Comp Mod Beta

Post » Mon Nov 18, 2013 4:55 pm

http://www.youtube.com/watch?v=NQyL--xAwHQ

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Danii Brown
 
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Joined: Tue Aug 22, 2006 7:13 am

Post » Tue Nov 19, 2013 5:14 am

This is looking really awesome! I'm not sure if the buggy transitions to positioning and animation could be fixed but I supposed that's something to worry about after the important mechanics are done.

I like that you went into alot of details even having the companion hop on the motorbike and the other things, that makes it all the better.

I'm really excited for this mod, do you think in the future you could have different companions to choose from? You know, like meeting people in Wellspring and choosing which of them you'd like to work with. That'd be sweet.

Just a final Q, can the companion actually die? She seemed to be taking severe hits but lasting forever

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Nick Swan
 
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Joined: Sat Dec 01, 2007 1:34 pm

Post » Mon Nov 18, 2013 7:47 pm

As far as additional companions... maybe.

One issue is that I plan on integrating Eve pretty deeply into the story line. For example, Eve is an Ark survivor like the player, though the details of her backstory will depend on the voice actress (more specifically what the voice actors rate is). This is why Eve is so tough. She regenerates like the player and has super human strength and reflexes like the player. Having other companion options with someone like Eve as an option probably doesn't make sense.

The other issue is that the engine will only load models identified as requirements by the map when it was compiled. To get Eve to appear in the vanilla maps, I had to replace the players own 3rd-person model. So you could add additional companions, but each companion would mean sacrificing a player outfit. The first two outfits are more or less freebies. But I don't know if I would dare change the others.

Yes, Eve can die, but you can simply respawn her with the calling card, so she might as well be immortal. If script memory allows, I would like to have her enter bleedout and become worthless for a min or so when her health gets too low, but I am already pushing the scripting memory limits, so I am not sure how many more features I can add.

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Eire Charlotta
 
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Joined: Thu Nov 09, 2006 6:00 pm

Post » Tue Nov 19, 2013 5:58 am

https://docs.google.com/file/d/0B0VAFIuYmSp5eW1iQ2JsemFyems/edit?pli=1

Sadly, I'm not very happy with the stability of the mod. On my own machine, Rage minimizes to the tool bar after loading (with mods enabled), which it normally doesn't do. That makes me wonder if I am pushing the modding tools too far.

Some weapon styles work on some maps and some don't. For example, sniper and pistol want spawn on all maps and I am not sure why.

The effectiveness of Eve's AI is highly dependent on hints (cover, obstacles) and walk mesh data embedded into maps. So on some maps, like the dam facility, she is awesome. On other maps, like the shrouded clan, she is not only clumsy and gets stuck all the time, but she tends to crash the game. I may have to put checks in place and simply not allow her to spawn on some maps.

Originally she was going to be crossbow only (Personality thing), so most my testing has been done with crossbow. At the last hour I decided to add other weapon options. I suspect they will not work quite as well and you may find using them more buggy. I may just remove them and go back to crossbow only. We will see how stable the other weapons are and if Eve uses them properly.

Anyway, I plan on getting the source code up on the mod's website in the next 24 hours or so. I looking for people to play with it and break it (trust me, it wont be that hard)... and see if you can figure out any patterns to the crashing.

Meanwhile I am fleshing out Eve's script and how the interactions are going to work. There will probably be another beta coming out in 2 weeks or so.

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Luis Longoria
 
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Joined: Fri Sep 07, 2007 1:21 am


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