Freedom Reborn

Freedom Force Forums => Mods => Topic started by: OrWolvie1 on February 16, 2016, 05:02:39 PM

Title: Mod Creation
Post by: OrWolvie1 on February 16, 2016, 05:02:39 PM
Hello one and all,
        I have some newbie questions regarding the creations of a mod or perhaps just a mini-mod. I'm kicking around several ideas and haven't decided yet which way I'm going to go. Anyways, my questions are; There have been a LOT of very talented skinners and map creators out there over the years, neither of which I am even capable of attempting {I know my limitations ;) ) Whichever ones I choose to include in my mod, I am aware and fully prepared to give the proper credit where credit is due, but do I have to ask their permissions before using them, even if I don't modify them in any way? I know several modders and skinners have since moved on over the years, and if that is the case, does that mean I can't use their creations if they don't grant me permission to do so? I have no plans to change any of their creations, but would like to use them in my mod. Any suggestions of advice you can give me would be greatly appreciated! :D
Title: Re: Mod Creation
Post by: daglob on February 16, 2016, 05:58:07 PM
A lot of people include "permission to use in mods" in their readme files. Some, like me, have given blanket permission.

Someplace there is a thread of permissions, it seems like, but searching the site produces  a lot of possibilities.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 16, 2016, 06:47:20 PM
Quote from: daglob on February 16, 2016, 05:58:07 PM
A lot of people include "permission to use in mods" in their readme files. Some, like me, have given blanket permission.

Someplace there is a thread of permissions, it seems like, but searching the site produces  a lot of possibilities.

I've come across several permissions like you mentioned. I guess my question is, if there isn't any permissions given, should I try seeking these creators out, even though some have moved on or just not use their creations. The last thing I want to do is step on anyone's toes.
Title: Re: Mod Creation
Post by: spydermann93 on February 16, 2016, 07:44:07 PM
Yep, exactly!

If you can't reach them, then just assume that you can't use their material.
Title: Re: Mod Creation
Post by: BentonGrey on February 16, 2016, 09:41:51 PM
That's a good rule of thumb, but there are also a number of creators who have offered more or less blanket permissions.  I'd ask about specific creators to make sure you don't end up throwing the baby out with the bath water.

Also, great to have a new modder in town!  Please let me know if you've got any questions!  It's a wonderful undertaking to create a mod.  :thumbup:
Title: Re: Mod Creation
Post by: OrWolvie1 on February 16, 2016, 10:12:17 PM
Quote from: BentonGrey on February 16, 2016, 09:41:51 PM
That's a good rule of thumb, but there are also a number of creators who have offered more or less blanket permissions.  I'd ask about specific creators to make sure you don't end up throwing the baby out with the bath water.

Also, great to have a new modder in town!  Please let me know if you've got any questions!  It's a wonderful undertaking to create a mod.  :thumbup:

Thanks for the vote of confidence lol. For what I want to do, it's going to be a big undertaking, I already know that. But I'm willing to give it a shot. Most of the creations I plan on using are by C6, Gren, AA, and cmdrkoenig67. And, of course, both your and CrimsonQuill's voice packs as well as various FX's that will come in handy in the grand scheme of things. It's not going to be a real big mod, but I'm hoping to make it a detailed one, within reason.  :D But I do have one question, for all you modders out there. There is one thing I'm not real sure how to accomplish. The dream sequence has Manbot in a cage. Is there any way to put any character into one? It's a pivotal part of the rough draft I'm working on. Also, how does one handle vehicles? Do you treat them the same as you would a hero, ie hero files, fx, etc?
Title: Re: Mod Creation
Post by: BentonGrey on February 16, 2016, 10:51:00 PM
OrWolvie, well, I know all about big undertakings.  The massive, sprawling DCUG started out just as me wanting to put things together "properly" for myself, and it exploded from there, taking shape over years.  The key, I think, is to be organized and have a plan.  If I can ever manage to do that, maybe I'll be able to put mods out more frequently! ;)

Well, I think Gren gave permission for his work to be used in mods.  Can anyone help me out with that?

AA and Cmdrkoening are still around to a certain extent, so you can probably get a hold of them to ask.

I know C6's work has been used in tons and tons of mods, but I don't know if he ever gave blanket permissions.  Anyone?

Of course, all of my own work, mod, voice pack, or mission, is all 100% free to use, copy, and abuse.

In terms of your question:  Are you planning on using EZScript or Python?  I can help you with the former, but not with the latter.  If the former, check out the EZScript documentation that comes with FFX, and check out my tutorials:
https://bentongrey.wordpress.com/category/ezscript/

The short answer is "yes."  With EZScript (and with Python, though the how is a mystery to me), you can put a character in a cage.  There is an encounter type called "Rescue Caged," and you can also do a custom encounter if you want to get fancier.  If you just want it for a cutscene, you can just add the character and the cage to the map directly.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 16, 2016, 11:04:21 PM
Quote from: BentonGrey on February 16, 2016, 10:51:00 PM
OrWolvie, well, I know all about big undertakings.  The massive, sprawling DCUG started out just as me wanting to put things together "properly" for myself, and it exploded from there, taking shape over years.  The key, I think, is to be organized and have a plan.  If I can ever manage to do that, maybe I'll be able to put mods out more frequently! ;)

Exactly what I have in mind. I have a general idea at this point, now it's a matter of fleshing out the idea with who, what, where, etc.

Quote from: BentonGrey on February 16, 2016, 10:51:00 PM

Well, I think Gren gave permission for his work to be used in mods.  Can anyone help me out with that?

AA and Cmdrkoening are still around to a certain extent, so you can probably get a hold of them to ask.

I know C6's work has been used in tons and tons of mods, but I don't know if he ever gave blanket permissions.  Anyone?

Of course, all of my own work, mod, voice pack, or mission, is all 100% free to use, copy, and abuse.

In terms of your question:  Are you planning on using EZScript or Python?  I can help you with the former, but not with the latter.  If the former, check out the EZScript documentation that comes with FFX, and check out my tutorials:
https://bentongrey.wordpress.com/category/ezscript/

I have copies of all your script tutorials and they have thus far been a tremndous help to me. I will be using EZScript. Like you, I have no clue about Python :blink:

Quote from: BentonGrey on February 16, 2016, 10:51:00 PM
The short answer is "yes."  With EZScript (and with Python, though the how is a mystery to me), you can put a character in a cage.  There is an encounter type called "Rescue Caged," and you can also do a custom encounter if you want to get fancier.  If you just want it for a cutscene, you can just add the character and the cage to the map directly.

I'll have to look at the Rescue Caged as it's more for the beginning of the story so it may only be for a cutscene. I haven't decided yet. Like I said, I'm still working out the details. I fully plan on having a basic draft of the script, ie who is involved, what happens, where it goes, etc. I haven't decided if i want any required characters yet, tho it would make sense in the beginning.
Title: Re: Mod Creation
Post by: BentonGrey on February 16, 2016, 11:20:02 PM
Great! 

Check out some of my missions that use a 'rescue caged' encounter, and that will help you see some examples.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 19, 2016, 04:38:22 PM
Quote from: BentonGrey on February 16, 2016, 11:20:02 PM
Great! 

Check out some of my missions that use a 'rescue caged' encounter, and that will help you see some examples.

Thanks for the assist and after looking at several examples, I've decided to change my opening sequence. Had another idea that I like better. It's coming along nicely though. In the early stages of setting up all the characters, villians, allies, ect. Figure I'll get all those set up and running smoothly then work on the encounters, cutscenes and fleshing out the story a bit more.
Title: Re: Mod Creation
Post by: BentonGrey on February 19, 2016, 08:05:50 PM
Sounds like a good plan, Or.  :)
Title: Re: Mod Creation
Post by: OrWolvie1 on February 19, 2016, 10:32:01 PM
There's just one thing at this point that I'm uncertain of. When it comes to voices, do I create a Sounds/speech/English folder as part of the mod? I believe I do, then install the voices as usual, but I'm not 100% positive. And what about the hero files? Do they get included somewhere as well or does M25 take care of that for me? :wacko:
Title: Re: Mod Creation
Post by: BentonGrey on February 20, 2016, 12:04:59 AM
Ahh, good questions, Or.  So:

VPs: You create folders in your mod that mirror those in your Data folder, so you're right.  After that, you can just drop voice folders in there and do the setup in FFEdit.  Speaking of which, I'll send you that vp tonight.

HFs: So, you'll need to include HFs in a separate folder if you want them to ship with your mod.  I'd say go ahead and build everything in to avoid that issue.  In terms of USING HFs in your mod, all you have to do is drop them in your main HF directory.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 20, 2016, 03:54:26 AM
Quote from: BentonGrey on February 20, 2016, 12:04:59 AM
Ahh, good questions, Or.  So:

VPs: You create folders in your mod that mirror those in your Data folder, so you're right.  After that, you can just drop voice folders in there and do the setup in FFEdit.  Speaking of which, I'll send you that vp tonight.

HFs: So, you'll need to include HFs in a separate folder if you want them to ship with your mod.  I'd say go ahead and build everything in to avoid that issue.  In terms of USING HFs in your mod, all you have to do is drop them in your main HF directory.

Great. Thanks for all the help. It's greatly appreciated.
Title: Re: Mod Creation
Post by: spydermann93 on February 20, 2016, 03:59:07 AM
May I ask what type of story you're going to be telling?

And which universe will it be in? Marvel? DC? Image? Other/something of your own making?

Feel free to not give anything away. I'm just really curious :P
Title: Re: Mod Creation
Post by: OrWolvie1 on February 20, 2016, 03:07:21 PM
Quote from: spydermann93 on February 20, 2016, 03:59:07 AM
May I ask what type of story you're going to be telling?

And which universe will it be in? Marvel? DC? Image? Other/something of your own making?

Feel free to not give anything away. I'm just really curious :P

Not a problem. Feel free to ask. I'm not going to give away a lot of details at this point, for a couple of reasons....mainly because i don't have all the details worked out as of yet ;) But it's going to be a multi-universe tale, Marvel and DC. Never really got in Image a whole lot, more into the "Copper Age" ie 80's and 90's primarily. The story is going to be a multi-part, with characters from both universes, just haven't decided on how many or how big it's going to be yet. But as things become clearer, then I "may" provide further details :D
Title: Re: Mod Creation
Post by: OrWolvie1 on February 20, 2016, 03:18:35 PM
Update:

            Thus far, my primary focus has been to get the base characters set up, fx installed and tested, the "tech side" of things, so to speak. Once I get all that set and working, then I'll start on setting up the story, fleshing it out, testing, tweaking, adding characters as needed, more testing, more tweaking. The tedious parts :D
Title: Re: Mod Creation
Post by: spydermann93 on February 20, 2016, 07:19:30 PM
Yay!! A crossover! :thumbup:

Can't wait to see more about this!!
Title: Re: Mod Creation
Post by: OrWolvie1 on February 22, 2016, 06:06:34 AM
ok, fixing to ask a really stupid question here. I started setting up all my base characters, ran the M25 ids in the rumble room, and got a whole list of errors that I'm at a loss to explain, nor have the faintest idea what to do about. So I'm going to post the ff file here, in sections, to see if anyone has any clues as to how to fix them. The weird thing is, it doesn't appear to effect the basic play of the game, but I don't like error messages!

00:00:01.40: FF: ERROR! RPGA attribute bulktp is not mapped to a bitset enum!
00:00:01.40: FF: ERROR! RPGA attribute overheated is not mapped to a bitset enum!
00:00:01.40: FF: ERROR! RPGA attribute metashieldp is not mapped to a bitset enum!
00:00:01.40: FF: ERROR! RPGA attribute superleaper is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute invulnerable0 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute fearless is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqamalgam is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqhighjumper is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute speedphaser is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute illusionist is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqtempinvulnerability is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute poltergeist is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute heavyfooted is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute icecloud is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute sensitive is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ephemeral is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqaixenophobe is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute solarpowered is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute popular is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute shapeshifter is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute presence is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqrealitymanipulation is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqairsuperiority is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute coordinator is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute astral is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute summoner3 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute nocturnal is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute adaptive2 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute regenerativeplus is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute invflier5 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqresilient is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqempathlongrange is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute utilitybelt is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute groupmind is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute lesserregeneration is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqupgradable2 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute sidekick is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute bodyarmor02 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute combatskill2 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute currentsapper is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute borrowedtime is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute groupteleport is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqfastball is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute invflier30 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute vunstablemols is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqbasiclevitation is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute butterfingers is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute toughguy2 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute battery is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqdizzy is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqaimisogynist is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute invulnerable4 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute unstabletemp is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute twister is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute degenerative is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute miracle1 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute spinner is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute humanrocket25 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute fourd is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ironjaw is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute livinglaser is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute airscout is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqsuperheroic is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute privatearmy1 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute lastresort is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute metabolic is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqextradimensional is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqprowler is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute enchanter2 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqpsychotherapy is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqtrapezist is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute combatskill is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute russiandoll is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute bodyarmor05 is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute explosive is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute ffqlongjumper is not mapped to a bitset enum!
00:00:01.42: FF: ERROR! RPGA attribute absorbpower is not mapped to a bitset enum!
Title: Re: Mod Creation
Post by: BentonGrey on February 22, 2016, 02:57:13 PM
Did these show up in your FF.log, or did they actually show up in game in some fashion?

Those errors are, in my experience, more or less standard and shouldn't affect anything, provided it is the former and not the latter.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 22, 2016, 03:33:09 PM
Quote from: BentonGrey on February 22, 2016, 02:57:13 PM
Did these show up in your FF.log, or did they actually show up in game in some fashion?

Those errors are, in my experience, more or less standard and shouldn't affect anything, provided it is the former and not the latter.
They were in my ff.log. I just found it a little disconcerting as I haven't added any special attributes except for the ones that come with FFX3.3, thought I'm thinking that I may install PFX1.2 and see if that doesn't help. And Benton, I have two questions for you, if I may? (Besides this one  ;)) any ideas where i can get a copy of the tm_basic_belt_holster mesh? I know I've seen it somewhere but can't recall where and I really don't want to have to search through all my yahoo groups trying to find it. And second, once things progress to that point, might I interest you in beta testing my mod for me, to see if I missed anything before I release it on an unsuspecting community?  :P
Title: Re: Mod Creation
Post by: spydermann93 on February 22, 2016, 04:13:35 PM
Did you run your characters through the FFX Control Center (FFXEdit)? Might be a stupid question, but sometimes it's something that I forget.

Title: Re: Mod Creation
Post by: OrWolvie1 on February 22, 2016, 04:22:09 PM
Quote from: spydermann93 on February 22, 2016, 04:13:35 PM
Did you run your characters through the FFX Control Center (FFXEdit)? Might be a stupid question, but sometimes it's something that I forget.

Yes, I did. One by one, saved each one, exported all of them, and it didn't seem to make a difference as far as the errors are concerned.  :banghead:
Title: Re: Mod Creation
Post by: spydermann93 on February 22, 2016, 06:16:20 PM
Then I got nothing :P
Title: Re: Mod Creation
Post by: OrWolvie1 on February 22, 2016, 10:21:28 PM
Quote from: spydermann93 on February 22, 2016, 06:16:20 PM
Then I got nothing :P

What I find weird about the whole thing, is I haven't installed any other attributes except for the ones included with FFX3.3. And it's those that are cropping up with errors. So I'm thoroughly confused :banghead:
Title: Re: Mod Creation
Post by: BentonGrey on February 22, 2016, 11:28:59 PM
That is, unless I miss my guess, just a normal function of FFX, so don't worry about it.  I believe everything seems to be in order.

Ohh, in answer to your other questions:
1) I'm not sure off the top of my head, and I'm afraid you've caught me at a time where I can't help as I'd like to.  It seems I left my laptop cord at home, so I having to hoard my battery life until my wife can overnight it to me!  I'd post in the Requests section, and I'm sure someone can point you in the right direction.

2) Well, I'd definitely be interested, but I don't know that my schedule would make me an ideal tester.  I have very little free time these days, thanks to my doctoral efforts, but depending on the size of your project, I'd certainly be willing to give it a try.  I would definitely recruit some other testers though, so you aren't left waiting on me if something comes up!
Title: Re: Mod Creation
Post by: Cyber Burn on February 23, 2016, 01:18:51 AM
Quote from: OrWolvie1 on February 22, 2016, 03:33:09 PM
Quote from: BentonGrey on February 22, 2016, 02:57:13 PM
Did these show up in your FF.log, or did they actually show up in game in some fashion?

Those errors are, in my experience, more or less standard and shouldn't affect anything, provided it is the former and not the latter.
They were in my ff.log. I just found it a little disconcerting as I haven't added any special attributes except for the ones that come with FFX3.3, thought I'm thinking that I may install PFX1.2 and see if that doesn't help. And Benton, I have two questions for you, if I may? (Besides this one  ;)) any ideas where i can get a copy of the tm_basic_belt_holster mesh? I know I've seen it somewhere but can't recall where and I really don't want to have to search through all my yahoo groups trying to find it. And second, once things progress to that point, might I interest you in beta testing my mod for me, to see if I missed anything before I release it on an unsuspecting community?  :P

I'm pretty sure I have it, though I think it's for FF1. If you want, let me know where I can send it, and it's all yours.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 23, 2016, 07:04:13 AM
Quote from: Cyber Burn on February 23, 2016, 01:18:51 AM


I'm pretty sure I have it, though I think it's for FF1. If you want, let me know where I can send it, and it's all yours.
[/quote]
Thank you so very much CB. That worked out perfectly! I love this community and how helpful you all can be, to those of us who need it. Kudos to you all! :thumbup:

OrWolvie
Title: Re: Mod Creation
Post by: Cyber Burn on February 23, 2016, 07:15:02 AM
Not a problem, always glad to help.  :D
Title: Re: Mod Creation
Post by: OrWolvie1 on February 24, 2016, 02:53:08 AM
OK, time for some tech help  :banghead: using Ezscript, is there anyway to change maps  between encounters and cutscenes? Say, for instance, I wanted to set up a set of encounters in Patriot City, then I want to do cutscene using  different map, then go into another encounter on a different map? My goal at this point, is to utilize about 4 or 5 different maps to tell this story, yet not sure how to go about it. Any suggestions?? :(
Title: Re: Mod Creation
Post by: BentonGrey on February 24, 2016, 04:21:40 AM
Howdy Or.  I'm afraid that is, to the best of my knowledge, impossible.  Folks have done it to great effect using Python, but as far as I know EZS is one map per mission.  That means that I've had to take some cutscenes in my campaigns.  For example, I have an entire mission that is just one long flashback cutscene in my JLA campaign.
Title: Re: Mod Creation
Post by: OrWolvie1 on February 24, 2016, 07:24:30 AM
Quote from: BentonGrey on February 24, 2016, 04:21:40 AM
Howdy Or.  I'm afraid that is, to the best of my knowledge, impossible.  Folks have done it to great effect using Python, but as far as I know EZS is one map per mission.  That means that I've had to take some cutscenes in my campaigns.  For example, I have an entire mission that is just one long flashback cutscene in my JLA campaign.
Well, hell...that sucks. Oh well, I guess I can do it in several missions, a new mission for each map. I'll play around with it and see what I can come up with. Continuity is going to be kinda eclectic  but one does what he can, I guess. I thank you once again for the assist.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 02, 2016, 03:56:40 PM
Hello all,
       For those of you following the status of this involved undertaking that I have decided, perhaps foolishly to attempt, :P This are progressing slowly, plagued by pitfalls and hurtles of every kind. But thanks to the invaluable assistance of BentonGrey, things are still progressing in a leisurely fashion. But, by the same token, I'm beginning to think that this thing is taking on a life of its own, expanding beyond my original intent. But, hopefully, by the time everything is said and done, these changes and expansions will result in a much more detailed, well-rounded story that will be both challenging and fun for others to play. But time will tell. Hopefully the wait for those of you interested in this, will be worth it. :)
Title: Re: Mod Creation
Post by: spydermann93 on March 02, 2016, 04:05:17 PM
Can't wait to see what's in-store for us, Wolvie! :thumbup:
Title: Re: Mod Creation
Post by: Cyber Burn on March 03, 2016, 01:27:21 PM
Hey OrWolvie, I know I'm not the greatest FX'er around, but if there's something that I can help you out with that will help you get your Mod going, I'd be glad to add it to my list.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 03, 2016, 03:26:45 PM
Quote from: Cyber Burn on March 03, 2016, 01:27:21 PM
Hey OrWolvie, I know I'm not the greatest FX'er around, but if there's something that I can help you out with that will help you get your Mod going, I'd be glad to add it to my list.

Thanks a lot, Cyber burn. You've been a big help so far, though you may not realize it yet ;) Thus far, it's been a case of working out the bugs of the scripting, fleshing out the story ideas. There is one thing that I don't have or even begin to know how to do and that's hex editing a FX. I have Spud's FX pack of various arrows for Hawkeye, with the option of changing the color scheme for use with Green Arrow. I have no clue how to do that, nor the tech expertise to even begin to attempt it. I've glanced at various tutorials for Nifscope and it's all greek to me.  :P 

A while back, you released a MASSIVE hero pack, that, with your permission, I would like to utilize for my established characters. It would save me tons of work :) :D
Title: Re: Mod Creation
Post by: Cyber Burn on March 03, 2016, 08:36:36 PM
Any FX that I've released, you and any other Modder have full permission to use as you see fit.

As for my older FX, such as the Hawkeye and Green Arrow sets, those are on my list to re-do, but I'd be glad to move them up my list.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 03, 2016, 10:13:46 PM
Quote from: Cyber Burn on March 03, 2016, 08:36:36 PM
Any FX that I've released, you and any other Modder have full permission to use as you see fit.

As for my older FX, such as the Hawkeye and Green Arrow sets, those are on my list to re-do, but I'd be glad to move them up my list.

I really do appreciate that. I've been looking for some good FX for my various Green Arrow skins that I've downloaded over the years, but the only "sets" I've ever found or even individual ones were always for Hawkeye.
Title: Re: Mod Creation
Post by: Cyber Burn on March 04, 2016, 12:27:45 AM
Just let me know how many different types of Arrows you want for Green Arrow, and any special types you want. I believe I still have the bases for them, so it shouldn't be too difficult to create some new Green Arrow FX's.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 04, 2016, 03:47:21 AM
Quote from: Cyber Burn on March 04, 2016, 12:27:45 AM
Just let me know how many different types of Arrows you want for Green Arrow, and any special types you want. I believe I still have the bases for them, so it shouldn't be too difficult to create some new Green Arrow FX's.

I'll make it easy on you, CB. Surprise me  :D
Title: Re: Mod Creation
Post by: OrWolvie1 on March 07, 2016, 02:27:50 AM
Hello all,
            Well, it's been a while so I thought I'd post an update or two. Thus far, the story is coming along nicely, still working out the scripting bugs and playing with maps and character setups and placements. But things are still progressing, tho a bit slowly. I just wanted to once again, take a moment to thank BentonGrey and Cyber Burn for their fantastic assistance with this ungodly project of mine, as well as to all the talented mapmakers, skinners, mesh makers and countless others who have all made this possible. Hopefully, here soon, I'll be able to post screen captures to hopefully wet everyone's appetites  :D
Title: Re: Mod Creation
Post by: Epimethee on March 11, 2016, 02:36:16 AM
These errors are normal, it's actually what made FFX possible. :)
Title: Re: Mod Creation
Post by: OrWolvie1 on March 14, 2016, 04:28:09 PM
OK, I have a question for all you experienced modders out there. I have two ways of writing my custom character data to my DAT files and not sure which one to use. I can either use M25's write to DAT option in the RR or using Alex's EZHero to do it. Is one way better than the other? Or are they both about the same?
Title: Re: Mod Creation
Post by: BentonGrey on March 14, 2016, 05:09:21 PM
M25's used to be better because it added in the strings entries, but I'm pretty sure the newest version of EZHero does that too, so that's simpler than having to run the game to add heroes, but they should be equally good in function.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 17, 2016, 03:10:04 AM
Ok, time for another newbie, stupid question about scripting. I have a need to make a hero disappear in a cut scene, via teleport. How do I go about writing it to make the template teleport and not reappear somewhere else on the map?
Title: Re: Mod Creation
Post by: BentonGrey on March 17, 2016, 03:20:39 AM
Ahh, that's actually a bit of a tough one, and those who have played my mods know that I've struggled with managing that smoothly. 

You can teleport him somewhere, but then he's on the map until the encounter cleanup, which may take some time.  In some encounters, he may never go away. 

So, what doyou do?  You can hide him, but players might still find him.  I use this command:

Quotex teleports to y
x is killed
x is destroyed

But there's a catch.  If you kill and destroy a character needed for an encounter, that encounter will never end.  The way around this is to teleport him at the end of one encounter, and destroy him at the beginning of the next, when the previous encounter has already successfully ended.  In order to do this, you have to name the character so you can successfully call him OUTSIDE of his original encounter.

Thus, do something like this:

QuoteEncounter: Whatever
Type: Interrogation (or whatever)
Villains: shadow named sue

Then you call her by the name you've provided, which will let EZScript find her, even outside of that encounter, allowing you to eliminate her in the Alarm Cutscene of the next encounter.  For added tidiness, you can fade out in encounter A and not fade back in until AFTER you've done that cleanup work in encounter B.

Does that make sense?
Title: Re: Mod Creation
Post by: OrWolvie1 on March 17, 2016, 03:30:32 AM
Quote from: BentonGrey on March 17, 2016, 03:20:39 AM
Ahh, that's actually a bit of a tough one, and those who have played my mods know that I've struggled with managing that smoothly. 

You can teleport him somewhere, but then he's on the map until the encounter cleanup, which may take some time.  In some encounters, he may never go away. 

So, what doyou do?  You can hide him, but players might still find him.  I use this command:

Quotex is teleported to y
x is killed
x is destroyed

But there's a catch.  If you kill and destroy a character needed for an encounter, that encounter will never end.  The way around this is to teleport him at the end of one encounter, and destroy him at the beginning of the next, when the previous encounter has already successfully ended.  In order to do this, you have to name the character so you can successfully call him OUTSIDE of his original encounter.

Thus, do something like this:

QuoteEncounter: Whatever
Type: Interrogation (or whatever)
Villains: shadow named sue

Then you call her by the name you've provided, which will let EZScript find her, even outside of that encounter, allowing you to eliminate her in the Alarm Cutscene of the next encounter.  For added tidiness, you can fade out in encounter A and not fade back in until AFTER you've done that cleanup work in encounter B.

Does that make sense?

Yes it does, but the formentioned cutscene is at the end of the encounters, kind of a wrapup, prolog to the next chapter per say. The formentioned charater I wish to remove, may reappear in a future chapter, I haven't decided yet. I just need him to teleport out of the scene.
Title: Re: Mod Creation
Post by: BentonGrey on March 17, 2016, 03:33:33 AM
Ohh, well that's easy!  :lol:

Just use:
Quotex teleports to marker

Just make sure you call a marker far away.
Title: Re: Mod Creation
Post by: OrWolvie1 on March 17, 2016, 03:38:33 AM
Quote from: BentonGrey on March 17, 2016, 03:33:33 AM
Ohh, well that's easy!  :lol:

Just use:
Quotex teleports to marker

Just make sure you call a marker far away.

K. I think I can do that LOL.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 03, 2016, 03:49:48 AM
Hello one and all,
                         Updates: Still working on the various bugs of this thing that I foolishly decided to undertake. Got the story fleshed out for the most part, but have run into a snag and I'm hoping that some of you can help me with this little problem. It seems that some of the villains in my little tale seem to want to do one of two things; stand there stupidly while I beat them into submission, without fighting back, panicking and running at the drop of a hat, utilizing powers that wipe out everyone on the board, usually themselves included. I have no idea why. I'm assuming it has to do with the AI aspect of things but I'm not certain. Any help would be appreciated. :banghead:

Title: Re: Mod Creation
Post by: OrWolvie1 on April 04, 2016, 02:57:09 PM
OK, time for foolish question number 87; Just how do you do a screen capture on Windows 7? I read somewhere that you have to modify your initlocal.py file, which I did, but still get nothing with alt+printscreen. Any clues?
Title: Re: Mod Creation
Post by: spydermann93 on April 04, 2016, 08:25:58 PM
Quote from: OrWolvie1 on April 04, 2016, 02:57:09 PM
OK, time for foolish question number 87; Just how do you do a screen capture on Windows 7? I read somewhere that you have to modify your initlocal.py file, which I did, but still get nothing with alt+printscreen. Any clues?

I just press printscreen. I don't think the Alt is necessary.

Then you just hit "Ctrl+V" in an image editing program, and you'll be good to go!

Alternatively, you could use FRAPS (http://www.fraps.com/). I used to use it a lot (still really good, I just haven't reinstalled it on my new computer) and it was really handy. You can set any of your keys to act as a screencap button, decide where you want to save the picture, what file type should it be saved as, etc.

It's free, too!
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 04:43:08 AM
Quote from: spydermann93 on April 04, 2016, 08:25:58 PM

I just press printscreen. I don't think the Alt is necessary.

Then you just hit "Ctrl+V" in an image editing program, and you'll be good to go!

Alternatively, you could use FRAPS (http://www.fraps.com/). I used to use it a lot (still really good, I just haven't reinstalled it on my new computer) and it was really handy. You can set any of your keys to act as a screencap button, decide where you want to save the picture, what file type should it be saved as, etc.

It's free, too!

Thanks for the suggestion! Worked rather well. Now all I have to do is figure out how to post it here  :banghead:

Title: Re: Mod Creation
Post by: spydermann93 on April 05, 2016, 04:47:19 AM
Quote from: OrWolvie1 on April 05, 2016, 04:43:08 AM
Quote from: spydermann93 on April 04, 2016, 08:25:58 PM

I just press printscreen. I don't think the Alt is necessary.

Then you just hit "Ctrl+V" in an image editing program, and you'll be good to go!

Alternatively, you could use FRAPS (http://www.fraps.com/). I used to use it a lot (still really good, I just haven't reinstalled it on my new computer) and it was really handy. You can set any of your keys to act as a screencap button, decide where you want to save the picture, what file type should it be saved as, etc.

It's free, too!

Thanks for the suggestion! Worked rather well. Now all I have to do is figure out how to post it here  :banghead:

You can use an image hosting site like Imgur.com or something like that.

I used to use Imageshack, but I have too many pics on my account, so I can't upload any more :P
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 04:54:08 AM
Spoiler
(http://i.imgur.com/02U8NLL.png)
Here's one image
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 04:55:27 AM
Spoiler
(http://i.imgur.com/taiSZJo.png)

I can see this is going to be a learning process :)
Title: Re: Mod Creation
Post by: spydermann93 on April 05, 2016, 05:03:53 AM
A few things:

1) I would suggest posting the images in spoiler tags so that it's a bit easier for some people's computers to load

2) I see that Cap has the infamous "Pink Disease". An easy remedy is to convert his skin files to .dds format. Pretty simple, and if you need help, I'd be glad to assist with that :)

3) Those screens are looking really fun! :o Is that Payback in the background of the second pic?
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 05:09:15 AM
Quote from: spydermann93 on April 05, 2016, 05:03:53 AM
A few things:

1) I would suggest posting the images in spoiler tags so that it's a bit easier for some people's computers to load

2) I see that Cap has the infamous "Pink Disease". An easy remedy is to convert his skin files to .dds format. Pretty simple, and if you need help, I'd be glad to assist with that :)

3) Those screens are looking really fun! :o Is that Payback in the background of the second pic?

Thanks for the suggestions. And yes, the "pink disease" is really wrecking havoc with this Mod. Been driving me nuts! I'll try converting it and see what happens.

And I will try and post a little better pics of things here soon. And no, that's not Payback ;)
Title: Re: Mod Creation
Post by: spydermann93 on April 05, 2016, 05:17:10 AM
Ah, I got it!

It's Hitman!
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 06:32:17 AM
Quote from: spydermann93 on April 05, 2016, 05:17:10 AM
Ah, I got it!

It's Hitman!

Good guess!  :D
Title: Re: Mod Creation
Post by: OrWolvie1 on April 05, 2016, 06:34:40 AM
Quote from: OrWolvie1 on April 05, 2016, 05:09:15 AM
Quote from: spydermann93 on April 05, 2016, 05:03:53 AM
A few things:

1) I would suggest posting the images in spoiler tags so that it's a bit easier for some people's computers to load

2) I see that Cap has the infamous "Pink Disease". An easy remedy is to convert his skin files to .dds format. Pretty simple, and if you need help, I'd be glad to assist with that :)

3) Those screens are looking really fun! :o Is that Payback in the background of the second pic?

Thanks for the suggestions. And yes, the "pink disease" is really wrecking havoc with this Mod. Been driving me nuts! I'll try converting it and see what happens.

And I will try and post a little better pics of things here soon. And no, that's not Payback ;)

And yes, I could use some help in converting my problem meshes. I downloaded a copy of DDS2, but for whatever reason, it won't let me do it. Course, I'm travelling in uncharted waters here so any assistance I can get is greatly appreciated!
Title: Re: Mod Creation
Post by: spydermann93 on April 05, 2016, 07:11:25 AM
Anything that you need help converting, just pack them up and send me a link, either here or send it by pm, and I'll convert them all for you :)

Also, you can convert skins yourself by downloading Paint.NET. Kinda tedious (not hard at all, though), but not too bad once you get the hang of it.
Title: Re: Mod Creation
Post by: BentonGrey on April 05, 2016, 11:55:33 PM
Drive by comment:

Hey Or, this is really coming together!  Great work man!  You've got an interesting team there, and I'll be looking forward to see what else you've got in store.

I'm glad Spyder is pitching in, and I'm sorry I'm absent at the moment.  I'm crazy busy as the semester heats up.

For converting skins (FF2 sometimes gets fed up with TGAs), I use XnView:
http://www.xnview.com/en/

It's simple, easy to use, has a really nice interface, and lets you convert an entire skin at once.  I highly recommend it. 

Title: Re: Mod Creation
Post by: OrWolvie1 on April 06, 2016, 02:26:44 PM
Quote from: BentonGrey on April 05, 2016, 11:55:33 PM
Drive by comment:

Hey Or, this is really coming together!  Great work man!  You've got an interesting team there, and I'll be looking forward to see what else you've got in store.

I'm glad Spyder is pitching in, and I'm sorry I'm absent at the moment.  I'm crazy busy as the semester heats up.

For converting skins (FF2 sometimes gets fed up with TGAs), I use XnView:
http://www.xnview.com/en/

It's simple, easy to use, has a really nice interface, and lets you convert an entire skin at once.  I highly recommend it.

Thanks, Benton. It's been a learning experience to be sure. I took Spyder up on his suggestion and it seemed to help rather well, though, like he said, is rather tedious. Things are coming along slowly but are coming along. Still having AI issues with a couple of the villains, but I'm trying to figure it out. I'll check out XnView and see if that will help speed up the process a bit. Most all the villains thus far are performing as they should, with the exception of one. Seems, no matter what I do, he will NOT move so I dunno. But time will tell. I may end up having to replace him if I can't get him to perform properly.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 06, 2016, 02:30:42 PM
Here's a couple of more screenshots for you who are following this. As you can see, Spyder, your suggestion worked like a charm :)

Spoiler
(http://i.imgur.com/fPX3PLU.jpg)

Spoiler
(http://i.imgur.com/jAUx88D.jpg)

Spoiler
(http://i.imgur.com/FpIt6CO.jpg)

More to follow as things progress.
Title: Re: Mod Creation
Post by: BentonGrey on April 06, 2016, 02:33:43 PM
Looking good!

Villain AI: Have you checked his AI settings in FFEdit?  What do they say, and have you generated custom AIs?  Most importantly, is everything properly branded with FFXEdit2?
Title: Re: Mod Creation
Post by: OrWolvie1 on April 06, 2016, 02:37:53 PM
Quote from: BentonGrey on April 06, 2016, 02:33:43 PM
Looking good!

Villain AI: Have you checked his AI settings in FFEdit?  What do they say, and have you generated custom AIs?  Most importantly, is everything properly branded with FFXEdit2?

I checked FFEdit first, and have even tried switching the AI style but to no avail. As far as I know, everything is branded ok and I generated the custom AI, though I suspect that may be where my problem is because when I generated it, all my other characters whipped right through, except for a couple, which just seemed to lag really bad before finishing. I checked my hero directory and everything appeared ok, but I may end up deleteing all the AI files and regenerating them, to see if that doesn't cure the problem.
Title: Re: Mod Creation
Post by: spydermann93 on April 06, 2016, 03:15:07 PM
Have you tried looking at the "m25aidata.py" in the "Missions/scripts" folder?

They might have some lines referring to powers that you might have removed.

Also, make sure that your Heroes folder is clear of any m25ai or hero files related to the character as they might be causing conflicts.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 06, 2016, 09:47:42 PM
Quote from: spydermann93 on April 06, 2016, 03:15:07 PM
Have you tried looking at the "m25aidata.py" in the "Missions/scripts" folder?

They might have some lines referring to powers that you might have removed.

Also, make sure that your Heroes folder is clear of any m25ai or hero files related to the character as they might be causing conflicts.

Actually, I never thought to look at the m25aidata.py. Thanks for the suggestion! I'll check it out and see if that's where the problem is.
Title: Re: Mod Creation
Post by: bearded on April 07, 2016, 12:09:55 AM
Quote from: OrWolvie1 on April 06, 2016, 02:30:42 PM
Here's a couple of more screenshots for you who are following this. As you can see, Spyder, your suggestion worked like a charm :)

Spoiler
(http://i.imgur.com/fPX3PLU.jpg)

Spoiler
(http://i.imgur.com/jAUx88D.jpg)

Spoiler
(http://i.imgur.com/FpIt6CO.jpg)

More to follow as things progress.
Those are beautiful angles. How did you get them?
Title: Re: Mod Creation
Post by: OrWolvie1 on April 07, 2016, 02:48:15 AM
Quote from: bearded on April 07, 2016, 12:09:55 AM
Quote from: OrWolvie1 on April 06, 2016, 02:30:42 PM
Here's a couple of more screenshots for you who are following this. As you can see, Spyder, your suggestion worked like a charm :)

Spoiler
(http://i.imgur.com/fPX3PLU.jpg)

Spoiler
(http://i.imgur.com/jAUx88D.jpg)

Spoiler
(http://i.imgur.com/FpIt6CO.jpg)

More to follow as things progress.
Those are beautiful angles. How did you get them?

Used the program Spyder suggested. it's called Fraps. Works like a dream!
Title: Re: Mod Creation
Post by: bearded on April 07, 2016, 02:53:12 AM
No, I mean how did you get the camera angles so perfect? My angles are always top down.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 07, 2016, 02:59:17 AM
Quote from: bearded on April 07, 2016, 02:53:12 AM
No, I mean how did you get the camera angles so perfect? My angles are always top down.

You have to put a command line in your localinit.py file. There was a post on here that I came across that talked about it. Here's what mine says;

ff.CAM_MIN_ZOOM = -280.0
ff.CAM_MAX_ZOOM = 3000.0

then it's a case of holding the Alt button and moving the mouse to raise and lower the camera angle to either see the whole map or a closeup. Works like a dream, as you have seen. Just open your localinit.py file with  notepad, put your commands in and save it. But don't save it as a txt file. :) Hope it helps.
Title: Re: Mod Creation
Post by: bearded on April 07, 2016, 05:19:42 AM
Thanks.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 07, 2016, 05:33:23 AM
Quote from: bearded on April 07, 2016, 05:19:42 AM
Thanks.

Anytime. That's what makes this community so great; everyone helps each other  :D
Title: Re: Mod Creation
Post by: OrWolvie1 on April 07, 2016, 03:44:50 PM
Here's a couple more screenshot updates, but keep in mind things are still very much in the troubleshooting stage so please bear with me.  ;)
Spoiler
(http://i.imgur.com/wfrUq2F.jpg)

Spoiler
(http://i.imgur.com/d9U67pd.jpg)

Things are progressing slowly, but ARE progressing.

But, there is still one thing that I'm having an issue with. This may seem kinda odd, but I want to make a cutscene only mission, then have that lead into a base cutscene, then into an actual mission. is that even possible? or am I dreaming :)
Title: Re: Mod Creation
Post by: OrWolvie1 on April 07, 2016, 07:57:17 PM
Well, I got the AI thing figured out after going back through the FFedit2 to make sure all the characters were branded right and discovered that I had the AI disabled option checked on the one that has been giving me fits  :doh: talk about a bonehead mistake. But that part is working out rather well. Still working the bugs out of the cutscenes and the transitions between missions, hence my previous question, for those of you who are still following this thread. But that's where we are at this point.
Title: Re: Mod Creation
Post by: spydermann93 on April 07, 2016, 08:49:45 PM
I think Benton has some scenes like that in his mods.

Try contacting him and see if he has any tips :)
Title: Re: Mod Creation
Post by: OrWolvie1 on April 08, 2016, 12:55:44 AM
Quote from: spydermann93 on April 07, 2016, 08:49:45 PM
I think Benton has some scenes like that in his mods.

Try contacting him and see if he has any tips :)

I can do that. He's been loads of help thus far, but I know his schedule is pretty hectic these days. I'll shoot him a quick message and see what he can tell me :)
Title: Re: Mod Creation
Post by: BentonGrey on April 08, 2016, 01:33:22 AM
No worries.  So, the DCUG has a mission like that. 

Essentially, you just create a series of CS.  Don't add any villains, just allies, and I think they'll end immediately after playing their CSes.  It's been a while since I did this, though.  What do you want to do, exactly?
Title: Re: Mod Creation
Post by: OrWolvie1 on April 08, 2016, 02:33:05 AM
Quote from: BentonGrey on April 08, 2016, 01:33:22 AM
No worries.  So, the DCUG has a mission like that. 

Essentially, you just create a series of CS.  Don't add any villains, just allies, and I think they'll end immediately after playing their CSes.  It's been a while since I did this, though.  What do you want to do, exactly?

Basically, after the initial mission is over, I want to play kinda of an epilogue then change to another location to set up kind of a background story, then switch back to the previous location, setting the stage for the next encounter. I suppose, if need be, I can do a little shifting, tweeking a bit, and do it as a base/briefing CS prior to the encounter, would just need a slight rewrite
Title: Re: Mod Creation
Post by: OrWolvie1 on April 25, 2016, 01:23:50 AM
OK, Update. Things are progressing nicely, with one exception and I hope that one of you tech savvy people can help me out with this cause it really bugs me. Is there any way to make the camera during the cutscenes focus on the FRONT of the various characters instead of the back of them, or the side of them? That, to me, kinda defeats the purpose in my opinion. Any help or suggestions any of you might have to offer would be greatly appreciated!  :D
Title: Re: Mod Creation
Post by: hoss20 on April 25, 2016, 04:39:36 AM
Depending on what your cutscene involves, here are the oprions from the FFX manual:

QuoteCamera on

    Camera on Character zoom 100.0 heading 100.0

Move the camera to focus on Character with the given zoom and heading.  Zoom can take values from -300 to 1000+ with a default of -160.0 and controls how close the camera is to the character.  Heading can take values from 0 to 360 and controls the direction the camera faces.

You can substitute the name of a marker or a location tuple (x, y, z) instead of Character.

Zoom and heading are optional.

Cinematic camera on

    Cinematic camera on Character1

    Cinematic camera on Character1 to Character2

The cinematic camera (thanks to kuertee) will automatically pick a camera angle that includes the characters you want to focus on.  If you specify a single character, the camera will pick a nearby enemy as the second character to include.  If you include two characters, then the camera will try to include both characters in the frame.

So, it would appear that changing or inputting the heading value should fix the problem. It does say that the zoom and heading values are optional; so I'm not sure if you enter one value, that you have to enter both.
Title: Re: Mod Creation
Post by: OrWolvie1 on April 28, 2016, 04:45:18 AM
Thanks for the help, Hoss. I do appreciate it. I'll play around with it after I get a slightly more disconcerting problem dealt with, Perhaps, one of you fine individuals can offer some insight into this cause I haven't the foggiest notion where to look.

The various acts of my Mod seem to be coming along just fine, however, I am having an issue in Act 1. There are three encounters, which I won't go into at this moment in time, and the first encounter goes off without a hitch.However, in the second encounter, after the start cutscene takes place, one character can be selected, even attacks can be selected. However, said character doesn't move, react, attack, nothing. Even though in the previous encounter, it all worked just fine. Any thoughts, ideas, suggestions? :banghead:
Title: Re: Mod Creation
Post by: OrWolvie1 on May 10, 2016, 05:14:05 PM
Updates!
              OK, it's been a little while since I posted any progress on my mod. I ran through the basic stories last night, and things are meshing rather nicely with one exception, and I'm hoping one of you fellow modders out there can clarify things a bit for me. Act 1 plays beautifully. Got my AI issue addressed and dealt with so that's a good thing. Act 2 starts good, plays the two cutscenes I have written just fine. Then the game crashes. I pulled up the FF log file and this is what I get;

00:04:42.86: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;C:\Users\Clayton\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp;C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\.\doomsday\missions\scripts;)
00:04:42.86: FF: Py_GetProgramFullPath(C:\Program Files (x86)\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)
00:04:42.87: FF: CMission::init(03_doomsday, Missions\03_doomsday\base.dat)

Ummm...the next act doesn't have a base file. Does every act require one? And if not, should I mark the mission in FFEdit as a submission to circumvent that? Or do I need to write a base file for it? Needless to say, I'm at a standstill until I get past this little problem.  :banghead:
Title: Re: Mod Creation
Post by: BentonGrey on May 10, 2016, 07:43:03 PM
Every mission has to either have a base scene (even if it is just empty) or be marked as a submission, though that will make you use the same team.

Search for "traceback" in the script.log.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 10, 2016, 08:09:57 PM
Quote from: BentonGrey on May 10, 2016, 07:43:03 PM
Every mission has to either have a base scene (even if it is just empty) or be marked as a submission, though that will make you use the same team.

Search for "traceback" in the script.log.

But do I have to have a base.dat? Cause the game keeps looking for it and there isn't one for Act 2 as of yet. I had a base.py file in the mission folder and the game still crashed. I can do a little rewrite if necessary, though.
Title: Re: Mod Creation
Post by: BentonGrey on May 10, 2016, 10:46:24 PM
If you have it set to be a submission, you shouldn't need one.

I've had trouble with submissions though.  I avoid them.  I didn't entirely remember why until you said that.  It seems likely I had a similar experience once upon a time.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 10, 2016, 11:24:00 PM
Well, THAT didn't work! I shifted a few things around and now it won't go past the first encounter. I'm taking a break cause I'm on the verge of throwing in the towel and saying the hell with it! Best to step back for a while. Cause right now, I have no figgin idea what the hell happened or what to do about it. Time to step away.  :angry:

OrWolvie

:banghead: :banghead: :banghead: :banghead: :banghead:
Title: Re: Mod Creation
Post by: BentonGrey on May 11, 2016, 04:48:37 AM
Sorry, I certainly know the feeling.  Don't give up.  You WILL figure it out eventually.

I'm sorry I can't be of more help, but I am traveling for a conference this week AND trying to finish my grading and my own papers. 
Title: Re: Mod Creation
Post by: OrWolvie1 on May 11, 2016, 05:09:27 AM
Quote from: BentonGrey on May 11, 2016, 04:48:37 AM
Sorry, I certainly know the feeling.  Don't give up.  You WILL figure it out eventually.

I'm sorry I can't be of more help, but I am traveling for a conference this week AND trying to finish my grading and my own papers.

Don't sweat it, BG. It's all good. But one thing I've learned over the years us when you get frustrated with something, walk away. All it's going to do is urine me off and then I'm going to scrap the whole nine yards. So it's time to step back for a while, give it a rest and start fresh another time. I certainly hope I get it figured out, but at this point in the process, I'm not so sure. Which is why I'm stepping away from it for a while.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 14, 2016, 02:55:39 PM
Hello all.

Needless to say my brief hiatus didn't last very long and I'm back at it once again. And I was hoping that one of you talented members of this community can assist me with this issue I'm having with another FX, which is any of the Boomerangs. Anytime one of my characters utilizes a boomerang attack of any kind, I get this white boomerang-shaped image that appears in front of the character, as you can see from this picture. Look at the shoulder of the civilian and you will see what I mean. And it stays there until the end of the mission. Any help would be greatly appreciated.

(http://i.imgur.com/H90aDIm.jpg)
Title: Re: Mod Creation
Post by: spydermann93 on May 14, 2016, 06:28:14 PM
I've never been able to figure out the issue, myself.

I do, however, have some batarang FX made by gren that both look good AND don't cause the little shuriken error!

I'll see if I can find the pack and I'll send 'em your way :)

EDIT: Here they are! http://www.mediafire.com/download/z7li915051bzhye/Batarangs_Gren.zip

They don't have proper sounds to them, BUT you can use the shuriken throwing sound effect and whichever contact sound effect you want for each of the batarangs.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 14, 2016, 08:51:33 PM
Quote from: spydermann93 on May 14, 2016, 06:28:14 PM
I've never been able to figure out the issue, myself.

I do, however, have some batarang FX made by gren that both look good AND don't cause the little shuriken error!

I'll see if I can find the pack and I'll send 'em your way :)

EDIT: Here they are! http://www.mediafire.com/download/z7li915051bzhye/Batarangs_Gren.zip

They don't have proper sounds to them, BUT you can use the shuriken throwing sound effect and whichever contact sound effect you want for each of the batarangs.

Sounds good, Spyder. I'll check it out and let you know. I think it has something to do with FFX as I haven't added any boomerang or batarang FX except for the ones that came with the latest FFX. I have a couple of the Batarang FX that Gren did that I thought about testing out and seeing if that may fix the issue. Nice to see someone else having the same idea, though not that others are having the same issues. And what's weird is CB sent me some FX for Boomerang and the same issue crops up with those as well. Very strange.
Title: Re: Mod Creation
Post by: BentonGrey on May 15, 2016, 03:55:03 AM
Fortunately, this is a SUPER easy fix.  Something is wrong with the Shadow shuriken FX that many projectiles use as their start.nif.  Just delete that start.nif from any offending FX, and problem solved.  The FX will still play perfectly fine.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 15, 2016, 03:25:13 PM
Quote from: BentonGrey on May 15, 2016, 03:55:03 AM
Fortunately, this is a SUPER easy fix.  Something is wrong with the Shadow shuriken FX that many projectiles use as their start.nif.  Just delete that start.nif from any offending FX, and problem solved.  The FX will still play perfectly fine.

Wow. Thanks for the assist, BG. I'll check it out. Thank you!
Title: Re: Mod Creation
Post by: Cyber Burn on May 18, 2016, 03:35:26 PM
Quote from: OrWolvie1 on May 14, 2016, 08:51:33 PM
Sounds good, Spyder. I'll check it out and let you know. I think it has something to do with FFX as I haven't added any boomerang or batarang FX except for the ones that came with the latest FFX. I have a couple of the Batarang FX that Gren did that I thought about testing out and seeing if that may fix the issue. Nice to see someone else having the same idea, though not that others are having the same issues. And what's weird is CB sent me some FX for Boomerang and the same issue crops up with those as well. Very strange.

Quote from: BentonGrey on May 15, 2016, 03:55:03 AM
Fortunately, this is a SUPER easy fix.  Something is wrong with the Shadow shuriken FX that many projectiles use as their start.nif.  Just delete that start.nif from any offending FX, and problem solved.  The FX will still play perfectly fine.

I don't recall seeing the Shuriken Effect on my Boomerang FX, at least on my PC. I don't know if Benton's fix would work on them, since I'm pretty sure that my Boomerang FX's didn't have a Start.Nif. In the same respect though, I never ran them with FFX, so there may be an issue there.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 20, 2016, 10:03:54 PM
Update:
            Well, things are progressing slowly but are progressing. Many thanks to Benton for his assist with the map problem I was having. Hopefully, here soon, I'll be able to post updated screenshots for anyone who is interested. Worse part is, this whole process has started me thinking of other ideas/concepts that if I do ever manage to get this done, then I may decide to do. A lot will depend on whether or not this one will be well received. I guess time will tell. Take care one and all, and many thanks to all of you who have assisted me with all the problems I've had up to this point. You guys are awesome!  :thumbup:
Title: Re: Mod Creation
Post by: spydermann93 on May 20, 2016, 10:59:43 PM
Quote from: OrWolvie1 on May 20, 2016, 10:03:54 PM
Update:
            Well, things are progressing slowly but are progressing. Many thanks to Benton for his assist with the map problem I was having. Hopefully, here soon, I'll be able to post updated screenshots for anyone who is interested. Worse part is, this whole process has started me thinking of other ideas/concepts that if I do ever manage to get this done, then I may decide to do. A lot will depend on whether or not this one will be well received. I guess time will tell. Take care one and all, and many thanks to all of you who have assisted me with all the problems I've had up to this point. You guys are awesome!  :thumbup:

How many votes for "YEEEESSS!!!" can I submit?
Title: Re: Mod Creation
Post by: BentonGrey on May 21, 2016, 02:34:34 AM
Or, that will happen.  Ha, just don't do like me.  Stick with one thing until it is done instead of bouncing between all of your ideas. :D

That's great news, man, and you're quite welcome!
Title: Re: Mod Creation
Post by: spydermann93 on May 21, 2016, 04:41:37 AM
Quote from: BentonGrey on May 21, 2016, 02:34:34 AM
Or, that will happen.  Ha, just don't do like me.  Stick with one thing until it is done instead of bouncing between all of your ideas. :D

That's great news, man, and you're quite welcome!

Oh, man. If only I could follow that advice. Every time I make a new batch of hero files, I think of something else and want to redo the entire set.

Drives me crazy! I can't tell you how many times I've redone Superman, Batman, Wonder Woman, Spider-Man, Captain America, Thor, Hulk, the X-Men, the Fantastic Four, the Justice League, and the list goes on and on and on! :wacko:
Title: Re: Mod Creation
Post by: OrWolvie1 on May 21, 2016, 06:19:23 AM
Quote from: BentonGrey on May 21, 2016, 02:34:34 AM
Or, that will happen.  Ha, just don't do like me.  Stick with one thing until it is done instead of bouncing between all of your ideas. :D

That's great news, man, and you're quite welcome!

Yeah, good luck with that. LOL. I start one part, get an idea for another part, write a draft for that part, get ANOTHER idea for another part, write that one, which gives me an idea for the first part, so I go back, edit, rewrite, expand, change this, modify that, decide to change the next part, which in turn gives me yet another idea for another part, etc, etc. It's a vicious cycle.  :banghead:
Title: Re: Mod Creation
Post by: OrWolvie1 on May 25, 2016, 03:09:05 PM
As promised, here's a few screenshots for everyone.
Spoiler
(http://i.imgur.com/HlMRCgh.jpg)
Spoiler
(http://i.imgur.com/V1AYpoG.jpg)
Spoiler
(http://i.imgur.com/q2DFB3a.jpg)
Spoiler
(http://i.imgur.com/Qt7szn4.jpg)
Spoiler
(http://i.imgur.com/jVBBnVl.jpg)

More to follow.  ;)
Title: Re: Mod Creation
Post by: BentonGrey on May 25, 2016, 05:04:46 PM
Nice!  That's looking like fun.  I love seeing the Skrulls involved. 
Title: Re: Mod Creation
Post by: spydermann93 on May 25, 2016, 07:18:06 PM
Darned skrulls messing up everything!
Title: Re: Mod Creation
Post by: OrWolvie1 on May 25, 2016, 09:21:46 PM
Quote from: BentonGrey on May 25, 2016, 05:04:46 PM
Nice!  That's looking like fun.  I love seeing the Skrulls involved.

It's coming along nicely, a few issues still but I'm working on it as time permits. Tweeking and fixing. It's been a LONG process, as I'm sure you all know. Still having a couple of cutscene issues that I need to look at but it's starting to come together. More updates to follow.  :)
Title: Re: Mod Creation
Post by: OrWolvie1 on May 25, 2016, 09:44:31 PM
Spoiler
(http://i.imgur.com/ohba5hk.jpg)
Spoiler
(http://[http://i.imgur.com/BcwUWR0.jpg/img%5D%5B/spoiler%5D%3Cbr%20/%3E%5Bspoiler%5D%5Bimg%5Dhttp://i.imgur.com/Xv4t9Yd.jpg)
Spoiler
(http://i.imgur.com/5UaSNo9.jpg)

Just a few more screenshots.  ;)
Title: Re: Mod Creation
Post by: OrWolvie1 on May 25, 2016, 09:50:00 PM
One quick, foolish question about base/cutscenes. What's the difference between base and intermission cutscenes? I have one that opens, and does absolutely nothing, I hit the "esc" key and it ends to the recruit screen, and then goes on to the next encounter. I wondering if I should make it an intermission, instead of a base?
Title: Re: Mod Creation
Post by: BentonGrey on May 26, 2016, 02:01:54 AM
The difference is only in when they play.  The Base CS will play as soon as the base scene loads.  The Briefing CS will play when you click the briefing button.  You don't have to have the latter, but if you've got a base, you need the former.  If nothing else, you have to at least focus the camera, though you don't have to have dialog or anything.

What trouble are you having with the CS and what does it look like?  Let me start with the obvious thing that I always forget.  Base scenes, unlike missions, will ONLY use what is already present on the map.  You can't spawn anything, so make sure all of your markers and characters are already there.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 26, 2016, 03:58:40 AM
Quote from: BentonGrey on May 26, 2016, 02:01:54 AM
The difference is only in when they play.  The Base CS will play as soon as the base scene loads.  The Briefing CS will play when you click the briefing button.  You don't have to have the latter, but if you've got a base, you need the former.  If nothing else, you have to at least focus the camera, though you don't have to have dialog or anything.

What trouble are you having with the CS and what does it look like?  Let me start with the obvious thing that I always forget.  Base scenes, unlike missions, will ONLY use what is already present on the map.  You can't spawn anything, so make sure all of your markers and characters are already there.

I didn't know that. That could be part of the problem. I'll take a closer look at the maps and make sure that everything is where it needs to be and go from there. Thanks.
But what is an intermission cutscene? and what's the difference between that and a regular base, or is there one?
Title: Re: Mod Creation
Post by: BentonGrey on May 26, 2016, 05:34:04 AM
Just to clarify some terminology: 

The base.txt file is the file EZScript reads, and I often refer to the whole thing as a base scene.  The actual first cutscene listed in a base.txt is the actual base scene, while the second is the briefing.  I assume you're referring to the whole as an intermission.
Title: Re: Mod Creation
Post by: OrWolvie1 on May 26, 2016, 07:16:08 AM
Looking at EZscript, when I select the base cutscene, it said something about playing an intermission cutscene if desired. thinking about it, ( :doh: ) I do believe that the intermission scene it's refering to is a cutscene that plays before the briefing screen. Nevermind!  :doh: :doh:
Title: Re: Mod Creation
Post by: OrWolvie1 on June 01, 2016, 06:10:59 AM
After fighting with this damn thing for months, I'm officially done. Everything I try to do just makes it worse so I admit to defeat. It was a nice thought and I do appreciate the help of everyone who offered their insights and assistance. But I know when I'm licked. If someone else wants to fight with this damn thing, I'll be more than happy to zip everything up and send it to them. As much as I'd love to give something back, it's now obvious to me that I'm not a modder and should have never attempted this. Enough is enough!

OrWolvie
Title: Re: Mod Creation
Post by: spydermann93 on June 01, 2016, 06:16:50 AM
Don't give up, OrWolvie! :(

You're soooo close to being done! I have faith in you! :thumbup:
Title: Re: Mod Creation
Post by: Previsionary on June 14, 2016, 05:58:26 AM
I was going to post that it was nice to see another attempted modder around and wish you well in completing this project. I'm still going to leave that sentiment and add that modding is a frustrating project, no matter how it is tackled. It's a lot of work for a single person to take on and it can easily overwhelm even the most diligent person. Everything can be working one day and broken the next, then back to fine again for no obvious or noticeable rhyme or reason. That is the way of coding... of game development... and as a new person tackling it, you'll learn to treasure those breaks to allow your mind to heal, to refortify, and to strengthen before diving back in, if you choose to do so. Sometimes, you come back reinvigorated and better than ever, ready to tear down the next set of issues with renewed vigor. Sometimes, you learn that the work is too much and let it sit for a while, if not forever. Regardless, you gave it a shot. You made an effort, and you should be proud of that and know that it's okay and that you made it further than many have. Small victories are victories all the same.
Title: Re: Mod Creation
Post by: OrWolvie1 on June 14, 2016, 04:06:51 PM
Quote from: Previsionary on June 14, 2016, 05:58:26 AM
I was going to post that it was nice to see another attempted modder around and wish you well in completing this project. I'm still going to leave that sentiment and add that modding is a frustrating project, no matter how it is tackled. It's a lot of work for a single person to take on and it can easily overwhelm even the most diligent person. Everything can be working one day and broken the next, then back to fine again for no obvious or noticeable rhyme or reason. That is the way of coding... of game development... and as a new person tackling it, you'll learn to treasure those breaks to allow your mind to heal, to refortify, and to strengthen before diving back in, if you choose to do so. Sometimes, you come back reinvigorated and better than ever, ready to tear down the next set of issues with renewed vigor. Sometimes, you learn that the work is too much and let it sit for a while, if not forever. Regardless, you gave it a shot. You made an effort, and you should be proud of that and know that it's okay and that you made it further than many have. Small victories are victories all the same.

Thank you for your kind words of understanding, Previsionary. Surprisingly enough, it helps me put things into perspective. And yes, it is very frustrating, but even though I may rant and rave about it, I have not given up on it. I am taking a break from it, a step back so to speak, to focus on other projects for the moment. But, by no means have I given up on it. I will finish it, one way or another, and even tho the final project may suck, like you said, I made the attempt and will be content with that knowledge. And who knows what the future holds. It may be well received and I may decide to tackle another one, who knows? Unfortunately, the community isn't as large as it once was, but I'm stubborn, perhaps a bit foolish but I started this and one day, I will finish it, as I said. True, by then, there may only be three people left here but I will do as promised, none the less. But I wish to take this time to thank those of you in the community who have offered your assistance and encouragement with this project. Your help has been invaluable and appreciated more than you know.

Until next time, Take care one and all
Title: Re: Mod Creation
Post by: Cyber Burn on June 15, 2016, 04:46:48 PM
There may only be a handful of us left, but we will definitely appreciate all of your hard work. We're rooting for you.  :thumbup:
Title: Re: Mod Creation
Post by: OrWolvie1 on June 16, 2016, 03:09:20 AM
Quote from: Cyber Burn on June 15, 2016, 04:46:48 PM
There may only be a handful of us left, but we will definitely appreciate all of your hard work. We're rooting for you.  :thumbup:

Thanks for the vote of confidence, CB. It's appreciated. Best of luck on your tests, btw, I know you'll do great.  :thumbup:
Title: Re: Mod Creation
Post by: BentonGrey on June 19, 2016, 10:09:39 PM
Or, if you'll pack up your mod and send it my way, I'll try to give it a look and see if I can't help you out.

Great to see you again, Prev.!  Yeah, sometimes you just need a break.  Still, Or, it sounds like you've accomplished a great deal, and the problems that you've got don't sound that bad.  I think you can finish it up.  Take some time off if you want, but don't just give up!
Title: Re: Mod Creation
Post by: OrWolvie1 on August 16, 2016, 06:09:52 PM
Hello all,
       I don't know if any of you are still following the slow progress of this behemoth that I call a mod that I started all those months ago. I have dusted off the cobwebs and have begun working on it again, hoping to polish it off and get the last few missions written and tested, before release to a few beta testers, whom I have not selected yet, so if any of you are still interested, then your assistance would be appreciated. Thanks to the timely assistance of Benton, I'm hoping to have the rest of the bugs worked out of this thing so I can get it finished up. I will admit, I never could have imagined how much of a headache this thing would become! I have a much greater appreciation of those of you who have not only attempted something like this, but has completed and released their own mods. My hat is off to each and every one of you. But after taking time away, I'm more determined to finish what I started. And come hell or high water, I will finish this thing. And who knows, if it goes well, perhaps I will be foolish enough to attempt a sequel lol. I know, putting the cart before the horse here.  :P I appreciate all the assistance that i have received thus far from all of you, It has been a learning experience from day one. I will be posting further updates as things progress.
Title: Re: Mod Creation
Post by: kkhohoho on August 16, 2016, 06:37:34 PM
Quote from: OrWolvie1 on August 16, 2016, 06:09:52 PM
Hello all,
       I don't know if any of you are still following the slow progress of this behemoth that I call a mod that I started all those months ago. I have dusted off the cobwebs and have begun working on it again, hoping to polish it off and get the last few missions written and tested, before release to a few beta testers, whom I have not selected yet, so if any of you are still interested, then your assistance would be appreciated. Thanks to the timely assistance of Benton, I'm hoping to have the rest of the bugs worked out of this thing so I can get it finished up. I will admit, I never could have imagined how much of a headache this thing would become! I have a much greater appreciation of those of you who have not only attempted something like this, but has completed and released their own mods. My hat is off to each and every one of you. But after taking time away, I'm more determined to finish what I started. And come hell or high water, I will finish this thing. And who knows, if it goes well, perhaps I will be foolish enough to attempt a sequel lol. I know, putting the cart before the horse here.  :P I appreciate all the assistance that i have received thus far from all of you, It has been a learning experience from day one. I will be posting further updates as things progress.

Hiya Wolvie. I know you don't really know me that well, but if you're looking for testers, then I'd be glad to give your mod a whirl. I've done testing for mods in other games before, so just let me know if you think I'm your guy. (Or one of them anyway.)  :)
Title: Re: Mod Creation
Post by: spydermann93 on August 16, 2016, 07:00:53 PM
I would be more than happy to help, but my plate's full at the moment. :wacko:
Title: Re: Mod Creation
Post by: BentonGrey on August 16, 2016, 10:30:47 PM
I could probably lend a hand with testing, at least a little bit.

And I'm glad you're coming back to your project.  Sometimes it just takes time and distance.  I put down the Marvel Adventures mod for almost half a year before I finally finished it up!  You've done great work, and it really does get easier.  Nonetheless, modding is a big job, at least when you're starting from scratch.  It will always be a challenge, but an extremely rewarding one.
Title: Re: Mod Creation
Post by: OrWolvie1 on August 16, 2016, 10:34:17 PM
Thanks to all of you for your words of encouragement and the vote of confidence! Time will tell how it all plays out. Thus far, so far so good, at least with the writing aspect.
Title: Re: Mod Creation
Post by: OrWolvie1 on August 17, 2016, 06:49:01 AM
Hello one and all.
        Well, the hard part is done. The complete story/missions/encounters have all been written and analyzed. Now, it's time to test it and see how it plays out, and to see how many bugs/glitches/bone-headed mistakes I have to deal with. But I think after spending the day writing, I'm going to give my brain a rest and will test it out tomorrow night. Wish me luck! <_<
Title: Re: Mod Creation
Post by: WyldFyre on August 18, 2016, 10:47:00 AM
Good Luck!!!
Title: Re: Mod Creation
Post by: Cyber Burn on August 18, 2016, 01:19:35 PM
If you need an extra Tester, I can try to work it in to my schedule. Let me know.
Title: Re: Mod Creation
Post by: OrWolvie1 on August 18, 2016, 02:42:18 PM
Quote from: kkhohoho on August 16, 2016, 06:37:34 PM

Hiya Wolvie. I know you don't really know me that well, but if you're looking for testers, then I'd be glad to give your mod a whirl. I've done testing for mods in other games before, so just let me know if you think I'm your guy. (Or one of them anyway.)  :)

Hey kkhohoho. True, we really haven't talked, but then again, I trust just about everyone in this community and I value everyone's opinions and welcome your assistance. I'm not quite ready for beta testing just yet, but I'm closer than I was a month ago and will definitely keep you in mind. :D
Title: Re: Mod Creation
Post by: OrWolvie1 on August 18, 2016, 02:45:23 PM
Quote from: spydermann93 on August 16, 2016, 07:00:53 PM
I would be more than happy to help, but my plate's full at the moment. :wacko:

don't sweat it, spydermann93. It's going to be a while before I'm ready for beta testing. I still have to a run-thru myself, and tweak what needs to be tweaked, edit the character's descriptions/powers/etc.  I'm just happy that the final mission has been written, so now it's a matter troubleshooting :P
Title: Re: Mod Creation
Post by: OrWolvie1 on August 18, 2016, 02:49:34 PM
Quote from: BentonGrey on August 16, 2016, 10:30:47 PM
I could probably lend a hand with testing, at least a little bit.

And I'm glad you're coming back to your project.  Sometimes it just takes time and distance.  I put down the Marvel Adventures mod for almost half a year before I finally finished it up!  You've done great work, and it really does get easier.  Nonetheless, modding is a big job, at least when you're starting from scratch.  It will always be a challenge, but an extremely rewarding one.

Believe me, Benton, I have discovered that the very hard way lol. And I still have a LONG ways to go yet. I have base screens to try and create, powers and character descriptions to try and figure out, mission testing etc etc etc.  :banghead: :P
Title: Re: Mod Creation
Post by: OrWolvie1 on August 18, 2016, 02:50:38 PM
Quote from: WyldFyre on August 18, 2016, 10:47:00 AM
Good Luck!!!

Thanks...considering how this whole thing has been going thus far, I am going to need it   :P
Title: Re: Mod Creation
Post by: OrWolvie1 on August 18, 2016, 03:01:53 PM
Quote from: Cyber Burn on August 18, 2016, 01:19:35 PM
If you need an extra Tester, I can try to work it in to my schedule. Let me know.

CB, you help is always appreciated, but I don't want to overburden you with everything else you have going on at the moment. Besides, like I said before, it's going to be a while before I'm to that point, but it's nice to know that I have several people here willing to pitch in when I am and that is what makes this community so great  :thumbup:
Title: Re: Mod Creation
Post by: OrWolvie1 on September 01, 2016, 04:59:34 AM
Still working on getting the bugs worked out of this monstrosity but am getting there. And for more bad news....I've decided to do two more mods after this one. One will involve the X-Men, the other, The Hulk...something I don't recall ever having been done, but what do I know?  :huh: <_<
Title: Re: Mod Creation
Post by: BentonGrey on September 01, 2016, 03:51:28 PM
Haha, awesome!  The modding bug has bitten!  How is the troubleshooting going?  :)
Title: Re: Mod Creation
Post by: OrWolvie1 on September 01, 2016, 03:55:51 PM
Quote from: BentonGrey on September 01, 2016, 03:51:28 PM
Haha, awesome!  The modding bug has bitten!  How is the troubleshooting going?  :)

Slow going. Between long hours at work, family stuff and whatnot, haven't had a lot of spare time to devote to it. But I'm hoping to do a little more tonight, or tomorrow if all goes well. And yes, I believe it has. Scary concept! <_<
Title: Re: Mod Creation
Post by: OrWolvie1 on October 01, 2016, 03:25:31 AM
Quote from: OrWolvie1 on September 01, 2016, 03:55:51 PM
Quote from: BentonGrey on September 01, 2016, 03:51:28 PM
Haha, awesome!  The modding bug has bitten!  How is the troubleshooting going?  :)

Slow going. Between long hours at work, family stuff and whatnot, haven't had a lot of spare time to devote to it. But I'm hoping to do a little more tonight, or tomorrow if all goes well. And yes, I believe it has. Scary concept! <_<

Well, here's am update, for those of you still following this monstrosity of mine. after one headache after another, I've decided to shelf this project for a while. I'm going to try my hand on a different one, perhaps less of a massive project, and try my hand at a smaller, less cumbersome undertaking. Maybe, if this goes like I want it to, then I'll return to the DC/Marvel mod that I've been fighting with all these many months.  I haven't given up on it, just needing to take a step away and work on my skills a bit more before tackling something this extensive.
Title: Re: Mod Creation
Post by: OrWolvie1 on January 02, 2018, 01:17:01 AM
Hello everyone.

        Sorry for my long hiatus, but needed to step away from mod making for a bit, recharge my batteries and regroup as it were. Back to working on things once again, for those of you who may recall or may still be interested :)
Title: Re: Mod Creation
Post by: daglob on January 02, 2018, 02:38:17 AM
C'mon, what do you think we are here for? Of course we are interested!
Title: Re: Mod Creation
Post by: OrWolvie1 on January 02, 2018, 02:42:12 AM
Quote from: daglob on January 02, 2018, 02:38:17 AM
C'mon, what do you think we are here for? Of course we are interested!

LOL Thanks, DG. Nice to know I was missed  :thumbup:
Title: Re: Mod Creation
Post by: OrWolvie1 on January 03, 2018, 12:46:02 AM
Well, this probably won't come as a big surprise to anyone out there but I've decided to abandon this monstrosity that I would have liked to have called a playable mod. After months of fighting with it, tweeking it, changing it and it still not working the way it's supposed to, I admit defeat and am throwing in the towel.  I've zipped it up and if any one of you more experienced modders out there want to take a crack at fixing whatever the hell is wrong with it, pm me and I'll send it to you. I'm done.  :banghead: :banghead: :banghead: :angry:
Title: Re: Mod Creation
Post by: spydermann93 on January 04, 2018, 11:19:53 PM
What seems to be the issue with it?

Is it crashing during a mission? Are characters not loading properly? Did you run out of beer? Don't tell me that Jeanie died! NOOO!!!!
Title: Re: Mod Creation
Post by: OrWolvie1 on January 05, 2018, 07:29:21 AM
Quote from: spydermann93 on January 04, 2018, 11:19:53 PM
What seems to be the issue with it?

Is it crashing during a mission? Are characters not loading properly? Did you run out of beer? Don't tell me that Jeanie died! NOOO!!!!

More like missions aren't loading at all properly, game crashes between one mission and the next, cut scenes not loading. Fixed it once, went on to the next mission to test, fought with it all day long to get it to work properly to no avail, went back to the first mission and developed new problems with the ones i thought I had fixed. Enough is enough.
Title: Re: Mod Creation
Post by: UnkoMan on January 05, 2018, 11:37:11 PM
Sounds frustrating!
I'd say post the zip though. Might as well. Maybe somebody will figure it out.
Title: Re: Mod Creation
Post by: OrWolvie1 on January 06, 2018, 03:46:30 AM
Quote from: UnkoMan on January 05, 2018, 11:37:11 PM
Sounds frustrating!
I'd say post the zip though. Might as well. Maybe somebody will figure it out.

It was. I'm thinking that What i want to do or am trying to dop is either beyond my capabilities (Which I think is the case) Or the games ability to do. I have no idea. I know of one person who is going to give it a shot and hopefully, he'll have better luck than I did.  :thumbup: