Beleg Cúthalion on 13/11/2008 at 15:05
I don't know what it was, just that the guy who I pushed to try everything with a vanilla T3Ed install had the same issues, but at least nearly all maps work now. The body_type just tells the NPCs to say "OMFG what the heck is that?" when they see a body on the ground.
I haven't copied original maps yet... oh, I have, the Pagan tunnels into one map, when Flux did it with the Cradle, but I cannot remember your issues. :erg:
Fallen+Keeper on 16/12/2008 at 22:22
Hello taffers,
just passing by to say hello :) I searched for this thread because I stumbled upon Keeper_Assassins_1.0.zip on my data disk, while checking for old backup to put on my fancy new 1.5TB hard drive.
It is quite heavy, even for 2008 standards ;) 268 MB. All those megs needed by the Keeper Assassins to vanish into the shadows as it was intendend in the days of old ;)
If anyone dares to continue my work in order to get the assassins even deadlier, or better, if anyone would like to try the luck at producing an X KB patch, just let me know, and we'll arrange a file transfer :)
jtr7 on 16/12/2008 at 22:36
\o/
Excellent! This should be uploaded and mirrored just so it's available to whomever. This'll make some people happy, just to know it isn't lost, and it can be continued.:D
Thanks!
clearing on 17/12/2008 at 04:50
Quote Posted by jtr7
\o/
Excellent! This should be uploaded and mirrored just so it's available to whomever. This'll make some people happy, just to know it isn't lost, and it can be continued.:D
Thanks!
Agreed.
Beleg Cúthalion on 17/12/2008 at 08:59
How's your work en detail, Fallen Keeper? I'm just asking because I've one guy who did most of the changes with a vanilla T3Ed install and we're short before getting it finished as well (that means, the ridiculous situation is that the maps are in beta test at xxcoy and she doesn't have the time to check the docks again thoroughly so my partner cannot check them by himself to detect if/where there's still something wrong and so we cannot release it).
What we've done:
1. KEs become invisible for 20 seconds all the time unless they're disabled or killed (1 sec. visibility, just a flashing; of course all attachments are non-shadow-casting)
2. They have doubled health points and slightly faster reloading time.
3. All KEs nearby approach the player once he has been spotted by one of them (telepathy)
4. body_type is set to monster so the people walking by don't consider it human.
Most of the maps work (though not with old savegames, maybe even the whole game has to be re-installed), JohnP textures work (have to be applied afterwards) and practically everything with Keeper Enforcers has been altered (Garrett's apartment also). Plus, we don't have a changed GameSys, so everything is done with the ibts and gmps.
Fallen+Keeper on 17/12/2008 at 22:52
Quote Posted by Beleg Cúthalion
How's your work
en detail, Fallen Keeper?
You're asking to much, my friend :) it have been 2 years since I opened the damn T3Ed last time... and played the game.
Let's see if I can be of any help, however.
Quote:
1. KEs become invisible for 20 seconds all the time unless they're disabled or killed (1 sec. visibility, just a flashing; of course all attachments are non-shadow-casting)
Yeah. My KE cast shadows however, initially I thought it would be fun, but eventually I realized that it wasn't that cool. I wanted to get back and remove them but I had lost interest in the game, so there... It's a good thing you got rid of them.
Quote:
2. They have doubled health points and slightly faster reloading time.
Don't remember precisly. I made them much more powerful, yeah, but how much...? maybe about Gamall's health points or something like that.
Quote:
3. All KEs nearby approach the player once he has been spotted by one of them (telepathy)
Never implemented it. See the reason above. Hats off to you for getting it work!
Quote:
4. body_type is set to monster so the people walking by don't consider it human.
Yeah.
I think your version should be dubbed Keeper_Assassins 2.0 :)
I had changed only Gamesys as far as I can remember. I can be wrong, I spent nights trying to make them work but it was all "try & fail & retry until it works".
Solabusca on 18/12/2008 at 09:05
Beleg, Fallen -
Just a quick comment. Have either of you implemented the change that was discussed earlier in this thread - apparently implemented successfully by one other user - wherein other residents of the City (ie, Not-Garrett) just simply ignore/don't respond to the KAs?
Because I have no problem with G. being able to see them (chalk it up to the same thing as him being able to pick up their psychic communications).
I have no problem with them being the same strength level they are now - hell, they're probably used to being unseen/unheard, and having someone be able to detect them probably takes away their major (only?) advantage - the ability to kill with magic/stealth/spooky-tactics.
So making them STRONGER ain't exactly a problem that needs fixing, to my mind.
Stopping them from haphazardly killing the denizens of the City, though... yeah, I really wish that the normal folk just couldn't see them, and that they'd just blithely go about their business while these bemasked, terrifying things wander through the streets and rooftops hunting someone - someone who, unbeknownst to the hunters, is ABLE TO SEE AND HEAR THEM.
Or, at least, that's what I got from the storyline - that it's something COMPLETELY unheard of that G. is able to do - see/hear those who have given up their names to the Glyphs and become the will of the Keepers.
(I suspect that even Keepers cannot see the assassins unless they will it, as wrapt in Glyph-magic as they are.)
.j.
Beleg Cúthalion on 18/12/2008 at 09:15
Oh, yes, sorry I forgot that. Their FactionModel is set to T3FactionModel which is some kind of standard thing. They don't hurt anyone and no one hurts them (I believe there can be some fighting if they hit or accidentally see each other, but that's a rare thing). They only attack the player.
Unfortunately we cannot make them avoid lights just like that. It's possible to take lit areas out of the navigation mesh but that's something I want to use in my second FM and requires fixed elements like constant light sources and no other NPCs around etc.. But honestly I cannot wait to give them a second update, as it were. :p
Fallen+Keeper on 18/12/2008 at 11:23
My Assassins do not give a crap about the citizens :) And the citizens don't see them. That was the original requirement I started with. Still, very rarely, some citizien seemed to sense a presence, but they never raised the alarm. Just got suspicious or scared.
LaughingMan008 on 18/12/2008 at 12:28
Quote Posted by Fallen+Keeper
My Assassins do not give a crap about the citizens :) And the citizens don't see them. That was the original requirement I started with. Still, very rarely, some citizien seemed to sense a presence, but they never raised the alarm. Just got suspicious or scared.
Thats the one thing I always wanted to change about this game. How the heck do you do it? And can I please have this massive file of yours? Ide love to play with it and send it to other people. :)