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Author Topic: HULK mod v1.0 for XBOX/PS2  (Read 9677 times)

Offline Dihan

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #15 on: September 12, 2008, 07:45am »
It is compatible because I've been using it instead of the official one.
Please do not contact me for any help in modding-related matters.
It is likely that you'll find what you need by searching the forum.

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #16 on: September 12, 2008, 08:13am »
I'm little confused this mod is for Pc or X-box and PS2? I want to play with that since Iammingy released but I get affraid it was incompatoble with pc.

Heh, yeah that would be confusing.

It was built on the PC specifically for porting it to PS2/Xbox, but it will still work fine on PC like Dihan said.

Offline Sasquatch

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #17 on: September 12, 2008, 09:08am »
Thanks both for the answer now I will download this

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #18 on: September 12, 2008, 10:30am »
Sweet.  I'll start building everything now if that's cool.

Hey, if you don't mind I'd like to to some time warping with Hulk's Xtreme (a la Deadpool's) to try and change it up from Thing's.  I did that with my old school Hulk mod a long time ago and it really added something to it.

Yeah, sure. Can you upload that when you are done? Thanks.

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #19 on: September 12, 2008, 10:49am »
No problem.  Thanks for the mod dude.  It rocks, more so than the DLC version if I may say :D

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #20 on: September 12, 2008, 05:28pm »
Thanks! :D
Are you working on the sounds? or should I do it?

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #21 on: September 12, 2008, 05:53pm »
Well, if you could do the power sounds that'd be great.  In the meantime I gotta convert all the VO to xbadpcm and build the Xbox ZSS.

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #22 on: September 12, 2008, 06:15pm »
Hmm, I guess I didn't have it tweaked as good as I had thought.  Here's the Xtreme code if you're interested, otherwise we can stick with the same one.

As you can see, the slow motion stuff is in there, the timing is just off for everything else:

Code: [Select]
   FightMove {
   animenum = ea_power8 ;
   combotextfinisher = Smash ;
   icon = 8 ;
   is_power = true ;
   lockangles = true ;
   lockspeed = true ;
   name = power9 ;
   playspeed = 1.3 ;
   priority = uninterruptable ;
      trigger {
      life = -1 ;
      name = slowmotion ;
      speed = 0.2 ;
      time = 0 ;
      type = ce_game_speed ;
      }

      trigger {
      always = true ;
      name = camera_override ;
      time = 0 ;
      }

      trigger {
      description = New Text ;
      name = team_xtreme_msg ;
      time = 0 ;
      title = Hulk Smash ;
      }

      trigger {
      name = sound ;
      sound = char/hulk_m/p7_power ;
      time = 0 ;
      }

      trigger {
      bolt = Bip01 L Hand ;
      effect = char/hulk/p9_power ;
      fxlevel = 2 ;
      name = effect ;
      time = 0.05 ;
      }

      trigger {
      bolt = Bip01 R Hand ;
      effect = char/hulk/p9_power ;
      fxlevel = 2 ;
      name = effect ;
      time = 0.05 ;
      }

      trigger {
      name = sound ;
      sound = char/hulk_m/p3_charge ;
      time = 0.15 ;
      }

      trigger {
      effect = char/hulk/p9_power ;
      fxlevel = 1 ;
      name = effect ;
      time = 0.30 ;
      }

      trigger {
      life = -1 ;
      name = slowmotion ;
      speed = 0.75 ;
      time = 0.4 ;
      type = ce_game_speed ;
      }

      trigger {
      effect = char/hulk/p9_power ;
      fxlevel = 3 ;
      name = effect ;
      time = 0.63 ;
      }

      trigger {
      damage = %hulk_p9_dmg ;
      knockback = 245 ;
      maxrange = 600 ;
      name = radial ;
      time = 0.63 ;
         damagemod {
         name = dmgmod_ground ;
         }

         damageMod {
         name = dmgmod_popup ;
         }

      }

      trigger {
      life = 0.22 ;
      movement = -105 ;
      name = slide ;
      time = 0.28 ;
      }

      trigger {
      name = sound ;
      sound = char/hulk_m/p9_power ;
      time = 0.52 ;
      }

      trigger {
      critical = true ;
      end = true ;
      name = xtreme_start ;
      time = 0.99 ;
      }

      chain {
      action = Idle ;
      result = idle ;
      }

   }

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #23 on: September 12, 2008, 11:51pm »
Ok, I will see if I can do it.
When do you want the time to slow? At the peak of leap?

Offline cvc
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #24 on: September 13, 2008, 01:07am »
Sweet, very cool I know that took a lot of work and can't wait to try it out. (super work as always) Thanks iammingy. :applause:   
And their turning us into Monsters its all designed!!

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #25 on: September 13, 2008, 02:47am »
You are welcome, cvc! :)

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #26 on: September 13, 2008, 06:37am »
I realized I was actually loading the wrong animation.  Let me try it out with the correct one (I had power9, I fixed the post above to say power8 without realizing it) after my family reunion.

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #27 on: September 13, 2008, 11:41am »
I can't get it to work right, may be you will have better luck.

Offline Teancum
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Re: HULK mod v1.0 for XBOX/PS2
« Reply #28 on: September 15, 2008, 10:58am »
Hmm -- the HUDs aren't working.  They show up in-game with alphas and all, but it's just a red texture (yellow on the Xbox).  Maybe a palette issue?

Offline iammingy

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Re: HULK mod v1.0 for XBOX/PS2
« Reply #29 on: September 15, 2008, 11:30am »
The original MUA PS2 HUDs are red in MUA. hmmm... may be PS2 HUDs don't work on XBOX? This could be the reason because the XML2 PS2 icons don't work perfectly in XML2-PC. May be you would need to stick with the XBOX files. :(

« Last Edit: September 15, 2008, 11:41am by iammingy »