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The DCUG Back on Track!

Started by BentonGrey, February 19, 2007, 02:38:38 PM

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Cyber Burn

QuoteAn alternate Star Sapphire, Grundy, Sonar, Ocean Master, Cheetah (or Circe), or Grodd could all be useful.

Are there existing reference pics to go by for these characters? Or is free reign acceptable?

BentonGrey

There are existing pics, but I wasn't terribly thrilled with the redesigns, so feel completely free to do whatever you like.

tk

Hey there.  Let me start by saying that I just got this mod and I think it's awesome.  Really good job.  I'm having some problems though and was wondering if anyone could help.  First, I'm not sure if my driver/vehicle attributes are working correctly or if i'm using them right.  Also, come to think of it, I'm not quite sure how to use the other in-game attributes like rope swinging.  Are these attributes available in the rumble room?   Lastly, the custom voices and most of the custom power animations don't seem to be working.  Help would be greatly appreciated.  Thanks!

BentonGrey

Okay TK, sorry for the delay in my response, but I'm really busy at the moment.  I'm glad you're enjoying the mod, but let me see if I can't help clear up your problems.  First off, the version of driver/vehicle that is included with the Beta, which is what you've downloaded, does not work at the moment.  I have a working version in my current build of the mod, and I am, among a million other things, trying to add appropriate vehicles for certain characters.  Rope Swinger SHOULD work as far as I know, and you should be able to add it to any custom character you want.  I don't know that I utilized it myself. 

As far as the custom voices...well which voices are you referring to?  I didn't include any voices with this mod, and the only packs that I know will work with it right out of the box, so to speak, are my own.  Have you downloaded my packs?  Also, what do you mean by custom power animations?  Do you mean the FX?  If so, I did make a mistake in the readme, and you are supposed to fish the _textures folder out of your fx/generic folder, where you put the FX pack, and copy the contents into the folder of the same name in the fx directory.

tk

Thanks for returning my post and don't worry about being busy.  Happens to everyone.  So do you know where I could find a working version of the driver/vehicle attribute?  Other attributes that don't work for me seem to be the ones that combine attributes such as caped crusader.  The custom voices i was reffering to were the ones that show up here: http://i219.photobucket.com/albums/cc254/tylerkenny/1.jpg in the character creator but not in the game.  Maybe there is automatically one for every dcug character that is just blank, but I assumed they were supposed to work like the Question voice from here: http://www.youtube.com/watch?v=b6nHMHWk_Ng.  Also I tried as you said with the _textures folder but the custom FX still aren't working.  Some don't show up  and the ones that work at all come out pink/purple. http://i219.photobucket.com/albums/cc254/tylerkenny/3.jpg  http://i219.photobucket.com/albums/cc254/tylerkenny/2.jpg Thanks for your time.

BentonGrey

Okay, let's see here.  If you search in this forum you'll probably find a thread with the corrected vehicle/driver code, but I'm not sure exactly where it is off hand.  I don't know what could be causing you a problem with the Caped Crusader attribute....that's the first I've heard of an issue with that.  Try out some of the other combos, like Atlantian, Thanagarian, Kryptonian, and Martian, then let me know what works and what doesn't. 

As far as the voices, yes, there are automatically entries for every DCUG character, and when I release the final mod, I will also release a copy of EZVoice and my own voices that will be configured to work with it.  At the moment, however, you're stuck with just the built-ins. 

For the FX.....that's odd, the textures folder fix should have worked.  Do you have EZFX installed?  Ohh, and make sure you put the FX pack in your FFvTTR/Data/Art/Library/FX directory (not under the DCUG directory), with all everything except the _textures folder going in 'generic.'

GogglesPizanno

QuoteIf you search in this forum you'll probably find a thread with the corrected vehicle/driver code, but I'm not sure exactly where it is off hand

The updated Vehicle Driver code was also included (among lots of other things) with the recent ffx 3.2.2 release that TaskmasterX put together

http://freedomreborn.net/archive/index.php?topic=46662.0

tk

I tried the Atlantian, Thanagarian, Kryptonian, and Martian attributes and none of them worked, but now the caped crusader attribute (or, at least, utility belt, flyier, and tracker attributes) seems to go on every custom character I make, even if I don't assign it.  I don't think I have EZFX installed.  I'm not sure what that is.  And my FFvTTR/Data folder doesn't have an art folder. Should it?  Oh, and I tried that ffx 3.2.2 driver/vehicle but I can't figure out how to merge the files without overwriting.  When I start a level it says:

EXECINITATTRIB: ERROR IN INITIALISING
ATTRIBUTE DRIVER

BentonGrey

Okay, wow, obviously we've got several issues here, and I'm not entirely sure how to sort them all out.  First things first, download the newest EZFX here: http://www.alexff.com/ezfx.php 

That should create the art directory for you, and you can put my FX pack in the right place.  I don't know what is going on with your install, but it sounds like there is a much bigger problem than the DCUG itself.  Does anyone have any ideas here?

tk

Ok I got that. Now some attacks that didn't work do.  Some still have that purple/pink look though, like the batarang and some of GLs attacks. 

BentonGrey

Well, after you install EZFX, you still have to put my FX pack where I said earlier, the pink stuff is because you are missing certain textures, which is corrected by putting the _textures folder in the right spot.

tk

I've tried putting all kinds of textures everywhere but still pink batarangs.  Could you please tell me exactly what the folder is and exactly where I need to put it. 

BentonGrey

Okay TK, I suppose I wasn't clear enough.  What you do is you unpack everything from my FX pack into your Data/Art/Library/FX/Generic folder.  Then, you go into that folder (Generic), and you'll see a folder named _textures.  That's the mistake I made, because that isn't where that folder is supposed to go.  So, you can just cut and paste the folder into your Data/Art/Library/FX directory, where it will overwrite the _textures folder that is already there, or you can just copy the contents of mine into the existing folder.  Does that make sense to you?

tk

Ok thanks for clarifying, but even after doing that I still have pink fx.

tk

Could this problem perhaps be something in the nif?

Cyber Burn

Is this in the character chreation screen, or in game? It could be a video card issue, missing tga's that you could be downloaded by finding the original FX or there may be other fixes.

tk

This happens in both the animation chooser and in the game.  I'm pretty sure my video card is up to date and I don't think I'm missing any tgas.  Some of the FX work and some don't.  For example, out of all of the batarangs, only the tas ones and the 60s ones are pink.  The bolo works, the begins ones work, the edged one works, and the forever one works. The 2 generic ones and the new one don't appear at all.  My pink problem isn't limited to batarangs, but that's just an example.

BentonGrey

I really don't understand what could be the problem here, TK.  The nifs are included in my FX pack or in EZFX, and the textures (the things that make sure you don't see pink) should have all been in that _textures folder.  So, if you installed EZFX, and put my FX pack in your regular, Data/Art/Library/FX directory, then you should be able to see it fine.

tk

I put the contents of my FFvTTR\Data\Art\library\fx folder here: http://groups.yahoo.com/group/tk3groupmembers.  I had to break it up because it was too big.

Yodaminch

You're not the only one with fx problems.

I have trouble with all the lanterns with their bolts and cages. (Shield and some blasts work fine), Cyborg's beam, Superman and Supergirl's, Dr.Fate's "Egypt" fx,  eyebeams, and many, many others.

Some specific fx that aren't working for the heroes:
[spoiler]
fx_flying_punch
fx_aquaman_harpoon_stabv2
fx_aquaman_harpoon_stab
fx_gl_green_hand
fx_gl_corp_beam
fx_green_bolts
fx_green_glove
fx_glgreen_net
fx_unbeam_orange
fx_sonic_cry_blackcanary
fx_energy_punch_blue
fx_shazam_area
fx_grab
fx_red_beam_wasp
fx_redwin
fx_egypt_eye
fx_heat_vision
fx_firestorm_fusion
fx_flash_hurricane
fx_spudarrow_electric
fx_spudarrow_net
fx_spudarrow_acid
fx_spudarrow_smoke
fx_spudarrow_explosive
fx_windcone
fx_arrowedged
fx_twin_beam_red
fx_sandbeam
fx_waterbolt
fx_waterbolt2
fx_waterbolt2_explosive
fx_soul_self_protective
fx_laser_eyes
fx_red_tornado[/spoiler]

BentonGrey

Okay, here's what I want both of you to do.  I want you to go into your FFvTTR/Data/Art/Library/FX/_textures folder and look for a certain file.  TK, I want you to look for batarangset01 or 02.  Yodaminch, I want you to look for aquamanharpoon(whatever).  My guess is that the files simply aren't there, because it doesn't make sense that the .dat files would be pointing to the wrong place for just the two of you. 

If you don't find them, I want you to open up my FX pack.  Look through it and find the _textures folder.  Look through it and see if you can find that particular file that did not show up in the previous folder.  If so, copy the ENTIRE CONTENTS of MY folder, and paste them in the folder in your FX directory.  I was having an issue a while back where IZarc decided it did not want to unpack subfolders, so that may be what is happening here.  Tell me if that works, and what you find.

tk

Ok that partially worked.  The batarangs that were pink are now normal, but the batarangs that didn't show up still don't.  They don't appear at all.  I don't see the nif files for them in the directory.  I'm also having pretty much the same problems with the fxs that Yodaminch mentioned.

BentonGrey

Okay, then my suspicions were correct.  What likely happened is that the archive didn't unload everything it should have.  This probably explains your other issues as well.  What zip program do you use?  Try and update it, and unload everything again. 

Yodaminch

I didn't see aquaman_harpoon in textures, but I didn't see it in the zip file either. :(

BentonGrey

Now, Yodaminch, did you check in the _textures folder INSIDE the zip file?

tk

I use Winrar.  I don't think it needs an update.  I tried it with other stuff and it seemed to work fine.  I don't know if I even can update it. 

BentonGrey

Okay.......hmm....well, I can't think of anything else to tell you, other than to unpack each file by hand....and that ain't going to be fun.  I'd suggest trying to open up the FX pack, select all of the individual folders inside, and drag them into the generic directory.....maybe that will work, but if not, then you'll just have to do them one at a time.  You can check if it worked by, simply enough, checking to see if batman_tas or batman_60s has made it into the generic folder and (IMPORTANT) if its own folder has anything in it.

Yodaminch

Yes, the _textures file only had a few files inside as well as a TGA folder. I can provide a screenshot if you want.

Also I forgot about this, but  I had had trouble with the batarangs and had to get them from here: http://www.renegadetoybox.com/fx.htm


tk

I have the tas and 60s batarangs and they are now working right.  However, I still can't find the new, generic 1, generic 2, or 89 batarangs.  I tried redownloading the fx and couldn't find the folders in there.  I put what I found here: http://games.groups.yahoo.com/group/tk4groupmembers/.  I also tried downloading the fx on another computer (my laptop) which doesn't have Winrar, just the normal zip file, and I still couldn't find the folders I need.  

tk

Thanks for that link Yodaminch.  Those batarangs are all working now.  Still having problems with other fx, though.  Like the ones you mentioned.

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