Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
Its alive and moving forward. I have released Kill Frenzy 0.77 on GtaGarage, but for other releases you will have to wait since i am developing the tools for creating missions/scenarios. I want to make sure that all the releases are easy to use. Also, since i have started Mission Editing Tools, i want to get all missions written with my tools, in an external files. So they can be tweaked, with no recompiling needed.
As i have stated before, you can get alpha/beta release if you wish, but stability or performance may not be as it will be in proper release. So link me up for more information. Also, I really want some other gtamodders to help me out. My intention is not to self-promote, but to advance the modding community with fresh ideas and solutions. This projet is huge, and it will go faster if there is more of us.
DEVELOPER LOG:
# Updated car recording to 99% presicion # Added 8 new self-triggering checkpoints # New tasks and triggers for external scripts # Interaction with any nearby objects # Added VisualEffects (PTFX) support # Tweaks on main character (pain voice) # Basic visual car damage editing # Native joypad support (with events)
TO DO:
# Character actions recording # Camera recording # Tons of mission scripts # Mission to Position links # External Map viewer # Smart auto mission generate # In game mission editor / viewer # Better character navigation in Coop # much more
Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
OK, here I am, spamming my own thread. Good news. New version of KILL FRENZY is almost done. I have to add spawn locations, and simple mechanism for dynamic loading of vehicles when you approach certain locations. It has unlimited levels, simple GUI, and maximum action. In future releases, it will be partly based on your feedback. On the other hand, MidnightCrime Mission Tools is approaching its release, i am debugging the code at the moment, and testing wheter its working like a swiss clock or not. I have fixed numerous bugs, and enabled many new features. Finally you will be able to create real scenes (chases, shootouts, etc), just as if they were from real movies. I have a sample showcase scene for all of you. Set contains 4 characters, 3 vehicles, recorded routes and simple scripted action. One is lighting up a spliff in his vehicle (with huge fat smoke), while cops appear 100m away. They turn on their siren, and the guy freaks out and hit the pedal, trying to run away. Cops speed up, and next thing you notice, that cops are the ones being chased, and they are trying to get away from Redneck freaks looking for payback. Its nothing much, but it shows many of the features of my Tools. Characters dynamicly do everything. They use the triggers (TIME, DISTANCE to player or other character...etc), and can do pretty much anything. They use built in scenarios (from scenarios.dat), they talk, drive, shoot, follow, do animations, use explosions, effects, etc. I have to upload the video, and then you just enjoy it.
Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
Thanks for your support. Its appreciated.
I am using ScripthookDotNet as a wrapper, within VisualBasic.Net, and massive amount of Gta Natives. There are many new functions that I use. But, few minor bugs are preventing me from releasing the project.
I had to create new system for playback car recordings. And now I have to make sure that it works correctly alongside other parts of my tools. Coz, you would want to have someone drive vehicle on recorded route, and in the same time to shoot thru the window. Or talk to player, etc.
Sorry for keepin you waiting, but I want to make sure that everything works smooth.
Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
I am releasing first MidnightCrime.CarRecorder tool. If you manage to install it fine, it will work very well for you. It will record your routes, your paintjob, your car components. Just make sure you drive normally. It means, that you can't do handbrake turns, but you may go as fast as you want. When you do U turns, make sure to make bigger turns so carrec drivers can get to desired spot. You can drive anywhere you want, in alleys, in parks, underground garages, etc. This is first alpha release, so bugs could occur. When playing recordings, make sure that cars have clear road, coz if they get stuck or get into obstacle, they will try go around.
Usage:
Record : # Press Insert, enter filename, hit enter
Playback : # Press End to preview, hit delete to remove
Load: # Press +, enter filename, hit enter to autoplay
Bugs:
Known: # On loading multiple different recordings at once, will fix it.
Not known: # Post all bugs here.
Tweaks:
Records: # Tweak values to change speed, positions, colors and components
INI File: # Change tick_time to get more-or less precise recordings.
Requests: # Much more stuff related to car records can be tweaked, but not in this version
##############
REQUIRED: ScriptHookDotNet 1.7+, ScriptHook 0.5.1, EFLC or GTAIV.
NOTE: WORKS with custom cars, anything new you put in Vehicles.IMG it will handle it.
Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
Thanks Tony. I am working on MC whenever I have time, so its moving forward. Now I am testing new version of tools, with many new things enabled. It contains mini games, such as Drug Wars, and Kill Frenzy, etc. Also, i am working on even more advanced recorder. It will record everything you do with main character (walking, shooting, ducking, hiding etc), and in vehicles it will record when you press horn, change lights, open doors, break doors, and possibly damage. Idea is to make something like GTAIV developers widgets, that were removed from final build. My script, just like previously mentioned widgets, make it possible to export live data to external script. So you can later use recorded script for any custom mission, and for any of your characters.
Creator/Destroyer Group: Members
Joined: Dec 23, 2008
Hey, nice to see some big IV projects still going on, I'm sure this one will be a popular one for Machinima enthusiasts. There was one thing i was wondering about; how do you do the car damage stuff? I've tried to find out how to do it, but havent found anything that worked.
Also, hope you release source when youre done with the project
Dr. Frankenstein Group: Members
Joined: Jan 14, 2009
Well, Tony, I hope to finish it soon. There is a lot of work to be done, but as a matter of fact last night i tested DrugWars again. Now, i tweaked it here and there, and fixed few huge bugs that prevented it from becoming a release. Now it works incredible. Still have to add features beside few fellas with jamaican accent who sell weed for you and bring you money.
I'm random! ^^ Group: Members
Joined: Dec 11, 2008
Man this sounds like a sick mod, has some really interesting features. You made the car record from scratch? Cause i believe i saw some native with stuff like that?
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