Marvel Mods

Marvel Ultimate Alliance I & II => Mod Releases and Conversions => Topic started by: Charlie_Murphy on December 23, 2006, 06:43PM

Title: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Charlie_Murphy on December 23, 2006, 06:43PM
------------------------------------------
Update: January 05, 2007


Main files needed to play as Cyclops:
http://www.box.net/public/q87mij9v76

Updat to ps_cyclops.engb file(credit BliZZ)
http://www.momoshare.com/file.php?file=70ee5ec997277f83384a15445999817f

The above causes has a bug that crashes the game if you select Ironmans 2nd outfit. Here is a file that fixes that bug (updated herostat.engb):
http://www.box.net/public/rus6i0p69y

Icons for the power menu:
http://www.box.net/public/sye3ma3u0n
copy file to:
\Program Files\Activision\Marvel - Ultimate Alliance\textures\ui

If I'm not a lazy bastard, I may put all those links into one zip file :P

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



Original Post:




Hello all.

I'm new to the whole modding thing but I've been working on my own Cyclops mod the past few hours. I should make a thread and keep it updated with my progress.

At the moment, I'm working on his moveset - importing stats from XML2 files.

These are the moves I am giving him:
- A "normal" beam
- A wide beam with knockback
- Radial beam move (shoots floor, beam spreads in circle), causes stun
- A melee throwing move (import from Nick fury).
- Boost 1 - uses combat knowledge to organize allies, decreasing damage taken
- Boost 2 - uses combat tactics to increase all stats
- Optic Rage (Extreme)

All are imported from XML2 files, except nick furys move of course.

At the moment, most moves "work". I'm having trouble with the boosts activating, and some animations don't match the move.


From another thread :-
Quote from: darkmythology on December 20, 2006, 10:17PM
I haven't had any success getting the beams to come out of the visor. They all seem to originate outside the body. I have no earthly clue how to alter that. Hopefully one of the other modders can help.

I got the beams coming out of his head. The following line should be under "trigger" {}

beambolt = Bip01 Head ;

Title: Re: Cyclops
Post by: BliZZ on December 23, 2006, 08:08PM
Quote from: Charlie_Murphy on December 23, 2006, 06:43PM
These are the moves I am giving him:
- A "normal" beam
- A wide beam with knockback
- Radial beam move (shoots floor, beam spreads in circle), causes stun
- A melee throwing move (import from Nick fury).
- Boost 1 - uses combat knowledge to organize allies, decreasing damage taken
- Boost 2 - uses combat tactics to increase all stats
- Optic Rage (Extreme)

If I might make a suggestion: add a fifth move in, his Split into three beams beam, similar to Ms Marvel's Prism. It might even be easier to use her Prism and change the sprites, as the numbers all work. But, barring that, great work!!

And as far as his costumes go, darkmythology made an 'Ultimate'; tommyboy made an 'Original' and a Jim Lee era (which should be called 'Classic'). So that means we just to need to unscramble the XML2 'Astonishing' skin, and we have our four costumes.
The only problem as far as costumes go is the lack of a mannequin. Maybe, if we ask real nice, tommyboy will re-release his Jim Lee costume sans black spots and with a simple animation, so he can be a mannequin.
Title: Re: Cyclops
Post by: Charlie_Murphy on December 23, 2006, 08:47PM
Great suggestion. I'll try and import his splitting beam from XML2. Theres one problem with that though - it is an 'extension' of his piercing beam, which means I will need to import both the piercing beam, and the splitting beam. I could make the piercing beam power-1 in place of his 'stock' optic beam, since both moves pretty much look the same.

I'll check out those skins once I get the moves working. Thanks again.


UPDATE: I got his tactics boost working. Unfortunately damage seems to be tripled when the boost is active. I have a bit of work to do.  :o


UPDATE2: Good news. Tactics Boost now increases the defense stat. Thus decreasing damage taken by the team. Only a couple moves to 'fix', then get the correct animations. The rest is up to the skinners.
Title: Re: Cyclops
Post by: spectre_lance151 on December 23, 2006, 09:09PM
awesome, please do. Cyclops is my favorite.  :) oh, are you doing the mod as an overwrite or as a stand alone character?
Title: Re: Cyclops
Post by: Charlie_Murphy on December 23, 2006, 09:18PM
Quote from: spectre_lance151 on December 23, 2006, 09:09PM
awesome, please do. Cyclops is my favorite.  :) oh, are you doing the mod as an overwrite or as a stand alone character?

At the moment it is an overwrite. When I figure out how to add extra characters I will do so. I just want to get all the moves functioning correctly before I try anything else.



What passives do you guys think I should use for his 4 outfits? At the moment it is something along the lines of:

Ultimate
+-- max energy
+-- max health
+-- defense

Classic
+-- Visor Upgrade (increase beam damage)
+-- leadership (combo damage & XP)
+-- defense

Astonishing
+-- experience (increases rate of XP gained)
+-- critical hit?
+-- defense

X-Factor or Age of Apocalypse?
+-- ??
+-- ??
+-- defense


??? ???
Title: Re: Cyclops
Post by: BliZZ on December 23, 2006, 09:19PM
Quote from: Charlie_Murphy on December 23, 2006, 08:47PMThe rest is up to the skinners.
Actually, as I already stated, 3 out of 4 are done. All that one needs to do is convert the RGB 'Astonishing' skin to 'BGR'. There was an explanation somewhere on the forums, I'll try to find it.

And, links to the other three Cyclopses (Cyclopi?)

Original:
http://www.momoshare.com/file.php?file=545d18d7ec2e598d5dbbc309b1a51540

Classic:
http://www.momoshare.com/file.php?file=d9226f84178c8068c89a61d5ef804c05

Ultimate:
http://www.box.net/public/jf9zmqpm9g

As I stated in my first post, tommyboy made the first two and darkmythology the last one.

EDIT: For Cylops' costumes: Give Astonishing '+ Bleed damage chance to all beam attacks 'and 'melee damage'; and make the 4th one 'Original' with Energy Regen. and critical beam
Title: Re: Cyclops
Post by: Charlie_Murphy on December 23, 2006, 09:22PM
Ugh sorry I didn't see that. Brain is fried from all the modding.


Thanks for that, and thanks tommyboy and darkmythology.
Title: Re: Cyclops
Post by: darkmythology on December 24, 2006, 12:05AM
Here's an updated Cyclops skin I made, based off of the Ultimate Cyclops from earlier (which was in turn made from the dark cyclops skin). It's based off of the colouring of the 90's Cyclops costume, and does a pretty effective job of getting the point across aside from the tubings being not wholly authentic. It has the advantage of the bump-mapping, etc, from the MUA skins. It needs a little refinement, but it's not bad for about a 1/2 hours work.

http://www.box.net/public/lvrux8vsai
Title: Re: Cyclops
Post by: Charlie_Murphy on December 24, 2006, 01:58AM
Update: After tearing some hair out of my head trying to figure out why my animations aren't matching my moves, I decided to try darkmythology's mod in this thread (http://marvelmods.com/forum/index.php?topic=34.15). I then replaced his move files (cyclops.engb & ps_cyclops.engb) with my own files.

Here is the result:

(http://img132.imageshack.us/img132/6083/beamtv0.th.jpg) (http://img132.imageshack.us/my.php?image=beamtv0.jpg)


Getting very close to the final product now. Hopefully other XML2 characters will be much easier.  8)


Quote from: darkmythology on December 24, 2006, 12:05AM
Here's an updated Cyclops skin I made, based off of the Ultimate Cyclops from earlier (which was in turn made from the dark cyclops skin). It's based off of the colouring of the 90's Cyclops costume, and does a pretty effective job of getting the point across aside from the tubings being not wholly authentic. It has the advantage of the bump-mapping, etc, from the MUA skins. It needs a little refinement, but it's not bad for about a 1/2 hours work.

http://www.box.net/public/lvrux8vsai

Very nice work. It looks great!
Title: Re: Cyclops
Post by: BliZZ on December 27, 2006, 07:39AM
Is he his own character or does he still replace Iceman?
Title: Re: Cyclops
Post by: kfcrispy on December 27, 2006, 10:25AM
Cyclops can definitely use Point Blank. not many characters have an outfit that will boost damage twice--maybe do something like Point Blank and Visor Upgrade for a great combo.
Title: Re: Cyclops
Post by: boreman on December 27, 2006, 02:11PM
Any way this is compatible with the Ronin/Hawkeye mod?
Title: Re: Cyclops
Post by: Charlie_Murphy on December 27, 2006, 05:13PM
Quote from: boreman on December 27, 2006, 02:11PM
Any way this is compatible with the Ronin/Hawkeye mod?

Might have to do with the entries in the herostat file. If so, it can easily be fixed.


Quote from: BliZZ on December 27, 2006, 07:39AM
Is he his own character or does he still replace Iceman?

Unfortunately it is a replacement at this point, as I expanded on Darkmythologys mod in the other Cyclops thread. I don't know how to fix that problem yet. I will read through the Extra Slots thread and see what I can do about this.

Quote from: kfcrispy on December 27, 2006, 10:25AM
Cyclops can definitely use Point Blank. not many characters have an outfit that will boost damage twice--maybe do something like Point Blank and Visor Upgrade for a great combo.

That will make the game too easy though :D

------

I also noticed that his energy costs are a little high compared to other characters. Especially in the early levels. I will fix that and post a new talents file later in the day.
Title: Re: Cyclops
Post by: BliZZ on December 29, 2006, 12:41AM
I was actually able to give Cyclops his own separate set, then replace fury with him. I just went through all the packages and all the filenames and replaced every instance of '08' with '204'. Yes, it was tedious, and yes, it took a WHILE. I can up it if someone wants it. The only problem I have is the icons weren't inclded in that pack. Did anyone make a pack of Cyclops icon (including namebar), or should I get to work on one?
Title: Re: Cyclops
Post by: Noelemahc on December 29, 2006, 01:01AM
You should work on one as I haven't heard of any progress in that direction. Don't forget to ask dark, as he's also been working in this direction, he might've done this but not yet mentioned it.

I would figure this'd be easy, using a MUA char's iconlist as base and just pasting in and resizing the pics to fit. You can use the XML2 load screens for the namebar too.
Title: Re: Cyclops
Post by: Charlie_Murphy on December 29, 2006, 01:25AM
@ Blizz:

Before you upload that I should let you know I've been working on the following updates:

- Updated energy costs and damages. He was overpowered and energy cost too high in v1.0
- Extra beam move that pierces enemies and looks cool (I messed around with the effects files).
- I'm changing one of his boosts to a self-boost (energy absorbtion) as he has 2 very similar team boosts at the moment.
- All 4 skins are done (thanks to durfal for Astonishing, and my own Original).


It will be finished within 24 hours (hopefully less if I'm not too hung-over :p ). I would have completed it tonight but I gotta go out.
Title: Re: Cyclops
Post by: BliZZ on December 29, 2006, 09:05AM
Might I suggest before you up your updated version, you replace all instances of '08' w/ '204' as I did, so users can replace anyone they want with him.

Also, before you do, one mistake with your pack: all 4 basic packages 'cyclops_0801, cyclops_0802, etc' reference the first HUD head (0801), NOT their own respective ones.
Title: Re: Cyclops
Post by: spectre_lance151 on December 29, 2006, 10:12PM
Okay, I have a question. When the mod is finished, will we have to start from scratch to use it? because I was just starting a game with Hawkeye and Ronin, so I was wondering if I should just wait to start, or if I wouldnt have to start over again for Cykes.
Title: Re: Cyclops
Post by: darkmythology on December 29, 2006, 11:16PM
You can add character overwrites midgame. I've added on Cyclops, Phoenix, Venom, and Quicksilver so far onto a saved game, and they're all working pretty much fine. The only thing you would need to restart for are certain innate abilities (flight), though others work fine (web zip, super speed, resistances)
Title: Re: Cyclops
Post by: spectre_lance151 on December 29, 2006, 11:21PM
ah, okay, awesome. thanks  :)
Title: Re: Cyclops
Post by: Charlie_Murphy on December 30, 2006, 12:59AM
Apologies ladies and gents. There will be a slight delay with the mod update, as I screwed something up while playing around with the visual effects of the beams.

A last minute question, what do think will make a good self-boost for cyke?


Quote from: BliZZ on December 29, 2006, 09:05AM
Might I suggest before you up your updated version, you replace all instances of '08' w/ '204' as I did, so users can replace anyone they want with him.

Good idea but users will need to make their own herostat file. The general public (ie non-modders) won't know how to do that.

Quote from: BliZZ on December 29, 2006, 09:05AM
Also, before you do, one mistake with your pack: all 4 basic packages 'cyclops_0801, cyclops_0802, etc' reference the first HUD head (0801), NOT their own respective ones.

oops. Actually I wasn't aware that I even uploaded the HUD files as I was just experimenting with the HUD thing and made 4 copies of the same file :s
Title: Re: Cyclops
Post by: BliZZ on December 30, 2006, 08:53AM
Quote from: Charlie_Murphy
oops. Actually I wasn't aware that I even uploaded the HUD files as I was just experimenting with the HUD thing and made 4 copies of the same file :s

You didn't. They are still numerically referenced, however.
Title: Re: Cyclops
Post by: spectre_lance151 on December 31, 2006, 08:53PM
hmm hmm hmm... self boost for Cyclops... energy damage increase and cost decrease? is that possible? and just want to say thanks for working hard on this mod.
Title: Re: Cyclops
Post by: darkmythology on December 31, 2006, 09:48PM
It should be possible. The damage increase is the easy part, and the cost decrease is just a matter of rigging the command setup so that it slides on a negative scaling, rather than a positive scaling. I'll play around with the concept tonight, possibly as part of one of the powersets I'm building and see if I can figure it out...
Title: Re: Cyclops
Post by: Charlie_Murphy on December 31, 2006, 09:58PM
Quote from: spectre_lance151 on December 31, 2006, 08:53PM
hmm hmm hmm... self boost for Cyclops... energy damage increase and cost decrease? is that possible? and just want to say thanks for working hard on this mod.

Thats a good idea, unfortunately a bit late though. I gave him a boost that:

I also found a glitch that allows you to get infinite amount of skill points by turning auto assign on and trying to remove points. It simply adds points to a random skill. So yeah, I fixed that.

And all while being hungover from last nights new years celebration.


HAPPY NEW YEARS ppl !! :D




------------------------------------
I'm uploading the v-2.0 files now and will post the link when I come back from lunch


Watch this space


EDIT:
Version2.0 - with a few bug fixes. Still an Iceman replacement though.
http://www.box.net/public/q87mij9v76

------------------------------------
Title: Re: Cyclops
Post by: spectre_lance151 on December 31, 2006, 11:42PM
Awesomeness  ;D and just so I dont totally screw my system... what files should I backup so I can return to my prior settings before the Cyke mod, without reinstalling the game? sorry to be a pain...
Title: Re: Cyclops
Post by: Charlie_Murphy on December 31, 2006, 11:57PM
You make a backup of all the files that you are replacing (ie have the same filename). That would be "herostat.engb", "0801.igb" and a whole bunch of others which I cant think of right now.


I would suggest making a folder named "backups" in each folder where you will replace files.


For example:


So now if you want to replace the old file it is real easy. Move the files from the backup folder into the parent folder.



I hope that makes sense, I'm usually not good at explaining stuff.
Title: Re: Cyclops
Post by: spectre_lance151 on January 01, 2007, 12:04AM
Oh, nope, got it thanks. The mod works great, one thing though. His special grab move, the strong punch one, only does 4 damage... other than that and the menu graphics being made, I think you just showed how much modding potential this game really has. You have my thanks as a major Cyclops fan.
Title: Re: Cyclops
Post by: fluid_static on January 01, 2007, 01:13AM
Charlie, the Cyke mod is frikkin' awesome.  Niiice job. 

I've noticed one really odd side-effect:  I had Iceman equipped with "Iceman's Shoelaces", or somesuch, that gave +3 to his Polar Explosion power.  Cyclops is still equipped with it, but now it gives +3 to ALL his powers, and +3 to all his costume attributes as well.  Kinda diff'rent, especially as I wouldn't have expected a piece of Gear to have an effect on his costumes.  Not that I'm complaining, mind ... :)

A happy and prosperous New Year to everyone here. Thanks again for your efforts!
Title: Re: Cyclops
Post by: spectre_lance151 on January 01, 2007, 12:13PM
Oh man... I just realized I lost Hawkeye and Ronin... so do I just reinstall them?
Title: Re: Cyclops
Post by: Noelemahc on January 01, 2007, 12:15PM
Since each character you add has to be edited in by hand, until we come up with better software or until you learn how  to do it yourself, you will be able to use only one mod at a time. Sorry, that's just how the game is coded, man.
Title: Re: Cyclops
Post by: spectre_lance151 on January 01, 2007, 12:40PM
Oh, okay, no prob. lol just took me by surprise.
Title: Re: Cyclops
Post by: Essex on January 01, 2007, 06:20PM
Quote from: Noelemahc on January 01, 2007, 12:15PM
Since each character you add has to be edited in by hand, until we come up with better software or until you learn how  to do it yourself, you will be able to use only one mod at a time. Sorry, that's just how the game is coded, man.

oh, so then is that why I can't get Ronin and Hawkeye to appear? I'm using the thing that gave MK and Collosus.
Title: Re: Cyclops
Post by: Charlie_Murphy on January 01, 2007, 06:49PM
@fluid_static

That side effect can easily be fixed by adding Cyclops specific items in the items datafile.

I generally don't exploit such glitches/bugs when I play games. It kinda takes the fun out of it. One such glitch would be Wolverines Fury; you can continue slashing away with his first move endlessly - provided you don't let the animation end. This cuts through most bosses in seconds.


@spectre_lance151:

The herostat file of my mod doesn't have Hawkeye and Ronin in it. This can easily be fixed by putting a Cyclops entry into that file (or Hawkeye/Ronin entries in my files). I think the former would be easier than the latter. Do a search on xmlb-compiler. This is simply a matter of decompiling a file to .txt, replacing some text, and compiling the file back to .engb.
Title: Re: Cyclops
Post by: spectre_lance151 on January 01, 2007, 07:42PM
Oh okay.... mm, im completely Compiler challenged, gave it a try before and couldnt get anything to work lol. thank you though.
Title: Re: Cyclops
Post by: kfcrispy on January 01, 2007, 07:48PM
the +x to a certain skill thing doesn't necessarily WORK, it just looks like it does. a lot of ppl saw this because they can put items that somehow gained the previously worn gear's last ability and can put it on any character (so if they had a character-specific item, the new item that gained an ability got the +x to a power.. on another character it adds x pts to all powers and costume skills)
Title: Re: Cyclops
Post by: fluid_static on January 01, 2007, 08:28PM
Yep, I can concur, at least insofar as the costumes are concerned.  The +3 bouns to costumes appears, but doesn't actually apply (my Defense with Cyclops is still 0, despite the +3).

Spectre, if you're having problems with the compiler, post them here (http://marvelmods.com/forum/index.php?topic=43.0).  I just started decompiling/compiling myself and would be happy to give you a hand (I need help myself building the Hulk.... or Nightcrawler).

Fixed the vBcode. Don't use HTML code, mate. It doesn't work in here.
Noelemahc.
Title: Re: Cyclops
Post by: spectre_lance151 on January 01, 2007, 10:19PM
Oh okay thanks, think Ill take you up on that offer sometime.
Title: Re: Cyclops
Post by: Noelemahc on January 01, 2007, 10:59PM
Quoteoh, so then is that why I can't get Ronin and Hawkeye to appear? I'm using the thing that gave MK and Collosus.
Every mod released AFTER that supports those two by default. Yay. So, if you install my, or anyone else's herostat to add the PSPers -- it won't put MK and Colossus away.
Title: Re: Cyclops
Post by: Charlie_Murphy on January 02, 2007, 11:30PM
Icons coming up soon ...


Preview:
(http://img485.imageshack.us/img485/4638/cyciconsfv1.th.jpg) (http://img485.imageshack.us/my.php?image=cyciconsfv1.jpg)
Title: Re: Cyclops
Post by: spectre_lance151 on January 04, 2007, 02:01PM
 :D yay, those look great!
Title: Re: Cyclops
Post by: spectre_lance151 on January 04, 2007, 11:15PM
Okay, problem with the mod... I installed it, and used the included herostat. the problem is, that I cannot select Iron Man's 2nd skin, it crashes my game. I replaced the herostat with the one I had before installation, it worked fine, put in the cyke mod one, crash again. any Ideas? (Also, if its not being too needy, does someone have a herostat they can post to include the Hawkeye/Ronin mod with the Cyclops one? I am way too dumb to get the compiler working... Btw, the only other mod I have is the Colossus and MK one.
Title: Re: Cyclops
Post by: Charlie_Murphy on January 05, 2007, 12:25AM
Here's a file for the power icons. Personally I think they suck as I made them myself in photoshop. But I guess its better than nothing. If anyone here is a gun with photoshop, and willing to make icons better than mine, I'll happily update the file.

copy this file (http://www.box.net/public/sye3ma3u0n) into:
\Program Files\Activision\Marvel - Ultimate Alliance\textures\ui



Also I just checked, and mine also crashes when I pick Ironmans 2nd skin. I'll look into it.



EDIT: I just fixed the herostat file. Ironman works fine here:
http://www.box.net/public/rus6i0p69y
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: spectre_lance151 on January 05, 2007, 01:33AM
Okay... just installed the icons, look great, but they seem to be placed wrong for attacks. I have Command for Optic Slam, etc...
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Noelemahc on January 05, 2007, 01:50AM
The icons have a nasty tendency to shift places in-game when compared to their placement in the selection menu. Somehow, this only affects customized icons (i.e. the ones we made ourselves -- for example, my icons for the PSPers are no exclusion). I guess it has something to do with the fact that the character menu just places them in order while the in-game power selector places them in accordance with the definitions in the powerstyle file. Needs research, of course, but 24 hours in a day is insufficient for me to do it meself :P
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: spectre_lance151 on January 05, 2007, 02:01AM
Okay, thanks. Am I supposed to see the icons on the little four sectioned display that shows up when I use a power in game? because they are all still blank...
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Charlie_Murphy on January 05, 2007, 02:19AM
Quote from: spectre_lance151 on January 05, 2007, 02:01AM
Okay, thanks. Am I supposed to see the icons on the little four sectioned display that shows up when I use a power in game? because they are all still blank...

Nope we haven't figured that out yet. Noelemahc explained that at the bottom of page 3.


Quote from: spectre_lance151 on January 05, 2007, 01:33AM
Okay... just installed the icons, look great, but they seem to be placed wrong for attacks. I have Command for Optic Slam, etc...

You mean the icons don't match the powers in the powers menu? Are you using the updated mod? (ie version 2.0)? If not, check the first post of this thread for the files.

The order would be wrong if you're using the first mod I made.



Quote from: Noelemahc on January 05, 2007, 01:50AMbut 24 hours in a day is insufficient for me to do it meself :P

::)



















:D
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: spectre_lance151 on January 05, 2007, 02:26AM
Okay, thanks. Understood, and I am using 2.0. I greatly appreciate the help, and the work that is being put on this mod ;D
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Noelemahc on January 05, 2007, 03:02AM
QuoteAm I supposed to see the icons on the little four sectioned display that shows up when I use a power in game? because they are all still blank...
As I said, they have to be manually defined in the powerstyle, and we're still not entirely clear on how EXACTLY that goes so as not to cause further confusion. I'm afraid you'll have to go on instincts for now. Sorry.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: sariks on January 05, 2007, 04:52AM
fanx for Cyclops
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: BliZZ on January 05, 2007, 06:49PM
Well, Cyc's extreme caused the whole game to slo-mo and never return when more than 1 char had one. Also, the text never came up.

Here:
http://www.momoshare.com/file.php?file=70ee5ec997277f83384a15445999817f

This fixes that  ;D

EDIT: Dammit, the text still doesn't come up and the chain of extremes still doesn't start when Cyc instigates it, but all is good (chain, text) when others do, as opposed to the glitchy frozen slow-moishness of the original.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Charlie_Murphy on January 05, 2007, 07:57PM
Nice work BliZZ. Thanks for that.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Joshco on January 08, 2007, 10:51AM
I'm having fun playing around with this mod, nice work! But is there a way to make Cyke's Optic blast charge-able? (ie, hold down the power button to charge it up before firing it off). At this point I'm just getting a beam firing as soon as I press the button, no hold-and-charge.

I seem to recall it was chargeable in XML2... or am I remembering wrong?

Thanks!
Josh
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Noelemahc on January 08, 2007, 12:22PM
Chargeable powers are a new addition to MUA. You can't remember such things from XML2 simply because there weren't any. Sorry.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: darkmythology on January 08, 2007, 01:16PM
There should be a way to make it chargeable, it would just require the proper editing of the power in the talents file. Spiderwoman's Venom Blast would be a good frame of reference, as it's basically a chargeable beam itself.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Joshco on January 09, 2007, 09:12AM
QuoteChargeable powers are a new addition to MUA.

Maybe I was thinking of the old X-Men game on Sega Genesis... man, I used to love that game. :) Cyke's beam had a great sound effect as I recall...

Quoteit would just require the proper editing of the power in the talents file. Spiderwoman's Venom Blast would be a good frame of reference

Well, I played around in the talents files, but I couldn't make it work. I compared Cyke to Spider-Woman, found several instances referring to charging, and tried to replicate it for Cyke's Optic Beam, but the closest I got was him firing the beam right away but holding the charge pose – and then getting frozen in that pose. Ah well, I gave it a shot.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Kekovick on January 09, 2007, 12:01PM
Greetings for the mod! its awesome!

I only have a problem, the cyclops conserves that "frigid aura" of iceman... is there any way to eliminate that?
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Charlie_Murphy on January 09, 2007, 02:27PM
Quote from: Kekovick on January 09, 2007, 12:01PM
Greetings for the mod! its awesome!

I only have a problem, the cyclops conserves that "frigid aura" of iceman... is there any way to eliminate that?


There's no frigid aura for me, therefore I probably won't be able to 'fix' it. Can you please post a screenshot?

Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Kekovick on January 09, 2007, 04:24PM
Im spanish, probably my version of the game has some archives changed  :P
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: spectre_lance151 on January 09, 2007, 07:34PM
same here, chilly cyclops. :o
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Joshco on January 09, 2007, 09:37PM
Mine was doing the same; I used the excellent and easy to use XMLB Complier UI to edit the herostat, removing all of the StatEffect/Selfchill entries. No more chilly Cyclops!
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Noelemahc on January 09, 2007, 09:50PM
QuoteIm spanish, probably my version of the game has some archives changed
Yes, your game uses ESPB files instead of ENGB ones, I would believe. Just change the file extension on the mod's changed files accordingly. Leave XMLBs as XMLBs, these are location-independent.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Charlie_Murphy on January 09, 2007, 10:03PM
Quote from: Joshco on January 09, 2007, 09:37PM
Mine was doing the same; I used the excellent and easy to use XMLB Complier UI to edit the herostat, removing all of the StatEffect/Selfchill entries. No more chilly Cyclops!

I should point out that my graphics card is a Radeon 9600 - which theoretically shouldn't work at all. Thats probably why I didn't get that effect.

Thanks Kekovick for the screenshot.

Joshco, I noticed those entries in the herostat also. I will  remove them and upload a new .rar archive with all the latest updates later in the day. Thanks again guys.




Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Kekovick on January 10, 2007, 08:02AM
QuoteThanks Kekovick for the screenshot.

Np mate, 5 secs for the screenshot, a lot of hours of fun with your cyclops, you win :P
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: sariks on January 12, 2007, 06:28AM
Nice
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: BliZZ on February 21, 2007, 06:18PM
(http://img478.imageshack.us/img478/9440/untitled1yh1.jpg)

I finally got his icons to show up in game! (there were some consistency problems between pkgbs/talent/ps)

I think I'll go ahead and release an updated pack (numbered properly as 204) with sounds, wallpaper, etc

The only glitch that still remains is that if he sets off his xtreme, the chain doesn't start. He just executes his power. Apparently I'm not smart enough to fix it (plus, I haven't devoted TOO much time to it :P)
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: BliZZ on February 21, 2007, 08:22PM
As promised, I have an updated pack (properly numbered as 204) Most of this is Charlie_Murphy's work, Noel made the hud icons, tommy made the mannequin. Only his powers make sounds, he won't talk when chosen, idle, or executing his xtreme. The same xtreme problem that I referenced in the previous post still exists (despite a valiant effort by me to remove it :P)

http://www.momoshare.com/file.php?file=61baa6387211a4c6ba65cca45ad787ab

I have NOT included a herostat, as people may want to put him over anyone. Here is how he should be defined:
Quotestats {
   ailevel = 1 ;
   autospend = support ;
   body = 7 ;
   characteranims = 204_cyclops ;
   charactername = Cyclops ;
   level = 1 ;
   menulocation = XX ; <- set this as you please
   mind = 8 ;
   name = Cyclops ;
   playable = true ;
   powerstyle = ps_cyclops ;
   scriptlevel = 3 ;
   skin = 20401 ;
   skin_01_name = Ultimate ;
   skin_02 = 02 ;
   skin_02_name = Classic ;
   skin_03 = 03 ;
   skin_03_name = Astonishing ;
   skin_04 = 04 ;
   skin_04_name = Original ;
   skin_05 = 05 ;
   skin_05_name = Age of Apocalypse ;
   sounddir = cyclop_m ;
   strength = 6 ;
   team = hero ;
   textureicon = 5 ;
      talent {
      level = 1 ;
      name = grab ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = cyclops_beam ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

   }
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: thetommyboy2002 on February 21, 2007, 08:36PM
Nice, thanks.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: thetommyboy2002 on February 25, 2007, 05:03AM
And integrates well into the NPC>27 MOD.
I just copy/pasted the above into NPCstat and away he went.
Good work.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: DiamondDave on February 25, 2007, 06:06AM
I used Cyke last night for a bit and loved him.  Is there any chance we might have a different mannequin.  I subbed him in for Silver Surfer and can barely see him behind Ghost Rider.  If I pick Ghost Rider, Cyke is facing left and looks like a little kid next to Doc Strange.  Maybe it's because he's in the background and looks a little shorter?  Nice work all around, though, guys!  Looking forward to a Gambit and Juggernaut (now that he's on the side of angels).
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Cates on March 02, 2007, 11:18PM
I'm having trouble downloading this file. When I click, "download" on the file hosting page, it opens a new browser window (the "upload" page) and nothing happens. Any suggestions? What am I doing wrong?
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: kfcrispy on March 03, 2007, 01:07AM
Cates, scroll down and you should look for an area below some text ads--
Please enable Java Script on your browser
You are downloading cyclops.rar (1.54 MB).
Please wait for 10 seconds.

There should be a timer counting down... then the Download button appears. If this isn't happening, reload the page or use a different browser.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Cates on March 03, 2007, 05:45AM
Thanks for the response. However, I'm seeing the "Download" button. The problem is, nothing downloads when I click it. It changes the momoshare page to one with an "Upload" button, which makes no mention of the cyclops file.

Guess I'll try a different browser.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Noelemahc on March 03, 2007, 05:47AM
Which browser are you using? I'm on Firefox 1.5.0.10 (with the optional IE Core back-up, which allows to use IE6 functions from within FF if a site behaves in an anti-Fox manner) and it works fine for me on either browser engine.
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Cates on March 03, 2007, 06:34AM
OK, we're good. I opened it through AOL and it worked fine. Thanks!

Now I just need to scour the forums to teach myself how to edit the herostat and replace,oh, Cage or Ms. Marvel . . .
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: kfcrispy on March 06, 2007, 04:15PM
Legend_Killer9 in reference to the posts in the Herostat thread (http://marvelmods.com/forum/index.php?topic=107.15) my guess so far is you probably extracted the entire folder into MUA, INCLUDING the "cyclops" directory. so Cyclops files are in their own directory \Marvel - Ultimate Alliance\cyclops\.....
But you should have entered the cyclops part THEN extracted all the files into their corresponding folders. ie "data" files in Marvel - Ultimate Alliance\data
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Legend_Killer9 on March 06, 2007, 04:56PM
Yes I get it. I will try it. Thanks for the help man  ;)
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: Legend_Killer9 on March 06, 2007, 05:04PM
Yap it worked. Thanks man you were really helpfull. Cool Cyke hahah To bad he doesn´t have the other HUDs but meh......Cyke is awesome. ;D
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: kfcrispy on March 13, 2007, 09:52PM
hey i have a question - how did you turn off the Xtreme chain when Cyclops initiates his Xtreme? and how would I modify it to turn it on? I actually got used to this Xtreme chaining and I to use them all at once, even if it's overkill...

and has anyone worked on making one or some of his attacks chargeable? i'll check it out at the end of the week, though i probably won't get very far.. i definitely would like to see more effects added to a charged attack. maybe knockback or piercing.. but he already has beams that do those O_o

thanks a bunch for the mod!!!
Title: Re: Cyclops [ Icons added, *BUG FIX* Last Update: January 05, 2007 ]
Post by: BliZZ on March 13, 2007, 10:08PM
I didn't turn it off... I couldn't get it to work. (it was a glitch) It wasn't a matter of 'turning it on', it took a lot of careful editing.
There is a fixed version, in the converted chars thread. Download it there.

Let's move all further discussion on this subject there, 'kay?

http://marvelmods.com/forum/index.php?topic=155.0

I think it is about time to let the individual character conversion threads die. We do NOT need 29 threads for XML chars, that would not be conducive towards organized boards. I'm gonna go ahead and close this topic, so it dies a noble death and posters (like yourself) will NOT look here for the newest version.