Marvel Mods

X-Men Legends I & II => Mod Releases and Conversions => Topic started by: DJay Saint on April 06, 2007, 12:42pm

Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 12:42pm
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-5.jpg)

And this is the subbasement in XML2 (PS2 texture, so it will work in MUA also... :D).  As soon as I convert the .eng with the proper start points for the characters, I will be able to walk around in it.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 12:47pm
Dude! *Imagines expanding XML2 so XML1 is act 1-5, XML2 is act 6-10, w/ Bhood chars unlocking after you get to act 6*

 :bowdown1:
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 12:58pm
I would totally love to do that, but do you have any idea HOW LONG it would take to just convert the subbasement level?  The .eng file is like a mile long, and I believe I will have to convert all sub models used in it (as I'm not sure if they are in the level or if they were in a seperate package...), and I'm not sure on how to add missions to XML2 yet. I just replaced the Genosha map for starters.  However, it's something I totally want to do.  Can you imagine, both games in one?  That would be hella fun, and you would have a chance to level up your characters to 99 on just the first run through!   :laugh:

Damn, if I get this done, do you have any idea what Raven would do to me?   :rofl:  (I paid for XML1 on PS2, and bought XML2 for PC AND PS2, so I can do whatever I want with the files dammit!)  I'll post more pics when I get it playable enough to walk around in.  I'm converting the entire mansion for sure...  And don't worry, I'm getting to Avalanche.  I just took a break to see if I could get the Sentinel level in, and thought the Mansion would be hella fun too.

Now if only we could break the character limits, I COULD actually combine both games.  My hard drive wants to die just thinking about it...
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 01:02pm
I think we could do it. The question is how the game would like the XML2 acts being shifted back :P

I'll help w/ the eng/xml conversions. The other problem would be unlocking chars....  actually, XML1 is prolly a better source for info on that, seeing as ALL chars but Wolvy require unlocking (some auto, some you have to find)

PS: I bought XML1 on Xbox, taint my fault the disc got so scratched :rofl:

We could replace finding Jubi at the mansion w/ Sunfire.... and have Emma in the extra slot, with Beast, Psylocke, and Avalanche replacing DP, Prof, and Stark. That only leaves Magma: but we COULD put her in NPCstat and just use her for training.


/orgasms
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 01:06pm
Well in that case, I can rip all the levels and set up the scripts/coding.  Would anyone else be willing to help with that?  (I'm not a programmer dammit!  But I seem to be doing an aweful lot of it lately...)  This is a huge project for the ages if we could pull it off (barring we can break the limit barriers Raven put up).  For the unlocking characters, I'll look around for the files on how the characters got unlocked.  I wonder if I can make a second herostat file and have the game reference both for info?  *ponders*

EDIT:  I agree.  Prof, DP, and Stark HAVE TO GO.  Prof is crippled, DP isn't an x-man, and neither is Stark.  Magma was too childish anyway...  We could put both her and Jubilee in NPC stat and use them for training/minor things around the mansion (maybe create an additional mission, say protecting the mansion while the X-men are out?)...  Then comes combining all danger room missions from both games, the flashback levels (possibly making more), etc.  :runaway:
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 01:11pm
Magma was the char you had to train w/ at the mansion, yes? I say that is enough for her. (she is minor anyway) Sunfire/Bishop would need to be spawned on various X-Mansion maps (we can use Jubi's space for one, and try spawning another/using some random person's for the other)

I only regret the loss of Jubi... but is an acceptable loss.
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 01:14pm
There are plenty of students around the x-mansion that initiate conversations.  We don't have to totally take Jubilee out.  We could just replace a random student with Sunfire/Bishop, and modify their scripts so they can have flashback missions, or something more interactive.  Also, a "flashback" mission for Bishop would be hella cool, fighting Apocalypse in the alternate future (AoA skins FTW!), meeting and fighting Cable, etc.  I'm going to screw around with the levels a little more and see what I can do.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 01:17pm
Actually, I say we DO put Jubi in NPCstat. We could make a helper NPC on some missions (like, say, Havok at Weapon X). Speaking of which, Havok! If only there was a slot for him.

PS: If we can figure out unlocking, we should stagger the unlocking of the BHood throughout XML2 (like,say, Pyro after you save him)
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 01:21pm
Holy Chocolate egg, good idea!  If Ironman goes for good, then the beacon/whole pieces of iron armor tidbit needs to go in favor of something else...  Dammit, we NEED to figure out how to break the character limit now...  That way we don't have to get rid of Jubilee (I don't like her, but other people seem to), we can unlock Havok (at the end of XML1 Havok decides against joining the brotherhood, which is when he can become playable), Mystique, Blob, etc.  Ideas are running crazy in my head now...  If only we knew a dev or something...  We just need help with the sound files and the character/level limit.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 01:25pm
Yeah, but all that stuff is secondary. Playable Jubi/Havok would be cool, but they could be later fixes. Step one for us is the levels/integrating the characters (and we need playable Beast/Avalanche)

Hook me up w/ some eng/xml to straight-up convert (as that needs to come before we start integrating them)

PS: Iron Man stuff could be expanded to more parts w/ extra bonus levels, how about each piece unlocks a different boss for DR, with final one unlocking Apocalypse?
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 01:38pm
That would work.  I'm working on extracting some .eng files for maps right now, as in order for them to work, all the start points/orients have to be there.  Otherwise you get left with a spinning HUD and eye candy you can't use.  :P  I'll just start with 3 for now, the ground floor, doorm, and subbasement (don't want to convert them all, then find out we can't possibly make them work...).  Once I up those, I'll start working on ripping maps/objects and try to set them up as a playable level.

The Iron Man parts idea is awesome.  How cool would a playable Apocalypse be?  That would make muliplayer awesome (I can't remember if XML2 has skirmish mode like XML1 does or not... I've never played multi-player.  If not, it's something I'll port later.).

I am so going to get sued for releasing this content if and when I get it done...  :rofl:
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 01:54pm
Kinda off-topic on this issue: 35, 36, and 45 are open slots. They can be used for Jubes, Magma, and Avalanche. That gives all of the BIG characters a slot. 124 is also open for Marrow. Everyone else can be tacked on between 150 and 200.
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 02:37pm
Mansion Floor 1 (http://www.momoshare.com/file.php?file=e4956b9a10570f1fd8c572d6db2ca9d0).

This is the map file, the chr(b) file, the nav(b) file, and the eng(b) file.  XML2 also has a .boyb file for each map, but XML1 seems to not have anything even close.  Upon looking at the file, it has a bunch of functions titled "buoy", but XML1 has nothing that references those either.  I guess it's new in XML2?  *shrugs*  I've yet to rip the minimap, as well as the actual objects that are in the map.  Those are coming after I post this.  I was going to rip the script files too, but then decided I don't care about those at this moment.  For now, there are the files that need to be converted, and the map in case you want to screw around with it.  Also, would you mind upping deadzone1.engb from the "D:\Program Files\Activision\X-Men Legends 2\Maps\Act1\deadzone" folder?  I forgot to back it up while fugging with it... :P  Thanks.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 02:52pm
http://www.momoshare.com/file.php?file=3734181aa87dff633cc3bebc72d2a3b7

Alright, a few ideas:
1) We need to go back and add metal bridges to all maps w/ bridges that we rip from XML1
2) We need to add Magma's bridges to all maps w/ bridges in XML2
3) We need to reskin Magma's bridges (since we aren't going to use her) so they are more brown, less orange soes they work for Avalanche! (specifically his 'pop-up a sharp mound' move)

I'll get right on converting those files.

Excelsior!
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 03:04pm
I'm currently ripping the models, scripts, and convo files now...  There are 30+ scripts/convos just for the first floor of the first part of XML1...  :runaway:

When you mentioned me being the resident XML1->XML2 character guy in the other thread, I didn't think it would end up being the whole game!  :wtflol:
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 03:14pm
I am currently about 1/15 through the file. It took 5 minutes just to replace all instances of '="' with ' = ', and that was using Notepad's 'Replace' function :wtflol:
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 04:02pm
I updated the previous link for the Floor 1 Mansion... It now contains all the scripts and conversations you need for that particular level.  It took me the better part of an hour to rip all that stuff.  I included a couple models and textures, and will hold off on the rest as my eyes are hurting from scrolling through the hex editor so much...  :P   It looks like the scripts are all in the same format as XML2, which is good.  However, all the conversations, if we want them to be used, need to be converted, which is bad.  The automaps from XML1 are in .igb format, but in XML2 they are in a .zam format, which I've never heard of.  Theoretically, we should be able to insert the scripts and the map, and have ourselves a level!  Well, after defining it wherever you define the levels at.  *shrugs*  With the .chr and level .eng files, we should at least be able to replace a map and walk around in it for now.  That's what I'm going to do to start, to make sure the levels work without a hitch before porting EVERYTHING.

Anyway, I'm taking a break and just going to play XML1 for a while.  :rofl:  I'll get back to this later, as well as start working on an Avalanche for XML2.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 04:21pm
Well.... I got through the entities, i am now at the 'entinst'. Which means, 2 hours of work = half a map's eng :banghead:

I'll add the conversations to my 'try to do before night is over' list.

Dude, if this map doesn't check out, I will be taking a trip to the Raven offices to cap someone.........
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 04:31pm
Well, if it makes you feel better, this same map has MULTIPLE, and I do mean MULTIPLE .eng files used across several packages.  We just need one so the map will work, then we can copy and paste, changing the values as needed.  I sent the floor one your way, and I will be working on the basement as well.  Hopefully we figure something out, as I know the maps will work in XML2, it's just a matter of figuring out how to play with them.  Leave the convos out for now.  We don't need convos to determine if the map works, they are just butter for the bread.  Just in case we can't get the maps playable, you wouldn't have wasted X number of hours converting the convos.  I'm going to stick the scripts in though (minus the convo scripts of course), because those don't seem like they need to be converted at all.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 04:37pm
Make sure to keep a thorough record of the files you insert/change, soes IF we get this mod off the ground we'll be able to distribute. (Hopefully, some other folks'll pitch in :P)

After working on this eng, the convos look like no work at all. But, if you say hold off, I will oblige.
Title: The XML1 -> XML2 Project
Post by: Teancum on April 06, 2007, 05:15pm
I'll get to work on the DR level conversion Monday.  I need them for the XML2 'box update anyways.  It's getting the XML1 DR courses plus Psylocke, Sabertooth, Pyro, Emma (replacing Deadpool), someone to replace Prof X (I'd love to do Beast, but I think it conflicts with the story.  So probably Jubilee, Magma or Angel.  Man, Angel would be SWEET) and one other (replacing Iron Man).  The last slot is probably going to be Avalanche, but that depends on if he's done when all the other stuff is.  (He'll be last)  So anyways, count on me for DR course conversion.  If it works on the 'box, it'll be a safe bet it works on PC.

Oh, and if we need to rewrite some scripts, count on me as well.  I've done coding for lots of games.  I've already got some 'mental coding' done for how to force the game into four particular characters instead of the ones you pick.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 05:26pm
Dude, if you think Beast conflicts with story, wait til you get to Act 4. Angel would be a HUGE conflict with the story.

For our purposes, Beast would be easy to add. The boss version is already named differently, the only real conflict is the Act 1 Merchant and Perhaps trapped in Mikhail's Cage/showing up to kidnap Sabes. Those need to be changed to reference 'Boss Beast' (I forget what his name is, just check NPCstat), and then our Hero can be named 'Beast'.
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 05:28pm
I'll get to work on the DR level conversion Monday.  I need them for the XML2 'box update anyways.  It's getting the XML1 DR courses plus Psylocke, Sabertooth, Pyro, Emma (replacing Deadpool), someone to replace Prof X (I'd love to do Beast, but I think it conflicts with the story.  So probably Jubilee, Magma or Angel.  Man, Angel would be SWEET) and one other (replacing Iron Man).  The last slot is probably going to be Avalanche, but that depends on if he's done when all the other stuff is.  (He'll be last)  So anyways, count on me for DR course conversion.  If it works on the 'box, it'll be a safe bet it works on PC.

Oh, and if we need to rewrite some scripts, count on me as well.  I've done coding for lots of games.  I've already got some 'mental coding' done for how to force the game into four particular characters instead of the ones you pick.

Hold off on Emma for a little bit.  I noticed a few minor bugs with her while doing the Psylocke mod (I know how to better handle her powers and have learned some neat tricks while doing Psylocke, so now I can better capture Emma in XML2).  I'll be coming out with a fix for her (Emma) this weekend, which will have an updated Talent and Powerstyle, as well as a minor effects fix.  Psylocke is definitely good to go though.

As far as scripts go, I would appreciate the hell out of that.  I'm more of a 'shopper than anything, so all this modding is (well, was) new to me.  I didn't have much experience in programming until now, now that I've finished with my C++ classes, as well as made a phukton of mods for XML2.  It's amazing what hands on experience does.  :runaway:  Still, I try to stay away from programming as much as possible, but obviously doing the mods requires rewriting a lot of code.

EDIT:  I plan on getting to Avalanche this weekend as well if you want to wait for him too, as BliZZ and a few others want him done, so I've decided he's the next character on my list.  I've got a lot of coloring effects to do, and since he has a lot, it'll take FOREVER to get done.  Nevermind...  It was Shadow King that had eleventy seven million effects.  Avalanche shouldn't take too long.

Make sure to keep a thorough record of the files you insert/change, soes IF we get this mod off the ground we'll be able to distribute. (Hopefully, some other folks'll pitch in :P)

After working on this eng, the convos look like no work at all. But, if you say hold off, I will oblige.

Will do.  I keep a duplicate copy of all files I pull out, as well as a back-up folder of everything I replace.  My hard drive hates me for it, but I keep a dupe of everything inside a retardedly well organized folder, so even the dumbest of people can find what they need.  :P  I was just thinking the convos should wait so you wouldn't spend a lot of time doing them, and then for some reason I can't get the map working.  I would feel bad wasting someone's time.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 07:02pm
I can see the end of the tunnel! Like 30 more lines in the eng, then I'll quickly zoom through the nav and chr and up the 3 of em.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 07:56pm
Fuck!!! I spent who knows how many hours on this bullshit... and I made a mistake. The damn thing WILL NOT recompile  :banghead: :bawling: :banghead:

If I up the .src, will someone else sift through it, looking for the mistake? Or do I have to do THAT myself?


I am SO pissed right now :bawling:
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 08:10pm
I'm having that same problem...  I did the subbasement.  :runaway:  I'm so fucking close to making it playable...  There is so much to sift through, it's impossible.

EDIT:  It's too long to post, even in the code tags...  I don't feel like raring the file and upping it.  Oh well.  I'll figure it out.
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 08:20pm
Too bad nba2kstuff seems to be permanently gone... perhaps he could of built an error print-out....

I've double-checked it twice, but I still probably missed it. There are just so goddam many values to go through... ARGH! I'm gonna quickly do the chrb and navb, and then triple check this engb again.
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 08:24pm
AHA!  Sonuvabitch.  I just got trigger happy with the enter button, so a few of my lines turned out to be something like:

Quote
   entinst {
   type = trigger_use03 ;
      inst {
      name = trigger_use03 ;
      pos = 2265 1740 0 ;e              <---
      xtents = 2230 1680 0 2300 1800 120 ;
      }

   }

Now for the moment of truth...  Can I get this playable?  I'm going to figure it out right now that I got it to compile... :runaway:

EDIT:  Fuckbeans.  I forgot to do the .nav and .chr.  Chr will take 5 seconds, but the .nav is pretty long... *sigh*  It's almost like it maps out every possible coordinate you can move or something... [/sarcasm]
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 08:35pm
Mind sifting through mine? I've done it 3 times, I need fresh eyes.

PS: Nav IS a pain in the ass. It doesn't take long (I'm half done): Use Notepad and the Replace function to set it up. Then it is a lot of arrows and enters :P
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 09:32pm
http://www.momoshare.com/file.php?file=5e865259a40d56458c89a5d261ee77d9

Finished CHRB, NAVB, and an Unfinished ENGB that someone (maybe you?) needs to find the error in.
Title: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 09:53pm
And....  *drumroll*  CTD!  Chocolate egg...  I might need all the scripts and models before the map will work.   :bawling:  My eyes are bleeding raw right about now, after what took several hours to convert the level .eng and the .nav...
Title: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 10:06pm
Sonuva BITCH!!! :banghead: :banghead: :banghead:


My guess is it is the scripts: the models would likely just not appear if they exist. That is just my guess, though. It may very well be the models.



PS: This is hardcore clogging up the PoC thread, I'm thinking about splitting it into it's own thread, starting w/ that map post of yours....
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 10:14pm
Oops, sorry.  I'm nerfing all the script references except for the bare essentials, since I've already seen the level works without any of them when I just replaced the .igb.  I glanced over that .eng of yours, and haven't found anything that caught my eye.  There's obviously something though if it won't compile.  :banghead:  I'll post results in a few.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 06, 2007, 10:41pm
Ok, fresh nothings out of the map usage.  I'll go ahead and rip all the scripts and models tomorrow, and try to set it up as a unique map as opposed to replacing one.  The only way I can get the map to show up is to disregard the .eng entirely, using the game's old one.  Then I can't even move around because my characters fall to oblivion while the map happily floats there, unused...  I'm not sure if the game is throwing a pissy fit because all the scripts/models aren't there, or what.  I wonder if that .boyb file has anything to do with the maps being able to work?  XML1 doesn't have them, but XML2 does...  Anyway, what a frustrating day this has turned out to be.  Thanks for the help converting stuff BliZZ.  I'll try to get both maps working tomorrow.  If I can get the basement or floor 1 working, I'll link the other to it with one Xtraction point to get out into one of the normal levels.  That would be a start.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 06, 2007, 10:45pm
*Yawn*

Bed-time for me as well. Here is to hoping tomorrow will be more fruitful! And that someone will find the error in my eng while I slumber... A guy can dream, no? :rofl:
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 07, 2007, 08:42am
Okay, I'll put scripting the .py to have four specific characters at any given time on my list.  There's two ways we can do it:

1-All characters are unlocked when you go to the select screen, but after selecting any four chars, a py script switches them to the correct four.
2-(Preferred solution)  We lock characters via scripting verb, but the py script is executed at the end of the level prior to a char-specific level.  This helps us turn off/on characters as needed, plus makes missions where there's only specific characters allowed (level 1, the sentinel NYC flashback, the mansion) really easy.  Between the py scripts and the charinfo (does XML2 have one?) it should be very plausible to knock it out.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 08:52am
Nope. No charinfo in XML2.

PS: Will this allow us to lock certain chars for certain missions? (No Jean on XML1 boat mission, etc)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 07, 2007, 09:17am
Yup, what we do is execute a script at the end of the previous mission, locking all characters that cannot be used.  That being said, it'll work for things like the X-Mansion as well.  When a mission is complete, we lock all characters but Magma.  It's not perfect, but it would certainly do the job.  Hopefully the lock/unlock verbs are the same in XML2.  The 'box XBE should be the same as the PC EXE in that respect, so I should be able to look for the verbs inside my XBE and get back to you.

Scripting should probably wait for a bit, but once we get a handful of missions running we can get started.  Heck, really all I need is a combat-based mission that's fairly simple (rooftops, Magma's X-Mansion trial, Sentinel attack on NYC) to get started.  It needs to be playable however, even if we use XML2 enemies.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 09:26am
Later today I'll get to work on converting the first, Wolvy exclusive NYC mission. Hopefully that'll be enough to test.

What I'd really like to see (if at all possible) is certain chars first playthrough, then open to all chars w/ New game +. Not sure how possible that is, however.

Actually, it should be possible to define which playables you are limited to in missions: we should use XML2's Act0 to see how they did it (they limited that to Storm, Cyc, Wolvy, and Mags). The problem is the locking of certain chars in the menu.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 07, 2007, 09:35am
I'd start with the rooftops.  The NYC mission has stuff like the streets changing and stuff.  That might could be scripting-related, so something like rooftops would be better.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 09:50am
It is possible to lock certain characters out of a mission.  While ripping the mansion subbasement files, I have seen a certain instance in the .eng where it says something like "charselect = false", and another instance of Magma being the only character playable, but I don't remember what that variable is called right now.  You also have the "actmatchteam" variable, which I'm pretty sure is a variable called from a script that only lets you play a certain team for that mission or area.  However, I don't want to lock the rest of the characters out of the X Mansion.  I honestly thought that was stupid.  After Magma gets to do her shizzit, then the rest of the guys should be able to be selectable.  Or, at least have the mansion around in the XML2 portion where everyone is free to roam it, at least until Act 5...  (The subbasement should really not be totaled, so maybe I can link it to the mansion ruins?)  Anyway, the Xtraction point used in the subbasement also has the following variables set:

model="puzzles/beacon_xtraction_noteamchange" (obvious)
actscript="extractionPointLite('_OWNER_','false','true','true','true','false')"  (not sure what it means, I'll look at the script to see what variables it refers to, possibly which actions you can do in the Xtraction menu, i.e. visit Forge, Save Game, Change Team, Danger Room, etc.
team="hero"  (it should be obvious, but it's your playable team as defined I suppose, not "omg no brotherhood")
actmatchteam="true" (just a guess as before)
actleader="true" (only one person?)

I'll get to ripping the script files and models for the area.  If I have everything in place, then the game can't bitch at me for going to a completely defined area, can it?  :rofl:  In the mean time, would someone mind helping convert the files for the hangar and second floor?  Once done with the scripts, convos, and models, I'll help out with that, and see if I can't tie it all together.  *grabs coffee*  It's going to be a long day.  :D
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 09:57am
Yep, I'd imagine the game can't. Just to be safe, I'd add a 'Magma' (no powers needed, just a basic definition) and an 'IcemanFlesh' to the NPCstat. That covers all the chars at the first mansion, I believe.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 09:59am
Was Magma in the NPCstat?  Or was she in herostat? (for the mansion exploring of course...)  *checks*  It's just that whenever I assign her items while at the mansion, they always end up being unequiped from her, so that could be why.

Oh Chocolate egg, courtyards...  *sigh*  Five parts of the mansion now.  I think for now I'll just trim the references to those zones out and see what happens (wait, now that I think about it, you couldn't go out in the courtyards in the very first part, could you?  Eh... but so was the hangar, and the subbasement script still links a spawn point from it, regardless of it being impossible to come from.  Feck)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 07, 2007, 10:08am
Yeah, but you gotta remember that most of the structure except for models/animations/textures/a few other things was rewritten for XML2.  They're no longer just plain XML files anymore, and most of the capabilities were probably removed.  PY scripts are just Raven's "Icarus" scripting system which they also used in variation on Jedi Outcast/Academy.  (If you notice, all scripts are "Generated By BehaveEd" which is a tool available in the Jedi Academy mod tools)  They should work, as they would have just updated the scripting system rather than rewrite it.

*thinks* The mansion would actually be the best place to get scripting started.  We can just throw some enemies in the X-Jet hangar for testing purposes, and I can script it so that we only have certain controllable characters on certain parts of the mansion for testing purposes.  In the meantime I've got to acquire XML2 PC for faster scripting/debugging.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 10:18am
Herm. Magma was in herostat, though I THINK her Civie costume was in NPCstat. Regardless, we can't add heroes to Herostat, so put her in the NPCstat.


Hmmm... Now that I think about, 2 extra chars DIDN'T CTD. At least, I don't REMEMBER it CTDing. The second just didn't show up.... Why don't we see if we can put Jubi in the Herostat (below Emma), without the game CTDing? She won't be selectable, but she'd level up at the rate of others and we could use her as a helper NPC.....
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 10:20am
Yeah, but you gotta remember that most of the structure except for models/animations/textures/a few other things was rewritten for XML2.  They're no longer just plain XML files anymore, and most of the capabilities were probably removed.  PY scripts are just Raven's "Icarus" scripting system which they also used in variation on Jedi Outcast/Academy.  (If you notice, all scripts are "Generated By BehaveEd" which is a tool available in the Jedi Academy mod tools)  They should work, as they would have just updated the scripting system rather than rewrite it.

Hence why it takes so **** long to convert them into XML2 readable form.  It took me the better part of two hours just to convert the subbasement.eng file for the subasement...  And it also took me about another hour to convert the .nav file for it.  Those are now in XML2 form, and have been compiled into the binary files (.engb, .navb) that the game uses.  The issue is, I think, is that the .eng calls for scripts, models, and certain effects/entities to the level precache that don't exist.  While I tried to nerf all script references, that still didn't work.  My only next guess is to just try to use all the old scripts and make a completely new mansion level, as opposed to just trying to drop it on Genosha like I first did.  Yeah, all the .py scrips are in the exact same form as XML2, which I noticed were also in Jedi Outcast and Jedi Academy (as I have modded that game as well, but it was mostly new skins), and have noticed the clever use of package files in XML2 that those Jedi games use also.  Silly Raven, who recycles nowadays anyway?  :rofl:

EDIT:
Quote from: BliZZ
Hmmm... Now that I think about, 2 extra chars DIDN'T CTD. At least, I don't REMEMBER it CTDing. The second just didn't show up.... Why don't we see if we can put Jubi in the Herostat (below Emma), without the game CTDing? She won't be selectable, but she'd level up at the rate of others and we could use her as a helper NPC.....

I've tried that for shits and giggles, and my game just strait up CTD'd after the first loading screen.  *shrugs*  I'm not fond of Mr. Stark anyway, but I'm afraid of removing him right now since he is tied into the game's scripting for the final level.  I'll probably nerf Deadpool for now with Magma, and...  feck.  What the hell, Stark goes too.  For now I only need Magma, as Jubilee wasn't in the first segment of XML1.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 10:27am
No.......... Beast/Avalanche are MUST HAVES (in DP/Stark's slots) imo. THOSE are some legends. Dude, trust me: she WILL load from NPCstat, (see tommy's MUA NPCstat project) and she is NOT as deserving of a slot as Beast.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 10:32am
Relax, it's just for testing...  I CAN keep two herostats around you know.  I just want the level to work.  After I get it working with the native scripting, I will nerf her for sure.  Beast is going to be made, but he's not going to make his way into my game (unless I replace Bishop or something).  I'll stick in Avalanche, and the other character will either be Shadowcat or Polaris.  If someone wouldn't mind trying to find out how to modify the .exe or look at the .dll files so we can break the character limit, then we wouldn't have to worry about cutting anyone.  Hell, even with MUA's 27 limit, that would be enough...  Do you want me to upload the .chr, .nav, and .eng files for floor 2 for conversion?
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 10:37am
I know, I know. I was calm.

Hrmmm. I'm gonna try and go through and set it up so the game spawns Beast's boss version to free up the name 'Beast'. We'll see how it goes.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 07, 2007, 10:44am
We could always call our Beast 'beastPlayable'
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 10:46am
Nope. Cause the name 'Beast' actually results in a menu callout.

(http://img477.imageshack.us/img477/6937/untitled2yy5.jpg)

Twas an easy fix anyway. Merchant Beast (who is only in Act 1, right?) in now 'BeastBoss'.

Now, to fix his only other appearances.... (which I believe were in Mikhail's Palace and Sinister's Place)

EDIT: the only problem is his anim... he hunches. I'm thinking about adding a BeastSimple, like all the playables have.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 11:05am
How would you feel about walking into the danger room in the X-mansion?  While going there, there is two doors.  One leads to the control room where you activate the danger room, and the other, to your right, is a door in which you can never open (but it still has a complete hall to the danger room floor below).  However, I'm going to see if I can replace the door model with a double door, and have it be able to open.  Then we would just need a console that would activate a script and randomly spawn enemies.  Thus, an ACTUAL danger room session!  (theoretical of course, but doesn't hurt to try, eh?)
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 11:15am
That'd be fun, although, IMO, that would be of LAST priority.

Anywho, after replacing Beast w/ BeastSimple in NPCstat, and fixing up the convos, it works perfect. We also won't run into the issue MUA had w/ Fury, being that the skin changes based on which Fury skin you are using. NPC Beast will always be in Ultimate skin.

Now I gotta go look through a walkthrough for all Beast appearances, adn fix em all up. then i will up a simple patch.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 12:07pm
Beast Patch (http://www.momoshare.com/file.php?file=27cf891871867dd7870c3a0e84b21fc4)

This moves all appearances of NPC Beast to 'BeastSimple', instead of 'Beast', freeing it up for the hero version.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 12:37pm
Do you want me to upload the .chr, .nav, and .eng files for floor 2 for conversion?

Sorry, didn't notice this as it was an edit. Yeah, I'll do them.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 01:20pm
Mansion (http://www.momoshare.com/file.php?file=535fee99e71caaab78aeeae35ae3b720)

It has the second floor and the hangar.  The hangar is relatively short in all aspects.  I will continue ripping the scripts/models/conversations for all of these areas.  Hopefully some time this weekend I'll be able to give it a run.  One thing I'm not sure on though, is how to actually add a NEW level to the game?  I have to explore this aspect.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 01:46pm
This eng has the eng AND the ger in it. Which means it is half the size! (The hanger 1). I'll up the hanger soon, it is almost done.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 02:05pm
http://www.momoshare.com/file.php?file=789164c6ee3fb66137e92abed6272c21

CHRB, NAVB, ENGB, all tidily compiled.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 07, 2007, 02:07pm
Ah crap, sorry about that...  I did that on accident with the 2nd floor eng also, which had the .ger and .fre in it...  I trimmed it down before upping it of course.  :P

EDIT:  Thanks for the hangar.  I'm still ripping scripts...  There's a TON of them for this first level.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 07, 2007, 06:02pm
I'm back, and with fresh plans of how to have Beast without him breaking the story:

-Lock him for all of Act 2, while he is 'Captive'
-Lock him from when you enter Sinister's Tower (you are supposed to meet up with him) to when you beat him in that boss battle

O' course, ideally, all character 'locks' would be removed for NewGame+ (so Jean would be useable on the Boat level), but if that isn't possible, I guess two Beast-less acts wouldn't kill anyone.

And Burning Rage, you don't have to have Beast in YOUR game if you don't want him, but I feel like he deserves that other slot in the mod we (hopefully) distribute.

Off to excruciate myself on the Mansion Floor 2.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 08, 2007, 12:52am
Yeah, locking via script may screw us over, unless there's a IsCharacterUnlocked variable.  Then I can check to see if someone already unlocked a char.

Wait... Maybe I didn't get very far (still on the Arbiter ship), but Beast gets locked in XML1?  Or are you talking 2?
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 08:07am
I'm talking XML2, trying to minimize overlap with NPC Beast.

Floor 2 (http://www.momoshare.com/file.php?file=805125a790cad5891737b0e01df823c9)

PS: Did anyone ever find the error in my eng for Floor 1? We need to find that error....
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 08:27am
How to restrict heroes (from Weapon X Flashback):

Code: [Select]
<MISSION descname="Weapon X Flashback" description="Weapon X Flashback" scriptstart="missions/mission_fmv_108" minheros="1" maxheros="1" location="42 36" remote="true" mapload="" maploadblackbird="true" skinset="weaponx" teamselect="false" keepheroes="false">
<REQUIREDHERO name="WOLVERINE"/>
<OBJECTIVE name="Chase" descname="Catch the director." description="Find the director of the Weapon X project." enabled="false" xp="10000"/>
<RESTRICTEDHERO name="ARCHANGEL"/>
<RESTRICTEDHERO name="BEAST"/>
<RESTRICTEDHERO name="COLOSSUS"/>
<RESTRICTEDHERO name="CYCLOPS"/>
<RESTRICTEDHERO name="FROST"/>
<RESTRICTEDHERO name="GAMBIT"/>
<RESTRICTEDHERO name="ICEMAN"/>
<RESTRICTEDHERO name="MAGMA"/>
<RESTRICTEDHERO name="MAGMACIVILIAN"/>
<RESTRICTEDHERO name="NIGHTCRAWLER"/>
<RESTRICTEDHERO name="PHOENIX"/>
<RESTRICTEDHERO name="PROFXASTRAL"/>
<RESTRICTEDHERO name="PROFXGLADIATOR"/>
<RESTRICTEDHERO name="PSYLOCKE"/>
<RESTRICTEDHERO name="ROGUE"/>
<RESTRICTEDHERO name="STORM"/>
</MISSION>

This is also further proof (for those who need it) that the slot that never unlocks was intended to be Angel's. He was the 'Hulk' of XML1 :rofl:

PS: I broke the 1000 post mark today. Yay?
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 10:07am
I'm talking XML2, trying to minimize overlap with NPC Beast.

Floor 2 (http://www.momoshare.com/file.php?file=805125a790cad5891737b0e01df823c9)

PS: Did anyone ever find the error in my eng for Floor 1? We need to find that error....

Eh...  I'm about a quarter of the way through on my second glance, this time going line by line.  :runaway:  I'll continue it later though, as I've gotta bounce right about now.  I'll submit findings later tonight, as well as put the level together, since I've got most of the scripts and models ripped.  None of the convos are converted yet, which I have to do before I set up the level.  Anyway, until tonight, excelsior!  (whatever that means... you guys say it a lot :P)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 08, 2007, 10:32am
How to restrict heroes (from Weapon X Flashback):

Code: [Select]
<MISSION descname="Weapon X Flashback" description="Weapon X Flashback" scriptstart="missions/mission_fmv_108" minheros="1" maxheros="1" location="42 36" remote="true" mapload="" maploadblackbird="true" skinset="weaponx" teamselect="false" keepheroes="false">
<REQUIREDHERO name="WOLVERINE"/>
<OBJECTIVE name="Chase" descname="Catch the director." description="Find the director of the Weapon X project." enabled="false" xp="10000"/>
<RESTRICTEDHERO name="ARCHANGEL"/>
<RESTRICTEDHERO name="BEAST"/>
<RESTRICTEDHERO name="COLOSSUS"/>
<RESTRICTEDHERO name="CYCLOPS"/>
<RESTRICTEDHERO name="FROST"/>
<RESTRICTEDHERO name="GAMBIT"/>
<RESTRICTEDHERO name="ICEMAN"/>
<RESTRICTEDHERO name="MAGMA"/>
<RESTRICTEDHERO name="MAGMACIVILIAN"/>
<RESTRICTEDHERO name="NIGHTCRAWLER"/>
<RESTRICTEDHERO name="PHOENIX"/>
<RESTRICTEDHERO name="PROFXASTRAL"/>
<RESTRICTEDHERO name="PROFXGLADIATOR"/>
<RESTRICTEDHERO name="PSYLOCKE"/>
<RESTRICTEDHERO name="ROGUE"/>
<RESTRICTEDHERO name="STORM"/>
</MISSION>

This is also further proof (for those who need it) that the slot that never unlocks was intended to be Angel's. He was the 'Hulk' of XML1 :rofl:

PS: I broke the 1000 post mark today. Yay?

Yeah I've seen those before, but that's straight HTML-style XML.  That's what I was saying earlier.  It's more than likely been rewritten to XML2/MUA style XMLB.  I couldn't find those commands in MUAXbox.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 10:55am
Yep. I can verify that just converting it like you would other code doesn't work/ I tried locking Cyclops in the DeadZone, and he isn't locked. Damn. Hopefully there is a value similar to this in XMl2, though.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 08, 2007, 11:04am
Did they even have Act-specific character locks in XML2?  I'm only finishing up Avalon.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 11:06am
No. But they had specific chars for the first mission, so that leads me to believe (at least hope) that, somewhere, there are required/locked codes built in.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 01:38pm
I am currently converting the nyc mission (which has rooftops as part of it, btw; also, I made a mistake in the ****ing nav, as it won't compile, but that is another story) and we NEED to come up with a naming system for XML1 versions of BHood. CharnameBoss? How does that sound?
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 08, 2007, 01:50pm
Yeah, that's fine, just as long as we won't have any duplicates.  You might go with CharnameXML1Boss.  That way we know there's not any duplicates.  I don't know if any bosses repeat in-game, but it's better to be safe.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 02:15pm
Nope, there is no overlap. Alright, we'll name the XML1 Bhood chars CharBoss. So AvalancheBoss, BlobBoss, MystiqueBoss and PyroBoss are necessary for the NYC/Alison mission.

PS: Which Mystique skin do we want to use as her base one? Red or Black?
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 02:50pm
The first mission simply lacked an Xtraction point.  I don't think any characters would be "locked" at all if you had an Xtraction point to change at.  Try "playable = false ;" for the characters and let me know what you come up with.  A lot of the values in XML1 DO still work in XML2, it's just written a tad bit differently (which is how I was able to get some of Psylocke's powers to work as they do... I used XML1 coding and just "updated" the wording, but it's still pretty much the same).  Remember, all game engines are usually backwards compatible, just not forward compatible, meaning the old commands are still there, just renamed.

EDIT:  There is also a script that replaces Beast with Forge when he gets captured.  Maybe it has something useful in there?

Quote from: BliZZ
PS: Which Mystique skin do we want to use as her base one? Red or Black?

I think she used red mostly in XML1, or at least during the first parts, and during the boss battle.  Also, if I'm not mistaken, her loading screen has her wearing red also.  Let's go with that one.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 08, 2007, 03:21pm
I still think we aughta lock via script.  It just makes life coding-wise much easier.  I can simply set up a header section in the script so that all you have to do is set things in the header to 'true' or 'false' for each character.  That way we use the same script repeatedly just changing playables as needed.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 03:53pm
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-6.jpg)

The buoy file and the nav file have an aweful lot of similarities in the way they are set up...  But I can't seem to find any .boy(b) files for the XML1 maps anywhere.  I haven't been able to walk around in the XML1 map yet, even with the .nav file in place.  I have no idea what this .boyb file is used for, or how important it is, but I figure if it looks close enough to the .nav file, maybe it also is needed to define where you can and can't walk?

EDIT:  Dammit, all maps also need to have a package file which defines all scripts, convos, HUD heads, models, XMLs, animations, skins, effects, textures....  If they had everything that defines a map in one folder, then that would be fine, but there are pieces spread across several folders, and you have to fill all of those in, synchronize them, etc.  This is too much.  Seriously.  For one map, this is too much.  Do you have ANY idea how big of a project this actually is?  Does anyone know how long it took Raven to make XML1?  Yeah, figure about twice as long for us to port their work, at least.  I.E. not going to happen.  There's simply not enough people working on this.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 04:24pm
The .pkgs aren't that hard to make. Especially not for the Mansion, where it is just convos. Textures/effects DO NOT have to be in pkgs, so long as they are in the corresponding ps. This IS gonna take a while, but it is doable. We have all the resources in front of us (except for the boyb/locking chars, those we gotta figure out.)

EDIT: the Boyb obviously DOESN'T need data for you to walk around. the Boybs for Act 1/5 bases are EMPTY, whereas Act 2-4's bases have data. Now we hafta figure out the differences between the bases of Act 1/5 and Act2-4.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 06:44pm
Dude, I seriously don't know what in the hell is wrong with that .eng you converted...  This program doesn't give any frickin' clues as to where the error is, and I've been through the damn thing almost on a line by line basis.  All of the braces are there.  I've even checked the multi-functions and made sure the line spacing is correct...  There is nothing wrong with the ending semicolons...  I did a search function to make sure no colons were put in place of a semicolon on accident.  I don't know.  This is frustrating as hell.

EDIT:  While keeping the "some values are different in XML2" notion in mind, I wonder if that's the reason I get CTD when I use the new .engb when I replace a level and attempt to load an XML1 map?
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 06:47pm
I feel the same way. I even searched for all the various endings ({, }, ;) with a space after, no cigar. Goddam it!


Just so we are all on the same page: what have you been able to do? Overwrite a map, but not usably so, correct? Have you been able to add a new map yet?

EDit: feck thats not a smilie. it is ; followed by ). Also, diff values may (probably are) be the cause of a CTD.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 06:54pm
I feel the same way. I even searched for all the various endings ({, }, ;) with a space after, no cigar. Goddam it!

[technicality]Spaces after a line or function end will not affect the file.  They only add extra null data, and since it is after a line end, it will be skipped by the program until the next function beginning.[/technicality]


Quote
Just so we are all on the same page: what have you been able to do? Overwrite a map, but not usably so, correct? Have you been able to add a new map yet?

Agreed.  I haven't tried adding a new map yet, simply because I don't quite know how.  I know what files are all needed in a new map, but I'm not sure how to get it to show up in the Xtraction Point menu when you hop between different acts, and I don't know where the maps are actually defined at (I know where they are packaged at, and where their files are, but that's it).

Quote
EDit: feck thats not a smilie. it is ; followed by ). Also, diff values may (probably are) be the cause of a CTD.

:rofl:
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 06:59pm
Zoneinfo in data defines the various maps. The folder 'missions' in data is for objectives. I'm sure the xtraction_points file affects it, but I'd have to look into it.

PS: Is there any way to insert a line break w/ Notepad's Replace function? Or Word's, Works Word Processor's, or Wordpad's? It would cut the time needed to convert down 60 fold. From 4 hours to 4 minutes.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 07:03pm
I wish I knew...  I tried finding something like that in Word and Notepad, and found both of their replace functions are similar, in that they only appear to replace words.  I would be able to convert a .nav in a matter of seconds if there is.  I'll have to dig up tutorials from Microsoft.com and see if there is.  I spent the grand majority of the time just hitting enter to create blank lines between each function and moving the function data out of the name line, and down below where the data should go.  It was depressing getting about halfway through a long .nav, and seeing you still have like 500 more entries to go.  My fingers were tired after doing that.

I didn't know there was a seperate file for the xtraction points...  I'll have to search for it.  Being that I tried to enter the level via Xtraction point, it would make sense getting a ctd, being that it wasn't defined in that file.  Which folder was that in?  *searches*  Meh...  I feel incredibly stupid.  The hardest things to find are always those in plain sight.   :(  I'll try modifying it and see if I can't define the Mansion's Xtraction point.  Maybe once that is set in place, I can use it.  Here goes nothing...

EDIT:  WTF?

Quote
XMLB Xpoints {
   xpoint {
   act = 1 ;
   name = Ryan's test ;
   towncenter = true ;
   zone = work/rdanz/a ;
   }

}

That's all that is in the file...
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 07:09pm
I have figured out how to use Replace all the way to the point that my 4 hours of 'conversion' is holding down the left arrow and hitting enter. If there was a command to enter line breaks w/ a Replace, I could have all of the maps converted by tomorrow (to the extent that the current ones are, not working in game)

PS: My mistake, the file you want is loadpoint_list
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 07:20pm
SHABAM!  I figured it out!  You'll have to do it in Word though, so I hope you got it.  First, go to the Replace option.  Then, click the more (http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-7.jpg) tab, which will show you extra options.  Then click the special (http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-2.jpg) tab, and scroll up/down to manual line break.  Converting Chocolate egg just got 10000000 times easier/faster.  Enjoy!  (new effects/maps FTW!)

EDIT:  I've already converted an entire .nav file since posting this.  This is freakin' INSANE!  :runaway:
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 07:21pm
Yay! Give me a day or 2, I will have every nav, chr, and eng/xml for maps converted for you.

This is also gonna make Shadow King's effects a 20 minute job.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 07:28pm
I wish there was a short hand method for ripping out all the models/maps...  *rolls eyes*  :rofl:  I've already converted ANOTHER .nav file.  I'm on a roll dammit!  After I get the scripts/models/maps ripped, I'll start ripping all the convo files.  If only someone could write a script real quick to use a hex editor to manualy rip all convo files out of any given .fb file..  That would be uber-freakin' helpful, as all I would have to do is type in the beginning word to search, the offset to chop off, and the ending word to delete from, and poof, ripped 30+ convos in less than five minutes.

Anyway, this might not take as long as previously thought... The longest part was ripping/converting, and converting just got shortened to a doable time table.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 07:32pm
If you do the scripts/etc, I will do ALL nav, eng, and chr. That isn't even that much work now. I'll help with the other stuff after I finish those.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 08, 2007, 07:36pm
Agreed.  I'm going to attempt to put my C++ programming class to use and write a program to use a hex editor to automate all the ripping process for me.  If I can do that, I can play God with XML1PS2, as it WILL be a PC game dammit (but with no working sounds...  :()!
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 08, 2007, 07:46pm
Most basic sounds are reused in XML2. If we can properly combine the 2, only certain minions and some select chars/bosses will be lacking in sounds. Most XML1 Bosses are in XML2 as playables or NPCs.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 09, 2007, 12:22pm
Alright, I've got about an hour to work on this, then I have to go out for a little while. How do you guys feel about this, though:

We need to tweak Sabretooth. His effects are supposed to be in a folder 'pcsab', but no such folder exists. I'm thinking that we should set up some effects that are NOT the same as Wolverine's, as well as slow down/boost the damage of his attacks.

PS: Just like I think we should change Jean's XML2 costume to an alternate soes short hair can be her base costume, Iceman NEEDS his hat costume to be base, seeing as the Iced-Down model is his hatted Ultimate. Armband can still be there, but should be an alternate costume.

Here is a square for a tweaked Iceman char select portrait:
(http://img162.imageshack.us/img162/3493/untitled2rv5.jpg)
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 10, 2007, 07:50pm
For some reason, the game has costumes built in which were never used? Hmmm.... I'll attempt a costume breakdown for the chars. Also, some of the skins need tweaking and I'll also post some that it would simply be cool to have, but we don't as of now...

bold= needs an edit/doesn't exist

Avalanche
skin = Modern/XML1
skin_70s = Classic (need to modify Modern so it has blue underarmor and an 'A')
skin_aoa = AoA (Don't know a good skin to base it on, but all chars NEED to have aoa for that bonus)
skin_future = Gladiator/Dark

Beast
skin = Ultimate
skin_60s = Original (I think he needs a quick edit: his belt should be colored the same as Jean/Cyc, NOT red)
skin_aoa = Custom Dark Beast skin
skin_winter = Spacesuit

Bishop
skin = Modern/Bald
skin_aoa = AoA
skin_astonishing = Original (You know, his TAS look? Could probably be based on his Classic model)
skin_civilian = Classic

Colossus
skin = Ultimate
skin_70s = Classic
skin_aoa = AoA
skin_astonishing = Astonishing
skin_civilian = Ultimate (No Metal)
skin_future = Gladiator
skin_winter = Spacesuit

Cyclops
skin = Ultimate
skin_60s = Original
skin_70s = Classic
skin_aoa = AoA
skin_astonishing = Astonishing
skin_civilian = Street Gear/Civie
skin_future = Gladiator
skin_winter = Spacesuit

Emma Frost
skin = XML1/Uncanny
skin_70s = Classic Custom
skin_aoa = AoA (A basic female should get the job done: just color her the proper purple/orange and make a bald patch)
skin_astonishing = Modern/XML2
skin_winter = Spacesuit

Gambit
skin = Modern/XML2
skin_70s = Classic custom (not really 70s, but whatever)
skin_aoa = AoA
skin_civilian = Xml1/Ultimate
skin_winter = Spacesuit

Iceman
skin = Ultimate/XML1
skin_60s = Original
skin_70s = Armband/XML2
skin_aoa = AoA
skin_astonishing = Custom 90s by darkm
skin_civilian = Ultimate (Iced Down)

Juggernaut
skin = Modern
skin_60s = Classic
skin_aoa = AoA
skin_civilian = No Helmet Classic

Magneto
skin = Ultimate
skin_60s = Classic (Pretty easy custom, just use AoA's skin square and splice it onto Ult's model)
skin_aoa = AoA
skin_civilian = No Helmet Ultimate

Nightcrawler
skin = Ultimate
skin_70s = Classic
skin_aoa = AoA
skin_astonishing = Modern
skin_winter = Spacesuit

Phoenix
skin = Ultimate/XML2 (I've become convinced this is superior to short-hair, mostly b/c model = higher res :P)
skin_60s = Original
skin_70s = Phoenix
skin_aoa = AoA
skin_astonishing = Dark Phoenix
skin_future = Gladiator
skin_weaponx = Retro Custom by darkm

Psylocke
skin = X-Treme
skin_aoa = AoA Custom
skin_astonishing = Classic Custom
skin_winter = Spacesuit

Pyro
skin = Modern/XML2
skin_aoa = AoA (like Avalanche, we NEED it for the bonus)
skin_future = dark/gladiator

Rogue
skin = Ultimate/XML2
skin_70s = Classic (even if we can't use the jacket, we still need the skin)
skin_aoa = AoA
skin_astonishing = Modern/Trenchcoat

Sabretooth
skin = Ultimate
skin_70s = Classic
skin_aoa = AoA

Scarlet Witch (we can't have an AoA for her, unless we want to go early red/gold training suit)
skin = Modern/Force Works
skin_60s = Classic
skin_70s = Gypsy

Storm
skin = Ultimate/XML2
skin_60s = Retro/Mohawk (needs cell-shading)
skin_70s = Circa GSXM #1
skin_aoa = AoA
skin_astonishing = Modern/Astonishing
skin_civilian = Street Gear/Civie
skin_weaponx = Classic (anyway that adding black lines on the MUA one would emulate the cell shading?)
skin_winter = Spacesuit

Sunfire
skin = Modern/XML2
skin_70s = Classic
skin_aoa = AoA

Toad
skin = Ultimate
skin_60s = Classic custom
skin_aoa = AoA
skin_civilian = Ultimate/Brown
skin_future = Gladiator (like Classic Storm, it lack cell shading)

Wolverine
skin = Ultimate
skin_60s = Yellow/Retro
skin_70s = Brown/Classic
skin_aoa = AoA
skin_astonishing = Astonishing
skin_civilain = Street Gear/Civie
skin_future = Gladiator
skin_weaponx = Weapon X
skin_winter = Spacesuit

Some of the numbering is off, but it is the best I could do with the limited resources. We also need to rundown which need packages and/or 3d heads.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 10, 2007, 07:53pm
Alright, so looking at all the svs maps, I have gathered that they are all online maps, no?  Looking at the svs strings file, they all refer to online play, which is why I made this guess.  I'm trying to figure out what exactly I'm missing that makes the maps tick, because I haven't been able to walk around quite yet.  I do have a few ideas though, and am currently setting up the maps to be unique so they won't interfere with the current ones (I know, I know...  I've taken a short break so I can come back with a fresh mind on this).  What still gets me is the .boyb files.  They wouldn't be there for nothing, so they must have some sort of importance, right?  I am also modifying the loadpoint list, so hopefully I will be able to just start in the subbasement as opposed to having to do the whole mansion.  That leaves too many variables to decipher.

EDIT:  At a quick glance, that list is fine.  However, Emma does actually have an Astonishing outfit, so that one for XML2 will have to get moved to a different slot (I hate that skin anyway...)  I will be working on a way to do her Astonishing outfit.  I wouldn't worry too much about the cell shading for now.  I have Wolvie's street outfit and Storm's classic outfit in there, and it doesn't bother me for the time being.  MUAPS2 FTW!!!  For now, I want to get these levels to work!  *pulls hair out*  I know it's possible, I just have a lot of screwing around to figure out what will get them to work.

EDIT2:  Oh, and Rogue's XML1 outfit >>>>> her XML2/Ultimate.  I say we stick that in an empty slot.

EDIT3:  I know it's not accurate, but I've been sticking all the retro/TAS skins in the 70s slot for lack of a better place to put them.  I've also somewhat emulated XML2's apparant numbering system (there is a ton of characters who are numbered like this, so I decided to make all of mine numbered the same) by numbering the skins something like this:

01 - atonishing/uncanny/classic
02 - AoA
03 - base/ultimate
20 - 60s
21 - 70s
22 - future
23 - winter
24 - civilian
25 - weapon x
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 10, 2007, 08:38pm
The numbering needed cleaning up anyway (not file numbering, herostat numbering). I think, barring minor changes (like adding XML1 Rogue/moving XML2 Emma) mine is good. My good comp is in the shop for a couple o' days, but when I get it back I'll try to set up packages/hud heads and a herostat for this (beast anims will be 05_beast_hero, yes? His ps and talent can both be plain old 'beast'. Avalanche will claim slot 45, w/ 35/36 left for Jubes/Magma. Kay?)

PS: If/when we get the mansion working, we should do some modifying. Just like spawning Sunfire/Bishop on it, we could/should spawn Angel and Banshee on it too. They should at least be NPCs, like Jubilee. We could even get crazy and spawn Polaris/Shadowcat on it! (Though we'd need an Ult Shadowcat, just because :P)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 14, 2007, 08:11pm
So do we have our list of 21 X-Men?  I think it's safe to say we'd want one or two brotherhood playables as easter eggs, right?  Here's what I'm guessing so far:

1-Beast
2-Colossus
3-Cyclops
4-Emma Frost
5-Gambit
6-Iceman
7-Jubilee
8-Magma
9-Nightcrawler
10-Phoenix / Jean Grey
11-Professor Xavier
12-Psylocke
13-Rogue
14-Storm
15-Wolverine

That covers the XML1 Characters, and leaves us a total of six more slots.  I was thinking:

16-Bishop
17-Sunfire
18-Shadowcat
19-Banshee
20-Havok
21-Avalanche


What we can do is unlock everyone we need at the start of the first level via script.  Any other ones we want to unlock/lock can later be done with a script as well.  If give one of our characters the 'name' id of professorX he can be unlocked in the same way Prof X is in XML2 (beating all DR missions).  We'd have to adjust convos, but it'd still be sweet to do it that way.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 15, 2007, 09:44am
No, dude. WAY more than 2 BHood, since they have full voice acting/are awesome. Here's the list that I believe Burning Rage and I agreed on (if not, BR,let me know :P)

Unlocked in XML1:
1. Beast
2. Bishop
3. Colossus
4. Cyclops
5. Emma Frost
6. Gambit
7. Iceman
8. Nightcrawler
9. Phoenix
10. Psylocke
11. Rogue
12. Storm
13. Sunfire
14. Wolverine

Unlocked in XML2:
1. Avalanche
2. Juggernaut
3. Magneto
4. Pyro
5. Sabretooth
6. Scarlet Witch
7. Toad
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 15, 2007, 10:40am
Well fair enough, I can always adjust to replace 2 brotherhood with Jubes and Magma.  I keep forgetting that you guys are going to do a combo with both episodes (for lack of a better word) as one big one.

On-topic:  I've begun ripping part 1 of the NYC Sentinel flashback.  I'm about 1/2 way through.  Since I'm not all that adept at the editing side of things I'll probably just do raw rips of each level and upload them.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 15, 2007, 10:49am
That's what we HOPE to do, at least :nod:
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 15, 2007, 11:07am
No, dude. WAY more than 2 BHood, since they have full voice acting/are awesome. Here's the list that I believe Burning Rage and I agreed on (if not, BR,let me know :P)

Unlocked in XML1:
1. Beast
2. Bishop
3. Colossus
4. Cyclops
5. Emma Frost
6. Gambit
7. Iceman
8. Nightcrawler
9. Phoenix
10. Psylocke
11. Rogue
12. Storm
13. Sunfire
14. Wolverine

Unlocked in XML2:
1. Avalanche
2. Juggernaut
3. Magneto
4. Pyro
5. Sabretooth
6. Scarlet Witch
7. Toad

No, not at all.  If I were a character list, I would so have sexual relations with that list.  Well, now that I think about it, is there anyway we can squeeze Mystique in?  It's just that she's a central member of the brotherhood, and although I probably wouldn't play with her, when devs left her out it was discouraging (as was Sabretooth in the PS2 version, not that I'm happy he's a copy of Wolverine, but he's still better than nothing...  I'll eventually get around to giving him unique moves, but that comes WAY later).  Are we going to fit Havok in any way, shape, or form?  I don't care for him, but I thought you mentioned him before.  If not, it sure saves me the work of porting him right away.  Regardless, that's a perfect roster in my opinion.  And now that I'm back from my little modding break (sans the Invisible Woman reskin... she's done as of last night.  Bump-mapping and all.  Man, 3 dimensional cleavage in advanced lighting is awesome :rofl:), I'll get to work on Avalanche asap, as well as get Beast done.  Once we have the playables out of the way, I'll go back to work on the maps.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on April 15, 2007, 11:11am
thanks in advance for anything you guys come up with, the Emma and Psylocke mods were great, cant wait to see what's next.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 15, 2007, 11:54am
Havok IS a Boss so he will need to EVENTUALLY be ported. Mystique... well, she will be a boss/NPC. I suppose we COULD drop either Pyro or Sunfire for her... although I don't know which. Sunfire's AoA skin is just about the most badass thing ever, and Pyro/Avalanche is the dream team.

IF we ever break that limit, Mystique comes first (imo).

PS: I agree on tweaking Sabes. He needs level 2 might, effects, and that first point/a capitalized name so he goes in the right location on the char select menu. All of which he has in my game, they are simple fixes.
The lamest thing about Sabes is that they reused Beast's 'menu_exit' anim. As if it was SO hard to think of a new one :runaway:
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 15, 2007, 03:09pm
Well, I'll spend time here and there porting map fbs in the meantime.  Yeah, the fbs are from the 'box (and might need palatte swaps), but while someone else is porting PS2 stuff it'll be nice to port the 'box stuff too.  Once I knock out the NYC Sentinel flashback I'll probably do the Astral Plane levels since those were sweet.  Maybe after that Weapon X.   :bowdown1:
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 15, 2007, 03:12pm
WORST. IDEA. EVER. Xbox Sentinel Flashback had a glitch where Nightc's comic didn't show up. That is about the worst level you COULD rip from the 'box :rofl:
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 15, 2007, 03:47pm
Huh?  My system has it.  I probably have a newer version of the disc.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 06:38am
I was thinking, I'll probably be more use to everyone if I join in on the character conversions.  I know someone (DM?) was going to get rolling on Beast, but if nobody minds, I'd like to prep/convert him.  It makes things easier for me since he's going on the 'box update for XML2.

So here's what I was thinking:

SKINS:
Original (normal skin)
Ultimate
Spacesuit (dunno what it's actually called, third XML1 skin)
Classic (cartoons)
Astonishing

They're all finished (skin wise) so that should be no trouble at all.


POWERS:
Pinball (even though I hate this move, it's in there, so we might as well use it)
Propeller Kick (Radial)
Claw Strike (Melee)
Roar of the Beast (Radial)
Beastial Feats (Buff)
Concentration (Boost)
Orbital Bombardment (Xtreme)

For the MUA version I think Tommy had a good idea putting BP's anims in there.  Maybe we could use his 4_combat.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 08:14am
Don't forget the AoA/Dark Beast skin. Also, try and keep to the naming scheme I had in one of these threads (add TAS costume as _70s and Astonishing as _astonishing). I purposely had ONLY dark/gladiator costumes in the _future tag, as I was gonna make an 'Ancient Rome' team bonus.

I think (well, know) that you are going to have some animation problems, specifically w/ the Claw Strike. Also, make sure to give him double-jump (like Toad).

PS: his XML1 anims should be named 05_beast_hero. You can use the basic name ps_beast for him (you need to build the talent file based on the values in that file, for his first 2 attacks/primary boost/xtreme, as least. It is almost as if they were planning to add him, but never adjusted his values. ps_beast isn't used in-game, only ps_sin_beast is.) Talent file should be named just 'Beast', like his name. This is the ONLY way he'll get a menu callout.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 09:12am
Heh, almost forgot about the double-jump ability.  Anyways, what I'll do is finish off one skin for the most part then do an alpha release.  That way I can knock out the bugs.  After that multiple skins will be quick and easy.  I'll rename his skeleton with _hero.  Smart idea.  Claw Strike will probably just be some sort of standard punch animation with added damage and some fx unless I can figure out how to run multiple skeletons for one character in XML2.  I'm assuming it's much like MUA in that so long as the pkgb calls for the skeleton it'll be placed in memory.  So it's possible that I could use BP's skeleton along with XML1 Beast's.  If so that would totally rock!  Porting Beast to MUA would be a 30 minute job then :D

*edit* I've actually thought about using Captain Marvel's skelie since his has a very roar-like radial animation (where he leans back with his arms out).  I'm sure I could find a claw strike anim from his skelie, or at least something comparable.

By the way, what's TAS?

So to recap:


SKINS:
skin_(default) - Ultimate
skin_60s - Original (normal skin)
skin_70s - TAS
Spacesuit (dunno what it's actually called, third XML1 skin)
skin_civilian - Classic (cartoons)
skin_astonishing -Astonishing
skin_aoa - Age Of Apocalypse
skin_future - Dark Beast


POWERS:
Pinball (even though I hate this move, it's in there, so we might as well use it)
Propeller Kick (Radial)
Claw Strike (Melee)
Roar of the Beast (Radial)
Beastial Feats (Buff)
Concentration (Boost)
Orbital Bombardment (Xtreme)


ABILITIES:
Might
Double-Jump
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 09:23am
AoA = Dark Beast. Same thing. So drop the _future one. Oh, and move _civilian to _70s.

Multiple skelies isn't going to work, IIRC.

TAS = The Animated Series :P

PS: I'd give him 'Block' as a third boost, since most tank-types (Juggs, Colossus, Rogue) seem to have it.

PPS: I always preferred the 'Leveled-Up' name of Beast's boost: 'Bestial (or is it Beastial? I can never remember) Soul'. Just sounds sweeter, imho.

PPPS: Pinball > Everything. Beast's variety, not Fantastic's shitty wannabe kind :nod:

PPPPS: Spacesuit goes to _winter tag, just like all the other chars' spacesuit costumes.

EDIT: Also, almost forgot. For Passives, Give him Might (obviously), Mutant Master, something that increases Defense, and something that increases movement speed.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 16, 2007, 01:05pm
Yeah, I was the one going to port Beast.  *shrugs*  It's one less character I have to worry about.  That list of crap to do is already growing out of control.  How about the Dodge passive too?  He also had "Acrobatics" in XML1, which increased his defense and allowed him to double jump and other stuff in XML1.  What about porting that?  BliZZ converted the moveset_acrobatic file, so that's a start.

There has to be a way to use two skeletons in XML2... I like the idea, but hate that you can only use one in XML2.  I've tried redefining the combat and character packages as MUA has them defined, but the game still doesn't recognize the second skeleton.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 01:55pm
Fixed the skin order, changed a bunch of names, added the stuff you both asked for.  How's this look?

============================================

BEAST

SKINS:
skin_(default) - Ultimate
skin_60s - Original (human-colored skin)
skin_70s - Classic (cartoons)
skin_winter - Spacesuit
skin_astonishing - Astonishing
skin_aoa - Dark Beast


POWERS:
Pinball (Special)
Propeller Kick (Radial)
Claw Strike (Melee)
Roar of the Beast (Radial)
Beastial Soul (Buff)
Animal Instinct (Boost)
Block (Boost)
Orbital Bombardment (Xtreme)


ABILITIES:
Might
Mutant Master
Concentration (speed/dodge increase)
Acrobatics (acrobatic moves/defense increase)

================================================


You guys realize that all XML2 models technically use two skeletons, right?  You have ##_[charactername] and fightstyle_[style].  Now taking MUA animations would mean that we'd have to rename a combat skelie to fightstyle_beast, but odds are we might have a more fitting beast than the XML1 version.  I.E. If we use BP's we can give him more acrobatic punch combos instead of the basic junk that was in XML1.  Dunno if MUA skeletons have a jump_slam in them or not though.

Again, that's up for discussion, just thought I'd throw it out.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 02:00pm
Yeah, but MUA's melee has certain melee combos (smash, punch, smash, smash; for instance) removed, so Beast MAY not be able to do basic melee in that case. Of course, you can always try, but I'm not sure it'll work.

PS: Double-jump is built into one of those 2nd anim sets, I believe. Beast and Nightcrawler were the only ones w/ it in XML1, I believe; and since Double-Jump = teleport in XML2, only Toad has it. So check which anims Toad is using.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 02:07pm
Wouldn't we just redifine his anims in XML2's powerstyle?  We can piece together the B,A,B,B combo if so.  *IF* we use BP, he has the same double jump as Beast did (the flip).  You might just play around with BP.  His anims really do have potential, it's just a matter of what fits where. 

*EDIT*

Just realized that BP's MUA 'smash' attack would work great as a jump smash.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 02:09pm
No, TOAD has the same double-jump that Beast/Nightcrawler did. Panther sorta rolls in the air, plus he has that unnecessary roll on landing.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 02:12pm
Fair enough.  I'm just worried about where I'm gonna get enough power_ anims from.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 05:09pm
Wow...  Beast is a lot more done than you might think.  His powerstyles are there, actor models, etc.

All of his standard moves work, and he's already got might.  I'm working on his powers now.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 05:15pm
I told y'all! Just add the tags from those powers to a talent file, and get to work on the new moves.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 16, 2007, 05:38pm
Yeah, I seriously need to buy a USB gamepad too.  It doesn't like to recognize keyboard cheats (for character level/all skins unlocked).

Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 16, 2007, 07:19pm
Get the Logitech Dual Action...  It's a GOOD gamepad that also works amazing with MUA.  Being that Logitech is also a mainstream brand, it works with almost any game, and a lot of them you don't have to reconfigure the controls because the ones for Logitech are already implemented.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 16, 2007, 07:25pm
XBOX360 Controller for PC FTW! Seriously, colorized icons in mini-games owns (in MUA, it came after XML2. It works, but no colorizing :bawling:)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 17, 2007, 07:02pm
Can't get Beast's talent file to compile.  (just put the four powers in for now)  Thoughts?

Code: [Select]
XMLB talents {
   talent {
   descname = Pinball ;
   description = Channels energy through his hands to blast foes with a beam of focused power. ;
   descshort = Rolling ;
   icon = 0 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_pinball ;
   power = power1 ;
      talentvalues
      {
         talentvalue {
         level = 1 ;
         name = beast_pinball_req ;
         value = 1 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_dmg ;
         value = 11 15 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_dmg ;
         value = 217 242 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_pwr ;
         value = 14 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_pwr ;
         value = 140 ;
         }

      }

      level {
      count = 20 ;
      description = %beast_pinball_dmg $DMG_ENERGY\n%beast_pinball_pwr $EP ;
         require {
         cat = level ;
         level = %beast_pinball_req ;
         }

   }

}

   talent {
   descname = Propeller Kick ;
   description = Spins legs around kicking any enemies within range (33% instant $HP loss) ;
   descshort = Radial ;
   icon = 2 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_kick ;
   power = power2 ;
      talentvalues
      {
         talentvalue {
         level = 1 ;
         name = beast_kick_req ;
         value = 28 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_dmg ;
         value = 46 54 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_dmg ;
         value = 95 107 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_chance ;
         value = 0.05 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_chance ;
         value = 0.19 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_rng ;
         value = 120 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_rng ;
         value = 144 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_pwr ;
         value = 92 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_pwr ;
         value = 198 ;
         }

      }

      level {
      count = 11 ;
      description = %beast_kick_dmg $DMG_ENERGY \n%beast_kick_chance:p chance for Deadly Strike\n%beast_kick_pwr $EP ;
         require {
         cat = skill ;
         item = bishop_drain ;
         level = 1 ;
         }

         require {
         cat = level ;
         level = %beast_kick_req ;
         }

         powerup {
         chance = %beast_kick_chance ;
         class = atk_instant_pct ;
         life = -1 ;
         percent = 0.33 ;
            affecter {
            attribute = powerup_scope ;
            scope_node = bish_power3 ;
            }

         }

      }
}

   talent {
   descname = Beastial Soul ;
   description = Mentally focuses body and mind to decrease reaction time. ;
   descshort = Boost ;
   icon = 1 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_soul ;
   power = power3 ;
   type = boost ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_soul_req ;
         value = 7 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_life ;
         value = 13 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_life ;
         value = 55 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pct ;
         value = 0.45 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pct ;
         value = 0.5 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dr ;
         value = 1.2 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dr ;
         value = 2.6 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dam ;
         value = 0.1 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dam ;
         value = 0.2 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pwr ;
         value = 88 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pwr ;
         value = 480 ;
         }

      }

      level {
      count = 18 ;
      description = %beast_soul_pct:p $DMG_ENERGY as $HP gain\n%beast_soul_dr:s $DR, %beast_soul_dam:p $RES_PHYSICAL\n%beast_soul_life seconds\n%beast_soul_pwr $EP ;
         require {
         cat = level ;
         level = %beast_soul_req ;
         }

      }

}

   talent {
   descname = ORBITAL BOMBARDMENT ;
   description = Calls powerful lasers down to smite enemies ;
   descshort = Radial ;
   icon = 8 ;
   icon_texture = textures/ui/bishop_icons1.png ;
   name = beast_xtreme ;
   power = power4 ;
   type = xtreme ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_xtreme_req ;
         value = 15 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_req ;
         value = 45 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_dmg ;
         value = 85 96 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_dmg ;
         value = 279 309 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_life ;
         value = 2 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_life ;
         value = 6 ;
         }

      }

      level {
      count = 7 ;
      description = %beast_xtreme_dmg $DMG_ENERGY\n%beast_xtreme_life second nullify ;
         require {
         cat = level ;
         level = %beast_xtreme_req ;
         }

      }

   }
}
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 17, 2007, 07:09pm
Right below Propeller Kick and Pinball, you have misplaced line breaks after 'talentvalue'

PS: You also have a misplaced reference for 'bishop_drain', and Pinball should be a 'Special', not a 'Rolling', imo.

EDIT: You also need spaces before the bracket right before the start of the xtreme's section.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 17, 2007, 07:11pm
gotcha
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 17, 2007, 07:13pm
^ Post edited w/ another error I found^

ACtually, ALL of them have one too many brackets (xcept xtreme). YOu only need that final, no spaced bracket at the end
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 17, 2007, 07:20pm
Yeah I had edited my post.  As far as those extra brackets at the end of each power -- I was only going to activate one at a time for easier debugging.  As the first power worked I would remove a bracket, etc.  It compiled now.  That's really odd as most games don't care where the bracket is since it's just logic.  Oh well.

*Sigh* -- Beast is locked and my keyboard won't input cheats correctly.  Guess it's off to Radio Shack tomorrow.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on April 17, 2007, 07:27pm
Is he replacing a character already there, or are you trying to activate a new slot?  I only had to use the unlock all characters cheat once, and after I had all 21 slots filled, I haven't had a problem since.  I never had to unlock Psylocke, Avalanche, Polaris, or Shadowcat, since all 21 slots were already filled (with Sabretooth and Pyro, plus the 21st from Emma).  They are all there in my menu without having to do the cheat again.  In fact, once you edit the herostat, you can still load your old game with the new changes.  I replaced Professor X with Psylocke, and she worked fine.  I'm about halfway through my game, and I wasn't about to start over.  *shrugs*  The power values are the same as the character you replaced, so you still have to watch out for that.  Psylocke has Leadership because I assigned that to Prof, so she's stuck with it.  Other than that, everything went off without a hitch.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 17, 2007, 07:31pm
Just hex 'Beast' into a save.

Code: [Select]
XMLB talents {
   talent {
   descname = Pinball ;
   description = Curling into a ball, Beast propels himself forward ;
   descshort = Special ;
   icon = 0 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_pinball ;
   power = power1 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_pinball_req ;
         value = 1 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_dmg ;
         value = 11 15 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_dmg ;
         value = 217 242 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_pwr ;
         value = 14 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_pwr ;
         value = 140 ;
         }

      }

      level {
      count = 20 ;
      description = %beast_pinball_dmg $DMG_PHYSICAL per hit\n%beast_pinball_pwr $EP ;
         require {
         cat = level ;
         level = %beast_pinball_req ;
         }

      }

   }

   talent {
   descname = Propeller Kick ;
   description = Spins legs around, kicking any enemies within range; with a chance for a Deadly Strike (33% instant $HP loss) ;
   descshort = Radial ;
   icon = 2 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_kick ;
   power = power2 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_kick_req ;
         value = 28 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_dmg ;
         value = 46 54 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_dmg ;
         value = 95 107 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_chance ;
         value = 0.05 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_chance ;
         value = 0.19 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_rng ;
         value = 120 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_rng ;
         value = 144 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_pwr ;
         value = 92 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_pwr ;
         value = 198 ;
         }

      }

      level {
      count = 11 ;
      description = %beast_kick_dmg $DMG_PHYSICAL \n%beast_kick_chance:p chance for Deadly Strike\n%beast_kick_pwr $EP ;
         require {
         cat = skill ;
         item = beast_pinball ;
         level = 1 ;
         }

         require {
         cat = level ;
         level = %beast_kick_req ;
         }

         powerup {
         chance = %beast_kick_chance ;
         class = atk_instant_pct ;
         life = -1 ;
         percent = 0.33 ;
            affecter {
            attribute = powerup_scope ;
            scope_node = beast_kick ;
            }

         }

      }

   }

   talent {
   descname = Beastial Soul ;
   description = Mentally focuses body and mind to decrease reaction time. ;
   descshort = Boost ;
   icon = 1 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_soul ;
   power = power3 ;
   type = boost ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_soul_req ;
         value = 7 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_life ;
         value = 13 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_life ;
         value = 55 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pct ;
         value = 0.45 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pct ;
         value = 0.5 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dr ;
         value = 1.2 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dr ;
         value = 2.6 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dam ;
         value = 0.1 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dam ;
         value = 0.2 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pwr ;
         value = 88 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pwr ;
         value = 480 ;
         }

      }

      level {
      count = 18 ;
      description = %beast_soul_pct:p $DMG_ENERGY as $HP gain\n%beast_soul_dr:s $DR, %beast_soul_dam:p $RES_PHYSICAL\n%beast_soul_life seconds\n%beast_soul_pwr $EP ;
         require {
         cat = level ;
         level = %beast_soul_req ;
         }

      }

   }

   talent {
   descname = ORBITAL BOMBARDMENT ;
   description = Calls powerful lasers down to smite enemies ;
   descshort = Radial ;
   icon = 8 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_xtreme ;
   power = power4 ;
   type = xtreme ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_xtreme_req ;
         value = 15 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_req ;
         value = 45 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_dmg ;
         value = 85 96 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_dmg ;
         value = 279 309 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_life ;
         value = 2 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_life ;
         value = 6 ;
         }

      }

      level {
      count = 7 ;
      description = %beast_xtreme_dmg $DMG_ENERGY\n%beast_xtreme_life second nullify ;
         require {
         cat = level ;
         level = %beast_xtreme_req ;
         }

      }

   }

}

Fixed it up, that should compile (fixed some other minor stuff, too.) Not sure what tags the xtreme/boost need in the 'description = ' tag, check the ps/adjust the talent accordingly.


Bbbyyyyyyyyaaaaaaaaa!



.... Sorry, Deaned out for a sec :P
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 18, 2007, 05:11am
Blast MUA and it's RGB reversal.  I gotta re-inject most of Beast's skins the correct way.  That'll take a bit longer.  Still, guess it's better than doing it from scratch eh?  Well, at least I've got the Xbox XML1.  That will cover 60's and Spacesuit Beast.
Title: Re: The XML1 -> XML2 Project
Post by: es32123 on April 18, 2007, 05:44am
Is beast 60's the original Beast if so then the skin already exists in XML2
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 18, 2007, 10:14am
Yeah, but not the head.  That's what I'll have to convert.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 18, 2007, 01:22pm
You gotta reskin the head a bunch of times, too. Except for Astonishing, which you can/should use for Astonishing (even though we don't have that official model, the bastards!)
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 18, 2007, 06:42pm
Beast WiPs
http://img137.imageshack.us/my.php?image=beastscg8.jpg

You can tell the Dark Beast icon is screwy.  For some reason a blue tint keeps getting on any new hud heads.  Spacesuit Beast has the same problem, but tons worse.  I couldn't find any mips for the heads so I don't think that's the problem.  Also, Astonishing Beast is to low-rez in-game to see the detail on his face.  No biggie though, you'll only see that on the char select menu.

Anyways, I got annoyed working on powers so I fixed the skins.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 23, 2007, 05:58pm
Okay, I'm way confuzzled.  Beast's powers don't show up in-game.  When I'm in a non-combat zone we're cool.  Everything shows up and whatnot, but combat situations are different entirely.  He acts all weird and no powers show up at all.  I've checked the powerstyle so I'm guessing it's because names don't match up between the talents and the ps.

Thoughts?  I'm lost:

talents/beast.engb
Code: [Select]
XMLB talents {
   talent {
   descname = Pinball ;
   description = Channels energy through his hands to blast foes with a beam of focused power. ;
   descshort = Rolling ;
   icon = 1 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_pinball ;
   power = power1 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_pinball_req ;
         value = 1 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_dmg ;
         value = 11 15 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_dmg ;
         value = 217 242 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_pinball_pwr ;
         value = 14 ;
         }

         talentvalue {
         level = 20 ;
         name = beast_pinball_pwr ;
         value = 140 ;
         }

      }

      level {
      count = 20 ;
      description = %beast_pinball_dmg $DMG_ENERGY\n%beast_pinball_pwr $EP ;
         require {
         cat = level ;
         level = %beast_pinball_req ;
         }

      }

   }

   talent {
   descname = Propeller Kick ;
   description = Spins legs around kicking any enemies within range (33% instant $HP loss) ;
   descshort = Radial ;
   icon = 0 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_kick ;
   power = power2 ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_kick_req ;
         value = 1 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_dmg ;
         value = 46 54 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_dmg ;
         value = 95 107 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_chance ;
         value = 0.05 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_chance ;
         value = 0.19 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_rng ;
         value = 120 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_rng ;
         value = 144 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_kick_pwr ;
         value = 92 ;
         }

         talentvalue {
         level = 11 ;
         name = beast_kick_pwr ;
         value = 198 ;
         }

      }

      level {
      count = 11 ;
      description = %beast_kick_dmg $DMG_ENERGY \n%beast_kick_chance:p chance for Deadly Strike\n%beast_kick_pwr $EP ;
         require {
         cat = level ;
         level = %beast_kick_req ;
         }

         powerup {
         chance = %beast_kick_chance ;
         class = atk_instant_pct ;
         life = -1 ;
         percent = 0.33 ;
            affecter {
            attribute = powerup_scope ;
            scope_node = bish_power3 ;
            }

         }

      }

   }

   talent {
   descname = Beastial Soul ;
   description = Mentally focuses body and mind to decrease reaction time. ;
   descshort = Boost ;
   icon = 2 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_soul ;
   power = power3 ;
   type = boost ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_soul_req ;
         value = 1 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_req ;
         value = 58 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_life ;
         value = 13 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_life ;
         value = 55 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pct ;
         value = 0.45 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pct ;
         value = 0.5 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dr ;
         value = 1.2 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dr ;
         value = 2.6 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_dam ;
         value = 0.1 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_dam ;
         value = 0.2 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_soul_pwr ;
         value = 88 ;
         }

         talentvalue {
         level = 18 ;
         name = beast_soul_pwr ;
         value = 480 ;
         }

      }

      level {
      count = 18 ;
      description = %beast_soul_pct:p $DMG_ENERGY as $HP gain\n%beast_soul_dr:s $DR, %beast_soul_dam:p $RES_PHYSICAL\n%beast_soul_life seconds\n%beast_soul_pwr $EP ;
         require {
         cat = level ;
         level = %beast_soul_req ;
         }

      }

   }

   talent {
   descname = ORBITAL BOMBARDMENT ;
   description = Calls powerful lasers down to smite enemies ;
   descshort = Radial ;
   icon = 3 ;
   icon_texture = textures/ui/beast_icons1.png ;
   name = beast_xtreme ;
   power = power4 ;
   type = xtreme ;
      talentvalues {
         talentvalue {
         level = 1 ;
         name = beast_xtreme_req ;
         value = 15 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_req ;
         value = 45 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_dmg ;
         value = 85 96 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_dmg ;
         value = 279 309 ;
         }

         talentvalue {
         level = 1 ;
         name = beast_xtreme_life ;
         value = 2 ;
         }

         talentvalue {
         level = 7 ;
         name = beast_xtreme_life ;
         value = 6 ;
         }

      }

      level {
      count = 7 ;
      description = %beast_xtreme_dmg $DMG_ENERGY\n%beast_xtreme_life second nullify ;
         require {
         cat = level ;
         level = %beast_xtreme_req ;
         }

      }

   }

}

powerstyles/ps_beast.engb
Code: [Select]
XMLB PowerStyle {
cansteal = true ;
iconfile = textures/ui/beast_icons1.png ;
   FightMove {
   animenum = ea_power1 ;
   combotextfinisher = Strike ;
   combotextstarter = Rolling ;
   handler = ch_fastball ;
   lockangles = true ;
   locktransitionangles = true ;
   name = fastball ;
      trigger {
      arc = 180 ;
      damage = %mdmg_high ;
      damagescale = difficulty ;
      knockback = 190 ;
      name = punch ;
      tag = 1 ;
      time = -1 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      chain {
      action = special2 ;
      result = fastballhit ;
      }

      chain {
      action = touch ;
      result = fastballhit ;
      }

      chain {
      action = idle ;
      result = fastballland ;
      }

   }

   FightMove {
   animenum = ea_attack_heavy1 ;
   endchaintime = 0.85 ;
   fallback = attacklight1 ;
   lockangles = true ;
   name = attackheavy1 ;
   playspeed = 1 ;
   powerup_tag = beast_power ;
   startchaintime = 0.55 ;
      event {
      inherit = punch_veryheavy ;
      knockback = 120 ;
      name = bigpunch ;
      }

      trigger {
      name = whoosh_heavy ;
      time = 0.15 ;
      }

      trigger {
      life = 0.1 ;
      movement = 0 ;
      name = slide ;
      time = 0.15 ;
      }

      trigger {
      bolt = Bip01 R Toe0 ;
      life = 0.2 ;
      name = trail ;
      offsetend = 50 ;
      time = 0.27 ;
      }

      trigger {
      angle = 0 ;
      height = 5 ;
      name = bigpunch ;
      time = 0.35 ;
      }

      chain {
      action = powers ;
      result = powers ;
      }

      chain {
      action = attack ;
      result = attackstun1 ;
      }

      chain {
      action = smash ;
      result = attackheavy2 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   animenum = ea_attack_heavy2 ;
   endchaintime = 0.95 ;
   fallback = attackheavy1 ;
   lockangles = true ;
   name = attackheavy2 ;
   playspeed = 1 ;
   powerup_tag = beast_power ;
   startchaintime = 0.5 ;
      event {
      inherit = punch_veryheavy ;
      knockback = 245 ;
      name = haymaker ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      trigger {
      name = whoosh_heavy ;
      time = 0 ;
      }

      trigger {
      life = 0.1 ;
      movement = 0 ;
      name = slide ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Toe0 ;
      life = 0.3 ;
      name = trail ;
      time = 0.15 ;
      }

      trigger {
      angle = 0 ;
      height = 10 ;
      name = haymaker ;
      time = 0.3 ;
      }

      chain {
      action = powers ;
      result = powers ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 6 ;
   aitype = melee ;
   animenum = ea_power1 ;
   combotextfinisher = Strike ;
   combotextstarter = Rolling ;
   fallback = jumploop ;
   handler = ch_bounce_move ;
   icon = 1 ;
   lockangles = false ;
   locktransitionangles = true ;
   name = power_attack ;
   noautoaim = true ;
   playspeed = 1.25 ;
   powerup_tag = beast_power ;
   priority = 4 ;
   priority_override = 4 ;
   rebound = true ;
   startchaintime = 0.5 ;
   turnrate = 0.2 ;
      require {
      cat = skill ;
      item = beast_pinball ;
      level = 1 ;
      }

      trigger {
      arc = 180 ;
      damage = %mdmg_high ;
      damagescale = difficulty ;
      knockback = %beast_bowl_kb ;
      name = punch ;
      tag = 1 ;
      time = -1 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      trigger {
      name = powerusage ;
      powerusage = %beast_bowl_pwr ;
      tag = 100 ;
      time = 0 ;
      }

      trigger {
      effect = char/beast/p1_charge ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/beast_m/power1 ;
      time = 0 ;
      }

      trigger {
      effect = char/beast/p1_charge ;
      name = effect ;
      time = 0.5 ;
      }

      chain {
      action = attack ;
      result = power_attack ;
      }

      chain {
      action = idle ;
      result = bowl_end ;
      }

   }

   FightMove {
   animenum = ea_power1_end ;
   blendtime = 0 ;
   lockangles = true ;
   locktransitionangles = true ;
   name = bowl_end ;
      trigger {
      effect = char/beast/p1_impact ;
      name = effect ;
      time = 0 ;
      }

      chain {
      action = idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 6 ;
   aitype = aoe ;
   animenum = ea_power2 ;
   blendtime = 0.05 ;
   combotextfinisher = Kick ;
   combotextstarter = Simian ;
   icon = 0 ;
   lockangles = true ;
   name = power_smash ;
   powerup_tag = beast_power ;
   priority = 5 ;
      require {
      cat = skill ;
      item = beast_propeller ;
      level = 1 ;
      }

      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/beast_m/power2 ;
      time = 0.15 ;
      }

      trigger {
      effect = char/beast/p2_power ;
      name = effect ;
      time = 0.15 ;
      }

      trigger {
      arc = 180 ;
      attacktype = kick ;
      damage = %mdmg_high ;
      damagescale = difficulty ;
      knockback = %beast_prop_kb ;
      maxrange = %beast_prop_rng ;
      name = punch ;
      powerusage = %beast_prop_pwr ;
      time = 0.3 ;
      verticalrange = 30 ;
         damageMod {
         name = dmgmod_auto_knockback ;
         }

      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

   FightMove {
   aireusetime = 20 ;
   aitype = buffself ;
   animenum = ea_power3 ;
   icon = 2 ;
   lockangles = true ;
   name = power_boost ;
   powerup_tag = beast_power ;
   priority = 5 ;
      require {
      cat = skill ;
      item = beast_boost ;
      level = 1 ;
      }

      trigger {
      name = sound ;
      sound = char/beast_m/power3 ;
      time = 0.3 ;
      }

      trigger {
      effect = char/beast/p3_charge ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      life = %beast_shield_life ;
      name = powerup ;
      no_shadow = true ;
      powerusage = %beast_shield_pwr ;
      tag = 1 ;
      time = 0.6 ;
         special_fx {
         effect = char/beast/p3_power ;
         how_used = primary ;
         }

         special_fx {
         effect = char/beast/p3_expire ;
         how_used = deactivate ;
         }

         affecter {
         attribute = resist_physical ;
         level = 0.25 ;
         }

         affecter {
         attribute = speed ;
         level = %beast_shield_speed ;
         }

         affecter {
         affect_type = scale ;
         attribute = jump ;
         level = %beast_shield_jump ;
         }

      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

   event {
   damage = %mdmg_high ;
   damagelevel = 5 ;
   damagetype = dmg_energy ;
   hiteffect = char/beast/p4_impact ;
   inherit = blast_ranged ;
   maxrange = 225 ;
   name = orbital_impact ;
   numblasts = 2 ;
   radius = 60 ;
   random = true ;
   }

   FightMove {
   animenum = ea_power4 ;
   blendtime = 0 ;
   combotextfinisher = Blast ;
   combotextstarter = Laser ;
   description = ORBITAL BOMBARDMENT ;
   icon = 3 ;
   lockangles = true ;
   name = power_xtreme ;
   playspeed = 10 ;
   powerup_tag = beast_power ;
   priority = 7 ;
      require {
      cat = skill ;
      item = beast_xtreme ;
      level = 1 ;
      }

      require {
      cat = xtreme ;
      level = 1 ;
      }

      trigger {
      life = 7 ;
      name = xtreme_start ;
      time = 0 ;
      }

      trigger {
      name = stop ;
      time = 0 ;
      }

      trigger {
      name = sound ;
      sound = char/beast_m/power4 ;
      time = 0 ;
      }

      trigger {
      effect = char/beast/p4_power ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/beast/p4_charge ;
      name = effect ;
      time = 0 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 3 ;
      time = 0.94 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 4 ;
      time = 0.95 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 5 ;
      time = 0.96 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 6 ;
      time = 0.97 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 7 ;
      time = 0.98 ;
      }

      trigger {
      damage = %mdmg_high ;
      name = orbital_impact ;
      tag = 8 ;
      time = 0.99 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

}


In other news, I wrote a script so that Beast gets unlocked before you even get to your first save slot.  :D  Now, question is do we want to replace 'shop' Beast entirely with Forge?  That'd allow him to be playable until he gets captured, then unlocked again after he's defeated.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on April 23, 2007, 07:47pm
The beast_powername_tag tags need to be referenced IN the power file, for damage/power and such. They don't line up at all atm. Need to be the same between ps/talent.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 23, 2007, 07:55pm
Yeah I wondered why all Beast would do is breakdance.

*edit*

-Gave Beast fightstyle_finesse1.  Fits him well.
-Beast double-jump is in.  Like Toad, this is available by default
-Might and Mutant Mastery added
-Icons set up for each of his four powers.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on April 23, 2007, 09:32pm
Yeah I wondered why all Beast would do is breakdance.

*edit*

-Gave Beast fightstyle_finesse1.  Fits him well.
-Beast double-jump is in.  Like Toad, this is available by default
-Might and Mutant Mastery added
-Icons set up for each of his four powers.

sounds so good, thanks in advance
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on April 24, 2007, 02:54pm
*edit*

Got Beast's powers to work.  Finally!  Now it's just time to adjust power usage and fix Orbital Bombardment (no ordnance comes down).  Once all four powers are working properly an alpha will be released.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on May 03, 2007, 12:06pm
I'm coding power number 5, Animal Instinct tonight.  I'm going for a 'spidey-sense' sort of feel.  I figure to change things up I'll use menu_action as the animation.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 17, 2007, 05:55pm
I finally went through and finished stabilizing costumes for the characters (only Emma and Psylocke are left). Also fixed 3d hud heads for all the costumes. Oh, and just for the heck of it:

(http://img91.imageshack.us/img91/741/untitled1zk0.jpg)
(http://img201.imageshack.us/img201/7643/untitled2vb8.jpg)
(http://img522.imageshack.us/img522/9738/untitled3gj0.jpg)
(http://img91.imageshack.us/img91/166/untitled4eb7.jpg)

Rogue is also on 'Bruiser Brigade', Magneto & Toad are also on 'Old School' (I wish there was space for Witch there) and Emma is also on 'Astonishing X-Men'. I had to revamp Raven Knights because, well, 3 of them were the unlockables :P Iceman is still there, Psylocke seems knightly, and I am partial to the Avalanche/Pyro team
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on May 17, 2007, 06:00pm
Nice, so Beast's new hud_heads are fixed?  Oh, and we need to get the PS2 Beast model.  Since it doesn't have mipmaps we should get a decent rez face for Astonishing Beast.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 17, 2007, 06:04pm
'Cept for Spacesuit, which looks crazy-bad for some reason.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 17, 2007, 06:49pm
Turns out you can only have the # of team bonuses that already exist + 1. So, I used all the official ones (minus Family Affair, since there are no longer enough relatives), Astonishing X-Men, and 'Ancient Rome' (using the _future skinset, into which I slipped all of the gladiator costumes)

(http://img234.imageshack.us/img234/6726/untitled1ik9.jpg)
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 18, 2007, 06:08pm
Updated version added below.

^^^^I threw together the latest versions of Psylocke, Emma, Beast, and Avalanche into one quick download, complete with lots of skins (for all characters) and revamped team_bonuses. The iconset for the DR is still wip (need to fix the alpha channel); and Beast and Avalanche are still the same heavy wips posted earlier with few changes. This is just to give everyone an idea of the final roster for the proposed XML mod which I still hope to do.

There are a lot of Customs, hopefully no makers mind. If they do, just say so, and I'll take it down. I know some of the Beasts and the custom Iceman were done by darkmythology; BurningRage did Classic Gambit/Psylocke, I did AoA Beast, iammingy did the Pyro, and Xorn/Classic Emma/AoA Psylocke came from the intranets. It was so long ago I forget who did them, speak up if you did/want credit.

Enjoy.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 18, 2007, 06:14pm
are Beast and Avalanche complete ones or the ones that were previously posted?

edit: nevermind i just read with some changes
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 18, 2007, 08:04pm
And... adding chars to the DR (unlocked via script) is pretty easy. Gotta add the char to NPCstat, set their level to 30, level all their moves/stats accordingly, and then have fun :P

Deadpool is done. Iron Man, Polaris, and Xavier are next.

Code: [Select]
   stats {
   autospend = bruiser_light ;
   body = 70 ;
   characteranims = 44_deadpool_hero ;
   charactername = Deadpool ;
   level = 30 ;
   mind = 100 ;
   name = Deadpool ;
   playable = true ;
   power1 = power1 ;
   power2 = power2 ;
   power3 = power3 ;
   power4 = power9 ;
   powerstyle = ps_deadpool ;
   scriptlevel = 3 ;
   skin = 4403 ;
   skin_aoa = 02 ;
   skin_future = 34 ;
   skin_weaponx = 33 ;
   skin_winter = 32 ;
   sounddir = dphero_m ;
   speed = 60 ;
   strength = 60 ;
   team = hero ;
   textureicon = 40 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = Brotherhood ;
      }

      Multipart {
      health = 0 ;
      hideskin = sword_l_back ;
      }

      Multipart {
      health = 0 ;
      hideskin = sword_r_hand ;
      }

      Multipart {
      health = 0 ;
      hideskin = guns ;
      }

      Multipart {
      health = 0 ;
      nonmenuonly = true ;
      showskin = sword_l_back ;
      }

      Multipart {
      health = 0 ;
      hideskin = sword_l_hand ;
      nonmenuonly = true ;
      }

      talent {
      level = 4 ;
      name = dead_jab ;
      }

      talent {
      level = 4 ;
      name = dead_pistols ;
      }

      talent {
      level = 4 ;
      name = dead_taunt ;
      }

      talent {
      level = 4 ;
      name = dead_blade ;
      }

      talent {
      level = 4 ;
      name = dead_tele ;
      }

      talent {
      level = 4 ;
      name = dead_kick ;
      }

      talent {
      level = 3 ;
      name = dead_nitro ;
      }

      talent {
      level = 4 ;
      name = dead_mstry ;
      }

      talent {
      level = 4 ;
      name = dead_stealth ;
      }

      talent {
      level = 4 ;
      name = dead_regen ;
      }

      talent {
      level = 1 ;
      name = fightstyle_finesse1 ;
      }

      talent {
      name = block ;
      }

      talent {
      name = mutantmaster ;
      }

      talent {
      level = 1 ;
      name = grab ;
      }

   }

^^What I put in NPCstat
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 18, 2007, 08:35pm
(http://img520.imageshack.us/img520/865/untitled1si3.jpg)

Wolverine = End of Herostat characters

(http://img91.imageshack.us/img91/2460/untitled2io0.jpg)

All 4 have working powers. I am balancing them with the level 30 heroes atm. (I have to level powers/stats on my own)
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 19, 2007, 03:45am
And... adding chars to the DR (unlocked via script) is pretty easy. Gotta add the char to NPCstat, set their level to 30, level all their moves/stats accordingly, and then have fun :P

Deadpool is done. Iron Man, Polaris, and Xavier are next.

Hold off on Polaris.  So far all I did was copy Magneto and rename that copy as Polaris, so she has nothing unique about her.  If you do her now and I eventually get around to her, she will be completely different than she is now.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 19, 2007, 08:48am
Guys, a new idea as to how this could be pulled off: Selecting an Easy or Normal Game = 2 separate difficulties of XML1. Selecting a Hard Game = hard difficulty of XML2. That way, you can re-play either game individually if you desire, OR you can beat XML1 on Easy or Normal and then continue your game in XML2 on Hard.

What do you guys think?
Title: Re: The XML1 -> XML2 Project
Post by: matt710 on May 19, 2007, 09:01am
If anyone is interested, here is my first mod (Havok).  I put a link to him here because he was in xml1.  Its in its early stages so I'm still working on it.  I'm sorry if it seems ameturish, but I'm new at this.

http://marvelmods.com/forum/index.php?topic=454.0
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 19, 2007, 09:58am
Regarding my earlier idea (2 posts up); the problem that we would run into is with comic books and dr discs. I wonder if there is a way to force the game to carry those over with a new game +?

EDIT: I know you said to hold off on Polaris, but she was already done. You can do an updated one, and I'll put it in.

Anywho, here is a new version, with those 4 added to the DR. YOu simply need to beat the tutorial again to unlock them. This is mostly an example more than anything else. I also added iammingy's 2 new Magnetos. In addition, I switched Iceman's base costume to hat and Juggs' base costume to red. Black Juggs and Hatless Iceman are still present as alt skins, but I feel base skins should remain the same between both games unless the story says other wise (Angel). And since XML1 Juggs boss version Helmeted & Helmetless were red, and Iced down Iceman had a hat, I felt those should be the base costumes. Juggs' char select image/wallpaper could be either (it is shadowy) and his dialog icon was already the red one :P

Phew, that was wordy.

http://www.momoshare.com/file.php?file=26456a95bc7077b670e7410a14bf15f0
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 19, 2007, 11:14am
thanks for the dangeroom info, i was able to add the invisible woman mua to xml2 mod i have been workin on to the dangeroom
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 19, 2007, 01:32pm
Regarding my earlier idea (2 posts up); the problem that we would run into is with comic books and dr discs. I wonder if there is a way to force the game to carry those over with a new game +?

EDIT: I know you said to hold off on Polaris, but she was already done. You can do an updated one, and I'll put it in.

Being that the level systems are completely different, we would have to incorporate XML1 as an add-on to XML2 (at the beginning obviously, and it would also make XML2's 99 level eleventy rank system actually make sense).  The game would probably start out as normal, and then when you get to the XML2 portion, it would be coded to be on the hard difficulty setting (XML1 didn't have a difficulty setting).  There's no way you can move on to the second half of the game at level 40+ and still play it on easy.  You wouldn't level up again or have any challenge until Act 5, if even then.  Being that it would all be one game, yeah, the comics and such can carry over.  However, we can always write a script so you can play XML2 as a stand alone so that it would skip over the XML1 portion.

The ideal way would be to start out by deciding how you would play the game.  If you want to play the compilation, then you get to start off by choosing that option, then choosing easy or normal with the XML1 portion, and then the game would be on hard by time you got to the XML2 portion.  Or if you just want to play as the XML2 portion, you select that option, then decide easy, normal, or hard.  To be honest though, I would rather start out with MUA's base engine, as it is more up to date, allows for new models to be made, has a bigger character limit, and supports advanced lighting.  I also think there may be a way to make cel shading an option you can turn on and off, which would be cool.
Title: Re: The XML1 -> XML2 Project
Post by: BliZZ on May 19, 2007, 01:38pm
Guys, a new idea as to how this could be pulled off: Selecting an Easy or Normal Game = 2 separate difficulties of XML1. Selecting a Hard Game = hard difficulty of XML2. That way, you can re-play either game individually if you desire, OR you can beat XML1 on Easy or Normal and then continue your game in XML2 on Hard.
^^
What do you think about this idea? Easy/Normal = XML1, start on level 1; Hard = XML2, start on level 45 OR carry over yer XML2 chars?


EDIT:
To be honest though, I would rather start out with MUA's base engine, as it is more up to date, allows for new models to be made, has a bigger character limit, and supports advanced lighting.  I also think there may be a way to make cel shading an option you can turn on and off, which would be cool.

Are you suggesting that we port both games as a whole into MUA? That could work, although there are several things we'd have to look into (bridges, welding, charging-up batteries, etc). I dunno. The lack of a Danger Room really turns me off towards MUA. Although, I guess if the consensus is to port it, I'd be down with that. We could probably even add another option under play that reads 'X-Men Legends', that loads a 2nd New Game/Load Game menu.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on May 19, 2007, 08:15pm
Most of MUA's features can be back ported to XML2.  Making the health dots instant heal instead of picking up/using potions is doable, and I'm pretty sure grab-smashes are just defined between the interact_.xmlb and the powerstyle
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 20, 2007, 11:56am
We still have now way of using more than one skellie in XML2 though.  I've tried, and failed miserably, which is why I thought using MUA's engine would work better.  It already has the extra stuff we need.  The DR stuff can be worked out and added on.  I think making newer stuff work with an older engine is much harder than making older stuff work with a newer engine.  Besides, we can port Talent and Powerstyle files directly to MUA, and the character works.  Minimal effort.  It only becomes a pain in the ass to cut down the ranking system, which won't be necessary is we are doing XML1+XML2 in one game.  Just my 2 pennies.
Title: Re: The XML1 -> XML2 Project
Post by: Teancum on May 22, 2007, 08:38am
(http://img.photobucket.com/albums/v239/BurningRage02004/Untitled-1-6.jpg)

The buoy file and the nav file have an aweful lot of similarities in the way they are set up...  But I can't seem to find any .boy(b) files for the XML1 maps anywhere.  I haven't been able to walk around in the XML1 map yet, even with the .nav file in place.  I have no idea what this .boyb file is used for, or how important it is, but I figure if it looks close enough to the .nav file, maybe it also is needed to define where you can and can't walk?

Looks like the .nav(b) file is a sort of waypoint system so AI know where to go.  3 coords usually amount to X/Y/Z.  The cellsize can refer to how big each nav node actually is.

The .boy(b) file looks like it uses X/Y/Z, then Pitch/Yaw/Roll.  Not sure what the last five numbers mean.  This file could be the placement of individual objects.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 27, 2007, 05:33pm
since no one seems to be working on magma, could someone up her entities and powerstyle files (i'll convert them), please.  I have the effects and the talents, icons, and skin and skeleton (thanks to the original rippers and converters), just need those other two.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 27, 2007, 05:35pm
I'm doing her.  XML1 made her an annoying, screwed up her origins, and completely rewrote her character the wrong way.  I plan on fixing that.

However, if you don't want to wait, I'll upload her stuff in a while, as I'm currently uploading something else for a bigger project I'm working on.  For info on the characters on doing, check out the first post of my release compendium.  I'll get them all done eventually.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 27, 2007, 05:39pm
oh i totally missed that name, nah i'll wait for yours.  i'll work on something else.  thanks for offering to up the stuff though.
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 27, 2007, 05:41pm
Feel free to work on other stuff, regardless of whether I have it listed.  I have a lot of stuff on my "to do" list, so if you wait for me, it'll be a while.  :P
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 27, 2007, 05:46pm
ok if you have time up them and i'll work on it
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 27, 2007, 07:11pm
You know how to rip stuff from the assetsfb files, right (binary merger, 195 byte header for each file)?  If so, I'll just upload Magma's .fb files so you can reference and rip anything else you need to (like the skins which look a ton better, the HUD head, the effects models, etc.).  If not, I'll rip the powerstyle and entity file for you.
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 27, 2007, 07:56pm
yeah i can rip stuff from the .fb files if thats easier for you
Title: Re: The XML1 -> XML2 Project
Post by: DJay Saint on May 27, 2007, 08:30pm
link (http://www.momoshare.com/file.php?file=ad7dd51bd7f8c907d8678160dc0d4ea5)
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on May 27, 2007, 08:32pm
thanks i'll start asap
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on June 04, 2007, 05:48pm
magma is almost complete

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0079.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0081.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0074.jpg)

(http://i5.photobucket.com/albums/y170/nodoubt_jr/XMenLegends0078.jpg)
Title: Re: The XML1 -> XML2 Project
Post by: marvelfan12345 on November 17, 2008, 05:41pm
ive been reading all posts, but i really dont' get it. so is the basic idea is that people are adding xml to xml2. am i right. well if i am i just then want to know all the characters in the game, and how much of xlm has been converted.

please and thank-you
Title: Re: The XML1 -> XML2 Project
Post by: nodoubt_jr on November 17, 2008, 05:50pm
this thread is over a year old, so its safe to say this project has pretty much been abandoned. it was originally set up to convert xml1 to xml2, so that we could play through the levels on the pc using the xml2 engine.  but nobody is working on this for xml2, there is some work for MUA similar to this idea.
Title: Re: The XML1 -> XML2 Project
Post by: marvelfan12345 on November 17, 2008, 05:57pm
ok thanks
Title: Re: The XML1 -> XML2 Project
Post by: John Sage on November 18, 2008, 03:54pm
XML1 would have been sweet... in many ways I prefer it to the sequel (not in terms of graphics though!) - thinking mostly in terms of levels. 

To be able to play XML1 using mods would have simply been too awesome for words.
Title: Re: The XML1 -> XML2 Project
Post by: Lightning249539 on July 10, 2013, 01:30pm
Can you put this on mediafire because momoshare does not work. :storm:
Title: Re: The XML1 -> XML2 Project
Post by: BlueElf on July 10, 2013, 11:24pm
Yeah it would be great if someone can finally share the demo. Someone has to have it.