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Alex's Freedom Fortress Update! - 10 Oct 2007

Started by abenavides, July 27, 2007, 07:56:27 PM

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abenavides

Well #1 already exists :), so it could be used today.

#2 will take abit longer, but I guess I can get it in there

ANy thoughts, anyone?

AfghanAnt

I op for 2. I tried the first one and immediately got confused.

I love the original FF mod. I broke my disk so it was great to see it again, thanks!

USAgent

I think #2 would be the way to go, like AA some people might get confused with #1 and it would help people in the long run instead of pointing everyone to the Batch file fix.  Plus we wanted this for so long, a little longer wait is no problem.

GogglesPizanno

I created Option #1, and even I get confused.
I'm all for option #2....

I think I have an archive of USAgents files that have been batch converted... so if he's cool with it I could probably post a zip for those that are impatient -- but Id have to double check my archive and USAgent would have to give the go ahead that its ok.

abenavides

OK option #2 it is!
Now up at my site!

Quickie update to EZHero. The new version, 3.1, now handles FFv3R hero files that have the full path for mesh in them (caused by other hero file editor). It auto-corrects this to the relative path. Get it on the Goodies page.

HumanTon

Woo-hoo! Thanks, Alex. This is going to save me so much time.

Some questions, though:
--One of my characters has a material of Metal in FFVTR. But when I load his hero file in EXHero 3.1 his material shows up as Flesh and the weight shows up at 170 pounds. All the other info is correct.
--I took a different character, loaded up his hero file into EZHero 3.1, changed his material type from flesh to metal, made some other changes, and then saved. I then fired up FFVTR and looked at him--the other changes were there, but his material was flesh. I then exited FFVTR and loaded him ... lo and behold, his material was listed as Metal. So it looks like it is saving it, but not where FFVTR is looking for it?

abenavides

HT, I'll check it out - sounds like the pulldown display is not being updated properly.
Thx!

abenavides


Green Hornet

Pulp Fiction: I am in the level with Dr cyclops and the nazis.  the problem I knock some of the nazis in to the walls and they don't come out or kock out the roof and they walk on top of the walls.  They are un reachable in these states.  Any fix for this?  :rickbm

USAgent

Wow , thanks for the fast update fix Alex. Its definatly working for me now.  Great going!

One thing I'm noticing is that when i send to text file not everthing gets sent correctly, Ive noticed some differences in EP cost- on one character one of his attacks uses low EP and the text says "none" , and also the damage magnitude was different on another attack too, the mag was high but the text said extreme.
And I dont know if you meant this or not but with area attacks the radius in the editor say "90, 180, 360" instead of "small, med , large"

Just a couple small things

Xenolith

Thanks so much for HeroTool 3.x!  It has brought me back into FFvTR.  I'm having a little problem.  I created Sasquatch, and assigned a weight of 1,100 lbs in the Editor.  His Hero file won't load in HeroTool 3.x, and I'm assuming its because his weight is not represented in the drop down menu?  Would it be possible for me to easily add that value to the drop down menu?

Thanks again! 

TaskMasterX

Great Stuff, Alex! You don't know how much I needed this! Everything works like a charm and adding my own custom attributes is a piece of cake! This tool will be used very frequently on my PC! Thanks!!!!!!!!

Xenolith

Also, when I load Taskmaster X's hero files, i get "runtime error 5" and then it crashes.  I thought maybe it was because I didn't have the right meshes, but even ones with the right mesh will crash.  I'm not sure if this is a hero file problem, a problem created by myself during installation, or a problem with HeroToo.  Any thoughts?

herodad1

anyway we could see another ezfx...an add-on to the ezfx for ffvttr?

abenavides

HT, have corrected it so it now reads all materials properly, but still working on saving them properly. Hopefully out soon.

Green Hornet: I'll pass that along to Riddle Me This, as I have no clue :)

Xenolith: Yes, that's why unfortunately, I don't currently support any weight being put in. I can look at that for a future version (it's kinda weird how it stores it in hero files). A question to anyone who knows: does putting in any weight actually affect the game physics properly? i.e. does a 1,000 guy only gte knocked back half as far as 500lb guy?

Xenolith: Make sure you're usign EZHEro 3.1. If so, email me the hero file with the problem and i'll have a look.

USAGent: I'll check out the text thingie. Sounds like I didn't account for some differences between FF and FFv3R on the display.

herodad1: It's in the works.

HumanTon

From my experience hexing, you can't seem to put in an arbitrary weight--It seems to use some system of weight multiples based on the material type.

But you can get weights above what you'd normally see, and they behave as you would expect in the game. I think the highest I've gone is 3370 pounds on a metal guy, and there's nobody who can knock him back ....

TaskMasterX

Yes weight does affect KB distance. I found that any weight above 520 lbs. in the game makes it very difficult to KB very far even when hitting him with a melee attack that has Extreme KB and a 10 Strength. I use Mr. Brdo's Hero Tool to adjust the weight. It allows me to input any number regardless of the type of material. Alex's Hero Tool provides a range of weights depending on the type of Material you choose. Is there any way to make it like Mr. Brdo's and allow the input of any number? Of course, when you load the game, it rounds it out to a number that it likes, but is still close to the number I put in.

abenavides

OK, the latest fixes have been posted at my site:

A few more corrections to EZHero. The new version, 3.2, now saves Material for FFv3R hero files properly and the Send to Text function has had a few glitches fixed. Get it on the Goodies page.

rmt

Hey, I finally found my id and password.    :doh:  My new private messages are from 2005.   :doh:   :doh:

Anyway, Green Hornet, I haven't been able to duplicate your error.  Couple of questions.  Which room are you in when this is happening/what wall or roof?  I can get them to go into the wall and occasionally even get a bit hung up in their animations, but never out of my reach.  I can't get them to stay on on the ceilings at all.

Do you have anything in your init.py file to deal with camera angles?  I have the ability to zoom way in so I don't even see the roofs as such.  Wondering if maybe that's why I can't duplicate the error.  FWIW, I would say the knockback attacks are more for desperation when they're overwhelming you.  They aren't how I would recommend beating the level.  I'll say more when I learn to use spoiler tags.

At any rate, if you don't mind, how about we take this to the pulp fiction thread in the mod forum.  I don't want to clutter my kind host's site promotion thread and I'm obviously not good at PM's. 

Or apparently mesh requests as that's what they were about.  Oopsie.  Hasn't Tommyboy already done them all anyway?  I hope so as it appears I unintentionally screwed some people over when I dropped out of sight.  Sorry 'bout that.  Did I at least release Black Orchid?  I think she was done before the second crash.  It's hard to remember after 3 major viral infections and 1 re-formatting in less than 2 years.  Got to stop going to sites recommended by Strike Zone...   :P

catwhowalksbyhimself

QuoteGot to stop going to sites recommended by Strike Zone...   tongue

Or start using Firefox (shameless plus alert)

rmt

Sadly, two infections were after I switched to Firefox.  But I agree it's a ton safer overall.

My biggest problem is that it screwed with my 3ds max 4 and 5.  I eventually got 5 working right again but there are certain FF-related things, like talking heads, that don't export right now.  I probably need a 100% complete formatting and re-install but I don't have the patience.  Not when I can con Tommyboy into doing them in exchange for a little more cowbell...

So I'm out of the mesh business but ready to do a little more mod work after a nice break (Pulp Fiction is actually close to 6 months old; I had to wait a few weeks for voice work and then got lazy on packaging and releasing it).

HumanTon

Thanks for the quick update, Alex! I tried out 3.2 and the materials and weights work like a dream.

GGiant

Nice Hero Tool!
But, When are you gonna finish your other stuff?

USAgent

Hey, just tried the latest version out, and for some reason I'm getting this error now: "Run-time error "5"  Invalid procedure call or argument"  whenever I send to text a hero file with a active defence, it looks like the editor scans through all the powers and stops when it gets to a active defence and then I get that error.

[spoiler][/spoiler]

[spoiler][/spoiler]

But it looks like the other problem is fixed with the different magnitudes and such.

Sledgehammer

Alex, this is probably the most wanted program for FFv3R. Let's face it, we needed a Hero file editor which takes into account cone attacks, Limey Lure, and all those new attacks this sequel provides.

Of course, I have already downloaded it, and will be of great use in the near future. Many thanks.

herodad1

you mentioned doing another ezfx?coool!!can i give a few ideas for fx's ....more magneto effects-beams,shields,ect. ,ironman effects,greenlantern,dr.fate, and different spell effects for dr.strange.thanks!

Previsionary

Quote from: herodad1 on August 15, 2007, 08:45:48 AM
you mentioned doing another ezfx?coool!!can i give a few ideas for fx's ....more magneto effects-beams,shields,ect. ,ironman effects,greenlantern,dr.fate, and different spell effects for dr.strange.thanks!

Gracious, hero, Alex just got back in business so let's not overwhelm him. Let's wait until he officially asks for requests (like he did in the last ezfx) and actually see what's in the works first. I think waiting until then won't cost much harm considering how much work alex actually has to put into these fx packs...especially the ffvttr version (which required him to go fx crazy from the credits list. :P)

Boalt92

Alex:

Not to get too far ahead of things but....

I've been having fun skoping new projectile fx using tommyboy's mesh pieces.  Flaming axes, glowing/energy knives, even a thrown handgun for thugs...that sort of thing.  I'd be happy to contribute them (tommy's permission, of course) to EZFX 7.0, and I'm sure there are plenty of other members who would do the same.

If you do decide to do an update to EZFX, perhaps you can put out a general request for custom FX?  You don't have to credit everybody....just the "FF community" and leave it at that.


B92

PS--Yours was the first FF site I ever found, and I still go back for C6's skins from time to time.  Great to have you back and thanks for all your work! :thumbup:

tommyboy


BatWing

Quote from: Boalt92 on August 15, 2007, 12:32:18 PM
Alex:

Not to get too far ahead of things but....

I've been having fun skoping new projectile fx using tommyboy's mesh pieces.  Flaming axes, glowing/energy knives, even a thrown handgun for thugs...that sort of thing.  I'd be happy to contribute them (tommy's permission, of course) to EZFX 7.0, and I'm sure there are plenty of other members who would do the same.

If you do decide to do an update to EZFX, perhaps you can put out a general request for custom FX?  You don't have to credit everybody....just the "FF community" and leave it at that.


B92

PS--Yours was the first FF site I ever found, and I still go back for C6's skins from time to time.  Great to have you back and thanks for all your work! :thumbup:

throw a handgun when they run out of bullets! :lol:

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