Freedom Reborn

Freedom Force Forums => Mods => Topic started by: BentonGrey on August 14, 2012, 02:32:42 AM

Title: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 14, 2012, 02:32:42 AM
Howdy folks, and welcome to the next iteration of Marvel Adventures!  This is Marvel Adventures Vol. 2, featuring a whole host of new characters and a brand-spanking new set of campaigns!  At long last I've finished all those final, niggling details, and I've got this behemoth released!  I can't stop using exclamation points!

*Ahem*

Sorry about that. 

This is a gigantic mod that encompasses large swaths of the Marvel comics universe.  It attempts to capture the classic feel of a large assortment of characters with new stories set during the heyday of such icons as Captain America, Thor, the X-Men, the Avengers, and the Fantastic Four, as well as a bevy of villains and guest stars.  You can face the villainous Hellfire Club as the X-Men, or struggle to save all of the nine realms as Thor and his allies.

So, what are you waiting for? Join the fight!

Download Marvel Adventures now! (https://bentongrey.wordpress.com/2017/01/28/marvel-adventures-vol-2-released/)

Check out the Marvel Adventures album HERE! (http://imgur.com/a/EYBZX)!

Campaigns:


This mod is akin to my massive DC Universe According to Grey, though on a somewhat smaller scale.  You'll still find a very large mod here, with almost all of the classic heroes and classic villains of the Marvel Universe.  On the other hand, this mod embraces a similar design philosophy to the DCUG, not trying to completely capture any interpretation of the Marvel U., instead trying to create an idealized version, something of the best of all worlds, in my opinion.  It is most closely based on the Bronze Age, but I took liberties to clean up continuity or for the sake of the story I wanted to tell.

Keep in mind, not all of the campaigns tell complete stories, and all of these are intended to be expanded and continued.  In the future perhaps I'll add more, but the mod is also designed to give you everything you need to tell your own stories too!
Title: Re: Marvel Adventures - Almost Here
Post by: spydermann93 on August 14, 2012, 02:39:26 AM
Awesome preview, Benton! :thumbup:

I seriously cannot wait for this to come out, even if it's just the beta. I can't wait to see what you've come up with :D
Title: Re: Marvel Adventures - Almost Here
Post by: jocke32 on August 14, 2012, 04:44:14 AM
Yep, this will be awesome!
Title: Re: Marvel Adventures - Almost Here
Post by: Cyber Burn on August 14, 2012, 02:03:24 PM
I sooo can't wait to get my grubby little hands on this.  :thumbup:
Title: Re: Marvel Adventures - Almost Here
Post by: hoss20 on August 14, 2012, 10:27:11 PM
Thanks for doing this, Benton. I've only downloaded a few mods in my years as part of the community, but I'm looking forward to this. It captures the era that I grew up with and am most familiar. I don't need all of the retconning and everyone being made uber over the past couple of decades. This should be fun. Let us know if you need some obscure, never been done characters for this thing.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on August 14, 2012, 10:48:04 PM
Thanks for the enthusiasm and interest guys, it really helps me keep going with these types of projects. :D

I sooo can't wait to get my grubby little hands on this.  :thumbup:
I don't think so young man!  You will wash your hands before you touch my mod!  Haha, thanks CB!

Thanks for doing this, Benton. I've only downloaded a few mods in my years as part of the community, but I'm looking forward to this. It captures the era that I grew up with and am most familiar. I don't need all of the retconning and everyone being made uber over the past couple of decades. This should be fun. Let us know if you need some obscure, never been done characters for this thing.
It's my pleasure Hoss, and I know just what you mean.  There's something magical about the comics of that period.  I will definitely take you up on that when next I want to work in some obscure character that shows up in a story I read. :D
Title: Re: Marvel Adventures - Almost Here
Post by: John Jr. on August 15, 2012, 02:01:18 AM
Looking great, buddy. As someone who loves the 70s/ early 80s comics I'll be sure to get this one!
Title: Re: Marvel Adventures - Almost Here
Post by: AfghanAnt on August 15, 2012, 02:09:57 AM
This looks AMAZING. I can't wait to get it. :)
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on August 16, 2012, 03:57:26 AM
Thanks guys!  That's high praise. :D  I hope that it will not disappoint!

Just a heads up, I've posted a poll about the future of the MA mod, so if you're interested in Marvel characters and settings, head over there and let me know what you think.
http://freedomreborn.net/forums/index.php?topic=55739.0
Title: Re: Marvel Adventures - Almost Here
Post by: Epimethee on August 16, 2012, 11:56:03 AM
It certainly appears like a titanic mod! I'm really looking forward to play this.
Title: Re: Marvel Adventures - Almost Here
Post by: laughing paradox on August 16, 2012, 08:58:15 PM
This looks great! Looking forward to its release.
Title: Re: Marvel Adventures - Almost Here
Post by: Johnny Patches on August 20, 2012, 11:40:49 PM
my fingers are itching for this :thumbup:
Title: Re: Marvel Adventures - Almost Here
Post by: cmdrkoenig67 on August 21, 2012, 03:22:04 PM
NICE!

Dana
Title: Re: Marvel Adventures - Almost Here
Post by: ShawDAMAN on August 24, 2012, 05:29:06 PM
looks great!  :D
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on August 25, 2012, 03:35:44 AM
Thanks guys!  The beginning of the semester and an unexpected visit from an old and dear friend have gotten me so busy I wasn't able to get this finished as I had hoped, but with any luck next week will prove more advantageous.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on September 02, 2012, 05:46:06 PM
Here's a little something I wiped up for the screenshot thread...
http://img600.imageshack.us/slideshow/player.php?id=img600/1125/1346607565oy0.smil
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on September 27, 2012, 08:27:30 PM
Alright, this is out to my tester.  On that note, only one person volunteered to test for me.  I'm really appreciative of his help, but I'm sort of disappointed that no-one else was willing to chip in.  Anyway, with any luck we're getting pretty close.
Title: Re: Marvel Adventures - Almost Here
Post by: spydermann93 on September 27, 2012, 08:37:26 PM
Alright, this is out to my tester.  On that note, only one person volunteered to test for me.  I'm really appreciative of his help, but I'm sort of disappointed that no-one else was willing to chip in.  Anyway, with any luck we're getting pretty close.

When was the sign-up time? :o

I'd love to help you as much as I can
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on September 27, 2012, 08:58:58 PM
Glad to hear it!  I'll send you a link and some instructions this afternoon.
Title: Re: Marvel Adventures - Almost Here
Post by: hoss20 on September 28, 2012, 02:13:51 AM
Alright, this is out to my tester.  On that note, only one person volunteered to test for me.  I'm really appreciative of his help, but I'm sort of disappointed that no-one else was willing to chip in.  Anyway, with any luck we're getting pretty close.

When was the sign-up time? :o

I'd love to help you as much as I can

I must have missed it, too. I could have sworn a few people mentioned that they would help when you were ready, but I'm pretty sure that was a while ago when you first started. Anyway, I'm throwing my hat into the ring for helping out.

P.S. Did those meshes that I edited the weapon nodes for work for you? If not, let me know what issues you're still having.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on September 28, 2012, 06:23:18 PM
Thanks guys, I really appreciate that!  Ohh, Hoss, those skopes were extremely helpful...but I'm not sure if I actually updated the mod with them yet!  Ha, I'll check on that and fix it if necessary.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 21, 2013, 07:33:55 AM
Howdy guys, I'm back to work on this after taking a bit of a break.  I'm pretty close to ready, but I need a bit of help.  I'm trying to finish up the Robot Reserve for the Mandarin mission, but they are exhibiting the ghosting problem.  The usual Python script isn't working on this guy for some reason.  Can anyone fix the skin partition problem with Nifskope for me?
Title: Re: Marvel Adventures - Almost Here
Post by: Cyber Burn on January 21, 2013, 04:21:38 PM
Unfortunately, I never learned how to fix this problem, but maybe one of the better skopers on the boards can help you out?
Title: Re: Marvel Adventures - Almost Here
Post by: spydermann93 on January 21, 2013, 10:30:21 PM
Howdy guys, I'm back to work on this after taking a bit of a break.  I'm pretty close to ready, but I need a bit of help.  I'm trying to finish up the Robot Reserve for the Mandarin mission, but they are exhibiting the ghosting problem.  The usual Python script isn't working on this guy for some reason.  Can anyone fix the skin partition problem with Nifskope for me?

If you send them my way, I can get it done for you in a few moments :)
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 22, 2013, 12:15:32 AM
Thanks!  PM me your email address and I'll send 'em your way!
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 23, 2013, 02:50:40 AM
Hey guys, does anyone have the level.txt for Human Ton's Fantasy map?  As a matter of fact, does anyone have the HumanTonLayouts file?  Apparently I'm missing it.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 25, 2013, 06:30:04 AM
Well, I found a work-around for the map, thankfully, but I've got bigger news....

It's done!  Haha!  Marvel Adventures is finished in terms of campaigns.  I'm going to add in some voice packs tomorrow, then I'm going to pack it up and release it.  I'm pretty excited, as this has been a larger project than I expected. :thumbup:
Title: Re: Marvel Adventures - Almost Here
Post by: Cyber Burn on January 25, 2013, 03:05:16 PM
That is awesome Benton, it's been a rough month, so I'm glad I can have something to look forward to.  :thumbup:
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 25, 2013, 05:19:00 PM
Well CB, that makes my day, man. :D

Guys, I could use some advice on voices.  I've downloaded VPMAX, but I'm looking to match voices with characters.  Some of the are easy enough, but some, not so much.  Which voices do y'all suggest for:

Volstag
Odin
Frost Giant
The Trapster
The Wizard
Sandman
Madam Medusa
Gorgon
Crystal
Triton
Mole Man
Human Torch I (Android)
Toro
Submariner
Baron Zemo
Red Skull
Master Man
Ant Man/Giant Man
Hercules
Black Knight
Wasp
Ronan the Accuser
Captain Marvel (Kree)
Captain Atlas
Dr. Minerva
Supremor
Shatterax
Sebastian Shaw
Donald Pierce
Harry Leland
Angel
Major Vance Astro
Charlie-27
Martinex
Yondu
Nikki
Starhawk
Guardian
Sasquatch

Alright, I've figured some out, but I could still use help on the others.
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 28, 2013, 12:14:24 AM
Alright, well I meant to have this out yesterday or today, but I got rather ridiculously sick in very short order.  I'm on the mend now (I hope), so I'll start things uploading, and with any luck, by tomorrow I'll have it released!
Title: Re: Marvel Adventures - Almost Here
Post by: WyldFyre on January 28, 2013, 01:39:27 AM
Take your time Benton.  Health is more important than goodies. 
Title: Re: Marvel Adventures - Almost Here
Post by: BentonGrey on January 28, 2013, 02:37:01 PM
It's done!  Welcome to Adventure in the Marvel Universe!   

Campaigns:
-Avengers
-Iron Man
-Fantastic Four
-Thor
-Invaders
-X-Men
-Guardians of the Galaxy

So, what are you waiting for? Join the fight!

Download Marvel Adventures now!

greylands.freedomforceforever.com/ma.zip (http://greylands.freedomforceforever.com/ma.zip)

This mod is akin to my massive DC Universe According to Grey, though on a much smaller scale.  I have not tried to capture the entire width and breadth of the Marvel Universe, just my favorite corners thereof.  You'll still find a very large mod here, with most of the classic heroes and many of the classic villains of the Marvel Universe.  On the other hand, this mod embraces a similar design philosophy to the DCUG, not trying to completely capture any interpretation of the Marvel U., instead trying to create an idealized version, something of the best of all worlds, in my opinion.  It is most closely based on the Bronze Age, but I took liberties to clean up continuity or for the sake of the story I wanted to tell.

Keep in mind, not all of the campaigns tell complete stories, and all of these are intended to be expanded and continued.  In the future I'll add a Spider-Man campaign, Dr. Strange, perhaps Captain Marvel, and others.
Title: Re: Marvel Adventures - Released!
Post by: detourne_me on January 29, 2013, 10:10:11 AM
This is just excellent BG! Thanks so much,  I love the idea that you have different campaigns but all using the same resources!
I've been playing the Avengers campaign and I really enjoy the storyline so far...I've never really read much about Mantis and Swordsman, so this was really welcome.  I've hit a bit of a snag though. 
Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on January 29, 2013, 11:13:50 AM
Finally i did it!Thx for the tip Benton, :thumbup:! Now in terms of the mod its just marvelous like the comics themselves.Althought i have one question?Why not Spidey Benton,i get that you havent made a campaign for him but i don't know its just spidey man :D
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 29, 2013, 06:26:48 PM
Thanks guys!  I'll post more later, but I've tracked down the bugs y'all found and am fixing them.  DM, you hit a missing map, Jimaras, you found some missing FX.  I'll have a patch ready by this afternoon.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 30, 2013, 02:59:45 AM
Alright guys, you'll find the patch here:
http://greylands.freedomforceforever.com/ma_patch1.zip (http://greylands.freedomforceforever.com/ma_patch1.zip)

So, basically I was missing a layout file in the mod folder, and a few of the FX as well.  Those should all be where they belong now.  Just drop that folder into your FFvTTR directory and say "yes" to all overwrite requests.

Welcome to the community Jimaras8!  Thanks for the kind words, I appreciate them quite a bit.  As for Spider-Man, that's a good question.  The short answer is, I simply didn't get to him.  I had relatively specific story ideas for all of the campaigns that I created, but I didn't have anything really great in mind for Spidey.  He's on my list, and he's at the top of it, as a matter of fact, for my first MA expansion.  For this release though, I just felt like it was time to put this behemoth out, and I simply hadn't gotten to 'ol Peter Parker yet.

Thanks DM!  It's not a direct retelling of those stories, so don't be surprised if you ever read something that doesn't jive with the story I wrote.  I really liked the Swordsman, and the set of tales surrounding the whole "Celestial Madonna' thing seemed like a tremendous example of wasted potential.  The tale Englehart told was just so out there and weird that I thought I'd try a DCUG-esq approach to it, and just rewrite the thing wholesale.  Some of the basic elements are the same, but the tone and themes, as well as most of the story, are completely different.
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on January 30, 2013, 10:17:40 AM
Take all the time you need Benton :thumbup:! I see your point and i understandit,better a decent spidey campaign than a loosely made.I just reported it because i have a special connection to the webslinger.See it was the first comic i ever received and the one that shipped me to Marvel Universe.Anyway apart form nolstagic i want to inform alla of you guys that i may not have any modding or coding skills but i would be more than happy to playtest and mods you create.Its the least i can do :D
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on January 30, 2013, 03:04:19 PM
So I played a little bit of the Avengers and Invaders campaigns:

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 30, 2013, 04:25:36 PM
Thanks for the offer Jimaras, I'll keep that in mind. :)

CB:
Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on January 31, 2013, 03:06:00 PM
Thanks for the offer Jimaras, I'll keep that in mind. :)

CB:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 01, 2013, 12:49:04 AM
Thanks for the patch, Benton...I had the same problem with the Quinjet mission.

Spoiler (click to show/hide)

BTW, B...
Spoiler (click to show/hide)

Dana
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 01, 2013, 03:30:28 AM
Thanks for the patch, Benton...I had the same problem with the Quinjet mission.

Spoiler (click to show/hide)

BTW, B...
Spoiler (click to show/hide)

Dana

Haha, that's the map you gave me when I asked for an Avengers map, Dana. :)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 01, 2013, 03:04:44 PM
Hey Benton,

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 01, 2013, 03:14:44 PM
Two questions CB:
Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 01, 2013, 05:32:46 PM
Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 02, 2013, 03:23:13 AM
Hey Benton,

Spoiler (click to show/hide)

Hey Benton, I seem to still be stuck at that point, any suggestions?
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 02, 2013, 06:27:55 PM
Thanks for the patch, Benton...I had the same problem with the Quinjet mission.

Spoiler (click to show/hide)

BTW, B...
Spoiler (click to show/hide)

Dana

Haha, that's the map you gave me when I asked for an Avengers map, Dana. :)

How very odd...Let me look into it.

I too am still stuck at the Quinjet level...And I have installed the patch...The mission still can't find the terrain.

Dana
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 02, 2013, 06:35:33 PM
B, the only team base map (of my making) that I see in your missions folder is my X-base map in your list of missions, I don't see my Avengers base anywhere in there.  I'll send you the Avengers base map, if you want to put it in.

Best,

Dana

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on February 03, 2013, 01:23:03 PM
I have the same problem with you guys.I tried loading it from the garden mission and going alla the way to the quinjet mission but i can only see my team,the quinjet and the surroundoing buildings.my avengers can use abilities but they are unbale to move.any ideas Benton?
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 03, 2013, 02:04:50 PM
Sorry guys, I'm afraid sickness has slowed me down.  Yeah, I think I know what's going on.  I added the level.txt for that mission, but I forgot to include the terrain.  The level.txt is pointing to a terrain that isn't there.  I've uploaded a second patch that should fix the issue for good.  The patch is in the first post.
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 03, 2013, 07:04:29 PM
Sorry Benton, I hate to be a pest, but the link links to the first patch.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 03, 2013, 07:52:55 PM
No problem CB: Fixed!
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 03, 2013, 09:29:55 PM
Thanks Benton, that seemed to do the trick. :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 03, 2013, 09:39:04 PM
Yay!  The ending for the Avengers campaign felt a bit rushed to me because I was burning out when I got to it.  I hope that y'all will tell me what you think about it.
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 03, 2013, 11:00:34 PM
Cool...Hope you feel better, B.

Dana
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on February 04, 2013, 01:35:47 PM
It was great Benton.really enjoyed it.I wont get itnto details for anyone to go through this.I have one question to you guys.I have found a really big bunch of skins a meshes for FF but i was wondering if it was possible to find complete heroes with abilities infused to them.I know this is tricky cause it needs animations custom fx and maybe custom attributes but as Benton knows i have a crush for Spidey and with his perimission of course i was wondering if i could add him to mod.Sorry if i scrached any taboo i am officialy a noob :D
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 04, 2013, 03:26:00 PM
Thanks Jimaras, I'm glad you enjoyed it! 

To answer your questions, you can find herofiles, FX packs, mesh packs, and skin packs, but you can't really find packs of pre-built characters with all of the above.  The closest you can come are large mods.  Traditionally the community has preferred to keep it that way so that folks will visit the artists' websites and so that the creators will generally have more control over how their work is used.  However, like I've always said, I'm happy for folks to use my mods as springboards for their own projects, so feel free to add Spidey and any other characters you like. 

Generally, the rule with FF content is you can do whatever you want as long as it is only for personal use.  If you're going to release or display it, you need permission from the folks who created it, and you need to be doing enough work on the finished product to make it more than just a repackaging of someone else's work.  Now, many folks give permission for their work to be used in mods right in their readme files.  Other than that, you can ask around, and there are lists of folks who have given permission for things like skoping and the like.  In the end, if you aren't sure, just ask the community and someone will be able to help you. :)
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 04, 2013, 11:55:25 PM
The patch works great, B...I am also really enjoying the mod...I still have a lot more to play.

Dana
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on February 06, 2013, 02:23:54 PM
Thanks for the reply Benton.So if i want to create a hero for personal use as i get it i dont have to ask for permission.If i want to publish him to the community i need authorization.Makes sense.
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on February 06, 2013, 03:03:38 PM
Ok i have downloaded some custom fx form freedom unlimited.Now where do i place them in order for ffx cc to read them?Thanks for aany help in advance
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 07, 2013, 01:15:43 AM
Hey B,

Spoiler (click to show/hide)

Dana
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 07, 2013, 04:45:07 AM
Thanks for the reply Benton.So if i want to create a hero for personal use as i get it i dont have to ask for permission.If i want to publish him to the community i need authorization.Makes sense.
That's about the size of it. 

Ok i have downloaded some custom fx form freedom unlimited.Now where do i place them in order for ffx cc to read them?Thanks for aany help in advance
You'll find this reference super helpful Jimaras:
http://frworld.wikispaces.com/
It's got how to's on a lot of the basics of modding the game, including how to install FX (just scroll down a ways).  Also, this is a tremendous resource:
http://freedomreborn.net/forums/index.php?topic=50675.0

Hey B,

Spoiler (click to show/hide)

Dana

Hey Dana, no, there should be one after that, the finale.  It isn't loading for you?  That's odd...OHH!  Apparently I never added it to the campaign!  How silly of me!  Well, I'll have to make sure its working properly, but I'll upload a patch soon-ish.
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on February 07, 2013, 06:21:30 AM
No hurry, my friend...I was just confused by the  :ffvstr: Cuba mission starting.

Dana
Title: Re: Marvel Adventures - Released!
Post by: Epimethee on February 08, 2013, 03:38:52 AM
Really looking forward to having a bit of free time to play your multi-mod, Benton!
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 09, 2013, 12:39:41 AM
Really looking forward to having a bit of free time to play your multi-mod, Benton!

Very enjoyable, well worth it.
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 13, 2013, 12:39:20 AM
Hey Benton, I'm having trouble with the GOG campaign, every time I try to load it, the screen just goes black.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 13, 2013, 03:03:17 PM
Gah!  I forgot the Unfade command, for heaven's sake....well, I'll add that to the patch I'm working on.
Title: Re: Marvel Adventures - Released!
Post by: AutumnCreed on February 23, 2013, 04:22:36 PM
Hello !

It's a very good mod :D even if i don't see Hulk (maybe a Hulks family adventure soon XD). But i have a little problem, because i don't understand in the readME how to use the others campaigns, i just played the default Avenger campaign. So if somebody can explain me more clearly how to play all campaigns ;) I wait with impatient to test GOG campaign !!! :D

Thank you ,)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 23, 2013, 05:03:14 PM
Hi Autumncreed, in order to switch campagins, you need to go into the default "MA" folder and look for a file called "campdef.dat" and rename it "AVENGERScampdef.dat". That will remove the Avengers campaign as the default one. Next, go into the "campaigns" folder and you will see a list of various "campdef" files (GoG, Invaders, XMen, Etc). Copy one of those that you want to play and paste it into the main "MA" folder. Rename that file to just "campdef" and you should be good to go.

All that said, if you look at my previous post, the GoG campaign isn't currently playable, but I will recommend the Invaders campaign, the XMen one, or the Iron Man campaign, I've played all three and have thoroughly enjoyed them.

I hope this helps.
Title: Re: Marvel Adventures - Released!
Post by: AutumnCreed on February 23, 2013, 06:56:36 PM
It's working ! :D Thank you for your help dude ;)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 23, 2013, 10:57:09 PM
Not a problem, glad I could help.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 06, 2013, 10:11:36 PM
Hey CB, thanks for fielding that for me!  Autumn Creed, I'm glad you've been enjoying the mod.  Don't worry, it is definitely my plan to expand MA eventually, and Hulk and Spider-Man are two of the characters who will definitely be getting campaigns.  At the moment, I just didn't have any particularly good stories to tell with them, so I left them unfinished and un-included. 

Anyway, I'm sorry this has taken me so long, folks, but here is the third patch, which should make the Guardians of the Galaxy campaign playable and fix problems with the final mission of the Avengers mission, balance issues, keyframe issues, and a few other minor bugs.  It has taken me forever and a day, partially because I kept finding bugs.  Man, the GG campaign was riddled with them!  Also, I've just been rather distracted lately.  I found a few issues I couldn't fix.  For some reason Black Widow's multi-shot projectile power isn't working properly.  "Widow's Barrage" should fire three shots, but only fires one.  I can't figure out what's wrong, as the keys are correct and the power settings are correct.  If anyone figures it out, let me know!  The patch is available below.  Just download and drop the folder into your FFvTTR directory, overwriting everything.

http://greylands.freedomforceforever.com/ma_patch3.zip
Title: Re: Marvel Adventures - Released!
Post by: cmdrkoenig67 on March 09, 2013, 04:25:29 PM
Benton, I played the mission where the Avengers rescue Mantis (except Mantis was one of the heroes available to go on the mission, which was kind of funny).  Once that mission finished, the FFvsTTR Cuba mission started again.  Would Cyber's campaign fix let me go beyond this mission or is that something else?

Dana
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 09, 2013, 05:30:39 PM
Graahh!!  I'm a moron!  I tested and fixed that new mission, and I added it into the campaign.  I put the newly fixed mission in the patch, but forgot to put the new campaign file!

Okay, sorry for my stupidity.  Here is the patch that has the necessary .dats.  Someone please test this and make sure it works, because apparently I can't trust myself. :P

http://greylands.freedomforceforever.com/ma_patch4.zip
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 11, 2013, 06:15:04 PM
Ahh, and yet another patch!  Thanks to Dana for pointing out some cutscene problems.  Also, has anyone encountered broken cutscenes in the Thor campaign?  If so, which missions?
http://greylands.freedomforceforever.com/ma_patch5.zip
Title: Re: Marvel Adventures - Released!
Post by: windblown on March 27, 2013, 11:58:00 PM
I just want to say that I played the X-men campaign and it was really enjoyable. Very good job!!
Title: Re: Marvel Adventures - Released!
Post by: Harriman on May 10, 2013, 09:43:01 PM
heya Benton , quick question , IRON MAN mod , the battle w/ the Mandarin , can't find the missile controls to deactivate the launch (poor pepper) , checked every console and not seeing it , is it hidden or is this the end of story till next update??


P.S. no real issues w/anything else yet , still have to try FF and X-Men , great work!



BELAY! that , found the proper console to deactivate  and have defeated Mandarin , but mission doesn't end , any ideas?
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on May 11, 2013, 01:10:30 AM
Thanks guys!

Harriman, I just tried that mission out, and the "bomb" (which is a computer console) spawns next to the big missile in the room at the back of the complex, which is the first door on the left if you are leaving the Mandarin's chamber.  The encounter didn't really work the way I had intended, though, so I'm going to do some more testing.
Title: Re: Marvel Adventures - Released!
Post by: Harriman on May 11, 2013, 03:27:51 AM
managed to replay it 3 more times , I find the console and deactivate it  and defeat Mandarin and his cronies , but the mission now does not end when IRON MAN says 2nd bomb possible we gotta get out!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on May 11, 2013, 04:45:36 AM
That's the problem I'm seeing too, Harriman.  I'll investigate tomorrow.  This is the final mission, so fortunately you're not missing more of the campaign, but darn it that isn't the way it's supposed to work!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 08, 2014, 08:31:57 PM
*Crosspost*

So, I have a different one for y'all this time.  I need some help, but not with skins, meshes, or skopes.  I'm a little stuck on an X-Men mission, story and mission design-wise, and I could use a sounding board.  What I need is one or two folks who have a great love for and knowledge of classic Marvel and a sense for storytelling and mission design.  You don't have to be a modder, as long as you think you're capable of discussing what makes for an interesting mission to play.  I want to do some quiet conversing about campaign design, and I don't want to make it entirely public, as that ruins some of the surprise.  Do I have any takers?
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 08, 2014, 08:38:13 PM
*Crosspost*

So, I have a different one for y'all this time.  I need some help, but not with skins, meshes, or skopes.  I'm a little stuck on an X-Men mission, story and mission design-wise, and I could use a sounding board.  What I need is one or two folks who have a great love for and knowledge of classic Marvel and a sense for storytelling and mission design.  You don't have to be a modder, as long as you think you're capable of discussing what makes for an interesting mission to play.  I want to do some quiet conversing about campaign design, and I don't want to make it entirely public, as that ruins some of the surprise.  Do I have any takers?

Taking this to PM.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 29, 2014, 08:49:25 PM
Howdy Marvel fans!  I've posted a series of polls about the makeup of future missions, and I'd really love your feedback!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 09, 2014, 04:03:56 AM
So guys, I'm still in need of mapping help.  If any of our newer skinners or skopers want to try their hands at mapmaking, I could really use someone to create a few specific things for Marvel Adventures, just to add some variety to the mod's locations.  It's either that, or we're going to see the same locations show up over and over again.  If you're interested, let me know!
Title: Re: Marvel Adventures - Released!
Post by: jocke32 on August 11, 2014, 07:26:48 AM
Awesome mod Benton ! You inspired me to log on instead of just lingering in the shadows ! :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 11, 2014, 02:35:22 PM
Great Jocke!  That absolutely makes my day! :D  I love when my little projects bring more folks into the community.  I hope you'll continue to enjoy MA, and check out the big expansion I'm working on when it is released!
Title: Re: Marvel Adventures - Released!
Post by: Arachobia on August 14, 2014, 04:12:13 PM
Awesome mod Benton! It is probably one of the more enjoyable ones I have tried so far. I am in awe how many heroes and villains you've managed to translate into the mod. Looking forward to any future campaigns or characters.

I was curious where you got the skins/meshes from exactly if one wanted to get hold of them? I've found a lot of the sites and creators some people talk about seem to have vanished... And I really liked some of the models.

Of course if that's some sort of trade secret or I am overstepping some boundary in even asking I understand  :P. Either way, the mod is super-awesome
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 14, 2014, 04:23:46 PM
Thanks Arachobia, that's great to hear!  Ha, if you think that's a big cast, you should see the DCUG.  It swamps this one! 

I'm currently working on an update to Marvel Adventures that will add dozens of new characters, some new campaigns, and new missions to existing campaigns!

No worries, man, there's no secret to it! 

The major content sites that remain are (help me out if I'm missing anything guys!):
http://www.alexff.com/ (Definitely a great place to begin, a huge repository for all things FF)
http://forceofparadox.yolasite.com/ (Laughing Paradox's site, and he has Hoss and Murs hosted there as well)
http://frp.unlimited2.net/ (A great site with maps, mods, and skins/skopes)
http://heroforce.freedomforceforever.com/ (A fantastic site with the artwork of a number of FF luminaries)
http://www.tommyboymeshes.freedomforceforever.com/ (Tommyboy's site, with more meshes than you can shake a stick at!)

And of course, you're welcome to copy any of the materials in Marvel Adventures or any of my mods.  The meshes and skins may have rules about how they can be released, but you can do pretty much whatever with them for your own personal use.

You can also find pretty much everything that isn't hosted on some of our sites on Yahoo groups.  Just ask the community or search through the groups yourself. :D
Title: Re: Marvel Adventures - Released!
Post by: Arachobia on August 14, 2014, 05:01:50 PM
Well, this one is WIP, so I presume there'll be more to come yet.

Thanks for the links. Even just skimming through quick I actually saw most of the skins and meshes I was interested in (and a lot more I would like to download).

If I stumble across any I specifically can't seem to find, I will do as you suggest and ask around.

In general, I am pleased to have found this site. I actually need to ask my mom to bring my Freedom Force CD with me when she next comes from my old house to where I am now as I would love to re-install the original game just to try out the many mods that were made for it.
Title: Re: Marvel Adventures - Released!
Post by: Arachobia on August 19, 2014, 08:12:18 AM
So have found a lot of the skins/meshes, but still can't locate a few...

Where could I get hold of the mesh/skin that you used for the Frost Giants? Or if anyone else who sees this knows where it might be found
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on August 19, 2014, 07:49:42 PM
So have found a lot of the skins/meshes, but still can't locate a few...

Where could I get hold of the mesh/skin that you used for the Frost Giants? Or if anyone else who sees this knows where it might be found

If you ever find a mod with a mesh or skin that you like, try looking in on of these two locations:

mod_name/Art/custom_characters

or

mod_name/Art/library/characters (which is where the custom meshes can be found for this mod)

You can copy the meshes from either of those two folders and paste them in your Custom/Art/library/characters folder and the mesh will be available for all mods.
Title: Re: Marvel Adventures - Released!
Post by: Arachobia on August 20, 2014, 05:29:08 AM
 :doh:

Well now I just feel silly for not seeing that before.

Thanks!

EDIT: Would one be able to do something similar if one wanted FX from the mod as well?
Title: Re: Marvel Adventures - Released!
Post by: detourne_me on August 20, 2014, 06:23:34 AM
You could do the same thing for FX too, but then you will also have to merge the fx.dat file from the mod with your ffx folder fx.dat file.
It can get a bit tricky, but it is possible.

Oh my gosh, I just had a weird epiphany.  I think it would be possible to take both of Benton's Universe mods, DC and Marvel, and combine all of their FX, Powers, and Character.dats in order to get a super mod with all of the characters built-in.
Throw all of those into a Customforce style mod where players recruit a lot of the heroes, to play through the game and you could build a crazy multiversal campaign! (Of course lower the power levels, since I think BG keeps his at rank 4, so the recruitment cost is lower)
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on August 20, 2014, 03:30:44 PM
You could do the same thing for FX too, but then you will also have to merge the fx.dat file from the mod with your ffx folder fx.dat file.
It can get a bit tricky, but it is possible.

Oh my gosh, I just had a weird epiphany.  I think it would be possible to take both of Benton's Universe mods, DC and Marvel, and combine all of their FX, Powers, and Character.dats in order to get a super mod with all of the characters built-in.
Throw all of those into a Customforce style mod where players recruit a lot of the heroes, to play through the game and you could build a crazy multiversal campaign! (Of course lower the power levels, since I think BG keeps his at rank 4, so the recruitment cost is lower)

I think that's just the way the text exporter in Alex's hero tool works.  Either way, whenever you port a character into the game, all of their powers' level will be '3' (expect for the last one, which could possibly be '1').
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 20, 2014, 11:45:45 PM
Haha, yeah, that's what I meant when I said you were free to use the mod's resources, Arachobia!   I'm glad you found the folder. :)

Ha!  DM, I've thought about that myself.  I think, once I finish my two biggest projects, I'll combine them both and have my supermod. :D
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on May 07, 2015, 08:54:14 PM
Crosspost:

(http://i.imgur.com/pIvqCnpt.jpg)

Howdy Freedom Fans, I've been completely swamped with my doctoral work, but I haven't forgotten FF!  I'm slowly but surely working on my Marvel Adventures update, and I think it is turning out well.  I need your help though!  It seems that a lot of my promotional images from the first release have been eaten by the internet, and I really don't have time to go through and take a bunch more screenshots.  I'm looking for folks to send me screenies from MA, both of the various campaigns, and just of your own exploits therein.  If you could take the time to snap just a few frames and send them my way, I'd really appreciate it!

You can send screenies to username@yahoo.com.

Thanks Reborners!
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on May 07, 2015, 09:21:10 PM
Good to see you back Benton, at least your absence was for a really good reason. I hope you are doing ok. I haven't used that before but i think i can get some snaps. Do you prefer laoding screens or menu screens or just in-game shots? Oh if you need anything about the characters we can talk it in e-mail as always.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on May 07, 2015, 09:22:51 PM
Action shots would be best, methinks.  Just think about what would make you say 'that is awesome!'

I'll definitely be in touch, maybe next week Jim!
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on May 07, 2015, 10:10:28 PM
I'll do my best to come up with something! :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: Skerdilajd Shehi on May 12, 2015, 07:50:40 PM
Action shots would be best, methinks.  Just think about what would make you say 'that is awesome!'

I'll definitely be in touch, maybe next week Jim!

okay this is my second attempt of spidey's stats >.< ouch!


STATS:

Strength: 6

Speed: 6

Agility: 7

Endurance: 5

Energy: 5

try use the other skin from courtnall6's spiderman johnromita sr one.. The one with the black shades on the blue, and as USAgent did with his other build, use herofile thingy to make a another Passive Defense, i taught that lol. And make that other passive defense to block normal and resist damage acid and radiation and blocks range as you call it "Toxic Immunity". Change Spidey-Sense as block to Pass Through rather than Reflect, Reflect is more like Deflect, Pass Through is more like reflexes to dodge attacks.. And i guess i hope this build could work making a perfect spidey..
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 12, 2015, 04:32:10 AM
Thanks SS!

I'm just making a post to gripe.  I'm doing strings.txt entries for my Marvel mod update, and it is such a pain, especially when I'm adding tons of new characters.  Bah!

The upshot is, I'm making progress again.  I've got the Spider-Man campaign almost finished.

I'm putting out an open invitation, if you'd like to tell a story with more or less Bronze Age Marvel characters, let me know.  I'll be happy to include EZScript adventures from guest writers!  I'll have done all the heavy lifting, so all you'll need to do is write the EZScript story.  I'll even set the map up, if you aren't up to it. :D
Title: Re: Marvel Adventures - Released!
Post by: Skerdilajd Shehi on July 12, 2015, 02:50:02 PM
Thanks SS!

I'm just making a post to gripe.  I'm doing strings.txt entries for my Marvel mod update, and it is such a pain, especially when I'm adding tons of new characters.  Bah!

The upshot is, I'm making progress again.  I've got the Spider-Man campaign almost finished.

I'm putting out an open invitation, if you'd like to tell a story with more or less Bronze Age Marvel characters, let me know.  I'll be happy to include EZScript adventures from guest writers!  I'll have done all the heavy lifting, so all you'll need to do is write the EZScript story.  I'll even set the map up, if you aren't up to it. :D

thats cute!  ^_^ but meh, i'm more like the ff builder helper to attempts, akward to say, that i struggle TOO much to make a 616 peter parker build, ultimate and rest of it, bah easy, but im trying to help so spidey won't be easy to be defeated or weak to lift heavy objects, however, i just tried to make more "modern" peter from 616 like stronger and costume different than the silver age spidey, so far. I think thats the build i make you can get good if he will face giant global threats like rhino, thanos, or juggernaut.. etc.  :thumbup: :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: kkhohoho on July 13, 2015, 02:23:07 AM
Thanks SS!

I'm just making a post to gripe.  I'm doing strings.txt entries for my Marvel mod update, and it is such a pain, especially when I'm adding tons of new characters.  Bah!

The upshot is, I'm making progress again.  I've got the Spider-Man campaign almost finished.

I'm putting out an open invitation, if you'd like to tell a story with more or less Bronze Age Marvel characters, let me know.  I'll be happy to include EZScript adventures from guest writers!  I'll have done all the heavy lifting, so all you'll need to do is write the EZScript story.  I'll even set the map up, if you aren't up to it. :D

Thanks for the offer, Benton; I'll let you know. I'd actually really like to do a story; the only problem is coming up with one. ;) (I could just do an adaption, but I'd also like to do something more original. Though if I had to an adaption, I'd love to do the first part of Jim Starlin's Warlock run.) A quick question first though: by 'Bronze Age', does this include early-mid 80's characters, or just 70's ones? I'd like to know just what my window is here, basically. Also, if a character or team showed up in the Bronze Age, but chronologically appeared at a later or earlier time like the Invaders (just for example,) could I still use them? Just wondering.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 13, 2015, 03:03:21 AM
Awesome Kk, I'm happy to hear you're interested!  You've got some great questions, so let me clarify things a bit.

The short version: we can talk about it.  If you want to do something in particular, I'm absolutely willing to talk about it.  Providing it wouldn't give me too much extra work or be wildly different in tone from the heart of my project, I'm happy to bend the rules.

The long version: Basically, I've read a lot of the Marvel books up into the mid 80s.  I've really loved the Silver and Bronze Age stories, and I think by the Bronze Age the characters and universe had matured wonderfully (better than DC, sadly, as they made more mistakes earlier on), without having darkened or lost their wonder and heroism, as they would later.  I think roughly the mid 80s is about where things start to go down hill in more than a few places, at least for my money.  So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

HOWEVER, while this mod is not nearly as cherry-picked and redesigned as the DCUG (hence, it not being the MUG), I am definitely taking liberties for my own enjoyment and to 'fix' things that bug me.  For example, my X-Men campaign features a massive roster that has probably never all been on the team at the same time.  Jean should really be dead by the time this story takes place, yet she's there because I want to play with all of the X-Men characters I love, including several from the TV show, like Gambit and Rogue, that weren't really part of the team during the halcyon days of Claremont's run which I'm trying to evoke in the mod. 

I'm also quite happy to tell stories that aren't 'present day,' so to speak.  I already have an Invaders campaign that takes place during WWII and a Guardians of the Galaxy tale that takes place in the future, after all.  As long as the setting is clear, I've got no problem with folks doing flashback stories or what have you.

Because I'm not as invested in the Marvel U as I am in the DCU, there are less characters that I have really strong opinions about, thus I don't really have a forbidden characters list.  At the moment, however, I don't have everyone in the mod that eventually I might . 

Current roster:

I'm open to adding new characters for a story, but utilizing existing ones would also be good. 

So, there are a lot of possibilities, and I'm quite flexible.  Ideally, I'd like to see people tell stories about characters and teams for whom I don't really have anything, so something for Adam Warlock or any of the folks I'm neglecting would be great!

I welcome anyone who wants to tell a story about a character they love!  Come on guys!
Title: Re: Marvel Adventures - Released!
Post by: Skerdilajd Shehi on July 13, 2015, 11:12:46 AM
Awesome Kk, I'm happy to hear you're interested!  You've got some great questions, so let me clarify things a bit.

The short version: we can talk about it.  If you want to do something in particular, I'm absolutely willing to talk about it.  Providing it wouldn't give me too much extra work or be wildly different in tone from the heart of my project, I'm happy to bend the rules.

The long version: Basically, I've read a lot of the Marvel books up into the mid 80s.  I've really loved the Silver and Bronze Age stories, and I think by the Bronze Age the characters and universe had matured wonderfully (better than DC, sadly, as they made more mistakes earlier on), without having darkened or lost their wonder and heroism, as they would later.  I think roughly the mid 80s is about where things start to go down hill in more than a few places, at least for my money.  So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

HOWEVER, while this mod is not nearly as cherry-picked and redesigned as the DCUG (hence, it not being the MUG), I am definitely taking liberties for my own enjoyment and to 'fix' things that bug me.  For example, my X-Men campaign features a massive roster that has probably never all been on the team at the same time.  Jean should really be dead by the time this story takes place, yet she's there because I want to play with all of the X-Men characters I love, including several from the TV show, like Gambit and Rogue, that weren't really part of the team during the halcyon days of Claremont's run which I'm trying to evoke in the mod. 

I'm also quite happy to tell stories that aren't 'present day,' so to speak.  I already have an Invaders campaign that takes place during WWII and a Guardians of the Galaxy tale that takes place in the future, after all.  As long as the setting is clear, I've got no problem with folks doing flashback stories or what have you.

Because I'm not as invested in the Marvel U as I am in the DCU, there are less characters that I have really strong opinions about, thus I don't really have a forbidden characters list.  At the moment, however, I don't have everyone in the mod that eventually I might . 

Current roster:
  • Pretty much all of the Avengers
  • The X-Men I like (and I'm not likely to add too man others)
  • The core Invaders
  • The original GoG
  • The Imperial Guard
  • The Brotherhood
  • The Squadron Supreme
  • The Zodiac
  • A lot of street level heroes and villains, including Spidey and DD and their villains
  • The Shi'ar, Kree, Skrulls, and Asgardians
  • The Fantastic Four and most of their major villains
  • The Hulk and several of his villains
  • Galactus and his Heralds

I'm open to adding new characters for a story, but utilizing existing ones would also be good. 

So, there are a lot of possibilities, and I'm quite flexible.  Ideally, I'd like to see people tell stories about characters and teams for whom I don't really have anything, so something for Adam Warlock or any of the folks I'm neglecting would be great!

I welcome anyone who wants to tell a story about a character they love!  Come on guys!

hey benton! try add more marvel spiders like, Spider-Woman or, ben reilly or? more!
Title: Re: Marvel Adventures - Released!
Post by: kkhohoho on July 13, 2015, 06:52:28 PM
Awesome Kk, I'm happy to hear you're interested!  You've got some great questions, so let me clarify things a bit.

The short version: we can talk about it.  If you want to do something in particular, I'm absolutely willing to talk about it.  Providing it wouldn't give me too much extra work or be wildly different in tone from the heart of my project, I'm happy to bend the rules.

The long version: Basically, I've read a lot of the Marvel books up into the mid 80s.  I've really loved the Silver and Bronze Age stories, and I think by the Bronze Age the characters and universe had matured wonderfully (better than DC, sadly, as they made more mistakes earlier on), without having darkened or lost their wonder and heroism, as they would later.  I think roughly the mid 80s is about where things start to go down hill in more than a few places, at least for my money.  So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

HOWEVER, while this mod is not nearly as cherry-picked and redesigned as the DCUG (hence, it not being the MUG), I am definitely taking liberties for my own enjoyment and to 'fix' things that bug me.  For example, my X-Men campaign features a massive roster that has probably never all been on the team at the same time.  Jean should really be dead by the time this story takes place, yet she's there because I want to play with all of the X-Men characters I love, including several from the TV show, like Gambit and Rogue, that weren't really part of the team during the halcyon days of Claremont's run which I'm trying to evoke in the mod. 

I'm also quite happy to tell stories that aren't 'present day,' so to speak.  I already have an Invaders campaign that takes place during WWII and a Guardians of the Galaxy tale that takes place in the future, after all.  As long as the setting is clear, I've got no problem with folks doing flashback stories or what have you.

Because I'm not as invested in the Marvel U as I am in the DCU, there are less characters that I have really strong opinions about, thus I don't really have a forbidden characters list.  At the moment, however, I don't have everyone in the mod that eventually I might . 

Current roster:
  • Pretty much all of the Avengers
  • The X-Men I like (and I'm not likely to add too man others)
  • The core Invaders
  • The original GoG
  • The Imperial Guard
  • The Brotherhood
  • The Squadron Supreme
  • The Zodiac
  • A lot of street level heroes and villains, including Spidey and DD and their villains
  • The Shi'ar, Kree, Skrulls, and Asgardians
  • The Fantastic Four and most of their major villains
  • The Hulk and several of his villains
  • Galactus and his Heralds

I'm open to adding new characters for a story, but utilizing existing ones would also be good. 

So, there are a lot of possibilities, and I'm quite flexible.  Ideally, I'd like to see people tell stories about characters and teams for whom I don't really have anything, so something for Adam Warlock or any of the folks I'm neglecting would be great!

I welcome anyone who wants to tell a story about a character they love!  Come on guys!

hey benton! try add more marvel spiders like, Spider-Woman or, ben reilly or? more!

Not sure if you're serious, but Reilly was only really around in the early 90's during the Clone Saga, so for better or worse, he's probably a no-go. But ask yourself; do you want the Clone Saga in this mod? Because if Reilly got in, then the Clone Saga would be coming with him, as he's intrinsically tied to it.
Title: Re: Marvel Adventures - Released!
Post by: Skerdilajd Shehi on July 14, 2015, 12:29:10 AM
Awesome Kk, I'm happy to hear you're interested!  You've got some great questions, so let me clarify things a bit.

The short version: we can talk about it.  If you want to do something in particular, I'm absolutely willing to talk about it.  Providing it wouldn't give me too much extra work or be wildly different in tone from the heart of my project, I'm happy to bend the rules.

The long version: Basically, I've read a lot of the Marvel books up into the mid 80s.  I've really loved the Silver and Bronze Age stories, and I think by the Bronze Age the characters and universe had matured wonderfully (better than DC, sadly, as they made more mistakes earlier on), without having darkened or lost their wonder and heroism, as they would later.  I think roughly the mid 80s is about where things start to go down hill in more than a few places, at least for my money.  So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

HOWEVER, while this mod is not nearly as cherry-picked and redesigned as the DCUG (hence, it not being the MUG), I am definitely taking liberties for my own enjoyment and to 'fix' things that bug me.  For example, my X-Men campaign features a massive roster that has probably never all been on the team at the same time.  Jean should really be dead by the time this story takes place, yet she's there because I want to play with all of the X-Men characters I love, including several from the TV show, like Gambit and Rogue, that weren't really part of the team during the halcyon days of Claremont's run which I'm trying to evoke in the mod. 

I'm also quite happy to tell stories that aren't 'present day,' so to speak.  I already have an Invaders campaign that takes place during WWII and a Guardians of the Galaxy tale that takes place in the future, after all.  As long as the setting is clear, I've got no problem with folks doing flashback stories or what have you.

Because I'm not as invested in the Marvel U as I am in the DCU, there are less characters that I have really strong opinions about, thus I don't really have a forbidden characters list.  At the moment, however, I don't have everyone in the mod that eventually I might . 

Current roster:
  • Pretty much all of the Avengers
  • The X-Men I like (and I'm not likely to add too man others)
  • The core Invaders
  • The original GoG
  • The Imperial Guard
  • The Brotherhood
  • The Squadron Supreme
  • The Zodiac
  • A lot of street level heroes and villains, including Spidey and DD and their villains
  • The Shi'ar, Kree, Skrulls, and Asgardians
  • The Fantastic Four and most of their major villains
  • The Hulk and several of his villains
  • Galactus and his Heralds

I'm open to adding new characters for a story, but utilizing existing ones would also be good. 

So, there are a lot of possibilities, and I'm quite flexible.  Ideally, I'd like to see people tell stories about characters and teams for whom I don't really have anything, so something for Adam Warlock or any of the folks I'm neglecting would be great!

I welcome anyone who wants to tell a story about a character they love!  Come on guys!

hey benton! try add more marvel spiders like, Spider-Woman or, ben reilly or? more!

Not sure if you're serious, but Reilly was only really around in the early 90's during the Clone Saga, so for better or worse, he's probably a no-go. But ask yourself; do you want the Clone Saga in this mod? Because if Reilly got in, then the Clone Saga would be coming with him, as he's intrinsically tied to it.

well, would be cool, even though people "Hated" because such confusing story who's spidey but, at least it could be awesome as a mod mission for that one
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 14, 2015, 12:39:21 AM
So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

Two years shy of the "Armor Wars" Story Line.  :doh:

But I'm really hoping someone runs with either the "Squadron Supreme" or the "Invaders". (But does this exclude the Characters from the "Liberty Legion"?)
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on July 14, 2015, 12:55:16 AM
So, the characters from the beginning of the Marvel Universe to the end of the Bronze Age, which we'll mark arbitrarily with 1986, are all fair game.  The time frame for the mod is ROUGHLY (oh-so-roughly) Bronze Age, late 70s. 

Two years shy of the "Armor Wars" Story Line.  :doh:

But I'm really hoping someone runs with either the "Squadron Supreme" or the "Invaders". (But does this exclude the Characters from the "Liberty Legion"?)

I never read the "Armor Wars", but Squadron Supreme would be awesome to see! :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 14, 2015, 01:49:56 AM
Skerdilajd, thanks for the suggestion!  I'm afraid I don't know much about those folks.  One of the purposes of my mods is to streamline and simplify some of the rougher edges of these universes, so I'd probably avoid the Clone Saga, but what other Spider-ish characters would you like to see?

CB, like I said, that's a very loose deadline.  I've never read that storyline, though of course I've heard of it.  I think they adapted it in the 90s Iron Man 'toon.  Provided it doesn't contradict anything I'm doing or go against the central themes of the mod, something like that could certainly be adapted.

I just recently got the Invaders Omnibus, and I'm only part of the way through it.  I haven't reached the Liberty Legion yet, but I've become aware of them.  They aren't in the mod, but if folks want them, I can certainly add them.

I hope folks will take on some more of these stories too! :D

Title: Re: Marvel Adventures - Released!
Post by: Skerdilajd Shehi on July 14, 2015, 02:54:20 PM
Skerdilajd, thanks for the suggestion!  I'm afraid I don't know much about those folks.  One of the purposes of my mods is to streamline and simplify some of the rougher edges of these universes, so I'd probably avoid the Clone Saga, but what other Spider-ish characters would you like to see?

CB, like I said, that's a very loose deadline.  I've never read that storyline, though of course I've heard of it.  I think they adapted it in the 90s Iron Man 'toon.  Provided it doesn't contradict anything I'm doing or go against the central themes of the mod, something like that could certainly be adapted.

I just recently got the Invaders Omnibus, and I'm only part of the way through it.  I haven't reached the Liberty Legion yet, but I've become aware of them.  They aren't in the mod, but if folks want them, I can certainly add them.

I hope folks will take on some more of these stories too! :D

Spider-Woman (Jessica) and Arachne could work well ^_^
Title: Re: Marvel Adventures - Released!
Post by: Amazo Version 2.2 on July 15, 2015, 06:40:12 PM
hey benton, i've mostly been a dc kind of guy, but i did go through a period where i was seriously into captain America. i don't have anything in mind yet, but i have to admit, i'm knid of interested in this. unfortunately, i've never even looked at how to do a ezscript story before, and i wouldn't know where  to start. also, to be honest, i've never been the best writer, so i'm worried that while i am interested, i may not have the ability to pull this off. but i do still have a couple of questions.

1- is there a tutorial for ezscript?

2- someone like me, who's not the best writer, would you be willing to give direction, maybe double check spelling, grammer, and stuff?

3- is there any way that interested parties could download a current version of the mod, so we know exactly which characters and maps are available?

thanx for taking the time to answer my questions.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 15, 2015, 07:19:50 PM
Hey guys, where is the EZScript Editor living online these days?

Howdy Amazo, it's great to hear you're interested!  I'd love to get some more Captain America stories, especially a 'modern day' one, as the only thing I have at the moment is the Invaders campaign. Of course, that doesn't mean that you'd HAVE to do a Cap story, so feel free to go wherever you want!

EZScript is actually quite easy and intuitive when all you have to do is create a mission.  It only really gets complicated when you try to do the whole she-bang of modding. ;)  I'm happy to answer any questions you've got!

1) Yes indeed, there are several excellent resources.  I recommend starting with the manual, which you'll find in any copy of FFX3 and also in my mods (I think).  There are three manual documents.  Read the Overview first, then the Mini-Mod section, and finally the Custom Encounter page.  Those will give you pretty much everything you need to write a short, simple FF adventure or even several.  I'd also recommend my own little tutorials.  I have a few different pieces on EZScript on my site.  Unlike the manual, my pieces are tailored specifically to using the EZScript Editor (which is a godsend!).

The Ease of EZScript: https://bentongrey.wordpress.com/2010/01/18/the-ease-of-ezscript/

The Anatomy of an EZScript Adventure: https://bentongrey.wordpress.com/2010/01/21/the-anatomy-of-an-ezscript-adventure/

Doing More with EZScript: https://bentongrey.wordpress.com/2010/01/26/doing-more-with-ezscript/

I think those might be helpful in allowing a new modder to get comfortable with the basics of EZScript composition.

In addition, all of my mod work is free for use and modification, so you can take my existing missions and use them as models, just changing whatever you need to.

2) But of course!  I'd be quite happy to help out!  I think a little project like this is a great opportunity for someone who doesn't really think of themselves as a writer to stretch their creative muscles, and helping with that type of thing is sort of what I do.  ^_^

3) I've added a good number of characters and a fair amount of content into the latest build, but the currently released version of MA would still give you a good idea of what it's like.  However, folks who want to be contributors will probably have a chance to download and advanced copy of the mod sometime in the next week or so. 

In terms of characters, you can always request new ones or ask about what is in place if you aren't sure, in the meantime.  As far as maps go, anything in the Map Pack is fair game.

You're quite welcome, Amazo!

Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 18, 2015, 04:42:06 PM
Hey Benton, I'm going to add to the question list:

1.) Just out of curiosity (Time is kind of limited, so I'm not sure if I could commit), if someone were to jump on board here, would the EZScript Stories need to be based on actual events from the #616 Marvel Universe, or could we tell an original Story using the Characters from the selection provided?

2.) If there is a Character(s) that someone would like to use, but is not currently in the MA Mod, would you be open to discussion in regards to adding the Character(s)?

3.) I'd actually be interested in seeing a Villain (C - Lister at best) be the main Character of a Story, is this something that you would be open to discussion about? (I actually haven't decided which Character I'd want to use for this yet though.)
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on July 18, 2015, 07:22:36 PM
Hey Benton, I'm going to add to the question list:

1.) Just out of curiosity (Time is kind of limited, so I'm not sure if I could commit), if someone were to jump on board here, would the EZScript Stories need to be based on actual events from the #616 Marvel Universe, or could we tell an original Story using the Characters from the selection provided?

As long as it fits the atmosphere of the mod, I think that it will be accepted ^_^

2.) If there is a Character(s) that someone would like to use, but is not currently in the MA Mod, would you be open to discussion in regards to adding the Character(s)?

I think as long as the person were to assist with the character creation, it should work out.  That seems to be what's happening with the Adam Warlock story.

3.) I'd actually be interested in seeing a Villain (C - Lister at best) be the main Character of a Story, is this something that you would be open to discussion about? (I actually haven't decided which Character I'd want to use for this yet though.)

That would be neat to see!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 18, 2015, 08:11:36 PM
Hey CB, some good questions.  I'd love to see you have a little something story-wise in the mod to go with all the rest of your work that has helped to make it happen!  :D

I think Spyder is pretty much on track here, but let me make it official:

1) Original ideas are not only allowed but encouraged! Nothing I've done yet is an exact adaptation, though I don't have anything against such.  It's just tough to do an exact adaptation in FF.  Both types of stories are entirely welcome.  I would want folks to run their idea by me just to make sure, but I imagine that you and I have pretty similar tastes.

2) Absolutely.  I'm in character adding mode at the moment, so now is a good time to get new characters on the roster.  Before too long I'm going to put out an open poll for who folks think needs to be added (since I'm not as familiar with Marvel and haven't spent years working on this, unlike the DCUG).  In the meantime, if you settle on a story you'd like to tell, just send me a list of resources, and any HFs you'd like me to consider, and I'll see what I can do!

3) Ha, I think that would be great!  I have Dr. Doom adventure that I'd really love to get to, but I don't think I'm going to have time, so I'd love to have something like that, especially with an underdog villain.  Y'all know how much I love underdogs!

In general, if you can't make a solid commitment, that's alright.  I'm designing this whole project to be modular, for folks to just be able to plug their own stories and characters in, so just because you can't get it done by release day doesn't mean it can't be part of the mod in the end!
Title: Re: Marvel Adventures - Released!
Post by: Amazo Version 2.2 on July 21, 2015, 02:56:01 PM
thanx for being so supportive benton, i really do appreciate it.

2 things, i think cyber has a link to ez script stuff  here:

https://groups.yahoo.com/neo/groups/Freedom_Force_Resources/info

and second, if there is a character i would like to use, but i don't think exists, do you have anyone that would step up and create it? thanx again for taking the time too answer my questions.
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 21, 2015, 09:22:54 PM
M25's Mod Tools are, at least temporarily, being hosted here: http://www.mediafire.com/download/ozeidrc2krhyds3/M25_Mod_Tools.7z
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 22, 2015, 02:28:48 AM
Thanks guys!  I'll put those links in my posts.

Amazo, hey man, I love helping folks tell stories through FF!  You're very welcome!

Do you mean in terms of art assets?  My guess is that 1, almost everyone and everything has been done by this point, and 2, if not, someone would likely be willing to help out.
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 23, 2015, 06:39:19 AM
thanx for being so supportive benton, i really do appreciate it.

Benton is definitely the man. :thumbup:

if there is a character i would like to use, but i don't think exists, do you have anyone that would step up and create it? thanx again for taking the time too answer my questions.

Since we've already spoken about this, and I know what you want (At least for the one Character), I'm willing to try and Skope it, but we'd still need a Skinner.
Title: Re: Marvel Adventures - Released!
Post by: Flibie on July 28, 2015, 03:45:02 PM
How do you install this for  :ffvstr:
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 29, 2015, 12:27:40 AM
Welcome to the boards Flibie. If you haven't already done so, the download the Marvel Adventures (MA) Mod from here: https://bentongrey.wordpress.com/marvel-adventures/

After that, open the Zip File, and find the "MA_ReadMe.txt" File. It should read as follows:

---------------------
:Installation:
---------------------
Simply extract the "MA" folder and drop it into your FFvTTR directory.  Make sure to edit the shortcut accordingly if you do not have FFvTTR installed in the default directory.

Once you get there, we'll see how you're doing and whether or not you still need help.
Title: Re: Marvel Adventures - Released!
Post by: Distorto on July 31, 2015, 10:23:56 AM
Hey, Benton. I'm looking forward to playing your mod!  :thumbup:

I'm having some trouble downloading the patches though. They don't seem to register a download for the links you posted
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 13, 2015, 05:18:13 AM
Howdy Distorto!  I'm glad you're interested in my little project!  The patches are actually no longer necessary.  The version that is available for download should be all patched up. :)  Enjoy!

Thanks CB, I appreciate you fielding that one for me!
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on August 13, 2015, 06:48:52 AM
Benton, did you get my e-mail with the second batch of hero files? Pm me if when you are ready to help you with the strings. I am locked and loaded  :P
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 16, 2015, 07:26:22 PM
Indeed I did, Jim.  Thanks!

Crosspost:

Howdy guys!  I imagine someone may have already whipped this up, and if not, it probably wouldn't be too difficult to do.  I need help with a custom version of the metabolic attribute.  I want a character, like Bishop, to be able to get a boost to strength when he's at full energy, but I don't want him to be too weakened when he's at low energy.  Could anyone help me out?

:EDIT: On a mod-related note, how might I tweak Ephemeral to bypass Invulnerability? 
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on August 16, 2015, 10:42:30 PM
Ok, so I was thinking of making Galactus' Ephemeral doing Psychic damage to the Big G so that it bypasses all of his invulnerabilities.

However, since he seems to use quite a good bit of energy, I think it would be best to reduce the damage dealt to him due to low energy reserves.

So far, the psychic damage replacement seems to be working rather well.  It's just a matter of making the damage done by Ephemeral well balanced.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on August 17, 2015, 12:51:42 AM
Excellent!  That sounds like it's working quite well, Spyder.  Yeah, if he can just bleed a couple of points of life every little bit, that would be good.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 18, 2016, 03:52:17 AM
So, just a quick update for those playing along at home.  I've been steadily plugging away at this in my rare spare moments, and I'm making great progress.  I won't make any predictions about release, because it seems as if I'm always wrong!  Nonetheless, I will say that the final mission of my Spider-Man and Friends campaign has proven to be a ton of fun.  It features a massive battle that I think folks will really enjoy, with tons and tons of guest stars (or guest villains!). 

(http://i.imgur.com/CFhupPUl.png)
What's going on here?  Villain versus villain?

(http://i.imgur.com/fKVQSbjl.png)
No-one wants a hug from Doc Ock...

(http://i.imgur.com/DMqRUW6l.png)
Spear vs. spear, hunter vs. hunter!

(http://i.imgur.com/deM9SC9l.png)
Stiltman has the high ground, but somehow I don't think that's enough...
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on February 18, 2016, 04:05:14 AM
YAAAAAY!!! I'm super excited! Release is getting close. I can feeeel it.

It looks like some sort of showdown between Spidey Villains (perhaps a spin on the Sinister Six?), the Masters of Evil, and the Kingpin and his goons. Awesome!!

This update is going to be amazing! :thumbup:

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 18, 2016, 12:57:26 PM
Very exciting!  :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: Groucho on February 18, 2016, 10:29:20 PM
Oooh....I've been away from Freedom Force for quite a while and just fired the game up the other day and put in Marvel Adventures to look at how you set it up and what characters it included. I head to Freedom Reborn to see if anything has been going on and BAM! Benton has a new version with Spider-Man in the works. This is a major happening in my opinion! Very excited!!!

I see Bullseye as a villain in the screenshots, any chance Daredevil will be in this? I hope so since I didn't find him in the characters you already have done in MA. I'd really like to see how you set him up.

Also will this be a patch that needs to be installed or will a complete new version of Marvel Adventures be available to replace the old one?

I always wish I had the time and energy to create mods like this. It's people like you that keep this game alive. Thanks again for doing this Benton!
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on February 18, 2016, 10:35:23 PM
It won't just be Spider-Man added to the mod with this update. There are tons and TONS of other groups and characters (see here: http://freedomreborn.net/forums/index.php?topic=58109.0)

Some off the top of my head are:

Squadron Supreme
Guardians of the Galaxy (new roster)
Skrulls
Spider-Man characters
Daredevil characters
Heroes for Hire
Galactus and a few Heralds
Some new Thor villains (I'm not sure how many, but at least Fire Demons or something like that)
Marvel Knights
Dr. Strange characters
and so much more

It's going to be a very big update and I just can't wait :D
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on February 19, 2016, 01:41:33 AM
It won't just be Spider-Man added to the mod with this update. There are tons and TONS of other groups and characters (see here: http://freedomreborn.net/forums/index.php?topic=58109.0)

It's going to be a very big update and I just can't wait :D

I have no clue how I missed that thread, but WOW, now I'm even more excited!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 19, 2016, 04:32:07 AM
This conversation absolutely made my night!  Thanks very much, guys, this was wonderfully encouraging.  :D

Spyder, perhaps, perhaps, perhaps!  ^_^

Groucho, there's a good chance you'll get your wish!  ;)

This, for simplicity sake, will just be a completely new version of the mod.  Save files should be compatible, but that way I don't have to try to keep track of all the stuff I've added.

Thanks for the kind words, Groucho!  If you find yourself with stories you'd like to tell, remember, that's a big part of why I've designed my DC and Marvel mods the way I have.  You're absolutely welcome to just create EZScript adventures for them, using all the work I've done as a springboard!
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on February 19, 2016, 07:30:47 AM
Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: Groucho on February 19, 2016, 01:03:47 PM
Thanks for the kind words, Groucho!  If you find yourself with stories you'd like to tell, remember, that's a big part of why I've designed my DC and Marvel mods the way I have.  You're absolutely welcome to just create EZScript adventures for them, using all the work I've done as a springboard!

Benton, thanks for allowing the use of your work as a springboard. I hope to one day be able to take advantage of it. We chatted in the comments on your website a few years back and you generously made the same offer then. Unfortunately I just never can find the time. I live in a remote area and spend about 4 hours commuting everyday and with two teenagers playing ice hockey every Saturday and Sunday, there's hardly ever a chance to spend time figuring out how to mod. I'm hoping to retire in less than two years so hopefully I will at last find some time to start dabbling with modding then  :D . Until then I get to enjoy all of your work and play as my favorite superheroes and feel like a kid again. Your efforts are really appreciated by me. Thank you!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on February 19, 2016, 03:04:02 PM
Spyder, you've got sharp eyes!  :)

Groucho, ohh, I had forgotten that!  Ha, well, no worries man, I quite understand.  I'm currently commuting four hours twice a week as well while I'm working on my doctorate, and that's tough enough without kids to add into the mix.  I'm just glad you're part of the community, and thank you again for the kind words.  You're entirely welcome!  I love this community, and I love having the chance to bring these stories and characters to life.  I feel much the same way.  There's something quite wonderful and joyful in firing up these games and seeing these heroes in four-colored glory.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 02, 2016, 06:07:13 AM
Howdy guys, I thought I'd post a quick update.  I carved a little time out tonight to work on this a bit, and I've now got the Spider-Man campaign finished!  It's short, only 4 missions, but I think folks will find it a lot of fun!  Now I'm finishing up my X-Men B-Sides, then it's just a matter of testing the extra missions I've added to the other campaigns.  Progress is being made! :D

Also, what's this?
(http://i.imgur.com/TvRZYSRl.png)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 06, 2016, 06:24:52 PM
And what's going on here?

(http://i.imgur.com/mWGAC31l.png)

(http://i.imgur.com/dmEEuqtl.png)
Card versus boomerang!

(http://i.imgur.com/4i53d6Kl.png)
That is a LOT of supervillains...

(http://i.imgur.com/KQ6KvIml.png)
Run Gambit, run!

These are more images from my X-Men B-Side campaign, in particular a mission that I'm really excited about.  It's got some unique design elements under the hood that should make for a particularly challenging and interesting gameplay.  Gambit is being hunted, and supervillains are spawning on separate timers.  Unless you can stay ahead of them or knock them out quickly, they'll overwhelm you eventually.  I hope help shows up before too long!
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on March 06, 2016, 06:32:46 PM
A survival mission, eh? Looks and sounds awesome, Benton!

Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on March 06, 2016, 06:46:03 PM
I am sooo looking forward to seeing this released. I've been messing with the DAT Files on my version of the MA...a lot...and will probably have to do a re-install in order to get the MA Mod to run smoothly now.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 06, 2016, 06:53:26 PM
Thanks guys!  I'm working on it every spare moment I can manage, which isn't that often, I'm afraid, but I am making progress.

I've also come up with a new solution to the whole "who do you want to be your ally on this mission" issue.  I'm going to start using Simple Choice encounters to let players choose who they want to accompany them.  That way I can let players have full choice of roster, and they can just choose someone they didn't take on the mission.

CB, a man after my own heart!  Ha, I'm constantly tinkering with stuff.  If there any changes you think I should make, be sure to let me know!  This expansion should probably be installed clean, anyway, as I've changed a lot of stuff.
Title: Re: Marvel Adventures - Released!
Post by: Podmark on March 06, 2016, 07:42:33 PM
That is really cool idea for a mission!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 06, 2016, 08:54:21 PM
Thanks Pod!  I hope folks will enjoy it.  I have to say, I've had a blast testing it.  It is quite a challenge to A) survive the assassins, B), strategically attack enemies, and C) NOT demolish the entire city and kill all of the civilians around.  Gambit's powers don't lend themselves to subtlety.   ;)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 30, 2016, 03:51:48 PM
Howdy guys!  I've taken some more promotional images, and I thought y'all might enjoy seeing them.  It's the Squadron Supreme vs. the Avengers!
https://bentongrey.wordpress.com/2016/03/30/marvel-adventures-the-squadron-supreme/
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on March 30, 2016, 04:22:36 PM
Oh, no! Poor Avengers! :( Poor Cap!

Can't wait to get sweet, sweet vengeance for them when the update hits.

AVENGERS, ASSEMBLE!

PS: I gotta say, the Squadron look like they're going to be really fun to fight/play with in the Rumble Room. Can't wait to see how the Almighty Benton decided to represent them. I always thought that your use of powers and attributes were really clever.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 30, 2016, 07:26:15 PM
Thanks Spyder, you're too kind my man!  :D

You'll get your chance to whip the Squadron in a new Avengers mission, as well as in the RR.

I do think the Squadron make an interesting challenge.  They really are like the JLA, so they are a real tough fight for the Avengers.  I actually modeled them on my DCUG Justice League.
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on March 30, 2016, 09:33:25 PM
Seeing the Squadron vs the Avengers has me as excited as Homer swiping a gummy worm.  :D

I'm so enthusiastic for this update, and everything I see just adds to that eagerness. But the Squadron vs the Avengers, I think that's what I'm looking forward to the most, I loved those old Avengers Books. Like I said before, I feel like a kid in a Candy Shop!  :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: Shazam on March 30, 2016, 09:51:12 PM
Benton, I'm guessing that in my short time back, you're the only modder left?
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on March 30, 2016, 11:08:52 PM
Benton, I'm guessing that in my short time back, you're the only modder left?

OrWolvie's making a mod, too! :D

I do think the Squadron make an interesting challenge.  They really are like the JLA, so they are a real tough fight for the Avengers.  I actually modeled them on my DCUG Justice League.

I was actually going to ask you that, but I figured that you did since the Squadron were meant to be JLA analogues. I still can't wait to see them in action!

Heck, I'm just excited for everything in this update! So much new content to browse through and so many new missions to play and test out!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on March 31, 2016, 01:02:12 AM
Thanks CB!  I'm glad to hear that you are so excited about these guys.  I have to say, that's one of the bits I enjoy most as well.  I loved those classic Avengers stories too!

Yep Shazam, as Spyder said, Or has taken up the modding adventure as well.  Otherwise, yes, I'd be the last, I believe.
Title: Re: Marvel Adventures - Released!
Post by: OrWolvie1 on March 31, 2016, 02:56:51 AM
Benton, I'm guessing that in my short time back, you're the only modder left?

OrWolvie's making a mod, too! :D


More like I'm attempting to made a mod. Still giving me fits though, but I'm nothing if not persistent  :D
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on March 31, 2016, 08:02:37 AM
Attempting or doing; you're a modder either way :P
Title: Re: Marvel Adventures - Released!
Post by: OrWolvie1 on March 31, 2016, 03:05:00 PM
Attempting or doing; you're a modder either way :P

Thanks for the vote of confidence, Spyder...i think ;)
Title: Re: Marvel Adventures - Released!
Post by: Shazam on March 31, 2016, 09:02:37 PM
I guess that means I'm a modder too. Shame mine has been lost forever  :(
(http://i75.photobucket.com/albums/i309/Voltimax/modimage1.jpg)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 04, 2016, 11:00:24 PM
Sad Shazam!  That just means you should recreate it!  :D

Okay guys, Marvel Adventures needs you!

(http://i.imgur.com/mRiFio4.jpg?3)

I am making great progress on testing and polishing up the remaining missions, and I've got almost all of the new characters ready to add.  What I don't have is a year to test the balance on everything.  I've been doing minimum balance testing so I can focus on getting the darn thing done.  What I need is a few brave souls, preferably relatively big Marvel fans, willing to play a bunch of rumble room sessions, throwing different combinations of characters against one another, and letting me know what needs tweaking.  This isn't even testing missions yet, as they aren't all done, but I figure I can have some testing going on while I finish up and save some time that way.  Is anyone willing to help me out by socking Hitler (or the Red Skull) in the jaw a few dozen times?  I should have a build ready for testing by the end of this or next week.
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on July 04, 2016, 11:08:42 PM
Spyder is ready, willing, and reporting for duty, Sir!
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on July 04, 2016, 11:12:33 PM
It's been so long since I've actually played, I would LOVE to throw down in the Rumble Room! Count me in!
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on July 05, 2016, 12:56:55 AM
You guys are awesome!  Alright, I'm going to go full speed ahead on getting the last characters built in and working properly.
Title: Re: Marvel Adventures - Released!
Post by: crosspotts1.0 on November 12, 2016, 09:22:19 PM
i cant wait to play this one and i made a skin for sick alice hobgoblin i dont kow if im aloud to release it but any way cant wait for this game spider man an his villains r my favorite in marvel
Title: Re: Marvel Adventures - Released!
Post by: earl of bronze on January 02, 2017, 02:10:58 AM
Ok I installed this a few weeks back and played and loved the Avengers& Thor campaigns. However problems with the FF.

First Mission game crashed during  Wizard's dialog so I deleted my folder and reinstalled with the one form the first post. Still didn't work so used Mission_Win()
Second mission was fine.
Third mission screen was totally black and stayed that way. So was the 4th mission.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 02, 2017, 05:46:40 PM
Howdy EoB, I'm really glad to hear you enjoyed the Avengers and Thor campaigns!  I'm sorry that you're having trouble with FF.  I THINK I fixed those problems in the new version which is out to testers.  Spyder, can you confirm?

I'm working on the last touches for a release of version 2.0 with the expansion.  I've just got to write a zillion string entries, so watch this space.
Title: Re: Marvel Adventures - Released!
Post by: earl of bronze on January 03, 2017, 01:20:55 AM
Ok great, I will try the Invaders campaign.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 03, 2017, 04:29:23 AM
The bad news is, I've grown to HATE writing string entries, so I'm going super slow.  :P
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on January 03, 2017, 09:39:54 AM
Benton i'm afraid the FF campaign hasn't been fixed in the newest version. I am able to play the first 2 missions but the third one is completely black.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 03, 2017, 05:00:27 PM
Bah.  Well, back to the drawing board.  It's black, hmm?  I'll see if I can't figure this out.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 04, 2017, 07:06:16 PM
Okay, I THINK I've sorted out FF mission 3.  The terrain file wasn't in the mod folder, so if you didn't have it in your Data folder, the mission couldn't load properly.  The mission itself runs fine for me, so I'm hoping that's the only issue.  I'll upload a new version for testing shortly.
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on January 06, 2017, 04:36:12 PM
This could probably be it. Also benton i have figured out the Sunfire issue. he just needs keyframes :P. Put him a generic set of vx_male kfs and he  works fine.
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on January 06, 2017, 06:18:53 PM
I thought that the sun fire issue was fixed a while back ago? Or maybe I'm just remembering things incorrectly, lol

I'll check out the FF mission when I get home, tonight. :)
Title: Re: Marvel Adventures - Released!
Post by: Cyber Burn on January 06, 2017, 07:15:12 PM
Yeah, I though the Sunfire Issue had already been addressed as well. Did it come back?
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 06, 2017, 08:09:52 PM
Yeah, Sunfire is fixed in the latest build.  I'm guessing that was an old version.
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on January 06, 2017, 08:40:09 PM
Good, then I'm partially crazy :P
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 06, 2017, 10:08:59 PM
 :D

I just want to add a quick 'thank you' to my testers who are still being awesome.  You guys have been a tremendous help!
Title: Re: Marvel Adventures - Released!
Post by: crosspotts1.0 on January 07, 2017, 10:33:29 PM
i wish i could of been ur tester but i cant wait for this mod
Title: Re: Marvel Adventures - Released!
Post by: earl of bronze on January 08, 2017, 01:37:13 AM
Finished the Invaders campaign, enjoyed it thoroughly.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 08, 2017, 02:55:15 AM
Glad to hear it, EoB!  Interestingly enough, that's the story that began it all.  Originally, that's all there was going to be, but as my projects tend to do, this one grew exponentially. 
Title: Re: Marvel Adventures - Released!
Post by: earl of bronze on January 08, 2017, 04:07:22 AM
In that case I am surprised you didn't have Spitfire there as well. On to GoTG next.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 08, 2017, 05:25:35 AM
Well, I had actually never read the Invader's stories until AFTER I wrote that campaign, other than cameos in books like Avengers.  I actually meant to add Spitfire in afterwards but never got around to it. 

Keep in mind, GoTG is just a mini-campaign.  If there were world enough and time, I'd do a full-length one for them.  I'm hoping that some folks will build on my work and tell some stories with the characters I didn't get to give much attention.
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 08, 2017, 11:54:53 PM
Urg!  I've spent the entire day writing string entries.  I thought, 'I've got to be almost done,' only to realize I still have all of the Spidey villains to do, plus who know what!  If I never see another string entry again, it will be too soon. :P
Title: Re: Marvel Adventures - Released!
Post by: earl of bronze on January 09, 2017, 02:05:35 AM
Well, I had actually never read the Invader's stories until AFTER I wrote that campaign, other than cameos in books like Avengers.  I actually meant to add Spitfire in afterwards but never got around to it. 

Keep in mind, GoTG is just a mini-campaign.  If there were world enough and time, I'd do a full-length one for them.  I'm hoping that some folks will build on my work and tell some stories with the characters I didn't get to give much attention.

Well GoTG may be a 2 mission campaign but having them fight

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 09, 2017, 03:11:30 AM
Ha!  Yes indeed:

Spoiler (click to show/hide)
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 20, 2017, 03:15:57 AM
Howdy folks!  First off, what's the word, testers?  Is the FF campaign working properly?

Secondly, I'm making progress.  I've written about a zillion string entries, and I'm getting close to the end.  Watch this space!
Title: Re: Marvel Adventures - Released!
Post by: Jimaras8 on January 20, 2017, 09:00:39 AM
Benton since i'm stuck and i can't afford to tamper anything with the game maybe i could help you finish faster. Which section of the strings haven't you touched yet?
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 20, 2017, 04:14:19 PM
Jim, that's a really great offer, but I think I've got it down to a small enough number of entries that I can finish them today, otherwise I would absolutely take you up on it.  The work already done was a big help.
Title: Re: Marvel Adventures - Released!
Post by: Groucho on January 21, 2017, 04:13:33 PM
I am so excited for the release of this! I just re-installed  :ffvstr: and tried to make sure I did it correctly and have been fooling around trying to figure out how everything works again. I have created a few heroes and things seem to be working correctly so far.

Benton I had a question for you if you've got a second and don't mind. I looked at your earlier Marvel Adventures release and found the folder that contains all of the meshes and skins you used for the characters but there are no hero files. So I'm assuming that all of the heroes are built in (which I believe means that the hero files are saved in a dat file somewhere?). If that is the case, what's the benefit of having characters built in versus using hero files? Also is it possible to export a hero recipe (file) from a dat back into a hero file? If you're busy and don't have time to respond I understand. Last thing I want is to hold up the release of MA  :thumbup:.
Title: Re: Marvel Adventures - Released!
Post by: crosspotts1.0 on January 21, 2017, 10:42:41 PM
I am so excited for the release of this! I just re-installed  :ffvstr: and tried to make sure I did it correctly and have been fooling around trying to figure out how everything works again. I have created a few heroes and things seem to be working correctly so far.

Benton I had a question for you if you've got a second and don't mind. I looked at your earlier Marvel Adventures release and found the folder that contains all of the meshes and skins you used for the characters but there are no hero files. So I'm assuming that all of the heroes are built in (which I believe means that the hero files are saved in a dat file somewhere?). If that is the case, what's the benefit of having characters built in versus using hero files? Also is it possible to export a hero recipe (file) from a dat back into a hero file? If you're busy and don't have time to respond I understand. Last thing I want is to hold up the release of MA  :thumbup:.
to this qustion i dont think u can iv been trying but still cant but i dont know much about programing but maybe u can
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on January 22, 2017, 01:02:51 AM
I am so excited for the release of this! I just re-installed  :ffvstr: and tried to make sure I did it correctly and have been fooling around trying to figure out how everything works again. I have created a few heroes and things seem to be working correctly so far.

Benton I had a question for you if you've got a second and don't mind. I looked at your earlier Marvel Adventures release and found the folder that contains all of the meshes and skins you used for the characters but there are no hero files. So I'm assuming that all of the heroes are built in (which I believe means that the hero files are saved in a dat file somewhere?). If that is the case, what's the benefit of having characters built in versus using hero files? Also is it possible to export a hero recipe (file) from a dat back into a hero file? If you're busy and don't have time to respond I understand. Last thing I want is to hold up the release of MA  :thumbup:.

I definitely think that having all of the characters in a .dat file definitely makes it really easy to install the mod (self-extraction made simple).  No pesky writing to a user's AppData folder and having to fiddle with admin permissions.

Also, built-in heroes have their character dats based on the their path relative to the mod's base folder (in this case, the MA folder). Built-in characters are also the only ones that can be "forced" into a campaign since missions call on character names from the character.dat (or maybe the object.dat) file. Custom heroes can't be included in the storyline in this way.

Those are the only reasons I can think of off the top of my head. I hope that explains it a bit more. :)

Howdy folks!  First off, what's the word, testers?  Is the FF campaign working properly?

Secondly, I'm making progress.  I've written about a zillion string entries, and I'm getting close to the end.  Watch this space!

D'oh! I forgot to test that! :doh:

My mind has been on other matters lately, but I should hopefully be able to spend some time either tomorrow or Monday night on checking.

Great news on the strings, though! :thumbup:
Title: Re: Marvel Adventures - Released!
Post by: BentonGrey on January 22, 2017, 01:32:51 AM
No worries, Spyder, and thanks for pitching in!

Groucho, thanks for the interest, and I hope that you'll find my little project worth the wait!  Spyder's explanation covers several of the reasons regarding built-ins, but I'll add that built-in characters also get power and tool-tip descriptions and many more customization options than HFs, which is actually the whole reason I started making mods in the first place, believe it or not.  I really wanted, say, Batman, to say 'the Dark Knight' when you moused over him.  That's what started all of this madness. :lol:

Yes, you can copy a built-in character.  All you have to do is open the mod, go to characters, choose heroes, villains, or what have you, select the character from the list and click "Copy."  Rename and save.  This will not, however, copy all of the customizations. 

My plan is to try and get through the remaining strings today and tomorrow, but we'll see. 

Jim, if you want to help out, I actually do have something you could do for me while I'm working on the strings.  If you're interested, you could take a look at the Readme and see if there is anyone I forgot to credit.
Title: Re: Marvel Adventures - Released!
Post by: crosspotts1.0 on January 23, 2017, 12:22:27 AM
i hope so im eargrly waiting to play with mysterio and spidy
Title: Re: Marvel Adventures - Released!
Post by: Groucho on January 23, 2017, 06:52:05 PM
Thanks everyone for the info on built-in characters! I had come to the realization myself that it's much easier for distributing a mod rather than messing with all of the hero files in a users profile like Spyder said. I wasn't aware that a campaign requires them to be in the character.dat to perform certain things. That's really good to know.

Benton, you mentioned copying a character. Just to clarify, you mean using FFedit and copying one character stored in a mods character.dat and inserting it into another character.dat for use somewhere else, correct?

One other thing I'm a bit unclear on is character AI. I know that some hero files have M25's AI files with them and I know (I think) how those get created and then branded in FFX. Since those I assume are created through some process M25 came up with that parses your hero and creates an AI based on their powers how does the AI work for built-in characters? Do they just use some sort of built in AI stored in a dat file somewhere? Once a character gets converted from a hero file to a built-in, do they just use a built-in AI?

Sorry for all of the questions! I'm just trying to get a grasp of how everything works.
Title: Re: Marvel Adventures - Released!
Post by: spydermann93 on January 23, 2017, 11:44:38 PM
What Benton meant is that in :ffvstr:'s character creator menu, you can pop open the Heroes, Villains, or Multiplayer tabs, click on a character, and copy the character into your own hero file. It will be modifiable just like any of your own custom characters.

As for AI in regards to built-in characters, all of their AI data is in your "modname/Missions/Scripts" folder in a file called "m25aiData.py", I believe (not at home right now, so I can't check). Each built-in character's AI data can be found under the character's name given to them in the "Templates" tab in FFEdit.
Title: Re: Marvel Adventures - Released!
Post by: Groucho on January 25, 2017, 04:55:37 PM
Thanks Benton and Spyder! I gave it a try and it worked perfectly. It's much easier than I thought to copy a built-in character back into a hero file. Also I did find the "m25aiData.py" file in the location you provided inside the FFX mod folder as well as in the same location in the Marvel Adventures folder. That brings me to another question. What's the reasoning on how mods are structured? I guess what I'm trying to say is that I see mods like FFX and MA have their own folder inside the  :ffvstr:  root folder and they appear to have the contents of the Data folder copied into them (they have their own dat files for example). When creating a mod do you just create a folder and copy over the necessary files and edit those so as not to mess with the core files? How does a mod know which files it should be using (core or modded files?). I assume if you wanted to be able to use FFX stuff in your mod you'd have to copy over the dats from inside the FFX folder rather than the core dat files? Again sorry for all of these questions!

Thanks! 
Title: Re: Marvel Adventures - Released!
Post by: catwhowalksbyhimself on January 25, 2017, 09:27:52 PM
You should always copy any files you are going to change for a mod into the mod's folder.

For all files, the game first checks the mod's folder and loads the files from there.  It the files are not there, than it check for them in the main folder instead.  So it will only load the core files if there are no versions of them in the mod folders.

Messing with the core files will break mods and possibly other things.  Lots of breaking.  Not something you should try.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 28, 2017, 09:49:20 PM
Howdy folks, and welcome to the next iteration of Marvel Adventures!  This is Marvel Adventures Vol. 2, featuring a whole host of new characters and a brand-spanking new set of campaigns!  At long last I've finished all those final, niggling details, and I've got this behemoth released!  I can't stop using exclamation points!

*Ahem*

Sorry about that. 

This is a gigantic mod that encompasses large swaths of the Marvel comics universe.  It attempts to capture the classic feel of a large assortment of characters with new stories set during the heyday of such icons as Captain America, Thor, the X-Men, the Avengers, and the Fantastic Four, as well as a bevy of villains and guest stars.  You can face the villainous Hellfire Club as the X-Men, or struggle to save all of the nine realms as Thor and his allies.

So, what are you waiting for? Join the fight!

Download Marvel Adventures now! (https://bentongrey.wordpress.com/2017/01/28/marvel-adventures-vol-2-released/)

Check out the Marvel Adventures album HERE! (http://imgur.com/a/EYBZX)!

Campaigns:

This mod has somewhere in the neighborhood of THREE HUNDRED characters!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on January 29, 2017, 02:56:20 AM
How many missions did you add to the Avengers campaign? I see one with the Squadron Supreme.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 29, 2017, 03:27:03 AM
Hey EoB, I think I only added on to the Avengers.  I have more sketched out, but I ran out of steam.  Most of my efforts went into the Spider-Man, X-Men, and Fantastic Four campaigns. 
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: windblown on January 29, 2017, 03:29:36 PM
 :thumbup: :thumbup: :thumbup: Cant' wait to play it!!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 29, 2017, 11:21:54 PM
Thanks WB, I hope that you enjoy it!  :D

Howdy guys, I just became aware of a terrible oversight on my part.  I forgot to credit Detourne_me for the awesome contributions he made to this mod.  Without his skopes and constant efforts to expand the borders of this game, there's a great, great deal that I could never have accomplished with this project.  To name just one example, the work he did on his Nightcrawler finally gave me the adaption of that character I had always wanted and was part of my inspiration for making this mod in the first place.  I use that character's awesome skoped animations as a base for everything I did with the character.  So, with deep apologies to DM for the oversight, I have uploaded an updated Readme and will be fixing the main download soon. 

I also included an overdue note of thanks to my testers and support crew who were always supportive and generally awesome.  Thanks to Spyder, CB, CQ, and Jim!

You can find the updated file here:
http://greylands.freedomforceforever.com/MA_ReadMe.txt
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Deaths Jester on January 30, 2017, 03:58:59 AM
Course you know with me back to skinning obscure Marvel villians ever so often, you're going to have to add more missions...like a Heroes for Hire mission or such. :-P
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 30, 2017, 04:00:16 AM
I have a Heroes for Hire mission!  :D

But, all of my mods are perpetually awaiting expansions.  ;)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: OrWolvie1 on January 30, 2017, 03:31:54 PM
Looking forward to checking it out, BG. Perhaps it will help me with my problems. I already know it's going to be fun to play, as your Mods always are  :thumbup:
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Deaths Jester on January 30, 2017, 10:25:59 PM
I have a Heroes for Hire mission!  :D

But, all of my mods are perpetually awaiting expansions.  ;)

How can you say you have a Heroes for Hire mission without Commanche, the Mangler, Spear, Chesire Cat, Shades, and all those other jive talking '70s turkeys?!?  Come on BG, you know I was going to get you on that....:D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 31, 2017, 02:09:04 AM
Haha, well, I know NOTHING about those guys.  You've created such awesome skins for several of them that I will add them in on my next pass, if you'll remind me! :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: detourne_me on January 31, 2017, 05:28:10 PM
I've been having a fantastic time playing with this mod BG.  It's just great all around.  Excellent variety of characters, and I've only played the SHIELD meshes so far.
I did see that you had an older skope of Rocket Raccoon in there though... he wasn't quite finished I think. Here's an updated skope with reflections and a jetpack. http://www.mediafire.com/file/69puyzm329hcme5/M_GOTG_Rocket_Raccoon.zip
Oh, and I know you were using Groot with the built-in FFX Ent mesh, but here is a Groot skope I put together too,  I modified the head a bit more, and added some growing keyframes.
http://www.mediafire.com/file/18slqqelpq4wapm/M_GOTG_Groot_dm.zip

Not sure if you'd like to include them in an update or not. :)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Deaths Jester on January 31, 2017, 08:00:59 PM
Haha, well, I know NOTHING about those guys.  You've created such awesome skins for several of them that I will add them in on my next pass, if you'll remind me! :D

BG, you need to spend more time at the Marvel Appendix website then...or reading old school Marvel comics...:P
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Fronkenhonk on February 01, 2017, 01:21:53 PM
This is great struff.  :thumbup: However im having trouble with mission 2 for the FF. It says explore the second cavern and free the prisoners. After freeing the prisoners nothing happens and the rest of the level is empty.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 01, 2017, 02:35:49 PM
Did you "talk" to the civilian with the red exclamation mark over their head?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Fronkenhonk on February 01, 2017, 03:37:23 PM
Yes and nothing happended. The red exclamation mark just disapears. Tried several times restarting the mission.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 01, 2017, 04:11:24 PM
Fronkenhonk (great name! :D ), that's strange.  Are you sure you've killed all of the minions in that area?  If one of them is trapped someplace, the encounter won't end.  And you've restarted the mission from the beginning?  Unfortunately because of the limitations of EZScript, saves within a mission won't load properly.  Also, be sure you smash all of the cages.  You can knock them off of the civilians, but the encounter won't register as finished unless they are all destroyed.

DJ, ha!  That is probably true.  When I finish reading through DC's Bronze Age sometime in 2085, I plan on going through Marvel's.  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: daglob on February 01, 2017, 04:40:28 PM
Man, talk about a glutton for punishment...

Bill, who was there...
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 02, 2017, 05:43:29 AM
Ha, I've read some good Marvel books from that era, DG.  :)

ATTENTION: If any of y'all downloaded the mod from the link in this thread rather than from my blog, please delete your copy and download the installer.  If you did so,  you got an older version, and you're missing several updates and about a zillion string entries.  The new version should be save game compatible.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: WyldFyre on February 03, 2017, 12:28:15 AM
Haven't had time to play this yet (still hoping to get Fawcett working at some point), but thanks for all your hard work on this.

And a Super Huge Thanks!!!! to all the contributors to this great project.

It is truly amazing how many characters and stories you have been able to include.

Great job all around.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 04, 2017, 05:28:08 PM
Thanks for the kind words, WF, and you're very right for praising our amazing creators!  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 06, 2017, 03:41:17 AM
Played the first 5 missions of the FF campaign, having great fun and no problems so far. I also noticed you have


Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 06, 2017, 04:11:21 AM
Great news, EoB!  I'm very happy to hear you're enjoying it, and especially happy to hear it isn't giving you any trouble!

Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on February 06, 2017, 08:23:50 AM
Question: If i copy/paste the map files from your final version to my current one Benton will the map problem in the FF third mission disappear? I have already your version installed in one of my pcs bu i have plenty of custom characters isntalled in the test version you gave me some months ago.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 06, 2017, 03:12:21 PM
Jim, you'll need to get the textures, but yes, that should work.  I also did a ton of string entries, so you might merge the lang dats as well.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 06, 2017, 05:07:46 PM
 :doh: Last night when I was updating to the current version, I didn't put the "/MA" at the end of the installation path. Everything went into my main  :ffvstr: Folder instead of a "MA" Folder. What a noob, boneheaded mistake. I haven't started to check out how much damage I did yet.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 06, 2017, 07:51:03 PM
Uh oh, that's not good :blink:

If you're using steam, revalidation of your game files should work to return your base game back to normal. Other things like extra files will have to be manually cleaned out, though.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 06, 2017, 10:31:43 PM
I'm using the Disk, which was what caused me to make my mistake. I had to change the path of the install.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: AfghanAnt on February 10, 2017, 10:18:12 PM
Congrats!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 11, 2017, 12:25:12 AM
Thanks AA, and thanks to creating such great content for the mod!  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 11, 2017, 03:25:29 AM
Finished the FF campaign,


Spoiler (click to show/hide)

Nice
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 11, 2017, 03:33:48 AM
Thanks EoB!  I read through the classic FF in the last several years, and I really enjoyed telling a story in that fashion. 

Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 11, 2017, 03:22:36 PM
It worked fine for me

Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 11, 2017, 03:40:24 PM
Great!  It was probably just a random glitch, then, because I tested it before with no problems.  Thanks, EoB!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 17, 2017, 01:03:07 AM
I'm going to upload a minor update for a few odds and ends I missed soon.  Has anyone encountered any bugs?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 17, 2017, 04:24:13 AM
I found a few fruit flies, but that's about it.


OH! You mean in your mod! Well, I've seen a spider, an ant, and even a scorpion!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 17, 2017, 04:57:56 PM
I'm going to upload a minor update for a few odds and ends I missed soon.  Has anyone encountered any bugs?

I am replaying the Avengers campaign to get to the new mission. I got to the old last mission and suffered a crash when

 
Spoiler (click to show/hide)


Ok I used Mission_Win() to get past that played the SS mission. Nice but it seems like you wanted to do another mission after that.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 20, 2017, 03:52:58 AM
I started the Spider-Man campaign. Sorry to be negative but





Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 20, 2017, 04:19:13 AM
Thanks EoB!  I really appreciate the bug spotting.  Don't worry; you aren't being negative.  You're being helpful.  I'll give these a look this week and try to sort them out.

I assume you loaded a save for the last Avengers mission?  I'm not 100% positive, but it's POSSIBLE I changed something that could have caused a save to choke.  I'll know after I play through.

For Spidey, yeah, that shouldn't have happened.  That was supposed to be a tough fight, but he shouldn't have been that much of an obstacle.

:EDIT: So, re-tested the Spidey mission, and that is too tough.  I'll mess around and see what I can come up with.  Would y'all prefer me to just remove Cobra, or should I try to rebalance him a bit.  Basically, does he feel too tough on his own merits, or is the mission too tough?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 21, 2017, 12:19:25 AM
I played the Avengers campaign again(loved the comic book covers) and used the cheat to get past the crash so I could play the Squadron Supreme mission.


I would vote for killing err removing that blasted snake.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Deaths Jester on February 21, 2017, 12:40:22 AM
If you are trying to do the old Cobra and Hyde team then you need to really weaken Cobra from what I've heard. You have to remember that Hyde was the powerhouse in that grouping, Cobra was the brains.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on February 21, 2017, 11:52:25 AM
If we are talking about the Spidey camp with the Heroes for Hire mission yes Cobra can be frustrating but i have played the campaign twice in the hard difficulty and it didn't have a major problem. Maybe you guys play it in higher difficulty?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 22, 2017, 01:03:32 AM
If we are talking about the Spidey camp with the Heroes for Hire mission yes Cobra can be frustrating but i have played the campaign twice in the hard difficulty and it didn't have a major problem. Maybe you guys play it in higher difficulty?

I played it on the "My life is actually Peter Parker's!" difficulty.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 22, 2017, 08:16:56 PM
Ha!  That's got to be the hardest difficulty!

Thanks for the feedback, guys, and DJ, that is what I was going for.  I think part of the problem is that Mr. Hyde is a lot easier to hit, even though he's a lot tougher too.

I think one of the issues is that I originally balanced Cobra to fight Thor, a-la his appearances in the Thunder God's comics back in the day.  I've probably got him a bit too tough.  He's got 02 point invulnerability and stone material type.  I'm debating what to do with him.  Getting rid of the invulnerability, but that might still leave him a bit too tough.  Thoughts?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Deaths Jester on February 22, 2017, 09:00:06 PM
BG, then you need to dial down the dodge ability on Cobra esp if you have him going up against Spiderman.  Remember SPidey has spider sense so he has a better chance of hitting a contortionist than Thor would. Probably drop the invulnerability on Cobra and move it over to Hyde also.  Hyde can take tons of damage and often times in the comics just laughs it off.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 22, 2017, 10:39:10 PM
Make Cobra slippery to hit, but not quite as durable. I'd say make him a bit softer than Spidey, but about as hard to hit.

I haven't read Cobra's old appearences, but knowing Thor, I'd think that Thor just has a tough time hitting Cobra, not exactly hurting him. Considering how much damage he can do to people like the Hulk and Juggernaut (without his forcefield), that's not surprising.

Thor also has a bad track record vs agile opponents (e.g. Daredevil, Wolverine, Mongoose, Quicksilver, etc), which is weird because he can hit people like Gladiator and Hyperion (who both have incredible reaction times), but whatever.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 23, 2017, 02:32:02 AM
Thanks for the feedback guys!  I've given him 02 invul. and Flesh material.  He's a little squishier than I like, but the mission feels much better now.  I'll do some more testing.

Spyder, there is an argument that folks like Gladiator, Hyperion, you know, Superman types, tend to take a punch rather than dodge it because they're confident in their abilities.  In fact, given Gladiator's weakness, that might be more true than not.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on February 23, 2017, 03:28:21 AM
Aye, that's a fair point. :P

It's just given that when they feel Thor's hits, they'd start trying to dodge, but to your point, their overconfidence shall be their downfall  :grimreaper
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 23, 2017, 05:09:32 AM
I'm going to upload a minor update for a few odds and ends I missed soon.  Has anyone encountered any bugs?

I am replaying the Avengers campaign to get to the new mission. I got to the old last mission and suffered a crash when

 
Spoiler (click to show/hide)


Ok I used Mission_Win() to get past that played the SS mission. Nice but it seems like you wanted to do another mission after that.

EoB, I'm getting no crash there.  Could you be a bit more specific?  Does it crash after that particular line?  What heroes did you bring?  Would you be willing to try it again and post your script.log?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on February 25, 2017, 02:19:22 AM
I'm going to upload a minor update for a few odds and ends I missed soon.  Has anyone encountered any bugs?

I am replaying the Avengers campaign to get to the new mission. I got to the old last mission and suffered a crash when

 
Spoiler (click to show/hide)


Ok I used Mission_Win() to get past that played the SS mission. Nice but it seems like you wanted to do another mission after that.

EoB, I'm getting no crash there.  Could you be a bit more specific?  Does it crash after that particular line?  What heroes did you bring?  Would you be willing to try it again and post your script.log?

Yes it crashed after that line. I brought Wonderman and Miss Marvel. Just tried again with Wasp and Vision and no crash.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 25, 2017, 05:57:05 AM
Okay, the problem is probably just a missing head .nif for one of them.  That's a big relief.  I'll check it out and upload a patch soonish.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on March 15, 2017, 03:32:52 AM
Okay ladies and gents, I have a few minutes this week, and I'm going to put out an update.  What all needs doing? 

-I've tweaked Cobra so the Heroes for Hire mission should be more balanced.
-I've fixed Wonder Man's missing head.nif, so he shouldn't crash any Avengers missions.
-Replaced Readme with updated one.

Am I missing anything? 

:EDIT: Ahh, I remembered something, I need to tweak the AI of the Zodiac troopers so they aren't as grenade happy.  Can anyone tell me how I can change some custom AI to use a power LESS often?  What I've tried clearly hasn't worked.  Alternately, is there a tutorial about that somewhere?

Similarly, how can I make someone fly less.  I want Doom to land to attack, as befits his stature!  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: detourne_me on March 16, 2017, 12:57:08 AM
Re tweaking the AI, im sure you know that putting it further down the list lessons its priority, how about adjust the energy reserve? I forgst the command, but theres something you write to set an energy level that the ai holds off using powers until it saves up energy.  So maybe if the grenades are set at low energy, set the reserve to medium or high and it will try to save up energy fo use the higher intensity powers....
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on March 16, 2017, 01:22:06 AM
There are a few ways to do it, but I tend to use the "pct" command and re-order all of my powers from most likely considered to least likely considered.

Something like this:
Code: [Select]
['hydra_officer',
["target enemy",
'weakness_ranged_energy',
'weakness_melee_crushing',
],
["timer", 'auto',
'TUseRemedy()',
"TFleeMelee(mindist='medium',movetype='move',time=3)",
'TFleeMelee(type="any",subtype="emitting_damage",time=3)',
"TRally('hydra_officer hail hydra',type='friend',time=3)",
"TRanged('hydra_officer beam blast',time=3)",
"TRanged('hydra_officer energy barrage',time=3)",
"TMelee('hydra_officer jackboot kick',time=3)",
"TMelee('hydra_officer hydra blow',time=3)",
"TRanged('hydra_officer energy pistol',time=3)",
                "TRangedExplosive('hydra_officer energy grenade',time=3,pct=20)",
'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=3)',
],
],

I moved the grenade to the near bottom and gave it a lower percent chance. This is just a very rough sketch of readjusting the usage of the power, though, so it won't be perfect and it's very simple.

As for Dr Doom, I would guess something like:

Code: [Select]
['dr_doom',
['subtype',
'metal',
],
["target enemy",
'weakness_ranged_energy',
'weakness_melee_electrical',
'not blanked',
'weakness_melee_crushing',
'weakness_area_electrical',
'weakness_ranged_electrical',
],
["timer", 'auto',
'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
'TLand(mindist=100)',
                "TArea('dr_doom electrical field',time=3)",
"TRangedExplosive('dr_doom gauntlet bomb',time=3)",
"TMelee('dr_doom charged gauntlet',time=1.27)",
"TRanged('dr_doom gauntlet blasters',time=3)",
"TRanged('dr_doom lightning generator',time=3.0)",
"TRanged('dr_doom chronal decellerator',time=3)",
"TRanged('dr_doom neuro neutralizer',time=3)",
"TMelee('dr_doom fist of doom',time=1.27)",
"TRanged('dr_doom gauntlet shot',time=3.08)",
'TThrow(pickup_time=2.68,throw_time=2.71)',

'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',
],
],

You could give him a mindist parameter for his "Land()," command so that if he's close to an enemy, he plants his feet on the ground and demands everybody supplant to his whims. Like above, very rough idea. Nothing complicated or too interesting.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: earl of bronze on March 19, 2017, 05:46:13 PM
Looking forward to the update.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: laughing paradox on April 03, 2017, 01:16:41 AM
Benton, I'm so glad you got this finished! Congratulations!

This mod is the reason I've started Freedom Force for the first time this year, so I can't wait to get into it.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: dudalb on April 03, 2017, 11:55:10 PM
I will try this tonight but have a couple of questions:
I presume this, like other mods,will not replace the original FFVTR campaign.
Any special steps needed to get this to run on the GOG version, which is the one I will be using.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 04, 2017, 03:54:36 AM
LP, I'm honored!  I hope that you find it lives up to your expectations!

Dudalb, welcome to the forums!  You presume correctly.  The mod will install to its own folder, specifically, wherever you point the installer.  To get the mod to work for the GOG version, all you'll need to do is point the installer at that directory and it should create a proper shortcut.  I'm afraid the exes won't work for GOG, but you can still change the campaigns manually.  Instructions are in the Readme, and let me know if you have any trouble!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: dudalb on April 04, 2017, 06:49:52 AM
Does this mod work on the GOG version of FFVTR?
The install program does not create a MA folder.and even though I put the correct path into the Play Marvel Adventure Shortcut, the shortcut refuses to accept as a valid program. When I click the individual advdenture, I get a message saying I do not have the right permissioins to run the program. DOes this only work with the Steam version?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 04, 2017, 02:55:34 PM
Howdy Dudalb, it should work on GOG just fine.  You've got to make sure there is an /MA on the end of the install path, or it won't put it in its own directory.  The .exes won't work, as I mentioned, because they're keyed to the Steam path.  There might be a way to change that, but I don't know it.  There should be a shortcut (Play Marvel Adventures) that will automatically be given the right path.  If not, you can go into it's properties and change its target and start in directories.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: dudalb on April 04, 2017, 04:19:13 PM
I got it to work. seems as if my Anti Virus program REALLY did not like the executes and blocked them. I put them on the exeception list for my ANti Virus, and now the executes for the individual campaigns work fine. Still no luck with the main execute, though,but I can play the game.
Worse came to worse, I could reinstall my steam version ,but I won't have to do that.

Now how about that Dr Strange campaign?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 04, 2017, 11:20:43 PM
Yeah, I got a false positive on the FF.exe for some reason on mine as well, but only on my desktop.  It's weird.  Anyway, I'm glad you got it to work!  If you've got the .exes to work, that means that they get installed properly in a new location, which is great!  I didn't know that.  If you've got them working, you don't need the shortcut, because they're all the same, just with a different campaign.

Haha!  Well, maybe one day, in vol. 3.  There were plans once, and I still have an outline.  For a while there was a chance that I could have provided y'all with a campaign written by the great Dr. Mike and modded by me, which would have been utterly incredible, but sadly, the good Doctor has gone on to bigger and better things.  He very kindly helped me develop the outline though and gave me notes which I've saved for a possible future attempt.  In the interim, y'all can dream about what might have been.  There was also someone else talking about doing another Invaders campaign, but that might still happen one day.  I think the mod's all setup for it, so all he'd have to do is release the campaign and missions. :cool:

For that matter, as with the DCUG, everyone is absolutely welcome and encouraged to tell their own stories in MA!  I hope other folks will release some adventures that can be dropped in since I've managed to get such a wide cast of characters created for it. :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 05, 2017, 02:41:31 AM
By the way, Spyder, DM, thanks for the help guys!  I know very little about the AI, actually.  I'm fairly certain that my efforts have probably made things worse.  :unsure:  That's really good information, and I didn't know you could just move items down the list.  Is there a tutorial on the AI anywhere?  I probably should know this stuff.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on April 05, 2017, 02:45:18 AM
The AI section in the FFX3 manual is where I've been getting all of my info from.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 05, 2017, 03:02:29 AM
D'oh!  Thanks Spyder!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on April 05, 2017, 04:16:59 AM
Lol, no problem :P
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: dudalb on April 05, 2017, 06:50:29 PM
Throughly enjoying the mod.
One thing I want to do is ,in the Rumble room, pit the Original Marvel CHarecters against their Freedom Force "Clones"...Iron Man vs Manbot, etc.
What makes this mod so approptiate is that it is no secret that the Silver Age style of Jack Kirby was the main visual inspiration for the look of "Freedom Force".
Now I have to give the Gray DC Mod a try, though I am given to understand it is a work in project. I wish it was available as a single download instead of in ten parts, though....
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 18, 2017, 12:22:24 AM
I'm very glad to hear that Ouflah! 

Yeah, I imagine that the MA characters tend to be more powerful, but the FF characters probably use their powers more effectively.  I'm curious how it turned out!

Yeah, I keep thinking to myself that I need to give the DCUG a new installer that gets rid of that clunky system, but I just sort of feel like I shouldn't mess with it until I'm ready to update the thing, which is a long way away.  Maybe one of these days...
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: style on May 10, 2017, 01:43:34 AM
Hey Big B here is wut I got:

    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
Building_GetDimensions() non-fatal error:
    template 'pier' not found in list of building dimensions.
    To detect approximate dimensions, use
    getBuildingDimensions ()
initialising FFQ_initialiseExtras()
Plugin 'firehydrant' OnPostInit() called
Campaign_ReadCharactersFromSavedGame: character <xbeast> has power <xbeast beastly reflexes> with no corresponding powers.dat entry.
Campaign_ReadCharactersFromSavedGame: character <xpolaris> has power <xpolaris metal deconstruction> with no corresponding powers.dat entry.
Campaign_ReadCharactersFromSavedGame: character <xpolaris> has power <xpolaris magnetic imprisonmen> with no corresponding powers.dat entry.
Campaign_ReadCharactersFromSavedGame: character <xdazzler> has power <xdazzler sparkling eye contac> with no corresponding powers.dat entry.
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on May 10, 2017, 03:15:56 AM
That's the whole thing, Style?  Hmm.

So folks, Style is getting a black screen on Thor mission 2 and 3.  Is anyone else experiencing that?

I'm headed to a conference tomorrow morning, so I'll be out of pocket for a bit.  I'll give this a look when I get back.  Sorry you're having troubles, Style!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Ozymandiasveis on May 14, 2017, 05:46:41 PM
Gotta say I'm loving it so far!!!!!!!!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on May 15, 2017, 05:35:55 PM
I'm really happy to hear that, Ozy!  Any particular bits that stand out to you?

Style, I've got good news!  I had some time after my conference and was able to test Thor.  I got the same issue, and I realized out that...I forgot to add unfade commands in the first four or five missions!  Ha, I have no idea how that happened, because I tested the entire darn thing before I released it.  Weirdly, sometimes EZS will unfade automatically, sometimes it won't.  For whatever reason, I guess it had done it automatically when I was testing these missions.  Nonetheless, the fix is very simple.  When I get home I'll upload a new version with all the fixes we've been talking about here.  I'll probably have it up tomorrow.  Sorry about that!

Did you ever find any help for the pink texture issue?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on June 05, 2017, 05:58:38 PM
Okay gents, after WAY too long for such a small set of updates, I've got an updated version of the mod uploaded.  This includes all of the fixes discussed here, missing textures, Thor missions, etc. 

You can get the new version here:
https://bentongrey.wordpress.com/marvel-adventures/

I'll try to put together a discrete set of changes in a patch, but I don't know when I'll have time for that.  In the meantime, the whole thing is updated, so I hope that will be usable for folks.

Also, would some of y'all be willing to head on over to my ModDB page and rate the mod, maybe even leave short review?  Apparently a lot of folks are looking at it, but no-one is downloading it.  I imagine some positive press, so to speak, might help with that.  :)
http://www.moddb.com/mods/marvel-adventures
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on June 05, 2017, 10:34:04 PM
Consider yourself critique'd *snootily sips tea*
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on June 06, 2017, 12:29:46 AM
Haha, that's great, Spyder!  Thanks so much, man!  I really appreciate you taking the time to do that in the first place, but I'm especially grateful for the wonderful review you gave my little project.  Thank you most sincerely, my friend!  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on June 06, 2017, 01:08:46 AM
Haha, that's great, Spyder!  Thanks so much, man!  I really appreciate you taking the time to do that in the first place, but I'm especially grateful for the wonderful review you gave my little project.  Thank you most sincerely, my friend!  :D

Just being honest :P

You've done tremendous work and I adore all of your mods. The stories are fun, the enemies are challenging, the balance is fair but still leans towards representing the characters as they are in the comics, and the fact that you make several campaigns for one mod adds a LOT of replayability to each one.

Just a shame that :ffvstr: isn't more popular so others can see it.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Mentlegen-23 on August 01, 2017, 09:01:37 PM
 :angry:

I'm having trouble using the "Start in:" and "Target:" directory paths.

Can someone please help me with this?

The path to the ffvttr.exe is
"C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich"
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on August 01, 2017, 11:03:05 PM
This should help:

Target: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe" -game MA -log

Start in: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\MA\..\"

Copy the bold text EXACTLY and paste them in their respective fields :)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on August 01, 2017, 11:44:27 PM
Are you using the Disk version of the Game?  If so, then for your "Play Marvel Adventuers" Shortcut, I believe you want the following settings:

Target: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe" -game MA -log

Start In: "C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\"
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 02, 2017, 12:39:32 AM
Thanks gents!

Also, the .exes SHOULD set up automatically to whatever directory you installed the game.  You can use them instead of the shortcut, if you like.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on August 02, 2017, 02:16:37 AM
Ninja'd by Spyder, but I would go with his response over mine.

@ Benton: When I had installed MA, I had been using Avira Antivirus, and it deleted all the (.exe) files, labeling them as problem files.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 02, 2017, 02:48:54 AM
I replaced the ones my AV disliked with fresh ones for the latest versions, but your mileage may vary.  I'm fairly certain that the issue is just the fact that the .exe alters files (copying your campaigns and such), but better safe than sorry.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 12, 2017, 02:19:59 PM
First of all @BentonGrey thanks for all the work on all the  :ffvstr: mods. For the Marvel Adventures vol 2.0.

When I play the mod, I notice that when: using the right mouse button to show the attack powers on an opponent, I do not see their energy usage for a couple of the powers on the top of the list. I do sometimes see them for the powers at the bottom of a list. I noticed the same thing in the Spiderman and Ghostbusters mod. I am using Windows 10 and the GOG.com version of  :ffvstr: .

So can anyone help?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on December 12, 2017, 02:25:33 PM
Howdy Lunati, and thanks for the kind words! 

Wow, I'm afraid I've never encountered that.  I have no idea what would cause that.  I assume it's some kind of weirdness with Windows 10, but I'm not sure.  You might try playing in compatibility mode for XP SP 2 or 3, but I'm not sure that would do anything.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 12, 2017, 03:52:42 PM
Howdy Lunati, and thanks for the kind words! 

Wow, I'm afraid I've never encountered that.  I have no idea what would cause that.  I assume it's some kind of weirdness with Windows 10, but I'm not sure.  You might try playing in compatibility mode for XP SP 2 or 3, but I'm not sure that would do anything.

Thanks. I just got a reply on the Technical Issues forum, it seems to be an FFX 3.3 feature called 'Overspend Energy w/Stun Risk' . Quite a newbie experience, just seems it was a setting I didn't knew I was using. Turned it off and it seems fine now.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on December 12, 2017, 04:47:49 PM
Ahh, see, I'm so used to that always being there that it didn't even occur to me as a factor.  It's funny how familiarity can blind us.  Anyway I hope you enjoy the mod!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 18, 2017, 06:37:54 PM
Just finished the Spiderman Mod on Marvel Adventures Vol 2. , really nice mod  :D. Like the variation of the Marvel characters, there's a nice range to choose from in the end. Really enjoyed it, really a nice way to revisit  :ffvstr:

@BentonGrey What is the best way to give feedback on the mod and prevent spoilers for others?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 22, 2017, 08:25:12 PM
Just played the X-Men Solo mod in this series, please note that when an objective states 'Sneak past guard'  :ph34r:, the objective isn't actually to sneak past unseen. It just means, kill the guard before he sounds an alarm. Just sneaking by unseen doesn't give you the objective, although it does give you more of an advantage, since every battle not fought is also HP's not reduced  :cool:
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on December 29, 2017, 06:03:14 PM
Howdy Lunati!  I'm delighted you enjoyed the mod!  I'm glad you found the cast of Spider-Man campaign engaging.  As these always do, the project got away from me!  ;)

The best way to give feedback would be here, using the spoiler feature. 

As for the "Sneak" objectives, essentially they are all jerry-rigged, as EZScript, which I use to create them, has no way to do this properly.  There's no mechanism to detect NOT knocking somebody out.  So, you "complete" the objectives even if you don't complete the objectives.  Essentially, the only way to fail is to let the guard escape to summon his buddies. 

So, any other feedback or thoughts?  I love hearing from players!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 30, 2017, 07:50:27 PM
* SPOILER ALERT * scroll down to see more about my feedback on the Spiderman Mod and X-men mod (not the solo) and also the X-men solo mod...









I running the GOG.com version of  :ffvstr: on Windows 10 Home Edition 64bit. Since I have some feedback on the visuals I note this here.

I will start with the Spider-Man mod. 1) Some of the levels had some loose items in the levels, that showed pink textures. Although it wasn't that noticable. 2) Another texture issue I noticed, sometimes powers would show either purple or red ribbons, looked like a texture error. 3) Sometimes at the end of a level, there keeps to be some kind of 'thumbing' sound that just keeps repeating, don't really know what that's about. 4) On the last level, that is a Mod Ghost to choose a side, this didn't work. All villans just fought with each other and I could just wait out their battle, and just finish off the winners. Might work better to fight three groups of villans at once, then the next three groups step by step. E.g. by when entering a crossing have them north, east and west of the heroes group. So you are forced to engage.

For the X-men mod (not the solo one, but the other one). Well that is quite a large mod, well done. 1) In the first (there might be more) level with Magneto, there the entire surface the heroes walked on was pink. From there on out, also some of the hero textures turned pink in every following level. When defending the X-men mansion it became barely playable, since most of the heroes had pink textures by then. So I am thinking of stopping there, since with so many pink heroes it is just not playable in the levels that follow. (to quote Guybrush Threepwood... but it's it's pink!) 2) From the first level with Magneto, I got double heroes. The heroes that I chose and the AI heroes in the levels overlap. This also happened later. And there was a level where in the cutscene Professor X says I will stay behind and monitor the situation, then I would expect Professor X to NOT be available for the mission, although he was.

Still the X-Men solo mod, was overall the best, when just looking at the graphics presentation. 1) There were only some issues on the Gambit levels, with some small pink textures on small blocks in the scenery, although that could have been anything. It at least did not register as a health, energy or prestige cannister when playing.

Thanks for the mods, just love that this good old game can still be enjoyed with so many interesting mods.



Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on December 31, 2017, 04:28:16 AM
Howdy Lunati!  Thanks for the feedback! 

I'm traveling at the moment and don't have time for testing and the like, but I want to point out a few different things.

First, some of the graphical issues you're having might be a matter of a memory leak in FF.  I don't think that all of those are missing textures, as others haven't reported them  (but I will, of course, test and check these things out).  If you play for an extended period of time and without restarting your computer, you can get memory leaks that cause such issues.  It SHOULDN'T be happening, because I've replaced all of the skins with DDS instead of TGA, but it's still happening, and I don't know why.  Try restarting and seeing if those levels will be any better.

Second, the 'spirit of the mod' in Spider-Man shouldn't be offering to let you choose a side, he should be letting you chose some allies.

Third, yeah, being able to bring the same X-Men into the mission that are allies IN the mission is a mistake.  Which missions did that happen on?

Thanks again!  When I get home I'll see what I can figure out about this.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on December 31, 2017, 05:51:08 AM
Hi Lunati, quick questions for you if you don't mind. The pinking issue, is it happening more on the Characters or the Maps? And if it is the Characters, is it occurring with particular ones more than others?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 31, 2017, 09:46:37 AM
@Bentongrey Thanks for the feedback, I will certainly test the restart and do the levels again to see if the 'pink' issue is a memory problem. Could well be the case, since I was playing longer than usual. The duplicate heroes only appeared in the X-men (not the solo) mod, in the first level with Magneto and when defending the mansion.

@Cyber Burn The pinking issue is happening more on Characters in de X-men (not the solo) mod, and for the characters it now was mainly Storm, Wolverine, Banshee. I think it were mostly heroes I chose more often, so that could then be related to a FF memory issue.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 31, 2017, 11:00:36 AM
@Bentongrey I looked into the X-men mod (not the solo) and found a couple of things of interest.


Hope this can be debugged when you return from your travels.

Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on January 07, 2018, 09:05:30 AM
* SPOILER ALERT * scroll down to see more about my feedback on the Invaders mod...










In the fourth (and possible) final mission, where you encounter a couple of foes in an enclosed space. There is the blue flying one, when I just ran past them and later returened it appeared to be 'stuck to the ceiling' and then got beyond that. So that I could not defeat that one, to continue the game. So I had to restart, that foe just went to infinitiy and beyond ;-). Might it be possible to lower the ceiling in a level, so a player can always see the foe, when zoomed out completely?

After the fourth mission, when Zemo is defeated there is still a bit of epilogue. So is it intended to end on that, since after that I get a mission where I can not select any heroes for the mission, but I can Enter the Fray, just to get to a big black nothing ;-) ingame.

I liked the Invaders mod, but I think that is mostly because of the famililarity with Captain America. And I found it quite though to figure out the level, where there was a displaced character. First I though I just really neede the hero with electric power, although in the end it came down to get him pinned down and blasting everything I've got at him. That kinda worked. It did get a bit tedious though.

Overall I think I like the city levels in the mods the best, versus heroes you can hit (not too much displacement). I like the way the scenery and buildings can be used in offence and defence. Makes it an interesting tactical challenge. The confined spaces, like in the fourth level of Invaders, it's a bit too easy to just lure the foes into a funnel and pick them off one by one. The most difficult level for me was the one with the X-men solo with Gambit, since there was almost no scenery for cover. So if you are planning on expanding some of the mods, I would be most interested in the city levels ;-). My favorites so far are the X-men and Spiderman mods.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on January 11, 2018, 06:47:25 PM
* SPOILER ALERT * scroll down to see more about my feedback on the mods: Ironman, Fantastic 4 and Thor...










Ironman Mod: The mod did not run with the exe file. So I tried to copy the campdef.dat to the main map of MA, as I did before with the Fantastic 4 mod. It looks like in the Ironman Mod the cutscenes, are cut short or do not work at all. It seems that I am missing most of the story after the first mission.

Fantastic 4 mod: Although I didn't like the heroes in this series, I did play the first level. And I did like the way you created a nice puzzle to see how to get the heroes back together, using one of the heroes Invisibility and/or Shield powers. Would love to see this kind of mechanic in an X-men mod story. E.g. to use the 'walking trough walls' power (if this is possible in FFvs3R).

Thor mod: I only played the first level, and I would expect the shield to drop on the Executioner when I defeated the Sorceres. But since this did not happen, to me the endgame to defeat the Executioner seems kind of a mission impossible. Since I also could not find any other way to disable the shield he is using.

Well lot's to read when you get back from your travels  :rolleyes:.

Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 22, 2018, 04:17:52 AM
Howdy Lunati!  Thanks for all of the feedback!  It looks like you've managed to find a bunch of bugs.  I'm sorry I've been out of touch for so long, but I'm home and have finished getting ready for the semester, so I'm ready to start troubleshooting.  I'm going to post your PMs here below so I can keep everything in one place, if you don't mind. 

Spoiler (click to show/hide)


Spoiler (click to show/hide)

Thanks for the feedback, man.  I'm really glad you enjoyed the X-Men and Spider-Man mods, and I am very pleased that I was able to introduce you to appreciation of a great character like Banshee.  I am still not 100% happy with Wolverine and Iceman's healing, so I may tweak them eventually.  Wolverine may be as close as I can get him, though, as his healing should be powerful, but it should be able to be overcome.  CB gets the credit for the lovely Cap FX, and I can take zero credit for any of the art assets.  They've all been made by folks WAY more talented than me.  :D



I'm going to make a list of issues you've had so I can work through them.  Let me know if there's anything you'd like to add/clairfy.  I'll put commentary after the entry when I've tested and tweaked.  That will be in red.

The issues reported so far are:

X-Men

Invaders:

Iron Man

Thor

I will definitely need some community help to narrow down/replicate, and troubleshoot here, so help is welcome!

At first glance, I'm seeing a lot of stuff I haven't heard before and some rather odd errors.  I'm rather wondering if you got a bad download.  If I can't replicate some of these errors, I'd suggest redownloading the mod.

The EXE trouble might have to do with false positives from your antivirus.  The way they work is by copying and deleting files, which makes a lot of antivirus programs panic.  You can add them as exceptions though, as I am sure they are okay.  I built them myself from a few lines of code and an icon, so there shouldn't be anything harmful in them.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on January 22, 2018, 01:08:38 PM
Benton, i haven't tried any of the campaigns besides Shield and Spidey but i thought Guardians was only one mission?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on January 22, 2018, 04:01:44 PM
Thanks Bentongrey for getting back. I will be adding my comments in blue, as a response on some remarks / questions. And it's no problem you posted the PM's, for me it was because I just did not know how to use the Spoiler feature then. So sent them as PM to be on the safe side.

I'm going to make a list of issues you've had so I can work through them.  Let me know if there's anything you'd like to add/clairfy.  I'll put commentary after the entry when I've tested and tweaked.  That will be in red.

The issues reported so far are:

X-Men

Invaders:

Iron Man

Thor

I will definitely need some community help to narrow down/replicate, and troubleshoot here, so help is welcome!

At first glance, I'm seeing a lot of stuff I haven't heard before and some rather odd errors.  I'm rather wondering if you got a bad download.  If I can't replicate some of these errors, I'd suggest redownloading the mod.

The EXE trouble might have to do with false positives from your antivirus.  The way they work is by copying and deleting files, which makes a lot of antivirus programs panic.  You can add them as exceptions though, as I am sure they are okay.  I built them myself from a few lines of code and an icon, so there shouldn't be anything harmful in them. I had not EXE trouble with false positives, I already added those to the exeptions. The only thing related to an EXE for me was a reference to the free compiler that was used.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 29, 2018, 12:23:34 AM
You're welcome Lunati!  Good idea about the blue.  That should help us keep things straight. 

The issues reported so far are:

X-Men
 


Invaders:


Iron Man

Thor


So, a couple of thoughts. 

First, changes that I make to characters, powers, or the like, including team compositions during a mission, won't update for saved games.  I'm afraid that's a native problem that I can't fix, so you'll need to restart campaigns to see those types of changes. 

The textures problems with the X-Men missions are troubling.  (by the way, thanks, your having issues with that mission made me go back and realize a mistake I made in the script!  Random!)  If the map is pink, that SHOULD mean that the texture is missing, but that's a vanilla texture that should be in the game no matter what, so that isn't the problem, I don't think.  The problem MAY be with the map, somehow, but I can't figure it out.  This needs more testing and I may need the help of some skinners who know more about the technical side of this than I do.  I'm seeing this regularly with Banshee, Angel, Storm, and Thor.  It seems like their extras, the stuff not on their main skin file, are showing up pink, but the skins themselves are displaying properly.  Notably, the display fine in other parts of the game/Charactertool.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 02, 2018, 01:06:46 AM
In regards to the Meshes with Pinking issues, I’ve been going through a few here and there (It’s given me a whole new perspective on this issue). Some of the things that have, in my opinion, contributed to the Pinking, includes, but is not limited to:

1. Non- converted Meshes and/or Skins.

2. Too many Meshes and/or Skins in your “Characters” Folder.

3. Too many Meshes and/or Skins with the same naming convention (male_basic.dds, extras.dds, etc.).

4. And oddly enough, the chain reaction effect. One Pinks, and the more start to pink.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 02, 2018, 06:43:17 AM
CB, I can't thank you enough for taking the time to examine this.  It has seemed utterly mystifying to me, so your efforts at sorting out what is causing it, demystifying it, are extremely helpful.  Thanks man.  As always, you're the man.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: detourne_me on February 02, 2018, 09:51:59 AM
In regards to the Meshes with Pinking issues, I’ve been going through a few here and there (It’s given me a whole new perspective on this issue). Some of the things that have, in my opinion, contributed to the Pinking, includes, but is not limited to:

1. Non- converted Meshes and/or Skins.

2. Too many Meshes and/or Skins in your “Characters” Folder.

3. Too many Meshes and/or Skins with the same naming convention (male_basic.dds, extras.dds, etc.).

4. And oddly enough, the chain reaction effect. One Pinks, and the more start to pink.

I think #3 is the core of most issues.   The game and associated programs aren't really optimal with memory. and there seems to be a limit to what the engine can load effectively.  Having multiple files with the same names definitely exacerbates the problem as the engine is designed to seek out shortcuts to save on memory.  Think about how you can have multiple skin folders, but all of the extra textures could be in the standard folder.  the game will try to find the fewest amount of texture files to render,  and I believe that FFVTTR will seek out DDS with first.

Another issue is that when we convert .tga to .dds, sometimes the compression fails and the .dds files are empty.  This happens a lot to _glow files because they are usually solid black.  So, the game will try to load an empty file, and this causes a pink mesh.
The most surefire way to reduce pink meshes in my opinion is naming texture files for specific meshes, using good quality DDS files, and removing any _refl or _glow if the character doesn't really need it.  That should cause the texture to load up quickly, and without fail.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on February 02, 2018, 04:22:17 PM
You're welcome Lunati!  Good idea about the blue.  That should help us keep things straight. New comments are Blue that follow a Red text.
The issues reported so far are:

X-Men
 


Invaders:


Iron Man

Thor


So, a couple of thoughts. 

First, changes that I make to characters, powers, or the like, including team compositions during a mission, won't update for saved games.  I'm afraid that's a native problem that I can't fix, so you'll need to restart campaigns to see those types of changes.  Thanks, that is good to know. For me it's only the X-men and Iron Man mod I will play, and X-men I would be okay to revisit. In Ironman, I only played the first mission, so no problem there.

The textures problems with the X-Men missions are troubling.  (by the way, thanks, your having issues with that mission made me go back and realize a mistake I made in the script!  Random!)  If the map is pink, that SHOULD mean that the texture is missing, but that's a vanilla texture that should be in the game no matter what, so that isn't the problem, I don't think.  The problem MAY be with the map, somehow, but I can't figure it out.  This needs more testing and I may need the help of some skinners who know more about the technical side of this than I do.  I'm seeing this regularly with Banshee, Angel, Storm, and Thor.  It seems like their extras, the stuff not on their main skin file, are showing up pink, but the skins themselves are displaying properly.  Notably, the display fine in other parts of the game/Charactertool.  Kudos for the contributions of Cyber Burn and Detourne_me on this.  :cool:

Conclusion: In my opinion Thor and Invaders issues have been resolved. Only open issues to be fixed are for the X-Men and Ironman. Might be good when making a new post to just include these.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 04, 2018, 03:00:45 AM
Right, Lunati, once I sort out the pinking issue, I'll upload an updated version which should also fix the Ironman issues.

DM, CB, thanks so much for the help here!  So, if I were to split up the MA mesh folder into subfolders, say, splitting into 5 or 6 subgroups, do you think that would solve this?  That would obviously be much more do-able than to edit file names and meshes for tons of skins.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 04, 2018, 04:13:00 AM
Unfortunately, that wouldn't be a guaranteed fix, there are still some Meshes that would still "Pink", and then the chain reaction effect would occur. I think there would be less pinking, but with the subfolders, but as long as there are still multiple Meshes with the same texture names, I think that the Pinking will continue. I'm still experimenting with this though.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Epimethee on February 04, 2018, 07:48:08 PM
Unfortunately, that wouldn't be a guaranteed fix, there are still some Meshes that would still "Pink", and then the chain reaction effect would occur. I think there would be less pinking, but with the subfolders, but as long as there are still multiple Meshes with the same texture names, I think that the Pinking will continue. I'm still experimenting with this though.
In this case, would giving a unique name to the texture files and editing accordingly the texture's File Name attribute in the .nif file do (e.g., renaming civilian_male.dds/.tga to civilian_ma9f.dds/.tga)? Or are the issues with memory management too fundamental for this trick to be worth the hassle?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 05, 2018, 06:49:49 AM
That's actually what I've been experimenting on with my Decoys and Freedom Forcers. Still testing boundaries and limits though.

It would help if I actually had some free time though.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on February 07, 2018, 12:32:17 AM
With altering the Texture Names, and setting up the Nif Files to accept them, it seems the tests with the Decoys and Freedom Forcer Skopes/Skins was successful. So now I'm veeeerrrryyyy slooowwwllyyy working on the X-Men in the MA Mod to see if I eventually get the same results. But with my schedule, as it is, and all the other commitments I have, who knows how long this will take.

So far, I have:

Wolverine_Yellow_REN
Colossus_Classic
thunderbird_classic
Cyclops_JimLee
Banshee_Classic_AA

Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 07, 2018, 08:29:54 PM
Okay, that's important to know.  Thanks, CB, for tackling this.  I'll just release an update with what I have, and then there's no hurry on the pinking issue.  I appreciate you working on it at all, but it seems like it is not affecting all of the mod or even all players, so it isn't game-breaking, however annoying it is.  If you'll keep plugging away at it, I'd certainly appreciate your help!  As always, you're the man.  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on February 17, 2018, 05:48:48 PM
Benton, i'm sorry if this has already been covered but i'm having trouble playing the in the4 snowy map used in the X-men first mission campaign with the X-men vs the Aplkha Flight.

Let me clarify that the mission works perfectly in the campaign but when i select the map in the RR, the games crashes. The name of the map in the RR list is "01x training day".
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on February 19, 2018, 05:35:50 AM
Hmm, that's weird.  I GUESS I've probably deleted some markers needed for RR play.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on February 19, 2018, 04:59:35 PM
Is there any solution to that? Do you experience it in your version?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 02, 2018, 09:43:22 PM
Sorry Jim, I forgot to respond to this!  I've been sort of incommunicado lately. 

The solution would be to figure out which markers are missing and replace them, so it would be super simple.  However, I don't know enough about how the RR uses markers to know how to go about that.

Also, I finally got off my duff and uploaded the fixes I've been sitting on.  Y'all can get them here:
https://bentongrey.wordpress.com/marvel-adventures/
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on April 14, 2018, 11:47:18 AM
Also, I finally got off my duff and uploaded the fixes I've been sitting on.  Y'all can get them here:
https://bentongrey.wordpress.com/marvel-adventures/

Thanks, is this then the fix for the pinking issues in X-Men and the Ironman fix (for no cutscenes) ?
And do I just need to download the whole package again and replace the whole MA directory?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 14, 2018, 02:27:21 PM
Lunati, yes, this SHOULD be a fix for the X-Men pinking and a few other odds and ends for their campaign.  I fixed the Ironman problem and tested that, so it should be good. 

Yes, just delete your entire MA folder and replace it.  You'll need to restart campaigns to see all of the fixes because of the way FF saves work.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on April 14, 2018, 08:47:38 PM
Thanks, will try it out. When I can find the time  :rolleyes: .
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on May 13, 2018, 09:56:10 PM
Howdy guys, I'm elbows deep in the guts of this mod, fixing problems and constantly discovering more.  :wacko:  I need a little help.  Apparently Goggle's Pizanno's palace map has various weapons on the walls.  Some of them are axes, some are maces, and some are hammers.  Everything seems to be displaying properly except the hammers.  They're missing textures.  The only problem is, I have no idea what texture it is. Can anyone figure it out?  Because of the way these things are set up, they show up in the editor labelled as streetlights.  That's not very helpful to me.  :P

On a positive note, CB's fix for the continual pinking issues seems to be working...but I'm constantly find new characters to which I have to apply it.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on July 27, 2018, 02:35:14 AM
Howdy folks!  I promised I wouldn't be idle when I got back, and I'm keeping that promise.  I'm currently doing a final pass through of the mod and my fixes and updates.  I'm also creating saves of all the missions, as has occasionally been requested.  I was thinking to myself, "I'll be done with this tonight!"  But then I looked at how many campaigns and missions I still had to play through, and I realized I was a bit overambitious.  There are a LOT of campaigns in this mod!  Haha!  :lol:  Anyway, I'll release this update and bugfix soon, so be on the lookout!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on July 27, 2018, 02:55:54 AM
Can't wait! :thumbup:
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on July 29, 2018, 10:27:02 PM
Well, I'm having trouble getting the file uploaded on Cat's server, but I got it up on my Mod DB page, so you can head on over there and check it out. 
https://www.moddb.com/mods/marvel-adventures

That's right, Marvel Adventures 2.2 is released, an update that fixes a boatload of problems and provides a number of little tweaks.

You can check out the details on my site and on ModDB.  I've started providing a lot of the Readme info up front, as I'm realizing that people aren't reading the readmes.  Ha!  :lol:

Anyway, have fun, folks, and until my next project, Make mine Marvel....Adventures!

Also, if you enjoy the mod and you haven't already, please give it a rating over at ModDB!

Also also, let me put out another request for screenshots or videos.  If you want to share some of your adventures with me, I'll put them up on my sites and share them with the world!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on July 30, 2018, 06:51:38 AM
Well, I'm having trouble getting the file uploaded on Cat's server, but I got it up on my Mod DB page, so you can head on over there and check it out. 
https://www.moddb.com/mods/marvel-adventures

That's right, Marvel Adventures 2.2 is released, an update that fixes a boatload of problems and provides a number of little tweaks.

You can check out the details on my site and on ModDB.  I've started providing a lot of the Readme info up front, as I'm realizing that people aren't reading the readmes.  Ha!  :lol:

Anyway, have fun, folks, and until my next project, Make mine Marvel....Adventures!

Also, if you enjoy the mod and you haven't already, please give it a rating over at ModDB!

Also also, let me put out another request for screenshots or videos.  If you want to share some of your adventures with me, I'll put them up on my sites and share them with the world

Benton i'm glad you found the time to finish an update to your behemoth. I ave made some adjustments to your
previous versions mainly adding some powers to a few characters. If i installll this update will it mess with those additions? I haven't changed anytging in the campaigns. Just added close to 50 new characters and close to 10 powers to xisting
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on July 30, 2018, 02:21:20 PM
Hrm...well Jim, yeah, that is a pickle.  I've tweaked both powers and characters .dats, and yeah, if you install this, it will wipe out your changes.  I'm afraid I'm not precise enough to keep exact track of what I'm changing and when, so I can't tell you what all I messed with. 

There are two solutions I can think of.  First, the game-breaking stuff I fixed is a matter of campaigns and art assets.  You could backup your Characters, Templates, and Powers .dats (and any art files associated with your new stuff), then delete the mod and install the new version.  Then, simply paste those files back in, overriding the update's versions.  This means you won't get the character and power tweaks (and there weren't a ton of those), but you'll get the most important stuff. 

Alternately, the second option gets you everything, but it is a lot more work (hence why I don't do it for updates).  You could backup all of the art files you added, go through the dats and delete everything except your new stuff.  Then you could backup those dats, delete your mod, install the update, and merge your original, cut-down dats with the new ones. 

I'm sorry man.  If I had thought about it, we probably could have just added your stuff into the main mod.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on July 30, 2018, 08:32:42 PM
 :banghead: I wish I still had everything set up to play, I was really looking forward to this.

I'm really glad to see that you were able to get this released Benton, Congrats!  :thumbup:
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 14, 2018, 02:01:43 PM
Hrm...well Jim, yeah, that is a pickle.  I've tweaked both powers and characters .dats, and yeah, if you install this, it will wipe out your changes.  I'm afraid I'm not precise enough to keep exact track of what I'm changing and when, so I can't tell you what all I messed with. 

There are two solutions I can think of.  First, the game-breaking stuff I fixed is a matter of campaigns and art assets.  You could backup your Characters, Templates, and Powers .dats (and any art files associated with your new stuff), then delete the mod and install the new version.  Then, simply paste those files back in, overriding the update's versions.  This means you won't get the character and power tweaks (and there weren't a ton of those), but you'll get the most important stuff. 

Alternately, the second option gets you everything, but it is a lot more work (hence why I don't do it for updates).  You could backup all of the art files you added, go through the dats and delete everything except your new stuff.  Then you could backup those dats, delete your mod, install the update, and merge your original, cut-down dats with the new ones. 

I'm sorry man.  If I had thought about it, we probably could have just added your stuff into the main mod.

Benton, i have given it some thought and i believe the first option is the best one by far. The campaigns and art sections complete the experience without colliding with the changes i have mde. I will need your help though determining which files i should keep. I will make a short list of the changes and you tell me if they conflict with any of your campaign fixes:

1) As i have said before i have added 60+ new characters meant to be fine-tuned and balanced in order to fit the game. So i guess objects, powers, templates and characters dat are must. Do i need to save res.dat as well, i never understood what it did  :D.

2) I created close to 10 combo attributes so attributes.dat andd ffxmulti.py are saved as well.

3) I have added 15 new powers to existing characters you made but the powers.dat in 1) covers it so we are good.

4) I have made some minor tweaks in the ai mostly so existing characters like sandman can use their new powers and some characters to not remain airbonre all the time so m25aidata is saved as well.

5) I have made an active defense/attribute like the ones you use frequently so ffxcustom2.py is retained.

6) Added close to 200 new FX from AA's qumenpack and Heralds of Destiny plus some windblown fx so the textures,generic folders and fx/sounds dats are saved.

7) The entirety of characters folder from the library needs to be saved as well.

8) I have written bios for the new characters so the strings.txt file needs to be saved. Do i need other files from the lang folder or will the strongs file suffice?

I know it's a lot but i would appreciate any input in order to have a smooth transcation. I'm really looking forward to finish your campaigns :thumbup:..So far have any of the changes i have made conflict with your campaign tweaks?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 14, 2018, 04:46:55 PM
I'm sorry that you're not set up to play, CB!  That's a shame, man.  But troubles don't last forever.  The mod will still be here if and when you want to try it out, my friend.   :)

Benton, i have given it some thought and i believe the first option is the best one by far. The campaigns and art sections complete the experience without colliding with the changes i have mde. I will need your help though determining which files i should keep. I will make a short list of the changes and you tell me if they conflict with any of your campaign fixes:

1) As i have said before i have added 60+ new characters meant to be fine-tuned and balanced in order to fit the game. So i guess objects, powers, templates and characters dat are must. Do i need to save res.dat as well, i never understood what it did  :D.

Sounds like a plan, Jim. 

You will need to save the Res if you added anything to it, which would be adding new talking heads and the like.  I am pretty sure I edited mine, at least a little, probably fixing a data path or something.

2) I created close to 10 combo attributes so attributes.dat andd ffxmulti.py are saved as well.
Good, and I didn't edit either of those.

3) I have added 15 new powers to existing characters you made but the powers.dat in 1) covers it so we are good.
Right.

4) I have made some minor tweaks in the ai mostly so existing characters like sandman can use their new powers and some characters to not remain airbonre all the time so m25aidata is saved as well.
I did make several AI changes that affect gameplay, so I would back yours up, copy out the ones you changed, and paste them over the entries in the new one.  I know I changed several of the various minions so they would use their powers better and not spam grenades, and I tweaked a lot of characters that have area attacks so that they wouldn't spam those either.  I tweaked Magneto, trying to get him to use his FFActive, but no luck there.  Have you had any luck with that?

5) I have made an active defense/attribute like the ones you use frequently so ffxcustom2.py is retained.
I've probably tweaked that too, but I don't remember what and where.  You could do the same process as 4 if you want to be on the safe side.

6) Added close to 200 new FX from AA's qumenpack and Heralds of Destiny plus some windblown fx so the textures,generic folders and fx/sounds dats are saved.
Awesome!  Well, I may have fixed some VP issues, which would affect Sounds, but I'm not positive (my mod making is blending together).  HOWEVER, anything I did in Sounds could be conserved by merging from the new Dat to yours and then back again.  If you only added new content, then all of it would be conserved, while any changes I made would also be protected that way.  This is probably not a huge thing, as it would at most affect the voices of a character or two.

7) The entirety of characters folder from the library needs to be saved as well.
Yes, but I've made a lot of changes to the characters most likely to exhibit the pinking issue in campaigns, so it might be best to copy the new characters folder over yours, which will save all of your new art assets while adding the altered meshes and skins for pinking characters.

8) I have written bios for the new characters so the strings.txt file needs to be saved. Do i need other files from the lang folder or will the strongs file suffice?
The only thing that will be affected is strings, then.  If you only have new information, you can just merge from new to old and then old to new, and it should be fine. 

I know it's a lot but i would appreciate any input in order to have a smooth transcation. I'm really looking forward to finish your campaigns :thumbup:..So far have any of the changes i have made conflict with your campaign tweaks?

No worries at all, Jim!  I'm happy to help, and I wish we had gotten together before I had done all of this.  We could have just folded all of your stuff into the new version.  I'd have been happy to have it. 

Be sure to back everything of yours up if you have the space, and that way you can always go back and change things if necessary.  It all looks good, but I can't 100% promise we haven't missed something.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 14, 2018, 08:17:28 PM
I wish i would send you my version earlier Benton, i think you would really like the majority of the changes. We can still do that if everything goes according to plan. As for the res file what do you by "talking heads". The new characters have head.nifs that were generated by the AI generator in-game but i haven't added any dialogue or anything like in the your campaigns.

As for the Magneto Active Defense i really enlisted spyder's help on this one so here how Graviton's line in the m25aidata goes: "TActiveDefenseFFSelf(time=3,type='enemy',situation='not active_defense')",. Graviton's AD and Magneto's are quite similar, almost identical so i think this could work in theory.

Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 16, 2018, 05:48:58 PM
I'm sure I would like them, Jim.  We'll have to see about combining everything for a later expansion. 

Talking heads are the animated heads that show up in campaigns for dialog OR the portraits which show up in my mods.  Essentially, the Res tab is mostly used for adding animportrait entries, the entries that tell the game where to find 'talking heads' for characters that need to talk in a campaign.  You'll want to add entries for any of your new characters that you want to use in campaigns, because if the game goes to look for one of those and can't find it, it will crash.

Have you seen Graviton use his AD?  I've got a similar line for Mags, but no luck so far.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on August 16, 2018, 07:16:27 PM
Hi Benton,

It's been a while. Thanks so much for fixing the issues with Ironman / X-men. I finally got round to start fresh with the X-men group campaign. So far so good, although I haven't gotten to the missions where the pinking issue was though. Fingers crossed.

Just a little bug I noticed, when using Marvel Girls group flight powers you better not have fliers in your team. I had Storm and Banshee in my team. But when I used Marvel Girl's ability to do the group landing power, she also stripped Storm and Banshee of their natural fly ability. So for now I just won't use that power when having fliers in my team ;-).

kind regards,
Lunati
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 16, 2018, 07:58:13 PM
I'm sure I would like them, Jim.  We'll have to see about combining everything for a later expansion. 

Talking heads are the animated heads that show up in campaigns for dialog OR the portraits which show up in my mods.  Essentially, the Res tab is mostly used for adding animportrait entries, the entries that tell the game where to find 'talking heads' for characters that need to talk in a campaign.  You'll want to add entries for any of your new characters that you want to use in campaigns, because if the game goes to look for one of those and can't find it, it will crash.

Have you seen Graviton use his AD?  I've got a similar line for Mags, but no luck so far.

Every character i made has head nifs in their folders but i haven't written any dialogue for them. So i guess i need to keep my res.dat then?

Yes, he doesn't use it as much as i would like but Graviton does use it. It's one of those weird things where one thing works for someone and it doesn't work for another.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 16, 2018, 08:14:05 PM
No, if you haven't added to the Res.dat yourself, you have not changed it.  You have to manipulate it through FFEdit.  Adding the head.nifs is just like adding any .nif; it's only half of the equation.  At the moment, there is nothing you HAVE to do with the Res.dat.

If you want to be able to use those new characters of yours in campaigns, you'll need to create animportrait entries in that tab through FFEdit.  You just copy an existing one, like animportrait_loki, rename it to the name of the character (animportrait_blank), and point the data path to the right directory.  It's pretty obvious when you look at an existing one.

If you don't care about using them in campaigns (and you don't have to have dialog for them, just recruit them in those that allow that), you can ignore this.

Hmm, cool.  I'll have to play around with that AI.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 17, 2018, 05:29:09 AM
Ah, got it Benton so i dont tamper with the res for now. I do need the objects.dat dont it? Apart from the dats the other parts are way easier. Once i combine everything i will upload it to mediafire so yo can ispect it yourself. Oh and if you need help with the DCUG let me know. Im having some free time till the end of summer.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on August 18, 2018, 09:09:47 AM
Bug found in new release, pinking issue remains for X-men (group missions). In mission 4, when using Iceman, the icewalls are pink. For the moment I will just not use Iceman in the missions. And see if any other pinking issues still remain.
This I played with a PC that had just started up, did not play any other games or FFv3rdR. So not a memory issue as suggested many times before when mentioning the pinking issue.

kind regards,
Lunati
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 18, 2018, 02:04:36 PM
Howdy Lunati!  My heart sank for a moment there, but then I finished reading your post.  That is actually a separate issue, I think.  You're saying Iceman wasn't pink, just his walls?  That's an easy fix, just a texture missing from the map.  I'll put out a small patch.  You should be able to use Iceman as you like.  Some maps will have the right textures, and some won't.  If you encounter any others, let me know. 

Now, the other pinking issue may still happen, because CB and I didn't convert every skin, but we did all of those that exhibited the problem.  So, we'll see what happens.

Thanks for the report!

Jim, your Objects.dat is half of the info for new characters, so you'll definitely need that.  I did screw with the weight of a bunch of characters, I just remembered, so you won't get those adjustments, as they're kept in the Objects.dat.  I did this because of some knockback issues, so your mileage may vary.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on August 18, 2018, 06:49:29 PM
Howdy Lunati!  My heart sank for a moment there, but then I finished reading your post.  That is actually a separate issue, I think.  You're saying Iceman wasn't pink, just his walls?  That's an easy fix, just a texture missing from the map.  I'll put out a small patch.  You should be able to use Iceman as you like.  Some maps will have the right textures, and some won't.  If you encounter any others, let me know. 

Thanks, well when I read this I'm starting to think it might me a snow texture issue? Since I also get pink terrain on mission 6 Brothers and Sisters, if that is supposed to be snow. Could that then be the texture with the problem?
And having minor pink issues, well I could look past some objects. But not past the whole terrain ;-). Hope this can be fixed too. Haven't seen any pinking issues on characters though, fingers crossed  ;).

For the moment I will switch to the Ironman levels, untill this pinking issue is fixed though.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 19, 2018, 03:17:04 AM
Arg!  I wasn't able to solve that problem with the pink map and then forgot all about it!  Fortunately, while I was reading your post, I had a brainwave and figured it out.  I THINK I've now fixed that issue AND all the minor issues with FFX stuff like ice walls and utility belts not having their textures on certain maps.  I'll upload a patch or maybe a new version tomorrow.

Good news that you've seen no other pinking of characters.  If you run into any more before I get the fix uploaded, let me know, and I'll add them to the update.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Cyber Burn on August 19, 2018, 06:15:05 AM
Hey Benton, before releasing a new version, there are some characters you may want to check. I had a list before I cleared my laptop, should have kept it. But if memory serves you may want to check the following characters:

My Atlantean Skopes
My Assassin Guild Skopes
The Starjammers
The Abomination

I know there were more, but I'm going blank, but probably check anything that I did just to be safe.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on August 19, 2018, 08:57:02 AM
Arg!  I wasn't able to solve that problem with the pink map and then forgot all about it!  Fortunately, while I was reading your post, I had a brainwave and figured it out.  I THINK I've now fixed that issue AND all the minor issues with FFX stuff like ice walls and utility belts not having their textures on certain maps.  I'll upload a patch or maybe a new version tomorrow.

Good news that you've seen no other pinking of characters.  If you run into any more before I get the fix uploaded, let me know, and I'll add them to the update.

Hi Benton,

Thanks for the effort and all. On the Ironman mission I've seen Backlash wearing a pink cape (probably needs to be purple?, don't know this character though). And the cages, and then the outer frame is pink. It's not the bars in between, but the frames that make up the box.

If there is anything I can do to help, just let me know. I do have quite some Photoshop experience, with designing my own board game (work in progress for 4 years now). If you need help converting textures, although I don't know what program you use when modding exactly. So it might not be as simple as I think  :rolleyes:.

That's all I've got so far. And I am only playing the X-men and Ironman missions now.
Title: Re: Marvel Adventures - Released!
Post by: Lunati on August 19, 2018, 12:30:02 PM
managed to replay it (added: final mission of Ironman vs Mandarin) 3 more times , I find the console and deactivate it  and defeat Mandarin and his cronies , but the mission now does not end when IRON MAN says 2nd bomb possible we gotta get out!

That's the problem I'm seeing too (added: with the final mission of Ironman vs Mandarin), Harriman.  I'll investigate tomorrow.  This is the final mission, so fortunately you're not missing more of the campaign, but darn it that isn't the way it's supposed to work!

Here I still am having the same problem. I will tell you below what I did.

Spoiler (click to show/hide)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on August 20, 2018, 01:58:36 AM
Thanks CB!  I actually have already done some of those.  I'll look over the others as well.

Lunati, the last Ironman mission issue remains, unfortunately.  I can't figure that one out, but that's the end of the campaign, so at least it's not exactly game-breaking....sort of.  It's super frustrating.  By all accounts, it should be working fine, but nada.

I've fixed Blacklash.

The cages and all other FFX paraphenalia SHOULD now have the proper textures on all maps.  I'd love your help testing this out, though.  If you'll just try out a mission or two where you saw that stuff (utility belts, ice walls, cages, etc), and let me know if they are working properly now, that'd be great.

Thanks for the offer of help, Lunati!  I might well take you up on that.  At the moment, the fix for the pinking issue is simple, just a bit time consuming.  You have to open the character.nif of the offending mesh, edit the texture entries to something unique, like black.tga for Blacklash's male_basic.tga, then rename the corresponding skin textures in their skin folder to match.  That fixes the issue, but it has to be done for each character that exhibits the bug.  Several times, I've fixed a bunch of them, only to load the mission they're in and see a DIFFERENT set of characters now pink.  Rather annoying. 

Also, custom board game?  Cool!  What's it about?

Still, I'm super thankful that CB found the fix!

Alright, I've got the fixes, and I'm going to upload them as a patch.  I'll post a link when it's done.

:EDIT: Done, here is the patch.  I'm uploading a new full version too.  I'll post it when it is done as well.
http://greylands.freedomforceforever.com/MAPatch2.zip
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 20, 2018, 09:38:15 AM
Benton will the full version have 2.2+ the patch?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on August 20, 2018, 01:14:32 PM
The cages and all other FFX paraphenalia SHOULD now have the proper textures on all maps.  I'd love your help testing this out, though.  If you'll just try out a mission or two where you saw that stuff (utility belts, ice walls, cages, etc), and let me know if they are working properly now, that'd be great.
:EDIT: Done, here is the patch.  I'm uploading a new full version too.  I'll post it when it is done as well.
http://greylands.freedomforceforever.com/MAPatch2.zip

Hi Benton,

Tested the patch. All the cages are good now, both the Ironman mission and the X-men missions. And finally the X-men map is also good, on the Brothers and Sisters mission (haven't played it through though, not yet). What color should the Backlash cape be? Since I might be confusing it as a pinking issue, I do see some kind of purple/pinkish cape in the Comic book screens / Avatar. So that one is probably just fine, and was fine already.

The one pinking issue remaining is the Iceman, Ice Walls.

As for my help on the meshes, I would need step-by-step instructions for that.  Because when you say 'open the character.nif' , I need to not what program and so on. I am totally new to this kind of modding  :unsure:.

Finally, well I made a cooperative pirate board game: http://www.bandofpirates.net (http://www.bandofpirates.net). It's on hold for this year, maybe if I have the time I will pick it up again next year.

greetings,
Lunati
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on August 24, 2018, 07:38:12 PM
Benton the merging process has gone along pretty well so far and i have maintained the vast majority of your changes. Some weight adjustments were  lost because i replaced the characters.dat file but i don't think it was major. One bug i noticed is that the template path for you Dum Dum Dugan doesn't work in game and the mesh doesn't appear. You have it pointed at dum_dum_dugan_dm but the only mesh in the librady is dum_dum_dugan_DMAA. I assume you rplaced the mesh and forgot to change the path.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on September 02, 2018, 11:49:33 AM
Benton, i will have a merged version of your mod+plus my characters ready tomorrow or the day after tomorrow. I have maintained the majority of your changes and only pasted the additional files. The ai changes are unaffected and so are the campaigns and the voices as are the ffxcustom2 file. The characters, objects, powers and fx dats had to be overwritten but that's pretty much it. If you want, i could upload it to mediafire and you could check it out.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Torch on September 02, 2018, 11:57:42 PM
Benton:  Tried to send you a PM but your inbox was full so...

Hi Benton,

Long time no see.  I was looking at FFvt3R on my computer today and thought I would check out the forum.  I see you've been busy!  Question:  Old mods are pinned to the forum and I tried to download my mod West Coast Avengers from around a decade ago.  The link doesn't work.  Is there a new place that keeps them archived or are they lost to the void of the web?

Torch
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Previsionary on September 05, 2018, 02:31:48 AM
Benton:  Tried to send you a PM but your inbox was full so...

Hi Benton,

Long time no see.  I was looking at FFvt3R on my computer today and thought I would check out the forum.  I see you've been busy!  Question:  Old mods are pinned to the forum and I tried to download my mod West Coast Avengers from around a decade ago.  The link doesn't work.  Is there a new place that keeps them archived or are they lost to the void of the web?

Torch

Not to hijack the thread (sorry, Benton), but I saw your name and was like, "Oh, I know that name! Let's check in." Glad I did.

Your mod is here: https://www.mediafire.com/folder/2455688dit53d/FRP2_Backups#10w27f6kotwo2 (https://www.mediafire.com/folder/2455688dit53d/FRP2_Backups#10w27f6kotwo2)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on September 19, 2018, 09:08:55 AM
Quote
Bentongrey: Thanks for the offer of help, Lunati!  I might well take you up on that.  At the moment, the fix for the pinking issue is simple, just a bit time consuming.

Well about the pinking issue. As far as I can see there is one, or maybe two now remaining that's quite anoying in the following X-Men level, it's explained behind the spoiler link:

Spoiler (click to show/hide)

Just a quick personal note: I just posted a Lego X-Men Sentinel in the Artist's Alley section of the forum ;-).
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on September 22, 2018, 10:40:03 AM
Benton, greetings.

I hope you and the family are doing great. I wanted to let you know i'm very close on finishing the merged version of your MA 2.2 + my additions and i have managed to maintain most of your changes. I'm putting the finishing touches and i will try to upload it on mediafire in the next few days. Would you be interested in a link? Also, your inbox is full which is why i'm posting this message here.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on September 24, 2018, 01:13:41 AM
Howdy guys, sorry I've been out of pocket, but it has been a surprisingly busy semester so far.  My dissertation is sort of kicking my backside, and I only have until the end of the month (so freaking close!) to get my documents ready for the job market.  So, sorry for leaving messages unanswered!  Thanks for your patience!

Howdy Torch, and welcome back! 

Prem, no worries man.  Thanks for fielding that one!  Good to see you around too!

Well about the pinking issue. As far as I can see there is one, or maybe two now remaining that's quite anoying in the following X-Men level, it's explained behind the spoiler link:

Spoiler (click to show/hide)

Just a quick personal note: I just posted a Lego X-Men Sentinel in the Artist's Alley section of the forum ;-).

Okay Lunati, thanks again for reporting bugs and being so active with this!  I guess I just missed the icewall texture when I did my FFX texture sweep for the previous patch.  Fortunately, it was a super simple fix, just had to track those textures down and add them to the various map folders.  I also shotgunned the missing debris texture and managed to find it and add it as well.  So, those two issues at least should be solved.  I've uploaded the patch and you can download it here.
https://bentongrey.wordpress.com/2018/09/23/further-marvel-adventures-texture-pack/


Benton, greetings.

I hope you and the family are doing great. I wanted to let you know i'm very close on finishing the merged version of your MA 2.2 + my additions and i have managed to maintain most of your changes. I'm putting the finishing touches and i will try to upload it on mediafire in the next few days. Would you be interested in a link? Also, your inbox is full which is why i'm posting this message here.

Howdy Jim!  We're doing pretty well, thanks.  Glad to hear it!  I'd definitely be interested, but I don't know when I'd get around to examining the changes.  Honestly, the thought of trying to remember and recreate all of my changes that couldn't be saved is daunting at the moment, though I wish I could do it and release your expanded version!

Also, time to clean out my inbox again!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on September 24, 2018, 09:32:23 AM
Quote
Okay Lunati, thanks again for reporting bugs and being so active with this!  I guess I just missed the icewall texture when I did my FFX texture sweep for the previous patch.  Fortunately, it was a super simple fix, just had to track those textures down and add them to the various map folders.  I also shotgunned the missing debris texture and managed to find it and add it as well.  So, those two issues at least should be solved.  I've uploaded the patch and you can download it here.
https://wordpress.com/post/bentongrey.wordpress.com/30175

Hi Bentongrey,

Thanks for the quickfix. Although both Firefox en Edge both just show a empty page when I follow the link above, I do not see any download.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on September 24, 2018, 11:12:09 AM
Howdy guys, sorry I've been out of pocket, but it has been a surprisingly busy semester so far.  My dissertation is sort of kicking my backside, and I only have until the end of the month (so freaking close!) to get my documents ready for the job market.  So, sorry for leaving messages unanswered!  Thanks for your patience!

Howdy Torch, and welcome back! 

Prem, no worries man.  Thanks for fielding that one!  Good to see you around too!

Well about the pinking issue. As far as I can see there is one, or maybe two now remaining that's quite anoying in the following X-Men level, it's explained behind the spoiler link:

Spoiler (click to show/hide)

Just a quick personal note: I just posted a Lego X-Men Sentinel in the Artist's Alley section of the forum ;-).

Okay Lunati, thanks again for reporting bugs and being so active with this!  I guess I just missed the icewall texture when I did my FFX texture sweep for the previous patch.  Fortunately, it was a super simple fix, just had to track those textures down and add them to the various map folders.  I also shotgunned the missing debris texture and managed to find it and add it as well.  So, those two issues at least should be solved.  I've uploaded the patch and you can download it here.
https://wordpress.com/post/bentongrey.wordpress.com/30175


Benton, greetings.

I hope you and the family are doing great. I wanted to let you know i'm very close on finishing the merged version of your MA 2.2 + my additions and i have managed to maintain most of your changes. I'm putting the finishing touches and i will try to upload it on mediafire in the next few days. Would you be interested in a link? Also, your inbox is full which is why i'm posting this message here.

Howdy Jim!  We're doing pretty well, thanks.  Glad to hear it!  I'd definitely be interested, but I don't know when I'd get around to examining the changes.  Honestly, the thought of trying to remember and recreate all of my changes that couldn't be saved is daunting at the moment, though I wish I could do it and release your expanded version!

Also, time to clean out my inbox again!

I understand the weight of the task that's why i took extra care to save most of your changes. Your m2aidata and ffxcustom2 changes are maintainted, i only pasted additional entries based on my characters. The sounds are merged so any change you have made will be retained. I also haven't touched anything in your maps or campaigns which was the bulk of the patch. The only real change is with the characters but i checked every template path and every skope you changed is now directed to the appropriate hero file. I also took the liberties to change some keyframes that didn't add up to their descriptions like union's jack high energy melee.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on September 30, 2018, 08:38:50 AM
Quote
Okay Lunati, thanks again for reporting bugs and being so active with this!  I guess I just missed the icewall texture when I did my FFX texture sweep for the previous patch.  Fortunately, it was a super simple fix, just had to track those textures down and add them to the various map folders.  I also shotgunned the missing debris texture and managed to find it and add it as well.  So, those two issues at least should be solved.  I've uploaded the patch and you can download it here.
https://wordpress.com/post/bentongrey.wordpress.com/30175

The link to the folder is not working (both in Firefox and Edge I just get a blank screen). Could you repost the right link for the last pinking issue fix - patch?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Indywise on October 05, 2018, 05:48:58 PM
Hi Benton,

I used to love FF when it came out, but haven't played it for years - hearing about your mod has inspired me to purchase it on steam and get back to it, so thanks so much for that!

Apologies if this is a noob issue, but having downloaded your mod I can't get it to run. I made sure to install the game in the default directory as described in your install instructions - but when I try to run either the game shortcut or the individual campaign exe files I get an error message popup "Application load error 5:0000065434". Has anyone else had this, or know how to fix or workaround?

Thanks
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Indywise on October 05, 2018, 07:54:33 PM
Okay, Don't worry - It's a steam issue caused by having the game installed on a different drive to the main steam installation.

I solved it by placing a copy of the steam exe in the same folder as the game.

Looks great, can't wait to start a campaign!
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on October 05, 2018, 08:58:29 PM
Lunati: Darn it!  Ha, I'm not sure how that happened.  Anyway, fixed now.  Thanks for letting me know!

https://bentongrey.wordpress.com/2018/09/23/further-marvel-adventures-texture-pack/

Indywise, welcome to the forums!  I'm very pleased to hear that my little project brought you back to FF.  I'm glad you figured out the issue, and I hope you'll have a blast with the mod!  Please drop by to leave some feedback, and perhaps give me a rating at ModDB, if you're of a mind.  Definitely let me know which campaign is your favorite!  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Quarnz on October 13, 2018, 07:25:11 AM
Hi Benton,
Just installed the mod V2.2. Everything seemed to go OK, but when I go to run any of the MA .exe files I get an error saying that "the program was made with an unlicensed compiler. Please buy the PRO version to distribute your EXE."
Seems to happen with any of the EXEs I click on.   ;)
I have the GOG version of the game and it seems to run fine.
Thanks for the help
-Quarnz
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on October 15, 2018, 05:07:07 PM
Howdy Quarnz, and welcome to the community!

I'm sorry you're having trouble with the mod.  That certainly shouldn't be happening.  I'll have to see what I can do.  :wacko:
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on October 27, 2018, 02:30:05 PM
Lunati: Darn it!  Ha, I'm not sure how that happened.  Anyway, fixed now.  Thanks for letting me know!

https://bentongrey.wordpress.com/2018/09/23/further-marvel-adventures-texture-pack/


Thanks, the download works. Just tried out the one with the X-Mansion, although the pink debris remains. It looks like the same pink box that is in the back of the mansion in the pool, maybe that helps to fix it? For now, just make sure I better defend the mansion from destruction to prevent pinking, well that is the mission anyways ;-). Or just change the story, I am protecting the pink wrapped presents for the X-Men Christmas ;-).

Iceman is fixed though, that is a great relief :-).
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on November 04, 2018, 04:51:17 AM
Darn it! 

The issue is that this is an FF1 map, and I'm not sure which debris textures it uses OR where the debris pieces are to check.  I thought I had that one.  Bah!

Good news about Iceman...finally!  :P

Lunati, thanks for the troubleshooting and the patience!  I appreciate both!  I'll see what I can do about this when I get some time.

By the way, is anyone else getting that message Quarnz got from the .exe files? 
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on November 04, 2018, 05:02:58 AM
Can't say for sure. Whenever I install Marvel Adventures, Norton freaks out and removes the exes.

Too much of a headache to keep telling Norton to not delete them, lol
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on November 05, 2018, 08:31:44 AM
By the way, is anyone else getting that message Quarnz got from the .exe files?

I only had the message of 'not build by an official compiler' (or something) with the Ironman .exe , you then said that I had to copy/paste the campaign.dat manually from the campaign folder to the main folder for that one.
I did not have that with the main MA.exe file though.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on November 05, 2018, 04:21:12 PM
Hmm, but you don't have that message for the other campaign .exes, Lunati?

Yeah Spyder, I wish I knew how to prevent that false positive. 
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on November 05, 2018, 08:02:16 PM
No I only had it on the Iron Man .exe, and not the others I played:
X-Men, X-Men Solo, Thor, Spider-Man, Shield, Invaders and Fantastic Four.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on November 05, 2018, 08:13:43 PM
And that's with the latest release, hmm?  That's very strange.  I'll need to see if I can get the compiler to play more nicely.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Incredible Bulk on November 05, 2018, 08:27:06 PM
Is the link in the first post still the current one?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on November 05, 2018, 09:48:36 PM
Yes, it should be. 

Holy Hannah!  I just figured out something that has been a mystery for years!  I know why the last Iron Man mission won't end....

I just today figured out that a similar problem in my DCUG mod was caused by Lex Luthor's passive energy shield preventing the game from killing him after an interrogation, and I just now made the connection that the Mandarin has the same thing!  Unfortunately, there's no way I can think of to fix this...but darn it, mystery solved.  Yay?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on November 06, 2018, 02:47:31 PM
And that's with the latest release, hmm?  That's very strange.  I'll need to see if I can get the compiler to play more nicely.

Well, I do not think this is with the latest release though. Since I did play those before the new release, so it could be that with the new builds some .exe's have changed though.
For now I only play the X-Men team campaign, since I have not finished that one. And for me the X-Men feel most like a team to me, that's also why I'm more a fan of that rather than the Avengers that nowadays get all the attention.

Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 15, 2018, 08:19:59 PM
Darn it! 

The issue is that this is an FF1 map, and I'm not sure which debris textures it uses OR where the debris pieces are to check.  I thought I had that one.  Bah!

Good news about Iceman...finally!  :P

Lunati, thanks for the troubleshooting and the patience!  I appreciate both!  I'll see what I can do about this when I get some time.

Hi Benton,

Found any time yet? I do have played the X-men Mansion level again, and well, ignoring the pink debris (looks like the same square that is in the blue pool at the back of the mansion) gets harder when the building collapses (lost of fighting going on, I can't influence ;-) ).

I do have some time to go play this one, with the holidays coming up.

kind regards,
Lunati
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on December 16, 2018, 12:50:48 AM
Howdy Lunati!  I'm afraid it's been crazy busy for me, and the little time I've had, I've been spending working on the DCUG.  However, I took a few minutes just now and tried to hunt down the texture once more, and I MAY have it.  I'm not sure, though.  I'll try to give it a test tomorrow.  If you'll PM me your email address, I can send you the textures, you can try them out, and let me know.

I also tracked down a new .exe maker which will hopefully have less issues than the one I've been using, so I'll create some new .exes for the next update.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on December 16, 2018, 06:50:00 PM
Thanks, PM has been sent.  :)
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Incredible Bulk on December 16, 2018, 07:50:38 PM
Send them to me too please isais007@yahoo.com
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Jimaras8 on January 02, 2019, 07:21:20 AM
Benton, if you have the time i would appreciate the dm as well. Also, i know i sound like a broken record but i have something that i have promised you for anwhile in your inbox  :D
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on January 07, 2019, 04:20:42 PM
Howdy Lunati!  I'm afraid it's been crazy busy for me, and the little time I've had, I've been spending working on the DCUG.  However, I took a few minutes just now and tried to hunt down the texture once more, and I MAY have it.  I'm not sure, though.  I'll try to give it a test tomorrow.  If you'll PM me your email address, I can send you the textures, you can try them out, and let me know.

Hi Benton and other testers,

Is doesn't look like the texture is the right one, at least it did not work for me. Just played it for a bit with the X-Mansion level. See below for what I did, since the folders weren't all existent on my PC.


   
Doing the above did not work though, it all still looks like very pink debris ;-).
So are any of the other testers having better luck with this new texture to fix the pink in the X-Men Mansion level?
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on January 08, 2019, 05:31:44 AM
Howdy Luanti.  I got your email, sorry for the slow response, but I was waiting until I had time and something to tell you, and I've had not much of the former and none of the latter! :P

You put the textures in the right place...apparently they just aren't the right textures, which means I am officially out of ideas.  I don't know what freaking texture the debris object uses, and I don't know what the darn object is either, or I could check it. 

Does anyone know what the debris bolder object is called or where it is?  I know there was a how-to posted years about about how to make FF2 use the FF1 debris, which would probably point us in the right direction, but I don't know where that is either.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Lunati on February 24, 2019, 11:53:46 AM
 :thumbup: pinking issue rubble of X-Mansion fixed with this solution I got in the mail:
The actual rubble objects seem to be in that folder, and it would make sense for them to use textures in the FX textures folder. Unpack the contents of this zip (fx_levels.zip was an attatchement in the mail, don't know how to add files here do not see an option for that, could you, Benton, post that one here for others with the same issue?) and place the three folders in your MA/art/library/fx/fx_levels folder.  They really shouldn’t be needed, but just maybe that’s the issue.

Yes this was the issue! Played the whole mission through. Nice level design and thanks for all the effort you put into this!

The pink life preserver wasn't that much of an issue, since most of my fights took place in front of the mansion.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Borgaster on April 16, 2019, 09:24:40 AM
Hello, i have the Gog version of FFv3R and when i installed the mod i tried modify the way for " Play Marvel Adventuers " in properties but  it just launches the normal game. Someone know what exactly i have to change in these lines of the  launcher ?

"C:\Program Files (x86)\Steam\steamapps\common\Freedom Force vs. the 3rd Reich\ffvt3r.exe" -game MA -log

"C:\Program Files (x86)\Steam\steamapps\common\Freedom Force vs. the 3rd Reich"
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 16, 2019, 03:03:55 PM
Howdy Borgaster.  When you installed to your GOG directory, the launchers should have been updated automatically, I think.

Either way, you just replace this bit: "C:\Program Files (x86)\Steam\steamapps\common\Freedom Force vs. the 3rd Reich" in the launcher with the data-path for your GOG installation of  :ffvstr:.  So, it should look something like: "C:\Program Files (x86)\GOG Galaxy\Games\Freedom Force vs. the 3rd Reich", if you're using Galaxy.  Leave the stuff on the end alone, or it won't launch the mod.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Borgaster on April 16, 2019, 11:30:32 PM
BentonGrey, i dont use Galaxy  and the way for my game is C:\GOG Games\Freedom Force vs the 3rd Reich. I tried modified the way for the mod but launches only the normal game but not the mod. Pulp Adventures( for example) works perfect.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: BentonGrey on April 17, 2019, 11:05:02 PM
And you did install this to your GOG directory initially? 

And you kept the tags at the end of the datapath?  Yours should look like this:
Quote
"C:\GOG Games\Freedom Force vs the 3rd Reichffvt3r.exe" -game MA -log
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Borgaster on April 18, 2019, 04:45:49 AM
BentonGrey, i tried make this but don't work. Is possible you create a launcher for users that have Gog version of the game in your mods?Anyway, thank you for your attention.
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: spydermann93 on April 18, 2019, 10:35:36 PM
Yeah, it's possible. I have the GoG versions and they run fine for me.

Your shortcut should look like this:

Target: "C:\GOG Games\Freedom Force vs the 3rd Reich\ffvt3r.exe" -game MA -log

Start in: "C:\GOG Games\Freedom Force vs the 3rd Reich\MA\..\"

Make sure you include those quotation marks and make sure the "MA" phrase is EXACTLY how your mod folder is spelled.

For example, if you folder was called "MarvelAdventures" it would look like this:

Target: "C:\GOG Games\Freedom Force vs the 3rd Reich\ffvt3r.exe" -game MarvelAdventures -log

Start in: "C:\GOG Games\Freedom Force vs the 3rd Reich\MarvelAdventures\..\"
Title: Re: Marvel Adventures Vol. 2 - New Release!!
Post by: Borgaster on April 19, 2019, 07:55:03 AM
Thank you for your help spydermann93 and now the mod works great  :thumbup: :ffvstr: