Author Topic: Unofficial Revival SP modification 3.5  (Read 19198 times)

Morphy

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Re: Unofficial Revival SP modification 3.5
« Reply #15 on: Apr 24, 2018; 10:27 pm »
Hey, Kikina... I've been meaning to ask you, just purely out of interest:

Is it possible to mix environments?  I mean, HGL is a random generator (sort of) of a level or location, essentially it's a "rogue-like".

But all the locations are either all street (not counting park areas) or all outdoors or all 'dried up river bed'.

I was wondering if HGL has any restrictions of it generating a street area that leads into a dried up river bed that then flops out onto a street that leads into a train tunnel...

How awesome would that be, huh!?

Also, as an aside, levels that are generated get stored to keep return visits the same, to stop "named areas" changing from visit to visit... is there any way of editing those saved level generation sets?
(The files in the named folder in the saves folder - lvl-0-16961.map - for e.g)

Kikina the templar

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Re: Unofficial Revival SP modification 3.5
« Reply #16 on: Apr 25, 2018; 12:42 am »
Honestly - i dont know.  ???
With level structures i dealt only at very beginning my work, while importing Stonehenge maps. I found out very soon that the Reanimator have error (excel table level_drlgs cannot be recooked) with which is impossible to make completely new level.
The problem is still not resolved. For level changes into Revival i using a lot of tricks, but i never can do exactly what i want, just what the program allows.
Mixing environments is possible to a certain extent. In game data is unused levels, where similar experiments are contained, but all have some glitches and for game cannot be used.
Option saving map to save folder is setable somewhere in excel tables, but i dont remember exactly where. Files in save folder is definitely editable, but only to the extent that the program can do at first level generation. Data format you can find out only with experimentation, i think.

Morphy

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Re: Unofficial Revival SP modification 3.5
« Reply #17 on: Apr 25, 2018; 01:34 pm »
Sounds complicated and frustrating (and somehow... fun ?) - thanks, mate... stay well!

gorkn

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Re: Unofficial Revival SP modification 3.5
« Reply #18 on: Apr 27, 2018; 04:35 am »
One of my favorite parts of Lost London mod is the merged classes feature. Is there any chance we could get something like that for this mod as an option during installation?

Kikina the templar

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Re: Unofficial Revival SP modification 3.5
« Reply #19 on: Apr 27, 2018; 12:09 pm »
I have not dealt with merge class yet and, at least for the time being, i do not plan.
I postponed that idea when i discovered how many problems cause just unlocking weapons for other factions, which can be selected as mod install option from original revival. A number of mechanisms that work automatically in the program are not ready for this option.
For example, extended offer of weapons at the merchant is good thing, merchant offering triple amount of weapons, for all classes. But with this will be added total chaos in affixes while augmentation weapons in augmentrex and errors in scrap consumption in nanoforge.
Hundreds of parameters would have to be taken into account for correct working of this function, even in places that you would not even think...
 :(

Kami0

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Re: Unofficial Revival SP modification 3.5
« Reply #20 on: Apr 27, 2018; 08:15 pm »
Then why not to add new skills for all classes such as:

A - "Unlock all weaponry": to unlock weapons of all classes/factions.
A.1 - 1 pt to unlock all weapons of all classes/factions, any quality.
A.2 - OR with ranks in this way: 1 - white, 2 - green, 3 - blue, 4 - DE, 5 - Legendary, 6 - Unique, 7 - Mythic

OR

B - "Unlock weaponry for a faction":
3 skills, "Templar", "Cabalist", "Hunter"
The player needs to choose which faction he wants weapons to be unlocked.
B.1 - 1 pt to unlock all weapons of the chosen faction, any quality.
B.2 - OR with ranks in this way: 1 - white, 2 - green, 3 - blue, 4 - DE, 5 - Legendary, 6 - Unique, 7 - Mythic

With a warning, the skill allows the character to use all kind of weapons but that doesn't mean those weapons are 100% compatible with the character's class.
Some issues may happen, use at your own risks.
Modifying, augmenting, dismantling unlocked weapons will have unexpected results/behaviors.
So you won't have to fix anything, the player has opened the door of chaos at his own risks.

It's player's choice to spend skill points in it.
By doing it, his character will not be optimal in his own class' skills but he will walks the path of divergency.

For instance, a hunter won't be able to use shield skills but using a shield with a gun + grenade build may be very good. Better armor and/or shield defenses.
Same with swords, that can be interesting.
« Last Edit: Apr 28, 2018; 03:16 pm by Kami0 »
Kami.Naught, Kaminaught

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Kikina the templar

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Re: Unofficial Revival SP modification 3.5
« Reply #21 on: Apr 28, 2018; 12:42 am »
 :o

Morphy

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Re: Unofficial Revival SP modification 3.5
« Reply #22 on: Apr 28, 2018; 08:43 pm »
For me, i don't really mind there being unavailable weapons - I see it as a sniper rifle needing specific trainign that's not available to an evoker.

And viccy-voccy ( *grin* )  a focus weapon requires mystic training that wasn't available to a gunner or exploderiser.

But:

Those various skills available to the classes - i'd be fun if they were freely available... imagine a gun guy with a summoned fire elemental.
Or a summoner with a grenade or fire-field ability.

Lots of demon exploding fun!

(Mind you, it's probably not needed in Revival, if you want that, play Nagahaku as i do)

Edit - just thought of another reason why having freed-up weapons isn't so hot - once you find some guns you become almost a god (I found an electric laser rifle that takes out moloch in a few seconds, and a 600 round per minute electric direct gun that does moloch in even shorter time... still hell of a lot of fun.)

But the freed-up skills allow for more experimentation and fun.
« Last Edit: Apr 28, 2018; 09:20 pm by Morphy »

Kami0

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Re: Unofficial Revival SP modification 3.5
« Reply #23 on: Apr 28, 2018; 09:50 pm »
And vorpals on MM, more mod slots than a Hu  :D

Or the Bladesaw in the hands of a guardian + Anchor, Aura, aera taunt  8)

@kikina
How's that shocking?
Here it's what i think shocking is

 :P
« Last Edit: Apr 28, 2018; 10:48 pm by Kami0 »
Kami.Naught, Kaminaught

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Kami0

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Re: Unofficial Revival SP modification 3.5
« Reply #24 on: Apr 29, 2018; 02:45 pm »
@Kikina
A little feedback on the Old Crypt - farming for pets from Desi:
* Fiends ("winged dragon") often are stuck by pillars or them hiding behind pillars makes very difficult to aim to them. Often, they seems to fly very low as if they were "swimming" in the ground.
* Maybe it's a consequence of what i noticed above but loots are sometimes stuck in pillars.
That happens more often than usual
« Last Edit: Apr 29, 2018; 02:50 pm by Kami0 »
Kami.Naught, Kaminaught

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Corneille, Corvelias, Chevaliere, Brakhion, Grenadine, Epervier, Miles

Kikina the templar

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Re: Unofficial Revival SP modification 3.5
« Reply #25 on: Apr 29, 2018; 04:59 pm »
I know that  :D
Unfortunately, i can not do anything with it.
Burning fiends was originally designed for huge Stonehenge outdoor maps, and they only work a little in this maps. If it appears anywhere else, the problems appears (try 2038 hellrifts).
In ai is possible set behavior of monster - when to fight, when to walk, when to run. But direct pathing of monster in level make core program and cannot be changed. You can only change some parameters about pathing radius - for example, that the monsters do not fit into a certain space.
I tried it with Burning fiends before, but in the end i stayed with the original pathing, which causes the least trouble.
Essentially, while making Old crypt it was the decision - but here will be Burning fiends, or not. So there they are.
I do not exclude that after MANY hours working with pathing radius (trial, mistake, again), better behavior could be set. If anyone finds the exact numbers how to set it up (so far i do not even know the function of some numbers), contact me, i will set it in the mod.  :)

Kami0

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Re: Unofficial Revival SP modification 3.5
« Reply #26 on: Apr 29, 2018; 07:13 pm »
All i know and see is that you took those fiends for some bats!   ;D
It's because it's the Old Crypt?  :P

Can you add fiends with Moloch in Hellrifts?

Those fiends in Hellrifts seem more appropriate. Huge, tall halls, lots of space for those flying monkeys!
« Last Edit: Apr 29, 2018; 07:17 pm by Kami0 »
Kami.Naught, Kaminaught

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Kikina the templar

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Re: Unofficial Revival SP modification 3.5
« Reply #27 on: Apr 29, 2018; 08:14 pm »
I can add fiends anywhere...
But i dont want. I want to keep the original game, at least as far as possible, without changes. So i usually add new things and leave the old things unchanged.
This is, among other things, the reason why i will not change old player skills.

Btw, you can edit monsters in levels yourself, its very easy and (at least as far as i know) without problems. Open in Reanimator table "monsters" and note somewhere index number of monster which you want.
Burning Fiends have number 1001 - 1007.
Then go to table "level_drlg_choice", look at level where you want make changes and note name of parameter "spawn class".
Open table "spawn class", find name of spawn class and monster index number insert to parameters "spawn1" - "spawn8".
Save table directly to game or make it like file and insert into mod, install and play.
 ;)
« Last Edit: Apr 29, 2018; 08:16 pm by Kikina the templar »

Alloken

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Re: Unofficial Revival SP modification 3.5
« Reply #28 on: Apr 29, 2018; 08:43 pm »
Thanks templar kiki , I needed this informations seriously :)

Kami0

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Re: Unofficial Revival SP modification 3.5
« Reply #29 on: Apr 29, 2018; 09:37 pm »
No problem Kikina.
I respect your choice and i'm very grateful for your mod.
Kami.Naught, Kaminaught

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