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Post by anno1404 on Dec 22, 2010 20:17:14 GMT -5
Old thread, see: Play infinity mode beta today!
Fight all case zero hostile survivors and the mechanic.
Fight never before seen hostile survivors.
94 hostile survivors in all.
Less then 5 minutes to install.
We need your feedback and value your comments!
STEP ONE: Place all survivors GOAL: May 12, Thursday
DONE and downloadable
Anno1404 will quickly post all the rest of the 35 survivors tomorrow.
Then we need people to go through and change the items the survivor drops in those files and in some cases move the start locations of some of the survivors.
After this, we can open the file up to testing.
I will send out an mass email inviting all modders to test Infinity Mode Beta.
STEP 2: Finish decreasing chuck's health GOAL: May 15, This Sunday
Done 5/15. Finishing touches on 5/16 Monday/
While the community is working on testing survivors and tweaking rewards, I will be working with ubiquitous on decreasing chuck's health.
Weapon arena to test decrease health when holding all weapons is up.
STEP 3: minor finishing touches GOAL: May 17, This Next Tuesday
After we tackle the decreasing health issue, we can work on the minor details: * keys for chuck to all doors and all vehicles. we can remove the doors, and have a mod to open all vehicles -- what about underground though? some of the doors have triggers * placing non-poisonous food in vending machines and/or in pawnshops. done -- need to replace weapon vending machines with food * add back zombies * makes zombies super aggressive * create a zone around survivors where there are no zombies (maybe)
All of this is easy to do, and the community knows how to do it already.
STEP 4: Release infinity mode 1.0! GOAL: May 18, This Next Wednesday!
We can then release 1.0 of infinity mode.
After the releaseAfter the release we can: * Work on adding Leon on his motorbike in royal flush, and * decide as a community what to put outside (I like the idea of bomber with bombs--but we can open this up to a vote!) * figure out how to get survivors to attack in the safehouse. * create tutorial screens All of these issues are solvable but we haven't studied this enough yet. We need some volunteers to:1. help change the reward items in many of the areas. This will involve switching items in each survivor reward mission in missions.txt. For example, swapping a bowling ball and mailbox with a flower pot and mic stand. this gives you the opportunity to get creative! 2. Help test each of the 94 missions over 4 days. Making sure the survivors show up and attack, and the reward appears after they die. Please sign up here!Thoughts?
ubiquitous Found decrease in life when Chuck is in idle, still working on further. LATEST as of MAY 01, 2011: Progress on placing hostile survivors. May 1st update on what we need to still learn, from most difficult and crucial to easiest and less crucial:How to get Chuck's life to reduce, 1 block at a time. Found decrease in life when Chuck is in idle**
How to extend Dead Rising 2 past 4 game days.***
How to create tutorial screens.
How to create unlockable weapons like Arthur's helmet which spawn in a new game once unlocked.*
How to make food not spawn, be carried in inventory and allow Chuck to eat it. Currently we are using vending machines to dispense expensive food and making all other food poisonous.**
How to spawn psychopaths in different locations other than their original location.* SOLVED
* these problems are probably easy to figure out, we just have not spent the time researching them yet. ** Major amount of research time has been invested in attempting to solve this problem. *** This problem has not been researched yet, and maybe very difficult to solve. What we know how to do, but need help on: Tutorial text of infinity mode
Placing survivors Please help us. post your suggestions and solutions in this thread. Intro:
I believe that we as a community can create an infinity mode for Dead Rising 2. I think this is just the project to revive this message board.
UPDATE: Most of the below issues have been solved and are incorporated into the infinity mode missions.txt file.
As you all recall Dead Rising had an infinity mode. Features of this mode included: |  |
Dead Rising | Dead Rising 2 | Editor | Frank's life would drain | This is currently what happens to survivors when Chuck leaves them if we could figure out how this happens we could apply this to Chuck. | Unsolved | Food would not regenerate | This has already been solved, although it would be difficult to do We could delete all food items in each area, then readd items back with the same features as zombrex. (which does not respawn) | Solved by Anno1404. Put food in vending machine and making all other food poisonous. Still would like food which does not respawn though | Survivors attack Frank | Easy to make survivors aggressive/hostile to Chuck | Solved by Anno1404 | Survivors and psychopaths, when killed spawned a cardboard box with food inside | This is probably the most difficult task. Not sure how this could be done. But it is not a necessary feature necessarily to have infinity mode. Instead we could have food next to the aggressive survivor or psychopath. | Ongoing by Anno1404 | Text of Infinity mode | It is quite easy to change the text of Case 1-1 tutorial screen. Changing the images is also possible | Ongoing by Anno1404 | Mission times | It is already possible to push back mission times, these missions could be pushed back to the last minute of day 4 | Solved by anno1404, no missions in missions file, recreating new ones | Laser sword at the end of 3 days | We could create a super weapon as a reward, this has already been done. The weapon could be placed in one room (like the Tape it or die locked room), and like the Tape it or die room, make the room doors unlock a certain time, like the end of day 3. | Solved by Tom, has already created 3 new weapons. |
To get the most people involved, we could change the banner to advertise this project, with a link to the project page. Editors can commit to solving one of these tasks. Old exe file: [/s] Play Dead Rising 2 Infinity Mode today! BETA Testers needed. CLICK HERE [/size][/s]
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Post by sudget on Dec 29, 2010 14:07:02 GMT -5
I've got a vid of a hostile Lashawndra but I don't know how to upload it . Any help ?
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Post by anno1404 on Dec 29, 2010 14:12:49 GMT -5
I've got a vid of a hostile Lashawndra but I don't know how to upload it . Any help ? upload it to youtube. get the link for the video from the video screen. then press the youtube button here. putting the video link between these two boxes.: [youtube][/youtube] hope this helps
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Post by thommoboy on Jan 18, 2011 0:04:23 GMT -5
here is the missions.text: rapidshare.com/files/443170284/missions.txtand the main menu texmod file: rapidshare.com/files/443170482/Beta_Test__3.tpfthe main menu video update by anno: deleted
Here is a update of the Infinite Mode mod for dr2: |
Mission times | It is already possible to push back mission times, these missions could be pushed back to the last minute of day 4 | thommoboy |
- This is done ;D I need a tester Or Testers To check out the .big file and see when the missions pop up. Files: The modded Missions File: rapidshare.com/files/443186863/datafile.bighere is the missions.text: rapidshare.com/files/443170284/missions.txtand the main menu texmod file: rapidshare.com/files/443170482/Beta_Test__3.tpf - Follow the tutorial below to get working! The Weapons: first we have an Electrocution Bow and Arrow... combine a bow and arrow and a battery to get it, or just place it in your safehouse, etc... . second is a flamethrower bike... you may get this either by using my instructions to place it in the boiler room in Royal Flush or by combining a M249 bike with Motor Oil Lastly, and my favorite, is Gambit's Cards... VERY FUN!!! I have put these on the bench outside of the bathroom in the safehouse. Or you can acquire these by combining Playing cards and a battery. I have also included a combo of Flaming Sword and Spiked Shield, you can acquire this by combining Flaming swordandshield and Spiked swordandshield. cid-b0bc44ae1328be57.office.live.com/browse.aspx/.Documents/DR2%20modsI'm sorry if I left something out, feel free to ask any questions. **UPDATE** I created these while my volume was off so I didn't notice that the flamethrower bike still had m249 audio (shots firing) and since I was messing around, I added a glow/sparkle to the Gambit Cards and a different lightning effect to the arrows.[/quote] open up the texmod folder:  Open Textmod:  Click The Folder And Click Browse:  Look For Your Dead Rising Folder and click deadrising2.exe and click open:  Click the small folder browse for the Beta_Test__3.tpf click open:  now select BETA TEST #3 and click RUN:  Enjoy! The New Logos:
cFirearmItem MilitiaSniperRifle { AchievementCategory = "-1" AnimationChooserValueForFirearms = "1" AnimationChooserValueForIdle = "1" AnimationChooserValueForPickup = "1" AnimationChooserValueForPutdown = "4" AnimationChooserValueForWalkRun = "1" AssetFilename = "data/models/weapons/barett" AttachPropToBoneType = "0" AudioActionBits = "264" AudioFilename = "fx_sniperbossgun" AudioItemName = "SniperBossGun" AudioLoadDistanceType = "4" AudioUnloadDeferralTime = "3" BaseBulletDamage = "200" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionBits = "WORLDCOLLISIONFILTER_NONE" CollisionType = "3" DisplayName = "50005" DR2 = "true" Durability = "999" Friction = "1" HandlingStyle = "3" InventoryInteractionType = "0" IsAutomatic = "false" IsWeapon = "true" MaxBulletsPerClip = "999" MaxDamageDealtPerAttack = "200" NumberOfThrowables = "999" NPC = "true" PropEffectsOnCondition1 = "9" PropEffectsOnCondition2 = "7" PropToShoot = "Spear" PyroEffect1 = "43" PyroEffect2 = "254" RequiresReload = "true" Restitution = "0.2" RestrictedByRegion = "false" SkillRequired = "0" SurvivorHandlingTwoHands = "true" UnlimitedDurability = "true" WeaponType = "5" Weight = "10" cLimbDestroyInfoItem Militia_gore { Limb0 = "0" Limb1 = "1" Limb2 = "2" Limb3 = "3" Limb4 = "4" mFlags0 = "0" ProbabilityOfExploding0 = "1" ProbabilityOfExploding1 = "1" ProbabilityOfExploding2 = "1" ProbabilityOfExploding3 = "1" ProbabilityOfExploding4 = "1" } cGunProjectileInfoItem Shotgun { DR2 = "true" PropToShoot = "Spear" Support = "true" NumberOfThrowables = "999" }
}
it could be something simple like doing it to a different sniper rifle.... it'd probably work if done to the shotgun
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Post by kantanomo on Jan 22, 2011 3:10:16 GMT -5
if you know who made the source to TEXmod a patcher app could be made 
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Post by anno1404 on Mar 11, 2011 11:02:18 GMT -5
I have decided to reboot this project. We as a community have the know how and talent to do everything to make this mod happen, except for reducing health. Even though we do not know how to reduce health, and kantanomo has not returned to fix his extension, I am going to go ahead with this project anyway, in the hope that as we build the infinity mode, this will attract new programming talent which can fix this one technical hurdle. Tab has made customized missions before, and I learned recently how to make any survivor hostile, just like Dead rising infinity mode survivors. Currently I am working hard to make food depletable throughout the city, and not respawn.
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moloko
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Post by moloko on Mar 24, 2011 8:30:05 GMT -5
By the way, seeing how many people want a trainer to stop or slow down time (understandably), how about another "Infinity Mode" that isn't hard but just allows free roaming? I'm sure some people would like that and we could advertise it on YouTube.
I guess the missions.txt also holds time for the firebombing and the likes? Wouldn't it be possible to push that to 1000 days or what and have basically a "free roam mod"?
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tommah
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Post by tommah on Mar 27, 2011 11:09:06 GMT -5
first draft of the intro
Please give honest feedback if you can.
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Post by anno1404 on Mar 27, 2011 11:21:10 GMT -5
We are discussing the four different screens, the four different screenshots of the video below.  I LOVE it, BUT please, please please please remove my name, and only have the dead rising 2 PC Mods name. I am extremely uncomfortable with my name so prominent, when this has been a community endeavor. awesome job advertising the proboards forum, I was going to suggest this. More suggestions: 2. Slightly thicker font on deadrising2mods.proboards.com
 3. Also i am sure you plan on removing the Fighter jet Nvida screen with something else? If anything, you can make the screen black.  4. Rename it from "Infinity Mode Project" to "Dead Rising 2 Infinity Mode" 5. The shadow of the infinity mode, on the infinity mode project needs to blend a little better with the black background, but this is a minor issue. Maybe more like the main title screen? I kind of like the glow though, but maybe blended a bit better. Again, minor issue, not important.  6. I like the main screen, with the infinity mode behind the DEAD RISING 2, and am happy with it, but maybe we can come up with something a little different...maybe someone has a suggestion? I see why you made the infinity mode longer to fit the name, but it looks a little smashed. Again, I really like it, and am fine with it, but....it can be different, not sure how....i have no suggestions how. Actually, looking at it more I LOVE IT. What sold me on it, is I LOVE the shadow of the infinity symbol you did. Awesome job  I really like it. When you have the finished product, can you post the files you used to make it, so in the future people can use it too? Cant say it enough, i really like it.
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tommah
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Post by tommah on Mar 27, 2011 11:28:33 GMT -5
I thought you might say that about your name... I didn't feel bad about that though cause this is mostly your project/idea and I also gave credit to the community. But if you don't want your name on there then I have no problem removing it.
I could make the font bold on the website, it kinda fades out which was intention and easier to see when its actually in front of you. But I'm thinking maybe I didn't that a little too much.
I couldn't think of anything for the nvidia screen and thought it might get boring looking at a blank screen for like 15 seconds or so, so I left it in. If anyone has any ideas I'll throw them in there.
thanks for the feedback
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Post by anno1404 on Mar 27, 2011 14:59:31 GMT -5
While working on the infinity mode project, I created a missions.txt file with: No survivors, No zombies, No psychopaths No missions, No cases. Gutted missions.txt file is attached.Poisonous foodI also created an items.txt where all food is poisonous except for intestines, which are found in vending machines, you need to follow the instructions on another post. The intestines will not appear in your hand when you pick them up, but they will be an icon in your inventory and still move around on the ground.
UPDATES Update. Exciting happenings. Chuck will start the game in a completely new place, which is regularly not accessible. I don't want to give anything away and ruin the surprise, but he will be immediately attacked. As he tries to escape he will only find himself in a worse situation. I have created two of the three doors out of the area, into the regular game area. I will fix the three door and teleport locations tonight, add the aggressive survivors, and add the zombies. I will post it tonight for others to test. Tomorrow and this week I will be working on adding back the zombies, adding hostile survivors, and adding psycopaths. Currently it is an empty world, with no missions, cases, or anyone else but Chuck. All the food is already poisonous, the unique food which is not poisonous, either a beer can or intenstines will be in vending machines and cost probably around 10 million dollars to buy. This is already figured out and done. Currently the game ends on day four with the helicopter scene and zombie TK. I will work on trying to extend the end past day four. This week, probably on the weekend, I will finish the and email out the newsletter to the more than 500 members we have here. In the hopes of getting help with chuck losing health in infinity mode. Attachments:
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tommah
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Post by tommah on Mar 29, 2011 15:02:56 GMT -5
Hey all,
redid the intro with the suggested comments
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moloko
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Post by moloko on Mar 29, 2011 15:14:20 GMT -5
Very neat. Can you replace the nVidia logo with an image only or also a video? If a video was possible, then maybe we could make a small "preview" of the infinity mode, like a teaser. E.g. Chuck facing the horde or something like that.
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Post by anno1404 on Mar 29, 2011 16:00:50 GMT -5
I was thinking of a picture of Katey attacking Chuck.
If making Katey attack Chuck is not possible, I can have 7 survivors attacking Chuck. With a black background and no HUD.
It is quiet easy to make any survivor attack Chuck, you simply add Ted or Carlos's four lines of hostile behavior to any survivor in items.txt.
TOM the intro looks INCREDIBLE awesome job!
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moloko
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Post by moloko on Mar 29, 2011 16:06:27 GMT -5
Too bad there's no Zombie Katey.
No HUD would be good, but maybe a screener of a zombie on Chuck while he's lying on the ground and armed and hostile survivors around him or something?
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Post by anno1404 on Mar 29, 2011 16:18:03 GMT -5
Too bad there's no Zombie Katey. No HUD would be good, but maybe a screener of a zombie on Chuck while he's lying on the ground and armed and hostile survivors around him or something? Want to do it  I can send you the datafile and modified HUD file. if you already have debug mode, it will be easy. Zombie charactersDenegarde and I were never able to get the zombies to work. There is a zombie katey file. The zombies look exactly the same as the survivors anyway, except for TK in the cutscene at the end. He can potentially be placed, except no one ever figured out how to place TK without hand distortions.
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Post by moloko on Mar 29, 2011 18:24:29 GMT -5
Zombie charactersDenegarde and I were never able to get the zombies to work. There is a zombie katey file. The zombies look exactly the same as the survivors anyway, except for TK in the cutscene at the end. He can potentially be placed, except no one ever figured out how to place TK without hand distortions. So what exactly does that mean? That I set IsZombie="true" or something and spawn the survivor? I don't know how to do that. And I don't have DebugMode activated. 
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Post by anno1404 on Mar 29, 2011 18:52:12 GMT -5
IsZombie="true" never worked. No problem, I will do it 
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tommah
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Post by tommah on Mar 29, 2011 20:06:52 GMT -5
HERE is the Infinity mode intro goes in data/frontend/
regarding replacing the Nvidia icons. they are two separate pictures and I believe there is a space between them, so I'm pretty sure there would have to be two different pictures if you want to replace them.... maybe one with zombies and one with survivors attacking, I dunno. but its definitely two different pictures
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Post by anno1404 on Mar 31, 2011 2:45:54 GMT -5
HERE is the Infinity mode intro goes in data/frontend/ Don't expect much.Here is the very beginning of the game. I hesitate to even release this because it is so very early in development.www.megaupload.com/?d=YNG10LY8Download and extract.
Backup your original data/datafile.big
Add this to the data file.
Start the game normally. Very early stages. I don't want to go into details of what the beginning is like in this file, and ruin the surprise of what happens. Suffice it to say: 1. the game begins in a place Chuck is never in in the normal game. 2. You can leave this place, 3. one "item" is intentionally mislabeled. 4. "Bobs toy" makes an appearance (the dildo). If you would rather wait for me to finish this area so you can get the full effect of the beginning surprise, don't download this! Again, this is only the first few minutes, of a 4 day game, with several items still to be developed on this level.
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tommah
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Post by tommah on Mar 31, 2011 8:55:00 GMT -5
great start to the Infinity Mode, I test it and sure enough it surprised me... especially like the one group of zombies all carrying dildos... my only comment is more zombies. other than that, great
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tommah
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Post by tommah on Mar 31, 2011 9:03:16 GMT -5
Tom, Katey's arm which holds the bowie knife is at an unnatural angle. Suggestions? Edit it out, or something else? We have some really good skeletal modders maybe I can invite them back to help... I have no idea, same thing happened when I tried model swapping Katey... one thing though is Katey can't be hit, though I think that adds to the atmosphere. by the way, I have a few reward candidates... after I upload them I'll give you the link so you can decide which one(not going to release them)
Just for kicks, I think the safehouse should be swarmed with zombies (since you figured out how to enable attacking in safehouse)... And I mean wall to wall swarmed.
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Post by anno1404 on Mar 31, 2011 12:53:59 GMT -5
Ask Moloko what he thinks --which weapon he likes. I messaged you my choice. It is between too. Can you add fireworks to the explosion too? like 10 fireworks? SPOILER
for now we will keep crippled Katey I guess.
Katey despite being a cripple, she cut the shit out of the zombie made for Chuck the Role Model.
Interesting to know that Katey cannot be killed. I will add 100+ zombies shortly. And two more doors. Uploaded tonight. Then I start working on fleshing out adding all 150+ survivors, including the survivors cut from the game. I am not sure I can get psychos to work outside of there location yet. It has never been done before, despite repeated attempts but I think I can do it.
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moloko
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Post by moloko on Mar 31, 2011 13:25:51 GMT -5
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Post by anno1404 on Apr 1, 2011 2:59:57 GMT -5
Moloko, i gutted everything. thanks for advice. Moloko your choice of weapons for the final weapon of the game makes me question your sanity. ;D Tom, re: your weapon. I was thinking of a poll, but we don't want to give away the final weapon... ....hell, why not have all three weapons in the game? Moloko's pussy weapon at the end of day 1, the card weapon end of day 2, and the manly chest thumping weapon I like on day three. Back to modding infinity mode 
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Post by moloko on Apr 1, 2011 5:13:01 GMT -5
Wait, what? A skull-crushing mace is a pussy weapon? But am improved Blam-Bow is super awesome? Awkward. D:
I also thought about putting three weapons in, each unlocked after one day. The more rewards, the more people are motivated, I guess.
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tommah
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Post by tommah on Apr 1, 2011 6:33:45 GMT -5
whatever you decide.... they're just sitting there right now only being used by me. a Poll of Melee weapon, Ranged weapon, or Area of Effect (maybe think of a different name) weapon might help figure out what has a higher demand.
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Post by moloko on Apr 1, 2011 9:21:43 GMT -5
I think a poll for the type of weapon, not the weapon itself, would help. I will post on the Steam forums now and invite some people. //edit: forums.steampowered.com/forums/showthread.php?p=21561693#post21561693If we're lucky, advertising is forbidden in the boards and the post will be deleted immediately. But I got the link from there, too, so we'll see.
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Post by anno1404 on Apr 1, 2011 11:36:17 GMT -5
Moloko, "black phoenix" on Steam: what a kick ass name. I honestly don't care which weapon we choose or do not choose and if we do or do not do a poll, I just thought it would fun to harass the German guy.  What do you think Tom? What weapon do you like best? Tell me the order of the weapons and I will do it. If you want to start a poll, you can create a new poll in a new posting (because I can't create a new poll here). But a poll with three videos will ruin the "surprise" of the weapons in the game if we post it. But either way. I like moloko's idea of advertising our project, before his message is deleted, I will send a similar email message out to all of our members 500+ emails. I was planning on doing a much more formal email, linking to a formal newsletter, but I have talked about that for months, and development of the newsletter has stalled.
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Post by moloko on Apr 1, 2011 12:27:20 GMT -5
Yeah, everyone's picking on the Germans. But as soon as we start a war to show you bullies, we're the bad guys. Tzk.
Like tom said, a general poll would be good. Whether people want melee, range or AoE weapons. The most popular could be the final price.
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