Only ;)?
We need herds! |
well ok,:D im gonna go make a BIG file and that would be lotz and lotz of sligs in one room,mabe ill modify them to be friendly what do you think?
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I wanna see this :D
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im gonna mage it at that vendo test area,be sure u download the debug menu from the thread mlg man posted :D thanks to him this made me runnin into the files to make something :)
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The menu is released? Sweet.
I wanna see this engine go through the pain! I wanna see tons of sligs kicking the crap out of cute little fuzzles. I need to see blood! Guts! Random crashes! No, really, I just want to see how much entities can this game take without reducing fps. After all, we were promised huge herds of roaming free. |
that is still to be seen ;) ,im working on it but having issues,im gonna fix em up i hope before i release a first file to use
EDIT:IT WORKED!!!! YAHOOO! here is the link to download the file,first download the debug menu,then make a backup of this file at layout\test\vendotest\ once you have made backup of the original file,place this modified file and enjoy a "sandbox?" ,when you access the debug menu go to tests and vendo test and then shoot the hell out of harmfull sligs XD http://jumbofiles.com/5llu8eaa12hu/VENDOTEST.XIN.html |
Mucho appreciated.
I will now retire myself to my "lab" for research proposes. Wish me luck. (with that I mean I'm going to shoot sligs. giggle giggle) |
did it work allright?
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Ah! That big brother's a sissy! It worked!
EDIT: I farted and the crowd dispersed xD. I wonder if we could exchange the AIs of mudokons and sligs in a certain level. |
yes it is possible.... but that has to be figured out yet,i was looking trought the ai and the scripts
EDIT:i found out that the glukkon is killable,well afther he donates his moolah,when he falls on the floor you can hit him few times and he dies from coma and wounds |
How would you change, for example what model the player is using? Say I want to use a regular Native Mudokon model instead of Abe, what do? :p
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thats what im trying to figure out,but you could try replacing the model files from one directory to another leaving the abe model an backup,ill try that ;)
EDIT: I DID IT! replaced a abe model with a slig model XD but the prob is you use the sligs abilities and powers.... mabe ill make a new character as a help like a slig follower edit:i found a sound grow! that i didnt find in game... |
There's plenty of text and sounds that didn't make it into the game, and even a few models. First person to post a Spooce flower gets a pat on the head. :p
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A while ago I found the ps2 controls and the xbox coop gamepad screen lol. |
:D yeah,the slig follower thing is going on rough,it seems that i need to edit the slig properties to make it obidiant,but doin that would make other sligs the same,creating a new one ends up in fail :/
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That's too bad. Aren't sligs identifiable? Is it possible to make just *certain* slig a pal?
Oh well, maybe in a few months. I would definitely LOVE to have a scrab pet. Actually, we could have a scrab pet if there are only sligs in the level, right :)? |
we can make a pet scrab ;) altrought i dont know how it will act cuz im willing to take risk only with the test levels,if its good enough then im passing on full lvl editing,mabe i might make something to make it easier to edit :)
edit:am i crazy,cuz doesnt sligs in ao and ae hold the gun with both hands while shooting,and in mo they hold it with one,wierd? |
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well you have to replace the mudokonanimation with sliganimation to get the slig working as a character,so is with the type has to be slig
edit:i saw in a vid that the slig could clim the ladder,but why cant my slig climb it? |
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http://www.youtube.com/watch?v=5u9R2m5V_qc Is probably the one you saw, then theres another one where a Slig climbs down a ladder in a factory, smokes a cigar for a bit, and is then tossed by Abe into a recycler: http://www.youtube.com/watch?v=_zh-F...eature=related |
lol that slig going to sound an alarm is funny :D
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The pre-release looks much better!!!
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yeah,it looks better
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Let's make sure we get munch to a similar state :).
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it will take time do do this,if it works,but im not sure
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The only limitation I know of is that we need someone with knowledge of creating worlds with whatever game engine MO uses! As far as I know, and by the pure looks of MO: It uses pre-made models for the levels, as in you're not free to build whatever you want but you're restricted to creating levels with models. So someone who knows how to work MO's game engine could do that. I don't really see any errors or game-crashing glitches happening if we only create levels. Creating new NPCs and such could probably lead to more of what is said above, but sticking to level creating should only have a positive outcome, because of the apparent strength of the MO engine being compatible with most things you throw at it! |
well i best have to learn some c++ programing to make a program,cuz like this im "blinded" :/
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Okay, so I located the problem that's making the levels crash after editing them, but I'm not sure how to fix it... maybe you folks can play around with this.
Every level that is opened in NifScope opens with the same two improperly labeled fields in the block list. This is why we see the little white error box pop up when levels are opened and saved. In the block list, every level begins with a block labeled 'SCENE_ROOT' and ends with a block labeled 'COLLISION_ROOT' - this is where the problem exists. (I'm going to use Raisin's Cave as an example below for clarity because the numbers are different from level to level, but it's always the same basic issue.) With Raisin's Cave opened, select SCENE_ROOT (block 1 on the block list) and go to the 'Block Details.' If you expand the field labeled 'Children' you'll see three values - one listed as '217 (Invalid)' and one linking properly to '215 (*COLLISION_ROOT).' Raisin's Cave has 215 blocks in the block list, so where is Block 217? Likewise, if we look at the details of 'COLISSION_ROOT' (block 215 on the block list), there is a field labeled 'Extra Data' with a value of '216 (Invalid).' As we know, there is no block 216. It would appear that every level is missing two blocks at the end of the block list, or they are simply improperly labeled. I've tried erasing the two invalid fields, which allows me to save edited levels without an error message and prevents the levels from crashing in-game, but unfortunately the characters just fall through the map and die when the level begins... AKA, no environmental collision! So I guess we have to resolve this issue if we ever want to create our own levels that are playable in-game. |
Bummer. I guess those 2 extra blocks meant something after all. Gaah! I don't have a clue on how to preserve them.
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hm interesting data,i will take a look at it ;)
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You can change "Abe's jump", add the "hung on the edge" option and "Hop" jump like Abe's oddysee & exoddus and Munch's oddysee will be GOOD!
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# Necromancing thread #
I thought better to revive this one than make a new one. I don't have the Steam game of MO and SW, could anyone who has it send me the ALIVE^2 engine files and codes please, for an important project I'm coding. |
If it's such an important project, buy the games. They're going on sale in the next few weeks, after all.
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I have no money, I'm not an adult yet. And also I haven't done anything worth my parents buying it for me.
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Well, what you're requesting is borderline piracy. Please don't ask again.
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Really? I was only requesting some of the files not the game. And it's only for modding purposes not sale or anything.
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Yeh but Nova man, my X-Box copies won't load on my laptop now will they. I just thought someone who had the files could send them to me in an email.
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I don't know if this idea has come up to anyone, but if someone could change the game a bit, we could make the Albino Slig game, side "storying" with Munch's. What ya think?
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