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AG Rebirth Mod
02-02-2017, 08:35 PM (This post was last modified: 02-02-2017 08:35 PM by ComradeReptiloid.)
Post: #31
RE: AG Rebirth Mod
New update coming soon. I going to fix all illogical uniform and action reactions on all levels, adjust values for shooting and detection, renew trespassing system (enemies will lose track of you after 0.2 sec, and then proceed to execute search for 250 seconds, how it supposed to be), and a lot more minor gameplay tweaks.

I need your feedback on one topic. I can make shooting realy challenging by increasing morale values, removing covers and sitting position shooting, increasing effective weapon range values, decreasing max ammo count even more, and make enemies always know your position + hitting your head 100% of time. This would be unrealistic, but very challenging.
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02-10-2017, 11:47 AM
Post: #32
RE: AG Rebirth Mod
Levels 1, 2, 3, 4, 5, 7, 8, 9, 11 fixed + new AI improvements:
https://www.dropbox.com/s/v7ul7y1u1bifjs...r.zip?dl=0
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02-15-2017, 05:18 PM
Post: #33
RE: AG Rebirth Mod
ComradeReptiloid, I went through the files of your mod and noticed you changed the note in the bathroom in Room 12 in A Mole Among Us. I'll proofread it for you here:

"The situation is emergency. You are going to take a pie, but the Americans want it too. I'm starting to feel heat in the air, and I'm not the only one. Hotel staff changed the locks on the top floor after our friend moved in. I spotted an American agent today, so be prepared to pay him a visit in Room 34, but only if he gets really impatient. We don't need to create unnecessary noise until the mission is complete."
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02-15-2017, 09:14 PM (This post was last modified: 02-15-2017 09:25 PM by ComradeReptiloid.)
Post: #34
RE: AG Rebirth Mod
(02-15-2017 05:18 PM)Liz Shaw Wrote:  ComradeReptiloid, I went through the files of your mod and noticed you changed the note in the bathroom in Room 12 in A Mole Among Us. I'll proofread it for you here:

"The situation is emergency. You are going to take a pie, but the Americans want it too. I'm starting to feel heat in the air, and I'm not the only one. Hotel staff changed the locks on the top floor after our friend moved in. I spotted an American agent today, so be prepared to pay him a visit in Room 34, but only if he gets really impatient. We don't need to create unnecessary noise until the mission is complete."

That was a minor change to reflect the master key change, and explain why hidden escort so attentive to any unifrom. Also throwback some ideas unnoticed by majority of peoples. After watching around 20 walkthroughs of this mission I never seen single person figuring out backstory of this mission, and 15/20 can't even understand wh was murdered in room 12. Also they not aware of american agent, who sleep in room 34. I changed a lot for this mission to make it challenging and add more variation.

I changed jobs and default template, but changes dont make apparent effect. I try to adjust values more. One I dont understand is why arest broken. I changed distance from 13.5 to 50 in both job and default template (not included in 0.04 verin), but bug still exist. Also I want to bring back InvestigatePoint attention to running sound if soure is not raytaced istead of dumb "lookin player direction".

A lot of things seems to be hardcoded. I changed values for door time and whistle attention, but changes dont seems to affect anything. Lot of stuff like this in the game, which is issing me off. I want to improve Neutral reactions. Like instead of alert you should get arested when bar is full, or StopMoveDynamic ShowStopMove animation dont go anywhere, even when I remove it.

Offtop:
Also check out my DtS1 REVISION
Spoiler: Show
series if you have time. I dont save scum like before. I use 3-10 saves per mission based on difficulty. Almost finished Eight Snipers Suit Only for All Zeroes, but I can't complete last objective without using cheat "invisible" to get on the top of bridge because of dumb detection dont taking height in calculation, and you must make jump from one of the towers to the top of the bridge, when half of the ma in attentive mode. I will upload strat for it anyway. You can just change uniform at the end for maintaining high pts anyway.
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02-22-2017, 03:40 PM
Post: #35
RE: AG Rebirth Mod
ComradeReptiloid, what did you change in Snake Born aside from Zone changes (you added changes to the SWD file for that level using the editor)?
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02-22-2017, 08:58 PM (This post was last modified: 02-22-2017 09:07 PM by ComradeReptiloid.)
Post: #36
RE: AG Rebirth Mod
(02-22-2017 03:40 PM)Liz Shaw Wrote:  ComradeReptiloid, what did you change in Snake Born aside from Zone changes (you added changes to the SWD file for that level using the editor)?
I added fixes to zones, couple of anchors, adjusted zone sizes, added new job for fireman, fixed weapons recognition for different uniforms (for all levels with weapon zones, and I'm planning to ad them for all levels); added Helpers to block vision in some places, increased amount of dark zones by decreasing waypoints shadow levels to balance saboteur difficulty.

I don't make major changes for now (except for level 1, where I tested editor), because I don't want 4 levels being so different from vanilla, when rest is staying the same. I am fixing difficulty for level 6 now and will add unused anchors on this level + going to add new zones to add difficulty/realism.

And for past 2 month I learned A LOT about AI behaviours, and how to improve them/add new stuff. I used them in My Death To Spies Revision walkthrough (watch first 5 minutes of mission 3 for glorious bug galore). Also, I have a huge number of ideas for levels and tools to realise them, but I am waiting for the rest of the levels for the editor. Exclamation

My goal for this mod is remaking Alekhines Gun engine to restore all unreleased features, and make it more of Silent Storm + Desperados + Commandos + Hitman Original trilogy (C47, 2, Contracts) + Hidden and Dangerous + Death to Spies + Shadow Tactics game, than Sniper Elite + Velvet Assasin + Hitman + Splinter Cell + Metal Gear, which is now.

And on base of this new upgraded engine creating new levels.
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02-23-2017, 04:12 AM (This post was last modified: 02-23-2017 08:45 AM by Liz Shaw.)
Post: #37
RE: AG Rebirth Mod
(02-22-2017 08:58 PM)ComradeReptiloid Wrote:  I am fixing difficulty for level 6 now and will add unused anchors on this level + going to add new zones to add difficulty/realism.

I too, am currently improving Omerta. I just adjusted the zones file so you can no longer enter the part of the basement where the generator room is in all disguises, to make the car horn distraction more relevant. I also modified "car_zone" so all StopMoveDynamicNeutral reactions are just StopMove (when I set it to StopMoveDynamic, the guard doesn't rush over to you because there are no waypoints in the garden). By default, "car_zone" doesn't turn on until the first time you use the horn, but originally it was useless because only the AI form "Guard2" reacts to this zone. Also, I added a new ZoneTrigger to take advantage of unused zone "generator_basement_near", so the guard reacts to you approaching the door.

I'm also planning to add a new job for Cataldo so he uses his other balcony, and to give players a sniping opportunity. Also, to fix the reactions in Cataldo's bedroom. Cataldo uses Decamouflage reactions for all disguises, I'm planning to change that so he'll only react that way to the cook disguise.

And I'm also planning to have a JFK speech play on a couple of radios. I found one on YouTube, but the video is too long to download with YouTube to MP3 Downloader.

PS. How do you decrease waypoint shadows? Maybe they might be the reason why playing Omerta on Saboteur is buggy (guards have poor eyesight in Strogov's suit while he's sneaking even in well-lit rooms).
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02-23-2017, 07:39 PM (This post was last modified: 02-24-2017 12:43 AM by ComradeReptiloid.)
Post: #38
RE: AG Rebirth Mod
(02-23-2017 04:12 AM)Liz Shaw Wrote:  I too, am currently improving Omerta. I just adjusted the zones file so you can no longer enter the part of the basement where the generator room is in all disguises, to make the car horn distraction more relevant. I also modified "car_zone" so all StopMoveDynamicNeutral reactions are just StopMove (when I set it to StopMoveDynamic, the guard doesn't rush over to you because there are no waypoints in the garden). By default, "car_zone" doesn't turn on until the first time you use the horn, but originally it was useless because only the AI form "Guard2" reacts to this zone. Also, I added a new ZoneTrigger to take advantage of unused zone "generator_basement_near", so the guard reacts to you approaching the door.

On parking lot and generator basement:
Glad to hear that. I added "generator_basement_near" too. Only uniform allowed is
GuardBoss, when others must use the car horn distraction. I added waypoints for "car_zone" and changed reaction for StopMoveDynamic for all uniforms. I added one guard inside the basement to protect new zone "generator_room from all uniforms. He is patrolling between a room with lighting fuel ("generator_basement", where only GuardBoss can be, all other forms get Arest reaction) and "generator_room" where StopMoveDynamic reaction working for GuardBoss, and Alert to everyone else.

On new exterior zones:
Parking lot, tennis court and general area near mansion still "global", where only Cook, Waiter and GuardHouse will get Decamouflage. Guards near "hall" and "Jacuzzi" know patrols schemes and all uniforms except the waiter (for balancing). I added new zones where every guard uniform gets Decamouflage, but Civilian, Cook and Waiter get StopMoveDynamic and Alert in the next part of this zone (near Basement door and next. New "Garden" zone restricted for all uniforms except Guard and Boss Guard. This zone exploiting new Cataldo path.

"Kitchen" zone:
Pool zone utilizing radio for barmen, and something I will talk about later. I added a butcher for "kitchen" zone, who using a knife animation anchor, then going to use cut Custom_TurnVentilator animation, which looks like sprinkling spices or adding meat chunks in two different locations. Then he repeats the whole job.
The cook uses his path, after one circle he goes to the butcher and ask him to bring new ingredients (SafeAnimationAnchor). Butcher goes to smoke and after 60 seconds he comes back to the regular routine. This timing will correspond to cook next job circle. But cook does one more job before asking butcher again.
Also, there are dozens of balancing changes for existing zones, and a lot of new civilian NPC's.

(02-23-2017 04:12 AM)Liz Shaw Wrote:  I'm also planning to add a new job for Cataldo so he uses his other balcony, and to give players a sniping opportunity. Also, to fix the reactions in Cataldo's bedroom. Cataldo uses Decamouflage reactions for all disguises, I'm planning to change that so he'll only react that way to the cook disguise.

I'm adding new route for Cataldo. After taking pills he goes to watch the garden (exploiting new Garden zone, from where you can kill him with headshot through the glass), then he goes into the bathroom (I added new "bathroom" zone restricted for everyone), after that he goes on the second balcony to smoke (sniper and push accident) and then he goes back to painting.

Cataldo son have a new job, which exploiting "pool" zone, he goes here with his girlfriend, she dances for him and leaves. He goes to smoke near the pool and you can push him into the water. I used your idea with the radio for "pool" zone.

Also, I will try to add new body anchors and "weapon_zone" for civil uniforms.

(02-23-2017 04:12 AM)Liz Shaw Wrote:  And I'm also planning to have a JFK speech play on a couple of radios. I found one on YouTube, but the video is too long to download with YouTube to MP3 Downloader.

You are really into this stuff. I never cared about the plot or atmosphere. The only thing I am trying to improve is level design logic, NPC jobs and background story of particular level + packing as much game mechanics into one level as possible without stripping off its uniqueness or hurting balance/challenge.

(02-23-2017 04:12 AM)Liz Shaw Wrote:  PS. How do you decrease waypoint shadows? Maybe they might be the reason why playing Omerta on Saboteur is buggy (guards have poor eyesight in Strogov's suit while he's sneaking even in well-lit rooms).

Just decrease VisionLevel. You can see how this mechanic working on Ghosts of the Past level by observing waypoints covered by natural shadows. Waypoints also have inherent dynamical VisionLevel properties, which changing by breaking light sources. A clear example can be seen on China mission "storage" zone (guard that going into toilet can't see you from very close distance after you destroyed light source) or mission 10 after cutting off the lights.

There is a different case for Omerta level. "Kovalev" is only diversant form for which you can apply VisionLightFactor, VisionLightBias and PlayerVisionPersent (a real shame you can't adjust PlayerVisionPersent four different uniforms Undecided). Combining these factors make AI reaction really slow. That why all waypoints on Omerta have vision level 1, to keep balance for different uniforms.

EDIT: I managed to get pool and swimming animations to work + I recorded a little video for you. I remember when you asked a question on waypoints being uncorrect, and you cant setup animations working as you want them to, because NPCs wouldn't excecute uncorrect waypoints, so here the solution and quickest way to do anchors (pls watch until the end, you solution and extra hidden in the end part):


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02-24-2017, 05:20 AM
Post: #39
RE: AG Rebirth Mod
(02-23-2017 07:39 PM)ComradeReptiloid Wrote:  I remember when you asked a question on waypoints being uncorrect, and you cant setup animations working as you want them to, because NPCs wouldn't excecute uncorrect waypoints,

This was back when I was trying to implement new jobs in Black Book, and I have since resolved the issues. Also, good to see you've restored Actor Frak back in Omerta. How many Frak NPCs are you planning to implement in the next version? I'm going to adjust the skins a bit. Strogov's model apparently has a non-existant "hitman_body1.dds" attached to it, so I'll have to delete them from the model.
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02-24-2017, 11:54 AM
Post: #40
RE: AG Rebirth Mod
(02-24-2017 05:20 AM)Liz Shaw Wrote:  This was back when I was trying to implement new jobs in Black Book, and I have since resolved the issues. Also, good to see you've restored Actor Frak back in Omerta. How many Frak NPCs are you planning to implement in the next version? I'm going to adjust the skins a bit. Strogov's model apparently has a non-existant "hitman_body1.dds" attached to it, so I'll have to delete them from the model.

I will restore Fraks, VillaWomen, and CivilianMan 1st skins, but I keep secret for what I'm going to use them.
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