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The Mod Showroom is only for posting previews/downloads of completed or near finished mods. All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
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THIRST FOR BLOOD v1 total conversion of game mechanics
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Demarest  |
Posted: Wednesday, Sep 6 2006, 05:26
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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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Thirst For Blood is finally finished! Want to grab it? Discuss it? Ask about it? Makes a suggestion? Share your high score? This is the thread. This game is a total conversion in that it changes the way many things work as well as what's important! So be sure to read the ever long and dull readme. It's necessary. Well at least read the installation part thoroughly. BACKUP FILE BEFORE ALTERING/REPLACING THEM! After that, I suppose you can look stuff up as you wish. Release page here. Optional radar addon there as well. Also a link to the 29 MB optional audio. Both are recommended. Thirst For Blood's ZIP comes with the audio file for those savvy enough to pull it off themselves instead of downloading the 29 MB addon. Promotional screenie and readme below. Enjoy and don't be afraid to post!


| QUOTE | PREMISE You are an ancient spirit. You thirst for blood. You've come to Las Barrancas to feed. Law enforcement will not take too kindly to this. A grand scale war will take place as a result. You have the advantage of feeding off the blood of others for virtual immortality. You have the disadvantage of warring against a very distracting, highly organized, and seemingly unrelenting army of law enforcement agencies that are terrified of your presence to the point of wanting to exterminate you. The more mayhem, the greater you will to live rises. Little do they know that you're wise enough to leave when need be. Should they happen to kill or ensnare you, you simply slip into a more comfy, less recognized form for further feeding!
MECHANICS TFB actually changes the way the game operates in a few ways. Instead of health and armor, you have critical level, blood, and spirit. Spirit is a lot like armor, but if you max it out, it will actually begin to add to your "health". Blood can only be obtained through the slaughter of random pedestrians. You can stockpile it with no limit. Your critical level rises with your wanted level. It acts as a minimum health. If your health is below the critical level, the game automatically raises you up and depletes from your blood level accordingly. Blood is a good thing to have because if you were to suddenly fall 50 health below your critical level (say from an explosion), even if you only had 1 blood point, your health will be restored to your critical level.
The classic HUD has been knocked out. This means cash and wanted level will not be visible. Cash is irrelevant in this game and largely not present. Not knowing your wanted level adds to the intensity of the game. Your health and armor will not be displayed, but again, this game doesn't operate that way. Your critical level, spirit, and blood are indicated with other visuals. Critical level is usually invisible if your health is above it. Drop below it and the screen will start to pulse red like a heartbeat. Faster heartbeat means closer to becoming weak. Spirit is displayed by a purple orb that circles your body. The higher it is off the ground, the higher your current spirit is. Blood is indicated in a similar way, but the orb is red. Since blood is unlimited, you can actually get up to 4 orbs. When you get blood, you'll start off with one around your feet that will rise as your level rises. Should you top that off, it will become two orbs at your feet. Repeat the process until you have 4 orbs circling your head. That's the extent of your blood indicator, but you can still collect blood well beyond the max the orbs will display. Max heighth for the blood orbs is approximately 10 victims worth of blood.
When you slaughter a random pedestrian, they turn into a veritable blood fountain. The game can support up to 13 fountains at the same time and each fountain will last about 10 seconds. Walking through it is all you need to do to collect the blood from it. Blood is like health, but is unlimited and has restoration powers greater than raw health.
There are no weapons in the game except what you get from law enforcement and their car. Each "life", you begin with a pistol and 14 rounds. Since this limits which weapons are available, the alternative user interface displays all 5 weapons. If you don't have it, it is faded out to the point of almost being invisible. If you get a weapon, it becomes lightly lit up. When a weapon is armed, it's icon grows in size. This system is meant for a quick understanding of your weapons situation without having to move your focus from the center of the screen for the most part. Ammunition is displayed by meters along the bottom. The bottom, more faded one is reserve ammo. The top, more illuminated one is the amount of ammo you currently have in the magazine. It's important to understand that the meter is expanded once again for easy tracking with your peripheral vision. The reserve ammo scale is displayed at a ratio of 10 to 1. Meaning that if that meter is full, you have AT LEAST 10 more magazines worth in reserve. The exception is the shotgun. Because it only has 1 shot capabilities, it will not display a magazine meter, but your total ammo meter will be more illuminated. In Thirst For Blood, you can aim and shoot while moving when you are using any weapon, which is an improvement over the shotgun, MP5, and M4 requiring you to stand still in the original game. This is necessary for the intense gunfights you will encounter. Because you are old, your physical form isn't in tip top shape. Weapons are easy enough for you because you pull the trigger. If you physically exert yourself though, you will lose health.
As an ancient spirit, you have a highly developed perception system. So anytime you attack somebody, the game will slow down to allow for greater accuracy and reaction time. Anytime you press Aim, the game will also slow down for the same reason. For as long as you hold Aim, the game will remain in a slowed down state. Use this to your advantage for superior performance in intense gunfights with mutiple targets. Remember: Just because the game is slowed down doesn't mean the rate at which you can move your mouse is. So this REALLY yields greater accuracy and reaction time, which is key.
You are so ancient however, that you do not grasp complex machines like vehicles. Try to and you will fatally injure yourself. There are exceptions: All law enforcement vehicles except the Enforcer. You cannot operate these, but the game does allow you to pillage and hotwire them. By pillage, I'm merely refering to the way entry level cop cars award you a shotgun for entering them. Enter any of these vehicles and it is set on fire, ready to explode. So get out of there! You will receive spirit and points for hotwiring law enforcement vehicles in addition to points and spirit you will get for the weapons you collect, vehicles you destroy, and cops caught in the explosions, so it is not a bad idea to hotwire them. Lesser cops will actually RUN from a fire, which can buy you some easy sniping time.
You are essentially immortal. Wasted and busted are conditions of the game that cannot be avoided. However, you don't actually become victim to them. Should you be captured or your body destroyed, you will seek out a nearby bystander to "possess". You will take on their form and start with a fresh gun. Your current run however, WILL be over, which means your score and stats will be zeroed for another run. If you get really low on life and are still alive, your wisdom will take over and you will flee the scene to avoid having to take on a new form. If this happens, again, your stats will be zeroed and high score assessed. The difference besides being able to keep your original form is that you'll drop your currently armed weapon there. Weapons give you points and spirit, so you can return to the scene for some free points. Anytime your current run ends, you will be prompted to save. There is no real advantage to saving except the ability to retain your high score.
Last but not least is the radar. There will be as many as 15 random pedestrians (donors) within your immediate vicinity. They are displayed by small blips on the radar. This is to give you an idea of the concentration of doners to help you decide which direction to head. It's for assisting in strategy.
CONTROLS Controls are mostly the same as San Andreas. Holding Aim as mentioned will keep you in focused mode for increased accuracy and reaction time. If you have ANY weapons, you will automatically be armed. This is to prevent you from being in an intense gunfight and accidentally select your fists. It also helps make sure you don't lose any more health than you have to by exerting yourself. Pressing Conversation Yes while a weapon is armed will selective reload that weapon. This is faster than a combat reload and easier to pull off when focused than it would be to scroll off the weapon and scroll back.
SCORING All elements of the game have been tweaked to provide an ideal mix of fun, challenge, and longevity. The scoring system is no different. This is only included to help people understand the game and maybe even strategize better ingame how to proceed. Blood can ONLY be had through the slaughter of random pedestrians. Unfortunately, this does not include people driving, even after they've left their vehicles (road rage). It also doesn't include law enforcement officers. One blood fountain will give you 15 blood points. Remember, having only one blood point is enough to restore you to your critical level, regardless of how depleted you are. Everything else you can accomplish in the game will give you both spirit and points using the following table. While spirit adds to your longevity, a high score is your ultimate goal. The difference in acquiring blood, spirit, and points is what makes the strategy of Thirst For Blood so flexible and challenging. You score for the following reasons: Destruction of any vehicle, acquiring weapons, headshots, killing law enforcement, hotwiring law enforcement vehicles, and bringing down helicopters. Scoring IS cumulative, so if you headshot a cop through his windshield, pick up his gun, hop in his car long enough to score his shotgun and hotwire it, get out, and it explodes, taking 2 other cars with it, you will be awarded for each of those. Remember that explosions can also cause blood fountains if it took out random pedestrians in the area. It will also create fires though. You will quickly find that scores are relatively low. It was meant for a tougher scale of comparison. Keep in mind that collecting blood is above and beyond the single greatest profit in terms of longevity.
| task | spirit | points |
|---|
| headshot | 1 | 1 | | killing LEO | 3 | 2 | | pickup pistol | 2 | 1 | | pickup shotgun | 2 | 2 | | pickup uzi | 5 | 4 | | pickup mp5 | 7 | 5 | | pickup m4 | 9 | 7 | | destroy any vehicle | 3 | 4 | | hotwire basic cop car | 2 | 1 | | hotwire FBI Rancher | 5 | 4 | | hotwire Barracks | 7 | 6 | | hotwire Rhino | 9 | 8 | | destroy helicopter | 30 | 50 |
INSTALLATION Ready to play? Installation comes in two versions: With audio and without audio. While audio isn't necessary, it IS part of the title screen. I've only made no audio an option because the audio must either be manually installed by the user or acquired through an already installed, 29 MB download. This means that if you want the audio version, you can download the 29 MB audio ZIP, or use the tfblood.ogg file that comes with Thirst For Blood along with pdescobar's SA Audio Toolkit to install it yourself. Regardless of whether you choose manually installed audio, preinstalled audio, or no audio at all, this mod requires you to alter/replace original game files BACK THOSE FILES UP FIRST!!! I have spent over 3 years saying the first rule of modding is BACKUP. Failure to do so will leave you up a creek, where you WILL be on your own. So preserve your own game and take a moment to backup the files before altering/replacing them. Save games made with either version are compatible with one another!
First things first, take tfblood.txd and place it in your MODELS/TXD directory. This will not alter/replace any of your game files and therefore will not need to be moved/reversed to go back to regular SA.
Secondly, replace the american.gxt file in your TEXT folder with the one from Thirst For Blood. This file contains all the GXT info the original game did, plus TFB's GXT strings, plus my Coordinator mod's GXT strings. Leaving it in place even when playing regular SA is perfectly fine, unless you play another mod that requires GXT entries (which you can add from one to the other or swap entire files as needed).
Third, replace the weapon.dat file in your DATA folder with the one from Thirst For Blood. This step is necessary to have the added weaopns flexibility that Thirst For Blood benefits from.
This step is a side step. Thirst For Blood was made to have a very subtle user interface. Doing so makes the radar stand out like a sore thumb. I have already released my SA radar, which is a radar that is only 40% opaque. This along with the tiny blips on it help add to the overall subtle feel. However, it would require the user to install 144 files himself. It is recommended, but not necessary. That much is up to you.
Now you must decide if you're going to play the audio or no audio version. The audio ONLY occurs during the title screen, which is only played at first and then each time you die. Either way, you are going to be replacing the main.scm file in your DATA/SCRIPT folder with one of the ones from Thirst For Blood. Choose either mainnoaudio.scm or mainwithaudio.scm and put it into your DATA/SCRIPT folder. Rename it to main.scm.
If you've chosen with audio, you will now need to choose to either sit through a 29 MB download, or add it yourself using pdescobar's SA Audio Toolkit. If you download the 29 MB ZIP file, get into your AUDIO/CONFIG folder and replace TrakLkup.dat with the one from the 29 MB download. You will also need to get into your AUDIO/STREAMS folder and replace the BEATS file (no extension) with the one from the 29 MB file. You are ready to play! If you're adding the audio yourself, use pdescobar's SA Audio Toolkit to open up BEATS from your AUDIO/STREAMS folder. Follow his instructions to edit in tfblood.ogg in place of BEATS's Track_008. Wrap it back up and replace the files as above, only the new files will be the ones you just made instead of downloaded.
FREQUENTLY ASKED QUESTIONS (FAQs) Why does it play victory music every time I die? For the sake of filesize, Thirst For Blood was meant to use the victory music for its own audio. If you are hearing victory music, you've chosen the mainwithaudio.scm without providing it with the audio. Either use mainnoaudio.scm instead or install the audio as described above.
Why does the screen go grey during the title screen? OR Why are there grey blocks where my weapons should be? You forgot to install tfblood.txd as outlined above. Keeping it there even when you're not playing Thirst For Blood will not effect other games, so it's just as easy to put it there and leave it there. It's only 2.52 MBs in size.
Why does my save screen say that saves made with Thirst For Blood have no save file present? The save file title is based upon your american.gxt. You will need to replace the original one with the one from Thirst For Blood. This will not only make the save screen read correctly, but will also provide you with a couple ingame texts you've been missing out on.
ACKNOWLEDGEMENTS I'm going to forget somebody, so please keep your tomatoes to yourself. First, thanks to R* for this awesome (literally) game. Second and foremost, thanks to Barton Waterduck. Wish he was still around. Without his tools, my modding career would not be a career. Thanks to CyQ, Y_Less, and PatrickW. These guys have played the largest roles in my education. Thanks to pdescobar, whose work was my ONLY exposure to audio editing, but was still done well enough that I was able to pull it off with minimal sacrifice. Thanks to Delfi/JernejL, whose TXD Workshop enabled me to enact the visuals of the title screen as well as the alternative user interface. Thanks to Ben for his large contributions to layout theory. Thanks to everybody who has helped made the modding scene enjoyable and those of you who took the time to read all this so that you can have the best experience from Thirst For Blood. Honorable mention to DJDJ for provoking me to create the Neo series, which was meant to evolve into something LIKE this, but SA's engine really paved the way for.
SUPPORT I am Demarest from GTAForums.com and can always be reached there. Be sure to visit the official Thirst For Blood discussion/suggestions thread *here*
DEVELOPERS For those of you who mod your game, I've included a few files for you. First, the american.ini. This is for use with Hammer83's SA GXT Edit. TFB's american.ini uses pdescobar's completed INI as a foundation. Strings used in TFB are TFBLOOD, RUNAWAY, POSSESS, TFBBSTD, and TFBWSTD. Also, COP_M2 (unused in SA) has been modified to say THIRST FOR BLOOD. Finally, the DEAD and BUSTED strings were blanked.
I've also included the source code for the SCM. I intentionally used global vars when not needed to try and make the code as readable as possible. If you plan on using my source as a foundation, you will need to temporarily replace SAMB's variables.ini with TFB's. This is necessary anytime you're using global arrays, which TFB does extensively. Anything not covered here, feel free to ask. |
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jarjar  |
Posted: Wednesday, Sep 6 2006, 05:43
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Boss

Group: BUSTED!
Joined: Aug 7, 2005


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Wow, this looks really cool. And very interesting, can't wait to try it out. It's nice to see you back making modifications again Dem, we're needing some new great Mission Mods. Thank you for once again putting your great knowledge and hard work into making another kick ass mod. Welcome back  . Cheers' Edit: Also, i really really like the new interface you gave to the game, that looks awesome  . I'll have to get you to show me how you did that  . This post has been edited by jarjar on Wednesday, Sep 6 2006, 05:53
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Demarest  |
Posted: Wednesday, Sep 6 2006, 09:45
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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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Thanks, jarjar. It feels good to have created this. Much of my work is manipulation as opposed to creation, so this isn't my usual cup of tea.
Also forgot to mention that infinite run is enabled and hunger is countered so neither are a fact in Thirst For Blood.
Also realized I forgot a few acknowledgements. spaceeinstein and PLPynton. Their work at clarifying opcodes helped me. And although I mentioned pdescobar's name more than anybody else, it was for specific things. Well in addition to those, he was very helpful with some of the legwork.
Finally, a couple more pics...

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Demarest  |
Posted: Wednesday, Sep 6 2006, 17:51
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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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| QUOTE (spaceeinstein @ Sep 6 2006, 12:24) | | One question: How do I save the game? | Get captured, get destroyed, or lose too much blood. Until now, this was sufficient. However, after nearly two weeks straight of playing it, I've reached the point where I could PROBABLY play indefinitely. Which doesn't bother me too much because the challenge at first is still intense and this was meant to primarily be the relase of the TFB "engine". From here, exansions can be made. Missions, rewards, etc. I figured if I put it out there, I could pull from the creativity of the community as well. Sometimes I'll fire up SA with a minigun and just go to town to kill some time. This takes that to a whole new level and I think people that enjoy the same thing will love it. Thank you for the effects compliment. The game was all but finished almost a week ago and most of the time spent since then have been prettying it up. Working the mechanics out and then masking their specifics to the naked eye helps give it that new game fell IMO.
@edmachine: Just in case that didn't answer your question too, Darkpact is for adding mods to San Andreas. This is a completely separate game and the more it is developed, the more that will be true.

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lord fido  |
Posted: Saturday, Sep 9 2006, 00:15
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Retired gangbanger

Group: Members
Joined: Dec 16, 2005

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I have an idea for this... you could customize the mod so each time your blood goes +10000 you get a reward. Ej: +10000 - your pistol gets replaced by a silenced pistol +20000 - your shotgun becomes a sawn-off shotgun +30000 - Hitman level with the micro uzi +40000 - your silenced gun becomes a desert eagle +50000 - your sawnoff becomes a SPAS 12. +60000 - 5 Bodyguards (Ak47) for limited time (15 min) +75000 - Hitman Level with DE, M4 and MP5. +100000 - M4 Becomes Minigun (1000 rounds only) And in that way the guns you earn have limited ammo. If you waste all the ammo your gun will morph back to the initial weapon. And the Stronger you get , the harde your enemies will be. (+10000-50000) 2 SWAT choppers (+50000-75000) Priests with flamethrowers are after you (75000-100000) Hunter after you That'll make the game more interesting...
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chaosislife  |
Posted: Saturday, Sep 9 2006, 03:14
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Member title?

Group: Members
Joined: Feb 1, 2006


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ok first of all I have the bug notes:pease note that i'm going off of the first release
(1)whenever I encounter the "you're losing too much blood,retreat to fight another day" message my game crashes.This has happened every single time so it can't be a random error.As that feature is also the only way to save the game, you can see how further play/testing becomes difficult.This error may be due to my version only as i'm using a "downgrade" patched second edition.
(2)also another problem i've encountered is that the weapon seemed to switch to sawed off shotgun (no animations but i got the sound and the effect)somehow and after getting off a few shots in that mode the game crashed again there as well. I've only had this happen twice but I've also not figured out just how i got the shotgun to begin with as i didn't see a pickup.I do know it was during battles with the police.
on to suggestions
(a)I've noticed that the slow motion is triggered both by the aim button as well as the fire button and I'd prefer if it were just with the aim so that it doesn't trigger when you punch someone.As it stands it's not helpful and quite annoying,since during a weaponless fight the slo-mo will be going on-off-on-off all the time.
(b)unless I'm misunderstanding a gameplay issue,it doesn't appear to be possible to switch weapons, for instance from pistol to fists.(unless you run out of bullets)if this is the case i'd like to be able to switch my weapons back and forth.
©if you can't figure out how to drive a car, the character should be using melee weapons more.And just how is it that the spirit can figure out how to (fire,load,reload,cock,aim) a gun and yet be too stupid too drive?it doesn't match up man
(d)ok, you're a spirit, spirits can typically fly, therefore add a nice flight mod
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Demarest  |
Posted: Saturday, Sep 9 2006, 03:20
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what could be

Group: BUSTED!
Joined: Jul 12, 2003

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@Krailer: Very nice video! Thank you. And thank you for noticing about the twilight environment. If I may make a suggestion though: Put down the controller! IF I could make video of me playing this with a mouse, you'd never go back. I've had times where the M4 is armed, I turn the corner, and there's 6-7 cops there. Within 2 seconds, they're all flat on the ground with no heads. You can't do that with a controller. I remember trying to play Supply Lines on the PS2 
@lord fido: If you play the game, you'll see that there's only 5 weapons and even then, only because there has to be. Adding more weapons would only complexify the engine without any real benefit. For example, if you play this, you'll realize that adding in a sawnoff will not change anything. Or the fact that you already have Hitman level with everything but the pistol. You probably didn't realize that because you do not dual-wield, but I avoided that altogether even though making the MP5 and M4 like that was a breeze. I avoided it for ammo preservation purposes. Also, 2 police helis already follow you once your wanted level is high enough. Though I agree that in time adding more to that would add to the challenge. I'm pretty sure SA actually supports that ability.
@blackadder: The potential for expansion is here and I intend on following it up in a timely fashion once we all decide what a good direction to take it in would be. The audio file is for the title screen. And then numbers are your current score (the brighter of the two) and your high score (if there is one). Good question. Sorry I neglected to mention it (I think).
[EDIT]
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | As that feature is also the only way to save the game, you can see how further play/testing becomes difficult. | Not true. Becoming weak is the only way that's NEW. Getting "wasted" and "busted" are still present and do not result in you losing blood the same way, which I suspect is the cause of this crash. You're the second person to report this and the other person was also using a non-1.0 EXE. The upgraded EXE's were not made to be modded. I'm not educated on the specifics, but I'm certain this includes intentional fighting off of various modifications to the game. ONLY non-1.0 users are reporting a crash after ascension. I cannot be responsible for versions I do not have, particularly of versions whose sole purpose in manufacture were to prevent modding. Just as I cannot advocate engaging in warez, but if R* is going to take away the main reason a person would buy it for PC after having already had it for PS2 (raises hand), they deserve to have people acquiring the GOOD version anyways.
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | (2)also another problem i've encountered is that the weapon seemed to switch to sawed off shotgun (no animations but i got the sound and the effect)somehow and after getting off a few shots in that mode the game crashed again there as well. I've only had this happen twice but I've also not figured out just how i got the shotgun to begin with as i didn't see a pickup.I do know it was during battles with the police. | Shotguns are available in most police cars and can be dropped by police an army alike. The animation used for the shotgun is the one intended for hitman level sawnoff as it was the only way to effect single handed aim and shoot, allowing you to keep moving. Earlier versions of TFB tried using the shotgun in and of itself and would crash the game as your character tried to operate a two-handed action single handedly. How it knew, I don't know, but it's been worked around. Again, I cannot answer for the differences in versions, but I can report you're the only person experiencing difficulties with the shotgun and I don't believe that's a coincidence.
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | (a)I've noticed that the slow motion is triggered both by the aim button as well as the fire button and I'd prefer if it were just with the aim so that it doesn't trigger when you punch someone.As it stands it's not helpful and quite annoying,since during a weaponless fight the slo-mo will be going on-off-on-off all the time. | You might be surprised that the very first step in going form a stripped SCM to TFB was the advent of slow motion during an attack for effect. There's nothing stopping you from holding Aim while attacking to sustain the slow motion and in fact, in SA, pressing Enter/Exit while aiming engages you into a fiercer fighting style anyways. This was not meant to be a physical encounter type game. If you have to engage somebody by hand, it means you didn't manage your ammo properly. 
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | (b)unless I'm misunderstanding a gameplay issue,it doesn't appear to be possible to switch weapons, for instance from pistol to fists.(unless you run out of bullets)if this is the case i'd like to be able to switch my weapons back and forth. | I think you're misunderstanding the gameplay then as the readme states that if you have one weapon, you will be locked into it and if you have multiples, your selection will scroll through fists. This is to avoid you being in the middle of a gunfight, army circling you, helis above, and as your frantically switching say between MP5 and M4 to be able to inflict max damage and/or sprint, you suddenly scroll to fists. Not good. Besides that, you lose health for engaging in physical attacks. You always start off with 14 rounds, so using the last or second to last one to execute a cop and receive a fresh compliment isn't very difficult in my experiences in the game.
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | if you can't figure out how to drive a car, the character should be using melee weapons more.And just how is it that the spirit can figure out how to (fire,load,reload,cock,aim) a gun and yet be too stupid too drive?it doesn't match up man | Well, it's a video game. If you've ever tried to drive a car, then you know that knowing how to control how hard/soft you push the pedals is something you have to learn. If you watch the game, it appears as if you accidentally floor, it, bail in the panic, and hurt yourself as a result. Meanwhile, pulling the trigger isn't exactly a pressure-sensitive issue that takes experience to pull off. Basically, I didn't want the player to have the option of using a vehicle for cover, so I chose to write it is that way as to sort of justify it. If you're looking for realistic, put the computer down and walk about the streets of the real world Video games are for the fun factor.
| QUOTE (chaosislife @ Sep 8 2006, 22:14) | | (d)ok, you're a spirit, spirits can typically fly, therefore add a nice flight mod | Well TFB picks up where my Neo series left off. To upgrade to the ability to super jump is definitely one of the things I'd like to work in. However, making the game a challenge is job number one, so it would have to be in a way that also limits you. How to do that is where the discussion lies.
Good feedback This post has been edited by Demarest on Saturday, Sep 9 2006, 03:41
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lord fido  |
Posted: Saturday, Sep 9 2006, 19:35
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Retired gangbanger

Group: Members
Joined: Dec 16, 2005

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Demarest , I think you should , atleast allow the nightstick, as it is a Police weapon. I know it could be underused but it would be useful when you run out of bullets and need ammo.
I noticed a weird glitch, when a agressive ped crashes his car againts other ped, the agressive ped pulls out a bat/golf club/spade and starts killing ppl. This is normal , but sometimes you can grab his weapon when he dies. It's kinda weird , you can have more than 5 weapons, like a normal shotgun and a SPAS.
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Bigun  |
Posted: Saturday, Sep 9 2006, 20:02
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wandering about

Group: Members
Joined: Jul 10, 2004


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Wow, tight mod, awesome effects and pretty addictive. I didn't expect it to be like this. Suggestions to improve the little thats left: -More weapon(s), at least something to take out police helis more easily with, M4 isnt enough and you already get one heli at 3 stars, M4 only at 6, that combined with the fact you cannot drive away is not good for your health. Maybe add the sniper rifle (pickup or whatever, your call). It isnt so strong normally but if you hit the INVISIBLE DRIVER  of police heil with it it goes down with one shot. -How about er, an optional change from playing default as a demon bitch to something more fun to play as? Seems people didn't mind, but I don't like it so much. -Toggle prompting to save after each death, for people that dont care about it/suck. -Put a little delay on starting slowmo when pressing AIM, because currently that makes you take awhile to draw your weapon which is annoying. Also maybe have a separate button (action? especially if you manage to turn off the stat box[OR just use conversation_no]) for slowmo, so you can sprint in it and stuff? -Quicker slowmo gamespeed when flying away after losing blood and when landing afterwards, its waay too long after you play alot and see it a thousand times (  ). -Do add flying but limited like blackadder said. The reason is that without being able to drive you're stuck playing the mod in the same part of the desert all the time which gets old and also is a waste considering SA map size. You also can't make getaways.  If you really want to avoid this make flying consume energy/blood. You can use pynthon's Super CJ mod if you want, I don't think he'll have a problem with that. -Why can't you grab blood from drivers/cops? I dunno for the latter, but I remember in my coding I noticed 08E5 grabs people in cars (even while theyre still in) as well. Sorry I didn't check your source but if you aren't using that try it, you may be using a "get_random_ped_on_foot" or something. Keep up the good work, you always release new interesting things and not the same old stuff.
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lord fido  |
Posted: Saturday, Sep 9 2006, 20:19
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Retired gangbanger

Group: Members
Joined: Dec 16, 2005

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| QUOTE (Bigun @ Sep 9 2006, 20:02) | Wow, tight mod, awesome effects and pretty addictive. I didn't expect it to be like this.
Suggestions to improve the little thats left: -More weapon(s), at least something to take out police helis more easily with, M4 isnt enough and you already get one heli at 3 stars, M4 only at 6, that combined with the fact you cannot drive away is not good for your health. Maybe add the sniper rifle (pickup or whatever, your call). It isnt so strong normally but if you hit the INVISIBLE DRIVER of police heil with it it goes down with one shot. -How about er, an optional change from playing default as a demon bitch to something more fun to play as? Seems people didn't mind, but I don't like it so much. -Toggle prompting to save after each death, for people that dont care about it/suck. -Put a little delay on starting slowmo when pressing AIM, because currently that makes you take awhile to draw your weapon which is annoying. Also maybe have a separate button (action? especially if you manage to turn off the stat box[OR just use conversation_no]) for slowmo, so you can sprint in it and stuff? -Quicker slowmo gamespeed when flying away after losing blood and when landing afterwards, its waay too long after you play alot and see it a thousand times ( ). -Do add flying but limited like blackadder said. The reason is that without being able to drive you're stuck playing the mod in the same part of the desert all the time which gets old and also is a waste considering SA map size. You also can't make getaways. If you really want to avoid this make flying consume energy/blood. You can use pynthon's Super CJ mod if you want, I don't think he'll have a problem with that. -Why can't you grab blood from drivers/cops? I dunno for the latter, but I remember in my coding I noticed 08E5 grabs people in cars (even while theyre still in) as well. Sorry I didn't check your source but if you aren't using that try it, you may be using a "get_random_ped_on_foot" or something.
Keep up the good work, you always release new interesting things and not the same old stuff. | Yeah the demon bitch sucks. I hope for the next version the game starts in a dark alley or something. It just gets boring. I think it really is a waste of all the weapon slots in San Andreas. I think the rocket laucher or the RPG are too much, but for taking out the choppers/incoming cars you could add 3 more weapon slots: -Meele (nigthstick/bat/spade/watever a ped carries) -Sniper Rifle (pickup as this guy said, or atleast start with it) -Dual wield pistol That would really improve the game. Coz if you get a pickup the hud just doesnt show and its really weird.
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Bigun  |
Posted: Saturday, Sep 9 2006, 20:31
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wandering about

Group: Members
Joined: Jul 10, 2004


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| QUOTE | I think it really is a waste of all the weapon slots in San Andreas. I think the rocket laucher or the RPG are too much, but for taking out the choppers/incoming cars you could add 3 more weapon slots:
-Meele (nigthstick/bat/spade/watever a ped carries) -Sniper Rifle (pickup as this guy said, or atleast start with it) -Dual wield pistol |
I agree rocket launcher is too much, but in this mod you start with a pistol and can't really melee so you need to conserve your ammo (which is why Dem disabled dual wielding, it wastes more ammo). So that leaves only the sniper out of your list. | QUOTE | | Coz if you get a pickup the hud just doesnt show and its really weird. |
Unless it's of the weapons on HUD. The reason Dem made this, I assume, is so you have to earn your weapons, not like in the default game; find assault rifles and heavy weapons abandoned on the streets (  ), go to horse betting and magically turn time back until you win 100,000,000 and then max out your ammo in Ammunation. lol. This mod is about challenge.
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lord fido  |
Posted: Saturday, Sep 9 2006, 20:54
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Retired gangbanger

Group: Members
Joined: Dec 16, 2005

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| QUOTE (Bigun @ Sep 9 2006, 20:31) | | QUOTE | I think it really is a waste of all the weapon slots in San Andreas. I think the rocket laucher or the RPG are too much, but for taking out the choppers/incoming cars you could add 3 more weapon slots:
-Meele (nigthstick/bat/spade/watever a ped carries) -Sniper Rifle (pickup as this guy said, or atleast start with it) -Dual wield pistol |
I agree rocket launcher is too much, but in this mod you start with a pistol and can't really melee so you need to conserve your ammo (which is why Dem disabled dual wielding, it wastes more ammo). So that leaves only the sniper out of your list.
| QUOTE | | Coz if you get a pickup the hud just doesnt show and its really weird. |
Unless it's of the weapons on HUD. The reason Dem made this, I assume, is so you have to earn your weapons, not like in the default game; find assault rifles and heavy weapons abandoned on the streets ( ), go to horse betting and magically turn time back until you win 100,000,000 and then max out your ammo in Ammunation. lol. This mod is about challenge. | I think Dem was right about this. But the demon bitch and the starting location should be changed, to a gloomier and more like ... gothic place. PS: New Screenies with weapons cheat ( I was curios about this so i tried it)  That grandma had it coming...  After a glorious fight I got defeated.
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