AE:Warehouse: Difference between revisions

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==Warehouse Mod Too==
==Warehouse Mod Too==
===Planned changes===
===Planned changes aka "what I WANT in it", not "what WILL be in it"===
====level0_Final====
====level0_Final====
Globally effective changes  
Globally effective changes  
*bla
*edit some combat files for better AI behavior
*bla
*edit some melee files for new experience (we are used to old patterns)
*bla
*edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and aganist guns*
*bla
*flashy attacks again but this time better used particles (I hope)
*bla
*maybe somethig else
*bla
 *try a little experiment: take A_t48 thug in EnvWarehouse and make him invincible. Then get w1_tap(Equalizer) or w2_sap(Black adder) and turn on superammo cheat. Now startle thug, don't shoot. Lead him to the side opposite of the locked door which leads out of the building. Now dash to the door (so there is big hole between you and thug) and start permanent fire. You will see that after second or two he begins to strafe and he's trying to hide behind corners and objects. If he's too close, he will attack you. Problem is that w1_tap and w2_sap are only guns with that effect. Aganist other ones he just run towards his death.
====level1_Final====
====level1_Final====
Changes to level 1 binaries  
Changes to level 1 binaries  

Revision as of 05:17, 26 July 2006

Warehouse Mod

Download directory

HERE (pay attention to the file sizes : it's over 30 megs...)

  • level0_Final.rar holds level0_Final.dat and level0_Final.raw : they go in your GameDataFolder (backup the originals)
  • OniLevel1a.rar holds level1_Final.dat and the level logic folder : the former goes in GameDataFolder (backup the original), the latter in GameDataFolder/IGMD, replacing the original EnvWarehouse folder (which you should backup too : rename it or move it away)
  • OniLevel1b.rar holds level1_Final.raw, which goes in GameDataFolder as well (backup the original)

Sorta change log

Adding text files to the download directory above some time, maybe...

level0_Final

Globally effective changes

  • Swapped run/dash anims for Strikers and Comguys (affects everyone except Thugs, Tankers, Ninjas, Elites and Mutant Muro)
  • Swapped particle tracks (flashier combos)
  • Striker front throw replaced with Comguy disarm (flashier, looks like a Fury throw)
  • Konoko's front kick throw replaced with stepping disarm (no crowd-clearing effect)
  • One of Konoko's running kick throws replaced with a Running Lariat
  • Something with the Sledgehammer Heel
  • Konoko's combos not unlocked
  • Other stuff

level1_Final

  • Relocated (hidden) datapad
  • Much healthier AI
  • Ninja particles for "Ninja Bots"
  • Thugs fight like Griffin
  • Other stuff

EnvWarehouse

Completely rewritten level logic, surprise, surprise!

  • Scripted combo overrides for boss fight
  • Scripted weapon holstering for some AI
  • Locked doors (must seek alternate routes)
  • (Annoyingly) hard fights
  • Plenty ways to lose (e.g. warehouse manager can die...)
  • Controllable warehouse manager (nice, but buggy)
  • Other stuff



Warehouse Mod Too

Planned changes aka "what I WANT in it", not "what WILL be in it"

level0_Final

Globally effective changes

  • edit some combat files for better AI behavior
  • edit some melee files for new experience (we are used to old patterns)
  • edit some weapon files, add secondary fire mode (tribute to Geyser), make AI smarter with guns and aganist guns*
  • flashy attacks again but this time better used particles (I hope)
  • maybe somethig else

 *try a little experiment: take A_t48 thug in EnvWarehouse and make him invincible. Then get w1_tap(Equalizer) or w2_sap(Black adder) and turn on superammo cheat. Now startle thug, don't shoot. Lead him to the side opposite of the locked door which leads out of the building. Now dash to the door (so there is big hole between you and thug) and start permanent fire. You will see that after second or two he begins to strafe and he's trying to hide behind corners and objects. If he's too close, he will attack you. Problem is that w1_tap and w2_sap are only guns with that effect. Aganist other ones he just run towards his death.

level1_Final

Changes to level 1 binaries

  • bla
  • bla
  • bla
  • bla
  • bla
  • bla

EnvWarehouse

Scripted level logic

  • bla
  • bla
  • bla
  • bla
  • bla



Derived

Warehouse Mod Minus The Warehouse

Basically the global component of the Warehouse Mod above : get it HERE (11 MB)

(both files in the archive should go in GameDataFolder, backup the originals, yada yada)

Change log

Detailed change logs : DAT RAW

  • Unlocked all of Konoko's combos
  • "Pseudo-dashing" for Konoko, Strikers and Comguys (running TRAMS link to same resources as sprinting TRAMS)
    • All characters are affected except Thugs, Tankers, Ninjas, Elites and Mutant Muro
    • Player is also affected (i.e. Konoko pseudo-dashes instead of running)
    • Konoko's sliding is enabled for pseudo-dashing to avoid frustration ^^
  • Flashy particles for :
    • Dashing and "pseudo-dashing"
    • Spinning Sidekick (KONCOMcomb_k_k_k)
    • Triple-Hit Haymaker (KONCOMcomb_p_p_p)
    • Sledgehammer Heel (KONCOMcomb_p_p_p)
    • Crescent Kick (KONCOMcomb_k_k_kfw)
    • Twister Kicks (KONCOMlt_fw_kick/KONCOMrt_fw_kick)
    • Striker Triple Kick (STRCOMcomb_k_k_k)
    • Striker Triple Punch (STRCOMcomb_p_p_p)
    • Comguy Triple Punch (COMCOMcomb_p_p_p)
    • Comguy Double Kick (COMCOMcomb_k_k)
  • "Radio Saber!" alternates at random with "Static Fist!"

And that's about it...