Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4837172 times)

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #700 on: 2015-02-10 20:01:39 »
do your best we can wait!

im planning on doing some kind of video lets play for 1.3 so im getting really excited

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #701 on: 2015-02-10 20:12:52 »
I'd appreciate that; it's very close to completion, though. Today I was getting the ReadMe and other materials together; got some fixes and checks to do after that to make sure that the new sidequest doesn't interfere with the  start of the game in any way.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #702 on: 2015-02-11 16:51:43 »
It seems that the EXP arc is a bit more unstable than I realised; at around Lv.61 it starts to get unpredictable and becomes even more so going through Lv.80 and onwards. I may need to either go back to using the traditional EXP arcs which could potentially cause some visual glitches to occur with the player's EXP gauges (until they level up once, then it should correct itself); while the visual glitch itself is seemingly harmless & temporary, the reason I stopped using the original EXP arcs in the first place was because players were leveling too fast in v1.1 and finding themselves overpowered just by playing normally (as in, with little or no grinding).

Since then, the EXP given by enemies has been adjusted and a Lv.70 cap was put into the enemy AI but I'm not sure if it's enough to keep the Lv.40-50 range I'm aiming for players to reach Disc 3 at. When 1.3 is released, I'd appreciate people keeping an eye on their levels and telling me when exactly they reach Lv.50 and a little about their playstyle (for instance if you fought everything once, or never ran from battles, or ran from most battles, etc.)

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #703 on: 2015-02-11 16:58:23 »
I'll keep an eye on the exp and tell you my playstile when i start my new playthoug ;)
Can we hope to see the 1.3 tomorrow or need you some more days ? :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #704 on: 2015-02-11 17:13:22 »
Cheers bud, I'd appreciate that.

I'm really wanting to get it finished tonight. The last battles have all just passed tests and checks, so it's just that last bit of field testing to get done. I need to speedrun Midgar real quick to make sure none of the major events are being interfered with by the new scripts. I also want to put a countdown in for the finale of the sidequest, so I need to grab scripts from the Reactor or Corel Train and get them applied to the relevant fields.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #705 on: 2015-02-11 17:46:22 »
I just set up my streaming and youtube stuff last night, should provide a good example for you when the time comes.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #706 on: 2015-02-11 18:12:02 »
I just set up my streaming and youtube stuff last night, should provide a good example for you when the time comes.
Hmm, would it be okay to post links to your stream and youtube here?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #707 on: 2015-02-11 18:14:56 »
Of course it'd be fine; it's related to the mod and whatnot.

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #708 on: 2015-02-11 19:50:56 »
Hello again everyone I'll reply again when the update releases and everything is working properly, I have everything set up on my end as well as I can at the moment.
My stream can be viewed here at the appropriate time
http://www.twitch.tv/cicadian

I just finished my test stream where I was making sure everything works, my mic was too low and I had a friend watching. Recently got over the flu as well!

Currently using a makeshift modification of the NT1.2 banner mostly for fun

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #709 on: 2015-02-11 20:33:09 »
The elastoplast with 1.3 on it was quite funny; BTTV picked up some of the old chat posts. Seems that LCP paid you a visit too.

LetCreativityPlay

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #710 on: 2015-02-11 21:01:51 »
I'm glad to see your mod popping around and getting some love, much deservingly so.  :-D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #711 on: 2015-02-11 21:26:01 »
Take that damn christmas hat off; it's February.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #712 on: 2015-02-12 00:29:09 »
Edit: Found the problem, it's late though so I'll need to upload tomorrow.

Edit2: The problem is easily fixed, but I'm about to start a 9hr shift and there's not enough time to get the patch generated + uploaded. My next shift is at 4.30pm tomorrow which should give me tonight and the next morning free to get it all wrapped up.

Edit3: NEARLY. THERE.
« Last Edit: 2015-02-14 01:34:58 by Sega Chief »

cicadian

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #713 on: 2015-02-14 03:14:13 »
wooooooooo

Rukenu

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #714 on: 2015-02-14 20:21:48 »
Cant wait to play your update, bud, THE HYPE IS REAL.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #715 on: 2015-02-14 23:27:37 »
Cheers, bud; just making sure that it's working before release and adding in some finishing touches.

Rukenu

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #716 on: 2015-02-14 23:35:15 »
Dont worry bro, take your time, just one question, 1.3 will still replacing the field.lgp and the another files? just for backup the files before install it c:

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #717 on: 2015-02-14 23:38:32 »
Aye, it'll still replace the same files as before:

-) scene.bin
-) kernel.bin & kernel2.bin
-) flevel.lgp
-) char.lgp
-) battle.lgp

The rest are untouched.

Kaldarasha

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #718 on: 2015-02-15 09:27:13 »
No world_us.lgp?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #719 on: 2015-02-15 13:01:53 »
I decided to leave it out to keep the size of the patcher down.

ficedula

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #720 on: 2015-02-15 16:22:15 »
Sega Chief: I've released a tool here that you might find useful for writing AI functions: if you could take a look and let me know if you have any suggestions for features you'd find useful, that'd be good ;)

Cheers

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #721 on: 2015-02-15 19:56:52 »
Sure thing, bud; I'll give it a whirl.

Edit: I might not be able to give proper feedback, I'm afraid. I can't actually use the tool because I don't know any scripting languages.

I was hoping it would be something like the concept that was discussed a while back where the user selects 'chunks' to quickly build an AI but typing up all the terms, etc. by hand would likely take longer than just coding it into PrC (which is just numbers).
« Last Edit: 2015-02-15 20:19:06 by Sega Chief »

levantine

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #722 on: 2015-02-16 05:13:38 »
Just to be curious, how about your advancement with the 1.3? :)

ficedula

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #723 on: 2015-02-16 06:47:44 »
Sure thing, bud; I'll give it a whirl.

Edit: I might not be able to give proper feedback, I'm afraid. I can't actually use the tool because I don't know any scripting languages.

I was hoping it would be something like the concept that was discussed a while back where the user selects 'chunks' to quickly build an AI but typing up all the terms, etc. by hand would likely take longer than just coding it into PrC (which is just numbers).

Eh, for simple scripts I guess not. Where it'll help out is if you want an enemy to do something complex like:
  • Use attack A directly after being attacked by something magic
  • If all of my allies are dead, 25% chance of using Life on one of them
  • Or, there's a 50% change of using attack B when on less than 50% HP
  • Otherwise alternate between attacks C and D

Something like that'd be a pain to code up manually. But for just writing an enemy with one attack that always uses that one move, yeah, the raw bytecode isn't going to be long anyway.

(It will let you include functions written by other people, too, once they've been written, but nothing like that exists yet of course since it's only been out a day... ;) )

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« Reply #724 on: 2015-02-16 12:17:20 »
Just to be curious, how about your advancement with the 1.3? :)

It's going well; I fixed the problem with the EXP arc by making my own. I can now get a lot more control over the stat curves as a whole by manually editing each arc rather than just picking from what's already there; I may spend a few hours plotting that out.

Eh, for simple scripts I guess not. Where it'll help out is if you want an enemy to do something complex like:
  • Use attack A directly after being attacked by something magic
  • If all of my allies are dead, 25% chance of using Life on one of them
  • Or, there's a 50% change of using attack B when on less than 50% HP
  • Otherwise alternate between attacks C and D

Something like that'd be a pain to code up manually. But for just writing an enemy with one attack that always uses that one move, yeah, the raw bytecode isn't going to be long anyway.

(It will let you include functions written by other people, too, once they've been written, but nothing like that exists yet of course since it's only been out a day... ;) )

Yeah, I guess it would be; and being able to share AI between users would be great. Splicing chunks into PrC can get a bit messy sometimes.