Destruction test mod (custom Barb)

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Yvan98
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Destruction test mod (custom Barb)

Postby Yvan98 » Wed May 28, 2008 9:27 pm

Hi it's been a long time that i have not visited the forum.

I'm using a custom Barb (thanks prospero) in the Kashgar map that i try to transform in Conan version. My goal was to getting more combos and some combos using only one hand (successful) but now i don't have time to finish it and i have decide to share it because it can help people and i will be really happy if someone could use this Barb in is own mod.

Here is the link:
http://www.megaupload.com/fr/?d=W3IC3WGN

Simply extract it in the BODLoader ---> Mods folder and copy all files that are included in "To3DChars" to 3DChars and etc.
Also copy the folder "Barbarian_A" included in "ToData-Tb" to Data --> Tb --> EnglishUS, (you should see there 4 folder of each characters) it's contain 3 custom pages when you press 'F1'.

Control

I change the basic control...better than the original [8D]

And here is the list of all combos that are not in the "F1 page":

Sword of life
Att. + (up - left) level 9
Att. + (down - right) level 11

Sword of Glory
Att. right + (right) level 14
Att. right + (up) level 17

Venom Sword
Att. + (left - right) level 15
Att. + (down) level 17

Note that the Berserker Sword is the favorite sword of the Barb, so that means that this sword is enable to do every combos included in the "weapons page". This sword will do less damage but is enable to "level up" with the character...

btw. DO NOT USE "SWORD AND MORE" MOD WITH DESTRUCTION OR MANY THINGS WILL BE MESS UP!

There also 3 armor that you can pick up (you will only gain extra defense)...

My mod is really not finish (no music and no end) but it contain some interesting code...[:)]
Have fun!

Yvan98
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Postby Yvan98 » Mon Jun 02, 2008 2:40 pm

Any reaction?

brian
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Postby brian » Tue Jun 03, 2008 5:51 am

I followed your instructions but I get this error message half-way through the map loading:
<font color="red">Trying to create a weapon that was not Pre-loaded : 'ProSword16'</font id="red"> [:(]

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prospero
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Postby prospero » Tue Jun 03, 2008 10:56 am

Hi Yvan.[:D]

I have your mod but I haven't had time to run it yet.[:I]

Sounds like you aught to use the 'Vasja' installation method for new models. I am gradually updating all my mods to use this routine. So far, ProsperoArena1 V1.1 and WizardsDomain V1.2 have it. (And FugitiveI V1.3)

Yvan98
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Postby Yvan98 » Tue Jun 03, 2008 2:03 pm

brian

Did you copy the file prosword16.BOD contain in the folder 'To3DObjs' to '3DObjs'?

You can also try to install "Dwarf Wars" which contain the same sword and try if it's work...

prospero

I will try to update it...

Yvan98
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Postby Yvan98 » Tue Jun 03, 2008 10:49 pm

Update 1.1 is ready

http://www.megaupload.com/?d=6CR5PPM0


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Note: Only the poster of this message, and the Moderator can edit the message.

Microsoft VBScript runtime error '800a000d'

Type mismatch: 'rs'

/forum/post.asp, line 643

Why i can't edit my first reply?

brian
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Postby brian » Wed Jun 04, 2008 5:25 am

<i>quick update:</i>
Its working now. Looks like the update did the trick.[:)]

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prospero
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Postby prospero » Wed Jun 04, 2008 11:23 am

Hi Yvan.[:D]

Just given the update a quick try.

Couple of things...

In cfg.py, the line:

execfile("InitNewChars.py") needs to come before line:

execfile("..\..\Scripts\BladeInit.py")


Like this...

Code: Select all

execfile("..\..\Scripts\sys_init.py") Bladex.ReadLevel("Destruction.lvl") execfile("InitNewChars.py") execfile("..\..\Scripts\BladeInit.py") #execfile("InitNewChars.py") execfile("DefFuncs.py") execfile("destO.py") execfile("destO2.py") execfile("destW.py") execfile("wp1.py") execfile("destD.py") execfile("destE.py") execfile("triggsect.py") execfile("SkellyGen.py")
You can the delete the block of code in installnewstuff.py that writes
to the BodLink.list. This method is not so reliable.

Like what you have done with the map.[:)] Nice to play a map where I don't know what is going to happen.[;)]
--------------------------------------------------------------------

Later...

Just finished it. No problems. Took longer than the original map.[:p]

Small suggestions...

Take the 'TextureMaterials.py' file from Barb_M1 and put it in the map. Exec it in cfg.py. This will enable the footstep sounds.

Add

Bitmaps -> ..\\..\\3dobjs\\firering.mmp

to the .lvl file for the last boss.[:)]

Yvan98
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Postby Yvan98 » Wed Jun 04, 2008 4:37 pm

ok thanks i will try it...

How you have found the Barb?

Yvan98
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Postby Yvan98 » Tue Jun 10, 2008 9:57 pm

Need help with INTRO...

Code: Select all

def StartIntro(): Bladex.ExeMusicEvent(Bladex.GetMusicEvent("Main")) AbreCam.ResetNode() AbreCam.AddNode((-118152, 769, -92550),(-109341,1451, -97230),0) AbreCam.AddNode((-104463, 3478, -100514),(-96407,5702, -106005),4) AbreCam.AddNode((-90135, 7090, -115679),(-90167,8918, -125510),4.5) AbreCam.AddNode((-94104, 8101, -115601),(-102143,8615, -121527),3) AbreCam.AddNode((-100776, 7362, -115884),(-93509,10139, -122168),3) AbreCam.AddNode((-100776, 7362, -115884),(-93509,10139, -122168),3) AbreCam.LastTime=0 AbreCam.AbreCam() char=Bladex.GetEntity("Player1") char.Position = -70650, 8721,-128370 char.Angle = 1.37 char.AnmEndedFunc = WalkForward Bladex.AddScheduledFunc(Bladex.GetTime() + 1.0, Intro,()) def WalkForward(entity): Bladex.SetListenerPosition(1) char=Bladex.GetEntity("Player1") char.Angle = 1.0 char.GoTo(-89340,8723,-125200) Bladex.AddScheduledFunc(Bladex.GetTime() + -0.5, StartIntro, ()) def Intro(): Bladex.SetListenerPosition(2) char=Bladex.GetEntity("Player1") char.Angle = 0.825 char.GoTo(-97574,8723,-118869)
ok this is the code that is included in DefFuncs.py

The problem is during the load and save game. If you died and load your save game, the intro will play again and you will come back at the beginning.

Any solution?

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prospero
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Postby prospero » Tue Jun 10, 2008 10:54 pm

Yep.[:)]

Call the StartIntro function from the end of cfg.py.

why + -0.5 btw?


You might like to put in a screen fade:

AuxFuncs.FadeFrom (0.6,1.5)

Yvan98
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Postby Yvan98 » Tue Jun 10, 2008 11:47 pm

Thanks

why + -0.5 btw?

It was just a test to try to get out the life bar and all other thing in the screen that where flashing for an half second after loading the map...

Can you explain me what a screen fade is use for?
And what is the 0,6 and 1,5 value?

btw. I finish to put some music in my mods...some custom Conan theme[8D]

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prospero
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Postby prospero » Wed Jun 11, 2008 1:19 am

If you add:

import Scorer
Scorer.SetVisible(0)

Before

StartIntro()

at the end of cfg.py, it will make a neater effect. You have to restore the Scorer in the StartIntro func with:

Code: Select all

Bladex.AddScheduledFunc(Bladex.GetTime() + 1.3, Scorer.SetVisible, (1,))

Code: Select all

AuxFuncs.FadeFrom (0.6,1.5)
Will start with a screen black and stay black for 0.6 secs, then fade in to fully visibilty in 1.5 secs. You can tweak the values, but this is what I find works best for a startup fade in.

You might also need:

Bladex.DeactivateInput()

followed by

Bladex.ActivateInput()

after the Barb has done his intro walk.

btw. You can't do a scheduled function half a second in the past unless your name is Dr. Who.[;)][:p][8D][8)][:0]

Yvan98
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Postby Yvan98 » Wed Jun 11, 2008 3:40 pm

Can you tell me how the resume music work?

Code: Select all

def ResumeMusic(music): global Currentmusic Bladex.KillMusic() if Currentmusic!="": Bladex.ExeMusicEvent(Bladex.GetMusicEvent(Currentmusic))
The change music work but i find it useless since sometime you need some extra sec. before another music start...

If i try:

Code: Select all

def IntroCaption(): ResumeMusic("Main")
I've got an error like this:

Code: Select all

Traceback (innermost last): File "DefFuncs.py", line 208, in IntroCaption ResumeMusic("Main") File "DefFuncs.py", line 222, in ResumeMusic if Currentmusic!="": NameError: Currentmusic

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prospero
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Postby prospero » Thu Jun 12, 2008 2:41 am

You have to first declare the Currentmusic variable with an empty string - ""

Currentmusic=""

When you call ChangeMusic("WhateverMusic")

It starts the "WhateverMusic" music as defined in MusicEvents.py and
this music is stored in the var Currentmusic. So when you call ResumeMusic(), it will start the music track for whatever Currentmusic is assigned to.

I made this method mainly so that if you have combat music assigned to an enemy, or if the music is interupted for any reason you can continue the same music by calling ResumeMusic().
This can be triggered by the enemy's ImDead function or any other event.

If you want a delay, you can call:

Code: Select all

Bladex.KillMusic() Bladex.AddScheduledFunc(Bladex.GetTime() + 5.0, ChangeMusic, ("MusicName",))
or

Code: Select all

Bladex.KillMusic() Bladex.AddScheduledFunc(Bladex.GetTime() + 5.0, ResumeMusic, ())


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