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-   Xenus 2: White Gold (https://www.rpgwatch.com/forums/forumdisplay.php?f=44)
-   -   Xenus 2: Back to Hell (mod WIP) (https://www.rpgwatch.com/forums/showthread.php?t=16733)

myers90 May 2nd, 2012 07:27

I'll need a few more days for the new version of program, because I have a lot of other works to do.

Jim-Beam January 8th, 2014 14:26

Project be finished? Where can I download? I have a great desire to play!

myers90 February 8th, 2014 23:16

No, it was froozen for a long time, because of an AI map problem, but the problem is solved now, so I working on the project again… slowly, as my time let me do it! ;)

Wesp5 February 10th, 2014 17:50

Hi myers90, I plan on releasing some updated The Precursors and White Gold patches soon, but one problem with both is that I can only fix errors in the dialogue system, but not bad triggers in the world itself or similar. Do you know an easy way to edit these? Like with Bloodlines I don't need to edit the whole map and recompile it, but there is a tool to just edit entities on the map. Is something like this in the DeepShadows SDK?

myers90 February 10th, 2014 20:19

Yes, you can use the leveledit from the Precursors beta. Some time ago I wrote an isntruction for it in this topic (first page, a long wrote), but it may contains some of my misunderstandings… but I think I didn't mistaked in the entity editing part :) I will edit this post, and correct the wrong thoughs, and fill with some new.

Wesp5 February 12th, 2014 23:00

Ah, I forgot. The problem is that I don't even get the level editor or other tools to work with White Gold! Which files do I need? Just copying over the additional files doesn't work and I don't dare to overwrite existing ones in the White Gold folder out of fear to mess up the game itself. Even for editing the resource file I move it over into The Precursors folder…

myers90 February 13th, 2014 20:04

I can't tell you exactly which files do you need, because I build my mod from a "clear sdk" what I made, and I don't have an installed Precursors or Xenus 2 on my computer in the moment. But if you want to be safety, then copy the _leveledit2.exe to your Xenus 2 directory, and if you try to run it, it will ask for the missing dlls or other files. You don't have to overwrite any files, but I recommend to always make a backup of resource.qrc!

DONKEYARSE February 15th, 2014 23:19

myers90,are you still working on this mod?
i was looking forward to some new content for xenus 2.

Wesp5 February 17th, 2014 16:02

Myers90, would you be willing to look into some Xenus 2 mission issues while you don't work on your mod? It's mostly about bad location pointers or quests triggering again after they have already been finished…

myers90 February 18th, 2014 21:35

Of course, just write down what is the problem in which mission and exactly where!

Wesp5 February 19th, 2014 15:45

Quote:

Originally Posted by myers90 (Post 1061241772)
Of course, just write down what is the problem in which mission and exactly where!

Uh, I hope I still remember the problems correctly. This is what comes to my head:

1) On the first island there are two bandits playing chess or cards or something. I think when you talk to them they ask you to kill someone, but the quest pointer is far away in the middle of the ocean!

2) On the second island there is a guy called Sebastian asking for a statuette. As far as I know the coordinates of this are off, it's in the ocean, also the quest triggers again when you go there again!

myers90 February 19th, 2014 18:24

Okay, I'll take a look on it tonight!

Nikólay February 20th, 2014 16:38

Quote:

Originally Posted by myers90 (Post 1061240172)
No, it was froozen for a long time, because of an AI map problem, but the problem is solved now, so I working on the project again… slowly, as my time let me do it! ;)

Hi! How did you fix the problem with AI generation?

myers90 February 20th, 2014 17:06

I didn't really had to fix it, I've just found the solution: you have to run the engine in developer mode, and it generates the AI map for the current level. :)

Jim-Beam February 21st, 2014 09:02

It's very cool that the work continues. Looking forward to.

Res May 26th, 2018 16:45

Is this still being worked on at all? This would be something amazing to see.

myers90 July 22nd, 2018 23:27

Hi! Yes, sometimes I still working on it, but I can't say that it will ever finished. The current state is:

Game world
All levels are converted to VE3 (world.map also), so you can explore the whole BP world, but only a few has working impostors, and mostly its ugly, because the impostor generator function is broken, and often crashes in LevEdit. And also they are using the old lighting, because the lighting smoothing function also broken and without that it has bad results on level edges if I recalculate lighting.

character models
All character models fixed, so they can use ragdoll when die, and also works with the engine bone control - so NPC's turning to you, and looking at you.

some old vehicles
A few BP vehicles converted to work with VE3's vehicle physics. Cars are not problem, but I still have to figure out how to make planes with wheels, so the wheeled cessna could be used too

game text and game objects
all game text (object names, mission texts, dialogues, etc..) and scenario objects are converted to a new resource.qrc

There are a lot of smaller works left, like recreating the scripts and events for missions (BP has them hard coded, but VE3 uses a new script system), fix the dynamic objects on levels by hand (VE3 doesn't uses some old classes, so this objects ignored on level converting), doors needs to be fixed, etc…

The problem is because of the broken important things (mostly the impostors) I don't really have the motivation. By the way there is always a way, I already solved this kind of things, for example the new .rf2 format, and the physics data in it - I've wrote a 3d editor for, or the .map format, also wrote a new MapPlanner, because the leaked version was broken, and unable to open files.
But from other hand - damn its 10 years since this game has been released… Is there anybody who interested in a mod for this game? :D

malik22 July 26th, 2018 23:36

im always interested in these amazing games anyway good luck wish i could help you but im just a gamer and even if you never release it thank you for your hard work

myers90 August 8th, 2018 13:45

Hi!

Good to hear that! Also I have good news, I'm working on a converter for VE2 to VE3 level impostors, its almost done, so another barrier broken. I'll show some new screens soon.


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