Random_Taffer on 21/12/2015 at 13:11
Thanks for releasing these. The mushroom men look awesome and will go very nicely in my swamp.
Yandros on 21/12/2015 at 13:41
Larry, did it work? If so, can you release an updated motiondb with them included, and perhaps one also built on GMDB (or vanilla, whichever yours wasn't based on, so we have both, although these days I can't imagine anyone not using the GMDB).
LarryG on 21/12/2015 at 18:13
As near as I can tell, everything is working that I need to work. Only a thorough beta test will give me full confidence, however.
The issues were in the tags.moc file. Scroll down to the red highlights below for what I added to allow the mdb to compile. Your tags.moc might have other stuff depending on what you start with. My clues as to what to add were the missing tag error messages from attempting to compile and failing.
Code:
// Tags. Any tag used in the motion hierarchy must be defined here
// I have no idea what the two numbers are. If you are adding a new
// tag, pick numbers which are similar to similar tags, or just experiment.
// Good luck. If you figure out what they are used for, email Shadowspawn.
motionTag Test 1 0
motionTag PlaySpecMotion 1 0
motionTag Locomote 1 0
motionTag LocoUrgent 0 1
motionTag Stand 1 0
motionTag Halt 0 0.5
motionTag Wheel 0 0.5
motionTag Pivot 0 1
motionTag ReadyItem 1 0
motionTag ItemSword 1 0
motionTag ItemBow 1 0
motionTag WorldFrob 1 0
motionTag AtWaist 0 0.8
motionTag Lever 0 0.5
motionTag Door 0 0.5
motionTag BellPull 0 0.5
motionTag OnFloor 0 0.8
motionTag AtChest 0 0.8
motionTag Search 0 2
motionTag Peek 0 0.5
motionTag Scan 0 0.5
motionTag Discover 1 0
motionTag PointOut 0 0.5
motionTag Recoil 0 0.5
motionTag Challenge 0 0.5
motionTag Thwarted 0 0.5
motionTag Salute 0 0.5
motionTag IdleGesture 1 0
motionTag Stalled 1 0
motionTag Poisoned 0 0.5
motionTag Stunned 0 0.5
motionTag Blinded 0 0.5
motionTag Flail 0 0.5
motionTag InAir 0 0.5
motionTag InWater 0 0.5
motionTag Rebalance 0 0.5
motionTag Crumple 1 0
motionTag KnockOut 0 0.5
motionTag Die 0 0.5
motionTag ReceiveWound 1 0
motionTag SevereWound 0 0.5
motionTag MeleeCombat 0 2
motionTag Block 0 1
motionTag Attack 0 1
motionTag SpecialAttack 1 0
motionTag RangedCombat 1 0
motionTag Directed 0 1
motionTag Direction 0 0.8
motionTag IsConfined 0 0.5
motionTag OnStairs 0 0.5
motionTag NearHazard 0 0.5
motionTag Long 0 0.2
motionTag WithTurns 0 2
motionTag PlyrBow 1 0
motionTag PlyrSword 0 1
motionTag SwingLength 1 0
motionTag BlackJack 0 1
motionTag PlyrCorpseCarry 1 0
motionTag Lie2Sit 1 0
motionTag Sit2Stand 1 0
motionTag Stand2Sit 1 0
motionTag Sit2Lie 1 0
motionTag Lie2Stand 1 0
motionTag Resurrect 1 0
motionTag Sitting 1 0
motionTag Droid 1 0
motionTag Zombie 0 2
motionTag Apebeast 0 2
motionTag Hammer 0 0.5
motionTag BugDemon 0 2
motionTag CrayMan 0 2
motionTag WithSword 0 1
motionTag Unarmed 0 0.2
motionTag WithBow 0 0.5
motionTag WithCrossbow 0 1
motionTag WithBlowgun 0 1
motionTag Constantine 1 0
motionTag Victoria 0 2
motionTag Apparition 0 2
motionTag Frog 0 2
motionTag Haunt 0 2
motionTag Cutty 1 0
motionTag TreeBeast 0 2
motionTag Treelike 1 0
motionTag Keeper 0 0.5
motionTag Cherub 0 0.5
motionTag MechSpid 0 0.5
motionTag Drunk 0 1
motionTag WithTray 0 1
motionTag Assassin 0 0.2
motionTag Ramirez 0 0.1
motionTag Drink 1 0
motionTag Conversation 1 0
motionTag Conv 1 0
motionTag Unused 1 0
motionTag Misc 1 0
motionTag Foo 0 1
motionTag Bar 0 1
motionTag Baz 0 1
motionTag Quux 0 1
motionTag Facing 0 0.3
motionTag LocoSpeed 0 0.3
motionTag Activity 0 0.3
motionTag Action 1 0
motionTag HurtLevel 0 0.3
motionTag MeleeAction 1 0
motionTag SwingType 0 0.3
motionTag PoseKind 1 0
motionTag PoseFrame 1 0
motionTag PlyrSwordSwing 1 0
motionTag Ballerina 0 5
motionTag NoFall 0 5
motionTag IsBox 0 5
motionTag DancerOne 0 5
motionTag DancerTwo 0 5
motionTag Player 0 1
motionTag Jumping 0 2
motionTag Crouching 0 1
motionTag Mantle 0 2
motionTag Climbing 0 2
motionTag LeaningLeft 0 0.8
motionTag LeaningRight 0 0.8
motionTag Security 0 1
motionTag Maintenance 0 1
motionTag Assault 0 1
motionTag Shiver 1 0
motionTag Bound 1 0
motionTag Archaeologist 0 0.5
motionTag Ruffian 0 2
motionTag Mushroom 0 2
motionTag Monkey 0 2
motionTag Ninja 0 2
motionTag GetUp 1 0
motionTag AboveHead 0 0.8
motionTag Landing 1 0
motionTag Throw 1 0
motionTag Kick 1 0
motionTag Direct 1 0
motionTag Knock 1 0
motionTag AdvBow 1 0
motionTag Sway 0 1
motionTag Doggy 0 1
motionTag Ghost 1 0
motionTag Read 1 0
motionTag SitAtScope 1 0
motionTag Sit 1 0
motionTag Write 1 0
motionTag Paint 1 0
motionTag Piano 1 0
motionTag Eat 1 0
motionTag Safe 1 0
motionTag takeitem 1 0
motionTag reachout 1 0
motionTag readletter 1 0
motionTag lowerarm 1 0
motionTag LedgeRight 1 0
motionTag LedgeLeft 1 0
motionTag Torch 1 0
motionTag Look 1 0
I haven't incorporated john9818a's fix since I's still not certain exactly what motion was broken, how it was broken, and what the new motion looks like. A vid of before and after by john9818a would be of great assistance so I can know what to look for to see if the fix works.
What I did to update my mdb to have the new motions:
* I copied my MSCHEMA and MOTIONS directories and motiondb.bin my so that I had a backup of each to restore from in case things went south.
* I took the Tech Demo zip above (SSFullGamesys.zip is what gets downloaded) and opened it up.
* I then merged the MSCHEMA and MOTIONS directories from the SSFullGamesys.zip into thier counterparts,
taking only the files that were missing from what I already had. Any duplicate files found I did not load, under the theory that the ones I had were working fine. (This is where my errors were introduced, I believe, as this would not update the tags.moc file, But I believe it was safer even so.)
* I then attempted to execute Makmdb.exe from my Thief root directory, with the noted tag errors generated one at a time. I would fix one tag error and then get another.
* To be sure that I had picked up all the differences in the tags.moc, I opened both up in Notepad++ and ran the file compare plugin.
* I also was getting a torso error for the GHOST.MOS schema in my MSCHEMA directory, so I added a "torso Biped" line to that.
* The next run of Makmdb.exe was without errors and seems to work fine. So I renamed my motiondb.bin to be omotiondb.bin and then renamed the new nmotiondb.bin to be motiondb.bin.
I still plan to run similar file compares with the other .moc files (Groups and Torsos) to make sure that I have everything from both versions.
When I have what I think is a correctly merged set of motion files for my use, I can send anyone who wants it all that in a zip, however I am reluctant to post it, as I really don't know what I'm doing and have no way to systematically regression test the motions to make sure that nothing got broken in the process. Instead, I recommend that whoever wants the new motions to follow a similar process to get a merge of their current MDB and the MDB in the SSFullGamesys.zip.
Yandros on 21/12/2015 at 18:53
Understood, thank you. By the way the four motions near the bottom are I believe by R Soul, and were released separately from anything Shadowspawn did. I've got them in my motiondb by managing to build it with his help. They're invaluable in the cutscenes in DCE.
john9818a on 21/12/2015 at 22:50
Larry there is one motion that the bipeds can perform when dying that is not necessarily broken, but there is one frame where the AI's right leg bends forward. I simply took an average of the x, y, and z of the frames before and after, and entered the results into the bad frame. I can post a video in the thread I started if needed.
Azaran on 22/12/2015 at 03:27
Those mushroom men look amazing, and how they dissolve bodies...brilliant :D
Please someone, use these in your next FM
Weren't these the same mushroom men that were in the unreleased [url=http://www.darkfate.org/view/details/files/fan-missions/thief2/ruins_of_originia/untitled/screenshots#pp[1]/74/]Ruins of Originia mission?
LarryG on 22/12/2015 at 04:24
They are already in my next mission, at a mushroom farm run by a sorceror, found inside a nutshell.
Azaran on 22/12/2015 at 04:39
Quote Posted by LarryG
They are already in my next mission, at a mushroom farm run by a sorceror, found inside a nutshell.
:thumb:
Random_Taffer on 22/12/2015 at 13:18
They'll also likely appear in my swamp. Finished the core gameplay first though, since I keep having to increase max obj refs!
Shadowspawn on 27/10/2016 at 13:12
NV,
I missed this thread. I've been thinking about releasing the pirates and mushroom men recently. I'm glad you did it first! Thanks!
Did the mushroom men launcher make it into the release? It worked like a robotic missile launcher, but fired a seed pod which sprouted into 4 (or 6) mushrooms, which rapidly grew into mushroom men. If that didn't make it, I'll dig out the implementation.
Glad to see the work didn't go to waste!