the application remains lite on your systems so that you can leave it running with minimal system processes.

 UI Improvements 

  • Continued support of uniform sizes and formats of my UI across all the panels, it still has a ways to go but some of the very large text should be better now

 Improved code for Installer and Multiplayer 

  • I've gone through and improved the code for processing the data and getting the information the code needs to properly reflecting your currently installed mods and checking for compatability.

 Improved Multiplayer Session code 

  • The code should be able to properly hotswap between sessions and probably back up your original session a bit easier now.

 Improved underlying code for Mod Manager Update 

  • A large amount of these improvements are building towards the next major update which included mod management, merging, and uninstalling.

  • The real goal here is to create a system that allows users to realize they have other mods installed, this seems to be a large ongoing issue with users experience black screen and crash issues.

 Fix for Path is Too long errors 

  • Some users reported having issues extracting the files from the Launcher zip due to very long file names, this was from the embedded mod thumbnails cache from the nexus and attempting to name the thumbnails after the names of the mods...which some are very long. These images and the thumbnail references have been serialized with new randomly generated names so that it drastically reduces the length of the names for those users trying to install the launcher deeper in their folders.

 Fix for Audio Manager error and failure to install 

  • This was part of the previous post for the 2.0i1 test build, a few users have confirmed this error was fixed so it's being released in this new full version.

New Auto-Updater for the launcher 

  • Added a new IALR_Updater.exe as the first .exe you see when extracting. This exe will allow you to check if there are updates for the launcher and if so it will download and extract the files while backing up your previous settings from the old launcher (config.ini, custom Mod configs, etc).

  • This should make it easier to update the launcher without losing your settings and previously installed settings

 Bug fixes:

  • Fix for installer not properly recognizing the Data3.pak when installing IAL for DL1

  • Fix for error in 2.1 when switching between projects, a randomly thread error would occur where I am disposing of some of the tasking between loaded projects.

  • Added experimental code for overseas users that are unable to enter "." in the Mod config float values, instead needing to use "," when entering a value. I'm not entirely sure why this is but the code will now convert these commas back to decimal points when writing the data

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Happy New Years all

Lots of fun coming in 2025, thanks for being a part of the community here and supporting the work across so many different projects.

Since 2015 there have been 36 releases of I Am Legion for Dying Light 1

Since 2022 there have been 486 releases of I Am Legion: Reborn for Dying Light 2

Since 2024 there have been 10 releases of the Infinity Designer

Things coming soon:

- Road map for all ongoing projects (IALR 1.6, Unofficial Dev Tools, and the Community Launcher)

Updates coming in 2025:

I Am Legion: Reborn

- 1.6 release

- New world trader convoys

- Boss encounters

- New infected and NPC models

- New encounters

- New factions

- New modules and game modes

Unofficial Dev Tools

- Weapon/Armor/Item Designer (see previous post for update)

- NPC designer (updated Infinity Designer)

- GUI Designer

Community Launcher

- Mod Manager

- Mod Merger

- Mod "Collections" for installer (install curated mods)

- More Save game tools

If you haven't yet, please join the Discord community for the most updates on daily/weekly progress:

https://discord.gg/fChqurAEjR

 

Stay tuned and happy gaming!

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Unofficial Dev Tools - Loading directly from Rpacks

Hey everyone, hope everyone is having a good holiday and getting some gaming in, just wanted to share some fun progress.

@EricPlayZ and I have been collaborating on a loader for the rpacks for the upcoming Unofficial Dev Tools and here are the models and textures loading from the Dying Light 2 rpacks into the Launcher at runtime which means things like the Weapon Designer, NPC designer, the new Infinity Designer, etc, will be able to read everything from the game so it will get all of the latest updates and won't be a very large application filled with models and textures.

The Infinity Designer comes in around 7.71gbs uncompressed due to the manually added models and textures from the game, which are only about 1/3rd of the models from the actual game. So this will be much much better.

I'm already seeing where dynamically setting up the materials is going to be a real pain though, so many references for the textures are still unknown. I had to make so many manual adjustments in the Infinity Designer to actual materials

So I may have to still make the actual materials and then apply them but this is the current plan for the weapon designer, npc designer, etc. I now have around 15,000 texture mappings and 7250+ material mappings for the models inside the Dying Light 2 game, but as you can see in the video, some are still missing and will need to be manually added. Luckily all the older games don't have this issue as they have a mapping scr, that lists all the materials and their textures, so the rpack loader should be faster for supporting the older games.

Stay tuned for more updates coming next year! Happy holidays everyone

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IALR Multiplayer support is here!

Hey everyone, welcome back. You may have seen recently that the new launcher has arrived and so I wanted to record a tutorial specifically for using Multiplayer both using Discord and through private sessions. Make sure to grab the latest version of the launcher 2.0f+ and enjoy!

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The new launcher is launched!

Hey everyone, it's that time, the new and drastically improved launcher is here. It's still got a ways to go before all of the new tools and features are released but I hope you enjoy this first part of the work.

Changelog: 

  • New Launcher Released as Beta!

This means I want your help to find ways to improve and enhance the code. This is a rolling update and testing with the community, so all input is welcome. I will be adding a new IALR bug reporting system coming soon along with several other features but for now we need to make sure this part of the code is working well.

Currently working features: 

  • New Installer

  • New Mod Config

  • New Savegame backup tool

  • New Multiplayer and session tool (Easily join your friends now for coop!)

  • Mod browser

  • Mod Manager (extremely alpha stage, don't recommend using yet)

  • Support for all 7 games being added to the launcher

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IALR Launcher Progress Update - 11/14/24

Hey guys welcome back, I know it's been quiet for a few days now, I was participating in a game jam but now I'm back working on the Installer and Dev tools. Stay tuned for more updates

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ShroomJam 2024

Hey everyone, been a crazy week, I participated in a gamejam over the last 7 days with another dev and here is the final result:

Would love your feedback if you get a chance to play. More updates coming for the launcher and Unofficial dev tools soon

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Unofficial Dev Tools Progress - New community Launcher + Mod Browser/Mod Manager

Hey everyone, here is a overview on the ongoing progress on the launcher for IALR and the Unofficial Dev Tools for all 7 games (Dead Island series, Dying Light series (now with Dying Light: Bad Blood)).

In the video I showcase how the code is now able to support "mods" created by the community using the original scripts and making changes to the new written data without using line differences, rather by understanding the structure and data within the scripts.

This took a long time to reach, as the code base had to use complex regex and parsing logic to account for so many different custom scripts. Now additionally comes the challenge of supporting mod developers who have written large mods that they would like to bring into this system for ongoing support.

Background info:

As of last month the Unofficial Dev Tools fully supports 98% of the code base for the original Dead Island Games, Dead Island/Riptide Definitive games, and the Dying Light series. The tools can now read and write the scripts with ease and can create "mods" of those scripts that can be immediately written into the game without you having to do anything more than hit "Install". The code will also fully support Multiplayer and allow you to easily find your friends, get their mod packs, and get into the game.

Yes I will be 100% fully supporting The Beast with these tools, and the community is about to get a toolset that will let your mods live on past the update cycles, however numerous. The new code structure fully supports merging and modifying the mods even further and fully, and saving variations to the mods you know and love with ease. If you haven't checked out the Infinity Designer, this is a very very simple taste of some of the tools I'm building for all 6 games (7 including The Beast).

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1.3 of the Infinity Designer released

Hey everyone, hope you've all been doing well! I'm still here and working =) , 1.3 of the Infinity Designer was just released on the Nexus.:

Changelog:

2 new versions of the Infinity Designer: High and Low end

- Sorry for the delay but after many month I have created a version of the tool that is designed to run on low end systems, this had to be completely rebuilt with new shaders and materials for all the meshes so it took a while to make sure everything was on par with the high end version.

All new models and textures have been added

- This latest version now compatible with all of the new models and textures from the official updates of Dying Light 2

Various small fixes

- Added several new sliders such as Flashlight, Weapons, Hoods, with addition slots added for all major categories to support maximizing the variations and loading all presets currently in the game

- Improved sorting mechanics were added so that less of the wrong model type end up in the wrong slot. This is still done almost entire by hand though, lots of typos and wrong labels

- Drastically improved the textures added to the materials and their shaders, the materials probably now contain 90% of the ingame data. There are still several materials that are empty due to having some unknown textures referenced such as Anderson's Pants, can't find her references in any of the data.

Things to come:

- The Infinity Designer is getting a complete overhaul to become part of the new Unofficial Dev Tools now that those are much closer to being finished, and a new UI and character design approach will be coming with that overhaul which will hopefully make things much easier to find rather than relying on randomly going through sliders based on category.

- I am now able to read the data directly from the Rpacks and load the models/textures into the scene, which means here in the future this tool will go down to less than 1gb rather than it's current size, so please stay tuned for more features.

- This tool will be slowly integrated into the tools with a new process but this tool will remain available as a standalone application, so all feedback is appreciated.

- Currently some manual trial and error still has to be done when creating player models, please follow this guide to fix:

https://discord.com/channels/1215421646010191912/1215422145291886645/1227641065238953985

Competitions:

- I have several upcoming model competitions I'm putting together for events and the overhaul coming to IALR, if you'd like to participate please let me know if you're interested =) as the more people who participate and vote the more fun this will be.

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What's happening with IALR and the Unofficial Dev Tools!

Hey guys, glad to be sending you guys another message about my ongoing work! I hope everyone has been doing well. With all the craziness that was happening before, I decided to let people just see the work and love of the work rather than anymore posts from my side.

I've been quietly working on the Unofficial Dev Tools since April and boy oh boy do I have some fun things coming for you all. As of last month the Unofficial Dev Tools fully supports 98% of the code base for the original Dead Island Games, Dead Island/Riptide Definitive games, and the Dying Light series.

The tools can now read and write the scripts with ease and can create "mods" of those scripts that can be immediately written into the game without you having to do anything more than hit "Install". The code will also fully support Multiplayer and allow you to easily find your friends, get their mod packs, and get into the game. Yes I will be 100% fully supporting The Beast with these tools, and the community is about to get a toolset that will let your mods live on past the update cycles, however numerous. The new code structure fully supports merging and modifying the mods even further and fully, and saving variations to the mods you know and love with ease.

If you haven't checked out the Infinity Designer, this is a very very simple taste of some of the tools I'm building for all 6 games (7 including The Beast).

Please consider supporting my work, this passion project continues to burn some serious hours writing the tools for the community. Thank you to everyone who has stuck by my work and supported me this year, your support has carried this project on.

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Unofficial Dev Tools - Dev Status - 09 - 12 -24

Hey everyone, hope you're having a good week so far. I've been working on wrapping up the code for the launcher so I can get that released with all the new suite of tools for the community, including the multiplayer tools for joining each other without hassle.

I kept running into edge cases with my auto-heal code, which was previously designed to just capture the essentials of each script and then be able to write the changes into an already formed version of the script. This turned out to be problematic, because who the hell has the time to review every written script to ensure it was exported successfully, especially with official updates.

So I took a new approach, which is taking a bit longer but now the code stores a highly readable and writable version of the code in the ScriptConfig for that script and uses that data to then be able to export the exact same script as the original script. The goal here is that if the scriptConfig regex pattern is able to write the entire original script successfully, and a new data0.pak could be written by the engine and run in the base code, then the Scriptconfigs are flexible enough for full modification and additional content injection.

Here is an example of the data if anyone is interested, this is part of a scriptable object class that was written for storing the data for each script within the 6 games:

  • Dead Island,

  • Dead Island Definitive,

  • Dead Island Riptide,

  • Dead Island Riptide Definitive,

  • Dying Light,

  • Dying Light2

This data can then be used to check for syntax errors and compare against newer versions of the code, but most importantly, builds out a solution for the code to find and identify values within the script independent of byte line data such as a WinMerge comparison. It doesn't care which line the data is on, only that it knows what the previous values were or what modified values you want to load in and apply.

%YAML 1.1

%TAG !u! tag:unity3d.com,2011:

--- !u!114 &11400000

MonoBehaviour:

  m_ObjectHideFlags: 0

  m_CorrespondingSourceObject: {fileID: 0}

  m_PrefabInstance: {fileID: 0}

  m_PrefabAsset: {fileID: 0}

  m_GameObject: {fileID: 0}

  m_Enabled: 1

  m_EditorHideFlags: 0

  m_Script: {fileID: 11500000, guid: 8d21e3752ce5f334ebdb212ab54ffed3, type: 3}

  m_Name: sync_action_damage_presets_scr

  m_EditorClassIdentifier:

  editFlags: 0

  fileName: sync_action_damage_presets

  fileExtension: .scr

  scriptRelativePath: scripts/damage

  definitionType: 0

  filePath: ph/source/data0.pak/scripts/damage/sync_action_damage_presets.scr

  category: 0

  parsingMethod: 9

  regexPatterns:

  - {fileID: 11400000, guid: dfba0494e4b464b429858692b121b21e, type: 2}

  project: 5

  isLocked: 0

  fileSize: 8434

  scriptId:

  definitions: []

  parsedContainers:

  - containerName: Imports

    fields:

    - identifier: Imports.hit_reaction.def

      value: hit_reaction.def

      isDisabled: 0

      isUseStatement: 0

    - identifier: Imports.damage_effects.def

      value: damage_effects.def

      isDisabled: 0

      isUseStatement: 0

    - identifier: Imports.damage_flags.def

      value: damage_flags.def

      isDisabled: 0

      isUseStatement: 0

  - containerName: '"takedown_kill_ragdoll_impact"'

    fields:

    - identifier: main.SDamagePreset."takedown_kill_ragdoll_impact".DamageDefinition

      value: '"Player_HumanTakedown"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_kill_ragdoll_impact".ReactionPreset

      value: '"melee_ragdoll@damage_reaction_presets.scr"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_kill_ragdoll_impact".ImpactPhysicsForce

      value: '"0.9"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_kill_ragdoll_impact".DamageFlags

      value: EDamageFlag_Stealth

      isDisabled: 0

      isUseStatement: 0

  - containerName: '"takedown_kill_ragdoll"'

    fields:

    - identifier: main.SDamagePreset."takedown_kill_ragdoll".DamageDefinition

      value: '"Player_HumanTakedown"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_kill_ragdoll".ReactionPreset

      value: '"melee_ragdoll@damage_reaction_presets.scr"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_kill_ragdoll".DamageFlags

      value: EDamageFlag_Stealth

      isDisabled: 0

      isUseStatement: 0

  - containerName: '"takedown_elite"'

    fields:

    - identifier: main.SDamagePreset."takedown_elite".DamageDefinition

      value: '"Player_TakedownDamage#"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_elite".ReactionPreset

      value: '"melee_light_hit@damage_reaction_presets.scr"'

      isDisabled: 0

      isUseStatement: 0

  - containerName: '"takedown_default"'

    fields:

    - identifier: main.SDamagePreset."takedown_default".DamageDefinition

      value: '"Player_TakedownDamage#"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_default".ReactionPreset

      value: '"melee_ragdoll@damage_reaction_presets.scr"'

      isDisabled: 0

      isUseStatement: 0

    - identifier: main.SDamagePreset."takedown_default".DamageFlags

      value: EDamageFlag_Stealth

      isDisabled: 0

      isUseStatement: 0

The above information can then be written into a script that is checked against the original script to confirm that by using only the data stored within the ScriptConfig, it can write a compatible script with the game engine. The below attached files were all generated by the Unofficial Dev Tools.


Once the auto-heal and easy merge code is finished, I'll be releasing a new version of the launcher with a rebuilt version of IALR using these tools. Here is a list of all the systems I'm writing for the full release of the Unofficial Dev Tools:

  • Support for all 6 games to edit and create mods that are merge friendly with auto-update support

  • Script editor GUI to edit and create mods

  • Script Merger GUI to merge mods together

  • Weapon/Tool Designer

  • NPC/Faction Designer

  • Armor Designer (DL2)

  • Custom Character Designer (DL2 Infinity Designer rework)

  • Player Appearance Designer (DL2 has the most support, but may apply to other games with custom model support?)

  • Savegame editors, backup tools

  • GUI/XUI Designer (Almost done, needs a rpack loader in Unity for the DL1 and Dead island games)

  • Model Viewer

  • Texture Viewer

  • Custom Mod tools/rpack/model/texture tools

More updates coming soon! Thanks for your continued interest and support in this vast project, slowly but surely! Happy gaming.

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Indie PC Game Key Giveaway

Hey guys, I know I haven't posted in a bit, but that's because I've been making some huge progress on the tools and an indie project that I can't wait to share!

In other news, I received a mystery game pack today with keys to games I probably won't play but I wanted to share with you guys if you will actually play the game! These are for Steam. Please don't redeem all of these if you aren't going to actually play them ^.^ let someone else enjoy.

Added a new game for anyone who would like it, this ones a lot of fun:
Little Nightmares:
CA2DK-Q7243-A2MZK


Expansion:
Little Nightmares - Secrets of The Maw
CV2MD-AL0KT-IX6ZD


Sands of Salzaar - https://www.youtube.com/watch?v=aDzp-p7DC9c

9G0XG-7GKAZ-Y20VW

Shantae and the Pirate's Curse - https://www.youtube.com/watch?v=EOPtDknFwtI

0PZ9N-2YFB7-6735X

Ara Fell: Enhanced Edition - https://www.youtube.com/watch?v=9QHOyDcn2DY

YMYBM-GM8YZ-FNWA5

Tormentor❌Punisher - https://www.youtube.com/watch?v=hRAtQWqwV48

DTNGB-Z2MFK-RX2CW

Uurnog Uurnlimited - https://www.youtube.com/watch?v=WPOvohYeTKw

KQFGW-RHT9J-JI7MN

SEUM: Speedrunners from Hell - https://www.youtube.com/watch?v=4TB2QCffV7k

PJ6YM-J7JD8-T6N6E

Virgo Versus The Zodiac - https://www.youtube.com/watch?v=1rHIh270pjA

AY2FD-TEFPR-3YTVK


Karma City Police - https://www.youtube.com/watch?v=FpI46uxc3aA

X6Q27-43N7D-G5WCH

Bot Vice - https://www.youtube.com/watch?v=v8Bebt2wiVY

YECXE-6MA9F-BM7Y3

Praetorians- https://store.steampowered.com/app/1100420/Praetorians__HD_Remaster/
JHWGT-6CR2N-THFFX

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Unofficial Dev Tools - Dev Status - 07 - 23 -24

Hey guys, hope the week is going well!

Here with another status update for the Unofficial Dev Tools. This is the editor tool that simulates what will be loaded into the interface for the NPC Designer for the Unofficial Dev Tools. This tool works for currently 5 of the games with the ability to create easy to merge mods for changing NPCs. Dying Light 2 will need more work to be brought into the system, but the other games are currently working well. This will be recreated with a 3d interface that will show the actual 3d model and hopefully the skins and other details you can add to specific NPCs in all of the games.

You can find the latest report for the Unofficial Dev Tool here!

https://docs.google.com/spreadsheets/d/1TmpXHkGMPN1Hi7aI88QdIPOBfTV3qwZC/edit?usp=sharing&ouid=115101026507896153572&rtpof=true&sd=true

I created several new parsing systems for returning very specific data from .pre, .gui, .gpufx, .xml, .ppfx, .model, .scr, and .pefab files.

Managed to get the serialization of Prefabs, GUI, and GPUFX files added to the Unoffocial Dev Tools today. Running the Database code on the files now...that's 84270 prefabs being added haha. What's good about this is that say you wanted to swap out a single model on a prefab file to reference a different mesh but wanted it to be safe from updates in DL2, this solves for that. As maybe some of you know, and I found out the hard way, the Prefab data is rebaked with each update if they change something on the map. This can make it a pain in the ass to support changes or additions to prefab files after an update. Well now you don't have to, the code will just add the new data and translation shifts and keep your single change to the mesh reference without ever having to touch the data again ^.^ gonna make adding map changes to the campaign much easier to support long term.

Hope everyone has a great week!

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IALR Launcher Update- 07/16/24

Hey guys, here is just a small update showing what I've been writing for the new IALR Launcher when it is released. This project is being slowly moved along while the code for the Unofficial Dev tools are being written as it's base architecture, as it will be a game changer for not only this mod, but the community. Hope everyone is doing well and thanks for stopping by!

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IALR/Unofficial Dev tools/Launcher progress - Code support

Now this is what I'm talking about! So much time has been spent over the last 2 years manually fixing and coding things that are now immediately exposed and easier to support now.

Today I went and refined the parsing and regex code to be able to capture even more data, and I have the code returning serialized data for a very large amount of the game code. I'm happy to report that currently the code is able to parse and return values for and support automatic updates for 918 scripts. Image how many mods could be created with these scripts?

But it gets even better, once I have a working regex pattern added to the ScriptConfig Database (fancy term for the files that contain the data for each script for the game, includes their set category, path, and regex pattern), it can then use those regex patterns to try to find other scripts that haven't been added to the database, so it can then make new ScriptConfigs for scripts not added and report which files have not been added.

This is amazing, because this allows me to quickly see and get a report of which regex patterns are properly working with each update but also will allow all users of the Dev tools to be able to update the patterns if need be. Reporting systems are critical so that it will be able to quickly see how many savegames may be at risk and also allow the launcher to hopefully fix issues for users long before they hit launch. Very exciting geeky things. More to come, hope everyone is having a good week

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Daily Assets - Wrench, Baseball Bat, and Machete

8k Heavy Steel Wrench - Rusted

This asset was a lot of fun to scan, it weighs in at 7.8lb's and is roughly 24.5 inches long. I found this antique in the mountains of North Carolina in the same shop as the 1800's Cane Knife and I've been looking forward to scanning it for a while now. I broke the item down into 3 parts for this scan, each contains 5 Level's of Detail, to bring out as much detail as possible while also maintaining the fast render quality. These scans are as always mobile and XR ready with colliders and LODs pre-balanced.

I combined these 3 scans with their proper measurements after finalizing them separately and then wrote a Controller in Unity for driving the animations and audio. This was a fast pass approach on the audio and animations merely to show the moving pieces, but I'm looking forward to taking this asset further with a Rig to allow the pieces to move and respond naturally with Physics while also containing matching audio gathered from manipulating the asset.

Prefab Name: Rusty Heavy Wrench 8k
Category: Weapons/Tools
Specifications:
 LOD Name: LOD 0
 Triangle Count: 24898
 Submesh Count: 4
 LOD Name: LOD 1
 Triangle Count: 12744
 Submesh Count: 4
 LOD Name: LOD 2
 Triangle Count: 4516
 Submesh Count: 4
 LOD Name: LOD 3
 Triangle Count: 1736
 Submesh Count: 4
 LOD Name: LOD 4
 Triangle Count: 1016
 Submesh Count: 4

Additionally, I missed my posts this week (moving fast this week) for my other daily challenges:
8k Antique Wooden Baseball Bat
8k Modern Machete - Rusted

I have updated my WebGL 2 viewer to show off some of these new scans from this week, I haven't had as much time on top of several ongoing projects but the daily challenges are really a great escape during the day.
To play the animations on the Wrench press "C" close and "O" to open. I've been continuing to expand the support for my Render Engine and will have more tools setup soon for knowing what each asset it capable of doing through the interface.

Thanks for reading and have a great Friday!

WebGL 2 Render Engine:
https://lnkd.in/eNU4dUTs

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3d Model Viewer

Hey everyone,
To support sharing the daily scan challenges mentioned on Monday, I've built a WebGL 2 model viewer using Unity 2022 URP. The goal for this application is to allow viewers to quickly showcase the quality of work within the Unity engine rather than through renders.

I have included a link to a desktop build as well, as I'm facing challenges with WebGL's limitations, especially with 8k scans resulting in larger texture file sizes. In the future I will be exploring the use of addressables to load "packages" during runtime rather than including them in the WebGL 2 player.

Initially, I used a geometry shader for the wireframe, but due to WebGL limitations, I developed a new wireframe shader using Barycentric coordinates that are applied at runtime to each model.

I've optimized the application for WebGL to achieve higher rendering quality and overall, I'm pleased with the new and improved WebGL 2 code. This application should also be mobile-friendly if you want to check it out on your phone. This is an early alpha version, and its usefulness is still up to the audience to decide so any feedback is much appreciated!

Windows Desktop Application:

https://drive.google.com/file/d/1iEijPttSl9NXuEd0mf2dw_Q-pn0Pt_sV/view?usp=drive_link

This is just a more fun way of viewing the models that will be coming over the next few weeks. Stay tuned for more!

-Jason

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New Monthly Goal - Daily Assets

Hey everyone, hope everyone is doing well!

I'm kicking off a daily scan design challenge where I'll be attempting to scan and create a fully optimized 8k game assets in less than 8hrs each day. These models will be going on digital market places but I will also be releasing model packs on here as well for my subscribers. Hopefully these models will make their way onto some game titles through the modding scene or could be used in your projects =) More to come, I'll be releasing a daily post with my project.


I've included a basic license with the model file, please read the license and do not resell this model or seek any form of payment for it's use. You must ask permission before distributing the model in any paid works.

Enjoy!



Day 1 - 1800s Cane Knife - 5 Levels of Detail,

I found this wicked blade in the mountains of North Carolina in a small antique shop. Had to track down the owner to be able to purchase this one but it was worth the wait. The blade is fairly worn and has a good amount of rust, and the barbed wire is pretty narly. I'm hoping to use this asset in one of my game projects in the future.

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New AI companion is released!

Hey happy Friday everyone, I saw some exciting news this morning where OpenAI has finally made the trained ChatGPT models free for everyone to use, fixing where my older AI wasn't available to so many people. This caused me to become very happy so, enough of this dramatic EULA and Techland nonsense cluttering up the board, it's time to continue to just give back to you guys and move forward the best as possible.

Does this mean the project is back on? Not necessarily, it means that I'm going to start setting up better things for myself so I don't get so exhausted trying to answer all the Ivan's while also trying to write good stable code.

I've continued to look at the self healing code and that's where I'll be putting my energy when working on this further. The new launcher will fix so many of the issues that are cluttering the channel and so that's why I was working so hard to get that across the finish line, but I've been working 60-80 hour weeks since Sep, 2023 trying to get everything done and my life where I want it, and I'm fairly exhausted. I'm stopping all dramatic posts from now on.

I need your help, I would like to setup more moderators or volunteers in the channel that can help with questions, I have so many missed questions or frustrated answers to new players who all have similar questions, and that's on me to improve the documentation and videos.

To help with this, I have trained a new ChatGPT model that I am very happy with, seemed to answer most of the generic questions and provide much much deeper insight into the features that have been written.

I have also gone through and updated some of the manual documentation for the mod. Small steps in the right direction I hope, thanks for playing everyone and being part of the community. Please let me know through DM if you have some time to offer for moderating the server and helping new members of the community

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What type of indie games do you enjoy the most?

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Techland Reached Out Finally

Hey everyone, I just got off a call with Sheri, the Influencer Lead at Techland and they informed me that someone from the community reported the mod for having content on Patreon that they wanted access to but didn't want to have to pay for. I've been given a verbal cease and desist to pull down my thank you content on the Patreon so that there is no content available by supporting me on the Patreon.

  • The mod has been and always will be completely free, and has never had content hidden behind a paywall, rather it has had a thank you pack and single pathway available to supporters that allow them to enjoy the game faster, such as unlocking all of my custom mod content (ruins the balancing and experience but is good for people who just want to mess around in the game).

  • The Patreon was never intended to contain better versions of my work or content that was behind a paywall. If there were members that joined the community and were unhappy with the status of the work due to the bugs from the official updates and somehow felt that the better work was hidden on the Patreon, then I apologize, that was not the case.

  • After speaking with the representative, I believe this is the final nail in the coffin for me, as some of you may know the relationship with Techland has been a very strange ride since early 2023 and I have concerns about continuing working on a project that gained so much attention from their leadership and then was ghosted after the Tencent merger, only to then result in this next contact being a verbal cease and desist on support for my community. I do wish Techland, what it used to be, the best. I don't think I have as much faith in their support of the community and the player base any more.

  • As an inspiring indie game dev it becomes less obvious why any additional hours are spent of my own time in supporting Techland's game and the community without being able to provide support to my community the way I would like to support them. A large percentage of this community has encouraged and supported me, and I appreciate their support and I want to be able to support them back through content and game dev. Due to this, I am shifting my Patreon away from Techland related projects and onto my own indie game development.

  • I apologize that this message may be familar to some of you, as I've done this post before, when Techland first released the EULA changes last year after they introduced microtransactions and shady writing into their EULA after their acquisition from Tencent, and yes it was ultimately this EULA that gives them the ability to enforce the verbal cease and desist. I'm very sad to see this 2 year project stop so abruptly, especially with all that I was building for this 1.6 update, but I do not wish to continue to support the Dying Light series after all of the strange communications and rollercoaster ride from Techland. I do not plan on expanding the content for the mod for Dying Light 2 any further. Any work that needs to go into maintaining and supporting the mod will need to be done by the community and after asking permission to release patches, mods, or spinoffs.

    But this isn't the end of my efforts

    I'm currently working full time in the indie game dev space, and you can be sure that I'll be working just as hard to return with my own IP that is better suited to supporting the community and the players of my work, one that will not break with every update. If you would like to collaborate on a indie dev project in Unity, please let me know. Thank you everyone for the support of this work, I had a lot of exciting things in store for this 1.6 update, but those will all be coming to my indie game in the future. I will be sharing my next project here shortly, stay tuned and stay safe.

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I Am Legion Launcher for Dying Light 1 & 2

Hey everyone, I'm currently working on the new IALR Launcher and would love your feedback on the features you find most important to your current or next playthrough.

Here is a breakdown of the upcoming features that I'm working on and please add your vote or comments on the features:

1. Choose your difficulty (Basic & Advanced)

  • Basic:

    • Similar to the current IALR Launcher, where you select from the "difficulties" for IALR, which include all of the balancing that I've created for the mod in the form of "Casual Survivor, Survivor, Ultimate, and Insanity"

    • These will need to be continuously be updated with every update to Dying Light 2 over the coming years, so these require the most effort and feedback.

  • Advanced:

    • Choose from several options to "build" difficulties based on your preferences such as:

      • Spawn density on the map by area/ Interior densities

      • Biters Running/Climbing

      • Detection speeds

      • Noise options such as DayStalker and Nightstalker toggles

      • Companions spawning

      • Different types of enemies to be spawned

      • AI Behavior settings applied to each group (Humans, Infected, etc)

      • New factions to be added by the mod and how common

      • More options based on feedback

2. Choose your character

  • No longer will you be forced to play only as Aiden, this will give you the ability to immediately choose your gender and appearance and have that selection apply to all the ingame official skins.

3. Choose your companion

  • Decide if you want a companion to randomly spawn and join you through your travels (this code will be improving over time).

4. Modules

  • Chose from the different modules previously added to IALR but now be able to change settings associated with those modules, such as the requirements and impact to the world.

5. Events

  • Choose from specific events created to change the world

  • Toggle a "Random" event RNG system that allows the map to have simple modifiers applied to your current settings such as:

    • "Rainy weather: Storms are rolling through Villador, causing the infected to flood the streets during the day". This modifies your game to make the weather always rainy and flooded with enemies until you launch the game again.

    • "Rise Up Brothers!": The peacekeepers are surging into the streets to try to take back villador, work with them to clear the streets or take down their forces to earn new valuable basebuilding equipment"

  • These are just a few sample ideas but once I have the systems designed, it will be much easier to support new fun events that can take place "daily" or "weekly" by being randomly rolled and easily toggled on and off. The goal would be to "reroll" the daily event for the day, which may have pros and cons to the map and player.

6. Pathways

  • The world will be influenced by your choice of Pathway at the start

  • This will currently only be able to impact the relationships in the open world, where Peacekeepers may attack you or be neutral to you based on your selections, other factions as well.

7. Community Hub/Basecamp

  • This is where the community can tune in to see Community events that are being kicked off for more rewards inside the game and toggle the features on and off:

    • Events in specific zones

    • Weapon/item crafting stations

    • Boss sightings

    • Faction wars and their status

    • Achievements

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Mod updated to support 1.16.0!

Thank you for your continued support! There are a ton of new updates coming just around the corner with 1.6 =) several new modding projects are underway for IALR, including a new launcher and a new method for modding DL2, DL1, and DI1 that will potentially lead to some great tools for the community! Stay tuned for more updates!

You can grab the latest version of the launcher here:
https://www.nexusmods.com/dyinglight2/mods/46

Or pull the latest update directly from the launcher if you've previously installed the launcher.

Changelog:
 

  • Updated to 1.16

  • Updated to support Nightmare difficulty

  • All modules, events, pathways, and languages have been updated to support the 1.16 update.

  • Fix for Pathway selections PK, Veteran, and Roadwarrior to support a new skin when starting a new game, and the armor that had clipping issues was removed from the starting character.

 Known bugs: 

  • Armor clipping is still an issue with all custom armors (still no fix in sight)

  • Custom Maps Optional still has the Sofia bug when trying to continue the quest, I'll return to using the Techland Mod tools eventually but for now there's too much to do in other areas.

  • I noticed that some savegames seem to have the wrong flashlight settings baked into the savegame, so if your flashlight is super weak it may be due to that.

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New IALR Launcher being developed!

Working to support 27 languages throughout the entire application and include a very large volume of new features including:

  • Mod auto-healing with Official DL2 updates

  • Select the mods features when installing

  • New pathway and character selection

  • New mod tools

  • Improved Bug reporting

  • Improved official DL2 updates detection and auto update features

  • New discord sharing and content features

  • New Mod supporter features

  • plus some new ideas coming with the Community Hub

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I Am Legion - Reborn - Insanity 1.6pre + Guns

  • Updated to 1.15.4

  • Refactor for balancing for all difficulties to improve the spawn systems and fix bugs.

  • Firearms can now be traded, dropped, and added to the stash.

  • Firearms have received some balancing updates to make the damage more appropriate.

  • 5 new Firearms are in development and are currently available through the patreon stash content for the firearms bundles for all Insanity and Ultimate supporters. These new "Hair trigger" weapons are balanced to how I want to play with guns on insanity. They currently do not have names in the UI but are Gold and Platinum tier weapons. More coming soon!

  • Insanity difficulty has been completely refactored to make it the most difficult to date, enemies can now smell you, even high up on the buildings. The best way to avoid being slaughtered by the masses is by using the Camouflage as you move. Be prepared for a real parkour challenge to stay alive on this difficulty (yes it's absolutely possible =D)

  • Interior Spawns are working again with the custom spawns and they have been updated to now "self activate" so you no longer have to walk into the interior to make the AI search for you. This makes them much more deadly but also may increase performance costs.

  • Spawns have been rebalanced to bring the most populated map yet. If you have issues with performance, look inside the Mod Config > World Spawns > Performance tab and turn down the IAL_Spawn_Max_AI_Count (default 120) and IAL_Spawn_Max_AI_Zombie_Spawn_Distance (default 80)

  • The Mod config has been updated to remove = Inventory slots, these should not be set unless you are willing to risk savegame corruption with updates, so I have removed them as an option for now. Cheats - Infinite Stamina. FOV Camera setting (AntiFov is set to 0.0 in the mod),

  • nfestation has been rebalanced to focus on more infected and less humans spawning in the world. There will still be patrols and the new factions randomly in the world, but more of the spawns are focused on Biters and infected.

  • Fix for black screen crash when starting a new save.

  • Fix for spawns on Insanity to fix roaming Volatiles, camouflage is now 100% required for movement at night, everything can smell and track you across the map.

  • Fix for some biters always running even with Mod Config settings set to Walker

  • Fix for crashes with Deadly Humans, Infestation, and Survivor Module

  • Fix for warzone like spawns occurring throughout the city, the city spawns have been better balanced and the error was removed.

  • Fix for Volatile health being super tanky, this was due to a repeat value that was removed from the preset (this can happen when merging after updates).

  • Fix for Biter_Fresh running or walking being set by the config, you should now be able to easily set all Biters to run and climb or walk and not climb through the Mod config

  • Fix for crash from VolatilesBeGone module

  • Added description when loading IALR Content that warns players that a large amount of the features from IALR are disabled in that difficulty setting. That difficulty is primarily for users who want to be able to play the Vanilla game without the Savegame corruption risk, around 70% of the features from the mod are disabled in this version. If you're looking for a less difficult experience I would use Casual Survivor.

  • Fix for Invisible Virals. All IALR Models have now been removed for the Infected, they are being redesigned for the 1.6 release.

  • Fix for Reinforcements now spawning from the different factions, after the 1.15 update they changed the reinforcement system and this had to be re-written.

  • Updated all modules with 1.6pre changes and improved balancing

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Infinity Designer 1.1 Launched!

https://www.nexusmods.com/dyinglight2/mods/1343

Tooltips and hints

  • Added the ability to get information about specific GUI icons and sections by holding the mouse cursor over them for more than 3+ seconds

Material update

  • I came up with a new tool for the engine to better help identify some of the missing materials. This resulted in a large number of materials being vastly improved over the last update.

New Sliders and improved sorting

  • I went through a lot of the sliders by hand and improved the sorting for the models to help clean up the models under each slider. I have also added the following new sliders:

  • Hood, Chest, Jacket, Shirt, Waist, Weapon, Armor_Torso Extra, Armor_Legs Access

  • I have also added a new filter for the Decals and Tattoos to the bottom filter bar to better support adding lots of decals and tattoos to your creation.

Added Custom Audio/Music

  • A huge thanks to @Lucas Schacht Audio , we now have a custom main menu and character designer soundtrack that loops in the background. This was heavily inspired by Dying Light 1 without using any of the games source audio.

  • You can set the volume for the music or disable it by pressing the + or - keys on your keyboard. The Config.ini will store your previous setting so you can effectively disable the music if you don't want it. Let us know your feedback on ⁠feedback

  • The audio will now fade out when the application is not selected and fade back in when you select the window again.

Localization

  • The application now supports 27 languages throughout the interface. You can set the application language in both the main menu "Settings" and in the Character Designer "Options" panel (far top right). Please see above if you would like to help update and improve the translations, as they are currently using Google Translate, which is not known for being the best but it's a good starting point.

Variation Refactor

  • I have improved the variation systems by refactoring the code that loads the variations and applies the results to the models when loading the presets. There was a bug in 1.0 that would sometimes cause data to be lost, hopefully this has been fixed.

Notification System

  • The application will now tell you when you have properly saved your files to Dying Light 2 and in what Data#.pak they have been placed

  • The system will also notify you when you write a variation file for specific models

  • When sharing on Discord the system will let you know where you shared and what tags were used.

Scaling UI Update

  • Improved scaling for the Main Menu and Character Designer when changing the window size.

  • Changed the Font to improve readability of text

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2024 IALR Roadmap!

This years focus will be on expanding the current feature set and rebalancing the systems to be a much smoother experience. Now that Infinity Designer 1.1 is released, the new Launcher will be coming next, which will help fix a large number of the issues I've been running into with the Techland updates. After the new launcher is released, stay tuned for new modules, events, factions, and infected coming to Dying Light 2.

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Infinity Designer 0.9a Launched to everyone!

Hey everyone,

Thank you all for your support and patience while getting the Infinity Designer ready for the public release. I am using this week to get everyone's feedback and notes for bug fixes before releasing the full version 1.0 on the NexusMods. I'm still working on new documentation so please let me know if the following guides are useful or if you still have questions. Make sure to join the new Infinity Designer Discord to get the latest updates going forward.

Stay tunes for lots of fun updates coming this year ^.^

https://discord.gg/JuYapWRbCD

https://www.youtube.com/playlist?list=PL1OHDaxvTYw5CVlGuRielZBQu6i0l4leu

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Infinity Designer 0.9 Released!

Hey everyone, the time is drawing closer for the public release of the tool! Here is almost the final update before the tool is released public so please make sure to get in your feedback before 1.0 is released!

https://drive.google.com/drive/folders/1ayG_WtwtEaxmhy2jhqj_XBAbMJhUAAqm?usp=sharing

Changelog:
- Massive overhaul to the optimizations of the application, when you click away from the windowed application it will now reduce around 80% of the rendering power. This makes the tool hopefully more useful for launching the game without closing the app for testing and refining your creations.

- Refactor to the saving and loading systems for all data. 0.8 had a bug when loading your creations from a preset and then immediately hitting save again.

- Added the ability to toggle on and off the creation of the First Person model for the player. There is still clipping issues with the models and a new issue with parts of the model floating offset from the main body due to Techlands new FOV changes. These still need to be accounted for in IALR.

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