Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New (unofficial) merc: Max Payne
New (unofficial) merc: Max Payne[message #353732] Sun, 10 June 2018 23:42 Go to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Thanks to Spinasso and my small contributions, we can now use Max Payne as yet another merc. He works just like my other mercs, but as that would fit the third game, can be found in the most run-down bar of Arulco (perhaps he wants to take care of yet another mob?).



I admit the NPC recruitment phase isn't the best (we were severely limited in sound and portrait choices), but he works just fine (and now I know better how .npc scripts work [new bugs to find Wise advice ]). A grumpy, alcoholic psycho that narrates some of his lines fits just in with the rest of our selection of wackjobs.

https://i.imgur.com/XEZ2B3k.png
We can justify a variety of traits for him - I went with the above, which makes him efficient with pretty much all firearms. In case he seems a bit weak, stat-wise, keep in mind that this is him at about the time of the third game, when he was a broken alcoholic that had already survived the first 2 games somehow.

You can of course change him in Mercprofiles.xml etc. - he has profile number 214.
At the moment we only have soundfiles for Max Payne 3, which is somewhat limiting. I can't really make any solid buddy or hate relationship with that. Perhaps someone might be interested in getting the sounds from part 1 and 2 heart ?

https://i.imgur.com/pihB0yo.png

You might also notice that the Ryder twins have new faces, because edmortimer and townltu got busy and made portraits. 200% more chinese, woohoo!

https://i.imgur.com/PReLDin.png

I've redone the gear kits for Shepard - we now have 3 kits along the same idea increasing in price and quality, and 2 special kits (P90 for CQB and SVU for sniping).

This was built for r8570 & GameDir r2424.

As these mercs are obviously not from the Jagged Alliance lore, they won't go into any official release.

You can get Max and the others from http://kermi.pp.fi/JA_2/Mods_v1.13/Flugente/Additional_Mercs/

[Updated on: Mon, 11 June 2018 00:55]




"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #353736 is a reply to message #353732] Mon, 11 June 2018 06:50 Go to previous messageGo to next message
Kerghnox
Messages:3
Registered:August 2016
I like these extra mercs you've been making. You should do Ash Williams one of these days, he'd fit right in.
Re: New (unofficial) merc: Max Payne[message #353739 is a reply to message #353736] Mon, 11 June 2018 19:27 Go to previous messageGo to next message
Ventris
Messages:1
Registered:May 2018
Location: Idaho
That would be amazing! Sawed off shotgun in one hand, and hedge trimmer for the chainsaw arm. I wonder if it would be too crazy to make it so he could equip both the hedge trimmer and still shoot the shotgun or other one handed weapon to simulate the chainsaw being attached to his arm. Great idea in any case especially with the zombies.

Thank you very much Flugente for all of your hard work!!! It is extremely appreciated!!!! big grin
Re: New (unofficial) merc: Max Payne[message #353789 is a reply to message #353739] Thu, 14 June 2018 21:13 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
Somewhat OT question about PC placement, so pls feel free to move or delete message.


If i get that right, placement of Max in San Mona relies entirely on entries in strategicEventHandler.lua,
i.e. if sector is not loaded (not gWorldSector[x/y]) and Max isnt either dead or hostile.

So i would have to add a PC according to "How do I do that?" Adding a new character
then clone Max`s block in strategicEventHandler.lua, and adjust sector&tile to place a new PC.
But how do i delay the spawn of the new PC depending on a specific event/fact (preferably with some days delay after fact became true),
and let him appear in one of the sectors where quests ID 11, 14 or 16 respectively 23, 29 or 33 can be finished?
Last not least is it possible to suppress the "your squad has noticed someone in sector x/x" message?
Else it would make much less sense to hide a merc.
(... for the few players who meet him before its common knownledge how&where to find;)
Re: New (unofficial) merc: Max Payne[message #353790 is a reply to message #353789] Thu, 14 June 2018 22:03 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
First of all, this isn't the usual method of placing NPCs - the stock ones are placed in the map itself etc.. It seemed to me that this was a much, much easier way, and... well, it is happy

The 'noticed someone' check only appears in wilderness sectors, I see no easy deactivation method otherwise.

Checks for quests and facts are easy:

if  (not ( ( gWorldSectorX == 6) and ( gWorldSectorY == 3) ) and not MercIsDead(Profil.MAX) 
		and (gubQuest( Quests.QUEST_ESCORT_SKYRIDER ) == qStatus.QUESTINPROGRESS) and (CheckFact( Facts.FACT_ANGEL_LEFT_DEED, 0 ) == true) ) then
...



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #353791 is a reply to message #353790] Fri, 15 June 2018 01:07 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
Thanks so far;) and sorry for vague explanation of specific part, didnt want to leak too much.


So is it possible to set the spawn sector for the new PC equal to the sector where one of the classic Skyrider, Gabby etc spawn happens?
i.e which term to use instead of fixed sector coordinates [6,3,0] in command AddNPCtoSector (Profil.MAX,6,3,0),
or do i need to check all sectors where Gabby may be present whether he is actually there,
and let the result control a jump to fitting spawn command for the new PC?
Or perhaps both not doable atm, at all?
Re: New (unofficial) merc: Max Payne[message #353807 is a reply to message #353791] Fri, 15 June 2018 22:45 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Take a look at function GetIntelAndQuestMapData( aLevel ) in strategicmap.lua, this might be useful as it shows how to get coordinates of a character:

if ( gubQuest( Quests.QUEST_ESCORT_SHANK ) == qStatus.QUESTINPROGRESS ) then
			
	SetIntelAndQuestMapDataForSector(GetCharacterSectorX(Profil.JAKE), GetCharacterSectorY(Profil.JAKE), -1, MapSymbols.EXCLAMATIONMARK_BLUE, "Escort Shank to Jake", "")
			
end



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #353826 is a reply to message #353732] Mon, 18 June 2018 16:54 Go to previous messageGo to next message
Spinasso

 
Messages:6
Registered:May 2017

In a Matthew McConaughey's voice: "Alright alright alright...!" thumbs up


Just want to tell you that I've started to work on Wei Shen (Sleeping Dogs's main character). I got the sound files already. 1h30 hour of quotes... Here we go again.
Btw, I'll need help with the face again too, otherwise it will be imp 203...

Next project will be Saint's Row male player's voices. Specially 1 (Troy Baker) and 3 (the one with the cockney accent).

Re: New (unofficial) merc: Max Payne[message #353827 is a reply to message #353826] Mon, 18 June 2018 19:54 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Great happy I have only a very rough idea on how those specific characters sound, but GTA-like game characters likely have a ton of sounds to choose from.

Keep in mind that we can use a lot more sounds thanks to Additional Dialogue.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #353830 is a reply to message #353732] Tue, 19 June 2018 00:21 Go to previous messageGo to next message
calu

 
Messages:8
Registered:February 2007
Location: Germany
Flugente wrote on Sun, 10 June 2018 23:42
Perhaps someone might be interested in getting the sounds from part 1 and 2 heart ?



You can download the full RAS files from Max Payne 1 here: https://drive.google.com/file/d/0Byxv4BMtWd2yWWY2bFBRY1F4aUE/view

Then get MAX-FX Tools here: https://www.moddb.com/games/max-payne/downloads/max-fx-tools

Install MAX-FX Tools and run in CMD something like
"C:\Program Files (x86)\MAX-FX Tools\RasMaker\RASMaker.exe" -x "C:\Path\to\ras\files\x_english.ras" "C:\Path\to\extract\wav\files\x_english\"


This will create a couple of folders in the last path of the command. Look in "data\database\sounds" to find all game dialogue sounds. Random mutterings from Max during gameplay can be found in "characters\max". The graphic novel narration is in "story", dialogue from cutscenes and stuff in "ingame". The "enemy" folder also has some funny stuff from the junkies, mobsters...
Re: New (unofficial) merc: Max Payne[message #353832 is a reply to message #353830] Tue, 19 June 2018 00:46 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
suprised

Thank you! There goes the next weekend I guess... heart



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #354102 is a reply to message #353832] Fri, 20 July 2018 14:34 Go to previous messageGo to next message
Ortis
Messages:2
Registered:April 2015
Can I use them with other versions than r8570 & GameDir r2424?
Re: New (unofficial) merc: Max Payne[message #354103 is a reply to message #354102] Fri, 20 July 2018 19:46 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Yes, but note that I've altered several scripts for this. If the game doesn't recognize some of the functions in there, you will get a crash, in that case, one has to check what to use.

Also note that these mercs cannot be added to an ongoing campaign - merc profile changes only affect new campaigns.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #355593 is a reply to message #354103] Fri, 02 November 2018 12:07 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
I noticed this from the AimAvailability.xml file in the download of the combined file for Lara, Sara, Scott, Max, and Shepard. I had a question about this part for Max:

<AIM>
<uiIndex>214</uiIndex>
<description></description>
<ProfilId>-1</ProfilId>
<AimBioID>-1</AimBioID>
</AIM>

Unlike all the other entries, there is no name for Max in the description. Will this cause any issues? (I'm guessing it won't, but I mention it just in case)

The uiIndex is the correct number, and it seems that the ProfilId and AimBioID follow the convention for NPCs like Tony etc., so I'm guessing those are okay as well.

Love having these extra Mercs, I've not yet got a chance to find Max, but he seems like he will be a great addition as well. Shepard and Sara sound really great especially with the additional Dynamic Dialog. Great work altogether.
Re: New (unofficial) merc: Max Payne[message #355740 is a reply to message #355593] Thu, 08 November 2018 21:29 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
This sets which characters get an AIM bio. As Max is not an AIM merc, he is not supposed to show here, thus the -1.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New (unofficial) merc: Max Payne[message #355762 is a reply to message #355740] Fri, 09 November 2018 21:49 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
@ Flugente

Thanks for the explanation. Your reply in the other thread mentioning AIMBIOS.EDT makes clear that I must have forgot to transfer a few of the Additional Mercs files over (I was trying to merge and therefore not replace certain already modified ones). Replacing the files I forgot to transfer over, should do the trick, as I noticed the dates were wrong on the files currently in place. That should bring the Descriptions back.

[Updated on: Fri, 09 November 2018 21:50]

Re: New (unofficial) merc: Max Payne[message #355763 is a reply to message #355762] Fri, 09 November 2018 22:34 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
In the Additional Mercs pack there is a file in the Scripts Folder called Overhead.lua dated 6-10-2018 3:24 pm. In the 8633 build that I currently have the same Overhead.lua file is dated 7-25-2018 4:11 pm.

Is there something key in the later dated 8633 SCI build for Overhead.lua that I should keep, should I use the Overhead.lua in the Additional Merc package, or should I open both up and try to edit them, merging them by hand?

Only thing I figure is that the .lua files are scripts, so that I'm guessing that especially Max Payne needs code from the Package, but there may have been some changes in the 8633 build in this Overhead.lua file, and thus I ask the question about what I should do?

The only file so far I had forgottn to move over was the AIMBIOS.EDT file as you explained in the other thread. Copying the forgotten AIMBIOS.EDT fixed the descriptions, so thanks Flugente.

[Updated on: Sat, 10 November 2018 09:15]

Re: New (unofficial) merc: Max Payne[message #355765 is a reply to message #355763] Sat, 10 November 2018 00:04 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
As far as some limited lua scripting experience allows me to interprete the filecompare oracle,
you will lose the comments on the death of an NPC, and most importantly chaotic Buns!
you are aware that a spcl chaos buns portrait pack is available, are you?

Pretty sure (>99%) that both scripts must be merged to get the best of both worlds.

In case you will recognize the difference in section "Profiles =", aka lines 70 - 191 in the mercpacks lua script,
for which i would also use the entries of the sci's later script version,
i.e. either paste lines 184-188 and line 191 from 1 (=mercpack overhaed.lua)
as new lines into 2 (=sci's overhead.lua) between line 223 and 224,
optionally paste lines 71 - 120 from 2 into lines 71 - 82 of 1,
then squeeze Skitz from 2 (line 223) between Rudolph and NO_PROFILE in 1, together with Buns_Chaotic after Max.


Not sure whether the diffs beginning at line 2875 in 1 and 2859 in 2 must be grouped according to related usEventNr's,
aka usEventNr == blabla.ADE_[discover_room], blabla.ADE_[dialogue_reaction], blabla.ADE_[sector_commentary]
but its good practice to that anyway and not risk to waste time if so,
would also make your script confusing in case you have to add more entries.

[Updated on: Sat, 10 November 2018 00:06]

Re: New (unofficial) merc: Max Payne[message #355768 is a reply to message #355765] Sat, 10 November 2018 09:12 Go to previous messageGo to next message
ZedJA2

 
Messages:143
Registered:January 2018
@ TownLTU

About the lua files comparison:

Uh oh. Okay, that's a bit depressing. But if the lua files are able to be read as text in Notepad, maybe I can figure it out, and I'll look over your notes again then.

-----

I know you have been working on a lot of new portraits, and I am interested in them. But I don't know a lot about how to install such things. If you can refer me to the procedure, I'd sort of like more portraits, especially for my IMPs. I noticed your work a bit in probably one of the mod threads, maybe the one for Arulco Vacations. I do know that Flugente allowed for a Chaos Buns, and I did see you had made new glasses for her with less of a smile, but I was not aware there was a download pack, etc., or that it was complete. I'd be interested in such a file.

If you can direct me to a primer to maybe adding some more portraits, or even new mercs, that would be great. I don't want the Mercs to either be the best values or super-powered, I just like the variety, with the different looks, voices, and gear.

Oh, by the way, years ago, TownLTU, the original Urban Chaos mod had several different portraits for additional mercs, one that was a bit funny for me at the time, used Flo's voice (which I get a kick out of), but she was very dangerous, so she would say some of the lines you would never expect Flo to say. Anyway, you might find some Portraits in there if you have never looked.

[Updated on: Sat, 10 November 2018 09:14]

Re: New (unofficial) merc: Max Payne[message #355772 is a reply to message #355768] Sat, 10 November 2018 11:57 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
@ZedJA2
Notepad will do, but i recommend e.g scite, notepad++ etc for better overall view.

Find the chaotic Buns portrait here,
install process is pretty straight forward, in opposition to many other sets in that thread which require to rename files.
(use e.g Irfanview's "batch conversion" feature to rename all in a few_clicks_operation).
Btw there are more portraits in the related sticky

If you like Buns new "all enemies defeated" comment and want more weird character messages, check this thread for voice 311 and 312,
note some of the earlier voice imports were integrated into stock 1.13, not sure if link in Flugente's message 348277 reveals which ones.
Also edmortimer appears to have cut some more speechsets together in his Arulco Vacations mod from where you could pull them out.


This spellbook should contain all the required info to assign portrait and speech sets,
that is unless/until the way things work has_been/will_be completely revamped ;)
Re: New (unofficial) merc: Max Payne[message #355782 is a reply to message #355772] Sun, 11 November 2018 02:02 Go to previous messageGo to next message
townltu

 
Messages:306
Registered:December 2017
Location: here
An attempt to merge overhead.lua scripts dlded from svn on 09:Nov:2018 and the one in afaik latest mercpack JA2Femshep_LaraCroft_RyderTwins_MaxPayne_v17.7z:

https://www.mediafire.com/file/vch837s1hpazaah/mercPack_%26_chaos_buns__Overhead.lua.rar/file

Note: As usual the file was not tested in game!
Re: New (unofficial) merc: Max Payne[message #355784 is a reply to message #355782] Sun, 11 November 2018 09:05 Go to previous message
ZedJA2

 
Messages:143
Registered:January 2018
@ townLTU

Hey, cool. I'll try and download that tomorrow night and use it as a guide. If it looks ok, I'll try it in my current campaign. Thanks for the effort.

Download went pretty darn fast, passed both of my virus/malware checks. 7-zip found the archive to be good also. Did not even have to disable my ad blocker as suggested, hmm Mediafire may not be so bad after all, good surprise.

One of the things this brings up, unfortunately, is how inter-related all this modding and files are. My initial guess, not having looked at the overhead.lua files yet, was that probably they trigger for Max Payne and for Sara, etc when they are triggered to either be found, or talk about areas. So, any additional merc with such changes, plus Chaos Buns, needs their lua file.

At any rate, makes it dang interesting, but shows how difficult it can be to mod. Thanks for this, should help me to learn things, too.

UPDATE:

Am currently using your Overhead.LUA in-game of 8633 SCI campaign. So far no issues, runs fine. But the lua scripts probably only trigger in necessary trigger sectors and/or under certain events, so until then it remains a question. But the game accepts it fine without crashing.

[Updated on: Sun, 11 November 2018 20:57]

Previous Topic: New feature: combat jeeps
Next Topic: New feature: a private military company offers its services
Goto Forum:
  


Current Time: Sat Nov 17 23:37:39 EET 2018

Total time taken to generate the page: 0.01305 seconds