Author Topic: OFFICIAL X-Men Legends PC progress topic  (Read 26301 times)

Offline Teancum

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OFFICIAL X-Men Legends PC progress topic
« on: March 11, 2014, 06:07am »

SCREENSHOTS
**Old images

**March 9, 2014

**March 19, 2014

**August 4, 2014

**August 18, 2014


GENERAL INFO
-Runs on X-Men Legends 2 engine
-Totally standalone; you don't need X-Men Legends II to run it
-Powers will be XML2 style
-Up to 9 costumes per character
-Team Bonuses, like Animated Series or Astonishing X-Men
-19 characters come pre-installed. Two additional XML2 mod characters can be downloaded and added to the game
:beast: Beast:colossus: Colossus:cyclops: Cyclops:emmafrost: Emma Frost :gambit: Gambit
:iceman: Iceman :jubilee: Jubilee :magma: Magma :nightcrawler: Nightcrawler :phoenix: Jean Grey
:xavier: Professor X+ :psylocke: Psylocke :rogue: Rogue :storm: Storm :wolverine: Wolverine
:bishop: Bishop :cable: Cable  :sunfire: Sunfire   :spidergirl: Spider-Man++

+on certain missions/beat the game
++bonus character


DOWNLOAD BUILD 0103

Updated in this build:
  • Beast, Emma Frost, Professor X, and Psylocke have been fixed.
  • All sound effects for both levels and characters have been added
  • Music has been added to all levels
  • Pyro fight fixed
  • Toad fight working (but not perfect)
  • Shop menu added to the pause/esc menu
  • Correct Save/Load only checkpoints added
  • Mission cutscenes added
  • Several new skins added
  • Sewers and some of USS Arbiter now playable





Act1:
New York City - Alison rescue (nyc/alison)
nyc2b
  --Pyro's fire wall does not appear until you are off-screen from the fire and come back to it


Mansion1 (mansion/man1)
  --Tour does not "work" - ProfX/Jean do not follow player
  --Going to the second floor then back down the the first some NPCs disappear but "tour" continues. Scripting issue?


HAARP Facility (/haarp/ext, haarp/int)
haarp_ext_boss
  --boss fight with Toad still a work in progress (but he can *technically* still be beaten)

Mansion2 (mansion/man2)
  --Crash when loading subbasement. Currently unpassable. Will probably just teleport players to the next mission
mansion_back2
mansion2_1
mansion2_2
subbasement2
  --Beast should not spawn until after Alison's training
  --Force field missing in brig. We can't have Toad escaping!

Sewers 1 (sewers/hub)
  --Sound error - spikes trigger Healer's "Thank you X-Men" line
sewers1_1_3
  --Spike traps do no damage
sewhub
 --Should be 'quiet' music

USS Arbiter (arbiter/deck, arbiter/a_int)
  --Some fires, flame jets, etc FX mission (whole mission)
  --Zone animations not set up (interior only)
  --Objectives not finished (interior only)
  --Sentinel tubes not working in interior
  --Some fire missing (whole mission)
  --Show MISSION COMPLETE at end of mission
arb_fd1
  --Zone transition works, but actual forcefield doesn't disappear
arb_fd2
  --Crane sequence doesn't work (arm moves, but the sub doesn't sway back and forth, nor break off when destroyed) -- hacked for now
arb2_1
arb2_2
arb2_3
arb2_4
arb3_1
arb3_2
arb3_3
arb3_4

Sentinel Flashback (nyc/fb)
  --Transitions for whole map should be loadMapKeepTeam(); player should only be able to return to a previous zone if necessary (like picking up a danger room disc)
  --No way to force a specific team (whole mission)
  --Sentinels have no damaging attacks (whole mission)
  --Some sentinel FX broken, others are not colored (whole mission)
  --Show MISSION COMPLETE at end of mission
nyc_fb1
nyc_fb2
nyc_fb3
nyc_fb4


Juggernaut Flashback (mansion/jugrnt)
  --fix manjug_m
  --No way to force a specific team
  --Juggy's powerstyle is messed up (no helmet starting out, etc)
  --Show MISSION COMPLETE at end of mission


Act2:
Mansion3 (mansion/man3)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
danger_room (Magma)
hangar3
mansion3_1
mansion3_2
subbasement3b
  --Transition to Nuclear Plant should be loadMapKeepTeam() since Subbasement extraction point will now allow team change


Nuclear Plant (nuke_plant/nuke)
  --Zone animations not set up (whole mission - perhaps only needed for Colossus' level?)
  --Show MISSION COMPLETE at end of mission
nuke1_1
nuke1_2
nuke1_3
nuke1_4
nuke2_2
nuke2_2a
nuke2_3


Muir Island (muir_is/muir2)
  --Full extraction points (not save-only)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mui_comcore
muir_brig
muir_comcore
muir_in2


Mansion4 & Mansion GRSO Attack (mansion/man4)
  --Full extraction points (not save-only)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
grso_debriefing
mansion_back4
mansion_back4_grso
mansion_front4_grso
mansion4_1
mansion4_2
subbasement4
  --Transition to Astral Plane 1 should be loadMapKeepTeam() since Subbasement extraction point will now allow team change
  --Disallow all characters but psychics from starting Astral Plane missions


Astral Plane part 1 (astral/ast1)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Enemies are defaultman (whole mission)
  --Show MISSION COMPLETE at end of mission
  --Astral Goliath model is messed
astral1_1
  --transition to next level is wrong link (teleports to end of level)
astral1_2
astral1_3
astral1_4


WeaponX (weapon_x/secret) --This is the Cyclops/Havok/Wolverine mission
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
wx3_1
wx3_2
wx3_3


WeaponX Flashback (weapon_x/wfb)
  --Save-only extraction points (whole mission)
  --Show MISSION COMPLETE at end of mission
wx1_1
wx1_2
  --Zone transition at end of wx1_2 to wx1_3 isn't solid
wx1_3


Mansion5 (mansion/man5)
  --Full extraction points (not save-only)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
mansion_front5
mansion5_1
mansion5_2
subbasement5
  --Transition to Sewers 2 should be loadMapKeepTeam() since Subbasement extraction point will now allow team change
subbasement5a


Sewers 2 (sewers/healer)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission


Act3:
Mount (mount/mount)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
mount1
mount2
  --Avalanche spams his Quake xtreme


Mansion6 (mansion/man6)
  --Full extraction points (not save-only)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
mansion6_1
mansion6_2
subbasement6
  --Muir Island/NYC Riots transition should be loadMapKeepTeam() since Subbasement extraction point will now allow team change

Muir Island - Juggernaut (muir_is/muir3)
  --Full extraction points (not save-only)
  --Wrong voiceovers
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
muir_brig
  --Cutscene only???
muir_in3

New York City Riots (nyc/riots)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
nyc3_1_1
nyc3_1_2
nyc3_1_3
nyc3_2_1
nyc3_2_2

Sewers 3 - GRSO (sewers/grso)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission

Mansion7 (mansion/man7)
  --Full extraction points (not save-only)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
mansion7_1
mansion7_2
status_meeting
subbasement7
  --Transition to Astral Plane 2/Sentinel Factory should be loadMapKeepTeam() since Subbasement extraction point will now allow team change
  --Disallow all characters but psychics from starting Astral Plane missions

Astral Plane part 2 - Rescue Illyana (astral/ast3)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
astral3_2
astral3_3
astral3_4
astral3_5
colosseum

Sentinel Factory (hive/ext, hive/int)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Last level does not load
  --Show MISSION COMPLETE at end of mission

Astral Plane part 3 - Save Professor X (astral/savepx)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Show MISSION COMPLETE at end of mission
astral1_1
astral1_3
astral2_1
astral2_2
astral2_3
final_astral
  --No way to force player to play as Professor X (Gladiator)

Mansion8 (mansion/man8)
  --Full extraction points (not save-only)
  --Disallow conversations if Magma not on the team (whole mission)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
  --Elevator to/from zone transitions not set up (whole mission)
hangar8
mansion8_1
mansion8_2
subbasement8
  --transition to Asteroid M should be loadMapKeepTeam() since Subbasement extraction point will now allow team change
subbasement8b

Asteroid M (astroid_m/visit1)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
asteroid1_1
asteroid1_2
asteroid1_3
asteroid2_1
asteroid2_2
asteroid2_3

MasterMold (mastermold/)
  --Objectives not set up (whole mission)
  --Zone animations not set up (whole mission)
mastermold1
mastermold2

Other Stuff:
Danger Rooms (arena/)  --all done by nodoubt_jr
  --Want to add additional combatants (more X-Men, villains, etc)
arena_arb1
arena_arb2
arena_astm1
arena_astral1
arena_astral2
arena_dr
arena_haarp
arena_haarpint1
arena_mansion1
arena_nuke1
arena_nyc1
arena_nyc2
arena_sewers1
arena_snow1
arena_weapx1

Menus and Interface (menu, package/menus)
main_back
  --Uses Danger Room instead of Cerebro (lighting broken in Cerebro "level")
UI
  --Currently uses X-Men Legends II menu interface. Convert to MUA PS2 menus, add X-Men Legends logo, use XML1 menus where MUA doesn't cover it and reskin to match. Keep XML2 HUD setup for gameplay.
 --Extraction menu holds five acts. Instead try to keep the three original acts, then have a slot for flashbacks, and one for danger room tests

Common Bugs
  --The 'break wood' sound does not play when you break wooden objects
  --Several XML1-specific effects need converted. If you have time this would be a HUGE help.
  --Direct conversions of XML1's characters (Prof X Astral, Jean, etc) HERE - OPTIONAL package later on???
  --XML1 auotmaps do not work. Perhaps have a "Map Viewer" in the menus instead that points to a static screen (like a loadscreen).
  --Cyclops and Magma need dmg_weld
  --Switch out magnetic bridge for lava bridge so that Magma can build bridges - give her main power dmg_magnetic (a hack)
  --All weapon-based characters need updated powerstyles (weapon = is deprecated in XML2)
  --Create overarching 'Danger Room Menu'. As players unlock flashbacks they'll appear in this menu when accessing the Danger Room computer. Selecting "Training Missions" brings up the regular menu, but "Flashbacks" will allow you to select any unlocked flashback (and will also tell you which characters are required)
  --danger_m.zsm, grsoel_m.zsm, master_m.zsm, sentad_m.zsm, sentsp_m.zsm, shadow_m.zsm did not copy over properly
  --Some characters may have sounds that need looping

Additional skins to add
:beast: Beast --
:colossus: Colossus -- Evolution, 90's, Colossonaut
:cyclops: Cyclops -- New X-Men
:gambit: Gambit -- etc
:iceman: Iceman  -- Modern
:jubilee: Jubilee  --
:nightcrawler: Nightcrawler  -- Evolution
:phoenix: Jean Grey -- Evolution, New X-Men
:xavier: Professor X --
:rogue: Rogue  -- Ms. Marvel
:storm: Storm  -- MUA2, 90's
:wolverine: Wolverine -- Evolution
:sunfire: Sunfire   -- Modern
etc skins
« Last Edit: June 02, 2015, 04:14pm by Teancum »

Offline ndp

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #1 on: March 11, 2014, 10:40am »
Wow, your new name is Lazarus now that you have risen this project from the dead!

Offline LarsAlexandersson

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #2 on: March 11, 2014, 11:15am »
What i saw before first MUA style then this? X| Crap, which one was the first project?
« Last Edit: March 11, 2014, 11:18am by LarsAlexandersson »
Call me Lars. I'm Power Cosmic no more.

"Trying to solve mysteries of modding here"

My Progress:
http://marvelmods.com/forum/index.php/topic,4671.0.html

Feel free to mod my releases, as long you credit me:
http://marvelmods.com/forum/index.php/topic,4488.0.html

Offline Teancum

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #3 on: March 13, 2014, 06:36am »
Sounds for HAARP and the X-Mansion are done, aside from music. Movies are also done.

***Note to self -- try running remove() on heroes prior to select screen. See if it will "kill them off" and force the player to re-select their team.
« Last Edit: March 13, 2014, 06:50am by Teancum »

Offline Joosteh

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #4 on: March 15, 2014, 04:43pm »
May I just say that I find it awesome that you revived this project! :) Awesome I say!

Offline Teancum

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #5 on: March 16, 2014, 05:39pm »
You can now complete the New York Sentinel Flashback. I desperately need someone to do the Sentinels' effects so they can attack properly, but the rest of it works correctly.

Offline Teancum

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #6 on: March 19, 2014, 05:17pm »
14 new screenshots in the first post.

Offline fox456

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #7 on: March 19, 2014, 05:51pm »
I've never seen or played XMLI, so thanks for all the screenshots.
Use this poll to tell everyone where you are from:

http://marvelmods.com/forum/index.php/topic,3929.msg73927.html#msg73927

Offline Teancum

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #8 on: March 27, 2014, 09:35am »
Fun fact: XML1 actually had only 3 acts. The game never tells you, but I just got the strategy guide in the mail. I updated the first post to reflect the acts. Progress is still chugging along nicely. The Nuke Plant is nearly complete.

Offline ndp

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #9 on: March 27, 2014, 10:56am »
That's crazy. Looking at your breakdown those are some long acts. Forgot all about the different flashbacks. Thanks again

Offline Teancum

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #10 on: April 10, 2014, 05:38am »
I think I'm going to start releasing a new build every 2-4 weeks for testing. It's the only way I'll stay motivated with the project. We only have like 10 active members, so I'm going to have to find other ways of getting the word out. I'm not looking for popularity, but I don't want all this work to only be enjoyed by 10 people, either. I'd love to get this up at ModDB, and if anyone wants to record "Let's Play" footage of the beta builds to put on their YouTube channel I'll link to them from ModDB.

Offline phenom

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #11 on: April 10, 2014, 03:18pm »
Awesome work Teancum!

Offline EvGamer-X-

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #12 on: April 12, 2014, 02:26pm »

If I understand correctly, the project is moving soon and have a chance to play on the PC completely X-Men Legends. I am very pleased that the work is. Really looking forward to finishing work! It will be great! thanks to everyone who works on the project.
-X-

Offline Kiwi Kid980

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #13 on: April 14, 2014, 12:21pm »
Dude this is amazing can't wait to see the finished version really amazing job keep up the great work :)

Offline hemlot

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Re: OFFICIAL X-Men Legends PC progress topic
« Reply #14 on: April 16, 2014, 11:04pm »
WOW!

Totally awesome, dude. The most ambicious project on this site. Would you consider releasing conversions? For instance, a one-skeleton mod for Beast.