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bBloODfFreEk sample mod for blood2

Posted: Thu Sep 01, 2011 02:35 am
by zZaRDoZz
Tchernobog wanted to see what bBlooDfFreEk was like.
So here's the sSouLfFrEek sample platter. This rez uses Voodoo14 as a base, therefore it requires the nightmare levels to be installed. For those of you as fearful of console commands as I am, I've included a save and custom game folder that you can add to your directory. Be sure to rename your old save/custom game folder first.

http://www.speedyshare.com/files/305215 ... 1.0334.zip

UPDATE 9-28

New link above^^

CHANGES

The souldrudge model from SoulfFreektest is now much deadlier. One hit should do 14-20 points of damage on homicide.

The the shikari is now the "blood golem", at least that's what I'm calling him. He has a firing rate increase of 5X over the original shikari. No sounds selected for him yet. Don't let him get hold of you as his melee attack does something like 50 points of damage.
The female cultist is back to being a hit scanner. Her rate of fire is up by 3X.
She's been sped up to contrast the male cultist's slower behavior.
Please note the female cultist has been removed. 9-28-11- 0900 CT
M-16 now has a slower rate of fire along with a stronger recoil.

I really wish I could compile a dll. I've been trying without any luck so far.

Thanks to Kil3r over at the gog. shogo forums for this. It's a block of script that allows you to scroll through the weapons using your mouse wheel. First, make a backup of your original cfg.file. Then copy paste this script where the old mouse configuration was at the end of the text. you can delete everything starting with enabledevice "##mouse" then just paste the following. kudos to whoever first thought of this.

enabledevice "##mouse"
rangebind "##mouse" "Y-axis" 0.000000 0.000000 "Axis2"
scale "##mouse" "Y-axis" 0.002375
rangebind "##mouse" "X-axis" 0.000000 0.000000 "Axis1"
scale "##mouse" "X-axis" 0.002375
rangebind "##mouse" "Wheel" -10000.000000 -0.100000 "PrevWeapon" 0.100000 10000.000000 "NextWeapon"
rangebind "##mouse" "Button 0" 0.000000 0.000000 "Fire"
ModelAdd 0.000000 0.000000 0.000000
ModelDirAdd 0.000000 0.000000 0.000000





CREDITS

The list grows. VGames has given me permission to use his improved textures. I'm just including model skins for now. Sorry for not documenting this zip properly. I'll add a readme file to a replacement.



Enjoy :D

Re: bBloODfFreEk sample mod for blood2

Posted: Thu Sep 01, 2011 06:16 am
by Tchernobog
Just tried it out zZaRDoZz, and them Soul Drudges are a lot more enthusiastic, that's for sure! :)

Still, other than when they get stuck, the animation is not that bad. There is a certain amount of arm and body flailing that makes their movement look strained enough to be believable. And the path-finding, other than when they get stuck, is actually pretty darn good. It is quite intimidating watching them run up several flights of stairs after you. :o

Re: bBloODfFreEk sample mod for blood2

Posted: Fri Sep 02, 2011 12:35 am
by zZaRDoZz
One of the reasons I stopped working on bBloodfFreek was every other improvement was a down hill affair. It was the work of others that I combined and added to that got the souldrudge in better shape. There are many things that can be done with modeledit, sounds can be added to falls, pain animation, you name it. Attack animations can be sped up while death animations can be slowed. I've done these things before and it does improve game experience modestly. The kind of changes that would make blood 2 worthy of another run through though are a different matter.

I can't change the damage-to-hit-range box or whatever you call it on any of the models. I can't make even minor changes to coding. I might be able (long shot) to add improved world models from open source developers who allow their work to be used. So I'm at an impasse with this.

Re: bBloODfFreEk sample mod for blood2

Posted: Sat Sep 03, 2011 03:19 am
by I Live...AGAIN
Cool! I am gonna give this a try!

UPDATE:That was fun. The drudges move like "28 Days Later" zombies instead of the traditional "Night of the Living Dead" zombies. The animations are a little quirky and they do get stuck alot.

I LOL'd at a soul drudge chasing me into a steam turret and killing himself though.

Re: bBloODfFreEk sample mod for blood2

Posted: Sat Sep 03, 2011 03:36 am
by I Live...AGAIN
I have an idea but I need to fire up one of my older machines to get the old Darkact REZ. I was thinking that those fast drudges might be a pretty good challenge in a Darkact match. If the two rez's work together I'll let you know my findings.

Re: bBloODfFreEk sample mod for blood2

Posted: Sat Sep 03, 2011 02:26 pm
by zZaRDoZz
Joe, if you're referring to that coop map of the house , constantly in-spawning baddies, and the helicopter, I've already tried it. voodoo14 and DarkAct have there own seperate dlls and as we both know, only one Cshell dll can be in control.

Your next move would be to get the ZOMBIES.REZ SD model out of voodoofFreek and let him run using darkact's dlls (I tried this too). It's an improvement over the standard darkact SD but the tracking just isn't there. The reason is simple, all the major b2 mods increase the SD's awareness box but only voodoo makes it as big as an enemy with a rage weapon. Take the fanatic or zealot as a case in point- they'll shoot at player from across a map if they see you.

I've busted my blood2 rez again so I'm going to give GoG's DMA free policy a good test today.

Next up for bLOoDfFreAk: The zealot model and maybe a weapon rework.

Re: bBloODfFreEk sample mod for blood2

Posted: Sun Sep 04, 2011 11:06 pm
by zZaRDoZz
On second thought, you could take the map out of DarkAct and see if it will run with voodoo14.

Re: bBloODfFreEk sample mod for blood2

Posted: Mon Sep 05, 2011 03:27 am
by I Live...AGAIN
you would have to pull the model out of the bloodfreek rez and put it into the Darckact rez...

I'll try it if I when I get time to set my other machine up.

Re: bBloODfFreEk sample mod for blood2

Posted: Fri Sep 09, 2011 01:16 am
by zZaRDoZz
Painful lessons from winrez: always export and imoprt, never drag and drop. :(

Anywho experiments are ongoing. The souldrudge is slightly deadlier now that his falling/rising animation is gone. I've also found that his alternative running animation looks quite good when sped up. Using a crude hack for getting rid of some of the woo mode overkill is possible using modeledit. Not the best solution but it works.

So player is slowly being defanged whilst the baddies are getting faster. The fanatic is coming along nicely. he can't track like the new souldrudge by a long shot but to paraphrase tcherny, he is more "enthusiastic" than ever. I'll be making another test release sometime this week.

Re: bBloODfFreEk sample mod for blood2

Posted: Fri Sep 09, 2011 06:31 am
by Tchernobog
Hmm, this is looking more and more like it deserves a section on the Wiki. Nice. :)

Re: bBloODfFreEk sample mod for blood2

Posted: Thu Sep 15, 2011 11:45 pm
by zZaRDoZz
OP Update above with a new rez file.

Re: bBloODfFreEk sample mod for blood2

Posted: Sat Sep 17, 2011 03:59 pm
by I Live...AGAIN
Gave it a try this morning. I like the changes. The zombies like to fly a little bit and they cant seem to master that annoying corner thing though :D

I think the pistol skin and some of the zombie skins are perfectly fine, no need to include some crazy person's stolen content :lol:

Re: bBloODfFreEk sample mod for blood2

Posted: Sun Sep 18, 2011 01:46 am
by zZaRDoZz
Ishy's skin almost fits him.


Image

Image

Uploaded with ImageShack.us

I'm not sure how much can be done about the flying zombie as I've only started messing with bounding boxes. I have an old build from 08' in which they don't do that going down stairs (they still fly across ledges) I have no idea what the difference is between the 2 models.

I'm bringing back the SD for its AI, I want to try the prophet with shikari AI. He should be able to use the shikari range attack as b2 models without melee animation can't fire when using shk ai (strange)

Shogo is the only workable model for a b2 "fix". While the blood team tried to code their way out of early lithtech issues, the shogo team gave in to the engine's quirks and built the game play around lithtech's strengths: ai can close distance or fire accurately at a target, that's all. They have almost no ability to negotiate geometry or even realize it's there. Shogo ai is fast movement wise with limited animation. Player movement is slow with damage tolerance being minimum.

Other blood2 modders of the past tended to view things in terms of multiplayer when doing weapons alterations. All the big b2 indie add-ons tend to shrink bullet spread on most weapons, while that might be understandable in MP, in SP it is a disaster. The AI has very little it can do besides run pain animation in reaction to a hit. What they can do is move sideways in response to a near miss. By shrinking bullet spreads they inadvertently made things worse.

As for earlier developers, I'm just making sure earlier permissions are still standing. I certainly don't have Guss's or trents permission but I'll use their materials anyway. If other modders don't want me using their work in my project, this is an opportunity to say so.

Re: bBloODfFreEk sample mod for blood2

Posted: Wed Sep 21, 2011 07:09 pm
by zZaRDoZz
Progress is haphazard but continuing. I've recently learned how to add firing strings to various animations. For the first time I'm able to increase the number of shots per animation run. It's not a total solution but like other small changes these things give me more flexibility in how to improve enemy actions. Voodoo 14 is becoming as much a liability as it is a help. If I coud compile a dll. from source on my own I would certainly...think about getting rid of it. 8)


Also, I've managed to give the M16 a strong recoil, maybe a little too strong. Culling frames is tricky business but some cool fx can be achieved with the process.


EDIT 9-21-11
more text

Re: bBloODfFreEk sample mod for blood2

Posted: Thu Sep 29, 2011 02:44 am
by zZaRDoZz
Yet another update. See OP above.


EDIT: The link works now too :P