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Author Topic: Official Character Pack 2.0 Released!  (Read 6359 times)

Offline Jaybird

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Re: Official Character Pack 2.0 Released!
« Reply #45 on: October 06, 2020, 03:39pm »
I think Colossus & Psylocke should be locked like Cyke, if I rembemer corroctly the dark versions of Thor, Cap, Spidey, & the FF are clones and not corrupted versions of the origanl. Where as we see some of the x-men defeated in a cut scene.

Offline ak2yny
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Re: Official Character Pack 2.0 Released!
« Reply #46 on: October 08, 2020, 11:10am »
Report updates:
- Jubilee's effects affect other effects, so that they stop showing properly (I think it's in the effects).
  This might have something to do with screenflash.
- In one of X-Man's radial powers, the effect only shows on one hand. This should be on both hands imo.
 



NPC:
Updated the spawn script for Jean, so she shows as soon as we rescue her in murderworld (after the pitfall game).
http://www.mediafire.com/file/damgtcom7ivelm9/strange1.py/file (goes in act2/strange folder of scripts)
Professor X name change is a lot smaller than Phoenix. My tests have been positive. I changed ProfessorX to ProfessorNPC in npcstat, strange1 map engb and chrb, and in 15 conversation files. Again npcstat.engb is not included.
http://www.mediafire.com/file/u32ek78kxjfnqp0/Professor_X_NPC_name_change.rar/file
I can see, why you preferred to stick with playable name change. There was work behind it. So I took the OCP2 files and reversed naming to XML2 pack version. This is included in the pack. This is meant to be used together or stick with the current OCP2 naming. But with this pack all duplicate packages, animation-, talent-, powerstyle-, and fightstyle- files can be removed. (I think all versions out there up until OCP2 used XML pack naming without _hero, right?)
Made a spawn script update for him as well, to remove the telepath effect when he's not using Cerebro.
http://www.mediafire.com/file/fq4b17jeb0ypa73/sc_profx.PY/file (goes in act2/strange folder of scripts)
I would have liked to fix more bugs, but the game limits me (I break stuff when I add new script conditions). The bugs are only noticeable if the game continuity is not fallowed (like returning home from Mephisto xtraction points). I could not remove Xavier when he is in the team (he's too important a figure to remove in first and second phases of strange HQ anyway).
NPCstat for testing purposes:
http://www.mediafire.com/file/vvq4pyd879ko979/npcstat.engb/file
Please backup npcstat first. Only for testing. (This npcstat doesn't remove Fury's guns)
Note1: Herostat entries for Xavier and Jean have to be changed to the original ("ProfessorX", "Phoenix") names to properly test them (you might have a pre OCP2 herostat around for that).
Note2: Unlocks for them are below, but might need to be edited after a final decision has been made.
Note3: Use Jean Grey and Professor X in the team to test this, because that's the only way they clashed before. Jean NPC is in Murderworld (beginning and tent), Mephisto's Realm (from the very beginning to the very end), and in the Sanctum Sanctorum (after saving). Xavier NPC is in the Sanctum only (from the very beginning to the very end), but has telepathic conversations in Mephisto's Realm (from the very beginning to the very end) with some special conv. with Magneto.
Complete list of ProfessorX (NPC) appearances:
Spoiler
Code: [Select]
conversations
 15 conflicts
  2_mephisto1_010.engb
  2_mephisto1_012.engb
  2_mephisto1_012_dlc.engb
  2_mephisto2_010.engb
  2_mephisto2_030.engb
  2_mephisto3_030.engb
  2_mephisto3_050.engb
  2_mephisto3_053m.engb
  2_mephisto3_055m.engb
  2_mephisto4_030.engb
  2_mephisto4_040.engb
  2_strange1_060.engb
  2_strange1_060m.engb
  2_strange1_260.engb
  2_strange1_260m.engb
 mentions only
  2_murder1_016.engb
  2_murder2_012.engb
  2_mephisto2_020.engb
  2_mephisto4_026.engb
  2_mephisto4_028.engb
  2_mephisto4_050.engb
  2_strange1_015.engb
  2_strange1_020.engb
  2_strange1_030.engb
  2_strange1_040.engb
  2_strange1_210.engb
  2_strange1_240.engb
  2_strange1_270.engb
  2_strange2_090.engb
  + 2 mentions in conversations act3 plus.
  conversations\sim\iceman\intro.engb
  conversations\sim\storm\intro.engb
maps
 strange1, conflicting (3 entries in engb and chrb)
  chrb: npc-name
  pkgb: scripts, effect, animation file only
scripts
 non-conflicting names (profx...)
  scripts\act2\strange\talk_profx01.py
  scripts\act2\strange\talk_profx01b.py
  scripts\act2\strange\talk_jeangrey01_post.PY
 mentions only
  scripts\act2\strange\strange1.py
  scripts\act2\strange\sc_profx.PY


Unlocks:
Thanks to Ceamonks and other help on brainstorming over at Discord, I created this package for unlocking characters during gameplay (it seems most people are in favor of unlocking them by achievment, not have them unlocked from the start).
Vanilla and OCP1 unlocks stay the same. Hulk comic disk mod can still be found in a post above.
Cyclops and Psylocke are special, because they are unlocked from the start, but get locked for act three and four in every playthrough. If they are in the team when getting locked, and aren't switched out, they will stay unlocked. As far as I know, they can't be unlocked with cheats. The reason for Cyclops is, that Black Widow tells us in Valhalla, that Jean's boyfriend has gone missing. So he only gets locked if we save Nightcrawler (with anyone else than Magneto). The reason for Psylocke is, that she is usable early in the game, and so the disapearing X-Men (avenging their fellow X-Man) have company. She isn't locked when both X-Men are saved with Magneto.
http://www.mediafire.com/file/5r8644f1jncaj8u/MUA_OCP_2_Unlocks.rar/file
List of unlocks (vanilla unlocks can be googled):
Spoiler
Omega Base: Hulk, after helping Bruce Banner disable the bomb (by OCP1)
Mephisto's Realm: Nightcrawler, after saving him from the cage (by OCP1)
                               Jean Grey, after saving her from the cage
                                 Both, when saved with Magneto
                               If Nightcrawler is saved (without Magneto), Cyclops will be locked.
                               If Nightcrawler or Jean Grey is saved (without Magneto), Psylocke will be locked as well.
Asgard (after both missions): Black Widow, after completing the Weasel side quest
Doomstark: Cyclops, at the beginning of act 5
Doom's Castle: Colossus, after defeating him and Dark Captain America
                         Psylocke, after defeating her and Dark Cyclops
Post Game: Nick Fury, after beating the game (vanilla)
                    Professor X, after beating the game
                    Dr. Doom, after beating the game

Note1: NC, Jean, Cyclops, and Psylocke have common unlocks/locks (in the same files).
Note2: Ceamonks suggested to have Fury, Xavier, and Doom unlock on different difficulty settings. I couldn't figure out how to do that. Right now they're all unlocked on any difficulty setting.
Known Issues: If an unlocked hero is not in the roster (herostat) the game will display a message, that defaultman has been unlocked.
                         If a hero is on the team when locked (Cyclops, Psylocke), they will stay in the team.
                         This is especially noticeable when you use Cyclops and talk to Black Widow in the beginning of Valhalla.
                         Fixing this issue would mean that you could never ever play these heroes in acts three and four.
                         If I get enough motions, I will change Psylocke to be unlocked only (once unlocked, stays unlocked).


Ms. Marvel Ventura:
Blocky face fixed. I got the rip from the igb (thanks nikita484), but something went wrong with her face, because it's a seperate part. The vanilla rig wasn't so fabulous anyway (esp. the Hands), so I heavily edited the weights for her face and Hands. Fixed her ponytail as well (least I think it's a fix).
http://www.mediafire.com/file/p0xbck94mxzw5yf/msmarvel_ventura.rar/file
Note: Raven made a really nice and smooth belt on Ventura. I don't know how I would do that (It's more than just smooth modifier).
« Last Edit: October 08, 2020, 11:15am by ak2yny »

Offline Cyborg Sun

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Re: Official Character Pack 2.0 Released!
« Reply #47 on: October 08, 2020, 05:15pm »
I really like how you handled the character unlocks!

Ceamonks suggested to have Fury, Xavier, and Doom unlock on different difficulty settings. I couldn't figure out how to do that. Right now they're all unlocked on any difficulty setting.

...Wait, wasn't I the one who first suggested that? Or did Ceamonks agree with me at some point, and I didn't notice? Oh well, doesn't matter too much. I hope someday you can figure out the difficulty thing (if it's even possible in the first place).

Offline Ceamonks890

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Re: Official Character Pack 2.0 Released!
« Reply #48 on: October 08, 2020, 05:43pm »
^Pretty sure you were the one who suggested that Cyborg Sun. I had absolutely nothing to do with that part of the conversation on Discord.

Offline ak2yny
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Re: Official Character Pack 2.0 Released!
« Reply #49 on: October 09, 2020, 01:36pm »
I'm sorry for this. There were people, that were really helpful in telling me about what dark bosses were revealed to be clones, and how we can adopt the comics' stories for unlocks. But I didn't write down who it all was. Please give us a message, if you want to be credited.



I posted this over ad Discord, because it needs testing:
https://discord.com/channels/449510825385000960/449511007811796993/764222959828860969
https://discord.com/channels/449510825385000960/449511007811796993/764222524045131829



EDIT:

X_Voice:
Updated x_voice with "fixes": removed duplicates, placeholder breaks - added a few missing real breaks. Shortened a few break lines (the most important for Captain Marvel has been done for OCP 2.0 already).
This x_voice only includes all official sounds and voices (vanilla and OCP2).
http://www.mediafire.com/file/5952tu802yjp642/%2528x_voice%2529_OCP2_%2528officials_only%2529.rar/file
This x_voice only includes all Marvel characters with existing announces (and breaks). Use zsm-editor to merge.
http://www.mediafire.com/file/jpeqjgzc8nxd9av/%2528x_voice%2529_Marvel_Only.rar/file
This x_voice only includes all DC characters with existing announces (and breaks). Use zsm-editor to merge.
http://www.mediafire.com/file/t0aq2spytu9zx54/%2528x_voice%2529_DC_Only.rar/file
This x_voice only includes all MK characters with existing announces (and breaks). Use zsm-editor to merge.
http://www.mediafire.com/file/6qa1hgth41auml2/%2528x_voice%2529_MK_Only.rar/file
This x_voice only includes all remaining characters with existing announces (and breaks). Use zsm-editor to merge.
http://www.mediafire.com/file/wxpvfq9vab16zru/%2528x_voice%2529_Various_Others_Only.rar/file
Note1: Newest and future (obviously) mods are not included. That's why I created the divided packs. This way, the x_voice stays nice and orderly.
Note2: Credits go to the various people who contributed to x_voice, especially UltraMegaMagnus who put together the newest x_voice files, where all this comes from. Edit: And of course Ceamonks890 for the custom callouts.
Note3: I added a few custom break sounds for mods that didn't have any before: Domino, Clea (matching Outsider's mod's voice), and Firestar (using MUA2 voice, I made a MUA2 sound pack for Firestar that is unreleased yet). I also replaced Cloak and Dagger break sounds with lines from MUA2. Please consult Jonny’s Voice Emporium[/b] for the only known other break lines. The current OCP 2.0 x_voice and Outsider's Cloak & Dagger both use Jonny's voices (ripped from the TV show). For replacing the duo's breaks, use zsm-editor, wait for the x_voice to load, add a 300 in front of the ID-number of the break[...].wav you want to replace, drag and drop the new sound (from a working x_voice or working wav file), and finally delete the old (the one with the 300 in front) break/file.
Note4: In the 2nd to 5th packs/links, there are a few duplicate announces and breaks (hashes only, different sounds). The game only uses the one with the lower ID number. When merging with zsm-editor, you can unselect the unwanted files/lines.
Note5: Toad hashes still are in all x_voice for the same internal naming: toad_hero. Professor X and Phoenix use the XML2 pack naming, relying on npc name change that still isn't confirmed to be included in OCP 2.

list of shortened break lines and the ones that are close to the limit (or over):
Spoiler
shortened breaks
- Captain Marvel (1x), fixed in OCP 2.0 (by UltraMegaMagnus?)
- Goblin Queen (2x)
- Green Goblin (1x), might not want to use, because it's a different voice actor
too long
- DFury (1x), can stay, doesn't sound too bad (only cuts off the "good" responce)
- Morrigan (1x), not fixed
close to the limit
- Venom (1x)
- Human Torch (1x)
- Firestar (1x), custom by ak2yny, from MUA2
- Bison (1x)

list of unused breaks or announces (non-duplicates):
Spoiler
OCP chars only, the others are complete, I think
different...
- break_magma (1x), placeholder in OCP 2.0 x_voice is argueably better than bad sounding break in this version
different voice actor
- Cyclops (6x), clashes
- Venom (3x), (in x_voice already 108605888 - 108605890)
- Emma Frost (3x) (but placeholder only)
different name/hash, missing (unimportant?)
- Deadpool: A second entry with unknown hash (presumably XML herostat name)



Edit again:

XML upscaled icons (my version) has been updated:
http://www.mediafire.com/file/ljkclrmnk5hsprt/XML+icons+upscale+by+ak2yny.rar/file
Directly exported from 3dsMax. Thanks to UltraMegaMagnus.

and again:
Professor X NPC name change has ben updated. One conversation in mephisto1 is named with a 2 so I put it in the wrong folder. Fixed:
http://www.mediafire.com/file/u32ek78kxjfnqp0/Professor_X_NPC_name_change.rar/file

Edit again, this time for Human Torch flame-on skins. I hope they will make it into OCP2.
Released here: https://marvelmods.com/forum/index.php/topic,10969.msg199945.html#msg199945
 Edit within edit: I found who made the original HQ counterpart flame-on skins: Lars Alexandersson (again). At least he made the ones for his patch for RE.
    I only have the RE skins. Check with Lars for his version.

Edit one more time: Hulk sim morph package/download/link has been updated. Thanks to Lars, I included the package  (now including Bruce and scripts).
http://www.mediafire.com/file/armgi9iwga3nd6p/Hulk_sim_morph.rar/file

Also:
Small conversation improvement for SIM-missions' conversations coming from different platforms. I added ": " after every %NAME% to reflect MUA 2006 SIM conversation files.
http://www.mediafire.com/file/15e4n09mwuphali/SIM_conversation_improvement.rar/file




Edit for report updates:
- review_path.engb: typo for Ronin comic cover ("tem" instead of "item")
                                Name for Enchantress and Executioner LS only says "Enchantress Executioner" (thanks to LarsAlexandersson)
                                Whatever happened to Fury comic review?
                                LS is called Dr. Strange, comic cover is called Doctor Strange... (thanks to LarsAlexandersson)
- movies: I'm not sure if Widescreen intro movies are used in the next version, but I just realized that fmod (movies\ntsc\eng\i\1\i105.sfd) might not have been involved in the original release. If you are thinking of using the movies I uploaded, please remove this file. For all Widescreen the two last movies would have to be removed from "scripts\menus\intro_normal.py".
« Last Edit: October 15, 2020, 01:57pm by ak2yny »

Offline UltraMegaMagnus

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Re: Official Character Pack 2.0 Released!
« Reply #50 on: October 16, 2020, 03:33am »
I prepared OCP 2.1 for testing purpose with most of your change I tested or whatever it will be called to show it's an update (need fresh install to undo change made by deleted files from the archive):
http://www.mediafire.com/file/536bz0ei9h59n8i/OCP+2.1.7z/file


Thx for huge list of fixes, will be included.
Atm I think took every fix made from you, except Venom, Hulk, Black Widow, Deadpool, Bishop, movies tweaks (I just need to test them) and some RE improvement, upscale.

For X_voice
Thx for it, "This x_voice only includes all official sounds and voices (vanilla and OCP2)" will be used, for non official, we can use the following thread: https://marvelmods.com/forum/index.php/topic,4589.0.html, but maintaining a x_voice with all characters mods is really tedious, very time consuming

Whatever happened to Fury comic review?
I've updated the file, the Fury comic review is there, it should now be OK it's OCP 2.1 link above

About Jean Grey Playable
Which playable internal name should we use now that NPC Jean ix fixed thx to you ?
« Last Edit: October 16, 2020, 01:45pm by UltraMegaMagnus »

Offline ak2yny
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Re: Official Character Pack 2.0 Released!
« Reply #51 on: October 16, 2020, 03:16pm »
Thank you again for all your work, and putting it together.

About Phoenix name: Use NPC name change and original phoenix name for playable (from XML2 pack). I'm a little nervous about it, because I already found and fixed multiple bugs with the NPC name change, despite being very thorough with it. For test releases it will be fine though. If you want to stay safe, use the original (OCP 2.0) NPC name and phoenix_hero name for playable Jean. Using both (NPC and playable) changes doesn't make sense.
I think for several changes, we will have to give it time to be properly tested.



X-Man and Jubilee bugs:
X-Man's third power got an update: Now the effect is shown on both hands. I'm not sure if it's supposed to be on only one hand, because in the comics he is often onesided too.

I still decided to make the little mod, because the animation is symmetrical, and it can easily be left out.
Jubilee's bug is more because of an effect overload actually. On high levels she has a lot of effects going on when using a variety of her powers. I removed screenflash from fireworks effects and it already improved a lot, and you won't even notice if you don't know about it.
http://www.mediafire.com/file/3qynioyso3sohxd/xman_%2526_jubilee_fix.rar/file
Note: The filename ("...fix") is a bit misleading. There wasn't really anything to fix for these two.



EDIT:

I put together a list, mainly for leftover files or just wrong files that mostly have been reported before, but I list them, so we don't forget about them:

I want to bring it up again, because I believe the models/actors/igb's for 5th and 6th skins should not be included.
 Default herostat would feature only 4 skins. The full "herostat list.xml" would have all heroes and all skins (including 5th and 6th).
 If this course (keeping 5th and 6th skins) is going to be followed, the additional skins and HUDs preferably will have to be named in herostat.
 I believe that the OCP should also act for the addon/patch people are looking for to bring the console exclusives to PC, without much additional noticeable clutter.

Mr Fantastic 2006 in current OCP 2.1 is still Dark version duplicate.

Psylocke 3009 is a duplicate of 3006. 3002 to 3004 + 3006 to 3009 are seven skins. That's one too many isn't it?
 3001 package is still used (as placeholder?) altough it shuldn't, because Dark Psylocke uses it for her HUD.
  Note: I included 3001 in the package with improved Dark Psylocke, because it's the same model, only a different texture.
            The number was picked randomly.
            I think that her herostat could use skin 3001 and the package for it use hud_head_3005. (Using skins 01-04 + 06-07)

Emma Frost 19812 is an unused skin without diamond form or packages.

Cable 21007-21009 are beyond 5th and 6th skins.

Black Widow is the only one who has a fightstyle_blackwidow and fightstyle_for_blackwidow. It's from OCP1, so it might be dangerous to remove. It just caught my eye and I thought I'll let you know.
Btw. fightstyle_for_blackwidow.igb is a copy of 11_black_panther_4_combat.igb (probably leftover of an early version Black Widow). Many fightstyles are copies of the combat animation set of the same character, but some are actually unique sets.

Cyclops' fightstyle isn't used (like all others), but it went missing. The xmlb is still around (so is the package), but the igb from OCP1 should be included again (just in case).

There are still conversation files that have the same date (from 2006) as the vanilla files. In sim and sims folders only. These are easily found and removed.
 Here is a package with the complete conversation folder to replace the current one. I only deleted the vanilla files and fixed the wrong location for Ymir-Doom conv (see below).
 You can now delete the conversation folder prepared for OCP and copy the one from this archive.

conversations/act3/niffleheim2/3_niffleheim2_042_dlc.engb is in the wrong folder. Both, package and script (ymir_intro.py) refer to the correct folder: conversations/act3/niffleheim/niffleheim2/3_niffleheim2_042_DLC. This is the Ymir-Doom special conversation. This correction (moved conversation) is included in the above conversation archive.
Sidenote1: packages\generated\maps\act3\niffleheim\niffleheim2.pkgb reverts from OCP1 version to vanilla version. Can be removed.
Sidenote2: packages\generated\maps\act3\niffleheim\niffleheim4b.pkgb includes an unknown conversation (at least to me) "conversations/act3/niffleheim/niffleheim4/3_niffleheim4_060_fl", which is not included in current OCP 2.1 package.

Here is the same conversation archive as above with these six corrections:
1) conversations\act2\mephisto\mephisto4\2_mephisto4_020.engb (This is Dr. Strange's special conversation with Mephisto) currently is missing the chosenscriptfile that the default conversation has. The monsters are not spawning.
Sidenote: When I revisit this area with xtraction, no conversation triggers (Mephisto was killed already), so no monster spawns and there's no way to exit the area, because the exit portal in the crack blows me back if I don't kill a certain amount of monsters. The missing script in the special conversation is an obvious bug to be corrected, but what are the thoughts of the issue of revisiting?
2) conversations\act2\mephisto\mephisto4\2_mephisto4_029.engb currently suggests that Nightcrawler is actually an American who happens to know a little German: "It is of no use, mein freunds...". The plural of the German word "Freund" is "Freunde". So the sentence would be: "It is of no use, meine Freunde...". I uploaded a corrected conversation file earlier (together with the mod that enables Magneto to save Nightcrawler when he opens Jean's cage). I know, the OCP1 creators might not have had a German native speaker among them, and that's totally okay.
3) conversations\act2\murder\murder3\2_murder3_012.engb currently has bug with handling one of Mr. Fantastic's lines so one voice line will not play.
4) conversations\act4\skrull\skrull3\4_skrull3_022.engb is currently missing Nick Fury headers for his lines.
5) conversations\act5\doom\doom1\5_doom1_042.engb is currently missing Hulk and Doom headers for their lines.4
6) conversations\act5\doomstark\5_doomstark1b_050.engb currently has the typo "dampner" (correctly spelled "dampener").

I have posted considerably on Discord about reports from Cyborg Sun that NPC's still talk about going to the latest mission in an act after we come back. In favor of stability we should leave them all as they are.

Enchantress & Executioner loadscreen is still missing in zoneinfo.engb.

Hulk powerstyle currently has a bug because of power4 loop sound. Please use one of the latest uploads for a fix (see descriptions for them, basically loop fix and closer to OCP1 again for xtreme sounds + choice for 8th boost sound).
https://marvelmods.com/forum/index.php/topic,10936.msg199877.html#msg199877

Toad has a fightstyle_toad.xmlb (using his combat igb) in data\fightstyles. If I read the changelog correctly, the need for his fightstyle has been removed? His herostat uses fightstyle_default, so I'm guessing this file could be removed.
Toad has also still two talents/internal names. Menu callout currently doesn't work for him, because "herostat list.xml" uses toad and x_voice toad_hero.
 Wouldn't he better be changed back to toad_hero? (in talents, packages, herostat, unlock)

OCP2 currently includes the RE version of moveset_flying.xmlb. I compared it, and it's identical to MUA 2006 version. I thoght I'd let you know.

There's an empty folder: effects\base\powerup

Cap hud_head_0701, Maegawa fix (withot the wings) is not included?

Colossus hud_head_7801 and hud_head_7802 are, like the skins/actors were, still in the same order as vanilla. Can also be removed.

Red Hulk hud_head_17805 is probably leftover or something.

Following HUD's are no improvement over the vanilla HUDs quality wise, and still are the exact same portrait:
 hud_head_0101
 hud_head_0102
 hud_head_0103
 hud_head_0104
 hud_head_0301
 hud_head_0302
 hud_head_0303
 hud_head_0304
 hud_head_2001
 hud_head_2002
The game doesn't make use of the better quality of these, but the vanilla HUD's outlines match the others nicer.

Hulk's HUDs differ with the outline from most other playable HUDs (no offense). I suggest to use the ones Maegawa provided in his DLC pack (they're still in the wrong order though).

maps\act1\stark\stark2.engb does not remove the Lizard comic disc completely. The vanilla version already has it removed perfectly. This is the only change in this file, so it can be safely removed.
 Other incomplete comic disk removals that can be resolved by removing from OCP 2.1 package:
   maps\act2\strange\strange2.engb
   maps\act3\valhalla\valhalla2.engb
   maps\act4\attilan\attilan2.engb

Psylocke models are still in both models\bolton and models\effects (the same things).
 Current ps uses models\bolton\psylocke_blade_03 and models\bolton\psishield only.
 BliZZ version uses effects/psylocke_bolt and all bolton models (except psishield).
 This makes following models redundant:
   models\effects\psylocke_blade_01.IGB
   models\effects\psylocke_blade_02.IGB
   models\effects\psylocke_blade_03.IGB
   models\effects\psylocke_katana_left.IGB
   models\effects\psylocke_katana_right.IGB
 A little research shows that BliZZ started this duplicate models thing, but all mods use bolton models.
 models\weapons\katana_right + left are both reskins of the bolton katanas. They're not in BliZZ's mod. Maybe from a booster.
  They're unused by the original and OCP Psylocke mods anyway, no need to keep them, I think.
 effects\char\psylocke\p5_power.xmlb uses models/effects/char/psylocke/psylocke_butterfly.igb, which is missing. Maybe it's a leftover in the xmlb?
  The file that got removed since OCP 2.0 was called psionicbutterfly.igb, and was the wrong file.

Cable has a few too many packages too. I think these can be kept.

These packages are unused (according to Outsider) and are also identical to the primary package of each character:
 packages\generated\characters\cyclops_fightstyles.pkgb
 packages\generated\characters\Hawkeye_fightstyles.pkgb
 packages\generated\characters\Magneto_fightstyles.pkgb
 packages\generated\characters\sabretooth_fightstyles.pkgb
packages\generated\characters\Venom_fightstyles.pkgb is unused too, but it does differ from the primary package.

Professor X has the NPC to playable packages (professorx_3901.pkgb + nc), but he's the only one...

Psylocke packages are still one too many (psylocke_hero_3009.pkgb + nc), but as with Cable, these can be kept, I think.

packages\generated\fightstyles are probably unused (according to Outsider), but OCP currently includes all packages for all fightstyles, except fightstyle_hulk_carryguy.pkgb. So here it is from RE: http://www.mediafire.com/file/t4xmcmq09x94xw0/Hulk_carryguy_package.rar/file

Currently unlocks from start are still in scripts\menus\new_game.py and scripts\act1\heli\heli1\heli1.py. My suggestion is to have the unlocks in new_game. This way they're unlocked silently and no defaultman message is shown, if a hero is missing in the roster. Instead of removing unlocks from heli1.py, you can just remove heli1.py altogether. The unlocks are the only change in this file.
All character unlocks I suggested are currently included. I think most players are in favor of it and it can be kept. I removed the SIM unlock from Black Widow's unlock, because the SIM is not included in the current OCP 2.1 main version, and it is does sound strange that we pick up a disc there. http://www.mediafire.com/file/b2x9msy2s9d6es5/nick_leaves.PY/file (put it in scripts\act3\valhalla)
I will make an alternative package - as it was suggested to me - for various things (like Cap's shield), where I will also make an alternative SIM package with all the official PSP and OCP SIM's and proper disk placement, hopefully replacing Widow's SIM unlock with a disk placement.

There's an empty, leftover folder sounds\eng\m\g.
There's still two files in sounds\eng\n\i, called ntcrwl... These are not working, I think, because they're in the wrong folder. I also believe the internal sound name is night..., so the two files can be removed.
There's still a file called sabrth_m.zsm in sounds\eng\s\a. This folder ("a") can be removed, because the pcsab internal name is used for sabretooth. I believe this is from the pickup pack I provided. This file was included as a backup of sorts. Sorry for the inconvenience.

Somehow textures\nextgen\distort_sabrering.igb got renamed to distort_clawring.igb. Sabretooth's effects need it to be named sabrering.

ui\menus\main_beenox.engb is still in the pack, even though it's actually the same file (identical code and file date) as the vanilla version.

I take it, you want to stay with the new look (colorful legal loading, different logo on main menu)?

Future updates for mannequins
 Floating mannequins to animate:
  0401 Storm
  1601 Dr. Strange
  1901 Dr. Doom
  12301 Jean Grey
  21701 Sunfire
 Nightcrawler mannequin could use an upgrade on the swords.
Cable has two mannequins. I could see that 21002 would be used, because it does stand out less from the other XML characters.



I'm not sure if I wrote about this before, but I would appreciate the original talent cost system for optional stuff.
 I volunteer to make this, if you don't have it ready somewhere. But I will wait until we have the final version for talents.

About Black Widow sounds: After this release, I finally cought up on what was wrong. I used the non-pickup version of her sounds file, whick was fine, while the pickup version was broken. I fixed the pickup version in this new pack:
http://www.mediafire.com/file/nnhaqhzrabo17ce/Black_Widow_sound_fix.rar/file
Note: I included a talents file, because it differs from Outsider's version (staying closer to the original OCP version). But the costs are all still original, no 1 point cost system. I think I let you do it, because you know better how to.
« Last Edit: October 17, 2020, 07:44pm by ak2yny »

Offline Dawill play

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Re: Official Character Pack 2.0 Released!
« Reply #52 on: October 19, 2020, 04:53pm »
Hello I hope you are well, I do not know if it is the right place to write this down but I would like to know if you could add a prefabricated herostat for use with open hero select I say it only because I am a newbie and otherwise it is very difficult for me to add characters , :pyro: :pyro: :sunspot:

Offline ak2yny
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Re: Official Character Pack 2.0 Released!
« Reply #53 on: October 19, 2020, 08:02pm »
Here you go:
http://www.mediafire.com/file/dw11t1z6brt6ri4/herostat.cfg/file
Please note that it also matters what order the menulocations.cfg's are.
AFAIK this file works also with old HeroSelect.

I used internal names
Phoenix
ProfessorX
Toad_Hero
« Last Edit: October 19, 2020, 08:17pm by ak2yny »

Offline UltraMegaMagnus

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Re: Official Character Pack 2.0 Released!
« Reply #54 on: October 21, 2020, 10:05am »
Thx for the report, I'll delete more useless files and examine later your post and update this post.

About the removal of files:
All will be deleted, some stuff was still present, because I mixed previous 2.0 folder with 2.1 new fixes. My bad.
Toad has a fightstyle_toad.xmlb  safe to remove

About Psylocke and Cable
The rest will be removed, but I think I removed a psionicbutterfly.igb because it was unused, I need to check it back, it was from Djihan I think
Cable mod have many packages, because of bonus skin+package prepared by Outsider mod, we might remove them to have only 4 skins for everyone, not sure
Hulk's HUDs differ with the outline from most other playable HUDs
I think they are from Maegawa, I'll check back Maegawa hud, if the same, I'll update them

original talent cost
Agreed to make optional or removing the cost to 1 change, current talent files from OCP 2.1 should be final, I don't think there will be more fixes needed for them, you can include the Bishop change you suggested previously btw

5th and 6th skins
I'm not sure, I feel this very convenient for newbies to have more skin slot, it will crashes if a player select them, if actors.igb are removed without deleting the code in herostat. I'll still think about it later to make it optional.

About Jean Grey and Prof X NPC
I'm still thinking about compatibility or any possible problem, if this should be included by default of optional

Will be added:
convo fix
Hulk powerstyle
Cyclops' fightstyle
Cap hud_head_0701
« Last Edit: October 21, 2020, 10:30am by UltraMegaMagnus »

Offline ak2yny
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Re: Official Character Pack 2.0 Released!
« Reply #55 on: October 21, 2020, 11:53am »
Just a quick reply for psionicbutterfly. This was indeed unused. Oddly though, the mentioned effect searches for another file (model) in this odd place. I don't have Dihann' s mod handy, but if his mod doesn't include the right file, this is probably a leftover from a booster or so. The effect is not original. it's from 2010 if I remember correctly.



EDIT:

Talents with original talents cost system:
http://www.mediafire.com/file/av1a5n3yz4m6ehr/Original_talent_points_cost_system_for_OCP_2.1.rar/file
Note1: I upgraded Bishops energy resistance to also absorb part of the energy damage into energy points. It's upgradeable with his energy shield boost, which absorbs 45 - 50% energy dmg into health. I also added a version with this for the 1 cost for all talent points version, just in case.
Note2: I included Black Widow's talent file for Outsider's booster and one for the version by myself (which is close to OCP1). I also made a file of this version with 1 cost for all talent points, just in case.
Note3: I only included toad_hero.engb, but other than the name, it's Maegawa's version. The toad_hero.engb currently in OCP 2.1 test version differs from toad.engb and is probably not working, because the powerstyle matches only toad.engb. I recommend to rename toad to toad_hero and use this internal name. To use toad internal name, rename toad_hero.engb from this package back to toad.engb.
Note4: I only included versions for "phoenix" and "professorx" internal naming. Please rename them (add "_hero" before ".engb") to use safe internal name, if NPC name changes are not going to be used.


About 5th and 6th skins:
Yes, the herostat would have to be edited (only the main engb version), to remove 5th and 6th skins.
I would appreciate 5th and 6th to be optional. Even with an optional engb herostat, for newbies. I'm unsure about xml full herostat, but I would at least include herostat.cfg for Open Hero Select. I think it's just as easy to open with text editors and copy the single herostats out from.
« Last Edit: October 21, 2020, 08:19pm by ak2yny »

Offline BaconWizard17

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Re: Official Character Pack 2.0 Released!
« Reply #56 on: October 23, 2020, 06:19pm »
Just to add this thought: If renaming the Phoenix and Prof X NPCs doesn't work, we can rename all the boosters instead. It will be a bit of work, but if we go this route the admins have the power to edit any post, so we can update the existing links for any of them with new versions. It would be better to change the NPCs though if we can

Offline UltraMegaMagnus

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Re: Official Character Pack 2.0 Released!
« Reply #57 on: October 25, 2020, 10:29am »
Thx, I'll add everything, but I'm way behind thing atm lol, I'm regrouping everything atm,.
I'll upload an updated test archive by the end of next week probably.


About Hulk hud
Hud from Hulk in RE has a small outline that makes them looks inconsistent when blue contour is created on them. The outline might be removable from the RE files without too much quality decrease, not sure.

About Jean and Prox
I still haven't found any problem, many thx for it again, I know for having checking the script files, that it's not easy to do, changing the the NPC name is the ultimate fix, the only possible problem if some mods changes maps files where Jean is using OCP 1.3 or vanilla files, but not much an issue if admins can edit the message from those mods, plus I doubt there is lots of mods modifying map files, while Jean booster numbers are just too much lol.
About the playable Jean name with new NPC name, I think keeping the name from OCP 1.3 would be best for consistency with boosters etc, phoenix_hero files can still be included or not.

About 5th and 6th skins:
I'll remove them for next test archive (including herostat code, actor, hud, package, there is some additional code for 5th and 6th package in powerstyle related to skin swap or bolton stuff, will leave them here though, this should not cause problem) made them as separate mod.

About flying mannequin:
I can do this later after regrouping all fixes etc(won't be soon though), do you have specific pose in mind for them ?
You previously noted how some mannequins used in game animation pose, it's because it's considerably easier to make mannequins by ripping them with in game pose, rather than posing them manually via 3DS max.

A small detail about pickup weapon
Skinsegment are not hidden during the block animation (adding a blocking fightmove in the one-handed, two-handed fightmove files with trigger to remove skinsegment for characters displaying skinsegment in hands would fix it, for official character only, not bothering for others mods), very small detail though, besides absolutely all pickup weapons have wrong handle position in game, grab1, gun1 attribute determines some positioning, so it's fixable, I'll do some test about it.
This is something I'll consider as an addon or separate mods, because adding a fightmove somewhere might affect the "fightmove" limit.
Fixing this stuff might be not worth it too if too many triggers, event needs to be added


EDIT:
About zoneinfo file, I asked Outsider about this and answered that it's not present in this file, because it does not make sense to have the enchantress/executioner re-appearing after beating them. Still we can include if needed, but I dunno the code to add.


NEW EDIT with new archive with more removed stuff (not all yet) and fixes from ak2yny:
http://www.mediafire.com/file/9a0jvfba7snmwc2/OCP+2.2+50+test+only.7z/file
Changelog not up to date, but mainly added ak2yny fixes, Blade, Thor sim music is not fixed and removed, might not be possible to fix, I saw somewhere that it's editing level sound mess the game, if someone could enlighten us about this thx.
- There is some leftover in convo, because I was testing and forgot to remove some stuff
- I haven't touched Psylocke yet, will do later
- many mannequins not removed, I forgot
- 5th an 6th package not remove yet, will do later
- your updated video not included yet, I forgot
- Prof X playable uses here different animation than the npc, using 39_professorx_hero and 39_professorx_hero_4_combat, the old profx anim are still included just in case a mod uses it, but I doubt it
- A note about Prof X, his first power in XML2 is named "Cleave" if I recall, but since XML2 pack, it's named "Psychic Hammer", dunno why
- Cap hud_head_0701, Maegawa fix (withot the wings) is not included?, should be included now
- Captain America without mipmap removed, I feel his textures looks too sharp without it.
- the no-cd exe will be removed in final version, as it might be against rules to upload this.

I forgot about this, what was needed to with those again?
 packages\generated\characters\cyclops_fightstyles.pkgb
 packages\generated\characters\Hawkeye_fightstyles.pkgb
 packages\generated\characters\Magneto_fightstyles.pkgb
 packages\generated\characters\sabretooth_fightstyles.pkgb
packages\generated\characters\Venom_fightstyles.pkgb is unused too, but it does differ from the primary package.
« Last Edit: Today at 03:58 pm by UltraMegaMagnus »