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#31
Mod Releases and Conversions / Re: Enigma's Skin Releases
Last post by Enigma - October 12, 2024, 09:02PM
:doom: Kristoff Vernard MUA1 Acts of Vengeance Skin v1.0 :doom:

Preview: https://drive.google.com/file/d/1kOBvgy4BLA5jnHbowlVHg_ej6e-RrUtH/view?usp=sharing

https://drive.google.com/file/d/1xuIsaHZ6r30lAwb8FF7T_w_m6cts9R4B/view?usp=sharing



**This is my version of Doctor Doom's MUA1 DLC Kristoff skin. I've renamed it according to what the MUA1 DLC design is based off of, which is the cover of The Mighty Thor Volume 1 #410, which is part of the Acts of Vengeance story arc (this design isn't actually used inside that issue itself or any other issue I could find. It's only used on that comic cover.)
*I've basically made a PS2 version of this skin, which it never had. I've used the chainmail arm textures from the official texture and done everything else myself.
*I've redesigned the skin to be more accurate to the comic cover it's based on.
*I made a 3D head.
*I've also removed the red outline from his official MUA1 DLC hud. I then used it to make XML2 and MUA1 style huds and a character select portrait.



Credits:
*BaconWizard17: skeleton template

#32
Mod Releases and Conversions / Re: Enigma's Skin Releases
Last post by Enigma - October 12, 2024, 08:56PM
:doom: Doctor Doom MUA1 Ultimate Skin v1.0 :doom:

Preview: https://drive.google.com/file/d/1Fnt4f__banmLDWHLzBpkbMJXp8WAvZCb/view?usp=sharing

https://drive.google.com/file/d/1TBiKRFthXq8uku8_Kz0c0OLAETCBKR4F/view?usp=sharing


**This is my version of Doctor Doom's MUA1 DLC Ultimate skin.
*I've basically made a PS2 version of this skin, which it never had. I replaced the hands on the model with the hands and wristbands from Doctor Doom's MUA1 Classic PS2 skin. I replaced the metal parts of the texture with those from his MUA1 Classic PS2 skin as well as using the thumb texture from the Doombot PS2 skin texture. I then recolored them to match the color of the metal parts of  Doctor Doom Ultimate's texture as closely as possible.
*I also made various fixes to the model and texture.
*I did the following recoloring to match how the comics:
-Recolored the irises of his eyes from green to red to match the comics.
-Recolored belt to all be the same color and recolored belt buckle to be silver
*I've added textures to the following parts that were missing them: neck, sides parts of face, mouth (mouth used modified texture made by BaconWizard17)
*I made a 3D head.
*I've also removed the red outline from his official MUA1 DLC hud. I then used it to make XML2 and MUA1 style huds and a character select portrait.
*UltraMegaMagnus kindly weighted/rigged the skeleton for me.


Credits:
*BaconWizard17: mouth texture
*UltraMegaMagnus: weighting/rigging skeleton, original source file of the skin (which I modified)
#33
Misc. Modifications / Re: Enigma's Mini-Mods
Last post by Enigma - October 12, 2024, 08:51PM
Updated Restored Unique Conversations to v2.3.
Check changelog in post for details.
#34
Mod Releases and Conversions / Re: Enigma's Sauron Mod
Last post by Enigma - October 12, 2024, 08:40PM
Well, I'm glad this made you happy!
#35
Other Game Assets / X-Men Mutant Academy 1 & 2 - V...
Last post by SuperMaster10 - October 12, 2024, 04:23AM
X-Men Mutant Academy 1 & 2 - Voice Rips

https://www.mediafire.com/file/ba3dc8kdnhttjj6/X-Men_Mutant_Academy_1_and_2_-_Voice_Rips.rar/file

Here are all the voice lines from the X-Men Mutant Academy games. It is worth noting that everyone that comes back has their exact same lines reused from the exact same voice actors, helps that XMA2 was one of those sequels that basically modded the first game to build on top of it. Only unique voice lines left in XMA1 are Professor X's lines for the Academy mode, all of which have an echo, compared to the Academy lines in XMA2. Magneto also has a certain effect on his lines but it makes him sound more threatening and powerful, imo.

UPDATE =
I have found grunts, taunts and in-game quotes from XMA2 and added them as well! Also got rid of some duplicate lines.
Some characters simply don't have or enough grunts, though.
In theory, XMA1 should have the same thing for all the returning characters, but this remains to be worth looking into.


Voice Cast:
Beast - George Buza (Reprising from X-Men: The Animated Series)
Cyclops - Ray Landry
Forge - Marc Strange (Reprising from X-Men: The Animated Series)
Gambit - Tony Daniels (Reprising from X-Men: The Animated Series & Marvel vs. Capcom games)
Havok - Rod Wilson
Juggernaut - Rick Bennett (Reprising from X-Men: The Animated Series & Marvel vs. Capcom games)
Magneto - David Hemblen (Reprising from X-Men: The Animated Series)
Mystique - Jennifer Dale (Reprising from X-Men: The Animated Series)
Nightcrawler - Adrian Hough (Reprising from X-Men: The Animated Series)
Phoenix - Catherine Disher (Reprising from X-Men: The Animated Series)
Professor X - Lawrence Bayne
Psylocke - Jane Luk
Rogue - Megan Fahlenbock
Sabretooth - Don Francks (Reprising from X-Men: The Animated Series & Marvel vs. Capcom games)
Spider-Man - Rino Romano (Reprising from Spider-Man (2000), Spider-Man 2: Enter Electro and Spider-Man Unlimited)
Storm - Alison Sealy Smith (Reprising from X-Men: The Animated Series)
Toad - Tim Harrison
Wolverine - Tony Daniels


It is also worth noting some of these actors were also previously in X-Men: TAS and / or MVC and are simply playing different roles this time. Tim Harrison also came back for X-Men: Next Dimension, not as Toad but as Cyclops instead.

Use this for whatever you want, just please credit me!

Up for some X-Men TACOs, anyone?

Credits:
Ripped by SuperMaster10
Thanks to ak2yny for teaching me how to find and extract the grunts
#36
Other Game Assets / Spider-Man 2: Enter Electro - ...
Last post by SuperMaster10 - October 12, 2024, 04:22AM
Spider-Man 2: Enter Electro - Voice Rips

https://www.mediafire.com/file/hscdzn6uc3haryc/Spider-Man_2_Enter_Electro_-_Voice_Rips.rar/file

A lot of Spidey lines in this one, naturally. Doesn't help that he gives the player a lot of exposition on top of already not being the type to shut up.

Voice Cast:
Spider-Man - Rino Romano (Very few lines have echo)
Beast - Dee Bradley Baker
Rogue - Jennifer Hale (All lines have echo)
Professor X - Daran Norris (All but 1 line have echo)
Electro - Dee Bradley Baker (All lines have a menacing echo effect)
Hammerhead - Dee Bradley Baker
Sandman - Daran Norris
Shocker - Daran Norris
Stan Lee

Notes about echoes:
Spider-Man: 353-377 has an echo & 675-695 has an echo. 756 is an echo duplicate of 755
Professor X: only 722 has no echo
Electro: only 480-485 has no echo

Feel free to do whatever you want with this audio, I just ask you credit me.

Credits:
Ripped by SuperMaster10
Used jPSXdec
#37
MARA JADE

STORY BIO
A beloved fan favourite from the discontinued Expanded Universe timeline for Star Wars, Mara Jade was an experienced combatant who took on an assortment of different roles throughout her life.

Taken away from her parents by Emperor Palpatine at a young age and raised on the planet Coruscant as she was taught in the use of the Force, Mara became a covert agent of the Empire and one of Palpantine's personal assassins after displaying impressive espionage and assassination skills during her long training regime.

Carrying out the will of Palpatine, Mara eliminated all sorts of corrupt officials, traitors and random individuals alike (proving herself so efficient at her job over time, that Palpatine actively allowed her time to relax).

However, Mara's perceived idea of a perfect life would eventually come crashing down as Palpatine was killed on Endor by Luke Skywalker and the reformed but dead Darth Vader, the Empire's stranglehold over the galaxy significantly weakened as a result.

Laying low for a while as her dead master's final orders continued to ring in her mind of killing the surviving Skywalker, Mara became an underground smuggler for the next few years till a chance encounter with the smuggler baron known as Talon Karrade during an ambush on the planet Varonat (offering her a job under his employ after Mara saved his life from a traitor within his ranks).

Finally meeting Luke Skywalker in the flesh as the young Jedi's X-Wing found itself damaged and left stranded in outer space, Mara brought Luke to her new boss for the bounty reward offered by Grand Admiral Thrawn, the new leader of the resurfaced Empire.

The smuggling planet Myrkr having unique wildlife which blocked force users from accessing their abilities planet wide, Mara was intent on fulfilling Palpatine's final wish but Talon Karrade would frequently not hear any of it, making it perfectly clear that Skywalker would be left alive for the lucrative bounty reward or for extortion from the New Republic to ensure his safe return.

Unluckily for them, Luke would escape from his containment into the forests of Mykr with R2-D2 as Mara pursued them (greatly complicating matters as Thrawn arrived on the planet to harvest ysalamiri, lizard-like creatures which constantly generated a Force-neutralising bubble).

Forced to work with Luke in order to survive and ensure Taron Karrade's safety by covertly sneaking back to the base, they would be saved from a stormtrooper ambush by the recently arrived Han Solo & Lando Calrissian (all barely escaping from Myrkr alive as an Imperial bounty was placed on Mara and Taron Karrde).

But after turning herself into Thrawn to preserve the lives of Karrde and the smugglers, she would be swiftly betrayed by Thrawn after regaining her position as the 'Emperor's Hand', going to Luke Skywalker for help despite her misgivings.

And while Mara would spend time behind bars for her past actions under the Empire, Mara proved invaluable in the defeat of the corrupted Jedi C'baoth and the destruction of twisted Luke clones, finally being freed of Palpatine's residual telepathic connection and let go of her rage towards Luke.

Fully renouncing the dark side of the Force, Mara began training as a Jedi for the next year and become more comfortable with her Force abilities over time (now that Palpatine's influence was no longer available as a resource to draw from), engaging in plenty of her own adventures before a meaningful quest on the planet Nirauan, forced her and Luke to properly confront their differences (Mara informing Luke of her disapproval towards his lack of focus on her training while at the Jedi Academy and that he should stop trying to do everything alone).

The two of them finally coming to terms with their romantic feelings for one another after a job well done on Nirauan, Luke and Mara would be happily married on the planet Coruscant, complimenting and strengthening each other as they found themselves part of many missions for the New Republic.

Among the Jedi under Luke's tutelage as sudden dimensional tears started to destructively tear the galaxy apart, the New Republic's forces would journey through stable tears to attempt and stop the threat directly at its original source (finding themselves on a simultaneously more advanced and yet primitive world as the tears newly sealed behind them).

Hoping to find someone who could explain where they were and hopefully get in contact with Leia, Han, Chewy and Lando onboard the Millennium Falcon, Luke, Mara and the others proceeded to explore this strange land...

FEATURES:
-4 powers, 3 boosts and an Xtreme
-1 hex-edited skin, HUD, loading screen, icons and voice/sound file using archived audio of Laura Bailey's voice for Black Widow from various Marvel games
-Uses assigned number #97 (will clash with playable Loki Troll, Multiple Man, Shang-Chi and Elinor in mannequin).

MOVESET:
1. Force Push: Mara performs a strong telekinetic push with the Force, sending struck enemies backward as physical damage is dealt.
2. K-14 Blaster: Mara pulls out her compact blaster pistol from her belt, firing several shots as energy damage is dealt.
3. Jedi Strike: Mara brutally strikes an enemy twice with her lightsaber, dealing physical damage.
4. Emperor's Hand: Mara performs a spin attack with her lightsaber, slicing at enemies and dealing physical damage while stunning them temporarily.
5. (Boost) Force Enhancement: Mara uses the Force to enhance the attacks of entire team, increasing overall damage while reducing energy cost for abilities temporarily.
6. (Boost) Dark Forces: Tapping into her experience as a former spy and assassin to Emperor Palpatine, Mara seemingly becomes invisible and blends into her surroundings, increasing chances of critical hits temporarily.
7. (Boost) Danger Sense: Mara's experience with the Force alerts her to an oncoming threat, as time seemingly slows down while she forges a telepathic connection with her teammates, allowing them to move and react much more quickly.
8. (Xtreme) Tough Love: Mara pulls out her lightsaber, moving between enemies covertly from above using the Force and brutally slamming the saber into enemies, dealing heavy physical damage to targeted enemies.

CREDITS:
Ceamonks890- Mod creation & coding, HUD, loading screen, icons etc
ProfEscanor- Converted Mara Jade model from Star Wars: Galaxy of Heroes, mannequin, purple lightsaber bolton

Download link: https://www.mediafire.com/file/86dse19aaimlsgp/Mara_Jade_%2528Star_Wars%2529-_Ceamonks890.7z/file
#38
Rules and Information / Re: News Bulletin Board
Last post by BaconWizard17 - October 10, 2024, 07:48AM
UPDATED SITE THEME
Hi all,

We have had some updates made to our site theme! Many colors have been fixed to make things more legible. Layout improvements have also been made, especially on mobile. Additionally, we've added direct links to our Discord server and YouTube channel to the top of the site.
#39
I noticed that not all limits explicitly state how they apply. Here are the ones that don't:
  • Skins > per character (herostat, package file pair/set)
  • Unique Talent Herostat Entries > should be "Total Unique Talent Herostat Entries" (like the others)
  • Fightmoves > total loaded into memory, per zone, usually fightstyles (incl. powerstyles, movesets) of all NPCs + playable characters (team)
  • Powerstyle Triggers > same as fightmoves
  • Global Event Per Powerstyle > "Global" is a bit misleading IMO (is this non-fightmove-specific events?)
  • Items > unique items entries only (what's the limit for the non-unique items?)
  • Effect XMLB files is not 100% clear to me. It suggests that it's files that are on disk. But me, I think that limits are more likely connected to references in the fightstyles, so probably unique effect (and sound_effect) entries (would correspond with effect file references) in the fightstyles. Also shared among NPCs + playable characters (team), but they probably share the count with map effects (in the map's .engb). I wonder if effect entries in NPC and map packages make a difference, but they should match the references in the .engb/.xmlb files, at least in the vanilla game.

The debug menu could be suggested, for a way to keep track of most of these limits.

I noticed that Game Stages seems to be incomplete. Maybe it should be completed to say something like "that can be saved from, and have working objectives and titles". The extraction point limit could also be written a little clearer, for example saying "You can still extract from them to other areas, but can't extract to them".

I learned today that on (some) consoles, if you exceed the skin limit, they are not loaded/shown, but the game doesn't crash. This was reported for the PSP (there isn't a limit documentation for consoles, is there?).

It might also be worth noting that the character limit is only expanded with the respective roster hacks and not removed.

A note about loading screens: Some reported that certain LS never appear. An example is Ultimate Iron Man, which ends in 04. I don't know if this is a name limit or a different issue, though. Other LS that were reported, are Moon Knight and Colossus (although, one of them apparently does appear) and they don't suffer from the problem.

Lastly, an update about scripts: Scripts are limited per command, or possibly per line (the former makes more sense). Errors are that at first, usually saves stop working, and it also happens that conversation choices appear which are supposed to be hidden. Most scripts are loaded with the map (most .py files, as listed in packages and maps, plus map commands). But some are probably only loaded when needed, such as menu commands and conversation checks (with the exception of pre-loaded scripts). This would explain why they're the first ones to break, as they're loaded last. The limit is usually very tight, allowing only little additional script commands. I know that the Sanctum Sanctorum in the OCP 2.4 doesn't allow any more script commands (strange1). Conversation checks/conversation scripts at least do contribute to the limit, but I don't know if character mod scripts and menu scripts contribute.
I suggest following entry:
  • Script Commands per Zone
    • Limit: Unknown (~ +1 to +10% of original amount)
    • Error if Exceeded: Last loaded script or command doesn't work, usually saving at extraction points.
    • Solution: Limit script code
#40
BOOSTERS

King Kong - Giant Patch

A simple patch to make King Kong fit the "Giant Style" to make him on equal grounds with Godzilla.
Check the readme for the list of changes!


https://www.mediafire.com/file/xam6jwsci4gps8j/King_Kong_-_Giant_Patch_Booster_%2528MUA%2529_-_SuperMaster10.rar/file