Freedom Reborn

Freedom Force Forums => Mods => Topic started by: BentonGrey on April 08, 2014, 10:21:43 PM

Title: Pulp Adventures Mod Released!
Post by: BentonGrey on April 08, 2014, 10:21:43 PM
Hello my friends, the Pulp Adventures mod is released!  This is one of my favorite projects I've ever done, and I am pretty happy with how it all turned it. 

It tells an original tale of danger and daring do, teaming many classic pulp heroes and several modern characters cut from the same cloth!  It features a huge cast of characters, including all of the two-fisted heroes gracing the awesome artwork above there, as well as a host of other crusaders for justice.  The story features several classic pulp villains and a twisting, turning plot that ties in to the settings and adventures of many of the starring characters.  So, what are you waiting for?  Come, ride with Britt Reid, laugh with the Shadow, swing the trees with Tarzan, and buckle your share of swashes with Zorro!

http://greylands.freedomforceforever.com/PulpAdventures.exe

Patch 1:
http://greylands.freedomforceforever.com/PulpAdventuresPatch1.zip

Patch 2:
http://greylands.freedomforceforever.com/PulpAdventuresPatch2.zip

You can see the release page on my site, here:
https://bentongrey.wordpress.com/2016/09/21/pulp-adventures-released/

Spoiler
Howdy folks, as many of you know, I've been working on a mod teaming up a lot of the classic pulp heroes like Doc Savage, the Shadow, and the Green Hornet, plus some anachronistic guys like Indiana Jones and the Rocketeer.  It started out as a simple little one-shot, but as these things are wont to do, it grew exponentially as my ideas and the story snowballed mercilessly. 

Nevertheless, I'm getting pretty close to the end here, so I'm starting to think about getting it ready for release.  Is there anyone out there interested in doing some testing for me?  Ideally, I'd like to have someone start playing through it soon while I finish off the ending, as it is not a small project (clocking in at 14 missions at the moment).

Spyder has been awesomely testing the mod for me, and I am almost entirely done.  I'm in the final stretch, and I wonder now if someone out there would be willing to give me a hand with some map making. 
Title: Re: Pulp Adventures Mod!
Post by: spydermann93 on April 08, 2014, 10:46:11 PM
Quote from: BentonGrey on April 08, 2014, 10:21:43 PM
Howdy folks, as many of you know, I've been working on a mod teaming up a lot of the classic pulp heroes like Doc Savage, the Shadow, and the Green Hornet, plus some anachronistic guys like Indiana Jones and the Rocketeer.  It started out as a simple little one-shot, but as these things are wont to do, it grew exponentially as my ideas and the story snowballed mercilessly. 

Nevertheless, I'm getting pretty close to the end here, so I'm starting to think about getting it ready for release.  Is there anyone out there interested in doing some testing for me?  Ideally, I'd like to have someone start playing through it soon while I finish off the ending, as it is not a small project (clocking in at 14 missions at the moment).

I'm willing to take part in this.  Don't know how much I'd be able to do (hopefully 80%, if not all of it) because of school, but I'd love to help out as much as I can. :)
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 10, 2014, 10:51:35 PM
Excellent Spyder!  I'm going to put the finishing touches on this mission, and I'll send you what I've got.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 18, 2014, 04:21:17 AM
Spyder has been awesomely testing the mod for me, and I am almost entirely done.  I'm in the final stretch, and I wonder now if someone out there would be willing to give me a hand with some map making. 
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 21, 2014, 11:28:55 PM
Bump!  It's fairly minor work I need, just placing objects for the most part.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 26, 2014, 01:32:04 AM
Okay, I've solved some of my map problems, but now I have new ones.  I need help!

I've got the Pan's Temple map from FF1, using the MapPack version for FF2, and I've got the map itself working fine, but when I point it at the level_layout file I copied over from my main directory, all of the objects vanish.  I've got the map detecting its terrain file properly, but even though I've got all the necessary objects in place AND I've pointed the level_layout to area_speciff1, none of the objects show up.  What do I need to do?  This is unusual.
Title: Re: Pulp Adventures Mod!
Post by: Epimethee on April 26, 2014, 02:10:29 AM
I really wish I could help you; hopefully someone can chime in. If not—map-making being a rare skill, especially nowadays—, I suggest PM'ing our cartographer par excellence, CmdrKoening.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 26, 2014, 04:12:41 AM
Cmdrkoening is my go-to for map questions, and Dana has helped me out more than I can ever say, but unfortunately he's pretty busy with real life stuff at the moment.  I'm hoping someone with some bit of arcane knowledge will pop in with a solution. :wacko:
Title: Re: Pulp Adventures Mod!
Post by: John Jr. on April 27, 2014, 08:00:24 PM
Great to know you are still modding, Benton and this one looks very interesting.
Good luck!
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on April 27, 2014, 10:03:58 PM
Thanks JJ!  I recommend your awesome mods to someone just the other day.  :D
Title: Re: Pulp Adventures Mod!
Post by: John Jr. on April 29, 2014, 12:34:57 AM
You're welcome, buddy. And thanks for the recommendation, I'm flattered.
I'll try to visit often, really missed you guys.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 25, 2016, 05:30:31 AM
Hey guys, does anyone know how to play a short sound file in a mission?  Do I need to set it up as dialog or something?  I don't want it to be music or anything, but I'm thinking of playing the intros from the various character's radio shows at the beginnings of their missions.  I'm not quite sure how to go about it, though.
Title: Re: Pulp Adventures Mod!
Post by: daglob on July 25, 2016, 03:50:14 PM
Someplace I have recordings of some of the Doc Savage radio show...
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 25, 2016, 04:19:49 PM
Neat!  I've never been able to track those down!
Title: Re: Pulp Adventures Mod!
Post by: daglob on July 25, 2016, 05:54:58 PM
Yeah, but he resembles Dr. Fate more than he resembles Doc Savage. It's the mystic hood version.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 25, 2016, 05:56:56 PM
Whoa, I've never even heard of that!
Title: Re: Pulp Adventures Mod!
Post by: daglob on July 25, 2016, 06:05:53 PM
http://comicvine.gamespot.com/doc-savage-comics/4050-26235/
:wacko:

Better choice is the NPR versions. I think I saw one of them available online not long ago.


https://tim-byrd.com/2009/11/21/fear-cay-doc-savage-on-the-radio/

I don't know if it just streams or if you can save it.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 25, 2016, 06:40:31 PM
Man, how bizarre!  Golden Age stuff was pretty crazy.

I actually just read about that Fear Cay adaptation.  Neat!
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 26, 2016, 05:57:24 PM
Okay, I think I can probably do this as dialog...but I don't know where to put the sound files for that or how to set it up.  Anyone know where to find that info?
Title: Re: Pulp Adventures Mod!
Post by: Cyber Burn on July 27, 2016, 02:29:33 AM
http://www.mediafire.com/download/ckw0q59cme1ji3v/Making_a_Freedom_Force_MOD.pdf

I haven't gone through all of this, but hopefully it will at least help a little bit.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 27, 2016, 02:47:21 AM
Hmm, that is a cool resource, CB, but unfortunately I didn't see anything about adding dialog.  Bah.

Well, it's okay for the moment.  I found a workaround.  I just added these things as music files, added some incidental music after the dialog and had the next encounter change to a new music file, so it shouldn't have time to repeat. It isn't perfect, but I have to say, it works pretty well.

Now the first Shadow mission opens with the Shadow's laugh and the intro from the old radio show!  Same for the first Green Hornet mission.  :D
Title: Re: Pulp Adventures Mod!
Post by: WyldFyre on July 27, 2016, 09:47:53 AM
Just out of curiosity Benton, whose voice are you using for the Shadow?  I listen to Radio Classics on XM and there are several different actors (Orson Wells being a favorite).
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 27, 2016, 02:57:36 PM
Howdy WF.  Well, there is actually a Shadow voice pack floating around out there, and that is what I'm using.  It's made by a community member, though I'm not sure who.  It sounds quite fitting, though, and is well made. 

I love those old shows!  I liked Well's turn, but I think Bret Morrison may be my favorite.  They all did a pretty great job, though, so it's hard to say.

I didn't know they had classic radio drama on XM!  That's reason enough for me to get it.  :D
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on July 27, 2016, 11:51:49 PM
Just a heads-up for those who are interested: I'm writing the final mission right now!  I may have a secret bonus campaign to go with it, but the mod will be mostly done soon.  I've got some awesome folks making more characters who I will add, but most of the heavy lifting is done.  Now I'll just have to test the last few missions, and this sucker could be ready for release.

Depending on how everything shakes out, I may release the mod and then release the bonus campaign as an update.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on August 01, 2016, 05:20:37 AM
The Pulp Adventures mod is finished!  I just finished testing the very last mission tonight.  Other than adding in the new characters that are being created by a couple of awesome folks, Pulp Adventures is complete.  I'll probably keep tweaking the voices and the custom music I've put in, but it is playable from start to finish with a big cast of characters (that is going to get bigger soon)!  It clocks in at 17 missions, and it features everything from Nazi punching to dinosaur wrangling!  If you're a fan of pulp movies, classic radio shows, or the old stories themselves, I hope you'll give this a look when it is released.  :D

I think this MAY be my favorite project I've ever made.  It's just got a completeness and an originality that none of my other mods have achieved.  The amazing art created by Naitvalis is a big part of that.  Anyway, I'll be posting some screenshots as I tweak things this next week.  With any luck, I can get this released with Marvel Adventures before the semester starts!

(http://i.imgur.com/kpvdbZSl.png) (http://imgur.com/kpvdbZS)

(http://i.imgur.com/xMbeDi0l.png) (http://imgur.com/xMbeDi0)

(http://i.imgur.com/PfbnVq9l.png) (http://imgur.com/PfbnVq9)

(http://i.imgur.com/3ZUg0gfl.png) (http://imgur.com/3ZUg0gf)

(http://i.imgur.com/bfwDqR2l.png) (http://imgur.com/bfwDqR2)

(http://i.imgur.com/9x114H8l.png) (http://imgur.com/9x114H8)

(http://i.imgur.com/wvz8mXFl.png) (http://imgur.com/wvz8mXF)

Title: Re: Pulp Adventures Mod!
Post by: spydermann93 on August 01, 2016, 05:36:45 AM
Can't wait to see all that you've added, Benton!

I'm super excited for both of your mods to get full releases. :wub:
Title: Re: Pulp Adventures Mod!
Post by: daglob on August 01, 2016, 02:03:07 PM
 :blink:
Title: Re: Pulp Adventures Mod!
Post by: kkhohoho on August 01, 2016, 03:24:04 PM
Wowza. :blink: I gotta' say Benton, as someone who thought he already played all of the major mods and wasn't sure what else to do in FF, this looks like it'll prove me wrong on both fronts. On top of that, I've recently been interested in getting into the Pulps, but so far, all I've read is Tarzan, and I'm still on Chapter 6 of the first book. This looks like a good opportunity to get a taste for a lot of the classic Pulp heroes in one place, and I'm sure it'll be a hoot. Seriously Benton, this is shaping up to be something special here, and I never say that lightly. Great job here, really. :)

Also, do you think you could give a list of just what heroes are going to be in the game? I'm going to play it regardless, but it'd still be nice to know just what the full roster's going to be.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on August 01, 2016, 04:23:44 PM
Thanks guys!  I'm really excited about this project.  I've even got an expansion planned, and some ridiculously talented folks are making content for it as we speak!

Kk, I'd be happy to list the roster.  At the moment, the mod features these heroes:


If things go as planned, I'll soon be adding:

If you are interested in the pulps, I'd definitely recommend the Doc Savage books (they're tons of fun) and the classic radio shows (The Shadow, The Green Hornet, Jungle Jim, Flash Gordon).  The John Carter novels are also great, rip-roaring adventure fun.
Title: Re: Pulp Adventures Mod!
Post by: kkhohoho on August 01, 2016, 05:24:23 PM
Sounds good Benton. Also, no Dick Tracey? I could have sworn you were doing something with him, but maybe that was something else. Still, for one campaign, that's a lot of characters. It even gives the FF campaigns a run for their money, not that I'm complaining. Also, what does 'MP' mean? (Other than 'Magic Points', because I'm pretty sure this ain't a RPG. ;)) Does it mean they're only available in multiplayer or the Rumble Room, or does it just mean they're recruitable characters that otherwise aren't part of the main story? Which would make sense given just who they are, but still.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on August 01, 2016, 05:31:38 PM
Whoops!  Yep, I did add Tracy.  I knew I was missing somebody!  Yep, I'm pretty happy with the roster.  I can't believe I'm actually going to be able to get Jungle Jim and Kolu!  I've been able to get my complete wishlist for this mod.  :D

MP, in this context, means 'multiplayer,' as in, they aren't playable in the campaign because they don't have any part in that story....for the moment.  ;)  The expansion is going to feature the sci-fi characters in their own adventure!
Title: Re: Pulp Adventures Mod!
Post by: kkhohoho on August 01, 2016, 05:57:06 PM
Quote from: BentonGrey on August 01, 2016, 05:31:38 PM
Whoops!  Yep, I did add Tracy.  I knew I was missing somebody!  Yep, I'm pretty happy with the roster.  I can't believe I'm actually going to be able to get Jungle Jim and Kolu!  I've been able to get my complete wishlist for this mod.  :D

MP, in this context, means 'multiplayer,' as in, they aren't playable in the campaign because they don't have any part in that story....for the moment.  ;)  The expansion is going to feature the sci-fi characters in their own adventure!

Yayz! :)
Title: Re: Pulp Adventures Mod!
Post by: spydermann93 on August 01, 2016, 06:10:47 PM
A Sci-Fi expansion!? That sounds really exciting! :o
Title: Re: Pulp Adventures Mod!
Post by: Deaths Jester on August 01, 2016, 08:01:30 PM
What?!?!  No Black Star? No Rafferty?  No Crimson Clown? No Secret Agent X? No G-8? What the?!?!?!
Title: Re: Pulp Adventures Mod!
Post by: daglob on August 01, 2016, 09:34:15 PM
C'mon, they're in the third expansion...  Besides, Secret Agent X can look like anybody, and I haven't finished either Blackstar or The Bat.
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on August 01, 2016, 10:57:54 PM
Haha, yeah, the only one of those I had heard of was G-8.  I was surprised to see that the creator of Zorro also created some of those others.  Neat!
Title: Re: Pulp Adventures Mod!
Post by: Deaths Jester on August 02, 2016, 12:42:57 AM
Oh, BG, you're missing so much then. Characters like Nick Carter, Donald Carrick aka The Human Hound, Li Shoon, Mr Chang, Fantomas, the Red Raven gang, The Man in Purple, Thubway Tham, The Thunderbolt, The Black Hood, the Crimson Mask, The Ghost Detective, and tons more.

As for McCulley (Zorro's writer), he was like Max Brand - writing as much as possible, where ever possible, for cash. 
Title: Re: Pulp Adventures Mod!
Post by: kkhohoho on August 02, 2016, 02:29:15 AM
Quote from: Deaths Jester on August 02, 2016, 12:42:57 AM
Oh, BG, you're missing so much then. Characters like Nick Carter, Donald Carrick aka The Human Hound, Li Shoon, Mr Chang, Fantomas, the Red Raven gang, The Man in Purple, Thubway Tham, The Thunderbolt, The Black Hood, the Crimson Mask, The Ghost Detective, and tons more.

As for McCulley (Zorro's writer), he was like Max Brand - writing as much as possible, where ever possible, for cash.

To be honest, I hadn't heard of any of these guys either, but that's probably because they weren't exactly the movers and shakers of the Pulp scene. I may not be much of a Pulp aficionado, (yet,) but I at least knew of nearly every single character Benton put in his campaign. They're the big guys; the characters that even people outside of the hardcore crowd actually know exist; the equivalent of DC's classic Justice League or the Avengers in terms of their renown and importance. Even some of the lesser characters in the mod like Spider and Ms.Fury are still having their own comics being put out thanks to indie publishers like Dynamite. Now, I'm not saying that none of the guys you mentioned aren't awesome in their own right, because they probably are, but there's only so much you can put in a single campaign. Maybe Benton can make a followup mod someday that focuses more upon the lesser known guys if he really wants to, but this is still a good place as any to start.
Title: Re: Pulp Adventures Mod!
Post by: Deaths Jester on August 02, 2016, 02:35:18 AM
Not to be picky here but if you ask pulp readers, Nick Carter and Rafferty are just as big (or in Carter's case bigger at one point) as The Shadow and the rest in BG's mod.

And outside the hardcore fans, Carter is very well known due to the long running mag that bore his name.

Also was giving BG a hard time, Kkhohoho. Jeez...
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on August 02, 2016, 02:46:46 AM
Haha, yeah, I expect DJ to razz me some, especially after I somehow talked him into doing Jungle Jim and Kolu for this little project.  ;)  I'll tell you what, DJ.  Any other classic pulp character that could fit the mod that you want to make, I'll include.  ^_^  Hah! 

Seriously though, I have actually heard of a few of those in that second list, mostly through the radio adaptions, which I understand are pretty different.  I've also heard of a few of them in reference to other characters. 

Most of the guys I chose are the ones who could be fun to play in FF, and even with them I had to take some liberties.  After all, there are only so many ways to represent 'regular guy with a gun' in the game.
Title: Re: Pulp Adventures Mod!
Post by: kkhohoho on August 02, 2016, 03:53:57 AM
Quote from: Deaths Jester on August 02, 2016, 02:35:18 AM
Also was giving BG a hard time, Kkhohoho. Jeez...

...Oh. Sorry about that. It's just that when all I've got is the written word, it isn't always easy to tell whether someone's just 'ribbing' or not. No offense, but there's a reason humanity invented emoticons. ;)
Title: Re: Pulp Adventures Mod!
Post by: BentonGrey on September 21, 2016, 05:31:38 AM
Hello my friends, the Pulp Adventures mod is released!  This is one of my favorite projects I've ever done, and I am pretty happy with how it all turned it. 

It tells an original tale of danger and daring do, teaming many classic pulp heroes and several modern characters cut from the same cloth!  It features a huge cast of characters, including all of the two-fisted heroes gracing the awesome artwork above there, as well as a host of other crusaders for justice.  The story features several classic pulp villains and a twisting, turning plot that ties in to the settings and adventures of many of the starring characters.  So, what are you waiting for?  Come, ride with Britt Reid, laugh with the Shadow, swing the trees with Tarzan, and buckle your share of swashes with Zorro!

http://greylands.freedomforceforever.com/PulpAdventures.exe

Patch 1:
http://greylands.freedomforceforever.com/PulpAdventuresPatch1.zip

Patch 2:
http://greylands.freedomforceforever.com/PulpAdventuresPatch2.zip

You can see the release page on my site, here:
https://bentongrey.wordpress.com/2016/09/21/pulp-adventures-released/
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 22, 2016, 04:17:16 AM
Took you long enough, didn't it? Lazy bastich. <_< (JK!)

Seriously though, WOOT! I've been waiting for this! It's a bit late for me right now, but I'll be sure to check it out tomorrow when I get a chance. Thanks Benton, seriously! :thumbup:
Title: Re: Pulp Adventures Mod Released!
Post by: Sioux City Dynamo on September 22, 2016, 11:18:13 PM
Very nice!
Title: Re: Pulp Adventures Mod Released!
Post by: detourne_me on September 23, 2016, 12:25:55 AM
Man, it is just fantastic! Thank you for all the hard work you and everyone else put into it.
Just the little details like the radio drama narration, and voices make it so great.  Each map is pretty unique, too.  Awesome mod Benton!
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 23, 2016, 02:23:24 AM
So as it turns out, there was a slight hiccup. I was all set to launch the game and get things going, but around 80% or so through the installation, my virus protection popped up and informed me that it suspected the PulpAdventures.exe of being a freaking virus, and promptly shelved it away to quarantine. Now of course, I thought that it couldn't possibly be a virus, so I labeled the file under 'Exclusions' and installed the whole mod again. When I tried to start the program, it turned out that my virus protection was right on the money, as the .exe started sending various infections to my PC. Thankfully, my virus protection was able to block each and every one of them, so I still had to delete it from my hardrive.

Now the good news is that I was still able to play the mod. I was able to rig a shortcut to the Pulp Adventures folder, and I've gotten the fancy title screen and everything. (It's really nice by the way, seriously.) But yeah, the exe didn't turn out so well. My advice Benton is to either make a new .exe, or just replace it with the standard shortcut. Heck, maybe you could do both; include the shortcut so that people can use that if the .exe doesn't work out. But either way, something needs to be done.
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on September 23, 2016, 02:50:29 AM
While I can't say that I got any viruses like you did, the .exe did seem a bit fishy. My antivirus said it was safe, but a weird registration warning popped up when I tried launching through the .exe. While it may or may not have been malicious, I wasn't too confident in risking it, so I deleted the .exe and just set up a standard shortcut like I have for every other mod.

But so far, the mod works great when not using the .exe. Again, I didn't try running the mod through the .exe once that registration dialog box popped up, so maybe it was fine, but I didn't want to risk it.
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 23, 2016, 04:07:45 AM
So, issues with the .exe aside, I've played through the first three missions and it's a hoot. Is it perfect? Not really, no, but what is? There's the odd cosmetic issue such as Shadow's 'The Shadow Knows' attack emitting a pink square for its' FX, but aside from that, the biggest problem is that when you save and reload in the middle of the mission, all of those specially scripted triggers go bye-bye. For example, you're normally supposed to get a message for completing a riddle in the first mission, but if you save and reload before solving it, you don't get that message. That's the big one though. That aside, the characters are all solid in terms of gameplay, and the missions are designed well enough that if you don't know who a given character is, you'll still got a good feel for who they are and what they do by the end of it.

What makes this mod really special though is the sheer level of professionalism that went into it. I'm not saying it's polished enough to count as a standalone game, because it isn't, (no offense Benton; just saying it like it is,) but for a mod made by one guy, it's pretty darn close. There's custom music -- sometimes multiple tracks --  that play at specific points during a mission; there is at least one custom scripted event in nearly every level; the voices are well done; and the radio voiceovers are a nice touch. (Even if they could be synched with their corresponding text boxes better.) It's a step above most mods out there short of The Strangers, and it's just a blast to play. Hats off to you Benton, seriously.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 23, 2016, 04:12:39 AM
Quote from: detourne_me on September 23, 2016, 12:25:55 AM
Man, it is just fantastic! Thank you for all the hard work you and everyone else put into it.
Just the little details like the radio drama narration, and voices make it so great.  Each map is pretty unique, too.  Awesome mod Benton!

Wow, thanks DM!  That means a very, very great deal.  I'm glad that you enjoyed all those little details.  I'm very happy with how they all came together, and I worked really hard to add all of those things to the mod so that it would be something special.

Quote from: kkhohoho on September 22, 2016, 04:17:16 AM
Took you long enough, didn't it? Lazy bastich. <_< (JK!)

Seriously though, WOOT! I've been waiting for this! It's a bit late for me right now, but I'll be sure to check it out tomorrow when I get a chance. Thanks Benton, seriously! :thumbup:

That's it, Kk is banned from my mods!  :angry:

Ha, just kidding.  :P Yeah, this one took a LONG time to get released.  It was almost entirely finished when I first came back to it about midsummer, but I kept adding to it, and amazing people kept giving me amazing art to grace it.  I'm very glad I kept working on it, because it became a much more complete project over those months.

Thanks SCD, I couldn't have done it without you, man!  And I can't wait until we do the sci-fi expansion, too!  Your Flash is in this release in all of his glory, but he'll have lots of company one day. :)
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 23, 2016, 04:21:27 AM
Gah, seriously?  The exe gave virus warnings!  What the freaking heck?  I used an exe creator Alex recommended that makes them out of BAT files, so there shouldn't be any way that could happen.  I don't understand that at all.  Did anyone else have issues?  Do I need to take the mod down and replace the exe with a shortcut?  Please let me know ASAP if other folks are having issues.  I don't want something I released to hurt anyone's computer!

Kk, your feedback:  First, the issue with reloading in a mission breaking the scripting is a feature of EZScript and out of my control, I'm afraid.  It's not ideal, but it's the best that can be managed with things the way they are.  I'd love it if someone were to fix that one day, but I don't think it's going to happen.

The issue with The Shadow's FX sounds like a missing texture.  I'll take a look at that.

Thanks for the compliments, and keep in mind, this mod had very little testing other than yours truly, and as you said, I'm just one guy.

Having one of my mods compared to the Strangers...wow, that's pretty cool.
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 24, 2016, 01:19:36 AM
So I tried to start Mission 4, (the one with Doc Savage,) but before Doc Savage even speaks, I get this:

alert: CTalkingHead::init, NIF has no main object, library\characters\male_hunter_suit\head.nif

Keep in mind that thanks to a mostly black screen caused by attempting to minimize the game and type in what was on the error message I got, there might be a typo or two, but that's the gist of it. I have no idea what's going on, but until this is fixed, I can't go any further in the mod. Which is a shame, because it's been a blast so far.

Also, I found this little typo in Doc Savage's bio: '...'help the hlepless.' Just a FYI.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 24, 2016, 02:42:06 AM
Kk, I clearly forgot to update the animated portrait entry when I changed meshes.  Expect a small patch to fix that and the FX issue.  Thanks for sharing that!
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 24, 2016, 04:04:12 PM
Okay, here is the new patch that should fix those issues:

http://greylands.freedomforceforever.com/PulpAdventuresPatch1.zip
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 24, 2016, 06:28:17 PM
Thanks Benton; the mission works like a charm now. :) There's still a slight hiccup, but it's not too big a deal. At some point, I threw an Egg Grenade at a few thugs while they were on the stairs, but while it knocked most of them away, it somehow sent one of them straight into the stairwell. But this didn't immobilize the thug or anything, oh no, because even though thanks to a glitch he was now encased in solid concrete, he could still shoot at me through the stairwell. Shame the same couldn't be said about me, because I had to throw another Egg Grenade just to hit him and knock him out. I'm not sure if this is something that can be fixed, but I figured it was worth mentioning. Still a blast though.
Title: Re: Pulp Adventures Mod Released!
Post by: Fronkenhonk on September 24, 2016, 07:07:13 PM
This is alot of fun. Got an errormessage on level 7. 

CTalkingHead::init, NIF has no main object, library\characters\vx_mandrake\head.nif.

Thanks for the great mod.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 24, 2016, 09:13:52 PM
Thanks for reporting that, Fronkenhonk!  I forgot Mandrake's head.nif.  This patch fixes it:
http://greylands.freedomforceforever.com/PulpAdventuresPatch2.zip

Kk, glad to hear it!  Yeah, I'm afraid the weird glitch with the thug under the stairs (sounds like a horror movie) is just a quirk of the game and out of my control.

Also, I'd like to issue an invitation to the folks who are playing Pulp Adventures.  I don't have very many good screenshots, and I would like your help to rectify that!  I don't have much time at the moment to play through the mod myself, as I'm buried in work.  I would welcome it if, while you were playing, you snapped a few pictures of anything that you thought was awesome or exciting.  If you'll send me some screenies, I'll put the best on my site and my mod DB page.  Thanks guys!
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 25, 2016, 12:32:09 AM
Quote from: BentonGrey on September 24, 2016, 09:13:52 PM
Thanks for reporting that, Fronkenhonk!  I forgot Mandrake's head.nif.  This patch fixes it:
http://greylands.freedomforceforever.com/PulpAdventuresPatch2.zip

Kk, glad to hear it!  Yeah, I'm afraid the weird glitch with the thug under the stairs (sounds like a horror movie) is just a quirk of the game and out of my control.

Also, I'd like to issue an invitation to the folks who are playing Pulp Adventures.  I don't have very many good screenshots, and I would like your help to rectify that!  I don't have much time at the moment to play through the mod myself, as I'm buried in work. I would welcome it if, while you were playing, you snapped a few pictures of anything that you thought was awesome or exciting.  If you'll send me some screenies, I'll put the best on my site and my mod DB page. Thanks guys!

If I'd known that, I would've snapped a shot when I accidentally blew up the left side of the Crime College in Mission 4. I think I might have done more damage than the actual criminals did... :unsure:
Title: Re: Pulp Adventures Mod Released!
Post by: daglob on September 25, 2016, 12:51:08 AM
Somebody is naughty in the eyes of Doc Savage.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 25, 2016, 05:05:52 AM
Ha!  That's funny, Kk.  Yeah, that would have been good.  :)

DG, ehh, Doc's got the money to fix it.  :P  What's one more mule train of Mayan gold?
Title: Re: Pulp Adventures Mod Released!
Post by: daglob on September 25, 2016, 06:04:25 AM
Okay, I still can't get mine to work. The path to FFv3R looks like this:

D:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich

I've tried to edit the Red Hat shortcut, but it still won't work.

Suggestions?
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 25, 2016, 02:25:32 PM
DG, are you editing the .exe file or the icon?  The icon is named Red Hat.  If you can't get the .exe to work (and it should have been automatically adjusted to whatever directory you chose), try copying a shortcut from one of your other mods and just changing the entry so it points to PA instead:
QuoteTarget: datapath -game PulpAdventures -log
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on September 25, 2016, 02:39:00 PM
Have your mod's shortcut look like this:

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


Replace the game's directory (the part in quotes) with wherever your FF is installed.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 26, 2016, 12:54:49 AM
Thanks Spyder! 

Hey guys, when you finish the mod, would y'all mind giving me a rating on Mod DB?  I want to raise the profile of FF content to keep new members coming to the community.
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 26, 2016, 03:29:30 AM
Just played Mission 8 and it's still fun. I also took Miss Fury out for a spin, and either I'm hearing things or there's more under that suit than there appears, because she's got the same voice as the freaking Spirit. Just figured I should point that out. ;) (Also, her head.nif is pink, so you might want to get that looked at.)

Also, if there's one thing I think you could touch up on in a later release, it's better integrating all of the recruitable characters into the actual storyline. As it is, there's no reason as to why they show up. You get them out of nowhere after Mission 6, you can bring a couple of them with you on Mission 7 if you wish, and that's that. As is, there is no reason for them to be there. Not even the Spirit, who shows up on multiple loading screens and even the darn title screen. (Speaking of which, did he originally have a bigger role? Because he's in a decent amount of artwork for a recruitable character.) I'm not saying you have to shove them into the custscenes or anything like that. All you need to do is add in some sort of throwaway line. For example, The Shadow has a lot of contacts and knows a lot about the world, right? So it would make sense that he would know about some of the other adventurers and philanthropists out there, and how to contact them. So before Mission 7 starts up, you could just add something about him making some phone calls and getting some help. Straight, simple, and to the point. I'm not saying you have to do anything like that, but it would certainly let those recruitable characters make a heck of a lot more sense.

Oh, and before I forget, the rocks in the Mission Briefing for the Conan mission are pink. Just figured I should mention that. ;)

EDIT: Also, most of Conan's attacks don't use up any energy whatsoever. I mean, none. The only attacks that do are his Two Bar attacks, and everything below that is free, even when it shouldn't be. I've no clue what the problem is, but I figured I should bring it up anyway.

EDIT 2: So I played through the Zorro mission, and while I had a vague idea of what to do, I wasn't sure how to do it or in what order. The Primary Objective was to destroy the ammunition, but the secondary objective said to slip past the guardposts. Well, I figured that the guards near the gate were the first 'guardpost' so to speak, so I thought I should take care of that first, but there didn't seem any way to get past them undetected. So I did what any sane man with no superpowers and only a pointy sword to his name would do; bust down a part of the wall by whittling away at it with my sword for 2 minutes and then run around the rest of the wall past the entrance. Of course, the fact that nothing happened tipped me off that I wasn't actually supposed to do that, so I restarted the mission several times until I finally got that I was supposed to blow up the boxes of ammunitions near the top-left of the wall.

After that, I tried my best to sneak past the guard posts, but alas, the cunning Fox is less like a Fox and more like an open target, or at least he was when I was controlling him. Despite my best efforts, I ended up having to fight every single one of the guards minus the few remaining back at the gate. I somehow made it through, even despite accidentally wasting a hero point. Still though, fun mission, and I look forward to the next 'story' when the mod gets around to it. These are some of the most fun missions of the game, and they make part of me want to go out and read the source material for myself.  Anyhoo, enough of that. On to more jungle action with the Phantom and Lord Greystoke  and their furry friends. (Seriously, that lion saved my arse, no joke.)

EDIT 3: Okay, first thing's first; Jungle Jim and Kolu's head.nifs are partly pink. The heads themselves are fine, but everything else in that little bubble is pink. So there's that.

Anyhoo, the real problem here is... I think it's either Mission 12 or 13. It's the one where you invade Berlin and get the Rocketeer. Technically, there's nothing actually wrong with it. There aren't any pink buildings, no real bugs of any sort, and it runs perfectly fine. My main beef with it is the level design. The first part of the mission where you take on the Nazi Rocketeer knockoffs is fine, but after that when you invade the bunker is when things get messy. Out of nowhere, nazi's and martial artists start swarming out of the bunker gates en masse, so much so that the mod suddenly has a sharp difficulty spike simply because there are so many of them to deal with. The Shadow ended up kicking the bucket in the end, poor Dick Tracy practically got murdered, and the only reason I survived was because I brought Captain Midnight and used and abused his Cluster Bombs, which might just be the most ridiculously overpowered attack in the game. And having to take on Shiwan KAAAAAAAAAHN!!! after all of that is just the icing on the cake, and I only beat him because Rocketeer and Captain Midnight kept themselves up in the air so KAAAA-- uh, ahem; Kahn couldn't touch them aside from his mental attacks. (And because Shadow and Tracy had already met their respective makers.)  The whole thing took me a hour and a half to beat just because of how tough it was. What you need to do is scale down the amount of Nazi's and martial artists in that mission down to at least half of their current numbers, because right now, it's just too much.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 28, 2016, 08:55:21 PM
Ha!  This is a great, helpful response, Kk.  I'll be addressing things in a bit, but could you tell me what difficulty you were playing at?
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 28, 2016, 09:21:31 PM
Quote from: BentonGrey on September 28, 2016, 08:55:21 PM
Ha!  This is a great helpful response, Kk.  I'll be addressing things in a bit, but could you tell me what difficulty you were playing at?

Normal. If I was playing on Hard, this would have made sense, because it definitely felt like I was on Hard. But that wasn't the case.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on September 28, 2016, 11:02:01 PM
Howdy Kk, okay, you have a great round-up of issues there.  It's great and terrible!  It's great that you found them all, terrible that they exist.  :P

1) Miss Fury: I've apparently screwed up her voice entry.  I'll figure that out.  Her head nif, along with the others, was just the wrong file.

2) Character Integration: Good suggestions.  What you're seeing is the mostly submerged evidence of the adhoc nature of the inclusion of the extended cast.  Basically, the reason that the Spirit is featured so prominently is that he was originally the ONLY recruitable character, so it was assumed he'd be recruited.  He's actually got some dialog in various missions.  So do some of the others as well, but the nature of EZScript and optional dialog is such that you have to have the right character in the right slot to get it to work.  It's one of my biggest frustrations with modding.  As for the others, people kept making me awesome characters that I never expected to see, and I kept including them.  The final result feels a bit tacked on because, in terms of the campaign, it was.  The campaign was finished long before those characters were added.  They themselves, of course, got a lot of of attention, but I didn't go back and revise the missions to make them fit more smoothly.  I'll do that when I update it.

3) Conan: What rocks?  I'm afraid I don't see any rocks in the briefing screen, and nothing I do see is pink.  Might you snap me a screenshot, Kk?  As for his powers, I screwed with his balance some while I was testing, and I suppose I ended up with a weird assortment of power levels.  Do you think it would be better to knock those two higher tier powers down to one bar?

4) Zorro:  Hmm, I can certainly see how that could be confusing.  The guard posts are just the two guard towers.  I've edited the objectives to say 'FIRST destroy the ammo' and 'sneak by the guard TOWERS.'

I'm really glad you're enjoying the flashback missions.  I think they were some of my favorites to create!  Also, yeah, Jad Bal Ja is freaking awesome.  He is an honest-to-goodness lion, after all.  My original plan was to make him Tarzan's sidekick, but that didn't work.  It's probably a good thing, because he would throw balance out the window.

5) Kahn: Ha, your references to him cracked me up.  This mission gave me a lot of trouble in terms of balance.  Basically, M25 in his last update of EZScript changed the way minions were handled.  The game now produces the same number of them, regardless of their point value, and the number is determined by difficulty.  I find that it is difficult to use them effectively, as there tend to just be zillions of them.  I made some edits while testing, but clearly it was not enough.  I switched those minions to a limited number of villains.  That should make it more manageable. 

6) Captain Midnight: You think his cluster bombs are overpowered?  I was afraid of that.

Thank you very much for your detailed notes, Kk.  They are super helpful.  I've made some changes and I'll make some more tonight.  I'll try to release an update soon.
Title: Re: Pulp Adventures Mod Released!
Post by: kkhohoho on September 29, 2016, 03:35:02 AM
Quote from: BentonGrey on September 28, 2016, 11:02:01 PM

3) Conan: What rocks?  I'm afraid I don't see any rocks in the briefing screen, and nothing I do see is pink.  Might you snap me a screenshot, Kk?  As for his powers, I screwed with his balance some while I was testing, and I suppose I ended up with a weird assortment of power levels.  Do you think it would be better to knock those two higher tier powers down to one bar?

I'd like to, but that would mean I've have to start the campaign over just to get to that one level, unless there's some sort of console code that can take me over there and just skip everything else. As for his powers, knocking his two higher tier powers down to one bar wouldn't solve the issue here. The issue is that his one bar attacks don't actually cost anything despite the game saying otherwise, so knocking those two bar attacks down to one would make Conan outrightpowered, as he might be able to use his most powerful attacks for free. So that's what the problem here is.

Quote from: BentonGrey on September 28, 2016, 11:02:01 PM
5) Kahn: Ha, your references to him cracked me up.  This mission gave me a lot of trouble in terms of balance.  Basically, M25 in his last update of EZScript changed the way minions were handled.  The game now produces the same number of them, regardless of their point value, and the number is determined by difficulty.  I find that it is difficult to use them effectively, as there tend to just be zillions of them.  I made some edits while testing, but clearly it was not enough.  I switched those minions to a limited number of villains.  That should make it more manageable.

Thanks, really. Without Captain Midnight's cluster bombs, I'd be fricked. Speaking of which...

Quote from: BentonGrey on September 28, 2016, 11:02:01 PM
6) Captain Midnight: You think his cluster bombs are overpowered?  I was afraid of that.

Trust me, those suckers can demolish an entire throng of nazi's in one shot if all of them hit, which is a pretty safe bet. (Though it's not enough to trivialize the whole mission, sadly.) One bomb is strong enough, though it wouldn't be worth two bars. Two would be just right. Three would need three bars to account for the increased overall damage, and four would be right out. It's a heck of a time blasting those enemies to smithereens with those cluster bombs, but it doesn't exactly make for balanced gaming.

Quote from: BentonGrey on September 28, 2016, 11:02:01 PM
Thank you very much for your detailed notes, Kk.  They are super helpful.  I've made some changes and I'll make some more tonight.  I'll try to release an update soon.

You're welcome Benton, and thank you for making this mod in the first place. Even with all of it's problems, it's still a hoot, and I'll be looking forward to playing it again after I beat it and seeing the changes made with the updates. (Also, if you could release a .txt guide with the the update that tells you what recruitable characters in what slots on what missions get you unique dialogue, that would be great too, though you don't have to do it if you don't want to.)  :)

Also, there's one last thing that bothers me a bit. There's a few different missions where you're supposed to 'sneak into' a base, but every single time, despite all of my best efforts, I still end having to fight some enemies. Now I'm not saying you necessarily have to change this, because for all I know, that was the idea, but when I hear 'sneak in', I think 'sneak in without alerting so much as a single enemy to my presence until I meet my objective.' So unless you're planning on doing a complete revamp of these levels, maybe 'break in' would be a more apt term, because that's essentially what you're actually doing.

EDIT: Also, there's something else I just found out. When I beat Kahn on the Berlin mission, it just sort of ended; I got the big FF symbol, the mission results screen, and that was that. And when I played the next mission briefing, our heroes were suddenly heading to Opar seemingly out of nowhere. I had to read the mission.txt for the Berlin mission to discover that there a whole cutscene at the end of it that I missed just because Shadow had kicked the bucket. I shouldn't miss out on a whole cutscene just because one of my heroes dies. If he's that important, then the whole mission should restart rather than finishing it without seeing the whole thing. Unless there's a way to rig so that you can see the cutscene regardless of whether Shadow gets knocked out or not, then you should probably just add a new objective along those lines, because I shouldn't have to read the mission.txt just to see what happened.

EDIT 2: So I got finished the sixteenth mission, beat the giant t-rex by making it walk on the exploding mushroom, got everyone out alive, and all was well. Or at least it seemed well, because little did I know that my heroes had all apparently took a heave dose of hallucinogens. Basically, everything in Mission 17 -- both the mission briefing as well as the mission itself -- are pink. Very, very pink. And lo and behold, this time we've got a screenshot:

(https://s20.postimg.org/ps1tfqv5p/Pulp_1.jpg)

I can probably beat the mission as is, but I'd like to do so without, you know, all of that pink. It's a very nice pink, but still.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on October 12, 2016, 03:55:01 AM
Thanks again, Kk, I appreciate your help and comments.  I've finished an update, and I'm compiling it now.  I'm just going to upload a new version that will include a range of updates.

I'll post more when it's done.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on October 12, 2016, 04:27:11 PM
Okay, a new version has been uploaded and is now available.  You can find it on my site here:

https://bentongrey.wordpress.com/pulp-adventures-mod/

Or on the ModDB page:

http://www.moddb.com/mods/pulp-adventures

This will address all of the problems covered by previous patches, as well as the new ones we've been discussing.  I think I've got everything major, but I haven't changed everything Kk suggested.  You'll need to delete the previous installation and replace it with this one to ensure everything works properly.  This should work with save games, but because of the way FF works, balance changes won't be available until you restart a campaign.

Kk, specific thoughts are forthcoming.  Thanks again for your help!
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on November 21, 2016, 09:50:06 PM
it gives a 404 error
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on November 21, 2016, 11:50:35 PM
That's strange; it's all working for me.

Which link is giving you the 404?
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on November 22, 2016, 12:09:13 AM
the one on his web site not the mod web site when i download it off the mod sit my computer blocks it an says it has a virus
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on November 22, 2016, 12:17:18 AM
The download is safe on my end, so it should be good for you as well.

I know I've had my Anti-Virus warn me in the past about some of Abenavides' executables, but they're all safe.

Which Anti-Virus do you have?
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on November 22, 2016, 12:36:43 PM
my computer just deleats it same thing with the mod grave yard cause i realy wanted to play arcades revenge on there cause i like arcade and wanted the mesh too with the skin plus just wanted to play it to see how it worked :(
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on November 22, 2016, 02:15:56 PM
Does your anti-virus allow you to get those deleted files back? It should allow you to say "ignore these files" or something to that effect. If it can't, for some strange reason, then just turn off your anti-virus whIle you download and install the mods.
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on November 22, 2016, 05:06:17 PM
alright ill try but this is what i get when i click on the page to down load

http://greylands.freedomforceforever.com/PulpAdventures.exe

Error 404: NOT FOUND!

This domain name has just been registered.



Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 05, 2016, 01:01:43 AM
Hey guys, I just looked in on this forum last night, saw this mod and reinstalled FFVT3R & FFX3.3 to play it. Enjoying myself until I get to teh Doc Savage intro there my game gets stuck with this error:

CTalkingHeadUnit NIF has no main object/librarycharacters\male_hunter_suit\head.nif

I thin that is right although I may have misread some of my own writing
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 06, 2016, 09:03:56 PM
Howdy guys!  Thanks Spyder, for fielding CP's post for me.

CP, thanks for pointing that out.  I'm not sure what's going on.  Apparently my file disappeared off of my server.  Weird.  Anyway, I'm reuploading now.

Earl of Bronze, great to hear from you again, man!  Welcome back to the boards!  I'm glad you were enjoying the mod, and I'm flattered that you reinstalled the game to play it.  The issue you had is one that should have been resolved in the newest release.  Did you download it from ModDB?  I might need to replace that download then.  Did you download any of the patches?
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on December 07, 2016, 04:25:56 PM
YEAH IM PLAYING THRU ALL UR MODS TO CHECK FOR ANY BUGS AND IM REPOTING THEM TO U TO HELP OUT SO IF U DONT HAVE THE TIME

I DO SOMETIMES

Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 07, 2016, 09:08:12 PM
Thanks CP, that's very helpful.  I've updated the link on my site, so hopefully it's working properly now.
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on December 08, 2016, 02:41:10 PM
yes the link works now ill try again when im home :thumbup:
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 09, 2016, 12:47:59 AM
Quote from: BentonGrey on December 06, 2016, 09:03:56 PM
Howdy guys!  Thanks Spyder, for fielding CP's post for me.

CP, thanks for pointing that out.  I'm not sure what's going on.  Apparently my file disappeared off of my server.  Weird.  Anyway, I'm reuploading now.

Earl of Bronze, great to hear from you again, man!  Welcome back to the boards!  I'm glad you were enjoying the mod, and I'm flattered that you reinstalled the game to play it.  The issue you had is one that should have been resolved in the newest release.  Did you download it from ModDB?  I might need to replace that download then.  Did you download any of the patches?

Thanks Benton. Yes I got it from ModDB. I installed the patches and it works now. However I cannot keep those blasted gangsters from killing the surgeon so I am stuck.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 10, 2016, 04:44:10 AM
Howdy Earl.  I'm glad it's working for you.  Clearly there's some issue with the Mod DB version of the file.  I'm in the process of updating it.  Just to be safe, why don't you download it from my website and replace your copy with the fresh one. 

As for saving the doctor, that can be a bit tough.  My advice is to rely on an overpowered egg grenade to stun the assassins, and then get between them and the doctor.  Remember that A) Doc is pretty hardy, and you've got a healup right there, as well as two hero points to work with, and B), only the guys with the Tommy guns are specifically targeting the doc.  You can temporarily ignore the others.  That encounter also won't trigger until you move towards them, so if you draw the other minions away, you can defeat them in detail.
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 10, 2016, 03:21:29 PM
Ok I got past it and am a few missions further on now. I love seeing the Spider but its too bad I didn't check in while you were making this. He is horribly under powered. As someone who has read hundreds of pulp reprints I would back him in a no holds barred death match against any non Sci Pulp hero save Operator #5. A typical situation I have seen in many pulps a thug has the hero covered and how they react:

Doc Savage(if aimed at his head) has to give up
The Shadow whirls away
The Spider draws a gun from a shoulder holster and rills the thug between the eyes before he can squeeze the trigger!(superhuman reflexes yes!)
Operator #5(think a cross between James Bond  and Captain America) whips his hidden flexible rapier out of his belt sheath, lunges and either kills or disables the foe before they can fire) Really super human reflexes!

Of course the Spider and Operator #5 are my favorites because they fight a lot of super villain types. AAMOF the first Superman cartoon copied the Spider novel Satan's Murder Machines

https://www.amazon.com/Spider-Satans-Murder-Machines/dp/193307695X
Title: Re: Pulp Adventures Mod Released!
Post by: crosspotts1.0 on December 10, 2016, 06:17:03 PM
be for i lost everything i couldent even stat on the doc savage level it come wit a cut scen and then frezz and the shut off is any one else having this trouble
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 10, 2016, 09:46:35 PM
Quote from: crosspotts1.0 on December 10, 2016, 06:17:03 PM
be for i lost everything i couldent even stat on the doc savage level it come wit a cut scen and then frezz and the shut off is any one else having this trouble

Install the patch from the first post and it should work.

Stuck on Mission 7 now. So many bad guys with grenades.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 11, 2016, 01:48:52 AM
Howdy guys!  EoB, did you reinstall a fresh copy, deleting the original?  I SHOULD have fixed the AI/balance so that the grenades are a bit less of a threat.  If not, let me know and I'll give it a closer look.

CP, don't install the patches (they're out of date now), but do a fresh install.

Ohh man, EoB, I wish you had been here too!  The only Spider story I've read is Empire State, so I could definitely have used some more advice.  I'll keep this in mind when I update the mod.
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 11, 2016, 02:09:04 AM
Quote from: BentonGrey on December 11, 2016, 01:48:52 AM
Howdy guys!  EoB, did you reinstall a fresh copy, deleting the original?  I SHOULD have fixed the AI/balance so that the grenades are a bit less of a threat.  If not, let me know and I'll give it a closer look.

CP, don't install the patches (they're out of date now), but do a fresh install.

Ohh man, EoB, I wish you had been here too!  The only Spider story I've read is Empire State, so I could definitely have used some more advice.  I'll keep this in mind when I update the mod.

I installed the version from moddb and then the patches from the first post in this thread.

As for the Spider Radio Archives offers a free ebook and audiobook:

http://www.radioarchives.com/SearchResults.asp?Cat=128


http://www.radioarchives.com/Audiobooks_s/103.htm

however you do need some sort of email like outlook express installed to send them the email, which is a change from when I got the audiobook. I have bought most of those ebooks anyway. If that doesn't work for you then PM me. I have a text version  of the Prince of the Red Looters I can send you.

In any event I built my own Spider(if he shoots a thug and they don't die it feels so wrong) used the prestige cheat to recruit him and got through the mission. Chained shots work so nicely to simulate him mowing down hordes of thugs.  :D
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 11, 2016, 04:49:07 AM
EoB, ha, that's a good way around the problem!

I'm not 100% confident that the version you had + the patches is the current one.  To be on the safe side, I'd advise reinstalling, but it may work fine for you. 

Is anyone else having issues with the balance in mission 7?

Cool!  I'll try and check those out when I get some time.  I love audiobooks!
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 21, 2016, 02:00:15 PM
I was having fun up until mission 17 then Oh my God. I have spent hours with different heroes combinations trying to beat it with no success.(on normal) I finally gave up and used the god cheat but the cut scenes would not play so I read the text file. The mission is terribly broken. Starting in a shooting gallery with the minions having explosive attacks puts you behind the 8 ball to start with and those blasted robots there are too many and too hard to put down.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 21, 2016, 04:35:05 PM
Yikes EoB, that sounds really rough!  I'm sorry man.  Once again, did you ever reinstall the latest version that I uploaded after your first post?  There should be an AI tweak that makes them use their grenades much less often.

As for the golems, they are pretty tough, but there are ways around them.  Characters that can reverse resistances are really handy, like Mandrake.  I had them set up as metal, which meant that the Hornet was super effective against them with his electrical attack, but I changed that because it seemed cheap.  Perhaps I should change them back.  I'll give this some thought.
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 21, 2016, 04:43:00 PM
I have not reinstalled since I do not want to start over. And I would have taken any cheap way I could to beat those damn robots.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 21, 2016, 07:05:24 PM
Haha!  Well, you wouldn't have to start over.  This should be save game compatible.  I'll do some more testing and look at weakening the warbots.
Title: Re: Pulp Adventures Mod Released!
Post by: earl of bronze on December 21, 2016, 09:34:12 PM
Ok, well I will check back every day or two until you are done.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on December 22, 2016, 02:09:55 AM
I'll probably have something in a few weeks.  We're heading out for Christmas tomorrow, and I'll be traveling for a week.
Title: Re: Pulp Adventures Mod Released!
Post by: cmdrkoenig67 on April 15, 2017, 02:58:58 PM
BG, I noticed in the 1st Green Hornet mission (where GH and Kato are trying to find info about the criminal gang) none of the street lights are on.  The whole city map is darkened.  It's not a really big deal, it just looks odd.

Dana
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on April 15, 2017, 10:21:39 PM
Leave it to the map-master to notice my weak map-fu.  :P  I'm assuming that it wasn't a night map, but I set the lighting to night with EZScript.  I have no idea how to make the streetlights come on.
Title: Re: Pulp Adventures Mod Released!
Post by: Deaths Jester on April 15, 2017, 11:52:19 PM
...it was a blackout that only affects streetlights which the villians caused...
Title: Re: Pulp Adventures Mod Released!
Post by: spydermann93 on April 16, 2017, 01:13:40 AM
Quote from: Deaths Jester on April 15, 2017, 11:52:19 PM
...it was a blackout that only affects streetlights which the villians caused...

THOSE FIENDS!!!
Title: Re: Pulp Adventures Mod Released!
Post by: cmdrkoenig67 on May 14, 2017, 08:08:45 PM
Hahaha!
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on May 15, 2017, 05:32:49 PM
Haha!  Yes, that's the ticket!  :lol:  There actually was such a device in a Doc Savage book, I'm pretty sure... :P
Title: Re: Pulp Adventures Mod Released!
Post by: daglob on May 15, 2017, 08:36:47 PM
...The Haunted Ocean... The Shadow had one too...
Title: Re: Pulp Adventures Mod Released!
Post by: Lunati on January 17, 2018, 05:03:42 PM
So here is my feedback on Pulp Adventures for  :ffvstr:, please note that I have found a BUG that stops the story, so I can not continue to finish the mod. Please read more in the Spoilers link below (I finally understand what Bentongrey meant by 'the spoiler functionality' , didn't see that before).

Spoiler
I have numbered the levels with each hero, since I do know know if there will be more with the same hero / heroes.

Indiana Jones 01: Well, nice puzzle design with the riddles. Nice mission to start on.

The Shadow 01: The power 'The Shadow knows' , where the Shadow starts laughing is a Pink cilinder around him. Even after a complete PC reboot.

Bug that stops the story in fist the level when confronting Mr. X (01). In the level where I have to confront Mr. X. I walked around the right side of the compound, to sneak up behind Mr. X. (the first decoy). Then when I defeated that one quite easily, another Mr. X. appeared. Also defeated that one (on easy) quite easily with the help of Doc Savage Sr. Then the interrogation happened, but seemed to got cut short suddenly. And then I did the objective and interrogated Mr. X, but the game was remaining in the level and did not continue. Any help?
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on January 22, 2018, 04:56:20 AM
Howdy Lunati!  Thanks again for taking the time to give bug reports. 

Shadow: Sounds like you're missing a texture.  I'll check that.

Mr. X: I'll have to try this out, as I'm not sure what the issue would be.
Title: Re: Pulp Adventures Mod Released!
Post by: UnkoMan on January 22, 2018, 05:20:55 AM
Generally, Bent, there should be a streetlight mesh for day and one for night. Night would have the lights attached. At least this is how it is with FFvsTR assets.
I actually just played that mission a little while ago and noticed the street lights, too... Then I started mining the map for what I'm assuming are FF1 assets? Water tower, old signs, etc?
If you want I could go try going through and replacing all the street lights. Easy job, just time consuming.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on January 22, 2018, 05:32:42 AM
Unko, thanks for the explanation.  That makes sense, and now that I think about it, I remember seeing those models. 

Thanks even more for the offer!  That is very generous, and I will definitely take you up on it!  :thumbup:  Thanks man!
Title: Re: Pulp Adventures Mod Released!
Post by: Lunati on January 22, 2018, 04:07:49 PM
Quote from: BentonGrey on January 22, 2018, 04:56:20 AM
Mr. X: I'll have to try this out, as I'm not sure what the issue would be.

Thanks, to me it feels like the level design expects me to follow a linear path, and kill some bad guys I avoided. But that's just a thought, I might be wrong about that.
Title: Re: Pulp Adventures Mod Released!
Post by: Lunati on February 21, 2018, 07:41:34 PM
Quote from: BentonGrey on January 22, 2018, 04:56:20 AM
Mr. X: I'll have to try this out, as I'm not sure what the issue would be.

Hi Bentongrey,

I tried this Mr. X level again, there doesn't seem to be a problem with it anymore. Maybe just a glitch that might occassionally turn up, best to tell people to try again then. That solved it for me. In the end, I am just more into the X-men and Marvel hero genre. So I will just be waiting when the pinking is fixed for X-Men and the Ironman fix you made is uploaded for Marvel Adventures 2.1 (I think the version would be then).
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on February 22, 2018, 02:54:48 PM
Great!  Yeah, I think you just out-thought me there, going around when I expected players to go through.  ;) 

The good news is, thanks to the always awesome Cyber Burn, I HOPE the pinking issue should be better soon-ish, as soon as I can get time to test and upload.
Title: Re: Pulp Adventures Mod Released!
Post by: Bearded_Jarl on May 01, 2024, 10:30:39 AM
Sorry for the thread necromancy, but I keep running into this texture problem. I've done a fair amount of googling and while I've seen the issue mentioned a couple times I've never seen a fix offered anywhere, and I'm sorta in love with this mod so far and would really like to see it through the way it was meant to be played. I'm a huge fan of the source material and this is as close as we're getting to the fever dreams I'd have when bashing action figures together. My pulp justice league had Captain America in it, but that's just because I had his toy too.

(https://i.imgur.com/Hr5SnEq.png)
(https://i.imgur.com/RR4ioxP.png)

Both images are from the 1.1 version hosted on ModDB, which seems to be the only source for the mod at this point. I downloaded the additional patches that are supposed to fix the Shadow's fx but that doesn't seem to have worked. I can see the files, they're physically in there, and I can see what appears to be the leafy textures of what I assume are ferns, but those aren't loading either. I notice the offending textures are .tga files, but it's not a universal thing. Also the patch only adds the two files here (https://i.imgur.com/QrddeHH.png) and they don't seem to be supported by any others? I'm wondering if there's an issue with where the game's looking for textures, and if there's a way to fix it by hand without having to require a lot of futzing around in ffedit.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on May 01, 2024, 02:01:32 PM
Howdy Bearded-Jarl!  I think thread necromancy is pretty acceptable in a case like this.  This is the proper place for such a message. 

I'm very glad to hear how much you're enjoying the mod!  Content creators pour a tremendous amount of time and effort into these things, and we send them out into the world where they are mostly met with silence, so it is nice to hear.  I feel the same way about the source material, which is what led to the project's creation.

As for your issue, I'm wondering if it is the classic pink textures issue, where the game uses up too much memory and starts rendering some textures as pink.  Is this always the case, even after a restart?  If so, then there must be some issue with the textures themselves or their datapaths.  I just finished submitting grades for my semester, so your timing is actually excellent.  I'm going to take a few days off, then start working on FF stuff.  I'll check into this and see if I can figure it out.
Title: Re: Pulp Adventures Mod Released!
Post by: Bearded_Jarl on May 01, 2024, 10:23:07 PM
Yeah, it persists across restarts. PC and game both.
Title: Re: Pulp Adventures Mod Released!
Post by: BentonGrey on May 02, 2024, 12:00:40 AM
Okay, so it isn't the memory issue.  I'll try to dig into the files soon. 
Title: Re: Pulp Adventures Mod Released!
Post by: Bearded_Jarl on May 04, 2024, 02:12:38 PM
Aaaah, can't wait.