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zZaRDoZz: Excellent work. Thank you for this JC00.

johnnycrystal00 has stated that this was a limited mod for b2 and he happens to have a Doom3 project that deservedly takes priority. That said, I'd like to suggest an experiment for anyone who can compile the blood 2 source code. My Earlier tests with modeledit proved that replacing the shikari model with any other humaniod model vastly improved tracking. make no mistake, the AI still can't see geometry and still gets stuck, but the speed increase and awareness range of the shikari would mean any humanoid enemy with those sense/speed values would become a far fiercer opponent.

So that is my proposal, change all cultist/fanatic speed/sense values to those of the shikari. Gameplay should change dramatically.
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johncrystal00: Would this be a simple copy and paste kind of thing where you would simply change a single value for both speed and sense, or would this require copying a lot of different bodies of code for both speed and sense? If it's the first option then I may be able to do this In early January. I should have more time then.
I have no way to be certain, it would definitely be an experiment. I know you don't want to replace the Cshell DLL. if it involves a new Cshell then my idea is bunk. If it's just LTO object stuff, then it might mean just a handful of value changes. I went through the header files and the C++ files in my own failed attempts at compiling. It looked like the speed and sense values were in ai near the top in most cases. I could only make changes with winrez and modeledit though as you may recall. So essentially all I did was rename the the female cultist "shikari" . Then i renamed her animation so it matched the handles of the shikari animation exactly, removing the melee and other unnecessary stuff as required, so it was never a real test of the idea above. She was a lot more aggressive though, and could follow from a distance as long as she didn't encounter geometry.
I'll look into it ASAP. If it's a simple fix it'll be done for sure in January. Also, are you still on board with helping me out with model stuff? I wanted to make the minigun fire twice as fast as it does now and I think it just needs a new animation to do that. Of course I want to keep the slower rate of fire animation for the primary fire but i want the secondary animation to fire twice as fast as it currently does. I noticed that the Mac 10's primary rapid fire shoots way faster then the minigun's rapid fire secondary mode. I just can't have this. What do you say?
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johncrystal00: I'll look into it ASAP. If it's a simple fix it'll be done for sure in January. Also, are you still on board with helping me out with model stuff? I wanted to make the minigun fire twice as fast as it does now and I think it just needs a new animation to do that. Of course I want to keep the slower rate of fire animation for the primary fire but i want the secondary animation to fire twice as fast as it currently does. I noticed that the Mac 10's primary rapid fire shoots way faster then the minigun's rapid fire secondary mode. I just can't have this. What do you say?
I'm certainly up for helping you in anyway that I can. I'm in the midst of changing over to a new computer right now but I'll look into the changes you want with the minigun within the next few days.
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johncrystal00: I'll look into it ASAP. If it's a simple fix it'll be done for sure in January. Also, are you still on board with helping me out with model stuff? I wanted to make the minigun fire twice as fast as it does now and I think it just needs a new animation to do that. Of course I want to keep the slower rate of fire animation for the primary fire but i want the secondary animation to fire twice as fast as it currently does. I noticed that the Mac 10's primary rapid fire shoots way faster then the minigun's rapid fire secondary mode. I just can't have this. What do you say?
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zZaRDoZz: I'm certainly up for helping you in anyway that I can. I'm in the midst of changing over to a new computer right now but I'll look into the changes you want with the minigun within the next few days.
Sounds good. I'm trying to think of other things that could use some suping up model wise. Thanks for your help.
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zZaRDoZz: I'm certainly up for helping you in anyway that I can. I'm in the midst of changing over to a new computer right now but I'll look into the changes you want with the minigun within the next few days.
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johncrystal00: Sounds good. I'm trying to think of other things that could use some suping up model wise. Thanks for your help.
Here's the values in the blood2 source I was refering to, they are both in C++AI files

ShikariAI::ShikariAI() : AI_Mgr()
{
m_fHearingDist = 2000.0f;
m_fSensingDist = 500.0f;
m_fSmellingDist = 2000.0f;
m_fSeeingDist = 1000.0f;

m_fWalkSpeed = 180.0f;
m_fRunSpeed = 320.0f;
m_fRollSpeed = 320.0f;
m_fJumpSpeed = 600.0f;




CultistAI::CultistAI() : AI_Mgr()
{
m_fHearingDist = 1500.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;

m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 105.0f;

Here's the rez file that got me thinking speeding up enemies might have some value, please ignore the souldrudge, he's just silly.

http://speedy.sh/JAS4a/BloODFfreEk.7z


Please note that the above file is just a test and is not considered suitable for regular play.
I'll look into this ASAP. I probably won't make the cultists have the same moving speeds but I will increase their other features to something much closer to the Shikari's. Later man. Merry Christmas to you all.
Happy holidays to you too JC00. I hope the experiment works.
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zZaRDoZz: Happy holidays to you too JC00. I hope the experiment works.
Me too man. I figured out how to get the modeledit program going so I took care of the Minigun issues. So don't worry about that. I got a few other things that I can fix too so I guess the only thing that needs to get done are the script stuff. I'll get back to you guys ASAP on that. I'll be busy with Skyrim, Skyward Sword, Uncharted 3, and Battlefield 3 so give me some time. Later and have a Happy New Year.
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zZaRDoZz: Happy holidays to you too JC00. I hope the experiment works.
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johncrystal00: Me too man. I figured out how to get the modeledit program going so I took care of the Minigun issues. So don't worry about that. I got a few other things that I can fix too so I guess the only thing that needs to get done are the script stuff. I'll get back to you guys ASAP on that. I'll be busy with Skyrim, Skyward Sword, Uncharted 3, and Battlefield 3 so give me some time. Later and have a Happy New Year.
HaHa! Great news. Happy new year to you too!
Post edited December 27, 2011 by zZaRDoZz
I finished the minigun changes. The primary shoots just as fast as it did in vanilla Blood 2 but now it does not have a spin up. And the secondary fire shoots twice as fast as the primary fire and it has a spin up time of 1.5 seconds. I'll probably have the secondary fire shoot 4 rounds at one time too. The tesla cannon's primary firerate has been doubled so it shoots about as fast as it did in Blood 1. I'm gonna tweak the sniper rifle animation to make it act more like it should. I hate how Caleb manually pulls the bolt back everytime he fires the gun. The sniper rifle is obviously a Barrett M82 which is semi auto which means it does not require any pulling back on the bolt. So I'm gonna fix that and I'll probably double it's damage rate. After that I'm gonna work on the scripts.

Does anybody know where I might be able to find where the number of gibs can be increased when somebody gets blown up? I'd like to double maybe even triple that amount.
Are gibs handled strictly by the LTO dll or do you modify the Cshell DLL too?

How do you feel about reload animation for the m16 or other auto weapons?
What blood2's retail version sawed off and sniper can do the auto's can do as well, it would involve more than a few value changes though.
Post edited December 29, 2011 by zZaRDoZz
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zZaRDoZz: Are gibs handled strictly by the LTO dll or do you modify the Cshell DLL too?

How do you feel about reload animation for the m16 or other auto weapons?
What blood2's retail version sawed off and sniper can do the auto's can do as well, it would involve more than a few value changes though.
That sounds pretty cool but I don't know if I have the time to figure all that script stuff out right now. Maybe we can attempt that when I have more time. Good idea though.

About the Gibs. I've made some simple value changes to variables that seemed like they would govern the amount of gibs when they're spawned. So far no visible change. I may not be able to get that going. I'll try once more.

On a good note. Here's what I just got done with:

Fire FX for burnt flaming characters looks like the one's used by Red Divine Zealot's projectile when it hits the wall. I'll be using this effect for the burning barrel fire too.

Grenade Launchers now use 5 rounds per shot instead of 1.

Bug Spray uses 2 rounds for the secondary attack instead of 5.

The Minigun's secondary attack uses 4 rounds per shot.

Increased the Sniper Rifles damage rate so that you can kill a Shikari with one shot.

Fix the Sniper Rifle's fire animation like I talked about above.

Tweaked the Cultists', Fanatics', and Civilians' AI like we spoke about before, but I used the Prophet's AI values for reference instead of the Shikari's.

Increased Napalm Launcher's primary fire damage rate a little to be able to kill a Prophet with one primary shot.

Reduced Gas Grenade's Timer to 2 instead of 3.

Made the Gas Grenades do fire damage instead of explosion damage.

That's all I got so far. I'll post my next set of changes when i get them done. Later.
JC00 wrote:

Tweaked the Cultists', Fanatics', and Civilians' AI like we spoke about before, but I used the Prophet's AI values for reference instead of the Shikari's.

Let's see...

Prophet::Prophet() : AI_Mgr()
{
m_fHearingDist = 1500.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;

m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;
m_fRollSpeed = 105.0f;
m_fJumpSpeed = 400.0f;


Oh my...


CultistAI::CultistAI() : AI_Mgr()
{
m_fHearingDist = 1500.0f;
m_fSensingDist = 200.0f;
m_fSmellingDist = 0.0f;
m_fSeeingDist = 1500.0f;

m_fWalkSpeed = 75.0f;
m_fRunSpeed = 180.0f;

=\ *blinks a whole lot*
It's actually a lot higher then that because I'm using Tren's settings for the Prophet which pretty much set all the values for sensing, smelling, seeing, and hearing a little over 20000. I set them in the 15000 range. It's all good. They're not super human or anything. They're just a little smarter. What do you think about all the other changes I made?
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johncrystal00: It's actually a lot higher then that because I'm using Tren's settings for the Prophet which pretty much set all the values for sensing, smelling, seeing, and hearing a little over 20000. I set them in the 15000 range. It's all good. They're not super human or anything. They're just a little smarter. What do you think about all the other changes I made?
There nice as far as tweaking goes but Stronger enemies will always be the biggest selling point for me. After blood2's source release several mods took to toughening the human baddies by upgrading their weapons. I'm looking for ways to improve behavior, plus ways that weaken player without making the game too frustrating. The shikari is one of the few enemies that might round a corner and engage player without scripting. That could possibly be the "smelling" distance but im not sure. heh