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AG Rebirth Mod
06-28-2017, 05:09 PM
Post: #81
RE: AG Rebirth Mod
(06-28-2017 04:40 PM)ComradeReptiloid Wrote:  Anyone feel free to post it on steam.

The new accident scenarios for Omerta are good. I don't think you can post other people's videos on Steam, though. I can, however, post it on a forum thread.
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06-28-2017, 09:09 PM
Post: #82
RE: AG Rebirth Mod
(06-28-2017 05:09 PM)Liz Shaw Wrote:  
(06-28-2017 04:40 PM)ComradeReptiloid Wrote:  Anyone feel free to post it on steam.

The new accident scenarios for Omerta are good. I don't think you can post other people's videos on Steam, though. I can, however, post it on a forum thread.

I'm thinking about uploading new AG 0.05 version after next changes:
  • Revamp of all zones on all missions;
  • Revamp of equipment (mainly removing poison if it can be found on level);
  • Ghost of the Past -- Doc goes outside with prisoners and prisoner disguise is becoming usefull inside prison;
  • Ghost of the Past -- replacing doctor poison with soporific that can be used on officer;
  • Ghost of the Past -- new target Zekk, but i won't copy exact scenario from your addon;
  • Omerta -- fixing all animations for npc's;
  • Omerta -- adding Aphrodisiac for Boss and BossSon. After that you can push BossSon into the pull instead of hitting him with bat and drowning, and Boss go in his 2nd floor cabinet with maiden;
  • Black Book -- new target and accessible tower.
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07-19-2017, 07:48 PM (This post was last modified: 07-19-2017 07:51 PM by ComradeReptiloid.)
Post: #83
RE: AG Rebirth Mod
I have done a lot of changes to zone files of ALL levels. This is not the final version, but majority of level zones is 100% playtested by me and working well. Finally, I have enough time to make some progress on Omerta level:
Rebalanced zones, new jobs for targets, aphrodisiac added and fully implemented for both targets, new accidents, new geometry helpers, new messages for every StopMove reaction in every zone. I fixed some AI values and priorities too.

https://www.dropbox.com/s/z4kmq2xe87g23q...r.zip?dl=0
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07-28-2017, 10:28 AM
Post: #84
RE: AG Rebirth Mod
Okay, so I've almost implemented the Red Dragon zones tweaks on my end - I know you said it's not final, but I don't think the alarm should instantly be raised the moment the waiter places the fish on the table (as the bathroom_waiter zone has been changed to "Alert" for waiters).
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07-31-2017, 01:55 AM (This post was last modified: 07-31-2017 02:08 AM by ComradeReptiloid.)
Post: #85
RE: AG Rebirth Mod
(07-28-2017 10:28 AM)Liz Shaw Wrote:  Okay, so I've almost implemented the Red Dragon zones tweaks on my end - I know you said it's not final, but I don't think the alarm should instantly be raised the moment the waiter places the fish on the table (as the bathroom_waiter zone has been changed to "Alert" for waiters).

My mistake. I forgot to upload updated version. So here's hotfix for Red Dragon and some minor zones rebalancing for Dogs of War. Use link on the first page.

After some more testing I'm pretty confident that Levels 2, 3, 4, 5, 6, 9, 10 is 100% complete.
For level 1: prison.
For level 7: base and global
For level 8: create Soldier2 AI uniform to balance detection zones and add more challenge
For level 11: scientist and radio area 7 civilian uniforms

Edit: Did you tried new information spreading system? I tested it on Omerta. Great stuff. I barricaded in the kitchen and in span of 5 minutes 90% of guards were dead without me moving one bit. Also, civilians don't stuck in one place after entering the alert state. If you leave the room and wait a couple of second, then they start to run around and spreading info everywhere. And all NPC's pointing their fingers at the dead body, spreading info around. You probably noticed that I changed all StopMoveDynamic reactions to StopMove, because my changes to searching system wasn't working. Now guards checking random waypoints without waiting in one place for a long time.
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08-05-2017, 08:10 PM
Post: #86
RE: AG Rebirth Mod
Ну ты крут. Все еще трудишься над улучшениями игры.
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