Marvel Mods

X-Men Legends I & II => The X-Men Legends PC project => Topic started by: Teancum on September 24, 2007, 05:48pm

Title: The XML1 --> XML2 project
Post by: Teancum on September 24, 2007, 05:48pm
First off, I just wanna say I'm not trying to step on anyone's toes.  This is just to keep the two projects separate, but working together.

Levels will be covered in the OFFICIAL XML1 level conversion thread, since it'll run the same for both games with a few exceptions

General Character Info
-Characters will be set up XML2 style (powers, costumes, etc)

Character List: **new characters
1)  :beast: Beast -nodoubt_jr's
2)  :colossus: Colossus -XML2
3)  :cyclops: Cyclops -XML2
4)  :emmafrost: Emma Frost -matt710
5)  :gambit: Gambit -XML2
6)  :iceman: Iceman -XML2
7)  :phoenix: Jean Grey -XML2
8)  :jubilee: Jubilee -nodoubt_jr
9)  :magma: Magma -nodoubt_jr
10)  :nightcrawler: Nightcrawler -XML2
11)  :psylocke: Psylocke -nodoubt_jr (now available from the start so you can use her on the Astral Plane)
12)  :rogue: Rogue -XML2
13)  :storm: Storm -XML2
14)  :wolverine: Wolverine -XML2
15)  :xavier: Professor X -XML2
**16)  :bishop: Bishop -XML2 (unlocked from start) --special conversation with himself in NYC?
**17)  :sunfire: Sunfire -XML2  (unlocks where Psylocke used to)

Team Bonuses
-Air Force (replaces New Avengers)
-Animated Series (replaces Brotherhood of Evil)
-Gladiators (replaces Heavy Metal)
-Original X-Men (replaces Old School)
-Raven X-Men (replaces Special Ops -- this is just Raven's Xtreme costumes, but I don't wanna confuse it with the actual Xtreme X-Men)
-X-Factor (uses open slot)
Title: Re: The XML1 --> XML2 project
Post by: BliZZ on September 24, 2007, 05:59pm
My $.02: Havok/Polaris for 20/21. Polaris could easily use Magneto's moveset, with a few icon changes (Y'know, the ones with his helmet/face in 'em?)
Title: Re: The XML1 --> XML2 project
Post by: Teancum on September 24, 2007, 06:03pm
Good call.  Added Polaris to the list of possible bonus characters.  'Still think we aughta leave at least one slot open for the user to select who they want.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on September 24, 2007, 09:30pm
are you thinking of making this like a stand-alone game, or are you thinking of tying it in with xml2?
from the character list i assume it is stand-alone
Title: Re: The XML1 --> XML2 project
Post by: Teancum on September 25, 2007, 03:43am
Yeah, I think most of the XML2 owners would rather have it stand alone.  That's the other thing for me that appeals about using XML2.  Going straight from XML1-->XML2 in one story doesn't flow real well to me.
Title: Re: The XML1 --> XML2 project
Post by: BliZZ on September 25, 2007, 09:55am
Really? Because old 'Pocky appears in the last movie for XML1, and recreating/reimagining that comic that sorta ties them together wouldn't be too hard.
Title: Re: The XML1 --> XML2 project
Post by: matt710 on September 25, 2007, 12:30pm
Suggested character list: **new characters
1) Beast --could use another update now that we can use 2+ skeletons
2) Colossus  --included with game
3) Cyclops --included with game
4) Emma Frost --could use another update now that we can use 2+ skeletons
5) Gambit --included with game
6) Iceman --included with game
7) Jean Grey --included with game
8) Jubilee --could use another update now that we can use 2+ skeletons
9) Magma --could use another update now that we can use 2+ skeletons
10) Nightcrawler --included with game
11) Psylocke (now available from the start so you can use her on the Astral Plane) --could use another update now that we can use 2+ skeletons
12) Rogue --included with game
13) Storm --included with game
14) Wolverine --included with game
**15) Angel (available from the start) -Remember, this would be pre-Archangel --could use another update now that we can use 2+ skeletons
**16) Professor X (unlocks on the Astral Plane) --included with game
**17) Bishop (beat the game) --included with game
**18) Cannonball (available from the start) --could use another update now that we can use 2+ skeletons
**19) Sunfire (unlocks where Psylocke used to) --included with game
**20) A bonus character (unlocks by beating all DR courses)
21) OPEN for users to put in whoever

Bonus character suggestions:
*Cable
*Captain Marvel
*Dazzler
*Forge
*Havok
*Marrow
*Polaris
*Quicksilver
*The Vision

If you want I can do an update on Angel.  I will do 2 separate ones (one that uses wings as a bolton for pre-archangel (what you want for XML1) and one for XML2 the way it is)

Really the version I have doesn't have much of Archangel in him (besides the boost and skin).  So it shouldn't be too hard for me.  I need the practice for using 2 skeletons anyway because I am trying it for Black Cat

I can do the same for Emma as well since I did an update for her.  I was going to revisit her eventually to kill her 8th skin I did and tie a few loose ends.  I also wanted to do a full set for her. 

My $.02: Havok/Polaris for 20/21. Polaris could easily use Magneto's moveset, with a few icon changes (Y'know, the ones with his helmet/face in 'em?)

I agree with BliZZ about using Polaris and Havok.  We can always put them both in and make it easy to replace them for people that want to change them.  I did mods of both with help from you so they are pretty much done.

So anyway the jist of what I am saying is if you want me to help I can because what I would need to do for the project was pretty much on my roster of things to do before reading teh topic anyway.
Title: Re: The XML1 --> XML2 project
Post by: DJay Saint on September 29, 2007, 10:39pm
First off, I just wanna say I'm not trying to step on anyone's toes.  This is just to keep the two projects separate, but working together.

Levels will be covered in the OFFICIAL XML1 level conversion thread, since it'll run the same for both games with a few exceptions

General Character info
-Characters will be set up XML2 style (powers, costumes, etc)

Suggested character list: **new characters
1) Beast --could use another update now that we can use 2+ skeletons
2) Colossus  --included with game
3) Cyclops --included with game
4) Emma Frost --could use another update now that we can use 2+ skeletons
5) Gambit --included with game
6) Iceman --included with game
7) Jean Grey --included with game
8) Jubilee --could use another update now that we can use 2+ skeletons
9) Magma --could use another update now that we can use 2+ skeletons
10) Nightcrawler --included with game
11) Psylocke (now available from the start so you can use her on the Astral Plane) --could use another update now that we can use 2+ skeletons
12) Rogue --included with game
13) Storm --included with game
14) Wolverine --included with game
**15) Angel (available from the start) -Remember, this would be pre-Archangel --could use another update now that we can use 2+ skeletons
**16) Professor X (unlocks on the Astral Plane) --included with game
**17) Bishop (beat the game) --included with game
**18) Cannonball (available from the start) --could use another update now that we can use 2+ skeletons
**19) Sunfire (unlocks where Psylocke used to) --included with game
**20) A bonus character (unlocks by beating all DR courses)
21) OPEN for users to put in whoever

Bonus character suggestions:
*Cable
*Captain Marvel
*Dazzler
*Forge
*Havok
*Marrow
*Polaris
*Quicksilver
*The Vision

Ideally it'd be cool to have all of these as full addon characters and just let the user pick 2 during installation.

ZSS/ZSM sound issues (this is if the ZSM/ZSS format isn't cracked enough to make new sounds)
-For this project brotherhood characters will have their VO replaced with X-Men characters (Beast, Emma Frost, Psylocke, and Angel)
-MUA maps will be used to replace the original maps sounds

Team Bonuses
-Air Force (replaces New Avengers)
-Animated Series (replaces Brotherhood of Evil)
-Gladiators (replaces Heavy Metal)
-Original X-Men (replaces Old School)
-Raven X-Men (replaces Special Ops -- this is just Raven's Xtreme costumes, but I don't wanna confuse it with the actual Xtreme X-Men)
-X-Factor (uses open slot)

I would definitely like Polaris, Havok, and Dazzler in that list.  Being that I never thought the Professor should be playable (and never got him unlocked, besides the obvious level or two in the astral plane), I propose we replace him with one of those three.  Another cool thing I would like to see is Spider-Man in the unlockable slot.  *shrugs*  He's done crossovers with the X-Men before, so I think it would make sense.

Either way, I'll update Emma and Psylocke since I did both of those for XML2.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on September 29, 2007, 10:57pm
Yeah that's not a bad idea.  Make the Prof NPC only, then put Polaris and Havok in.  Dazzler's never been converted back to XML2 as a playable, but really aughta be as that mod is top notch.  But at that point that would give us our 21. 

So:
**16) Havok (unlocks by beating the game - replaces XML2 Prof X) *for story reasons
**20) Polaris
21) Dazzler

Cool?
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on September 29, 2007, 10:59pm
 :bawling: never any love for the professor. I dont think everyone will agree on a roster anyway, so there may not be much point on trying to make a one fits all
Title: Re: The XML1 --> XML2 project
Post by: iammingy on September 29, 2007, 11:06pm
I will agree on a playable Xavier if he can sit still on his chair....  :rofl:

Let's make a vote in the community?
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on September 29, 2007, 11:09pm
Let's make a vote in the community?

that may be a bit premature seeing as a full act hasnt been completed, especially for xml1->xml2, unless someone did it and didnt tell anyone about it.
Title: Re: The XML1 --> XML2 project
Post by: DJay Saint on September 29, 2007, 11:12pm
Yeah that's not a bad idea.  Make the Prof NPC only, then put Polaris and Havok in.  Dazzler's never been converted back to XML2 as a playable, but really aughta be as that mod is top notch.  But at that point that would give us our 21. 

So:
**16) Havok (unlocks by beating the game - replaces XML2 Prof X) *for story reasons
**20) Polaris
21) Dazzler

Cool?

Agreed.
Title: Re: The XML1 --> XML2 project
Post by: iammingy on September 29, 2007, 11:21pm
Let's make a vote in the community?

that may be a bit premature seeing as a full act hasnt been completed, especially for xml1->xml2, unless someone did it and didnt tell anyone about it.

No no, of coure not. Just ask them which character is their favorite ---just like the way Midnight Curse does it every other day...  :wtflol:
Title: Re: The XML1 --> XML2 project
Post by: matt710 on September 30, 2007, 09:28am
Yeah that's not a bad idea.  Make the Prof NPC only, then put Polaris and Havok in.  Dazzler's never been converted back to XML2 as a playable, but really aughta be as that mod is top notch.  But at that point that would give us our 21. 

So:
**16) Havok (unlocks by beating the game - replaces XML2 Prof X) *for story reasons
**20) Polaris
21) Dazzler

Cool?

Thats a good idea.  Professor X was a nice character to have, but wouldn't make sense much in XML1, since he does get captured and all.  So I agree.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on September 30, 2007, 03:58pm
Yeah, plus the XML1 version of the 'playable' Professor was really awesome.  No need to waste a herostat character when we can just do the same thing as they did.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on October 01, 2007, 12:26pm
which Proffesor X are we using? XML1 or XML2, or matt's power update that adds the XML1 version powers to XML2 version?

edit: i only ask because i was thinking about converting Proff X XML1, but if he is not going to be used than there is no point in converting him.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on October 01, 2007, 02:13pm
I'd say a XML1/XML2 combo.  He should have all the XML1 moves, but maybe get a few of the XML2 moves.  That's just me though.
Title: Re: The XML1 --> XML2 project
Post by: DJay Saint on October 01, 2007, 02:25pm
If it's XML1 -> XML2, then why not use the XML1 professor?  He's only a NPC anyway (except for one level and a boss fight), so he doesn't have to have an overly defined powerset.
Title: Re: The XML1 --> XML2 project
Post by: matt710 on October 01, 2007, 09:19pm
If it's XML1 -> XML2, then why not use the XML1 professor?  He's only a NPC anyway (except for one level and a boss fight), so he doesn't have to have an overly defined powerset.

I agree.  He just needs 2 normal powers, a boost, and xtreme.  He wasn't really that playable in XML1 to begin with anyway.  The only thing I can think of replacing is his psy hammer mover for his cleave move.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on October 02, 2007, 06:00am
That's cool with me.  I guess he is just a NPC
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on October 03, 2007, 04:27pm
ok just finished the Prof X XML1 mod, it can be found here
http://marvelmods.com/forum/index.php?topic=1091.0

i added both a herostat and a npcstat for the character.  He is a direct conversion, 4 powers and one passive.  The only thing i left off was might, XML1 gave him might and that just seems wrong to me.  But it can easily be added back in his hero/npcstat file.

On a sidenote this is Prof X Astral, there is also a Prof X Gladiator.  Im guessing they are the same, just with different customes?
Title: Re: The XML1 --> XML2 project
Post by: BliZZ on October 03, 2007, 04:38pm
May I ask: why Dazzler? She seems kinda redundant with Jubilee on the roster. Why not Cable, Banshee, Shadowcat, Morph, or even someone like Northstar?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on October 20, 2007, 10:08am
Just in the way of announcement, I'll probably doing PS2/Xbox ports of the XML1-->XML2 project.  Nothing definite yet, it depends on how quick the porting would go (see #1).  Of course I'll be helping where I can with levels, etc still.  Here's the WiP plan:

(common to both versions)
1-Build the game with all PS2 assets, making it cross platform
----**Possibly, haven't asked him yet** Have Norrin do a FBBuilder program similar to FBExtractor.  I already have definite plans on how to build the header really easily.
2-Insert any reskins done in PS2 format
(at this point the PS2 version is finished, as I don't know how to alter save states for PS2.

(specific to Xbox)
3-Insert additional mipmap skins (XML2PC) that won't work on the PS2
4-Alter the XBE executable to save to a different slot (very easy) and to say X-Men: Legends SE


Now on back on the to-do front I'm trying to finish up the Xbox MUA SE so I can get back into helping the XML1 conversion process.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on October 22, 2007, 11:59am
I updated the first post bigtime.  I wanna throw something out though.  What about swapping Cable for Dazzler?  I mean, Dazzler's cool and all, but Cable's just cooler.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on October 22, 2007, 12:17pm
I updated the first post bigtime.  I wanna throw something out though.  What about swapping Cable for Dazzler?  I mean, Dazzler's cool and all, but Cable's just cooler.

yes.  Lol, im a little biased since i worked on him, but he has some awesome effects and a working voice thing.

edit: the dangeroom combatants is an awesome idea.  Mystique, Avalanche, Blob and the other Brotherhood members are villains in the in game dangeroom, so they are a yes to the main menu danger room.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on November 26, 2007, 12:36pm
Has anyone noticed that you can run 22 characters in XML2's herostat, you just can't get #22 to show up?  I thought we'd put Cable in, but make it so you could talk to Shadowcat at the X-Mansion and have her join the team at any given time.  Thoughts?
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on November 26, 2007, 02:11pm
that would be a great idea. also the 22th characters shows up perfectly in the menu danger room, they are the first icon in the list.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on November 26, 2007, 02:19pm
Heh, I should try more than 22.  If we can get 23+ in using the conversation method then I'm all for it.  I'll be home in a few hours so maybe I'll try it out.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on December 28, 2008, 07:11pm
So over the past 3-4 days I've been converting what's been done in XML1->MUA over to XML2.  And I've noticed a number of really big things:

--The AI pathing that's strange in MUA works fine in XML2 (a good example is the cutscene just before you fight Blob).
--There are no shading issues on any levels (obviously)
--Oddly enough, the game can go further before effects start to disappear
--ExtractionPointLite() works differently in XML2.  No matter what you do it's only set up to be a "change team" point.  That being said, I just added a "Save Game" item to the pause menu, which actually works out quite nicely
--Unrelated, but I found out that the beATeamPlayer() function was what made an AI character playable in XML1.  I can confirm that it doesn't work in XML2 or MUA however, which is a huge bummer as it'd be fun to have Havok as an ally and to have Alison playable in the intro with melee only.
--I've decided to dump XML->MUA compatibility.  Effects and stuff are of course compatible, but trying to rename and renumber all of the characters for a mod that essentially will never be completed (XML1 + XML2 --> MUA) slows things down astronomically.  As-is now X-Men Legends PC is a stand-alone app that sits in it's own folder.  The additional advantage is that when we go to package this up we don't need to worry about what files to include.  We include all of em.

Anyways, I've got it playable to HAARP 2, but the doors to the HAARP facility don't open and the tank doesn't come out.  If anyone's got that part done that'll make life much simpler.  I can do it, but I'd like to go back and polish what I've done.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on December 28, 2008, 07:42pm
id be happy to help out in anyway, i haven't really figured out how to convert a level properly, but i can help in other ways.  So far the XML1 Danger Room missions and its maps are done, I've just need to redo the map packages and finish up the npcs needed.  I'm currently finishing up the Brotherhood Edition, after thats done i can concentrate more on this.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on December 28, 2008, 08:02pm
I can cover the levels, that's no big issue.  Since you seem to know more about what values fit best for XML2 characters I'd really appreciate it if you go back through and tweak what I have.  Blob for instance is really powerful if I recall (playing on lvl 99 right now). I need to recolor 3 FX for Act 0, then I'll upload what I have.  It's "playable" through HAARP 2, though in a debug-sort of mode.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on December 28, 2008, 08:18pm
The scripting for the tank part was modified (if you're using what i originally uploaded). You may be better off starting with the scripts from the original game. I got the tank to work but i noticed in MUA i had to move the camera closer to where the tank came out or else it wouldnt show up (this was also true for later tanks). You'll need to include the motionpaths appropriately also if you want to make the tanks move.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on December 29, 2008, 06:08am
Cleaned up a few little things last night.  Fixed the steam FX and a few missing convo HUDs for baddies in Act 1.  I couldn't find a comparable effect to replace lavaburst.xmlb (the lava shots shown in the first few seconds of this video (http://www.youtube.com/watch?v=S676THx76WU&feature=channel_page)) so that'll have to be a scratch rebuild.  I've got Jubilee and Magma in as playables thanks to the catalog and will be dropping in Beast, Emma, Psylocke and Spidey to round out the defaults for now.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on December 30, 2008, 06:16am
Installed a number of other characters last night so we can have a working list to go from.  I'm not saying this should be the final list or anything, but I took the same concept as XML2 and MUA, adding 1-2 bonus characters to the game.

The list as it stands now:
The original 14
1) Beast
2) Colossus
3) Cyclops
4) Emma Frost
5) Gambit
6) Iceman
7) Jean Grey
8) Jubilee
9) Magma
10) Nightcrawler
11) Psylocke
12) Rogue
13) Storm
14) Wolverine

Additional X-Men/mutants
**15) Angel
**16) Bishop
**17) Sunfire
**18) Polaris

Bonus characters (a la Iron Man/Deadpool in XML2, or Nick Fury in MUA)
**19) Captain America
**20) Spider-Man

I would have done more, but we're prepping to move into a house.  That being said, the rest of this week will be busy, so I may/may not get much done.




I have a priority list in my head, and truthfully I think it will be hard to stick to it, but worth it.  In essence it entails (in order of priority):

1--Focusing on making the game a playable "alpha".  The means if there's a piddly little bug or something that's not simple to fix it can wait.  We just want to be able to get through.
2--Sound updates, side missions and character fixes
3--Scripting updates for more difficult things and workarounds (like how we'll handle Alison at the mansion)
4--Menu UI updates (color/layout) and loading/concept screens
5--MP Danger Room
6--Misc fixes like floating objects (playing through the console version vs PC version and fixing what doesn't match)


...obviously it's more complex than that, but in my experience working on a lot of large-scale projects if you knock out the biggest task the others always get done, but if you do it the other way around you're far less likely to complete the project.  That being said I actually feel really good about it -- considering Norrin's tools and research the work to get a level to alpha actually goes pretty quick.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on December 30, 2008, 01:30pm
this all sounds good and i do plan on getting into this after I'm done with my current project, the only thing i would say is for the bonus non X-Men characters i would use Ms Marvel, she has had a lot of interactions with the X-Men (sorta like Deadpool).
Title: Re: The XML1 --> XML2 project
Post by: Teancum on December 30, 2008, 04:07pm
Works for me
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 06, 2009, 07:11am
Updates -- thoughts and things I'm working on

--I'm coding in a new game var, "beat_game".  It'll affect quite a few things, such as Act 0.  If beat_game is true you'll eventually (I haven't coded this) be able to start with four characters and a change-team xtraction point will be in the first section.  This will also affect certain conversations, and will disable the mansion tour entirely if its set to true.

--As Norrin pointed out a long time ago, the only way to get Jean to follow you on the tour is to set combat ON.  That being said, all breakable/hurtable items will now be unbreakable.  So you can claw and attack all you want, but it won't hurt anyone/anything

--The mansion will run differently.  Alison will now be an NPC that follows the player, and if you choose to do the tour Jean/Prof X will also follow you.  This allows for 4 players in the mansion, and makes scripting easier.  For Magma-based mansion conversations the team leader (_HERO_1_) will "intruduce" Magma via one text-only line, then Magma will hold the original convo.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 08, 2009, 11:03am
And it ends as quickly as it began.  I'm stopping all updates on my side of this project.  Every time I fix something another thing totally unrelated breaks.  Considering I just wanted to be able to add a few characters to XML1 Xbox I'll just straight out code them in standard xml and wash my hands of this.  I'll still upload what I have but now it's only playable to the Blob fight due to the fact that the game can't find Blob (even though all references are correct)
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 08, 2009, 01:47pm
i had a similar issue when trying to convert the Shiar MUA levels back to XML2, as soon as i fixed something (activation of doors), something else went wrong (animation wouldn't play), and as soon as i fixed that something else would go wrong (Deathbird would not spawn, so no battle took place, eventhough before everything in that level worked find and i had not changed anything there).  So i just gave up since something always went wrong, lol.  Thats why i hate levels.
Title: Re: The XML1 --> XML2 project
Post by: Dark_Mark on January 08, 2009, 04:34pm
And it ends as quickly as it began.  I'm stopping all updates on my side of this project.

That's a shame really. I was hoping to play this one day :(
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 08, 2009, 05:07pm
Neither engine can handle what XML1 is -- XML2 has issues with crap disappearing, and MUA just is so vastly different that the game acts differently.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 08, 2009, 08:12pm
It's possible to convert it to MUA, you just need to make some compromises. By replacing the mansion parts with just subbasement levels and living with stationary tanks that don't shoot, the rest is pretty much convertable. You need to save the game, exit and restart it when models start disappearing, but that only happens after about 5 levels.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 09, 2009, 06:16am
*sigh*  I hate when I can't put a project down. :P  I ended up going back through it again and finally got Blob to reappear, so I have it working until HAARP 2 again.  I also decided to try and "trim the fat" if you will from levels so that we wouldn't have object issues.  By removing the tour entirely from the mansion (as well as some unnecessary objects like papers and a few plants) I was able to get the whole mansion to load all objects without issues on a straight play-through.  However, if you played through to HAARP then loaded a game just before you enter the mansion 2-3 objects will be missing in the mansion.  Not bad considering...

To further trim the fat I'm going to overhaul the menu system to the XML1 menus.  I had really hoped to wait on that since completing levels is more important, but moving to the XML1 menus means dropping the amount of menu objects in memory to about 1/2, saving us memory.

I'm not sure if there's a bulk chunk of memory for everything loaded in the game, or if it's specific to each type of object, such as models, effects, text, etc.  Either way the more we can trim that's unnecessary the better.  Excess sounds, strings, animations, models, etc -- whatever is not used by XML1 PC needs to go to make room.

So long story short I was a bit too hasty yesterday.  But now this is just going to become a side project.  That way I'm not pushing myself too hard and frustrating things.  I'll still be uploading the source files (so anyone who's interested can join in on the fun), but not until I get HAARP 2 completely done and make it so you can get to HAARP 3.  Right now the mod is a 100% stand-alone game, so you don't need XML1 PS2 nor XML2/MUA PC.  I figure if we're worried about copyright I can always script CD checks into the installer once we have a full game.



------MOD-SPECIFIC UPDATES/THOUGHTS------
*Let's do flashbacks as Danger Room "discs" - this makes them uber-easy to script and force specific characters while not slowing gameplay.  Once you finish a flashback conversation the conversation will trigger a "disc unlock" similar to when you pick up a danger room disc in XML2.  This also makes it so that someone can play the flashback repeatedly if they want to.

*I'm going to change the way you unlock Cyclops.  Once you beat Mystique and progress to the next level, playable Cyc will be standing there instead of AI Cyc.  The conversation will start, then you'll get a notification that he's "unlocked" (technically he always was).  That way we're trimming the scripting and shortening the chance for a spare Cyc running around, which has happened before.

*All Xtraction Points will be removed from Act 0.  I've added a Save Game menu item to the pause menu, so you'll always be able to save your game.  This makes it so that nobody can change characters from Wolvy/Cyc, but they're always able to save the game.

*As I said before we're gonna need to trim the fat.  For now I'm going through level engbs and remove anything that's unneeded, then go back through that level's pkgb and remove those entries as well.

@ nodoubt_jr or matt710 -- what are the chances of getting a some quality Dazzler/Banshee mods for XML2?  From what I played I wasn't all that impressed with Ramen's.  They might be great additions to the game.
Title: Re: The XML1 --> XML2 project
Post by: Dark_Mark on January 09, 2009, 07:59am
*sigh*  I hate when I can't put a project down. :P  I ended up going back through it again and finally got Blob to reappear, so I have it working until HAARP 2 again. 

 :laola: :applause:

I also decided to try and "trim the fat" if you will from levels so that we wouldn't have object issues.  By removing the tour entirely from the mansion (as well as some unnecessary objects like papers and a few plants) I was able to get the whole mansion to load all objects without issues on a straight play-through. 

From my MUA experience, there seems to be a per-level memory limit unrelated to the type of loaded objects. This means that removing an unused script makes more room for a new conversation and vice-versa.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 09, 2009, 08:55am
Yeah, that's kindof what I'm thinking too.  I think global stuff like x_voice, the herostat, etc are stored separately, as I've never had an issue with a hero/voice not working at all (aside from effects, which I think are separate as well)
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 09, 2009, 01:55pm
@ nodoubt_jr or matt710 -- what are the chances of getting a some quality Dazzler/Banshee mods for XML2?  From what I played I wasn't all that impressed with Ramen's.  They might be great additions to the game.

shafcrawler was planning on doing Banshee and matt710 was planning to do Dazzler.  I wasn't planning on doing either.  the mua dazzler mod shouldn't be too hard to convert if we want a fast Dazzler mod, if not i would say lets wait for matt.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 10, 2009, 08:36pm
The scripting for the tank part was modified (if you're using what i originally uploaded). You may be better off starting with the scripts from the original game. I got the tank to work but i noticed in MUA i had to move the camera closer to where the tank came out or else it wouldnt show up (this was also true for later tanks). You'll need to include the motionpaths appropriately also if you want to make the tanks move.

Did you have to make any special pkgbs for the tanks and whatnot?  I can't seem to get it to appear.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 10, 2009, 08:59pm
In MUA I just had to move the camera (the 'cut-scene-ish' camera) closer to the tank, then it would appear.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 11, 2009, 07:39am
Do you happen to have that script?  (tank_reveal.py)
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 11, 2009, 01:17pm
Code: [Select]
# Generated by BehavEd
# ( "Tank reveal" )
lockControls(0.000 )
screenFade(1.000, 1.000 )
setEnable("exit_door", "TRUE" )
waittimed ( 0.500 )
# ( "This turns the tank visible" )
setGameFlag("haarp", 1, 1 )
setGameFlag("haarp", 2, 1 )
setGameFlag("haarp", 3, 1 )
setInvisible("tank", "FALSE" )
setNoClip("tank", "TRUE" )
setNoCollide("tank", "TRUE" )
# ( "Turn off hero and emeny targeting" )
heroNoTarget("TRUE" )
enemiesNoTarget("TRUE" )
cameraFOV(70.000, 0.000 )
cameraToLocationAngles(" 977.390 -430.900 390.000 ", " 977.940 -626.790 351.530 ", 0.000 )
hero1 = alive("_HERO1_" )
hero2 = alive("_HERO2_" )
hero3 = alive("_HERO3_" )
hero4 = alive("_HERO4_" )
if hero1 == 1
     copyOriginAndAngles("_HERO1_", "hero_spot01" )
endif
if hero2 == 1
     copyOriginAndAngles("_HERO2_", "hero_spot02" )
endif
if hero3 == 1
     copyOriginAndAngles("_HERO3_", "hero_spot03" )
endif
if hero4 == 1
     copyOriginAndAngles("_HERO4_", "hero_spot04" )
endif
screenFade(0.000, 1.000 )
waittimed ( 1.000 )
act("exit_door", "exit_door" )
setEnable("exit_door", "FALSE" )
waittimed ( 1.000 )
act("exit_door", "exit_door" )
waittimed ( 1.000 )
setEnable("exit_door", "TRUE" )
act("exit_door", "exit_door" )
sound (  "PLAY_SOUND", "zone_shared/movers/garage_door", "_ACTIVE_HERO_", "" )
waittimed ( 1.000 )
act("ss_tankguard01", "ss_tankguard01" )
act("ss_tankguard02", "ss_tankguard02" )
act("ss_tankguard03", "ss_tankguard03" )
waittimed ( 1.000 )
waittimed ( 1.000 )
setEnable("play_tank_loop_sound", "TRUE" )
sound (  "PLAY_SOUND", "zone_shared/objects/tank_start", "play_tank_loop_sound", "" )
waittimed ( 0.500 )
act("play_tank_loop_sound", "play_tank_loop_sound" )
startMotionPath("tank", "haarp/ext/tank/mp_tank_base", "FALSE", "tank_finished" )
waitsignal ( "tank_finished" )
setEnable("play_tank_loop_sound", "FALSE" )
sound (  "PLAY_SOUND", "zone_shared/objects/tank_end", "play_tank_loop_sound", "" )
waittimed ( 1.000 )
sound (  "PLAY_SOUND", "zone_shared/movers/garage_door", "_ACTIVE_HERO_", "" )
waittimed ( 1.000 )
setEnable("exit_door", "FALSE" )
remove ( "play_tank_loop_sound", "play_tank_loop_sound" )
waittimed ( 0.100 )
sound (  "PLAY_SOUND", "zone_shared/objects/tank_end", "_ACTIVE_HERO_", "" )
act("ready_tank", "ready_tank" )
setStructure("tank_turret", 1 )
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 11, 2009, 06:15pm
Cool.  That at least got the door to open.  The tank isn't spawning, but at least I can be sure of that now, as the actscript is never getting called that resets the camera.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 11, 2009, 09:02pm
Well, I killed off the tank objective stuff entirely.  I just forced the game not to allow you to continue unless you destroyed all 5 fence generators.  That's good enough for the moment.  Once you do it shows a quick cutscene opening the door and guys come out.

*EDIT*

And we're now playable to HAARP 4.  I just need to retool the original cutscene to omit the tank.
Title: Re: The XML1 --> XML2 project
Post by: matt710 on January 13, 2009, 10:00pm
shafcrawler was planning on doing Banshee and matt710 was planning to do Dazzler.  I wasn't planning on doing either.  the mua dazzler mod shouldn't be too hard to convert if we want a fast Dazzler mod, if not i would say lets wait for matt.

Actually I should be starting Dazzler in tomorrow or Thursday.  I can't seem to have lost where I put Enchantress's stuff, so she is on hold until I can find the pen drive she was on (I separate out what ones are in process and released versions).  I may need to get my hands on nodoubt's NPC of her since that was on the same drive as Enchantress.  Actually I will have a brand new MUA able laptop tomorrow since I am picking it up from being on hold, so maybe I may do some things for MUA after I finish my XML2 list. :) 

So anyway, Dazzler is on the way soon.   
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 14, 2009, 07:48am
Awesome.  She and Shadowcat are really more iconic X-Men and so should have priority over other characters as far as being on the final roster.

Just in the way of another update, I'm finding more and more that things aren't necessarily disappearing due to memory limits (aside from in the X-Mansion), but more due to the slightly wonky way XML2 handles things.  Norrin can attest to this too as far as the XML->MUA work he did.  Anyways, we still should keep in mind memory/game limitations as we move forward. 

Thoughts on 'trimming the fat':
*all characters probably should be single skeleton
*scripts that can be combined/eliminated should be
    *related level engb entries (like the tank stuff in HAARP 2/4) should be purged as well
*in-game menus will also need trimming, but I'll take care of that in the future.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 15, 2009, 05:53am
It's now playable, albeit in a debug-esque state, to HAARP 8, which is the level with the Pyro battle.  I can pretty safely assume that it's crashing due to a special Mystique, Pyro, or Toad NPC not being present.  I got a little creative with the HAARP 4 objectives (the last outside level) to work around the fact that tanks don't work, but it's fine.  I guess when it comes down to it we'll have to re-imagine how a lot of things work.

I also created a 7-zip installer of last night's build.  Using highest compression the installer weighs in at 896mb, movies and all.  I can't imagine, even with all the future levels, that a completed product would weigh any more than 1.2gb, which is pretty dang awesome considering all of the content.  That being said does anyone have any issues with me removing the Activision, Raven Software, etc intro videos permanently?  The vids don't compress well and that could save 20-60mb off the installer.  I just moved a few weeks ago so I haven't find my flash drive yet (uploading at work on a T3 line is much faster).  Once I do I'll upload whatever my latest build is so folks can try it out/help out.

@nodoubt_jr -OR- Norrin --- was there ever a Pyro boss converted?  I haven't even looked yet, but I'm guessing this boss is different than his Act 0 incarnation.  If so and if you guys have the files that'd be great.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 15, 2009, 01:58pm
heres the latest pyro npc boss http://www.mediafire.com/?timyij2nnno . 

The original one that popups in act 0 is suppose to use a different powerstyle (ps_pyro_lite), but when i originally did these conversions i wasn't planning on it being part of a major project so i just joined all powestyle, or just used the very last character (_act4).  So whenever there was a _lite, _act1, _act4 of the same character i would just join them all.  but if you look at their npcstats entry from XML1, most of them just had different entries to make them stronger or faster, or more powerful but usually shared the same powerstyle. So for those that use different powestyle, we can just edit the ones i made so that they only have the powers they are suppose too.

I'll take a look at the npcs I've done so far and fix them up (as when i first did them they were just quick conversions and i might have missed something). i definitely need to go back and redo their packages.  Once I'm done I'll up a package in case you guys want to use them or not.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 15, 2009, 02:26pm
Sweet, thanks.  I'll have to get you on HAARPSecurityMelee -- the NPC works, but no matter what I do it's always Bishop as the skin.  Once I get it uploaded in a week or so you'll see what I mean.  HAARP Officer is also weird for some reason.  The model is fine except for the cel-shading which is really wonky.  I think it's the same model as the standard HAARP guys, so we could always reskin the regular model if needed.
Title: Re: The XML1 --> XML2 project
Post by: Dark_Mark on January 15, 2009, 02:34pm
That being said does anyone have any issues with me removing the Activision, Raven Software, etc intro videos permanently?  The vids don't compress well and that could save 20-60mb off the installer. 

Nope. Its not like you're hiding the original developers and claiming it as your work (in which case removing the movies would be an issue) and the whole conversion is technically semi-illegal, so leaving them in would do no good in the first place.
Most people I know are annoyed by such movies anyway (especially if they are hard to skip).
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 16, 2009, 11:19pm
ok heres all the xml1 npc's i have done, all updated and bugs fixed so if you guys were using the previous ones, replace them with this as everything was updated (powestyle, packages, npcstat entries).  They should all be ready to go, except maybe the npcstat entries, the level may need to be upped as well as the monst_dmg_high level for bosses.

download: http://www.mediafire.com/?xj2tmmt0qyz

included are:
AcolyteEnergy
AcolyteEnergy_B
AcolyteLeader
AcolyteLeader_B
AcolyteMental
AcolyteMental_B
AcolyteSmash
AcolyteSmash_B
AstralGhost
Avalanche Boss (currently Avalanche_Boss, a combination of avalancheact2, avalanchelite)
Blob Boss (currently Blob_Boss, a combination of blobact1a, blobact2)
BrotherHoodEnergyLite
BrotherHoodEnergy
BrotherHoodLite
BrotherHoodSmash
CivilianKid
CivilianMale
CivilianFemale
Crewman
DangerRoomRobot
DangerRoomRobotLeader
DirectorWeapX
HAARPFlamethrower (had to alter powestyle so would work in xml2)
Havok Boss (currently Havok_Boss, a combination of havokact2, havokboss)
grso_riot
Juggernaut Boss (currently Juggernaut_Boss, a combination of juggernautact3, juggernautflashback)
Magneto Boss (currently Magneto_Boss, a combination of magnetoact2, magnetoboss)
Marrow Boss (currently Marrow_Boss, a combination of marrowact1, marrowact3)
Multiple Man Boss (currently Madrox, multiplemandividing in XML1)
Mystique Boss (currently Mystique_Boss, a combination of mystiqueact1, mystiqueact3, mystiqueact2sim)
phoenixdopple
profxastralscripted
profxgladiator
Pyro Boss (currently Pyro_Boss, a combination of pyroact1, pyrolite)
Sabretooth Boss (currently Sabretooth_Boss, a combination of sabretoothact1, sabretoothact2, sabretoothact3)
Shadowking
Shadowkingtwo
Toad Boss (currently Toad_Boss, toadact1 in XML1)

i also changed mystique skin stealing power, since i dont think it work as it should. now when she steals someone's form a power up is activated, when it runs out (20 seconds) a tag runs that forces the character to perform the "transform_back" node, which forces her to go back to her original skin through a skin change entry (the skin being her npc one). so now after 20 seconds after stealing someones skin, she goes back to her original skin.

i'll finish up the danger room maps, so far just need to update packages.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 17, 2009, 06:37am
Mystique I *think* was entirely scripted in XML1, as she had definite places where she changed.  At 2/3 health she changed into a brotherhood member (then back after you "killed" her in that form) and at 1/3 she turned into Wolvy.  I can't remember if you fight her again, but if not I'll probably just keep the existing one.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 17, 2009, 01:14pm
oh ok i had only tested her in the danger room and she never seemd to transform back. then i would still suggest using this new one and just removing the following lines

from "transform_end"
Code: [Select]
      trigger {
      class = callevents ;
      life = 20 ;
      name = powerup ;
      tag = 200 ;
      time = 0 ;
         FunctionEvent {
         function = deactivate ;
         triggertag = 201 ;
         }

      }

      trigger {
      combatnode = transform_back ;
      forcerestart = true ;
      name = othernode ;
      tag = 201 ;
      time = -1 ;
      }

and from "transform_back"
Code: [Select]
      trigger {
      name = powerup ;
      skin = 2802 ;
      skin_swap = true ;
      time = 0 ;
      }

this way it is still up to date (changed it around so it does the correct amount of damage and added the gun effects from xml1 that i had missed), but lets scripting determine when she goes back

edit: let me know if you want me to rename them to the way they were named in xml1, like change Avalanche to avalancheact2 and also have an avalanchelite?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 18, 2009, 08:06pm
Heh, after inserting all of those guys all my levels CTD.  Not surprising actually.  I'll have to make all of the adjustments in every level.  *sigh*  Still, if we do it right this time around we don't have to sync things up all again later.  A step backwards to take 3 steps forwards.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 19, 2009, 03:45pm
so it crashes because of the npcs? or because the names don't match up? or is it too much for the game memory?

i would prefer to change their names to the way they were in XML1, unless that would be too much work for you to go back to the original names. I'm thinking it would save time having to change the XML1 names after a level conversion and you are going to need different magnetos and avalanche, so they are not as powerful the first time you meet them as the second/final time you meet them. it wouldn't be too hard for me to change them back and create the alternate lite versions, unless your not using my npcs, then I'll just leave them as is and shut up :D
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 19, 2009, 05:50pm
Don't worry about changing future names.  I'm going to change a name here and there on occasion, so whatever we have set up when I upload the working demo we need to stick with for now (found my thumb drive).  For all future NPCs we'll use the original names.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 19, 2009, 06:46pm
OK so for example, theres MarrowAct1 and MarrowAct3, will you be using Marrow_Boss for both, or just for MarrowAct1? Just want to know since I'm setting up the danger room file and theres both Marrows included (and two Mystiques) . For now I'm using Marrow_Boss for both.  lol, and sorry to be a bother, just wanted to be sure of this stuff so i don't mess up anything.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 19, 2009, 07:17pm
Whichever is fine.  If you can do Marrow_boss for both I don't care that much.  Although most of the existing stuff used a marrowBoss convention versus a Marrow_Boss convention.  So I don't have to change all the NPC entries we should probably go with a charnameBoss standard when there are multiple instances of a boss.  I've already had to do that with the stuff for NYC/HAARP.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 22, 2009, 07:27am
Updates:

*NYC intro mission is 98% perfect.  Just the occasional floating object and effect that needs coloring here/there.  Nodoubt, when you get the beta would you mind coloring the lava FX for me?
*The X-Mansion is as cleaned up as I can get it.  The dormitories and sub-basement both run fairly well, but the ground floor still likes to remove objects if you've been playing for awhile.
*HAARP (exterior) is about 85% done.  That is to say it's playable, but it needs some polishing still as I've had to re-imagine how some things work (since tanks don't work in XML2)
*HAARP (interior) is about 70% done.  You can play up-to and through the Pyro fight, but the fight is different than it was in XML1.  It also needed some re-imagining since the "harmtargetent" class doesn't exist in XML2.
*HAARP (ice caves) runs, but isn't really playable.  I haven't updated the NPCstat for that section, but once I do it's an easy fix.
*HAARP (Toad fight) loads, but right now Angel is a stand-in for Toad, so the fight doesn't actually ensue.

Basically at this point I want to polish up 1-2 things in NYC then get up to the Toad fight running in an alpha state.  That way anyone can work on what needs to be worked on there until the next major internal release.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 23, 2009, 09:30pm
Nodoubt, when you get the beta would you mind coloring the lava FX for me?

no i don't mind.

OK here are the arenas all converted and ready to go.
XML1 Arenas and dangerroom.engb
download: http://www.mediafire.com/?mmynhjqxgfn
The file includes everything needed for the arenas to work.  I also converted the dangerroom.engb file and set it up like the XML2 one (i included a file that automatically unlocks all the mission, in case you guys wanted to try them out).  I also included a npcstat with all the npcs i had previously upped.  They are so much nicer and brighter than the XML2 maps.

Also heres a little update on the npc pack i posted here http://marvelmods.com/forum/index.php?topic=1068.msg47655#msg47655
NPC Pack Fix1
download: http://www.mediafire.com/?ydmowzmimgm
- included is a fixed mystique powerstyle that removes the extra lines i mistakingly added and that i mentioned in the first post of this page
- also included some skin fixes.  While play testing the danger room i noticed that some characters got weird black lines all around them (like picture below).  I remember in the past when i had an error with the Danger Room Robot and the Leader norrin fixed it by reskinning one of the two.  So to fixed this i reskinned one of the Brotherhood Marauder using the Brotherhood Revo model since they both use the same model, and now i no longer get the weird black lines (the weird black lines appeared when both were together so i figure it has something to do with them sharing a similar model or maybe outline tag, don't really know). I also ran into this problem with most of the Acolyte Elite members (Master, Warrior, Adept, and regular), a mixture of PS2 and xbox models fixed it (again not sure why mixing them worked, but it did lol).  So i would suggest if you get this same error that you use these new skins instead.
(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0040-4.jpg)
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 24, 2009, 07:09am
Very cool.  I'm uploading the XMLPC alpha later today.  It's already compressed (595mb), so I can't add this, but I'll install this stuff on my PC for the next build.

And about those errors, I get em too.  I figured that for now I'd let them be so I could work on level prep and scripting.  If you want to tackle them that's cool, but you don't have to.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 24, 2009, 08:07am
XML PC -- alpha v1 STAND-ALONE RELEASE  (you do NOT need XML2/MUA)

DOWNLOAD (https://www.slashtmp.iu.edu/public/download.php?FILE=smmelton/73184c3cDWv) (595mb) -- installs to roughly 1gb at the moment.  My best guess is around 1.3gb for the total install when we're done.

(http://img150.imageshack.us/img150/3744/xml1iv7.th.jpg) (http://img150.imageshack.us/img150/3744/xml1iv7.jpg)(http://img518.imageshack.us/img518/452/xml2pw5.th.jpg) (http://img518.imageshack.us/img518/452/xml2pw5.jpg)(http://img135.imageshack.us/img135/8658/xml3rh9.th.jpg) (http://img135.imageshack.us/img135/8658/xml3rh9.jpg)(http://img504.imageshack.us/img504/3647/xml4az7.th.jpg) (http://img504.imageshack.us/img504/3647/xml4az7.jpg)(http://img204.imageshack.us/img204/9941/xml5ql3.th.jpg) (http://img204.imageshack.us/img204/9941/xml5ql3.jpg)(http://img98.imageshack.us/img98/9371/xml6wf4.th.jpg) (http://img98.imageshack.us/img98/9371/xml6wf4.jpg)

INSTALLATION INSTRUCTIONS:
1-Make a folder anywhere on your PC called /X-Men Legends PC
2-Run X-Men Legends PC.exe and extract the files to /X-Men Legends PC
3-Browse to /X-Men Legends PC and run XMenPC.exe to play

GENERAL NOTES:
*Save and exit your game about every four map changes.  When you back out of the game wait 10-15 minutes to come back in (to clear XML2 out of system memory)
*Playable to Toad fight (nothing happens afterward)
*Some unnecessaries were removed, such as the Mansion tour, the Blackbird cutscene, etc.
*You can now save directly from the pause menu at any time.  This was done because you can't do a save-only extraction point in XML2
*All unnecessary pause menu options were removed: Automap (since XML1 maps don't work), Blink Portal, etc.  This removes what we don't need and saves on objects loaded.
*Movies have no subtitles
*There's no music
*Gun-based soldiers need lots of work (FX, sounds, etc)

Act 0 - NYC NOTES:
*No sounds for a few AI characters
*No sound when hitting big potted plants
*Fires are too small (should be fire_med based on how the Xbox plays, I'll fix it later)
*Lava FX not colored (nodoubt_jr)
*Avalanche's earthquake background FX not colored (anyone?) -- This is the FX of the ground actually moving up, not his powers

*Brotherhood grunts have wrong animations? (shouldn't "wind up" for a punch, that's for BrotherhoodSmash)
*Fire wall not appearing after Pyro cutscene (appears about 20 seconds later, or after you go through the small sewer tunnel)
*Floating trash can before Mystique battle
*Mystique never transforms into Wolverine (not important, but it'd be nice)
*Alison's HUD is missing.  I need to make her 3601 for it to work properly
*Water is missing in NYC3
*Mystique not laying down when dead (the animation is one of those zone_ animations, and I haven't set it up correctly yet)
*Alison did not "cower in fear" after the Blob intro


Act 1 - Mansion NOTES:
*Tour was removed, but I forgot a part here and there
*When going to the sub-basement you MUST have _HERO1_ selected (press UP).  There's only one hero spawn slot, so the others fall into "the void"
*Some HUDs are missing

Act 1 - HAARP NOTES:
*HAARP Officer has wrong gun, see video #15 in the link in the bottom of this post
*On beating HAARP 4 (last outside level) you're immediately transported inside -- need to add a convo
*HAARP Melee soldiers have wrong skin - they show up as a hero skin?? (global to HAARP)
*HAARP Officers and Brotherhood Revolutionary have model issues (global to HAARP)
*HAARP Soldiers don't use gun animations correctly (global to HAARP)
*Many characters don't have sounds
*Toad boss fight *might* not go according to plan, I beat him using lvl 99 characters, so he pretty much dies instantly.  Right now the fight is in a "just-so-we-can-play-it" mode, and doesn't play like the XML1 fight.
*Pyro's fight is different, but this is due to XML2's limitations.  I still need to tweak the cutscene.
*Energy FX missing for "bridge" inside HAARP facility.  See vid #15, roughly 2:27 in.
*"Lab Tech" has no HUD.  I'll fix that later
*Toad is wearing his brown outfit instead of his blue one
*Toad's convo lines have no HUD, I'll fix that later

OTHER NOTES:
*If anyone needs a reference to how something looks in XML1, THESE VIDEOS (http://www.youtube.com/view_play_list?p=8AD8BA66B3D6C0FC) walk through the game all the way to the 2nd Marrow fight.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 25, 2009, 08:15pm
OK i played it a bit an noticed two things,
1) the water seems to be missing from the park. were there should be water theres none, but you can still see the reflection of the buildings in that part of the map.  Not that important, but it does look weird.
2) Blob is missing effects. Since some of his XML1 effects were already in XML2 i never converted them for the Blob Boss, so i never included it in the NC pack.  To fix this you just have to copy his effects from XML2 over.

OK heres the lava effect and the avalanche effect colored http://www.mediafire.com/?2zyrjnyi3yi

again very cool, thanks :)
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 26, 2009, 12:44am
I had removed most of the water stuff when i was originally converting the levels because the game would always freeze (in MUA). I later learned that the reason it was freezing was because an entry like 'somethinggrid =  ;". When that entry was removed, or had a value other than "" I think the water stuff worked fine. In XML2 things may work a bit different so leaving "somethinggrid =  ;" the way it is for the water engb entries might not freeze the game.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 26, 2009, 01:29am
"gridsize =  ;"? I dont know if that works in XML2, for the arb2 arena map i just remove it since it didnt have a value (thats the only map ive worked with that had water in it)
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 06:02am
Thanks for those two fixes nodoubt, I tested them this morning and they work great.  They're now in green on this release's bug list.  (all fixed bugs will be that way)  I also added the water bug for NYC3 and will look into it late tonight - we gotta go buy a new washer/dryer.  I also noticed that the brotherhoodsmash skin is really messed up, I think it may have been a bad reskin, but they're polygons everywhere, and not just the cel-shade ones.

In moving forward news I have the post-toad mansion level running, and am in the process of setting up the back yard, dormitories, and sub-basement levels for the 2nd go-round in the mansion.  I'll get these to alpha status, adding the Juggy/Sentinel flashbacks, then go back and clean up NYC/HAARP.  My thought process is that we always have the newest levels in an alpha state, the earliest levels in a mostly-done state, and the ones in between somewhere... well, in between.

Also, this is a little random, but does anyone know what Magma's default number is in XML1 (I'm at work)?  I thought we could keep playable Magma at 36, but just use civilian Magma in her original number, since that won't get used anyway.  That'll make her HUD/NPC much easier for me to fix.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 26, 2009, 06:45am
GENERAL NOTES:
*Save and exit your game about every four map changes.  When you back out of the game wait 10-15 minutes to come back in (to clear XML2 out of system memory)

Is this similar to the problem in MUA where things start disappearing? If so, you have noticed a difference when you return to the game within 10minutes of exiting?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 07:15am
Yes, and yes.  I also use a little program called SweepRam each time I exit.  It's a stand-alone program with no installer and all I do is exit the game, run SweepRam, then I can fire the game right back up.

I've also been cleaning up engbs and pkgbs or unnecessary stuff and that seems to lessen the issues.  Lots of the pkgbs had redundant entries or entries for things that don't need to be in there.  I also figured out that you only need to load NPCstat into the pkgb and once you do you can delete all other entries for a character aside from conversation HUD entries for NPCs.  The npcstat covers loading all the NPCs pkgb files, so removing that frees up a bit of memory as well.

What I don't get is that XML1 isn't necessarily loading any more files than MUA or XML2 does on a per-level basis.  It makes no sense that we have these memory issues.  My only two reasonings are: 
1-The amount of breakable objects is too high (though this gets somewhat thrown out the window due to the fact that Act0 doesn't have an excessive amount of breakables).
2-There's something about the way missions and levels are loaded in XML2/MUA that automatically clears memory from the last level...  Something we're neglecting to do.  I've tried using loadZone() instead of loadMapKeepTeam() in every instance that I can, but haven't had enough time to test it.
Title: Re: The XML1 --> XML2 project
Post by: Norrin Radd on January 26, 2009, 08:21am
Thanks.

I also figured out that you only need to load NPCstat into the pkgb and once you do you can delete all other entries for a character aside from conversation HUD entries for NPCs. 
I think you may also need to include some of the boltons like guns from the npc's pkgb file, at least I think I found for some characters this needed to be done.

What I don't get is that XML1 isn't necessarily loading any more files than MUA or XML2 does on a per-level basis.  It makes no sense that we have these memory issues. 
Yes, it is a pretty weird problem. I don't know if you also found this problem to be true on your xbox, but I think we had tried using all xbox stuff on the pc and the same problem occurred so I don't think it can be blamed on using ps2 maps/models/etc.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 08:33am
Yeah, I don't think it's specific to assets, but rather how they're loaded and disposed of.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 26, 2009, 01:32pm
Magma's default number in XML1 is 1801 (18 is Bishops in XmL2)

for the skins that have the weird outlines around them, is it there black outline that goes crazy? if it is wouldnt it be easier to hideskin the outlines, instead of reskinning every character that looks weird?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 02:39pm
Nah, this one was actually the skin itself going crazy, which is usually due to bad offsets when injecting a new skin.


*EDIT*
Meh, let's just call Alison 200.  (Shadow King is 150)
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 26, 2009, 03:01pm
Nah, this one was actually the skin itself going crazy, which is usually due to bad offsets when injecting a new skin.

oh sorry, it didnt act crazy when i tried it out.  i guess we can go back to using the actual skin from the xbox or ps2
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 05:02pm
Yeah, it's not pressing at the moment.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 26, 2009, 05:54pm
Ignore my last on the brotherhood skins -- looks like it was just some file mixups.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 27, 2009, 07:34pm
hope you dont mind but i added the water back to nyc3
download: http://www.mediafire.com/?jjk3jxefzdm

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0006-1.jpg) (http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0007-5.jpg)
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 27, 2009, 07:35pm
Fixed two more bugs:
*Mystique not laying down when dead (the animation is one of those zone_ animations, and I haven't set it up correctly yet)
*Alison did not "cower in fear" after the Blob intro


*EDIT*
Nice work on the water, I'll set that bug to green

*EDIT 2*
Hey nodoubt -- do you have the wrong-skin problem with the HAARP Security?  I wasn't sure if it was just me.
Title: Re: The XML1 --> XML2 project
Post by: nodoubt_jr on January 27, 2009, 08:13pm
yes i do, and i cant figure out why (i keep getting Jean's AOA custome).

also from the problems page "Brotherhood grunts have wrong animations?" Ive checked the npc and they all seem to match the skeleton they should have.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on January 28, 2009, 06:33am
Yep, but the grunts don't do that smash animation in XML1, I can tell you that.  All they can do is a regular punch
Title: Re: The XML1 --> XML2 project
Post by: BLaw on March 20, 2009, 02:09am
Sorry for digging this up, but was wondering if I could be of any use with this project (if it hasn't been dropped yet)?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 20, 2009, 02:48am
Unfortunately we dropped it.  Both MUA and XML2 seem to have problems loading so many objects, and after 3-4 levels things start disappearing.  However if you can solve that we'd probably pick it up again.
Title: Re: The XML1 --> XML2 project
Post by: BLaw on March 20, 2009, 03:24am
Hmm. What exactly do you mean with "things".. Just world objects? Or mission characters/objects (or both)?
Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 20, 2009, 05:27am
Usually world objects.  I scoured the executable to see if there was some way to overcome it but couldn't find it.  I don't know what's happening because XML2 doesn't have any problems playing through the game.  I think there's something in the XML2 levels that tells the game to clean up after every level.  It may even be hard coded -- in other words there's a place in the exe where "tutorial1.engb" is and so the game knows to cleanup after that level is done.
Title: Re: The XML1 --> XML2 project
Post by: BLaw on March 20, 2009, 05:55am
Makes me think. What if we could use scripts to prevent it? Not that I'm good with scripting or making em', but using scripts works with sidemissions and simulations..
Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 20, 2009, 05:57am
Tried all that.  There's some sort of internal memory limit with objects, and the game needs to somehow know how to erase the last level's objects out of memory.  That's why I think they're hardcoded inside the exe, but I didn't think about that last time I touched the project.
Title: Re: The XML1 --> XML2 project
Post by: BLaw on March 20, 2009, 06:09am
Ah. (just thinking of simple solutions :P ) Has the renaming of files -method been tried out? I mean renaming to one of XML2 files (which is similar ofcourse). For example NYC to Sewers or something. If I'm correct, the executable contains the names of each level in the game.



Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 20, 2009, 08:21am
Yeah, that's sortof what I'm thinking.  I'm extracting the mod to my work desktop now to look at the exe.  If it mentions specific level names then that's probably the issue.  And if it is indeed the issue it might be easier to hex edit as many names as possible rather than redoing all of the levels to match the exe's names.  Since we don't have many levels to worry about so far we should be able to hex edit them all then make future levels fit around them.  Sloppy, but a lot more efficient than redoing the whole thing.


*EDIT*
The exe doesn't reference the levels, just 1-2 conversations for the demo and that's all.  So that's not it.
Title: Re: The XML1 --> XML2 project
Post by: BLaw on March 20, 2009, 08:37am
Hmm. So that's not it. The renaming stuff could still work. Let's just hope that the game doesn't recognizes file sizes :P
Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 09, 2014, 06:01pm
THE PROJECT LIVES

That's right gang! Thanks to the fact that all of Norrin Radd and NBA2KSTUFF's tools are command-line based I was able to program something to automate conversion of all the XML files to XMLB. That took literally 50+ hours of work out of the equation. Since then I've been working on getting each level running. Currently a total of 135 of 156 levels load (not including cutscene levels). That's ~87% for you math people. But there are still loads of scripting issues, objectives, conversion issues the automated processes didn't capture, etc., which means I can't hand out a beta. Until then, enjoy these pics.

(http://s4.postimg.org/vrs0oo1u1/XMen_Legends0001.jpg) (http://postimg.org/image/vrs0oo1u1/)(http://s4.postimg.org/tsg0azww9/XMen_Legends0002.jpg) (http://postimg.org/image/tsg0azww9/)(http://s4.postimg.org/5pz6g4g95/XMen_Legends0003.jpg) (http://postimg.org/image/5pz6g4g95/)(http://s4.postimg.org/x9dh086kp/XMen_Legends0004.jpg) (http://postimg.org/image/x9dh086kp/)(http://s4.postimg.org/xnesztqo9/XMen_Legends0005.jpg) (http://postimg.org/image/xnesztqo9/)(http://s4.postimg.org/ic4zz7tc9/XMen_Legends0006.jpg) (http://postimg.org/image/ic4zz7tc9/)(http://s4.postimg.org/h7axtu6vd/XMen_Legends0007.jpg) (http://postimg.org/image/h7axtu6vd/)
Title: Re: The XML1 --> XML2 project
Post by: ndp on March 09, 2014, 06:26pm
I played that game on my xbox a few months ago but forgot how great it looked. All the detail of the mansion and the sub level were what I missed in legends part2. Thanks for not giving up on the project
Title: Re: The XML1 --> XML2 project
Post by: BlueElf on March 09, 2014, 09:00pm
Wow this is great! So glad this is continuing.
Title: Re: The XML1 --> XML2 project
Post by: Techon 7 on March 09, 2014, 10:34pm
I hope you get it running, it would be fun to add some favorites to the cast.
Title: Re: The XML1 --> XML2 project
Post by: Teancum on March 11, 2014, 03:03am
Got objectives figured out. You can now play through the intro mission of the game, though the fight with Mystique is still messed up.
Title: The XML1 t XML2 project
Post by: pearlofOr on February 24, 2015, 07:47pm
Al, I love heckels.  Have never had any but would LOVE to try some.  Hopeful one of these days Andrew and I can help on this project.  Love reading all the information on them though.  I always love a good challenge.
Title: Re: The XML1 --> XML2 project
Post by: rachel_grey on November 19, 2017, 06:40pm
Quisiera saber (Si alguien habla español) si pudieron crear la versión de x-men legends I para PC a la final. He intentado probar con algunos link que encontré acá, pero están caídos.
Si me pudiesen ayuar, o decirme donde puedo descargarlo. Se los agradecería en gran manera.

Saludos, y gracias a quienes me leyeron x.x
Title: Re: The XML1 --> XML2 project
Post by: BaconWizard17 on November 20, 2017, 05:45am
Quisiera saber (Si alguien habla español) si pudieron crear la versión de x-men legends I para PC a la final. He intentado probar con algunos link que encontré acá, pero están caídos.
Si me pudiesen ayuar, o decirme donde puedo descargarlo. Se los agradecería en gran manera.

Saludos, y gracias a quienes me leyeron x.x

¿Puedes entender inglés? No hablo español muy bien, pero puedo responderte en español si necesitas
Title: Re: The XML1 --> XML2 project
Post by: rachel_grey on November 20, 2017, 06:01pm
si, se leerlo.
he entendido la gran mayoría de los temas de esta pagina. Solo que escribirlo me cuesta un poco u.u
Tu respondeme en ingles, que yo entiendo ;)
Title: Re: The XML1 --> XML2 project
Post by: BaconWizard17 on November 20, 2017, 07:22pm
si, se leerlo.
he entendido la gran mayoría de los temas de esta pagina. Solo que escribirlo me cuesta un poco u.u
Tu respondeme en ingles, que yo entiendo ;)

Ok. There is no final version of the PC version of X-Men Legends 1. You can find the most up-to-date version here (http://marvelmods.com/forum/index.php/topic,9173.0.html), but it has many problems, so you will not be able to play the game all the way through.
Title: Re: The XML1 --> XML2 project
Post by: rachel_grey on November 21, 2017, 10:11am
Ok. There is no final version of the PC version of X-Men Legends 1. You can find the most up-to-date version here (http://marvelmods.com/forum/index.php/topic,9173.0.html), but it has many problems, so you will not be able to play the game all the way through.

Muuuchas Gracias!!! ahorita intento descargarlo y probar. Y sobre todos, gracias por responder a pesar del idioma jeje.
Ahora intentare publicar en ambos idiomas, a ver si así me entiende mejor ._.
Cualquier cosa, me pasare por aquí de nuevo a preguntar, o te escribo por privado :P

---

Thank you so muuuuch!!! Now I try to download it and try it. And above all, thank you for responding despite the language hehe.
Now I will try to publish in both languages, to see if it understands me better ._.
Anything, I'll come by here again to ask, or I'll write to you privately: P
Title: Re: The XML1 --> XML2 project
Post by: BaconWizard17 on November 21, 2017, 11:26am
Muuuchas Gracias!!! ahorita intento descargarlo y probar. Y sobre todos, gracias por responder a pesar del idioma jeje.
Ahora intentare publicar en ambos idiomas, a ver si así me entiende mejor ._.
Cualquier cosa, me pasare por aquí de nuevo a preguntar, o te escribo por privado :P

---

Thank you so muuuuch!!! Now I try to download it and try it. And above all, thank you for responding despite the language hehe.
Now I will try to publish in both languages, to see if it understands me better ._.
Anything, I'll come by here again to ask, or I'll write to you privately: P

De nada
Title: Re: The XML1 --> XML2 project
Post by: mass on October 29, 2018, 04:00pm
Sorry if this counts as necropost, but is the XML1 PC mod truly dead?
If it is, it's a shame really. I love playing old games on my pc and re-living the childhood once more, who knows, maybe this mod could have game developers who make a game in the style of MUA or XML in the future :)
Title: Re: The XML1 --> XML2 project
Post by: BaconWizard17 on October 29, 2018, 08:33pm
Sorry if this counts as necropost, but is the XML1 PC mod truly dead?
If it is, it's a shame really. I love playing old games on my pc and re-living the childhood once more, who knows, maybe this mod could have game developers who make a game in the style of MUA or XML in the future :)

Yeah, it’s dead. There are just too many incompatiblities between X-Men legends and X-Men legends II