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Freedom Force Forums => Mods => Topic started by: rfreixo on April 08, 2012, 03:24:56 PM

Title: Spider-Man Mod
Post by: rfreixo on April 08, 2012, 03:24:56 PM
Hello everyone! New guy here. Just learned about Freedom Force less than two months ago, and after finishing both of them, I really wanted to make something of my own. With the recent Marvel movies, I though I'd do a reimagining of the Avengers, both the group and the individual heroes, based on their early stories, but mixed a bit with the newer stuff and some original twists.
But, being a complete noob when it comes to modding, I decided to try something simpler first, as a test, before moving on to my original concept.
And thus, I started working on a Spider-Man mod, also based on his first few adventures.

I've been lurking around Freedom Reborn for a while, and I see that you have a strong community here. So, I was hoping you guys could offer advice and ideas - anything would be greatly appreciated. BentronGrey has given me some tips already, and they were very useful (BG, I fixed that problem I told you about! Thanks for the help!).
Two missions are complete already, with just some minor things to fix. By the way, I'm using Python, and no FFX.
Title: Re: Spider-Man Mod
Post by: Epimethee on April 09, 2012, 04:31:52 PM
Welcome to FR, Rfreixio. Looking forward to your mods.
Title: Re: Spider-Man Mod
Post by: Cyber Burn on April 09, 2012, 10:46:00 PM
Welcome to the boards rfreixo, it's always good to see new content creators join the community.
Title: Re: Spider-Man Mod
Post by: BentonGrey on April 10, 2012, 12:38:13 AM
Welcome aboard Rfreixo!  I'm glad to hear you were able to sort that out and that my advice wasn't too far off the mark.  It's pretty awesome that you've already go two missions done.  I'm looking forward to see how it all turns out.  I've got a question for you, though.  You mentioned that you're not using FFX, do you mean EZScript?  If you're not using FFX, you really should be, as it isn't any extra work, but it provides you with loads of extra options in terms of building and customizing your characters.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 10, 2012, 03:28:09 PM
Thank you all for your kind words. BG, I chose not to use FFX at first because I wanted to work with the original thing as much as possible. But I've played a few mods with FFX, and I know it's great. I might include it later.
Right now my biggest problem is finding skins for the non-hero, supporting characters, specially Jameson and Aunt May. I tried making a Peter Parker skin, and it turned out ok. Not great, but usable. But there's no way I could make a decent Jameson.
Anyone knows where I could find these?
Here's the Peter I made.

(http://i1086.photobucket.com/albums/j451/rfreixo/peter.png)
Title: Re: Spider-Man Mod
Post by: rfreixo on April 11, 2012, 03:05:04 PM
I'm experiencing a problem that I haven't been able to fix. Whenever two custom characters that use the same character.nif file but different skins are in the game, only one of them ( usually the Standard skin ) has the proper animations. The others only stand still, walking without moving the legs, attacking while with the Idle animation... and when the Standard character does anything, they repeat its animation, even if they aren't doing anything.
This doesn't occur with inbuilt characters ( like thug_with_bat ), only customs. Any ideas?
Title: Re: Spider-Man Mod
Post by: hoss20 on April 11, 2012, 03:37:30 PM
There's a tutorial here: http://frp.unlimited2.net/ghosting-mesh-tutorial/

...and also one here: http://www.tommyboymeshes.freedomforceforever.com/

There's a link under the "Other" section on Tommyboy's site.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 12, 2012, 12:58:13 AM
Yeah, that fixed it! Thanks!
Title: Re: Spider-Man Mod
Post by: jeremy355 on April 12, 2012, 03:33:48 AM
Skin looks good. Can't wait to play the finished product.
Title: Re: Spider-Man Mod
Post by: Previsionary on April 12, 2012, 04:24:40 AM
Heeeeey, a new modder. Welcome to the fold, rfreixo! I hope you find modding as fulfilling and frustrating as the rest of us that took that leap. As one of the LAST remaining python coders, if you need help, I'll try to give you a hand (although don't expect quick responses from me, as I'm busier than a bee in the spring and take many leaves of absences from this place). I did a series of tips and tricks on FRP2 and also linked to my own tutorial I wrote several years back. You can find that here: CLICK (http://frp.unlimited2.net/category/misc/tips/)

As for skins, I don't believe there are any skins for JJJ or Aunt May, unfortunately. There aren't many "civilian" skins, so you might have to get those done yourself or hope a kind skinner takes on your request. There is, however, a MJ skin out there made by Detourne_Me for my Spider-man mod. I don't think it's available outside the mod though.

The ghosting issue you're describing only happens with meshes made for FF1. The conversion there wasn't 100%, unfortunately.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 14, 2012, 06:08:23 AM
Thanks Previsionary! I'm trying the best I can with civilian and secret identity skins, but I'm not very good at it. So, I'll post some screenshots of the mod - it's not like you don't know the game engine already, but hey, why not?

Spoiler

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/spider_thing.png)
Spider-Man VS The Thing

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/marko.png)
The Sandman

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/flash.png)
School library - Peter Parker, Flash Thompson, and extras

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/cat.png)
Spider-Man and the Black Cat take on some thugs

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/fantasticfour.png)
Battle in Mr. Mechanical's... I mean, Mr. Fantastic's lab

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/murdock.png)
Peter Parker meets Matt Murdock

Spider's skin by AfghanAnt.
Title: Re: Spider-Man Mod
Post by: spydermann93 on April 14, 2012, 02:13:47 PM
Looks great, man!

I'm really looking forward to this mod :D
Title: Re: Spider-Man Mod
Post by: Cyber Burn on April 14, 2012, 05:10:20 PM
Looking good so far!
Title: Re: Spider-Man Mod
Post by: TonmaFan on April 15, 2012, 03:54:51 AM
It looks fantastic! Really looking forward to it :D
Title: Re: Spider-Man Mod
Post by: BentonGrey on April 16, 2012, 01:33:16 AM
Man, this looks like a blast!  You've already made a ton of progress.  Your skins for the civilians look really good, Rf, and it looks like you've put a lot of work into this already.  I can't wait to try it out!
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on April 16, 2012, 09:09:05 PM
spider-man vs the f4. this looks to be fun.
Title: Re: Spider-Man Mod
Post by: oldmanwinters on April 16, 2012, 10:09:16 PM
I had a good time with Previsionary's old Spider-man: The Webs that Bind mod.  It had a pretty cerebral plot and featured a surprise final battle with Mary Jane transforming into a fiery goddess.

I look forward to a new take on the Spidey universe!
Title: Re: Spider-Man Mod
Post by: rfreixo on April 18, 2012, 03:03:25 AM
Just a quick preview of some bad dudes  :D If anyone recognizes them, I'll consider it a job well done.

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/circus.png)

But the middle guy's helmet insists on being pink during actual game play, but looks fine on CTool.
Title: Re: Spider-Man Mod
Post by: BentonGrey on April 18, 2012, 03:16:25 AM
Quote from: rfreixo on April 18, 2012, 03:03:25 AM
Just a quick preview of some bad dudes  :D If anyone recognizes them, I'll consider it a job well done.

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/circus.png)

But the middle guy's helmet insists on being pink during actual game play, but looks fine on CTool.

Hmm...I don't recognize these fellows, but my Marvel-fu is not as good as my DC-fu. 

Rf, the pink thing is PROBABLY being caused by FF2 being a bit weird.  It doesn't really like .TGA skins, and occasionally it will just decide that it's had enough and some .TGAs will start showing up as pink.  Restarting will refresh everything and fix it temporarily, or you could convert the files to .DDS format, which should solve the problem.
Title: Re: Spider-Man Mod
Post by: devilance on April 18, 2012, 04:04:05 AM
I recognize those guys!  (http://muleabides.files.wordpress.com/2011/10/cricus-of-crime-asm-22-ditko.jpg)
Title: Re: Spider-Man Mod
Post by: Podmark on April 18, 2012, 04:14:18 AM
I thought they might be members of the Circus of Crime but I really wasn't sure.
Title: Re: Spider-Man Mod
Post by: BentonGrey on April 18, 2012, 04:27:20 AM
I was thinking those guys looked like acrobats, but the cannonball threw me off...

You know, there is a Bulleteer mesh that would be pefect for him.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 18, 2012, 04:59:52 AM
I used tommyboy's versatile mesh for the Cannonball, and that was the best helmet I could find for him. Know where I could find that mesh, BG?
Title: Re: Spider-Man Mod
Post by: devilance on April 18, 2012, 05:36:02 AM
Benton, I think you are thinking of Saracen's Bulletman mesh, which is available over at Alex's Freedom Fortress. The Bulleteer was skoped by detourne_me, but she is a female character. However, Saracen would have to be contacted personally for permission to use his mesh in a mod, according to the read me file.
Title: Re: Spider-Man Mod
Post by: President Raygun on April 18, 2012, 06:17:20 AM
Zuludelta did most of the Circus (or all of them iirc) so you have some options
Title: Re: Spider-Man Mod
Post by: hoss20 on April 18, 2012, 06:45:50 AM
Human Cannonball and the Great Gambonnos are here: http://tech.groups.yahoo.com/group/Data_Back_Up_Part_3/ (there are also a couple of Enforcers there as well for old school Spidey) and, of course, Tommyboy has the Ringleader.
Title: Re: Spider-Man Mod
Post by: BentonGrey on April 18, 2012, 04:32:12 PM
Ahh, that's what I meant DL, thanks.  I suppose it's moot since Saracen's meshes are permission only for mods, but it looks like ZD's work will solve that problem.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 28, 2012, 04:25:40 PM
So I went ahead and made an Aunt May on a civilian female mesh.

(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/may.png)

I think she looks too young.
Title: Re: Spider-Man Mod
Post by: Cyber Burn on April 28, 2012, 04:53:20 PM
Very nice facial work. I'd say go with it.
Title: Re: Spider-Man Mod
Post by: rfreixo on April 30, 2012, 08:45:35 AM
OK, I have the first 4 missions ready (sort of - still some small things to fix, but I'll get back to that later), with two storylines completed.
Anyone willing to give it a try? Any opinions are welcome. It would be good to know what I did right and wrong.
The files are 120 MB.
Title: Re: Spider-Man Mod
Post by: Cyber Burn on April 30, 2012, 09:49:43 PM
I don't know if I have the time for all 4 missions, but post a link to it, I'm sure you'll get some good responses.
Title: Re: Spider-Man Mod
Post by: captainawesome on April 30, 2012, 09:58:09 PM
I'll try it.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 01, 2012, 01:08:37 AM
http://www.mediafire.com/download.php?8w66lcs3bvbojcy (http://www.mediafire.com/download.php?8w66lcs3bvbojcy)

Here you go. Hope you guys enjoy it. I'm looking forward to hear your thoughts!
Title: Re: Spider-Man Mod
Post by: Cyber Burn on May 01, 2012, 01:56:23 AM
I'm sure I blinked somewhere, but is this for  :ff: or :ffvstr:?
Title: Re: Spider-Man Mod
Post by: rfreixo on May 01, 2012, 02:00:08 AM
Actually, I think I never mentioned it here. It's  :ffvstr:
Title: Re: Spider-Man Mod
Post by: Cyber Burn on May 01, 2012, 02:07:54 AM
I'm downloading it now. Thanks!
Title: Re: Spider-Man Mod
Post by: captainawesome on May 02, 2012, 09:45:14 PM
I can only speak as a player, not a modder, but I must say that it was very well done, especially for a first mod. I loved how true it was to the original comics, it had a nice Marvel-y feel to it. I loved how one of the pedestrians makes a subtle reference to the x-men, very Reminiscent of the 60's era marvel stories. Probably my favorite part was the Fan 4 battle, it took a very different strategy to take on each member, making the level very distictive. Keep up the good work!
Title: Re: Spider-Man Mod
Post by: rfreixo on May 03, 2012, 08:21:36 AM
Thanks cap, glad to know you liked it!
Title: Re: Spider-Man Mod
Post by: Previsionary on May 03, 2012, 10:46:44 AM
I wish I could help you out by playtesting, man, but time is such a cruel, heartless being. On the other hand, if you need someone to host it once you've finished tidying up everything, FRP would be glad to help you out.
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on May 03, 2012, 01:59:10 PM
where do you find the bad guys in the first mission? i found the cops, but no bad guys.
Title: Re: Spider-Man Mod
Post by: Outcast on May 03, 2012, 03:03:52 PM
Looks interesting...but the link says the file is currently set to private? :huh:
Title: Re: Spider-Man Mod
Post by: rfreixo on May 03, 2012, 03:54:47 PM
Quote from: Outcast on May 03, 2012, 03:03:52 PM
Looks interesting...but the link says the file is currently set to private? :huh:

It should be working now.

Quote from: Amazo Version 2.2 on May 03, 2012, 01:59:10 PM
where do you find the bad guys in the first mission? i found the cops, but no bad guys.

Yeah, it's one of the things I must fix. You probably were too late and the cops took care of them by themselves! But you can still find the regular bad guys on the level, right?
Title: Re: Spider-Man Mod
Post by: Outcast on May 03, 2012, 04:05:05 PM
Quote from: rfreixo on May 03, 2012, 03:54:47 PM
Quote from: Outcast on May 03, 2012, 03:03:52 PM
Looks interesting...but the link says the file is currently set to private? :huh:

It should be working now.

Ok...gonna try downloading the file now. :)
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on May 03, 2012, 05:23:07 PM
no, i havent found the regular bad guys yet, but i get frustrated with the cops section and stop.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 03, 2012, 05:45:21 PM
I'll work on a fix for that. I should've done it before, but to be honest, I completely forgot about it...  :doh:
The shootout shouldn't start until you've reached that area.

edit: Here's the fix.
http://www.mediafire.com/download.php?8p85fr2hek98ks7 (http://www.mediafire.com/download.php?8p85fr2hek98ks7)
Just put it on the folder name 01_ben, replacing the existing mission.py
Now they should only start shooting when Spider-Man reaches the scene.
It worked here, but if it still doesn't work for you, I'll look at it again.
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on May 03, 2012, 08:33:00 PM
sweet, i'll give this a try.
Title: Re: Spider-Man Mod
Post by: Outcast on May 04, 2012, 03:38:45 PM
So far so good. Only got time to play the first 2 missions though.

Spoiler
I managed to defeat the Fantastic Four one on one. But together...it just seemed impossible for me...i just ran as far as i could. And after they lost sight of me, i wisely waited till the time was up. :P

A few things that i noticed though,was that sometimes the characters would walk through crates and stuff. Also when i was running from the Fantastic Four, sometimes i would get hit by something i can't see. I can only assume it was the Invisible Girl attacking me but she really pretty far at the time. Long range force blasts i suppose. :)

I'm really impressed you've made a pretty good mod on your first try. And using just python too. I also thought the story and dialogues was interesting and entertaining. :)

I've skimmed some of the folders in your mod and noticed the spiderman theme and a wonderland theme. In what mission are they suppose to play?

I really should play mods more often me thinks. :cool:
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on May 04, 2012, 05:27:20 PM
in the fantastic for section of the mod, i would throw fuel tanks at the thing, but nothing would happen. otherwise, i enjopyed what i was able to play.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 05, 2012, 01:26:47 AM
The Thing is just really, really tough, so sometimes he can shake off even the damage from the fuel barrels. Also, being made of stone, I think he's resistant to fire, but I'm not sure.

Outcast, thank you, I'm really glad everybody seems to be enjoying this. I can see Python has a bad reputation, but it's not really that hard once you get started.
About the story and dialogues, I must give credit to Stan Lee himself. Most of the lines are original, but some is taken directly from the comics, and all the missions are adaptations of actual stories from Spidey's early days.
The songs were supposed to play during missions 2 and 4 respectively, but I couldn't get them to loop, so I dropped the idea. I have since learned how to do it, so they'll play eventually.

Spoiler
Yeah, the fight was really supposed to be extra hard. It is possible to beat them, but it takes a lot of strategy. The damage you mentioned might be the Invisible Girl's blasts, or Mr. Fantastic's regular attacks, because they have a very long range, and sometimes it's hard to spot them.

The problem with the crates and other objects still bugs me. The map is originally from FF1, and I think the objects are too. So maybe the conversion didn't go 100% correct, or (more likely) there's something I should have done and didn't. As it's not gamebreaking, I ignored it for now, but I'll eventually go back there. If anyone knows what I'm talking about and how to fix it, any help would be appreciated.
Title: Re: Spider-Man Mod
Post by: BentonGrey on May 05, 2012, 02:21:29 AM
Hey RF, about your music troubles, check this out:
http://freedomreborn.net/forums/index.php?topic=54674.msg750453#msg750453

I'll check out the map issues when I get a chance to test it.  I can probably help you figure out what you missed, if anything.  I've only just been able to mess around with the first mission (sorry, busy week), but this looks great!
Title: Re: Spider-Man Mod
Post by: Outcast on May 05, 2012, 02:44:52 PM
Ok. Got to play where i left off.

Spoiler
In the mission where i discovered the Chameleon. After he uses his flash bomb, Spiderman and Black Cat (recruited her) mentions they were surrounded by thugs but the thugs were actually pretty far from them. Anyways, it was a tough fight nonetheless, health was pretty low when i completed the mission.

I encountered a problem when i reached the dock mission vs the chameleon though. After the cut scene with Chameleon, i was starting to fight the thugs but after a few seconds, the whole game crashes on me. Don't know why.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 06, 2012, 01:14:40 AM
Thanks BG, I found that thread, downloaded Audacity and solved my problems!

Outcast, could you try playing that sub-mission again and see if the crash still happens? I checked the script and found no error. I think it could've been an isolated case.
Title: Re: Spider-Man Mod
Post by: Outcast on May 06, 2012, 01:56:36 AM
Kept trying from my last save which begins either with the cut scene at the docks or after the cut scene at the docks. I'm still getting booted out of the game (or game simply crashes) after a few seconds. :(
Title: Re: Spider-Man Mod
Post by: rfreixo on May 06, 2012, 02:05:58 AM
I'll try it here. You only mentioned the Black Cat, so you're using either Peter Parker or Flash Thompson to fill the team, right? Just so I can try to recreate the same conditions.
Title: Re: Spider-Man Mod
Post by: Outcast on May 06, 2012, 02:30:50 AM
Yeah. I recruited the Black Cat. Then chose Peter Parker as a place holder to fill in the 3rd slot.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 06, 2012, 03:25:51 AM
OK, I'm not 100% sure, but I believe Peter Parker might be the cause of the problem.
Thing is, thinking it was merely decorative, I put "Peter Parker" as Spider-Man's alter ego in the editor.
Then the game might be confused, because both identities are in the mission at the same time.
I don't know why it didn't happen on the previous map, though. And, like I said before, can't say for sure that's it.
If you don't mind, could you please replay the mission with Flash Thompson as the place holder?
I'm sorry about that, but it's these things that help us learn, right?

I'm replaying it both with Peter and the Cat, and Flash and the Cat. This should prove my theory
right or wrong.

edit: Right, I played it through, defeated the Chameleon and had no problem at all. Anyway, I removed Spider-Man's "alter ego" just to be sure. Sorry, but I think the problem might be with your save.
Title: Re: Spider-Man Mod
Post by: cmdrkoenig67 on May 06, 2012, 04:24:10 AM
Rfreixo, I started to play your mod and its looking very good...However, why did you not give credit for things like voices, maps, meshes and skins, etc?  I see you used the library map I made, but gave no credit for it.  The polite thing to do would be to make a "read me" file giving credit to folks who made the items used in the mod.

Dana
Title: Re: Spider-Man Mod
Post by: rfreixo on May 06, 2012, 05:05:57 AM
I didn't include any read-me yet because this wasn't supposed to be a release, just a play test. But I kept the read-me files of all the custom content, I believe. I can't say for sure about maps, because sometimes I had to move textures around, and might have done it straight from the zipped file. If that's the case, I apologize. But I still have them all here even if they weren't included, exactly to make sure I give the proper credits to content creators when its finished.
If you want, I can take it down to make sure I upload a version with all the read-me's included.
Again, sorry about that, it was never my intention to take credit for other people's work.
Title: Re: Spider-Man Mod
Post by: Outcast on May 06, 2012, 11:19:54 AM
Quote from: rfreixo on May 06, 2012, 03:25:51 AM
OK, I'm not 100% sure, but I believe Peter Parker might be the cause of the problem.
Thing is, thinking it was merely decorative, I put "Peter Parker" as Spider-Man's alter ego in the editor.
Then the game might be confused, because both identities are in the mission at the same time.
I don't know why it didn't happen on the previous map, though. And, like I said before, can't say for sure that's it.
If you don't mind, could you please replay the mission with Flash Thompson as the place holder?
I'm sorry about that, but it's these things that help us learn, right?

I'm replaying it both with Peter and the Cat, and Flash and the Cat. This should prove my theory
right or wrong.

edit: Right, I played it through, defeated the Chameleon and had no problem at all. Anyway, I removed Spider-Man's "alter ego" just to be sure. Sorry, but I think the problem might be with your save.

I've replayed the mission but didn't use either Peter Parker, Flash Thompson or the Black Cat. Since i couldn't use my last save to continue, i sorta cheated and recruited some custom heroes as heavy artillery to back up ol' webhead ... :P What? :blink: Well it makes going back to the dock mission a whole lot faster ya know. :D

So ok. Got there in a breeze and with Spidey and 2 custom heroes making up his "amazing friends", i was able to continue on with the dock mission without crashing the game. Beat ol Chameleon and his gang in a jiffy too. :P

Anyways, i'll try to see if i can get around and do it again. This time recruiting Flash Thompson as the placeholder and Black Cat as 1 of the amazing friends. That's gonna be tough. :)

Edit: Ok.. with Flash Thompson and Black Cat, i was able to move forward with the mission. The only problem was...

Spoiler
Once i had beaten all of Chameleon's henchmen (which was very tough), i was about to beat ol Chameleon to a pulp when all of a sudden....while running from me...he falls down the dock bridge! :doh:.....below the dock floors where i can't see him nor target him for that matter. He was stuck!!! Sheesh. <_< So i go....now what do i do?...i tried to move in different spots hopefully to get a better angle/view to see him...target him...but to no avail. Wasted a lot of time walking around. With a few seconds left...i remembered the map having oil barrels. I looked around if there were still any left around, and fortunately for me there was one but it was pretty far away. Desperately i had Spidey rush to pick it up, so i can throw it where Chameleon was stuck below the docks. I managed to throw it on target but i was really hoping the explosion would at least knock the Chameleon out for good. But....nooooo....he only got 6pts of damage  (that's what i get for playing the game in Normal Mode) <_<. Good thing the blast did threw him atop the docks again (as i also hoped)....Ok..now to rush in for the kill....but then... the cut scene begins... argh...indicating that i ran out of time! Chameleon wins. :angry: Guess i'll have to try again. I was so close...so close!!! :banghead:
Title: Re: Spider-Man Mod
Post by: cmdrkoenig67 on May 06, 2012, 06:33:45 PM
BTW rfreixo, IMHO, the "survive ten minutes" in the FF mission is too long.  As for credits, I get what you're saying about the play-testing...I just thought this was the release, since you provided a link for the entire community, as opposed to a small test-play group.

Dana
Title: Re: Spider-Man Mod
Post by: Cyber Burn on May 06, 2012, 11:31:40 PM
Quote from: cmdrkoenig67 on May 06, 2012, 06:33:45 PM
BTW rfreixo, IMHO, the "survive ten minutes" in the FF mission is too long.  As for credits, I get what you're saying about the play-testing...I just thought this was the release, since you provided a link for the entire community, as opposed to a small test-play group.

Dana

I'll take blame for that, since I suggested posting a link to the beta to get more feedback.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 07, 2012, 03:18:57 AM
Still, if you need me to get it down, no problem.
Outcast, I know what you're saying. If the AI was smarter, it would always abuse that and be undefeatable! :lol:
About the ten minutes, I found it to be enough to both give a 'survival' challenge, and enought time to defeat them all if you wanted to. I tried 5 and 7 minutes before, but I could never defeat them all like this. Any suggestions?
Title: Re: Spider-Man Mod
Post by: rfreixo on May 08, 2012, 02:30:03 AM
Ok, I've reached a point where I could use some help. I'll have to reveal some of the planned characters, so I'll put it in spoiler tags.

Spoiler
I need help making two playable characters: Moon Knight and the Falcon. Creating them is not the problem. The hard part is making them faithful to the source, but still different enough from the other playable characters to justify using them instead of, say, Daredevil.
I'm willing to depart a bit from the source to allow this - I've given the Falcon an electric feather throw, for example, to cover for the lack of electricity-based characters. He also has a Redwing projectile. So, any ideas?
On an unrelated note, anybody knows of a Tinkerer mesh/skin somewhere?
Title: Re: Spider-Man Mod
Post by: Cyber Burn on May 08, 2012, 03:19:12 AM
Quote from: rfreixo on May 08, 2012, 02:30:03 AM
Ok, I've reached a point where I could use some help. I'll have to reveal some of the planned characters, so I'll put it in spoiler tags.

Spoiler
I need help making two playable characters: Moon Knight and the Falcon. Creating them is not the problem. The hard part is making them faithful to the source, but still different enough from the other playable characters to justify using them instead of, say, Daredevil.
I'm willing to depart a bit from the source to allow this - I've given the Falcon an electric feather throw, for example, to cover for the lack of electricity-based characters. He also has a Redwing projectile. So, any ideas?
On an unrelated note, anybody knows of a Tinkerer mesh/skin somewhere?
Spoiler
I'm not familiar with the tinkerer, but I'll go through my files to see if I can find one.
Title: Re: Spider-Man Mod
Post by: Outcast on May 09, 2012, 05:54:35 AM
Quote from: rfreixo on May 07, 2012, 03:18:57 AM
Outcast, I know what you're saying. If the AI was smarter, it would always abuse that and be undefeatable! :lol:
Rfreixo, that would certainly be sadistic. :P
Anyways, haven't had time yet to continue with the mod yet. Maybe later. :)
Title: Re: Spider-Man Mod
Post by: rfreixo on May 10, 2012, 03:27:16 AM
Spoiler

(http://images1.wikia.nocookie.net/__cb20050619063328/marveldatabase/images/8/81/Tinkerer_001.jpg)
This is the Tinkerer.
(http://i1086.photobucket.com/albums/j451/rfreixo/RPG/tinkerer.png)
And this is my skope of the Tinkerer. Couldn't find him anywhere.
Title: Re: Spider-Man Mod
Post by: Amazo Version 2.2 on May 10, 2012, 01:55:30 PM
Spoiler
i wuold suggest scoping on some pants, but otherwise, good job. i like how the glasses are on the forehead, that must have been a pain to position. good job on the jacket too.
Title: Re: Spider-Man Mod
Post by: Outcast on May 10, 2012, 05:01:27 PM
Ok...continuing with the next mission....

Spoiler
In the Circus is in Town mission, i've run into a few issues.

One of them is with the canisters(health,power,prestige) being pink. But the canisters looked ok on the previous missions, so i'm not sure what happened or what's different in this mission. Maybe there were too many villains that caused some memory problems? Or it could be about DDS files. But why only the canisters? :huh:

Another one is when i press the esc button at the start of the mission briefing to skip the dialogues and cutscenes, the mission doesn't seem to start where it's supposed to start. It just jumps to the scene where Matt Murdock realizes everyone in the room has been hypnotized except him. And i'm just stuck there. Matt doesn't change to Daredevil and the mission won't start. In other words, i believe i can't press the esc button until after Matt changes to Daredevil. :mellow:

Oh and there's also this place on the map, specifically where you placed a prestige canister. Whenever i send SpiderMan there to get it, he becomes invisible or disappears. (It seemed like he was jumping down to a lower level of the map. So that may be a clue.) I managed to get the prestige canister but after that SpiderMan seemed and sounded (thanks to the voice pack) stuck/trapped in that place. It's only when SpiderMan is alerted to a villain nearby that he manages to get unstuck and reappear. :blink:

Nice skope and skin by the way, Rfreixo. :cool:
Title: Re: Spider-Man Mod
Post by: rfreixo on May 10, 2012, 11:25:13 PM
Whoa, this one was hard to find. Here goes:

Spoiler

1 - That's a simple texture issue. This mission uses a different texture folder, and it doesn't have the canisters textures. I've already fixed it for the release, but if you want to fix it yourself there, go to Marvel/Art/Library/area_specific/_textures, copy all the files that start with "powerup" (9 in total) and paste them on the dance_club and _textures_inside_warehouse folders. When I uploaded the mod, I still didn't know the cause of the problem, so it was left there. Sorry!
2 - That's a more complex problem. I had to look several times before finding it. It has to do with the hero slots 2 and 3. If you have heroes on both, the problem doesn't occur (and that's why I didn't spot it before). The mission was scripted to account for hero_1, hero_2 and hero_3, taking them out of your control, "hypnotizing" them, that sort of stuff. If you don't have one of them, it gets stuck. To fix it, I removed the lines of code that deal with that. However, by doing it, 2 and 3 aren't affected by these things, which ruins the mood of the mission. I'll have to try to find a sollution for this. In the meantime, I'll post a temporary fix for it, so you can play the mission properly.
If anyone knows how to fix it, help me out here, please! But keep in mind it's not done with EZScript...
3 - That's a map issue, and I really don't know how to fix it...  :banghead:

By the way, thanks Outcast, you're helping me a lot with this play test.

Fix here. http://www.mediafire.com/download.php?sv3j0m7mvq2up8x (http://www.mediafire.com/download.php?sv3j0m7mvq2up8x)
Rename it mission.py and place it in the 04_ringmaster folder, replacing the original file. This will remove all actions involving both hero_2 and hero_3, so they'll be automatically playable after the cutscene, and the intro should play through normally (and you should be able to skip it normally, too).

P.S.: Outcast, you're still only with the Black Cat, right? Never got a third hero?
Title: Re: Spider-Man Mod
Post by: Outcast on May 11, 2012, 04:43:58 PM
Quote from: rfreixo on May 10, 2012, 11:25:13 PM
P.S.: Outcast, you're still only with the Black Cat, right? Never got a third hero?
Yeah, apparently i was testing the skip cut scene issue with only the Black Cat and Flash Thompson. Who would have thought that the placeholder hero was the one causing the problem. I actually recruited other "custom" heroes (for backup purposes) but didn't think having all the slots filled up would solve that problem. :doh:

Just tested your new mission.py file, and it works just how you said it would. The textures of the canisters are now back to normal as well, thanks to those missing texture files you pointed out. Nice job on finding the solution.:thumbup: Too bad about the map problem though.

Title: Re: Spider-Man Mod
Post by: Cyber Burn on May 16, 2012, 12:46:56 AM
Spoiler
Just finished the level with the Fantastic Four, while enjoyable, the Human Torch stayed in the air nearly the entire mission making it hard and time consuming to take him out.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 16, 2012, 03:53:54 AM
Spoiler
CB, I can see you'll love the Vulture mission!  :lol:
Seriously now, the thing with the Torch is, he never really fights on the ground, does he? I've been reading some old FF comics recently, and he's always airborne during battle. And specifically for this mission, this is what makes it work. Trust me, if you could get him on the ground more often, it would be over before you knew it. 70 HP and no resistances, he just doesn't last.
Title: Re: Spider-Man Mod
Post by: BigCheeto on May 17, 2012, 12:37:48 AM
Have you posted your mod yet?
I'd give it a try.
Title: Re: Spider-Man Mod
Post by: rfreixo on May 17, 2012, 06:27:16 AM
Only the first four missions, it's still gonna take a while to finish the whole thing.
The link is on the second page of this thread. Be sure to pick the two small fixes, also on this thread.
And most importantly, send me your thoughts after you play! That's why I posted these missions,
to get everyone's opinions and put me on the right track for the rest of the mod.
Title: Re: Spider-Man Mod
Post by: rfreixo on June 24, 2012, 03:31:10 AM
Hey guys, anybody knows where I can download some objects to put in the mod?
I need some extra itens to place around the map, especially a vacuum cleaner, or something that looks like one.
Any ideas?
Title: Re: Spider-Man Mod
Post by: Previsionary on June 24, 2012, 12:40:48 PM
As far as I know, that has not been made, so you may have to skope it yourself or ask someone to help you out. Back in the day, Tiobe might have meshed you said object, but he's been busy, as far as I can tell.