Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: matt710 on May 27, 2007, 12:48PM

Title: Havok Beta (Choose Your Destiny)
Post by: matt710 on May 27, 2007, 12:48PM
Here is the download for the beta level.  I tried to edit the xmlbs but it made him crash.  It seems he works better without an update of them.  Also the bad skin is still in there, it won't crash.  If someone has xml1 or can fix it that would be great.  Anyway here it is:

http://files.filefront.com//;7622030;;/

Alpha and develpment info found here: http://marvelmods.com/forum/index.php?topic=454.0

__________________________________________________________________

Most Recent Update:

Havok_V1.3.1.zip:
Download (https://www.mediafire.com/file_premium/sytcktfakhehojh)

Title: Re: Havok Beta
Post by: matt710 on May 27, 2007, 09:14PM
If anyone has any bugs please tell me.  (Besides of course skin 1902)  Thanks
Title: Re: Havok Beta
Post by: nodoubt_jr on May 27, 2007, 11:51PM
i'll check it out tommorow
Title: Re: Havok Beta
Post by: matt710 on May 30, 2007, 06:03PM
I actually found a bug myself... It seems Chaos Explosion is unlearnable without a cheat....  This will fix that.  Just put the unzipped files in the talent folder.

http://files.filefront.com//;7652142;;/
Title: Re: Havok Beta
Post by: matt710 on June 04, 2007, 07:58PM
With 86 views is it safe to assume that no one has found any real problems yet?
Title: Re: Havok Beta
Post by: Teancum on June 05, 2007, 05:55PM
I just played a him.  He rocks dude!  :thumbsup2: 

I have the original 19_havok.igb from XML1 if you want to use it.  He's got menu anims and power anims.  The menu anims are unique but not amazing.  He's got four power animations to choose from, but for boost you can always play menu animations as well.  There's even an unused menu_highlight in there.
Title: Re: Havok Beta
Post by: matt710 on June 05, 2007, 08:43PM
Thanks for the compliment teancum.  Sure I would be willing to try the xml1 animations. 

As a side note I am going to give him a new move, but he pretty much is covered in boosts, radials, and beams.  I think I may either do a debuff or another passive.  Also I will create a unique icon for his energy disruption.  Afterwards I will see if there is anything I can do with Dark Phoenix's boost.  I try to change the animation, but it still does the same thing...  Oh well at least the move works.  Also I am planning on trying to supe up Professor X to make him more of a real set of powers and passives. The only thing I was wondering was what his x-treme was in xml1.  Somehow I don't think it was the same thing.

But first I am going to create more skins for Havok, Dark Phoenix, and Emma Frost.
Title: Re: Havok Beta
Post by: Teancum on June 05, 2007, 08:59PM
I did some updates on Havok.  I got so into him that I went through and tweaked this and that in the powers (mostly timing-wise/animation related).

-Slowed Energy Beam's animations down and retimed the FX.  Look like he takes a sec longer to charge up a bigger blast.  Looks good IMO.
-Used the XML1 19_havok.igb.  It's only got four powers, but they're unique to Havok
-Changed anims in the powerstyle to reflect Havok's proper anims

If you want me to upload the new powerstyle and 19_havok let me know.  I don't want to step on your toes.  I just love Havok and wanted to get work on him some. :D
Title: Re: Havok Beta
Post by: matt710 on June 05, 2007, 09:21PM
Oh no problem!  Any work anybody can do to improve any of my mods is welcomed.  Feel free to upload it right here. 

I actually may tweak emma a little myself for my own use.  If Burningrage says its ok, I would definately share.  If you want, look at the dark phoenix mod topic to see the slight edit I did on her skin to make it look like the other form of that costume.
Title: Re: Havok Beta
Post by: Teancum on June 05, 2007, 11:08PM
Actually, Havok's anims were pretty limited.  I'm replacing animations using the Iron Man anims.  To 'trick' the game I hex edited the menu anims so that menu_action = menu_goodbye and vice versa.  It changes it just enough so he doesn't like like a Stark copy.  The Iron Man anims fit much better because we've got more Havok-ish anims to work with.  I'll upload something tonight or tomorrow. 
Title: Re: Havok Beta
Post by: Teancum on June 06, 2007, 06:35AM
Meh, I'm still mucking on which animations would work the best.  I'd like to see a 2nd skeleton get in there somehow so I can maybe use MUA menu animations.  Oh well, at least I can cheat and do that on the Xbox.

Anyways, the contenders are Havok's original skeleton (obviously), Bishop's (which is great, but the menu animations don't look good on Havok) or Iron Man (which has the blasts firing from the palm of the hand, but has more animations that fit).

I like the use of 8501 as a Havok skin.  I'll reskin it a bit so it's more black and silver w/a blue visor.  I was thinking of using Ultimate Gambit as a base for New X-Men Havok as well.
Title: Re: Havok Beta
Post by: BliZZ on June 06, 2007, 08:18AM
You can use my Ultimate Havok, too. I posted it in the Modder's Corner a while ago, and it was based on one of the Tony Stark models (I did it for MUA, but the skin exists in XML2 also)

Definitely go with Havok's animations. Unique menu animations, his actual powers, etc. He can be spruced up for MUA later wit h someone else's.
Title: Re: Havok Beta
Post by: Teancum on June 06, 2007, 08:34AM
Have you seen his menu anims?  They're beyond terribe.  Still, I'll release the updates I did with the Havok anims and folks can decide from there.
Title: Re: Havok Beta
Post by: Teancum on June 06, 2007, 05:25PM
Here's my first version of the updates.  I decided to stick with Bishop's skeleton, but made some changes.

-Bishop's old menu_action is now Havok's menu_goodbye
-Bishop's old menu_goodbye is now power_4 (one of Havok's boosts)
-Slowed down the thicker beam animations.  Looks much better in my opinion

I was going to stick with Havok's anims, but his menu animation was so absolutely horrid that I couldn't bring myself to do it.  I still have em' as a backup though.

http://www.momoshare.com/file.php?file=3785a79eae8870eb948bb2c183124bf1
Title: Re: Havok Beta
Post by: nodoubt_jr on June 06, 2007, 06:31PM
this might also be an alternate for people that want to use his animations

Havok XML1 NPC Boss
*he uses XML1 Havoks skeleton, powerstyles, effects.  You can use his in the dangeroom, or have him join your team, and when i figure out how to replace bosses you might be able to fight him in a level or in game dangeroom.  This is just an alternative, the Matt's mod is great for a playable Havok.

http://www.momoshare.com/file.php?file=639935acd774472cebf76796b7b6122a

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0085.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0086.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0091-1.jpg)
Title: Re: Havok Beta
Post by: boreman on June 06, 2007, 07:01PM
are the circle-effects-things in the current mod?
(i'm sorry, had to uninstall xml2 to make room for job stuff and can't try the mods)
Title: Re: Havok Beta
Post by: nodoubt_jr on June 06, 2007, 07:48PM
which ones, the one for the npc boss? those are the XML1 Havok effects converted by Blizz
Title: Re: Havok Beta
Post by: DJay Saint on June 06, 2007, 08:01PM
Quote from: matt710 on June 05, 2007, 09:21PM
I actually may tweak emma a little myself for my own use.  If Burningrage says its ok, I would definately share.

By all means, go ahead.  I don't have a problem with it.  Like I posted in the Mod forum:

QuoteThat's fine with me, as long as it's a Marvel Mods exclusive, and credit is given where due to all modders (universal rule).

I haven't gotten around to trying Havok, mainly because I haven't touched XML2 in ages.  I'm currently working on MUA and a ton of meshes for it.  I'll get back to XML2 eventually though.
Title: Re: Havok Beta
Post by: matt710 on June 07, 2007, 09:23PM
New Havok skin is below:  (Note Emma's "naughty" and diamond form skins are also in the pic)

(http://img299.imageshack.us/img299/6359/xmenlegends0008ty0.jpg)
Title: Re: Havok Beta
Post by: matt710 on June 07, 2007, 10:30PM
I just found out something about Havok's glitchy skin.  I just assumed that it was the xml1 skin figuring that the one that was already in the game should work.  But it was always the skin that was already in the game!  Weird huh?  I don't know why, could it be the fact that I am using bishop's skeleton?  Did you see the skin working when you changed the skeletons teancum?
Title: Re: Havok Beta
Post by: darkmythology on June 07, 2007, 10:37PM
Let me weigh in on the havok thingy- in XML2, it ALWAYS gave me the same glitch, where unless I had it set as at least 2 skins for the same character, it wouldn't show up on the selection screen. I think that's similar to what you're seeing going on. And yeah, it was the one included with XML2 as well.
Title: Re: Havok Beta
Post by: iammingy on June 07, 2007, 11:06PM
REALLY nice diamond form!!!! Her body curve and shadows are preserved very well!
Title: Re: Havok Beta
Post by: DJay Saint on June 08, 2007, 12:28AM
You do realize she still wears clothes while in her diamond form, right?

EDIT:
Quote from: darkmythology on June 07, 2007, 10:37PM
Let me weigh in on the havok thingy- in XML2, it ALWAYS gave me the same glitch, where unless I had it set as at least 2 skins for the same character, it wouldn't show up on the selection screen. I think that's similar to what you're seeing going on. And yeah, it was the one included with XML2 as well.

If you are having problems with the skin from XML2 PC, use the PS2 version.  It looks better and shouldn't have any problems.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 07:02AM
Was the mega skin pack for xml1 and xml2 using ps2 skins?  If so I used that and switched the rbg.  It did the same thing.
Title: Re: Havok Beta
Post by: DJay Saint on June 08, 2007, 07:26AM
I know BliZZ recently released a pack of XML2 skins that were from XML2 PS2.  The giant one that was released before had no PS2 skins as far as I know.  If you can see the textures in texturefinder, then they are x-box skins, not PS2.  PS2 skins are hard to edit, as nobody but Noelemahc (as far as I know) knows how to do so.
Title: Re: Havok Beta
Post by: BliZZ on June 08, 2007, 08:37AM
Some of the XML1 ones were PS2 in the giant one.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 08:38AM
The pack doesn't include havok.  The only other thing I saw ps2 havok in was here:  http://marvelmods.com/forum/index.php?topic=195.msg9806#msg9806 (http://marvelmods.com/forum/index.php?topic=195.msg9806#msg9806)  I downloaded it and it does the same thing.  I am not sure if the ps2 version was uploaded though becasue it is the same size as the pc version.  I guess we'll just have to wait until it is released.

PS.  I have xml2 for ps2, but not a modded ps2.  Can I still get the skin somehow from the disk?
Title: Re: Havok Beta
Post by: Teancum on June 08, 2007, 08:43AM
XML1 PS2 Havok will be included in a future update of mine.  I put XML2PS2 Havok in over XML2PC Havok.  Yeah, with the cel-shading you don't notice a difference in quality.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 08:47AM
So the ps2 xml2 havok skin doesn't bug like the pc xml2 havok skin?

This is what I am talking about by the way with the buggy pc xml2 havok skin.

(http://marvelmods.com/forum/index.php?action=dlattach;topic=454.0;attach=318)
Title: Re: Havok Beta
Post by: Teancum on June 08, 2007, 09:02AM
Doesn't happen on my system and I'm using the PC model, but I'll see if I can dig up the PS2 model again for the next update.  Is it just using that team or with every model?
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 09:14AM
Only that skin and no matter who is in the team it still is buggy.  The real skin actually jumps and merges with random characters (sometimes it goes to the left or right characters)  and in field it blinks between the black skin and true skin.  When the skin is black in field the true skin jumps to another character and merges with that.
Title: Re: Havok Beta
Post by: nodoubt_jr on June 08, 2007, 10:20AM
Quote from: Burning Rage on June 08, 2007, 12:28AM
You do realize she still wears clothes while in her diamond form, right?

yeah we know, but then a different skin would have to be created for each custome, and that just seems like a lot of work for one simple skin change (plus i dont know how to edit the powerstyle so that the skin swap has many different skins to choose from depending on what skin u are using, i only know how to reference one extra skin), one naked diamond form would fit all of them.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 10:32AM
Yeah it would have been too hard with the modding end of it to do it for the diamond form move for all the skins.  If it is possible to do different diamond forms per skin modding wise I have no problem doing it with different outfits.  :D

Anyway I did more work with Havok skins and kind of merged a few to create these 2 which are pictures 2 & 3 and 4 & 5 (same as 2 & 3 but with one of those things that I forgot the name of that gambit uses).  Note I gave up on getting rid of the x on the pec and went with it to make it look like he has 2 "energy cells".

(http://img502.imageshack.us/img502/9254/havokcustomsyx3.jpg)
Title: Re: Havok Beta
Post by: nodoubt_jr on June 08, 2007, 10:35AM
yep i'll do the basic skin change later today, post it here, and start working on seeing if i can get it to change to many different diamond forms depending on what skin emma is cureently wearing
Title: Re: Havok Beta
Post by: Teancum on June 08, 2007, 10:44AM
Looks pretty good actually.  Two critiques:

1-Darken the suit itself a little more.  It will make the gloves, the X on the belt, and the symbol on his chest stand out better.
2-Paste someone else's face over Angel's.  Angel's face is well known and it looks like an Angel skin if you catch my drift.  I'll post Xbox Human Torch's face after the weekend.  It should look good on there.  Love the 'head glove' or whatever they're called though.  Adds a lot to it.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 11:31AM
You mean more of a black instead of a navy right?  Left = original navy color  Right = new black color

(http://img528.imageshack.us/img528/8906/beforeandaftercm0.jpg)

As for the face I see what you mean.  I looked into xml1 and xml2 havok's faces, but xml1 is too blury and xml2 has bad eyes (has a visor in front of it so I would see no reason for them I guess)  I will wait for Johnny Storm I guess.
Title: Re: Havok Beta
Post by: Teancum on June 08, 2007, 11:55AM
Yeah, make the right pic just a tiny bit darker.  Most of Havok's suits were black.  Basically we need it to be dark enough to look black, but light enough to still see the details in the texture.  It's looking really awesome though.  :thumbsup2:  You also might desaturate & darken the hair just a teeny tiny bit.  That will make it look even less like Angel.  Hmm...  I bet Magneto's hemletless head will work for his HUD if you or I reskin it.  We'll wait on that though.
Title: Re: Havok Beta
Post by: matt710 on June 08, 2007, 03:22PM
Using the color replacement tool it will not darken anymore.  I also tried to darken the hair but it either looked brown or bleach blonde.  The face will be the biggy when you give me johnny's
Title: Re: Havok Beta
Post by: boreman on June 08, 2007, 03:42PM
i think it's a fine blonde color for alex, and you could work the suits with saturation and contrast variations, not brightness. just my two cents.
Title: Re: Havok Beta
Post by: matt710 on June 10, 2007, 09:50AM
Teancum, did you ever get the Johnny Storm face for me?  If not thats ok.
Title: Re: Havok Beta
Post by: DJay Saint on June 10, 2007, 09:55AM
What skin number do you want it from, and what size?
Title: Re: Havok Beta
Post by: matt710 on June 10, 2007, 12:46PM
I just need a good face to make it look different from angel.  Any of Johnny's skins will do as long as the face is unblocked.  256x256 will be best.  Thanks
Title: Re: Havok Beta
Post by: DJay Saint on June 10, 2007, 01:11PM
link (http://www.momoshare.com/file.php?file=f3c9ef397d57503f0ebedc480fc8180d)
Title: Re: Havok Beta
Post by: Teancum on June 10, 2007, 07:20PM
Is that the PC version?  If so Johnny Storm looks like an old man.  Let me upload the Xbox version which is totally different looking.

http://www.momoshare.com/file.php?file=e997f1b76f58918f8fbb39bbe879b805

...heh, just realized that it's the same thing.  Must've just been how they modeled his face in MUAPC.
Title: Re: Havok Beta
Post by: DJay Saint on June 10, 2007, 07:40PM
They gave him a totally different map for his head in MUAPC, just like they did for Sue.  Except Sue's looks incredibly bad.  I don't know if anyone else got a seperate head map, or if it was just those two.
Title: Re: Havok Beta
Post by: matt710 on June 10, 2007, 08:26PM
thanks I'll get to work on it.
Title: Re: Havok Beta
Post by: matt710 on June 10, 2007, 09:06PM
Ok here is the work thus far.  In the first pic we see the original suit with angel's face.  The next pic we see the darkened suit with Johnny Storm's eyes.  I felt that his mouth really wasn't too good for his skin so I looked towards Havok's next of kin and in pic 3 we see picture two plus Cyc's mouth.
Title: Re: Havok Beta
Post by: Teancum on June 11, 2007, 04:12AM
Very nice.  I know it's not a huge difference in XML2, but when Havok gets done for MUA you'll see a big difference.
Title: Re: Havok Beta
Post by: BliZZ on June 13, 2007, 10:18AM
You can convert my Ultimate Havok, too. It was based on the MUA Tony Stark, but the same model is present in XML2 so just extract the texture from the MUA one, color reverse it, and insert into XML2.

http://www.momoshare.com/file.php?file=f3640baf47ed9d812194efbe7600e9e3


(MUA Regular lighting vs advanced lighting)
(http://img79.imageshack.us/img79/391/ulthavokmw4.jpg)
Title: Re: Havok Beta
Post by: matt710 on June 13, 2007, 11:16AM
Thanks, I will be doing an update on the havok skins and packages tonight and will be sure to add that.

Update:  I just uploaded the Dark Phoenix mod update.  I will do the same for Havok by Friday morning.
Title: Re: Havok Beta
Post by: matt710 on June 14, 2007, 07:19AM
With ultimate Havok, are there multiple offsets for this one like xtreme angel?  I am looking for the offsets and I am getting pictures that are way too long for just one.
Title: Re: Havok Beta
Post by: matt710 on June 17, 2007, 08:59PM
Here is Havok, minus the ultimate costume.  Once I fix that I will upload it separately.

Link: Havok_Update_06-17-07.zip:
http://files.filefront.com//;7813905;;/
Title: Re: Havok Beta
Post by: matt710 on June 17, 2007, 10:27PM
I figured out the ultimate costume conversion faster than I thought.  The problem was that there was no 256 image and the 128 was displayed as 128x256.  I shrunk the image to fix 128 and below. 
Unfortuanately since 256 wasn't salvageable, I had to stretch 128.  This makes it a little weird looking when you look at his face in the menu.  But on field it looks fine.  So here is the file.

1907.zip:
http://files.filefront.com//;7814386;;/

Everybody thank Blizz for letting me convert his ultimate Havok from MUA to xml2.  We wouldn't have it for havok without him.
Title: Re: Havok Beta
Post by: Teancum on June 19, 2007, 07:19PM
Here's what I might consider the final version of Havok.  Personally I think it combines the best of what matt710 and I have done.  It's up to Matt whether it's final in the end though.

Changes since original beta: (original beta by matt710)
-the third skin that was included in the original beta (orange visor) has been reskinned to look more Havok-y (Teancum)
-five new skins (matt710, one by BliZZ)
-Numerous hex-editing changes to 19_havok (which is actually a modified 18_bishop).  Everything from boost anims to menu anims where hex-changed.  He's less of a Bishop clone animation wise (Teancum)
-Updates to the powerstyle.  New boost anims for 2 boosts, changes to Havok's two beam blasts to make them look a bit different (Teancum)
-New HUDs (matt710)
-Fixed menu portrait.  Doesn't conflict with other portraits (Teancum)
-Rearranged zip.  It's a simple drag and drop to your XML2 directory and then updating the herostat and characters_heads (Teancum)

http://www.momoshare.com/file.php?file=cf9810ea778843698e8867df7d0c6b82
Title: Re: Havok Beta
Post by: matt710 on June 19, 2007, 08:46PM
Thanks, it sounds good!  I'm glad you were able to do the hex editing stuff because that stuff just goes over my head  :confused:.  I will have a look see later but I think you are probably right about it being final.  The fact of the matter is that there is not much sound for havok in any of the games, so there will be no addition of that.  Otherwise the only thing I would like to find out is how to make the original XML2 skin work!  The only updating I plan to do on it later is adding his load screen and making a comic for him.  The comic would probably have to be pasted and edited by the users though because it would be all dependent in who they replaced.  Anyway great teamwork!!

PS.  I am excited to see what you did with the protraits because Havok, Psylocke,and Professor X all have Dark Phoenix's in my game. 
Title: Re: Havok Beta
Post by: nodoubt_jr on June 19, 2007, 08:48PM
if you dont want to hex edit the portraits, just use ones not used in game.  For example in teh portrait folder theres one for Destiny and Magik and even the Thing, i just use thoes since i doubt anyone will do a Destiny or Thing mod for this game.
Title: Re: Havok Beta
Post by: matt710 on June 19, 2007, 09:24PM
Thanks for the pointer, I just thought that editing the character heads was what I had to do.  I never knew about doing that!
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 06:37AM
Just to let everybody know I added a load screen and comic for Havok in this thread:

http://marvelmods.com/forum/index.php?topic=710.0

There is a text file which shows the format for compiling it.  Just do a search for the characters you want (load and comic) and add them to your review_paths.engb.

Enjoy!

***Coming Soon: Havok Update 2.2 ***
Title: Re: Havok Beta
Post by: Teancum on July 05, 2007, 08:46AM
FYI, I started Havok for MUA a few nights ago.  I'm still mulling over which four skins to put in.  My personal choices will probably be Classic (XML2), Armored (XML1), Ultimate and Xtreme.

So what can we expect in the update?
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 09:02AM
Basically I will be doing minor things.  One major thing I want to include is trying to replace the npc so you don't have havok talking to havok.  He is last on the list so it should be ready in no more than a week.  I just have to figure out who to use.  Its cool that you are porting him to MUA.  I'd be interested to see how he looks.  Please put screenshots here if you can.
Title: Re: Havok Beta
Post by: ratmon on July 05, 2007, 09:32AM
Matt710 will there be any other mods you gonna work on?
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 09:48AM
After updating Dark Phoenix, Professor X, Havok, Load Screens, and Comics.  I will probably go and start another project that will supply new conversation Huds to characters that have just the generic ones.  After that, yes I do plan on attempting another.  My options are:

Angel
X-Man
Polaris (If BurningRage isn't working on her now and it is ok with him)

Also another question for BurningRage:  Are you still doing Mystique?  Just wondering.
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 12:13PM
Teancum, is havok supposed to do anything when selected on the menu?  I know that your first update he did.  I love what you did battle wise, but could you put the animation back in that he chambers his fist upon selection?  I tried to hex it back in but my work in hexing is limiting.  Now I am trying to work with the script and npc stats.

PS:  Did you actually hex the menu portrait or just skin over an unused menu portrait?
Title: Re: Havok Beta
Post by: Teancum on July 05, 2007, 01:13PM
I hexed the menu portrait so it would never conflict.  Havok doesn't do anything when he's first selected because I was running out of animations to choose from.  So I went really funky with it so that I could get two of the three menu anims.
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 02:06PM
oh ok, thanks anyway.  I thought it would be easier to add that hand gesture but I don't know anything about what you did.  But if I understand what you said you had to sacrifice it to get a battle animation in (I assume a boost).
Title: Re: Havok Beta
Post by: Teancum on July 05, 2007, 02:39PM
Yeah I didn't want the menu animations to be the same as Bishop's, so I traded some stuff back and forth that that's what I got. 
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 07:13PM
Removing Bishop caused a side effect in the danger room.  The blank character has bishop's voice.


(http://img115.imageshack.us/img115/9443/defaultman2vy1.jpg)
(http://img177.imageshack.us/img177/2629/defaultmancw4.jpg)
Title: Re: Havok Beta
Post by: nodoubt_jr on July 05, 2007, 07:28PM
are you trying to use him, but he's not currently in your herostats?
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 07:34PM
No it just appears randomly when the dangerroom team gets set to default.  The default characters for a few of the of the dangerroom missions are wolverine, storm, colossus and bishop.  But since I removed him, whenever a default team including him apears this defaultman takes the place.  Just a weird side effect.  I just was curious to see what would happen if I just selected him, and it only attacked and seemed to have bishop's bolton I guess.
Title: Re: Havok Beta
Post by: matt710 on July 05, 2007, 10:35PM
havok may be on hold a little.  I will definately upload the things done soon.
Title: Re: Havok Beta
Post by: intensity on July 12, 2007, 10:37PM
I just downloaded the havok mod-  the character pic works as does the name... but when I select him the game freezes- any solutions?

thanks
Title: Re: Havok Beta
Post by: matt710 on July 12, 2007, 10:53PM
Is it a new game?  Sometimes these mods don't like saved games and sometimes they are ok with them.  The only ones that don't usually need a new game is if you are updating an existing like I did for Professor X.
Title: Re: Havok Beta
Post by: intensity on July 13, 2007, 05:05AM
Quote from: matt710 on July 12, 2007, 10:53PM
Is it a new game?  Sometimes these mods don't like saved games and sometimes they are ok with them.  The only ones that don't usually need a new game is if you are updating an existing like I did for Professor X.

I'll try it as a new game when I get home from work... all my other mods work flawlessly(I sound like Shang Sung from Mortal Kombat lol...) but Havok is being a picky little Summers brother.
Title: Re: Havok Beta
Post by: nodoubt_jr on July 13, 2007, 12:15PM
i starting to get that problem more, now Dark Phoenix is crashing my game.
Title: Re: Havok Beta
Post by: intensity on July 13, 2007, 03:12PM
stinkin' evil dark phoenix... crashing our games and what-not.  When will she stop her power-hungry tirade of torture and confusion?
Title: Re: Havok Beta
Post by: matt710 on July 13, 2007, 04:03PM
I only get that problem when maddie and dark phoenix are on the same team.  It even happens before the update.  Did you guys do the update?  If maybe she is crashing more maybe it is because of the update?  I really didn't do much with her though.
Title: Re: Havok Beta
Post by: nodoubt_jr on July 13, 2007, 04:05PM
no i havent done the update, mine crashes cause of my messed up save files.
Title: Re: Havok Beta
Post by: matt710 on July 13, 2007, 04:09PM
The update is fine as long as you don't have Goblin Queen in the same team of four.  They can be both on the roster though.  It frees up 153 and takes car of a few minor details (like force mastery)
Title: Re: Havok Beta
Post by: BlowFly on July 15, 2007, 11:01AM
matt710   if you are going to make angel just port him from mua.
Title: Re: Havok Beta
Post by: nodoubt_jr on July 15, 2007, 12:39PM
Quote from: BlowFly on July 15, 2007, 11:01AM
matt710   if you are going to make angel just port him from mua.

he probably wants to make his own
Title: Re: Havok Beta
Post by: matt710 on July 15, 2007, 01:29PM
Yeah, probably going to base it off of nodoubt's npc, but with more avilities since he will be playable.  I probably may look to see what this MUA one has for ideas.  But most of my ideas are derived from www.marveldatabase.com
Title: Re: Havok Beta
Post by: nodoubt_jr on July 15, 2007, 01:46PM
the MUA one is Archangel with added powers.  So you are doing classic Angel, no metal wings and wing projectiles, or a mixture of both?
Title: Re: Havok Beta
Post by: Teancum on July 15, 2007, 04:18PM
Quote from: BlowFly on July 15, 2007, 11:01AM
matt710   if you are going to make angel just port him from mua.

You can't just 'port from MUA'.  MUA has a lot more abilities that XML2 doesn't have.
Title: Re: Havok Beta
Post by: nodoubt_jr on July 15, 2007, 04:32PM
Quote from: Teancum on July 15, 2007, 04:18PM
Quote from: BlowFly on July 15, 2007, 11:01AM
matt710   if you are going to make angel just port him from mua.

You can't just 'port from MUA'.  MUA has a lot more abilities that XML2 doesn't have.

yeah an not everything that works in MUA works in XML2, some powers dont work, and it uses two skeletons, meaning the MUA mod may use other animations.
Title: Re: Havok Beta
Post by: matt710 on July 30, 2007, 08:50PM
I am adding havok's XML1 abilities into him (changing effects on one move and replacing his focus).  I found out something I never knew about him and was wondering if it was at all possible.

Flight: Havok can also use stored energy for flight by directing it as a downward thrust.

Is there any character in MUA or XML2 that flies this way?
Title: Re: Havok Beta
Post by: Norrin Radd on July 30, 2007, 08:56PM
could you just make his flying abilities take up lots of energy so he can only fly for like a few seconds?

unless you are suggesting he can fly for long periods, then i misunderstood sorry
Title: Re: Havok Beta
Post by: matt710 on July 30, 2007, 09:09PM
I'm not even sure that he has the animation/effect abilities to do so.  It was just a brainstorm.  If it is possible, howerver, I would however do that so he couldn't fly as long (he isn't much of a flyer anyway) much like wolverine has limited might skills.
Title: Re: Havok Beta
Post by: matt710 on July 30, 2007, 10:51PM
New Update Release:

Havok_V1.3.zip:
http://files.filefront.com//;8188062;;/


-------=======  HAVOK version 1.3 =======-------

Created by: matt710
Updates by: matt710, Teancum, BliZZ
Number of skins: 8


================================================================================
Changes since second beta: (original beta by matt710, second beta by Teancum)
-Used animations from Teancum's initial restyling
-Updates to the powerstyle and talent files.
-Re-Effected Energy Burst to look like XML1 (Files provided by Nodoubt_jr)
-Focus Beam is totally redone to be his beam from XML1 (Files provided by Nodoubt_jr)
-New passive to add to his resistances.
-2 new icons
-Slightly altered herostats


Thanks Teancum for all your hard work on the second beta you did.  This just fixes a glitch I
had left in the talent file and puts back in animations from the original animation release
you did (adds back in menu_goodbye)  I did however get rid of menu_idle so he looks less
like Bishop (what you wanted).  I did this mainly because I liked the goodbye in this version.

Thanks BliZZ for letting me use the Ultimate Havok you made.

Thanks Nodoubt for the XML1 files and the idea to put them in.
Title: Re: Havok Beta (Updated 7/31)
Post by: matt710 on July 30, 2007, 10:58PM
Note:  I edited Teancum's skeleton file he did a while ago (before the most recent) and removed idle animations in the menu so it still has menu_goodbye.  If it doesn't work rename the file in the actors folder with "with idle" in the title to 19_havok.igb .  I never tested it because I don't have bishop and no longer have the animation conflict.
Title: Re: Havok Beta (Updated 7/31)
Post by: nodoubt_jr on July 30, 2007, 11:38PM
thanks i'll try it out tommorow
Title: Re: Havok Beta (Updated 7/31)
Post by: matt710 on July 31, 2007, 07:30AM
Just read Magik's power description and realized I forgot to hex his skins to change the numbers (so you don't have angel after a skin change in battle).  Here is the real update.  Please ignore the other one and download this one.  Sorry for the inconvenience.

Havok_V1.3.1.zip:
http://files.filefront.com//;8190876;;/

Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on July 31, 2007, 07:42AM
Preview of new stuff.

(http://img411.imageshack.us/img411/9263/previewxr9.png)
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: Teancum on July 31, 2007, 12:29PM
FX still need colored, but it's nice t ohave them back.  I like the idea of energy immunity.  I wonder if it's possible to add a passive or boost that absorbs kinetic, beam, etc energy, transforming it into energy for Havok.  Now that would be sweet.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on July 31, 2007, 12:34PM
it looks awesome, great job :) .  I love having him and Polaris on the same team.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on July 31, 2007, 12:39PM
Do you know what color they are supposed to be?  I am unsure and thought that was how they looked.  They came from the NPC.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: BliZZ on July 31, 2007, 12:45PM
Yellow
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: boreman on July 31, 2007, 12:45PM
They always show white, like the glowing parts of his costume. Sometimes they paint it with a shade of blue or yellow, but I think white is more distinctive.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on July 31, 2007, 12:50PM
Quote from: matt710 on July 31, 2007, 12:39PM
Do you know what color they are supposed to be?  I am unsure and thought that was how they looked.  They came from the NPC.

oh yeah i didnt recolor them cause i liked how they looked white, thats how his power has been looking in the lastes issues of Uncanny X-Men

(http://i5.photobucket.com/albums/y170/nodoubt_jr/uncanny478.jpg)
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: BliZZ on July 31, 2007, 12:54PM
They look cool, although I would probably give them a VERY light blue tint. I only said yellow because that is how they were in XML1, IIRC.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on July 31, 2007, 12:57PM
yeah i know, i was going to release an update with the correct colors, im trying to make the XML1 boss/npc conversions as close as possible to the way they originally were.  so if i got any of hte colors wrong let me know (for example Marrow, i just did them green, but i didnt really know what color they should be)
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on July 31, 2007, 01:05PM
Ok I will recolor them for the next update.  Now I am making Generation X Polaris and next is to do an update of Angel.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on July 31, 2007, 08:35PM
Actually I am doing that polaris skin as we speak.  She is almost done.  Just have to do the headdress, bracers, and boots.  I may do that Havok as well.  Do you think quicksilver is a good base?  Anybody know how that skin looks with the hair?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: BliZZ on July 31, 2007, 09:04PM
Actually, I think that is his XML2 skin :nod:
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on August 01, 2007, 06:23PM
I am not too sure what it looks like cause it still gives me that glitch.  I still am clueless why it does it.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: BliZZ on August 02, 2007, 05:05PM
Does the PS2 skin also give this glitch?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on August 02, 2007, 05:27PM
I don't know.  I didn't see a ripped version of it.  Someone uploaded it and said it was ps2 when I requested it but it was the same size as the pc one (probably not ps2 I assume).  Do you know of it being anywhere?  I searched to no avail.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on August 04, 2007, 11:51AM
Just tried it and it does the same thing.  Thanks for the suggestion though.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: apollo on April 14, 2008, 04:32PM
Havok only shows up in the menu when you're leaving, is there anyway to fix this?
I've tried changing the skin, but it's the same whatever his appearance.

Thanks
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on April 14, 2008, 07:39PM
I am unsure why that would happen.  Did you put the skelleton in the proper place?  There is one glitchy skin in there, which is ironically the one that comes with the game. 
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: apollo on April 17, 2008, 04:18PM
Hi, I fixed it.  There are several skeletons in the mod and I just had to switch to using 19_havok (with idle).  Obvious really when you think about it!
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on April 17, 2008, 08:41PM
Those were put in as per your own preferences.  I think there was a readme in there to tell you that or it was on the forum somewhere.  One skeleton was just bishop, one was modified by teancum and the one you chose I believe I modified so he had some menu animations.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 20, 2008, 09:26PM
Alright, I am preparing to update Havoc.  He will have a lot of changes.   For one his xtremes are changing.  Also I am changing a beam move to a repeated blast move.

Also he will get a new fightstyle, skeleton, and sounds. 

More things will probably change along the way.  He should be done in a few days.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on May 20, 2008, 10:12PM
alright another update
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: havok83 on May 21, 2008, 04:47PM
Oh yeah I cant wait. Will there be any new costumes as well?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 28, 2008, 01:50PM
Does anybody know how to get rid of the extra junk on this skin.  I tried the hide skin in the herostats, but it didn't work...  Am I supposed to start a new game for it to take effect? 

(http://img233.imageshack.us/img233/2397/xmenlegends0206st1.png)
This is boreman's skin that is based off of 0103.igb in MUA
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: havok83 on May 28, 2008, 04:27PM
Dont know, but yay an X-factor skin! It will go great with the Polaris one. Are you also including his original costume from the 60s or his 90s Brotherhood look?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 28, 2008, 08:39PM
Ok I am still confused about the previous one, but I made a new Mutant X Havok.  The only thing it is missing is his x symbol, but if I do it it goes on both sides and looks weird.  Anyway, I am just going to outline the belt and fix the glove and it is done. 

(http://img135.imageshack.us/img135/756/havokpreviewsn2.jpg)
The preview also shows his menu animations, which are straight from XML1 thanks to nodoubt_jr.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on May 28, 2008, 08:52PM
awesome, glad you used his XML1 animations
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 28, 2008, 09:07PM
Yup, but his idle in combat was messy (he was crouched over and it just looked weird).  I referenced ea_menu_idle instead of ea_idle for the idle handler and it looks nicely.  I also omitted ea_power5 since it wasn't finished.  He uses his boost (ea_power3) and menu_action for two of his three boosts.  Additionally, he uses his XML1 powers and anims, which I recolored orangish in the effects files.  His Xtreme is the same but looks very different with a massive explosion in the end and his Xtreme Boost is changed a bit (effects, animations, and boosts) so it isn't exactly like Bishops'.  If I can just figure out what is wrong with the hide_skin command I can probably release him soon (since I am almost done with the other 2 skins I am making).  So if the hide_skin can be fixed he will have:

Original (Boreman's skin)
X-Factor (Boreman's Skin)
Mutant-X (Mine as seen above)
The one I did with his cowl, but new skin base.
The one I did that was similar to the previous mentioned, but new skin base.
Ultimate, which I will use MUA ps2 now (Blizz's I belive, I have to double check) 
XML1 skin
XML2 skin (if it works...)

Skin Number 9 is still up in the air...
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 28, 2008, 10:35PM
(http://img138.imageshack.us/img138/8979/xmenlegends0211jg5.png)
This one is just a filler since there are not too many costumes that are feasable.  I still have to fix the belt, but otherwise it is done.  The skin based on the real costume should have 99% of the details of the real one.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on May 28, 2008, 10:41PM
nice skins
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 29, 2008, 10:00PM
New costume.  I love this one!!!

(http://img98.imageshack.us/img98/5209/havokpreviewqd8.jpg)
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 29, 2008, 10:28PM
Quote from: BliZZ on June 13, 2007, 10:18AM
You can convert my Ultimate Havok, too. It was based on the MUA Tony Stark, but the same model is present in XML2 so just extract the texture from the MUA one, color reverse it, and insert into XML2.

http://www.momoshare.com/file.php?file=f3640baf47ed9d812194efbe7600e9e3


(MUA Regular lighting vs advanced lighting)
(http://img79.imageshack.us/img79/391/ulthavokmw4.jpg)

Anybody still have the MUA version of this?  I can't seem to find it and the link is bad.  I have 128x128 as a bmp, but need 256x256. Thanks.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on May 30, 2008, 05:19AM
Does anyone know if the spacesuit angel skin ever made it into the PS2?  I can't seem to find it.  If not I'll maybe use cyclops as a base for havok's spacesuit skin.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 03, 2008, 05:43PM
Done!  Finall!!!!  It is actually like a totally new mod with how much was change.  It is hard to even tell that he was originally almost a merge of Bishop and Iron Man when I first made him.  He doesn't even share Bishop's skeleton anymore (although his menu anims are similar yet slightly different to Cyclops)  Download nodoubt_jr's most recent sound update and you will be golden with him on your team.

:havok:

-----------------------------------------------

Havok Final?? Update by Matt710

Note thank you everyone for their help.  Thanks nodoubt_jr for supplying sounds and XML1 stuff.  Thank you teancum for your help with the previous mods.  Thank you Norrin Radd for your help with fixing skin 1910 so it doesn't crash.  Thanks BliZZ for your ultimate skin, eventhough I couldn't use the exact skin the one I made was severely based off of yours. Also thanks to boreman for letting me use your X-factor and original skins.


Havok Mod Update :

10 Skins
10 Conversation Huds
7 3D Huds
1 Menu Portrait
New Effects
Working sound (complete effects by me x_voices by nodoubt_jr)
New fightstyle
New skeleton (XML1 from nodoubt_jr)

If you would like to use the original XML2 skin replace any of the skins in the herostat with 01. (It
gave me a lot of problems...)
The skins are:

01 - XML2 skin <not in herostats>
02 - Mutant X (new version)
03 - XML1 skin
04 - Modern Skin (w/ hood - new version)
05 - Modernish Skin (wo/ hood -new version)
06 - Spacesuit (new version since the orignal skin's base doesn't exist in PS2)
07 - Ultimate (new version - based on BliZZ's ultimate which since has been lost)         
08 - X-Factor (Boreman's Skin)
09 - Original (Boreman's Skin with added muscle definition)
10 - Civilian (New Skin)

______________________

Just drag the folders to the XML2 folder and drop.  For the characterheads package and herostats engb, text files have been provided for you to compile into your game's files.  Please note that you should back up anything before writing over it!!!!  I am not responsible for anything that may happen once you add this, it is your own choice to install.  There are no problems found that would hurt the program or computer when I tested it, so there shouldn't be any problems on your version.


Download Here:

http://www.megaupload.com/?d=TRR0810V (http://www.megaupload.com/?d=TRR0810V)

Enjoy!
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 03, 2008, 05:52PM
thank you
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 03, 2008, 06:10PM
awesome thanks!
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: havok83 on June 03, 2008, 08:43PM
1 question. Will I have to start a new game to use the new version?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 03, 2008, 09:23PM
I don't know if anybody else has had this problem, but for some reason havok is losing his powers and skeleton every time he goes into a new area.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 03, 2008, 09:44PM
Yes you do have to start a new game, or else it doesn't recognize the new fightstyle and will act funny.  Did you start a new game x-mann66?  I didn't have any problems with that.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 03, 2008, 09:58PM
yeah i did. ive even slimmed down the roster to 20 characters. he reverts back to his movements that you see when you defend him in the dangerroom. I wonder if the game is getting to 2 skeletons mixed up.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: Teancum on June 04, 2008, 06:55AM
That happens when [charactername]_fightstyles.pkgb isn't built/isn't built correctly.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 08:13AM
Quote from: Teancum on June 04, 2008, 06:55AM
That happens when [charactername]_fightstyles.pkgb isn't built/isn't built correctly.

Thanks I'll have to check that.  I am wondering if anyone is having problems with Black Cat, Mystique or Emma because I believe I did it the same way.  I may have done a typo though.  I'll check when I am home later.  Thanks for the point in the right direction Teancum.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 09:08AM
emma gives me problem
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 04, 2008, 01:47PM
could the fightstyles also cause a runtime error?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 05:14PM
It's really werd cause i didn't get dows runtime errors before? good to hear I'm not the only one with this erorr,
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 05:15PM
The package is similar to Black Cat's.  I havn't a clue what could be doing it.  I'll have to ask nodoubt_jr since he knows how to do it better than me.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 05:41PM
i checked the mod and you have everything i have, no difference.  What might be happening with your mods and mine is that we forgot something.  Some thing must be missing, to make the game not recognize the second skeleton or cause a runtime error.

Ramen and/or x-man66, who exactly is on your team when you get these errors?

add the fightstyles to the following files and see if your problems are fixed:
Maps/Package/permanent_fightstyles.XMLB
and
Packages/generated/maps/package/permanent_fightstyles.PKGB
this would help us figure out what the problem is.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 04, 2008, 06:03PM
same screwy stuff. Ive tried all sorts of teams even havok by himself. does the same thing. but i have all xml1 characters except for prof x, polaris, dark phoenix as mods.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 06:37PM
when i had emma nightcrawler forge and jean. i get the error, then when i put in quicksilver gambit angel and kept emma i got even more errors like they wouldn't jump or there boost buttom.

btw: I hate to be a pain, but now I dont even play no more because of it.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 07:15PM
is Forge still in your herostats? if he is, get rid of him, then play and see if you still get this problem.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 07:17PM
I am wondering why it works so well in the danger room, (where I do my testing).  Does it take you to change screens for it to have the problem?  I am wondering if I should delay Angel and Polaris because of the problem with the second skeleton.  Also does it only work with MUA skeletons used as fightstyles or does it do it to skeletons as well?  I wonder...
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 07:36PM
i still think we are missing something, if people could pinpoint which mods give them probles, we could figure out what the problem is.  I played all of act 1 with Stepford Cuckoo, Multiple Man, Avalanche and Marrow (all which use two skeletons) and got no problems, then i used Forge (uses two skeletons, both MUA) and the third character lost his second skeleton (but this was fixed once i moved on too a new area), its so random, so its kind of tricky to figure out what the problem is
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 07:39PM
That is odd.  Perhaps it doesn't like the two MUA skeletons?  But then again all my mods use XML1 or XML2 skeletons as the actual skeleton and MUA as a fightstyle.  I don't even know if that makes sense since Emma is causing problems and her skeleton is XML1.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 07:47PM
yeah thats true.  Another thing i should have added, after i added forge and the third skeleton lost his powers, replacing that third spot with a character with a new fightstyle resulted in that character still unable to use their second skeleton, but when i replace that third character with a character with an original fighstyle (hero,wrestling,finesse1,psionic), they were able to use their fightstyle skeleton. (and again like i said before this was all fixed once i moved on to a new area).  Dont really know what this all means, but it may help figure this out.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 07:56PM
I am unsure of even how to test it since it never happened to me.  I don't know about you nodoubt_jr, but I really don't get to play much since I am mostly modding.  The only playing I do is when I test a mod in the danger room.  I guess it is a problem since I can't possibly predict or witness all the bugs.  That is why I really rely on what others say bug-wise.  I just wish these problems would be mention as they come up instead of all at once.  But oh well... que sera, sera...
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 08:06PM
i feel exactly the same way.  i dont get to play that often, usually i go from mod to mod, only playing through the tutorial to try out mods.  I also rely on people to point out problems.  I see the amount of download some of my mods get, and no comments, so i assume everything is good.  Lol, just let us know of problems, nobody is going to be mad.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 08:16PM
O.k i took of forge and the game did'nt crash at all no error or nothing. So I'm thinking there something about forge? But you did such a perfect job on him I wish you could fix it without changing anything in his game play.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 08:19PM
Do you have any skeleton dropping anymore?  Maybe we should figure an xml1 or xml2 skeleton for Forge if the problem is two MUA skeletons.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 08:45PM
no. I thought the problem was emma but i guess i was wrong hey so would havok give me problem? cause i was gonna add him to my roster
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 08:49PM
Havok uses an XML1 skeleton as his main and a MUA skeleton as his fightstyle.  He is like the other new edition mods (except Forge).  So he shouldn't cause the problem like Forge and should work like my other mods (Blackcat, Emma Frost, and Mystique).
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 04, 2008, 08:56PM
I don't think his powers disappearing has anything to do with 2 mua skeleton. the runtime error might, but im stumped on the power thing. Especially if im the only that has that problem 
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 08:59PM
Try editing the files nodoubt_jr suggested, it may fix it.  Again I really am unsure what it does since I didn't ever have the problem.  Today is the first time I ever heard of it.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 09:01PM
Thanks matt710. I will try havok and see if i get any problems. maybe it depends on how strong your computer is? Huh BTW someone also paste they had a problem with mystique, i havent try her update yet but since i have her on my list i will check her out as well. I had the old havok mod and did not have any problems before.


also i had no problem of what so ever with blackcat.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 09:05PM
Quote from: ramen on June 04, 2008, 09:01PM
BTW someone also paste they had a problem with mystique,

Thanks I didn't notice that one.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 04, 2008, 09:13PM
i don't know whats wrong im gonna try to reinstall my game to see if it is a problem with one of my files. I just want to know are all those textures in the havok mod needed?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 09:24PM
Quote from: ramen on June 04, 2008, 08:16PM
O.k i took of forge and the game did'nt crash at all no error or nothing. So I'm thinking there something about forge? But you did such a perfect job on him I wish you could fix it without changing anything in his game play.

yep i kind of figure he might be a problem, since i got an error when i added him to the team.  Luckily only two of my mods use two MUA skeletons, Forge and Wolfsbane, (sadly all the MUA conversions use both MUA skeletons, i guess i could fix them by using menu animations from existing xml2 and xml1 skeletons).  I'll change up Forge, and see if this fixes any problems.

x-man66 did you use Forge, Wolfsbane or any of the MUA conversion mods?
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: x-man66 on June 04, 2008, 09:31PM
No i just had emma frost new skeleton.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: ratmon on June 04, 2008, 09:34PM
hey i just notice wolfbang gave ne erorrs too........hmmmmm
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 09:51PM
thanks, Forge can be fixed, Wolfsbane is most likely screwed. ok if off to test. 
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 04, 2008, 10:03PM
Quote from: nodoubt_jr on June 04, 2008, 09:51PM
thanks, hey maybe we can fix the MUA conversions, maybe all they need is an xml2 based skeleton? Forge can be fixed, Wolfsbane is most likely screwed. ok if off to test. 

I never played as her, but how about Wolverine, Sabes, or Beast?  As long as it doesn't mess up the skin.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: nodoubt_jr on June 04, 2008, 10:19PM
i'll most likely go with sabretooth, but some animations will be her powers, others her fighstyle. should be alright.
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on June 07, 2008, 01:30PM
Here is an update that should fix all the problems, or at least the severe ones.  The one thing nodoubt_jr told me is that you have to have the fourth character as a character that uses one of the original xml2 fightstyles (So any original XML2 character or Dark Phoenix will work in that spot.  There may be more characters you may uses.)  Enjoy

http://www.mediafire.com/?juhc5itdyhe
Title: Re: Havok Beta (Updated 7/31 skin update)
Post by: matt710 on July 16, 2008, 09:52PM
Ok guys.  Nodoubt_jr discovered some more problems with using two skeletons.  It seems that when it is used too much that it overloads the game.  So, I am going to try to convert most of my mods (if not all) to one skeleton as an alternative the to dual skeleton.  Both mods will still work, but it would probably be better to choose the mod with one skeleton.  If you prefer the Havok with both skeletons, by all means still use him.  This is just the more friendly version since it will not give any problems.  I used Bishop's altered skeleton again, but did a lot of changes.  He looks good, with only one animation I am not 100% happy with since it was way better with the 2nd skeleton, but hey those are the limitations of one skeleton.  I also utilized Bishop's popup attack, but Havok will use a burst of energy instead.  Enjoy for those who would rather this version.


Havok with one skelton using fightstyle_hero:

http://www.mediafire.com/?nhwnzdrxtmt



Havok with two skeletons using fightstyel_havok:

http://www.mediafire.com/?juhc5itdyhe

______________________

Just drag the folders to the XML2 folder and drop.  For the characterheads package and herostats engb, text files have been provided for you to compile into your game's files.  Please note that you should back up anything before writing over it!!!!  I am not responsible for anything that may happen once you add this, it is your own choice to install.  There are no problems found that would hurt the program or computer when I tested it, so there shouldn't be any problems on your version.


Title: Re: Havok Beta (Choose Your Destiny)
Post by: nodoubt_jr on July 16, 2008, 10:10PM
yeah if you are only using one or two no big deal, if you are using more, you gotta keep them away from each other, only 2 or 3 at a time. (like i said in another thread, you may have not had problems yet with using my MUA conversions or two skeleton mods, but those fightstyles are not that complete, matt's and a couple of my newer ones are, so then you might start having problems). I could go into a whole explanations of what ive tested and issues ive found, but i dont want to fill up matt's thread. just remember use 1 or 3, and keep someone with one of the four original fightstyles in the fourth spot
Title: Re: Havok Beta (Choose Your Destiny)
Post by: matt710 on July 16, 2008, 10:32PM
Yup, that is why I am offering both.  It kind of give people a choice on what characters they want to have one skeleton or two skeletons.  I think it will cause less tough decisions on what what mods to use.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Authorias on July 27, 2008, 11:02AM
I use the dual skeleton one: for some reason he lost the ability to do normal melee attacks in the Cerci caves.  He could only do powers or attack while he was jumping.

EDIT: I realized this is probably a skeleton issue, as the second skeleton is what is used for his fightstyle.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Teancum on July 27, 2008, 02:23PM
Likely it's actually a problem with havok_fightstyles.pkgb.  If it's not present or is referencing the wrong files you'll have issues when you change levels.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: nodoubt_jr on July 27, 2008, 02:53PM
the game cant handle so many new fightstyle's at the same time in certain areas, so for example they may all have their second skeletons in the deadzone, but when you go underground the fourth character loses it and cant access it, but when exciting that area they have access to it again.  i think its a memory issues, its to much for the game to load and so its not able to load that new fightstyle. this only happens in certain areas.

Authorias im guessing you were using more than 2 characters with two skeletons, maybe even four?
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Authorias on July 27, 2008, 03:18PM
I was using Forge, Havok (2 skelly), Quicksilver, and Blink.  So three.  I couldn't attack, and then when I went to the exit of the cave it said RUNTIME ERROR.

So I think you may be right.  My computer has 1gb of ram, so perhaps an advisory should be put out that a gig of ram = one double-skelly at a time?
Title: Re: Havok Beta (Choose Your Destiny)
Post by: nodoubt_jr on July 27, 2008, 03:31PM
yep thats it, Blink, Havok and Forge use two skeletons, plus Forge has moveset flying.  So the game has two load the 3 extra fightstyles, plus the moveset. Quicksilver wouldnt cause any problems since he only uses one. (thats one of the reasons why i moved xman to only one skeleton, so the game wouldnt struggle to load the new fightstyle and his moveset. also it depends how complete the fightstyle is, for example Stepford Cucook, Multiple Man, Avalanche and Marrow all work find together since they have only the basic attacks, but Beast, Havok, Cable and Emma Frost would cause issues since their fightstyles are complete)
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Authorias on July 27, 2008, 03:47PM
Someone should make some kind of key as to how fast a comp should be to run a certain amount of skells.  Or perhaps an ingame script that made it so you could only pick a certain number of skells if your cpu was a certain speed?  Just ideas.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: nodoubt_jr on July 27, 2008, 03:53PM
i think its more of the in game memory, like the games memory, not the computers speed.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Authorias on July 27, 2008, 03:58PM
Ah... but didn't someone note that they were able to play with as many skells as they fancied once they got a really fast system?

If it's ingame memory, I suppose it's more of a constant...
Title: Re: Havok Beta (Choose Your Destiny)
Post by: nodoubt_jr on July 27, 2008, 04:05PM
i cant say for sure that is the issue becuase they werent very specific on who they used, like i said my earlier two skeleton mods did not have complete fightstyle, so it wasnt to much for the game to load, all the newer ones ive done are complete as well as matts, so its more for the game to load.

plus like i said in that post, using 3d analyze didnt change anything (while it allows my slow computer to run mua, badly but it runs it, and it allows my lapto to run it with no 3d card installed)

so again, i cant say for sure since they werent very specific
Title: Re: Havok Beta (Choose Your Destiny)
Post by: Authorias on July 27, 2008, 04:12PM
I too use 3danalyze to run games that I otherwise could not.  Glad to hear it helps with MUA as I plan to get that soon.

Hm... well thanks for the troubleshooting tips!
Title: Re: Havok Beta (Choose Your Destiny)
Post by: kfcrispy on July 21, 2009, 08:35PM
Havok's Energy Blasts description is jumbled - instead of 2 lines of text they are combined into 1, overlapping one another.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: marvelfan12345 on July 21, 2009, 08:41PM
Is it just me or that today many people have reported bugs on mods for XMLII that were released a long time ago.
Title: Re: Havok Beta (Choose Your Destiny)
Post by: kfcrispy on July 22, 2009, 09:04AM
i'm trying them for the first time!
Title: Re: Havok Beta (Choose Your Destiny)
Post by: jambito on August 21, 2009, 08:25AM
I can't download havok beta mode

:(

I wish a cyclops 2.0 mode with his max power
Title: Re: Havok Beta (Choose Your Destiny)
Post by: ThePhoenix on August 21, 2009, 09:00AM
Quote from: jambito on August 21, 2009, 08:25AM
I can't download havok beta mode
Use the link in the Character Mod Catalog (http://marvelmods.com/forum/index.php?topic=753.0) It works
Title: Re: Havok Beta (Choose Your Destiny)
Post by: jambito on August 26, 2009, 02:57AM
But this havok version is not beta :(

I wanna have Havok with white beam
Title: Re: Havok Beta (Choose Your Destiny)
Post by: BaconWizard17 on August 24, 2018, 07:08PM
Quote from: TwistedDarkJG98 on August 24, 2018, 05:33PM
I know this topic is old and hasn't had any posts for a very long time. But, does anybody have the link to download the Havok mod that was converted from XML1? I clicked every link on this thread, hoping to be able to add Havok to X-Men Legends 2 on PC. However, they keep saying either "This file is invalid or deleted", or "The clock on your PC is incorrect".
I'm just hoping that someone has the original Havok archived or something, since a lot of the links are dead. I'd love to play as Havok in XML2.  :havok:

He can be found in the all X-Men edition mod
Title: Re: Havok Beta (Choose Your Destiny)
Post by: BaconWizard17 on August 25, 2018, 07:38AM
Quote from: TwistedDarkJG98 on August 24, 2018, 10:57PM
Oh. Thanks for telling me. I'll try it out.

What you can do is get the all X-Men edition and install it into your game, and then take havok's herostay entry from heroreal.engb, and then just copy it into your herostat.engb
Title: Re: Havok Beta (Choose Your Destiny)
Post by: BaconWizard17 on August 25, 2018, 11:28AM
Quote from: TwistedDarkJG98 on August 25, 2018, 10:45AM
Thanks for telling me that also. I was wondering what to do last night, since I couldn't find his herostat file. I just got done testing him out and he works. I would've never guessed that the heroreal file would've contained Havok's herostat. Thank you.

Heroreal.engb is the herostat.engb file for the All X-Men Edition. It has several files with slightly different names in order to be able to run both versions at the same time