- Colossus nc-packages refer to colossus_icon1.igb, while the icon file in OCP 2.0 is named colossus_icon.igb. Here
is the corrected packages (from RE).
Note: I couldn't decompile the normal packages (seems to be something fishy...), but the icons reference is correct.
- Colossus effects OCP/RE effects are identical except for p2_power.xmlb (which has a different date in OCP).
RE version uses two different textures (and effect parts that go with it). Here
are the effect files from RE.
I had troubles decompiling the OCP version (like many files with date 2006-11-11), so I'm guessing the proper version is RE.
- Moon Knight packages refer to effects and textures that he's not using at all (from Ghost Rider) (+ two mistakes). Here
is the corrected packages (from RE).
Note1: It contains his staff model that was missing (might not be needed).
Note2: I couldn't decompile the normal packages (seems to be something fishy...).
- Moon Knight effects OCP/RE effects are identical except for p1_impact.xmlb (which has a different date in OCP).
RE basically completes the last half of the effect file, which just had mostly empty values. Here
are the effect files from RE.
- Rogue's packages are different for 5th and 6th skins. Is there a correction? Corrections should be made for all packages. Here
are the packages that match 1st to 4th skins (from boosters).
- Rogue includes the vanilla effect files (if I'm not mistaken). Could be removed.
- Hulk is missing packages\generated\fightstyles\fightstyle_hulk_carryguy.pkgb. (Not sure if it's needed, but RE has it. Colossus has it in OCP.)
He's missing packages\generated\fightstyles\interact_hulk_victim.pkgb too.
- I don't remember if I wrote about powerstyle packages already. I found three more anyway. I don't think that they're needed...
I dove into the RE files the last few days and discovered many minor differences in them. Just some highlights here and a small fix for OCP (the reason why I post this):
- RE replaced many fightstyles packages (in packages\generated\characters folder) of npc's and bosses (and old DLC) with duplicates of the primary skin package.
I'm still thinking these are unused.
- RE files differ sometimes, mostly due to the graphic difference between the versions.
Eg. Changed most/all plat in RE effects and textures (packages) from 40 to 488. Removed most other (non-40-plat) effect parts.
Updated discovery: OCP 1 effects are plat 31. Does this mean Platform? (Xbox, PS2, PS3, Wii, PC, PSP, etc?)
PC 2006 = plat 40, plat 23, plat 55, plat 104
PC 2016 = plat 488, plat 1000
OCP 1 (xbox 360?) = plat 31
- Some conversation files (in vanilla already) are in the wrong folder but (all) have a duplicate or improved version in the correct location.
- Many NPC's have packages for non-combat (..._nc.pkgb), but these are identical in most cases.
(All) npc combat (..._c.pkgb) packages are "empty" and identical.
- Sabretooth (at least packages) seems to contain XML leftovers that aren't used anymore.
- Colossus packages in 2006 (OCP 1) differ from RE, but they work anyway.
- Richpresence in RE has additionally the display name of every character and other entries, plus updated online stuff.
- Now to the important stuff: RE "fixed" a few vanilla data files. I examined them and provide
them for possible inclusion. Changes
Powerstyles Daredevil (p7 boost), Ms Marvel (p6 boost), Spiderman (p6 boost), Silver Surfer (p7 boost) contain "tag_name: _arcade_remove" in RE.
Arcadebot powerstyle in RE adds the arcade_remove power (that removes these speed boosts). Is called "power_normalspeed".
Iceman's powerstyle in RE adds "is_power = true" in power 5, that was missing before.
Mr Fantastic's powerstyle in RE fixes a "dmgmod_auto_knockback" entry (was "dmgmod_knockback" before).
Also got an icon fix for one costume talent in RE.
Thing got two minor description "fixes" in power 1 and power 6 boost in RE.
Blade's powerstyle in RE containts aim tweaks on power 5.
Dark Thor's powerstyle in RE changes the tornado release animation. Was this animation missing? No real fix...
At least RE version of 10_thor_dark.igb is missing this animation. (Missing the replacement anim too though)
There is a fix anim file around called 10_thor_dark_4_combat.igb, that is a copy of thor's anim file with all unused anims x-ed out.
Dr. Strange's powerstyle in RE allows a bit of transition time for grabsmash release (at least that's what I think it does).
Storm's powerstyle in RE changes level (and boost scope, team) for power 6 boost. I don't think there was anything wrong?
She got an extremely minor description "fix" in power 5. Plus a costume talent fix.
Fury's powerstyle in RE changes damage type in power 4 from physical to fire (grenade, explosion type thing).
Deadpool's powerstyle in RE changes damage (placeholder damage only) from 1 to 0 in power 5.
Luke Cages's 3rd costume "All Resistances" talent got description and values fixed in RE. (Completed by comparing to Thor by ak2yny).
Thor got an extremely minor description "fix" in his power 6 boost in RE.
Human Torch's xtreme got a damage boost in RE, plus a typo-fix in one costume talent.
Wolverine's xtreme got a damage boost in RE.
Another discovery I made while looking at the RE files, was that Hulk's powers got changed a bit for the OCP 1 version.
(I thought I looked ad RE before, but it was obviously something different)
Here are the changes
from OCP 1 back to RE (official):
Edited many *.0 entries to non-decimals numbers. (Unimportant, no difference)
Changed combo-texts to something more creative than just the power name, for powers 1-4.
Removed slide and knockback in power 1, and moved an effect from r to l hand.
Changed power 2 to a tap power (as originally intended). Radial instead of ranged.
?Description has radial AND ranged. Descshort says radial.
Does it need a different animation file?
Effects on hands instead of feet (does that make sense?)
Reduced range. Different Damage. No "Hulk_p2_pct". (in talents file)
(to fix: less sound in power 3).
Slightly increased levels. No Hulk_p3_pct. (in talents file)
Slightly increased levels in power 4. (in talents file)
Changed sound timing on power 7 boost (I guess goes with the sound in sound file).
Has no 3rd boost (growing).
Changed sound timing on the xtreme (I guess goes with the sound in sound file).
Has no slide trigger in xtreme.
Missing grab, stun, etc immunity
Replacing Melee Damage with XP boost. Replacing XP boost with Max Health.
I realize that OCP Hulk is the better version, but because it is more "official", I created an OCP-updated RE version:
Combo texts from RE (in favor of creativity).
Used the slide in p1 from OCP, because it misses way to often otherwise.
Used the RE version of power 2, because it's the official version (and only real difference).
Used the 3rd boost, exclusive to MarvelMod's OCP.
Used the stun, grab, etc immunity.
Used some additional sounds from OCP version.
No slide trigger in xtreme (I didn't notice a real difference).
Used costume talents of OCP version. Download
This is meant to take or leave. Any volunteers to test and compare? Don't get too excited, the changes are minimal.
While at it: I have loop fixed sounds on Hulk and don't remember if it is in the files I uploaded earlier.
His loop power (p4) has no stop trigger, so the fixed loop actually creates a bug.
his OCP version with a loop stop added (still with the three minor sound tweaks from before).
Removed the intro on Xtreme again (the one I added), because I don't see anymore why I thought this was removed.
Bonus: Re-added p8_power sound (from OCP 1.3) in sound file and in additional powerstyles (re-replacing p6_power).
This was missing in his sound file and so I replaced the reference in powerstyle before. Now it's back again in this alternate package
And preview of the difference https://voca.ro/1HDP2qPUSZWm
= p6_power https://voca.ro/11iDtq27LvLm
Now to segments. This is an update to what I wrote at Discord (and I realize that you might have made this already):Nick Fury
: I read that you moved segment of fury back into npcstat, and maybe it's best (I didn't test him in doomstark helping). It took a lot of trial and error to find a proper way to fix his segment hiding. First I tried to add the codes in stark1.py, strange1.py, etc but had troubles. Then I perfected the sc_fury version by adding the monsterspawnscripts (back) into the maps engb files of the three remaining levels (this is probably not working in doomstark 2 - or where is he helping? - yet). This is V1. The downside to this one is that Loki Fury is not 100% safe, I think, because I had to replace a setAIActive-false entry. But I tested the level and Fury didn't become active. There is also no reason for him to do so, because he fades, once the Destroyer Armor is active. Then I went back, because I figured out Fury's name and made V2 by adding the script after a short wait time in the aforementioned main script files (eg. stark1.py). The downside to this one is that they don't hide if Fury (for whatever new reason) takes longer to spawn than the wait time. BUT you can mix the versions by using V1 except for Loki Fury, and add scripts\act3\niffleheim\niffleheim4\niffleheim4b.PY (this one has no wait time) from V2.[Edit: Removed links, because segment hiding with scripts for Fury is flawed. sc_deadpool and possibly sc_daredevil can be found in the latest OCP2 updates/fixes]
Sidenote1: I realized that you shouldn't talk to fury in niffleheim4b, because it creates a bug.
This is in vanilla already, but maybe it can be fixed or talk option removed (in maps).
Sidenote2: Magneto code works perfectly (with the OCP 1 skins only). Black Widow
: I saw that she only has a couple of scripts. She has a non-segment NPC model anyways, so I wouldn't bother about adding it for the other levels (for now). Note: Black Panther and Widow are both in the packages, but still done by UltraMegaMagnus.Deadpool
: Hiding different segments provides no challenge, so I'm starting to believe that you left the sword in his hand on purpose. I still put a different script in the packages with fury.Daredevil
: Was an easy fix in his sc-script. Only had to rename segments. His hands look a bit *Strange* and testing this right after hiding the segments, made me think he should hold something...
About npcstat entries of all herostats: I believe this is also to provide a fix for names in conversations when a hero is swapped in herostat and therefore missing. If this adds to the limit, I would suggest to remove these.
I made an HUD
for his human form. Note: IcemanSimple skin in npcstat has to be changed to 0810. It's his only npc appearance AFAIK, so we're safe doing this. I included the npcstat from the segment test with this change, but best is, if you change the skin manually in the latest npcstat.
Sidenote1: This is a vanilla problem, but the map file (engb) precaches iceman_talk while the script is called talk_iceman. The script is called in a different entry, that has the correct name (obviously). I just thought that I'd mention it.
Sidenote2: I found a leftover package that was for a skin with the number 0820. This seems to be a leftover thing...
Locked treasure chest in snowy map:
I couldn't find any chests in any snowy map, except the one we need to find the key first (the chest where we find Volla's Ring).