Freedom Reborn Archive

Freedom Force Forums => Mods => Topic started by: Previsionary on April 24, 2007, 04:27:17 PM

Title: Prev's mods: Ultimate Trio Beta 1.4 release
Post by: Previsionary on April 24, 2007, 04:27:17 PM
Wow, my mod previews/releases are getting more and more distance in between them. Anyway, my latest project (Read: When I have time) has been a little diddy I call the Exiles mod. Back when Crisis was released, I said I had tons (read 5) spinoff/aftermath mods planned and here's the first of the bunch (and maybe the only of the bunch since I find it hard to keep interest in modding). Anyway, I'm sure it's not the best mod ever...but hopefully someone appreciates my work.

(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam021.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam021.jpg)
(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam019.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam019.jpg)
(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam011.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam011.jpg)
(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam005.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam005.jpg)
(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam013.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam013.jpg)
Title: Re: Exiles
Post by: Epimethee on April 24, 2007, 10:02:52 PM
Don't know much about the Exiles, but looking forward to learn more. Care to tease us a bit on the storyline of your mod? :)
Title: Re: Exiles
Post by: Lunarman on April 24, 2007, 10:45:05 PM
looking great! I can't wait
Title: Re: Exiles
Post by: Previsionary on April 25, 2007, 04:44:24 AM
storyline? What's that you speak of, Epi? :P

One of the most diabolical events in (my timeline anyway) marvel history was "Crisis" which resulted in tons of timelines being altered and ripped apart in both the DC universe and marvel's own haven of heroes. However, the only exile member that was remotely involved with the downfall of Thanos and Darkseid was the ever so happy Morph. Returning back to his own place in the Exiles base, Morph realizes that no one recalls him being gone, he can barely remember where he was, and he somehow brought Psylocke with him (setting up the current roster). Not to mention he and the whole Exiles team have to travel back to the location of the final battle between Earth's combined heroes and Thanoseid to fix whatever dangerous rip in time that has occurred while fighting off a dangerous new group of foes.

*note* This mod leads directly into the DC big three story (somewhat) and the Avengers story.
Title: Re: Exiles
Post by: Dreaded Porcupine on April 25, 2007, 09:46:04 AM
I hope Beak is in it. I liked him in the New X-men and I currently have an Exiles TPB to read with him in the group.
Title: Re: Exiles
Post by: M25 on April 25, 2007, 11:43:32 AM
Yes, the storyline sounds interesting.  I like the idea of spin-off mini-series.
Title: Re: Exiles
Post by: kkhohoho on April 25, 2007, 02:00:30 PM
Sounds interesting.
Title: Re: Exiles
Post by: Epimethee on April 27, 2007, 06:26:29 PM
Thanks for the sneak peek, Prev. It indeed sounds interesting, especially how it relates to the other mods. :)
Title: Re: Exiles
Post by: Previsionary on May 05, 2007, 09:18:34 PM
sadly, I'm already on hiatus from this mod just because my creative drive is depleted and I'm a little too busy to do anything FF related. However, my plan is to try and put the finishing touches on the current mission i have on hold and release the mod in a series of "issues". I dunno...just depends I guess.
Title: Re: Exiles
Post by: Monkeyman on May 05, 2007, 10:07:25 PM
Just for you to know, your mods are always a joy. I just want you to know that your work here is appreciated. Thanks for all the hard work.
Title: Re: Exiles
Post by: Rick Battlemage on May 06, 2007, 12:06:15 PM
I play-tested this or rather... the first 2 missions.

And it was great, I can assure you this mod is fun (aren't they always :P).

Hope premmy will finish it up pretty soon.
Title: Re: Exiles
Post by: Previsionary on May 18, 2007, 07:30:49 PM
thanks for the comments guys,

just so this thread doesn't disappear into an abyss, I have worked on this mod a bit...very slowly, but progress is none-the-less being made. What I have left to do:

1) finish scripting
2) remap everything (thank cmdrkoenig for that)
3) test
4) edit herofiles
5) test
6) get a playtester to test
7) test and debug. :P

The mission I'm currently working on brings back several heroes from the past mod plus some returning villains. Not to mention a couple of new faces to stir things up. All this mission does, though, is set up that some, if not most, of the heroes involved in my last mod still have fuzzy memories about the events. Not to mention it sets up a status quo for several villains that I used. :P. But, it's mostly used to set up Psylocke's storyline throughout the mod as "odd-girl out"...so yeah.
Title: Re: Exiles
Post by: Doctor TOC on May 19, 2007, 01:50:00 AM
Given that your preview pics include my favourite Captain Britain, you know I'm interested. Keep at it!
Title: Re: Exiles
Post by: The Phantom Eyebrow on May 19, 2007, 02:57:13 AM
More power to your elbow Prem!
Title: Re: Exiles
Post by: chuckles on May 19, 2007, 09:22:39 AM
Hey Prem great looking mod, I've been away from FR for too long. Glad to see you've kept yourself busy. The teaser images look pretty good. I'll go dl it now. Thanks for your contributions to the forum, and keep on knockin' out the mods.................please. :thumbup:
Title: Re: Exiles
Post by: Previsionary on May 21, 2007, 10:11:19 PM
When the exiles are away:

(http://img.photobucket.com/albums/v77/premo/Exiles/th_YJ004.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/YJ004.jpg)

Who's gonna save the day:

(http://img.photobucket.com/albums/v77/premo/Exiles/th_YJ002.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/YJ002.jpg)

When Granny came to play:

(http://img.photobucket.com/albums/v77/premo/Exiles/th_YJ005.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/YJ005.jpg)

(http://img.photobucket.com/albums/v77/premo/Exiles/th_beam003-1.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/beam003-1.jpg)

Young Justice, on the way:

(http://img.photobucket.com/albums/v77/premo/Exiles/th_YJ003.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/YJ003.jpg)

Title: Re: Exiles
Post by: detourne_me on May 23, 2007, 03:23:27 PM
boom tubes!  righteous!   can't wait to see this mod in action
Title: Re: Exiles
Post by: Arlecchino on May 23, 2007, 03:55:40 PM
First Tommy now you. This is an amazing time for mods.
Title: Re: Exiles
Post by: detourne_me on May 24, 2007, 09:15:37 AM
actually dude,  take a look,  prem's put out about 7 mods for FFVTTR already.
Title: Re: Exiles
Post by: murs47 on May 24, 2007, 02:13:59 PM
there wouldn't happen to be any secret character that you are planning?
cough...cough.......mimic......cough...thunderbird

excuse me, I seem to have a couple things stuck in my throat  :rolleyes:
Title: Re: Exiles
Post by: Previsionary on May 24, 2007, 02:41:10 PM
Quote from: Arlecchino on May 23, 2007, 03:55:40 PM
First Tommy now you. This is an amazing time for mods.

Quote from: detourne_me on May 24, 2007, 09:15:37 AM
actually dude,  take a look,  prem's put out about 7 mods for FFVTTR already.

Thanks Det,

Technically, I'm first and I have 12 mods for FFVTTR (only 9 are released), but whatcha gonna do. The thread has been here for a month and all, heh.  :rolleyes:

Quote from: murs47 on May 24, 2007, 02:13:59 PM
there wouldn't happen to be any secret character that you are planning?
cough...cough.......mimic......cough...thunderbird

excuse me, I seem to have a couple things stuck in my throat  :rolleyes:

Do you have a cold? Better get that checked out, yo :P. Originally there "were" some secret characters, but I no longer have those meshes and skins...so...no mimic, thunderbird, wolverine, sunfire, magnus, or Namora at the moment. I can possibly add them in the second episode? Also, there's definitely no beak. No seriously, i'm not joking. I've never seen that particular character skinned or meshed..and i think he's a normal human now. The mod kinda is based on the current exiles roster...only power princess is still on the team.

However, anything is possible and I'm trying to weed in some secret stuff from time to time. The Excaliburs mission (see capt brit) has a secret  character in it that's only around for that mission...so who knows. BTW, if anyone has any exile based skins/meshes...dont be shy to send them my way.

P.S. Did I say episodes? I did? I better explain. Since my (schedule is/interests are) all over the place as of late and it's really throwing off my modding prowess...I'm thinking of releasing exiles in parts...kinda like the classic ff1 mods were released. Episode 1 (2 [or 3] missions) is already done and is being tested...so...if I don't find myself coding away my day in the next few days, it'll prolly be up for download soonish. Yay for broken up storylines, eh? :P
Title: Re: Exiles
Post by: Arlecchino on May 24, 2007, 03:42:06 PM
Quote from: detourne_me on May 24, 2007, 09:15:37 AM
actually dude,  take a look,  prem's put out about 7 mods for FFVTTR already.

Right.  :P I know that, I was simply commenting on the current crop of mods coming down the pipeline now. Sorry Prem didnt want you to think I was trying to cheat you out of getting full cedit for all the great mods you have done. BTW Im loving playing the Crisis mod.
Title: Re: Exiles
Post by: murs47 on May 24, 2007, 05:44:38 PM
If you want Mimic I'm willing to skin him. I wouldn't know which mesh to use....maybe a wolverine mesh with the hair hexed off.

As for Thunderbird, I don't think there is a proper mesh for his "War-Berserker-Horseman of Apocalypse" mode, or whatever you want to call it. But if there was I'd skin that for you as well.
Title: Re: Exiles
Post by: Previsionary on May 24, 2007, 06:05:11 PM
Quote from: murs47 on May 24, 2007, 05:44:38 PM
If you want Mimic I'm willing to skin him. I wouldn't know which mesh to use....maybe a wolverine mesh with the hair hexed off.

As for Thunderbird, I don't think there is a proper mesh for his "War-Berserker-Horseman of Apocalypse" mode, or whatever you want to call it. But if there was I'd skin that for you as well.

Thanks for the offer, murs. I vaguely remember a mimic mesh and maybe a skin...but that might have been on GPL (ink mesh perhaps?). However, it doesn't really have to be the exiles version...the exiles do travel to different worlds, so a new version of any of those characters would be better than none in my eyes. *shrugs*
Title: Re: Exiles
Post by: detourne_me on May 24, 2007, 08:27:14 PM
hmmn....
its times like this that i wish i was at my homr pc.

i did a cool beak hex, that could easily be skinned.  and i did a mimic hex, but its kinda a mix between exiles mimic and 616 mimic.  he's got cylops goggles, wolverine claws, some speedster keys, and is based on VX archangel for cool flying and winged attacks
Title: Re: Exiles
Post by: tommyboy on May 25, 2007, 05:58:08 AM
I've got a classic mimic mesh at my site, and I thought Syn did a Thunderbird (the second one, but still).
I think it was Kraven who had a hex of Thunderbird One (not the puppet rocket ship, the xman :P)
Title: Re: Exiles
Post by: murs47 on May 25, 2007, 07:23:01 AM
Quote from: tommyboy on May 25, 2007, 05:58:08 AM
I've got a classic mimic mesh at my site, and I thought Syn did a Thunderbird (the second one, but still).
I think it was Kraven who had a hex of Thunderbird One (not the puppet rocket ship, the xman :P)

Yeah, those are both great meshes, I use them both for my X-Men skirmishes in the rumble room a lot.
But the Thunderbird from exiles is completely different. Apocalypse turns this John Proudstar into one of his Horseman of Apocalypse (WAR.) He was a character that was struggling to reclaim his humanity. I thought it was a great concept, but sadly, it was short lived.

This is him(the left). A male_hulking with a ponytail would be a fitting mesh for him
(http://img71.imageshack.us/img71/2460/grouptbirdnoctblinkmorpke1.jpg)

This is him in his "berserker WAR" mode. He's stronger then the Hulk in this form and is actually holding the  Hulk up by the neck with one arm in this pic!

(http://img19.imageshack.us/img19/8509/127515thunderbird400he7.jpg)

If Prev wanted to include him in his mod I would love to skin him.
Title: Re: Exiles
Post by: Previsionary on May 25, 2007, 08:05:43 AM
I would like to definitely include Thunderbird just because it would be cool just to have him in action...specially since he's in a stasis tube in exiles. :(.

On Mimic, I'm kinda waiting on someone to see if he (or she) can finish up something. More on that later...i'd rather not reveal anything just in case it doesn't work out.

*sidenote: Blink in that pictures looks...yeah...not the best pic. :P*

Anyway, all this talk of secret characters makes them no longer a secret (well...i still have one that no one will guess)...and if I do happen to run upon any meshes/skins of the previous exiles members (bar nocturne for obvious reasons)...I'll try to modify my story enough to allow them in the picture (without ripping apart my already set storylines...and still tying into those other tie-in mods).
Title: Re: Exiles
Post by: Previsionary on May 25, 2007, 11:39:50 AM
small update:

I was correct in thinking there was a mimic skin...but it's for an old mesh by Beyonder so...no wings or claws. So my plan is still to wait and see if my other mimic plans pull through otherwise I'll use the male_muscular versions of mimic.
Title: Re: Exiles
Post by: Previsionary on May 25, 2007, 01:37:21 PM
Quote from: ips on May 25, 2007, 12:05:22 PM
i don't know the character well but there was a mimic mesh and skin in the XDR mod

thanks for the reply, IPS, but unfortunately that's not the Mimic I was searching for. The version in the mod looks like the 616 version. Mimic in exiles looks like this:

http://images.wikia.com/marveldatabase/images/thumb/d/d2/Mimic_Exiles_004.jpg/300px-Mimic_Exiles_004.jpg

or

http://en.marveldatabase.com/Image:Blink_%26_Mimic.jpg

But thanks anyway.
Title: Re: Exiles
Post by: ghazkul on May 27, 2007, 01:40:16 PM
Hey, in case you are interested I have an edit of the skin for Syn's morph_syn mesh (done in Paint so 50/50 on wheither it is any good :thumbdown:, the skin that is, not the mesh ^_^) in my yahoo group that is about 855 comic accurate for the Morph you see in Exiles.

http://games.groups.yahoo.com/group/Redfireskins/files/
Title: Re: Exiles
Post by: Previsionary on May 29, 2007, 06:09:28 PM
Quote from: ghazkul on May 27, 2007, 01:40:16 PM
Hey, in case you are interested I have an edit of the skin for Syn's morph_syn mesh (done in Paint so 50/50 on wheither it is any good :thumbdown:, the skin that is, not the mesh ^_^) in my yahoo group that is about 855 comic accurate for the Morph you see in Exiles.

http://games.groups.yahoo.com/group/Redfireskins/files/

I downloaded the skin, but i havent had a chance to check it out yet, but thanks just for offering it.

Small update: One of my testers is currently on the last mission i made and so far...only slight problems and pretty good reviews...so yay. So, expect eppy 1 to be out soon...however, thanks to some suggestions here and a pm from murs...i think i may go ahead and make up the next mission as well.
Title: Re: Exiles
Post by: Previsionary on June 03, 2007, 02:53:21 PM
Update 2:

I went ahead and coded up mission 3...which means I have to send it to my testers for testing, but a few pictures can't hurt, right?

Morph is answering an all important question:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers004.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers004.jpg)

Young Avengers members, Patriot and Hulkling, scope out the situation
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers003.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers003.jpg)

Blink and Longshot help out
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers001.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers001.jpg)

Evil microwaves?
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers002.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers002.jpg)

And what's this that Longshot has spotted?
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers007.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers007.jpg)

Shooting star?
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers005.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers005.jpg)

Or something much more destructive?
(http://img.photobucket.com/albums/v77/premo/Exiles/th_avengers006.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/avengers006.jpg)





Title: Re: Exiles
Post by: Rick Battlemage on June 18, 2007, 07:02:53 AM
Looking good Premmy  :thumbup:

Well school's almost over for me. I'll get to testing those missions pretty soon.
Title: Re: Exiles
Post by: Peerless1 on June 19, 2007, 08:19:10 AM
As it was stated earlier, any mod from you is always a joy!  So glad you're still in it.  :thumbup:  You ever need any special character mesh, let me know.  I can only use NifSkope, but in the lst 3.5 weeks, I have learned alot, and I think done some pretty decent work.  I'd be happy to help you anytime as a small token of my appreciation for all your work.  Just give me a shout, and I'll do whatever I can.  :)

P1 (kinda looks like peon in the short form  :doh:  :lol: )
Title: Re: Exiles (update)
Post by: Previsionary on July 13, 2007, 11:32:44 PM
sorry that I missed your offer, "p1", but I think I'm done on the character front for now...unless you really really really want to skope a sunfire or magik as they appeared in exiles for me. :P. That's only if ya want to, I already have them covered with older meshes, so yeah.

Anyway, small update. Mission 4...which I should be sending to my testers soonish:

What evil could have been unleashed:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles005.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles005.jpg)

that has the exiles battling for their lives:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles002.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles002.jpg)

Has the Dark Knight lost his mind:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles004.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles004.jpg)

Or just yearning for something more:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles006.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles006.jpg)



Title: Re: Exiles
Post by: Peerless1 on July 14, 2007, 03:32:49 AM
No problem.  Some very unexpected RL BS has had me out of the game for the last couple weeks anyway.  I'm hoping it's solved for now...And I am back to a bit of skoping today.  I will look into those 2 later today.
Glad to see it's all coming along so nicely.  :thumbup: The screen shots make me  :drool:.

Actually, after looking at some pics of the characters, and considering my current mood, it is probably best not to rely on me for anything.  I think that like the Cyborg Superman Sinestro Corps Murs47 and I have been working on, that they may be beyond me just now.  I can't seem to think straight.

I hope everything turns out well with your mod, and I am sure to try it out eventually.
Title: Re: Exiles
Post by: Shazam on July 14, 2007, 03:55:33 PM
Looking good prem, looking good.
It's a wonder you have any time to work on that mod, since I'm back on mine and always seem to require your assistance, lol.
Title: Re: Exiles
Post by: BentonGrey on July 14, 2007, 10:49:56 PM
Hmm, once again I've missed your work Prem, but this looks pretty awesome!
Title: Re: Exiles
Post by: Previsionary on July 17, 2007, 12:56:39 AM
thanks for the comments and no worries, peerless. It was nice of you to even offer.

ANyway, I'm back in my groove somewhat, so here's pics for mission 4a.

The revived exiles (thanks to vamp for the mimic hex):
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles001.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles001.jpg)

Joker's new crew:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles007.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles007.jpg)

Even without wings, Mimic is a handful...btw, can someone help me out here? It's kinda odd that when mimic shapeshifts, he leaves his old body behind. Tips/suggestions are welcome here:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles008.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles008.jpg)

Sunfire watches as the battle for Gotham wages on:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles010.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles010.jpg)

The battle continues between the exiles and the alternate gotham villains + Joker:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles012.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles012.jpg)

The war still wages on:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles013.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles013.jpg)

A few have fallen, but the villains won't give up:
(http://img.photobucket.com/albums/v77/premo/Exiles/th_exiles014.jpg) (http://img.photobucket.com/albums/v77/premo/Exiles/exiles014.jpg)

And that's only the first half of the mission. Anyway, mission 5 won't come for awhile, I got to wait on some skins and I have  to actually write out the dialogue.
Title: Re: Exiles
Post by: vamp on July 17, 2007, 09:21:48 PM
No thanks needed on my part. Just be sure to credit Ren and TJ

EDIT: And Syn. Its a skope from syn's WolverineTJ+ and Ren's Powerman
Title: Re: Exiles- mission 7
Post by: Previsionary on July 23, 2007, 05:00:07 AM
Another update. While waiting on a few more skins to be finished, I decided to just split the mission the skins were needed for in half and alter the story a bit. At this point...exiles is half the length of crisis.

Blink and Morph stare at a gem (that i need to hex bigger)
(http://img.photobucket.com/albums/v77/premo/th_exiles003.jpg) (http://img.photobucket.com/albums/v77/premo/exiles003.jpg)

Lex Luthor makes his appearance
(http://img.photobucket.com/albums/v77/premo/th_exiles004.jpg) (http://img.photobucket.com/albums/v77/premo/exiles004.jpg)

Lex's newest troops reappear
(http://img.photobucket.com/albums/v77/premo/th_exiles005.jpg) (http://img.photobucket.com/albums/v77/premo/exiles005.jpg)

Lex beats up on Blink
(http://img.photobucket.com/albums/v77/premo/th_exiles007.jpg) (http://img.photobucket.com/albums/v77/premo/exiles007.jpg)

Morph joins in on the fun
(http://img.photobucket.com/albums/v77/premo/th_exiles008.jpg) (http://img.photobucket.com/albums/v77/premo/exiles008.jpg)

Even Morph makes mistakes
(http://img.photobucket.com/albums/v77/premo/th_exiles009.jpg) (http://img.photobucket.com/albums/v77/premo/exiles009.jpg)

Boring shot...but is that a lantern?
(http://img.photobucket.com/albums/v77/premo/th_exiles010.jpg) (http://img.photobucket.com/albums/v77/premo/exiles010.jpg)






Title: Re: Exiles
Post by: detourne_me on July 24, 2007, 08:00:20 AM
Looking great Prem!
Title: Re: Exiles
Post by: Shazam on August 06, 2007, 02:50:43 PM
Hey!
When are we gonna get to see this thing? Dragging your heels a bit aren't ya prem?  :P
Title: Re: Exiles
Post by: Previsionary on August 08, 2007, 08:29:48 AM
Quote from: Shazam on August 06, 2007, 02:50:43 PM
Hey!
When are we gonna get to see this thing? Dragging your heels a bit aren't ya prem?  :P

Never if I have anything to do with it. I've currently moved on to second life and that's taking up all my free time and it's really getting my creative juices a-flowing. I might come back to this project one day, but I don't see that happening soonish.
Title: Re: Exiles...penultimate pics
Post by: Previsionary on August 11, 2007, 10:55:41 PM
*yawn*

Ok, here's some pics of the penultimate mission that leads into the final battle with Lex Luthor. Major thanks goes out to sir Murs for some very awesome skins as well as an motivational spark way back when:

Lex is still arrogant...and he's really expanded his role since Crisis:
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke004.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke004.jpg)

These 3 people look familiar...but what do they want?:
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke005.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke005.jpg)

These 3 also look familiar...and yet, their seems to be some tension:
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke006.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke006.jpg)

Hrm, this is kinda hulkish:
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke007.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke007.jpg)

These look-a-likes are really packing some power:
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke003.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke003.jpg)
(http://img.photobucket.com/albums/v77/premo/th_sabrelocke002.jpg) (http://img.photobucket.com/albums/v77/premo/sabrelocke002.jpg)
Title: Re: Exiles
Post by: chuckles on August 11, 2007, 11:28:35 PM
Hey Prem awesome mod. I'm not all that familiar with the characters. But this mod rocks.
:thumbup:
Title: Re: Exiles
Post by: Lunarman on August 12, 2007, 12:50:12 AM
wow, that firefight looks awesome!
Title: Re: Exiles
Post by: Previsionary on August 16, 2007, 05:50:18 PM
omgah, the interest from you guys is overwhelming. Calm down. :P

Jokes aside, I only have one more mission to complete before I wrap up the coding portion. So, here's my to do list:

1. Code the final mission
2. Bug test
3. Update and Finalize the final readme text
4. Add in music
5. Finish/tidy up descriptions. (if you're a good soul, you can volunteer for this job. :P)
6. Final playthrough
7. Create a proper installer...maybe
8. Retire since alex and the other modders are back in business.
9. Finally steal Beyonder's soul for evil deeds and such.
Title: Re: Exiles
Post by: Lunarman on August 17, 2007, 02:02:03 AM
Quoteomgah, the interest from you guys is overwhelming. Calm down. tongue

Don't worry mate ;P There's only like 20 of us left, getting two comments is a success ;)
Title: Re: Exiles
Post by: Shazam on August 17, 2007, 07:33:48 AM
Stop whining, prev, just pull yer finger out and get on with it! Heel dragger!










:P
Cool looking mod prev, your best yet?
Title: Re: Exiles
Post by: murs47 on August 17, 2007, 11:00:12 AM
Quote from: Previsionary on August 16, 2007, 05:50:18 PM
8. Retire since alex and the other modders are back in business.

unacceptable :P
Title: Re: Exiles
Post by: Urthman on August 20, 2007, 11:52:19 AM
Quote from: Previsionary on August 16, 2007, 05:50:18 PM
omgah, the interest from you guys is overwhelming. Calm down. :P

Jokes aside, I only have one more mission to complete before I wrap up the coding portion. So, here's my to do list:

1. Code the final mission
2. Bug test
3. Update and Finalize the final readme text
4. Add in music
5. Finish/tidy up descriptions. (if you're a good soul, you can volunteer for this job. :P)
6. Final playthrough
7. Create a proper installer...maybe
8. Retire since alex and the other modders are back in business.
9. Finally steal Beyonder's soul for evil deeds and such.

0. Get the frpmods site back up so that those of us who FINALLY got a computer that can handle FFvTR can check out those other mods of yours we've been drooling over all this time.  (What? There's gotta be dozens of us. Scores.)
Title: Re: Exiles
Post by: Previsionary on August 20, 2007, 12:11:18 PM
Quote from: Urthman on August 20, 2007, 11:52:19 AM
Quote from: Previsionary on August 16, 2007, 05:50:18 PM
omgah, the interest from you guys is overwhelming. Calm down. :P

Jokes aside, I only have one more mission to complete before I wrap up the coding portion. So, here's my to do list:

1. Code the final mission
2. Bug test
3. Update and Finalize the final readme text
4. Add in music
5. Finish/tidy up descriptions. (if you're a good soul, you can volunteer for this job. :P)
6. Final playthrough
7. Create a proper installer...maybe
8. Retire since alex and the other modders are back in business.
9. Finally steal Beyonder's soul for evil deeds and such.

0. Get the frpmods site back up so that those of us who FINALLY got a computer that can handle FFvTR can check out those other mods of yours we've been drooling over all this time.  (What? There's gotta be dozens of us. Scores.)

I have no control over frp. It comes and goes as it pleases and coincidentally...it's up now. :P

Speaking of mods, weren't you working on one...which reminds me I was going to do some ff1 fx whenever I finally reinstalled the game...moving on!

*disappears*
Title: Re: Exiles
Post by: Urthman on August 20, 2007, 01:47:32 PM
Not for me.  Guess I just missed it.   :(

And yes, the Secret Defenders mod is very not dead.  :thumbup:
Title: Re: Exiles
Post by: Previsionary on August 20, 2007, 02:25:05 PM
Very good. I'll try to make a ff1 version of blink's teleport for you, though I think IPS or someone may have done one.

FRP: you may have to clear your cache, but I'd suggest trying to load onto a specific page like: maps (http://frpmods.com/maps.html)
Title: Re: Exiles
Post by: Urthman on August 20, 2007, 03:57:58 PM
That worked!  Thanks, Prem!
Title: Re: Exiles
Post by: Previsionary on September 16, 2007, 12:22:22 PM
small update:

I've done most of the work on the final mission and recently I uploaded another beta version of the mod for my tester(s) to play with. So, you can expect 2 mods to be released on frp soonish (which seems to be in stable mode).

...

Wait, did I say 2 mods? I did? Oh...hrm.

*disappears*
Title: Re: Exiles
Post by: earl of bronze on September 16, 2007, 12:27:11 PM
Sounds great! BTW do to the board crash or hack or whatever it was I  don't think I ever gave you any feedback on the Crisis mod. I enjoyed it thoroughly and am looking forwards to whatever you come up with next.
Title: Re: Exiles
Post by: jocke32 on September 18, 2007, 01:16:52 PM
  thanks for makeing this mod  :thumbup:
i loved the Exiles comic , can you give us a list of charachters ? so we can se what we all wait for :D

keep on working  :thumbup:
Title: Re: Exiles
Post by: Previsionary on September 18, 2007, 02:05:42 PM
Quote from: jocke32 on September 18, 2007, 01:16:52 PM
  thanks for makeing this mod  :thumbup:
i loved the Exiles comic , can you give us a list of charachters ? so we can se what we all wait for :D

keep on working  :thumbup:

Most of the playable characters have been shown in various pics throughout this thread and I usually wait for release day (sometime this week) before making big 'trivia/facts' posts, so you gotta wait. :P

A small hint I can say is...the exiles in this mod are similar to the current lineup.
Title: Re: Exiles
Post by: AfghanAnt on September 18, 2007, 03:17:16 PM
Quote from: Previsionary on September 18, 2007, 02:05:42 PM
Quote from: jocke32 on September 18, 2007, 01:16:52 PM
  thanks for makeing this mod  :thumbup:
i loved the Exiles comic , can you give us a list of charachters ? so we can se what we all wait for :D

keep on working  :thumbup:

Most of the playable characters have been shown in various pics throughout this thread and I usually wait for release day (sometime this week) before making big 'trivia/facts' posts, so you gotta wait. :P

A small hint I can say is...the exiles in this mod are similar to the current lineup.




Wait this is coming out this week? Awesome.
Title: Re: Exiles
Post by: Previsionary on September 18, 2007, 10:40:45 PM
Quote from: AfghanAnt on September 18, 2007, 03:17:16 PM
Wait this is coming out this week? Awesome.

If all goes well...exiles and the secret mod *might* be up tomorrow (at the very earliest). I pretty much finished everything that I have the energy to do which included making a small credit page at the end of the mod. But really...it depends on what will go into the next frp update...and who knows when that'll be.  ;)
Title: Re: Exiles
Post by: jocke32 on September 19, 2007, 04:59:56 AM
 nice  :thumbup:
Title: Re: Exiles
Post by: Previsionary on September 25, 2007, 01:47:53 PM
Ok, small update again:

Since I missed my deadline thanks to a small error I found on a certain mission, the mod *will* be up sometime this week for sure (88% chance). If it's not...that just means fate doesnt want any of you to have it. :P
Title: Re: Exiles
Post by: BentonGrey on September 25, 2007, 10:08:42 PM
Haha, keep plugging away at it Prev, I'm sure it will be well worth the wait! ;)
Title: Re: Exiles: Released
Post by: Previsionary on September 26, 2007, 12:11:52 AM
Ok, here's the release post:

Ok, gang, Exiles is finally uploaded and ready for download. I expect a few errors to pop up, so if you happen to come across a few, let me know either here or in pm.

Exiles: Aftermath Spec sheet

Quote1. This mod takes place directly after Crisis, but you don't need to play that mod to follow the story
2. It's 9 missions long (including sub-missions).
3. It's a 142 mb download and about 600 MB uncompressed.
4. There's 7 main playable characters (Blink, Longshot, Spider-man 2099, Power Princess, Sabretooth, Psylocke, and Morph with quite a list of guest stars).
5. This mod also leads into yet another mod, but I highly doubt it'll be made.
6. For those wanting an apokalyptic (sic) map and can't wait for cmdrkoenig's newer version...get your first look here. :P


Secret mod:

Quote1. Really short, but you should like the main characters.
2. Pfft, there's no need for a number 2.
3. Small download and easy to play
4. 
5. Destroy clones. They are bad. They are filthy. They are evil.
6. RULE THE WORLD!

Get them both today at FRP Mods (http://frpmods.com).

And with this post, I leave the modding (either temporarily or permanently) up to the other fine folks of FR *looks at BG*. So, I hope you enjoy my parting gifts. :D
Title: Re: Exiles: Released!
Post by: Juanjete on September 26, 2007, 12:54:50 AM
Thank you Previsionary!!!  :thumbup:
Title: Re: Exiles: Released!
Post by: GGiant on September 26, 2007, 01:53:20 AM
HolY CR@P!
GDAYBloke's piece of a mod. :lol:
Title: Re: Exiles: Released!
Post by: detourne_me on September 26, 2007, 06:37:59 AM
Thanks man!   this'll be great!
Title: Re: Exiles: Released!
Post by: Epimethee on September 26, 2007, 06:59:41 AM
Seems like you'll have to change your chance-o-meter signature. :P

Thank you, Prev, and kudos on completing it! Hopefully you get the modding bug again. :)


Title: Re: Exiles: Released!
Post by: BentonGrey on September 26, 2007, 08:35:03 AM
Awesome man!  I completely expecting you to come back out of retirement to tell a story with me one day. ^_^
Title: Re: Exiles: Released!
Post by: Blitzgott on September 26, 2007, 10:53:13 AM
Sorry to break it to you, man, but I already found I little problem with the Exiles mod: almost all powers don't work because of missing fx and textures.
Title: Re: Exiles: Released!
Post by: Previsionary on September 26, 2007, 11:11:30 AM
Quote from: Blitzgott on September 26, 2007, 10:53:13 AM
Sorry to break it to you, man, but I already found I little problem with the Exiles mod: almost all powers don't work because of missing fx and textures.

As said on the description page, you'll need Ezfx installed since most of the fx used come from there except for a few customs that I included with the mod. But, if you can give me a list of some of the fx that don't work, I'll check it out to make sure it's included.
Title: Re: Exiles: Released!
Post by: Shazam on September 26, 2007, 01:48:37 PM
*Boo, Hiss, Boo*


Only kidding, well done on the release premo/prevo  :thumbup:
Title: Re: Exiles: Released!
Post by: jocke32 on September 27, 2007, 10:10:54 AM
 2 days i was gone and this came out ! man im not resting untill i have played this mod
its my duty as a comic fan
nice work  :thumbup:
Title: Re: Exiles: Released!
Post by: AfghanAnt on September 27, 2007, 01:39:30 PM
I started it up, went to the first mission and Blink, Psylocke and Morph just stood there. Nothing happened. Am I alone?
Title: Re: Exiles: Released!
Post by: Previsionary on September 27, 2007, 01:55:53 PM
Quote from: AfghanAnt on September 27, 2007, 01:39:30 PM
I started it up, went to the first mission and Blink, Psylocke and Morph just stood there. Nothing happened. Am I alone?

Hey AA,

it'd probably be a good idea to post (or send me) your ff.log and script.log since I never ran into that problem nor did any of my testers.
Title: Re: Exiles: Released!
Post by: BentonGrey on September 27, 2007, 09:06:00 PM
Just started playing Prev, (and DCUG work has taken officially been put on the back burner for a little while.  Blame Prev DC fans! ^_^) and I am thoroughly enjoying it.  I never really have ever played with Blink or Longshot before, so that is a cool treat.  However, I have hit a bit of a snag.  I was playing the first level, and got to the point where I face Poison Ivy.  I beat her, and there were only two plant creatures left.  They both went mad, and then I defeated them.  Now Morph (the only guy I've got left...yeah, yeah, I know I stink!) is just sitting there looking at Sabertooth.  Nothing is happening.  Any ideas?

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v.3.1.2
loading datfiles version 0.234000
Importing MLOG reader module version 0.97
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
precache
start
cshelper: Cutscene [start_cs] submitted for playing
cshelper: Now playing cutscene [start_cs]
Step 1 of 10
FlightCheck_Init
initialising FFX: skirmish=0
morph_fc is not a valid explosion object
blink_fc is not a valid explosion object
sabretooth_fc is not a valid explosion object
longshot_fc is not a valid explosion object
spiderman_fc is not a valid explosion object
storing longshot: id_1,19
storing morph: id_2,24
storing blink: id_3,18
storing spider-man: id_4,21
AI: SetupAI() - setting ai for longshot ('longshot')
AI: SetupAI() - setting ai for morph ('morph')
AI: SetupAI() - setting ai for blink ('blink')
AI: SetupAI() - setting ai for spider-man ('spider-man')
morph : masscontrol
morph : lesserregeneration
blink : groupteleport
blink : acrobatic
psylocke : mindless
psylocke : supertk
sabretooth_ai : telepathy
sabretooth_ai : lesserregeneration
longshot : hollowbones
longshot : coordinator
morph : masscontrol
morph : lesserregeneration
blink : groupteleport
blink : acrobatic
initialising FFQ_initialiseExtras() later: a cutscene is playing
Step 2 of 10
0
speakInternal
0
getting default sun
(-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
Step 3 of 10
0
speakInternal
0
Step 4 of 10
0
speakInternal
0
Step 5 of 10
0
speakInternal
0
Step 6 of 10
0
speakInternal
0
Step 7 of 10
the spawns happen here
Step 8 of 10
0
speakInternal
0
Step 9 of 10
Step 10 of 10
resetting the AI code
cshelper: Cutscene [start_cs] has ended
initialising FFQ_initialiseExtras()
tracking warhounds
tracking warhounds
tracking warhounds
tracking warhounds
start next part
cshelper: Cutscene [injustice_cs] submitted for playing
cshelper: Now playing cutscene [injustice_cs]
Step 1 of 18
0
speakInternal
0
Step 2 of 18
0
speakInternal
0
Step 3 of 18
0
speakInternal
0
Step 4 of 18
0
speakInternal
0
Step 5 of 18
0
speakInternal
0
Step 6 of 18
0
speakInternal
0
lex luthor and the injustice squad
Step 7 of 18
speakInternal
0
Step 8 of 18
0
speakInternal
0
Step 9 of 18
0
speakInternal
0
Step 10 of 18
0
speakInternal
0
Step 11 of 18
0
speakInternal
0
Step 12 of 18
Step 13 of 18
0
speakInternal
0
Step 14 of 18
0
speakInternal
0
Step 15 of 18
bad guys
counting the dead
Step 16 of 18
0
speakInternal
0
Step 17 of 18
Step 18 of 18
resetting the AI code
cshelper: Cutscene [injustice_cs] has ended
poison_ivy : pheremones
poison_ivy : puppetn
harley : lesserregeneration
harley : acrobatic
sinestro : plasmasculptor
5
4
19
18
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\exiles\missions\scripts\ffx.py", line 4065, in KBUpdate
    regPowerAgainstChars(char,'OnKB',0)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\exiles\missions\scripts\ffx.py", line 12071, in regPowerAgainstChars
    for p in powerID:
TypeError: loop over non-sequence
tracking troopers
not all are dead
1.0
tracking troopers
not all are dead
2.0
tracking troopers
not all are dead
3.0
tracking troopers
not all are dead
4.0
tracking troopers
not all are dead
5.0
tracking troopers
not all are dead
6.0
tracking troopers
not all are dead
7.0
tracking troopers
not all are dead
8.0
tracking troopers
not all are dead
9.0
tracking troopers
not all are dead
10.0
SetFlailing paratrooper9
AI: paratrooper9:'paratrooper' falling
tracking troopers
not all are dead
11.0
tracking troopers
not all are dead
12.0
tracking troopers
boss is next
cshelper: Cutscene [poison_cs] submitted for playing
cshelper: Now playing cutscene [poison_cs]
Step 1 of 8
0
speakInternal
0
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\crisis\missions\scripts\flightcheck.py", line 101, in FlightCheck_Drop
    js.Object_MoveToMarker(flight_object,flight_marker)
RuntimeError: Object_MoveToMarker(): Could not find object - poison_ivy_fc
Step 2 of 8
0
speakInternal
0
Step 3 of 8
0
speakInternal
0
Step 4 of 8
Step 5 of 8
0
speakInternal
0
pretty floral arrangement
Step 6 of 8
0
speakInternal
0
Step 7 of 8
0
speakInternal
0
Step 8 of 8
AI: SetupAI() - setting ai for poison_ivy ('poison_ivy')
FindM25AI poison_ivy found in aiextensions file.
resetting the AI code
cshelper: Cutscene [poison_cs] has ended
poison_ivy : pheremones
poison_ivy : puppetn
flora : acidblood
flora : symbiote
flora : acidblood
flora : symbiote
giant_flora : acidblood
giant_flora : symbiote
AI: poison_ivy:'poison_ivy' animating nature object
initpheremones: target gender=1
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_3 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_3 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' ivy acid swarm attack on 'longshot'
lifespan=92
AI: poison_ivy:'poison_ivy' flee to (22.3190002441, -53.3749008179, 0.000319011654938)
lifespan=88
AI: poison_ivy:'poison_ivy' flee to (132.066162109, -96.6585540771, 0.0155169675127)
lifespan=84
AI: poison_ivy:'poison_ivy' flee to (187.700958252, -81.9044342041, 9.74481517915e-005)
lifespan=80
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'longshot'
lifespan=76
AI: poison_ivy:'poison_ivy' random move (142.021377563, -83.3519363403, 0.419276416302)
lifespan=72
lifespan=68
AI: poison_ivy:'poison_ivy' flee to (211.021377563, -63.3519363403, 0.419276416302)
lifespan=64
AI: poison_ivy:'poison_ivy' flee to (203.021377563, -91.3519363403, 0.419276416302)
lifespan=60
AI: poison_ivy:'poison_ivy' flee to (216.021377563, -137.35193634, 0.419276416302)
lifespan=56
AI: poison_ivy:'poison_ivy' flee to (207.021377563, -64.3519363403, 0.50593328476)
lifespan=52
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=48
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=44
AI: poison_ivy:'poison_ivy' flee to (240.996795654, -151.877090454, 0.905445754528)
lifespan=40
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=36
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=32
AI: poison_ivy:'poison_ivy' random move (272.173736572, -125.143051147, 1.32336461544)
lifespan=28
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=24
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=20
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (236.173736572, -128.143051147, 1.38876259327)
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (188.256835938, -156.025192261, 4.07012844086)
AI: poison_ivy:'poison_ivy' random move (182.992385864, -124.064666748, 7.25382232666)
AI: poison_ivy:'poison_ivy' power effect_m25ai_powerup using remedy
AI: poison_ivy:'poison_ivy' flee to (226.992385864, -29.064666748, 8.01793193817)
AI: poison_ivy:'poison_ivy' flee to (207.359573364, -2.94043731689, 9.55435657501)
AI: poison_ivy:'poison_ivy' ivy slowing vines attack on 'morph'
AI: poison_ivy:'poison_ivy' flee to (182.868331909, 30.7779159546, 8.43283939362)
AI: poison_ivy:'poison_ivy' flee to (228.333786011, 39.5685310364, 4.80257368088)
AI: poison_ivy:'poison_ivy' flee to (83.8087158203, 30.3432559967, 1.16363155842)
AI: poison_ivy:'poison_ivy' random move (85.4279174805, 0.552079916, 0.0796397253871)
AI: poison_ivy:'poison_ivy' flee to (201.036315918, 19.4305448532, 0.00121545162983)
AI: poison_ivy:'poison_ivy' flee to (67.3249664307, 72.3327436447, -0.000144988283864)
AI: poison_ivy:'poison_ivy' random move (139.116851807, 10.1700649261, 0.00653857272118)
AI: poison_ivy:'poison_ivy' random move (86.1168518066, 43.1700649261, 0.00738313887268)
AI: poison_ivy:'poison_ivy' random move (95.9650726318, -5.7540397644, 0.00795942544937)
AI: poison_ivy:'poison_ivy' random move (176.105712891, -8.4376373291, 0.00457780389115)
AI: poison_ivy:'poison_ivy' random move (140.829391479, 7.00520396233, 0.003472028533)
AI: poison_ivy:'poison_ivy' random move (222.829391479, 96.0052039623, 0.000635580159724)
AI: poison_ivy:'poison_ivy' flee to (159.718429565, 112.638328552, 0.00721828639507)
AI: poison_ivy:'poison_ivy' flee to (104.093109131, 111.872589111, 0.050276260823)
AI: poison_ivy:'poison_ivy' random move (190.199127197, 36.8788909912, 1.24040043354)
AI: poison_ivy:'poison_ivy' animating nature object
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_4 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_4 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
52
51
lifespan=92
AI: poison_ivy:'poison_ivy' flee to (95.4605712891, -15.2421150208, 0.0106342257932)
lifespan=88
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'morph'
lifespan=84
AI: poison_ivy:'poison_ivy' random move (131.041595459, 75.6652984619, 0.00681529659778)
lifespan=80
AI: poison_ivy:'poison_ivy' random move (203.200393677, 122.38923645, 0.0154769867659)
lifespan=76
AI: poison_ivy:'poison_ivy' flee to (237.941558838, 118.011672974, 0.932265520096)
lifespan=72
AI: poison_ivy:'poison_ivy' flee to (133.116271973, 127.740409851, 1.16839134693)
lifespan=68
AI: poison_ivy:'poison_ivy' random move (237.670013428, 204.438720703, 6.79493141174)
lifespan=64
AI: poison_ivy:'poison_ivy' random move (156.840179443, 174.276992798, 10.851020813)
lifespan=60
AI: poison_ivy:'poison_ivy' flee to (114.859146118, 154.858612061, 16.0903892517)
lifespan=56
lifespan=52
AI: poison_ivy:'poison_ivy' random move (137.651199341, 174.469696045, 19.4621810913)
lifespan=48
AI: poison_ivy:'poison_ivy' flee to (227.651199341, 244.469696045, 19.570098877)
lifespan=44
AI: poison_ivy:'poison_ivy' random move (226.64100647, 229.273468018, 16.1750259399)
lifespan=40
AI: poison_ivy:'poison_ivy' random move (140.619781494, 170.984344482, 5.80937004089)
lifespan=36
AI: poison_ivy:'poison_ivy' random move (85.3615875244, 101.093765259, 11.2912244797)
lifespan=32
AI: poison_ivy:'poison_ivy' flee to (66.3362731934, 242.494750977, 18.225353241)
lifespan=28
AI: poison_ivy:'poison_ivy' ivy slowing vines attack on 'spider-man'
lifespan=24
lifespan=20
lifespan=16
AI: poison_ivy:'poison_ivy' flee to (41.8477859497, 215.328796387, 9.33973407745)
lifespan=12
AI: poison_ivy:'poison_ivy' flee to (-13.4350509644, 106.621078491, 3.24304223061)
lifespan=8
AI: poison_ivy:'poison_ivy' random move (127.260574341, 256.31401062, 0.536731898785)
lifespan=4
AI: poison_ivy:'poison_ivy' random move (-14.8382034302, 254.074905396, 0.17144934833)
lifespan=0
creationDestroy
poison_ivy
2.0
AI: poison_ivy:'poison_ivy' random move (31.8168640137, 231.789138794, 0.0713094845414)
AI: poison_ivy:'poison_ivy' random move (94.0216255188, 120.926330566, 0.0133117595688)
AI: poison_ivy:'poison_ivy' flee to (95.1699180603, 108.728485107, 0.476625412703)
AI: poison_ivy:'poison_ivy' flee to (66.0115280151, 59.042755127, 3.1206381321)
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'spider-man'
tracking floral
AI: poison_ivy:'poison_ivy' ivy melee melee attack on 'spider-man'
AI: poison_ivy:'poison_ivy' flee to (130.694244385, 115.328857422, 0.263749808073)
AI: poison_ivy:'poison_ivy' flee to (42.9950561523, 124.640792847, 1.51361620426)
AI: poison_ivy:'poison_ivy' random move (146.278015137, 34.2480926514, 0.0359827317297)
AI: poison_ivy:'poison_ivy' animating nature object
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_6 char=poison_ivy cost=4
AI: SetupAI() - setting ai for mobjdummy_6 ('ffx_treeman')
lifespan=96
AI: poison_ivy:'poison_ivy' random move (177.570495605, 72.3343353271, 0.018027709797)
lifespan=92
AI: poison_ivy:'poison_ivy' random move (55.4143829346, 103.357162476, 0.512470543385)
lifespan=88
AI: poison_ivy:'poison_ivy' random move (131.42489624, -16.9313278198, 0.410345375538)
lifespan=84
AI: poison_ivy:'poison_ivy' random move (168.861328125, 97.5573387146, 0.0210464764386)
lifespan=80
AI: poison_ivy:'poison_ivy' flee to (181.976379395, 119.252620697, 0.0386486984789)
lifespan=76
AI: poison_ivy:'poison_ivy' flee to (221.724655151, 66.6179351807, 0.626795828342)
lifespan=72
AI: poison_ivy:'poison_ivy' flee to (261.575363159, 1.06175231934, 0.0532653816044)
lifespan=68
AI: poison_ivy:'poison_ivy' flee to (237.01423645, -46.1972312927, 0.0145158404484)
lifespan=64
AI: poison_ivy:'poison_ivy' flee to (270.252059937, 80.889131546, 0.00757723161951)
lifespan=60
AI: poison_ivy:'poison_ivy' animating nature object
lifespan=56
lifespan=52
Object_CalcPrestige wrapper used
independent: obj=mobjdummy_7 char=poison_ivy cost=1
AI: SetupAI() - setting ai for mobjdummy_7 ('ffx_seedling')
lifespan=48
lifespan=99
AI: poison_ivy:'poison_ivy' random move (153.618011475, -18.781791687, 0.00910941045731)
lifespan=44
heres the big bad princess
the ending
lifespan=98
lifespan=40
lifespan=97
lifespan=36
lifespan=96
lifespan=32
lifespan=95
lifespan=28
lifespan=94
lifespan=24
tracking floral
lifespan=93
lifespan=20
lifespan=92
lifespan=16
lifespan=91
lifespan=12
lifespan=90
lifespan=8
lifespan=89
lifespan=4
lifespan=88
lifespan=0
creationDestroy
poison_ivy
2.0
lifespan=87
lifespan=86
lifespan=85
lifespan=84
lifespan=83
lifespan=82
lifespan=81
69
68
73
72
[/spoiler]
Title: Re: Exiles: Released!
Post by: Previsionary on September 27, 2007, 10:24:05 PM
Actually, there's 3 plant creatures (2 normal and 1 giant) and sabretooth usually runs after him. I'm assuming the default ai just shut off on one of them and it stopped moving once you got out of range. When poison ivy spawns, she spawns 2 plants beside her and one behind you so make sure you get him too.

note: I knew I should've recoded that arrow code!

note 2: Looking now, it seems the 'pickup distance' for that particular monster was overwritten/erased. My bad.
Title: Re: Exiles: Released!
Post by: BentonGrey on September 28, 2007, 09:04:14 AM
I thought I got all of those that spawned with her....I'll double check.
Title: Re: Exiles: Released!
Post by: earl of bronze on September 28, 2007, 05:41:16 PM
Has anyone beat the Kangbots in 616ny yet? I've tried fighting in the park, a running battle, Longshot's aer unluck attack(he always gets put in stasis before it fires) and nothing comes close to working. Also where are the amps? I don't see them anywhere.
Title: Re: Exiles: Released!
Post by: Previsionary on September 28, 2007, 07:41:19 PM
The amps don't appear until you beat the park kangbots, which I'm assuming you have. They always appear on the outskirts of the map and usually in a corner, iirc.

I, myself, didn't find the kangbots to be too tough. Hulkling can pretty much handle himself and patriot and longshot have combos that can usually take out a single foe if most of the attacks connect. Blink does have the advantage of being able to teleport herself and others out of danger with little effort and her javelins usually do a significant amount of damage to hp-weakened foes. Also, there are 4 hp canisters on the map so that should help out. Just be glad you only have to defeat the initial wave and you can pretty much bypass the others....though taken them all out might be helpful for that mission considering how long it is. :P

But, if people find it too difficult, I can see if I can tone it down a bit.
Title: Re: Exiles: Released!
Post by: BentonGrey on September 28, 2007, 08:12:16 PM
Hey Prev, just wanted to let you know that I restarted that first mission, and everything worked fine.  I don't know what the issue was, but I was able to take PI out this time, and the mission finished like it was supposed to.
Title: Re: Exiles: Released!
Post by: USAgent on September 29, 2007, 03:31:40 PM
Ive been haveing a great time playing this mod Prev! I'm only at the point to where you fight Kang after taking out the Amps, but so far its been a blast.   You have put togeather a fun story line, I love the idea of linking the 2 mods togeather, and you have included a interesting cast of characters which you did a great job with their powers and abilities.  Longshot is kinda weak though, he usually stays out of the battle only to jump in with a bad luck direct attack, the area bad luck attack is too weak to risk doing in the midst of a handfull of villains. 
Thanks for giving Blink a zero cost teleport, she was extremely usefull on the Kangbot/Amp level with that, I used her to teleport close to the Amps to disable them and quickly teleport away before taking too much damage.  The kangbot level is a bit tough I think too, maybe just less bots at the begining, the way I beat that level was alot of hit and run, I would run away as a group and the bots would group togeather to chase us but they are slower so I would grab and throw a car with Hulkling at the group of bots to do alot of damage, then teleport Blink close by to do a overpowered spatial pin attack and use Patriot to take out the bots with low health.
Cant wait to finish!!
Title: Re: Exiles: Released!
Post by: Leprejuan on October 16, 2007, 06:43:26 PM
How's it going on this, guys?

I'm stuck.  I am facing another avengers parallel, this time with an Iron Lass!

[spoiler]The Hulk counterpart says something about bombs ready to blow me up.  I have 2:00 minutes to finish the Evengers.  I take out the guys with 40 seconds left, but I can't seem to find any bombs.  Even letting the timer run down just... removes the timer.  There's no kaboom and now my guys are running around looking for something to do. [/spoiler]

Any ideas?
Title: Re: Exiles: Released!
Post by: Previsionary on October 21, 2007, 08:58:49 PM
Sorry for the late reply:

It seems neither the "arrow" code nor the explosion code worked for you. The bombs are removed once the timer hits 0 and the game should end. I'm pretty certain that the explode() command broke since it's super problematic in FFVTTR and I'm not sure why. Anyway, post/send your script.log so I can make sure, but the bombs aren't all that hard to find. That should probably be your top priority since it's a game ender.

side note: Iron lass is a pretty funny name, heh.

note to self: No avengers/evengers mod!  :unsure:
Title: Re: Exiles: Released!
Post by: USAgent on November 04, 2007, 12:35:29 PM
Finally got around to finishing this Mod, and it was great.  You did a great job putting this togeather and making it fun with a cool story line.
[spoiler]
I had the same problem as Leprejuan with the Evengers/bombs.  I didnt beat the Evengers before the timer ran out and there wasnt any explosion or mission end, I just finished beating the Evengers and went looking for the bombs which I found (no red arrows). The were hard to find because they were just small dark boxes under the trees so I disarmed them anyway and went on.

I found the battle with the Lanterns kinda tough only because they wouldn't land so I could melee them to death, but once I started to lob trees at them with Zarda (there are plenty of them) that helped out alot.  Probably the toughest fight was against the Justice Lords, I was dumb enough to charge after them and try to go toe to toe which was leading to my demise, so I came up with a tactic to lure them out one at a time and fight them that was. (Superman took forever, but luckely you didnt make him too unbeatable).  I found the finale battle with Lex rather easy, I dont think it lasted 2 minutes, I had to check out his in game character profile to see what he could actually do, which his file looked pretty tough but the AI just didnt do much.
[/spoiler]


Once again, great work on this Mod, its was well worth it!
Title: Re: Exiles: Released!
Post by: Previsionary on November 06, 2007, 01:41:09 PM
Yeah, I'm pretty sure the explode command just stopped working and broke the whole explosion/end game code. I'm not sure why commands like explode() and spawn() cause such errors when they randomly stop working but they do. If I ever find the energy or time to make a patch, i'll update that mission's code a bit more.

The justice lords fight was probably one of my more favorite battles, though iirc, i weakened superman quite a bit (slightly weaker than the Crisis version) so it wouldn't be impossible to win. Lex, on the other hand, is too odd to really figure out. Sometimes he gives a good battle, other time he's just blah. Let's just go with his insanity affects his battle skills and leave it there. :P  In reality though, I was way too burned out to keep playing with his ai code and the justice lords battle made up for it.

Anyway, thanks for the compliments, USAgent. This mod in particular took a lot of work and I was really trying to tie it into *then* current marvel with my own twists. I'm not sure how well I pulled that off, but hey, it's something.

*quickly hides the avengers, JLA, and marvel knights mod outlines*
Title: Re: Exiles: Released!
Post by: Previsionary on December 26, 2007, 02:39:38 PM
So, I'm still retired, but it just wouldn't be me if I didn't have something for someone for xmas. Since I didn't pick out a single person to gift this year, as I usually would, I just made a general gift. Perhaps you will like it; perhaps you'll rip out my eyes. We'll see. :P

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine002.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine002.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine003.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine003.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine005.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine005.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine007.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine007.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine009.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine009.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine011.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine011.jpg)

Regardless of what the pictures show...this VERY SHORT mod actually does tie into X-mas. Also, I get to show off C6's awesome wolvie redesign in game. :P
Title: Re: Moving on...to christmas?!
Post by: AfghanAnt on December 26, 2007, 02:48:18 PM
Cool.
Title: Wolverine: A Special Holiday Adventure
Post by: Previsionary on December 27, 2007, 03:29:21 AM
AA, apparently you're the only Wolvie/Jubilation fan.  :lol:

Anyway, the mod is here. Fun facts after the colon:

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine004.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine004.jpg)

Quote1. This is my general X-mas gift to the community. Hopefully you guys appreciate it or I'll destroy your souls with...destroying things.
2. This is a single mission mod and isn't in continuity with my other mods (yes, most of them share continuity).
3. Wolverine and Jubilee are the main characters and Sabretooth, Mystique, and Mr. Biggggg (cameo) are the main antagonists.
4. It weighs in at just under 14MB zipped
5. It should take just about 20 minutes to finish this mod on normal mode.
6. It took me about 3 hours to produce this little diddy. 10 minutes to write the outline, 15 minutes to collect skins/meshes, 20 minutes to write dialogue (minor research included), 2 minutes to install two fx, 5 minutes to set up a ballista, 45 minutes to do about 10 herofiles, 25 minutes to code/map, 5 minutes to finish language work and the rest went into play testing/debugging.
7. This is the second time Wolverine has had a major part in one of my mods and the third time he's appeared in my mods.  :unsure:
8. This mod was partly brought to life because of Mike Carey's Wolverine: Firebreak comic
9. I'm rambling...
10.
11. Do you want the link now?
12. Too bad. I have more to say!
13. This is one of my weakest plots, storywise, ever!
14. I've no more to say
15. If you were patient enough to read all of that, then you probably deserve this (http://www.frpmods.com/files/prem/Mods/Wolverine.exe)

So, there ya go. Wolverine's first, and probably only, solo mod with his 90s sidekick. Since I haven't modded in almost 4 months now, I wouldn't be shocked if an error popped up somewhere, so; you've been warned.  ;)

More pics:

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine012.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine012.jpg)

(http://img.photobucket.com/albums/v77/premo/Wolverine/th_wolverine001.jpg) (http://img.photobucket.com/albums/v77/premo/Wolverine/wolverine001.jpg)
Title: Re: Moving on...to christmas?!
Post by: GGiant on December 27, 2007, 04:14:07 AM
I didn't download it yet but it looks...I mean it is cool. :)
Title: Re: X-men: Wolverine's Special Christmas
Post by: style on December 27, 2007, 07:11:00 AM
I like the pic where Wolvie stabs Sabertooth and Sabertooth still has a evil, sinister grin on his face! :cool:
Title: Re: X-men: Wolverine's Special Christmas
Post by: GGiant on December 28, 2007, 09:25:26 PM
"You get me a beer, bub. I ain't askin'" :lol: :lol: :lol:
Title: Re: X-men: Wolverine's Special Christmas
Post by: Intensity on December 29, 2007, 09:51:22 AM
sweet mod!  Is this for FFvTTR, or the Original FF?

I'm probably the biggest Jubilee fan on the forums, so this makes my day.  :)  great stuff.

Title: Re: X-men: Wolverine's Special Christmas
Post by: Previsionary on December 29, 2007, 03:30:39 PM
Quote from: Intensity on December 29, 2007, 09:51:22 AM
sweet mod!  Is this for FFvTTR, or the Original FF?

I'm probably the biggest Jubilee fan on the forums, so this makes my day.  :)  great stuff.



Tis for FFVTTR. Yes, you are one of the biggest Jubilee fans I've come across. Actually, you may be one of the only ones. She's been so rarely talked about since she basically took on the cameo role...until recently that is.
Title: Re: X-men: Wolverine's Special Christmas
Post by: Intensity on December 29, 2007, 06:51:45 PM
lol!  She does have a pretty large fanbase... but I'm the most outspoken one on these forums.
Its sweet that she is now the 2nd in command of the New Warriors- Marvel finally woke up and realized her worth.  :)

but yeah, I still don't have a copy of TTR.  I'm so lazy.   :doh:
Title: Re: Prev's mods: No longer available
Post by: Previsionary on July 02, 2008, 10:00:12 AM
Just bumping this thread to tell you guys that my mods are, as of now, unavailable except for X-men: War of the mutants (incomplete) and probably that Batman update. I'll be updating the comprehensive list of mods shortly to reflect this.
--------

As you may or may not know, FRP has recently gone down (much quicker than expected) and I doubt I'll be uploading anything anytime soon. Many thanks to Mikeb7 for hosting as long as he could and for giving many of us a space to use. :P

Oh, um...the only mod I don't have backed up onto a cd is the wolverine mod, so I hope someone still has it and can send it to me, heh.
Title: Re: Prev's mods: No longer available
Post by: Renegade on July 02, 2008, 11:13:01 AM
Here is  the Wolverine mod. Thanks for making it! I just wish my Wolverine mesh had been finished in time for you to use it.  :D


http://www.renegadetoybox.com//temp/Wolverine.exe (http://www.renegadetoybox.com//temp/Wolverine.exe)
Title: Re: Prev's mods: No longer available
Post by: Previsionary on July 02, 2008, 11:39:58 AM
Quote from: Renegade on July 02, 2008, 11:13:01 AM
Here is  the Wolverine mod. Thanks for making it! I just wish my Wolverine mesh had been finished in time for you to use it.  :D


http://www.renegadetoybox.com//temp/Wolverine.exe (http://www.renegadetoybox.com//temp/Wolverine.exe)


*gasp* That was quicker than expected. many thanks, sir Ren. If I still had my pc up and running along with my modding tools and such, I'd probably update it or just make a new...*is silenced by...um...sabretooth?? Yeah*
Title: Re: Prev's mods: No longer available
Post by: ow_tiobe_sb on July 02, 2008, 12:43:19 PM
Quote from: Previsionary on July 02, 2008, 10:00:12 AM
Just bumping this thread to tell you guys that my mods are, as of now, unavailable except for X-men: War of the mutants (incomplete) and probably that Batman update.

Prev, you're such a (premature) drama queen.  Your mods are still available. :P

ow_tiobe_sb
Phantom Bunburyist and Fop o' th' Morning
Title: Re: Prev's mods: No longer available
Post by: Previsionary on July 02, 2008, 01:07:56 PM
Quote from: ow_tiobe_sb on July 02, 2008, 12:43:19 PM
Quote from: Previsionary on July 02, 2008, 10:00:12 AM
Just bumping this thread to tell you guys that my mods are, as of now, unavailable except for X-men: War of the mutants (incomplete) and probably that Batman update.

Prev, you're such a (premature) drama queen.  Your mods are still available. :P

ow_tiobe_sb
Phantom Bunburyist and Fop o' th' Morning

*sigh* You annoy me. Go away, purple man. :P

Mike probably just fixed the problem thanks to IPS's suggestions, but the site will be going down soonish, so I advise people now to go about and grab everything they can before it's gone in a couple of months.
Title: Re: Prev's mods: get them while you can
Post by: GogglesPizanno on July 02, 2008, 01:35:20 PM
Drama Drama Drama....
Title: Re: Prev's mods: get them while you can
Post by: Cyber Burn on July 02, 2008, 04:48:34 PM
   Is the Wolverine mod for  :ff: or  :ffvstr:?
Title: Re: Prev's mods: get them while you can
Post by: Previsionary on July 02, 2008, 05:39:07 PM
Quote from: Cyber Burn on July 02, 2008, 04:48:34 PM
   Is the Wolverine mod for  :ff: or  :ffvstr:?

All my mods on FRP are for FFVTTR ( :ffvstr: ) only. This includes the Wolverine Christmas mod. Though...the site seems to be down again. OMGAH!

*goes into a dramatic fit*
Title: Re: Prev's mods: get them while you can
Post by: catwhowalksbyhimself on July 02, 2008, 08:55:18 PM
If necessary, you are welcome to either your own webspace hosted by me, or several choice spots in the graveyard.  It would be a shame to lose these.
Title: Re: Prev's mods: get them while you can
Post by: cmdrkoenig67 on July 05, 2008, 01:31:57 AM
Oy!....There goes my chance to have my mod (and future mods) hosted at FRP (and my maps, both old and new).....Sigh.

Dana :banghead:
Title: Re: Prev's mods: get them while you can
Post by: catwhowalksbyhimself on July 05, 2008, 06:40:09 AM
psst, I'll host them if you like.  It isn't the same, of course, but it's better than nothing.
Title: Re: Prev's mods: get them while you can
Post by: Cyber Burn on July 05, 2008, 10:30:38 AM
   For some reason I don't have the Exiles mod, is it still available somewhere?
Title: Re: Prev's mods: get them while you can
Post by: Previsionary on July 05, 2008, 10:52:53 AM
Quote from: Cyber Burn on July 05, 2008, 10:30:38 AM
   For some reason I don't have the Exiles mod, is it still available somewhere?

Nope, sorry. Unless FRP magically revives itself with the help of Mike or IPS, it's offline for now. I probably won't be uploading it anytime soon either as that would require me to A) find the cd it's housed on and B) find the time to upload it which would most definitely tie into C) updating it.

Soories. :S
Title: Re: Prev's mods: get them while you can
Post by: Cyber Burn on July 05, 2008, 11:23:16 AM
   Thanks Prev, it's a bummer about FPR, especially since I enjoyed playing the mods that I have gotten from there. I hope you do finish the X-Men and Batman mods, I would really like to play those as well. All the mods bring new life to FF, thanks.
Title: Re: Prev's mods: get them while you can
Post by: Previsionary on July 05, 2008, 01:09:41 PM
Quote from: Cyber Burn on July 05, 2008, 11:23:16 AM
   Thanks Prev, it's a bummer about FPR, especially since I enjoyed playing the mods that I have gotten from there. I hope you do finish the X-Men and Batman mods, I would really like to play those as well. All the mods bring new life to FF, thanks.

Glad you enjoyed the mods Conduit, Lude, and myself put out. I can honestly tell you that I very much doubt I'll be getting back to Batman (as far as I'm concerned, the first 3 [out of...9] missions are good enough for a character I really don't like, heh) or X-men War of the Mutants (13 long missions...only finished 3?). I still have the notes somewhere, but all the main material was on my crashed pc and I'm still on hiatus!

Quote from: Renegade on July 02, 2008, 11:13:01 AM
I just wish my Wolverine mesh had been finished in time for you to use it.  :D

Ren, I really don't like you right now. :P. For some reason, this comment sparked my mind and I expanded the Wolverine mod into 5 missions that could make use of most, if not all, of your wolverine meshes. I'll just post the idea here for no particular reason at all:

The mod expands off of the Christmas idea and heads into New Years...but at an earlier time and with another sidekick, Kitty! Kitty notices that Wolverine has been missing since New Years' Eve and everyone except her suspects Wolverine is just at a bar getting drunk like usual. Kitty discovers something much more sinister is going on and aims to save him by herself.

Next mission, we find Wolverine in Japan with his next protege following behind. Wolverine is taken out during his flight and X-23 resolves to find him and make his kidnappers pay. While in Japan, X-23 gets the pleasure of meeting the very powerful hand ninjas (HAHA!) and their current leader...but all is not what it seems.

We then get to the latest rookie under Wolverine's tutelage. Wolverine plans to test just how strong and in control of her powers Armor really is...so...DANGERROOM MISSIONS! FUN! WOO! CREATIVITY!

The idea tops off with all 4 sidekicks (chronologically impossible if they remain in sidekick attire. :P) enjoying a nice calming trip to Japan where each one (minus armor) experience a set of villains that help build up their characters...with no Wolverine to slice and dice them! What's a team of female sidekicks to do?!


I have tentatively named this idea the "Sidekick Chronicles"...but I'm also leaning towards the awesome names of "Wolverine and the femkicks!"; "The brat pack"; and "Honey, I lost the kids to a feral man!". Heck, I sometimes think, "Logan and those lesser x-men [Wolverine and the OTHER X-men]" is a good name when I'm half-awake. :P

This has been useless information with me--PREV!
Title: Re: Prev's mods: get them while you can
Post by: Carravaggio on July 05, 2008, 05:16:40 PM
Quote from: Previsionary on July 05, 2008, 01:09:41 PM
Quote from: Cyber Burn on July 05, 2008, 11:23:16 AM
Heck, I sometimes think, "Logan and those lesser x-men [Wolverine and the OTHER X-men]" is a good name when I'm half-awake. :P

I hear Marvel has been trying to change the titles of all the regular X-Books to that for some years now...
Title: Re: Prev's mods: back again?
Post by: Previsionary on July 11, 2008, 01:59:04 PM
As reported by sir IPS, who was very generous to host the site for...well, I can't set a timeline; the site is back up. So, go make use of it. Also, thanks to sir Mike for the part he played in both being the previous hoster and for allowing someone else to keep the site going.

*sigh* I have to update the mod list...again.
Title: Re: Prev's mods: What now?
Post by: Previsionary on October 13, 2008, 01:10:15 AM
Well, I'm training myself back up into top form just so my knowledge is back in its prime somewhere...sooooo...I may need someone to test something I threw together a few hours ago. Do I have any willing...volunteers who want to do some tedious testing?
Title: Re: Prev's mods: back again
Post by: BentonGrey on October 13, 2008, 08:39:38 AM
I don't believe it!  Have I finally gotten to you Prev?  I can't wait to see what you've put out. ;)
Title: Re: Prev's mods: back again
Post by: Previsionary on October 13, 2008, 08:55:25 AM
don't be daft! I'm not "modding" I'm increasing my repertoire for some other reason that involves me controlling the world. I just need it tested to make sure it works correctly. Where's TPE when you need him? :P
Title: Re: Prev's mods: what now?
Post by: GogglesPizanno on October 13, 2008, 12:37:46 PM
TPE was collateral damage in my ongoing attempts to destroy Randy....
Title: Re: Prev's mods: what now?
Post by: Previsionary on October 23, 2008, 03:26:24 PM
Quote from: GogglesPizanno on October 13, 2008, 12:37:46 PM
TPE was collateral damage in my ongoing attempts to destroy Randy....

How unfortunate. *sues gogglespizanno and the goggle rangers*

See you in court. In other news, does anyone remember me saying:

Quote from: Previsionary on September 08, 2008, 09:44:05 PM
Well, just bumping this.

To give you gangers an update, I have "somewhat" considered breaking my year long sabbatical on modding and doing something simple. I actually have three core ideas I'm considering right now. I guess I'll list them here with no sort of detail. :P

1. Human Torch/Iceman  (which I have effectively named "Marvel: Teamups" as I thought up some other combos to include if I don't do the story route).

2. Skrulls...

3. My own universe mod which I keep putting off since it'd only interest me, probs.

Oh

4. Hulk: Brand New Day.

There you go. Now watch me not do any of those. Heh. Heck, I'd probably do X-men: First Class before anything else at this point. ^^

Well, it's a combination of 1 and my final comment. I have been randomly working on some stuff to gear up for something else...so I decided to go back and pick up an idea tiobe and I were supposed to do before I cemented my hiatus. I'm just saying you "might" see some episodic pieces coming out...you might not. I got one part tested thanks to c4 and a few other people...but...stuff happens...and such. *wanders off*
Title: Re: Prev's mods: what now?
Post by: GogglesPizanno on October 23, 2008, 04:59:05 PM
QuoteHow unfortunate. *sues gogglespizanno and the goggle rangers*

Its Shirley and the Shirlettes now....

QuoteWell, it's a combination of 1 and my final comment. I have been randomly working on some stuff to gear up for something else...so I decided to go back and pick up an idea tiobe and I were supposed to do before I cemented my hiatus. I'm just saying you "might" see some episodic pieces coming out...you might not. I got one part tested thanks to c4 and a few other people...but...stuff happens...and such. *wanders off*

Get Back here Mod tease!!

Tootie??...

SHANE!!
Title: Re: Prev's mods: what now?
Post by: BentonGrey on October 23, 2008, 07:37:45 PM
SHANE!!!!!!!!!!
Title: Re: Prev's mods: what now?
Post by: Previsionary on October 25, 2008, 09:45:36 AM
Quote from: GogglesPizanno on October 23, 2008, 04:59:05 PM
QuoteHow unfortunate. *sues gogglespizanno and the goggle rangers*

Its Shirley and the Shirlettes now....

That's cute. Do you have coordinated outfits too? Maybe a dance and tune picked out for when you enter a room? Look, Shirley, I might have to hire you for my niece's next birthday after this lawsuit thing settle. Will you be available? ^_^

Quote from: GogglesPizanno on October 23, 2008, 04:59:05 PM
Get Back here Mod tease!!

Tootie??...

SHANE!!


Mod tease? Tootie!? SHANE?!?!?!

Quote from: BentonGrey on October 23, 2008, 07:37:45 PM
SHANE!!!!!!!!!!

Et tu, Monkey?! My name is Pre "Previsionary" Vision. How dare you! This ain't no B/W western, boys! Get out my house! *dramatics*

With that out the way...I will say that USAgent tested something for me and most things seem to be good. I'm still debating uploading for the general public. I guess I'll decide on that when...*see something shiny. Disappears in a puff of smoke leaving 4 pennies, a calendar, a 'Hey Shirley (This Is Squirrely)' cd, and a Monkees cd behind...*
Title: Re: Prev's mods: what now?
Post by: yell0w_lantern on October 25, 2008, 05:12:22 PM
Surely, you can't be serious.
Title: Re: Prev's mods: what now?
Post by: GogglesPizanno on October 25, 2008, 05:31:32 PM
...And dont call me... oh crap... well I guess you can.

So who here likes Gladiator movies??
Title: Re: Prev's mods: debatin' and looking for opinions.
Post by: Previsionary on October 26, 2008, 01:27:41 PM
Quote from: yell0w_lantern on October 25, 2008, 05:12:22 PM
Surely, you can't be serious.

In seriousness, I am debating whether to release it or not. Not only did my main hosting go down, but I don't know how I feel about putting out something (2 parts) if I don't really plan to finish it. Lately, I'm only coding to relearn some stuff while increasing my repertoire...and that only happens when I'm stressed (so...once every two weeks). Not to mention that the coding process so far has been pretty strenuous in the writing/testing department.

So, I'd like to here some opinions. Would the community want a mainstream episodic mod right now even if there's not a very high chance I'll finish it? All thoughts are welcomed as long as Aquaman isn't mentioned *cough*. ^^
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: USAgent on October 26, 2008, 02:00:27 PM
I would say yes, definatly.   Even though there is a chance there might not be a end to it, its still new material and content for us FF fans that is very enjoyable to play.  Besides you have already put in time and effort into it, it would be a shame for it to just sit there on your hard drive when there are plenty of us folks that could enjoy it. And you said that there is a high chance you might not finish it, which mean there IS a chance you will (you didn't say your definatly not gonna finish it).  But if it is never released in the first place then surely you wouldnt finish it, and we don't want that for sure, surely.
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: yell0w_lantern on October 26, 2008, 03:17:30 PM
Sure.
Someone could always finish it off later if you abandon it.
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: Previsionary on October 29, 2008, 05:37:23 PM
Two whole replies. Woot Woot.

Quote from: yell0w_lantern on October 26, 2008, 03:17:30 PM
Someone could always finish it off later if you abandon it.

See, someone else taking up my work would mean a change in style, dialogue, and coding. It'd effectively not be my work anymore and be some type of...well, it wouldn't be a collab either. It'd be a mash together of two seperate people's ideas and such. I just don't see myself being ok with that, heh. Beyond that...we only have like 4+ coders on this board now, so once it's abandoned...I think it'll be buried. :S
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: yell0w_lantern on October 29, 2008, 06:46:17 PM
I'm pretty sure you can switch back and forth from EZScript to Scripting as long as it's not in the same mission. So you could do missions 1 through x in Python and Y through Z in EZ Script.
It would be an interesting exercise to have successive people add missions to a campaign like those stories where every person adds a new sentence or whatever.
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: Carravaggio on October 29, 2008, 11:51:15 PM
I'm in, happy to help :)
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: lmalonsof on October 30, 2008, 09:04:42 AM
You can count on me too Prev (EZscript part)
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: Previsionary on November 01, 2008, 12:39:09 PM
I'm kinda confused...

But, as a minor update, I did a little upgrade today and I sent that out to my testers. Miraculously...TPE survived whatever Goggles...Shirley...................whatever he did to him. As a sidenote, I'm working on herofiles today but I got a little sidetracked by...something shiny. It was a nickel! I's rich, y'all! *nods*

...

*disappears in a puff of quarters*
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: GogglesPizanno on November 02, 2008, 09:21:50 AM
*Shirley is currently too busy playing Fallout to engage in a witty retort...*

*Runs off after a Super Mutant*
Title: Re: Prev's mods: debatin' and looking for opinions
Post by: Previsionary on November 04, 2008, 09:40:07 AM
Quote from: GogglesPizanno on November 02, 2008, 09:21:50 AM
*Shirley is currently too busy playing Fallout to engage in a witty retort...*

*Runs off after a Super Mutant*

Oh, Shirley.  *audience applause*
----------

MMMMMMMK, well, as of now...I sent out episode 3 and I started working on the script for episode 4 which I'll probably work on sometime around my bday (in a week actually, mark it). I'm currently in the mindset that I'll release the first three parts sometime soonish (after I fix up some stuff and get some more playtest reviews back) and add on whenever I finish the next part (4 and 5). I will say that each episode has drained me more than the last because of all the stuff I'm trying out, but the writing process has been fun for me...more or less. I'll now proceed to give out some details:

1. This mod fits directly into the Crisis/Exiles timeline.
2. The main characters (+supporting cast) were missing from Crisis, so this is effectively a side story
3. Um...lotta duo action.
4. Narrators don't often speak with their stars...so, is it odd when it does happen?
5. If you have a lock, then you better find a key...or something
6. choose 5, get ten. choose 10...get ten...wait, what?!
7. "Menina, watch it!"
8. "I've always been a loon!"

That's it. Also some pics? Is that what you want? Mmk...no. Maybe later. ^_^

Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 12, 2008, 08:40:50 AM
Hmmm, wow...I guess I've come to this day. I've packaged together episodes 1-3 and uploaded it for you guys to play around with. Be aware that some errors may still exist as I didn't fine tune it as well as I would have liked. Hope you guys enjoy it.
-----------

Crisis was a most catastrophic event that almost set two major universes on a path to destruction and complete dictatorship under the rule of Thanoseid. Not everyone participated in, or even knew about this event taking place. Some heroes were off dealing with other minor villains that subsequently rose in power thanks to the distortion of time and space. These heroes were Iceman, Human Torch, and Deadpool...and their villain...loves to play games. They are...THE ULTIMATE TRIO

Facts:

1.   Three missions not including the opening. More to come laterage...perhaps.
2.   Quite a few guest stars. You might even want to play a few missions twice.
3.   Some new maps you won't find anywhere else. Thanks to Conduit and Dana!
4.   A few new fx I've yet to actually release + a minor update to Fire Control thanks to Stumpy
5.   It's 50.2 MB, so about 100+ MB unpacked.
6.   And finally...many thanks to my testers: C4, USAgent, and sir TPE whom Shirley tried destroy
7.   Sidenote: Also thanks to Murs and BG for doing something. ^^

Pics:

(http://img.photobucket.com/albums/v77/premo/surprise/th_breath006.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=breath006.jpg)

(http://img.photobucket.com/albums/v77/premo/surprise/th_iceman030.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=iceman030.jpg)

(http://img.photobucket.com/albums/v77/premo/surprise/th_torch015.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=torch015.jpg)

Download:

Clicky click click (http://www.mediafire.com/?xeony2h9z1j)
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: yell0w_lantern on November 12, 2008, 09:14:59 AM
I'm looking forward to playing this mod.
However, in the first sentence of the first picture, you change from past tense to present tense. It wrecks the flow of the text.
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: ow_tiobe_sb on November 12, 2008, 09:29:07 AM
Quote from: yell0w_lantern on November 12, 2008, 09:14:59 AM
I'm looking forward to playing this mod.
However, in the first sentence of the first picture, you change from past tense to present tense. It wrecks the flow of the text.

[irony]Ooooh, snap!  Someone else is beating Prev with the grammar stick for a change...[/irony]


I must be getting soft... :unsure:

ow_tiobe_sb
Phantom Bunburyist and Fop o' th' Morning
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 12, 2008, 09:34:11 AM
Quote from: yell0w_lantern on November 12, 2008, 09:14:59 AM
However, in the first sentence of the first picture, you change from past tense to present tense. It wrecks the flow of the text.

Hrm,

A boy that has a family...and they had a fight. This is his story and he is the HUMAN TORCH!

It starts in present tense and has a necessary tense shift because the fight is no longer going on; therefore, the action of fighting takes place in the past (even though it was literally seconds ago), but the actual story is still in progress which is why the rest of the text is simple present tense. Of course, if someone with uber english skills like Sir Tiobe wants to step in and break it down, I'm all ears. ^_^
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: ow_tiobe_sb on November 12, 2008, 10:04:31 AM
Quote from: Previsionary on November 12, 2008, 09:34:11 AM
A boy that has a family...and they had a fight. This is his story and he is the HUMAN TORCH!

It starts in present tense and has a necessary tense shift because the fight is no longer going on; therefore, the action of fighting takes place in the past (even though it was literally seconds ago), but the actual story is still in progress which is why the rest of the text is simple present tense. Of course, if someone with uber english skills like Sir Tiobe wants to step in and break it down, I'm all ears. ^_^

My recommended corrections would be

QuoteA boy who has a family...that have quarreled. This is the story of the HUMAN TORCH!

If you'd like an explanation for these recommended revisions, I'd be happy to supply you with one via PM instead of littering up your thread here with more of my off-topic posts.

ow_tiobe_sb
Phantom Bunburyist and Fop o' th' Morning
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: catwhowalksbyhimself on November 12, 2008, 10:14:58 AM
I actually think the original version is fine.  tiobe's is better formal English, but who needs that in a comic based intro?
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: GogglesPizanno on November 12, 2008, 10:29:43 AM
But Fallout 3 IS a sequel even if the gameplay is different !!
Oh wait, wrong thread...

:D

I'm keen to try it out, and maybe, just maybe it might inspire me to finish one of the 12 different projects I have going on... Oh who am I kidding.
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: GogglesPizanno on November 14, 2008, 04:14:26 PM
So I attempted the mod last night just before I went to bed.

Few things.

1. I really like the way you customize your cut scenes with the unique camera angles and what not.

2. I know I say this about most mods, but because recording dialogue is just unrealistic, a lot of the cut scenes would benefit from possibly some mellow background music of some kind. Without any sounds other than the occasion flying "whoosh" its like watching TV with the sound off. The silence is actually a little distracting.

3. I got my butt handed to me by the robots, and then I went to bed, so for now. I'm blaming it on lack of sleep... yeah... not that I totally suck or anything... nope not at all...
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 14, 2008, 04:40:56 PM
Shirley! Hi, Shirley! Thanks for commenting.

1. Thanks. I try to expand on things I did previously, but because I didn't feel a super need to abuse mesh animations and the angles were easier...there ya go. :P

2. Only the initial cutscenes are musicless. Since I don't include custom music (tracking it down and size problems), I stick to IG's uber specific music and play it at the end of cutscene 1. I guess I could start it earlier and allow it to build throughout the CS. I'll add it to my list and see how it turns out.

3. OMGAH! NOWAI! Get...out. Blame USAgent as well...but still...get out.  ;)
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: USAgent on November 15, 2008, 12:37:15 PM
This was a fun treat Prev, I love how your mods are loosly connected to each other- great idea! 
Those new maps are great (thanks Conduit and Dana).  You did a good job with the cutscenes, and all the banter between the characters.  And the idea of getting to choose your partners gives it more replayability.

[spoiler]The Robot mission certainly isnt the hardest one, Active defences and area attacks helped me out the most with the robots along with fire control.  They arn't the types you want to throw punches at though, you need to hit and run with these guys.[/spoiler]
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 19, 2008, 08:23:16 AM
It's been a week since I released the beta and surprisingly enough...it's been downloaded 60+ times including the download from the direct link I had up a few days. I didn't even know that many people still actively played the game. Yayzers.
-------------------

In other news...I plan to work on mission 4...sometime this week depending on my schedule. Just gotta make hero files...and code...then get it tested...and all that funtacular stuff. If anyone has any feedback for me, I'd appreciate hearin' it either here or in a pm. ^_^
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: AfghanAnt on November 19, 2008, 09:57:43 AM
[spoiler]I got up to the Arcade level. I think I had a bug because I couldn't finish the level.
[/spoiler]
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 19, 2008, 10:33:11 AM
Quote from: AfghanAnt on November 19, 2008, 09:57:43 AM
I got up to the Arcade level. I think I had a bug because I couldn't finish the level.

Arcade level? *has no recollection of an arcade level*
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: GogglesPizanno on November 19, 2008, 10:42:22 AM
THAT'S how proficient you are....
You spit things out without even knowing you are doing it.

I'm hoping to make a second attempt at it this weekend once my work schedule clears up a bit.
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: AfghanAnt on November 19, 2008, 11:36:02 AM
Quote from: Previsionary on November 19, 2008, 10:33:11 AM
Quote from: AfghanAnt on November 19, 2008, 09:57:43 AM
I got up to the Arcade level. I think I had a bug because I couldn't finish the level.

Arcade level? *has no recollection of an arcade level*

[spoiler]So the underground fire level is a prison by Arcade? [/spoiler]

Oh wait...I'm stupid...
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on November 19, 2008, 11:57:02 AM
Quote from: AfghanAnt on November 19, 2008, 11:36:02 AM
Quote from: Previsionary on November 19, 2008, 10:33:11 AM
Quote from: AfghanAnt on November 19, 2008, 09:57:43 AM
I got up to the Arcade level. I think I had a bug because I couldn't finish the level.

Arcade level? *has no recollection of an arcade level*

[spoiler]So the underground fire level is a prison by Arcade? [/spoiler]

Oh wait...I'm stupid...

It's one of his game worlds, yes. I was confused because I haven't even touched the main baddy yet as I'm waiting on some undead zombie to finish something for me. :P

But if ya think you're having a bug, just describe what's happening and perhaps post a log. Everything "should" be working with the constant testing I did on that mission...so it'd be just my luck for something to suddenly break. *nods wisely*. Tis the way of the world.
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: Previsionary on December 04, 2008, 05:42:01 PM
As of this post, the initial three missions have been downloaded 125+ times. Color me shocked. As Shirley would say, it's my fault. I've gotten mission 4 done awhile ago and have been updating it like a mad man. In fact, it's in testing now, so it should be released as an update soon. And since missions 2-4 took a lot of coding/debugging time, mission 5 will be "simplish" like mission 1 was...as soon as I get the skin I need and actually write it. Anyone wanna write for me? Any writers in the audience? No? FINE!

Anyway, just updating you guys that there might be a new link posted soon enough. I mean, you do want updates right? What else would you like? Deadpool butt reports?

(http://img.photobucket.com/albums/v77/premo/dp002.jpg)
Title: Re: Prev's mods: Ultimate Trio Beta 1.3.1 release
Post by: GogglesPizanno on December 04, 2008, 05:56:26 PM
Color Shirley impressed....
Bea Aurthur would be proud.
Title: Re: Prev's mods: Ultimate Trio Beta 1.4 release
Post by: Previsionary on December 07, 2008, 02:14:58 AM
And here we are, people, Mission 4 is here to be downloaded (http://www.mediafire.com/?od6s0tksudj)!

In this mission, you get to play as Deadpool and a few other characters as you continue to play a most deadly game with the big bad. This also marks the end of the solo missions because mission 5 is the conclusion to this little story. As always, I appreciate any type of feedback and comments either here or in pm, so if you have something to say and your name isn't Shirley (or one of the Shirlettes) then speak up loud and proud (...or quiet and humble works too...I guess).

-----
Pics
-----

Who needs a narrator?
(http://img.photobucket.com/albums/v77/premo/surprise/th_dp001.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=dp001.jpg)

Right on!
(http://img.photobucket.com/albums/v77/premo/surprise/th_dp003.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=dp003.jpg)

Weapon X reunion party!
(http://img.photobucket.com/albums/v77/premo/surprise/th_dp006.jpg) (http://smg.photobucket.com/albums/v77/premo/surprise/?action=view&current=dp006.jpg)