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Nazgûls "Special Extended Edition"


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#221 MrRanck

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Posted 30 January 2007 - 12:03 AM

I have the same problem with Treebeard -- no toggle with hobbits mounted.

#222 BigRedKane

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Posted 30 January 2007 - 07:00 AM

Hiya Nazgul,
I had a look around the forums for your post on your mod planned content but couldn't find it, unfortunately. Could you supply a link here (or url to copy and paste)?...it would be much appreciated. I'd be very keen on trying your mod out when it's released. :p

I'm glad you're gradually getting the probs sorted, pitty about Treebeard though....that would have been an awesome mod and very much to the movies. Hopefully one day someone will add a Hobbits mounting Treebeard rock throw attack....it's beyond what I can do though (it would probably require more animations and/or modelling).

Good luck with your mod. :p

#223 Nazgûl

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Posted 30 January 2007 - 04:52 PM

Thanks BIgRed... HAPPY NEWS! I got it working... kind of *lol*

I'll tell you more in abit... but first - dinner! :p

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#224 Nazgûl

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Posted 30 January 2007 - 05:56 PM

Anyways... it's like this:

PLUS
------
+ Treebeard can have two hobbit heroes mount and unmount his shoulders! This works regardless if they are one or two.
+ The hobbits can throw rocks IF you 1) set them to rock throw before mount and 2) click on one of them and manually attack enemy units thus making them both throw rocks

MINUS
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- Treebeard NOT not shift weapon while one or two hobbits are mounted!
- Hobbits STAND on his shoulders now since thats the only way to have them throw rocks. Enabling them to SIT (which looks way better) is done by uncommenting can_attack thus making them lose their ability to attack, but that also makes them pretty useless up there. So they have to stand, but that will also make them act like on ground with all kinds of animations, like running on the spot, and such weird things.

This is the best I could do though, and it certainly ads to Treebeard as a unit, and the hobbit heroes as well :)

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#225 BigRedKane

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Posted 30 January 2007 - 07:55 PM

it's a shame about the standing thing.

Since the animations are in there it should be possible to code a new attack where the hobbits sit but only stand when going to throw a rock (due to limitations of the animations...unless there's a hidden sitting rock throw or one can just apply rock throw animation to the Hobbit's upper body). This would likely require a lot of codeing though, so I don't expect you to do that...lol. Just voicing an idea. ;)

I also think that while Treebeard has Hobbits on him, if he did have an attack, he should move 50% (or at least 25%) slower because he'd have to be careful with the Hobbits.

I don't see the point in a Hobbit mount if Treebeard can't attack, his attack is more powerful compared to a Hobbit....so that's kind of like a downgrade with just Hobbit rock throwing (or can he attack with your mod but needs rock throw or whatever selected before Hobbit mount and can't change until dismount?).

Also...this might be of interest to you (both because you're a Nazgul and because you're aiming for the movie feel..lol.. :) ).....I stumbled onto some discarded/hidden object code from the cinematic animations....one of them was for Sauron's tower with the eye wreathed in flames. I plan on trying a few things out with those codes in the Cinematic folder to see if I can create some new units and structures.

#226 Nazgûl

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Posted 30 January 2007 - 08:48 PM

(or can he attack with your mod but needs rock throw or whatever selected before Hobbit mount and can't change until dismount?).


*lol* ;) Off course he can attack - it would be pretty useless to have him just as a walking stick! ;) So yeah, he do whatever he did before they climb up, but you have to set him up for it before you mount, the same way you have to set the hobbits to rock throw, so I guess I need a good tooltip for this to be understandable... or a player that will read the ReadMe ;)

That hidden stuff also sounds interesting... experiment and let me know if you make something cool :) A Nazgul like me would jump in my cloth to see a burning eye in game *lol* (Actually, it's pretty easy to relate to them poor souls, since that's what's would probably have happened to me, in that world. I'm easily seduced by power and luxuary and quick easy ways of obtaining them... so thats why I like that nick) :p

Well... that's it... Not it's mostly a matter of polishing balance to perfection... going through and checking all tooltips for errors... verifying all images and buttons... and maybe adding some more units:

- Gothmog (I WILL find a way to do this without having to use the expansion)
- Celeborn (The skin from the campaign. I think KingTranduil has done this) I'll look into it...
- Galadriel without ring (The skin from the campaign)
- Orc Pikemen (Caihik have them in his mod, I'll ask if I can use them)

But other than that, it's merely a matter of waiting for the Mordor Walls that Fingulfin's working on... :)


And oh yeah, I have not made a topic for this mod yet, I was merely pointing to where one can do that *lol* I think I will make a PDF instead of putting 50 screen shots in a thread though.

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#227 Lauri

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Posted 30 January 2007 - 08:51 PM

Treebeard is slow as hell already :)

and coding animations for the rock throw on treebeard is possible, but you should have throwing anims already ;) wich I don't think exists :(

And BRK, he CAN attack, but not change weapons ;) But the hobbits need to change to rock throw to throw rocks from Treebeard :p

Also, don't use the Sauron tower.... it'll lag your game up totally ;)

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#228 BigRedKane

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Posted 30 January 2007 - 09:12 PM

hiya Laurie... ;)

thanks for confirming the weapon toggle thing on Treebeard....I just wasn't sure what was going on there...hence my wording...lol... :)

Treebeard might be slow as hell already...but realisticlly he'd be even slower with Hobbits on him unless he wishes to be a careless bafoon...lol. I believe it's part and parcel of strategy, one trade off for another...however, I guess if someone downloaded Nazgul's mod one could always make speed adjustments if they wanted, that's the beauty of modding - one doesn't have to be set by someone else's ideas on how things should be..... ;) I was just voicing my ideas/opinions....I don't expect everyone to agree with them though...lol.

I might still try the Sauron Tower....I recently made some changes to XP which now makes XP make full use of my Ram before useing VM (Virtual Memory) on my HD and a change which clears all unused DLLs and drivers from memory when a program or app is shut down....there's been a huge improvement already and BFME 2 loads and unloads much faster now. Plus I got 1 Gb of ram and pretty neat graphics card (Nvidia GeForce 7600 Gs OC with 512 Mb DDR 2 Ram)...so I'm curious as to how all that will handle Sauron's Tower.
If it doesn't work or lags like you say then I'll just remove it....but I figure it's worth a shot. :p

Laurie if you got any pointers on getting Sauron's Tower buildable/operational in the game I'd appreciate it a ton....I don't have a hell of a lot of time due to business, so anything that cuts down the time for modding is a big big help for me.

#229 Nazgûl

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Posted 31 January 2007 - 01:27 AM

Woohooo, Gothmog is in!!! And reskinned too *love re-skinning* :)

Now, he needs audio, and I know how to make some, but not how to get it into game? What do I do with sounds in order to place them in game? :o

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#230 BigRedKane

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Posted 31 January 2007 - 04:06 AM

Congrats on getting Gothmog in, Nazgul.... :)

dunno about sounds....I haven't got round to tinkering with those yet, although I plan to 'cos I want to add a new attack phrase to Sauron...the "Your Time Is Over!!" voice phrase thing...I think it's cool, dunno why EA left it out...gits...lol.
Only time I heard it was on someone's custom map a long time ago (was the defend the hobbits and the shire one where each player gets one custom hero and a hobbit and takes on waves of everything....cool map for getting some awards and stuff....I advise useing handicap for one player though...lol. Oh, and never team up with a computer AI...they're too stupid with their hobbits and when the 3 Balrogs appear they die).

Anyways...that's sidetracking a bit...
Can't help ya with the sounds...sorry.

I wish you luck though.

Edit : although I haven't a clue how the sounds are set up yet, I did come accross the music and sounds in some of the other big files....I'd advise you poke around in there and see how they're referenced in relation to the ini files....there's got to be some common elements there. I'm not sure if you can create a seperate big file with a differant name to the others to store your added sounds, I would have thought you could....but I'm no expert on that and haven't tried it myself. Just my thoughts. ;)

2nd edit : I thought it would be awesome to get more Nazgul/Witchking voices in...like "Give us the Halfling, She-Elf!" and "Don't get between the Nazgul and his prey!" dunno if there's more from the special eiditon movies...haven't seen those yet. It's certainly food for thought though... ;)

Edited by BigRedKane, 31 January 2007 - 04:26 AM.


#231 Nazgûl

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Posted 31 January 2007 - 05:27 AM

Thanks.
Hehe if I figure out how to put new audio in, I certainly will... Those are mighty nice frases right there, yes ;)

New problem has popped up though, and at the moment sort of bigger than the missing audio... I have a perfect working Gothmog now with perfect animations, skin, binding, weapon and powers (except the audio, but I could use Lurtz's instead if noone can tell me how to import audio into files). But I felt like completing him with the ability to mount warg, so I tried to use codes from another mod for that, ending up with a mysterious error...

Posted Image

Can someone guide me to what the HECK this means? I have NO doubles of such that the error speaks of, and removing the "End" will only cause a new error about not understanding the line after it...! Help? :)

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#232 IthronAiwendil

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Posted 31 January 2007 - 06:09 AM

You are having to modules with the name MordorGothmogWarg.

Edited by IthronAiwendil, 31 January 2007 - 06:09 AM.


#233 Nazgûl

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Posted 31 January 2007 - 06:34 AM

Yeeees, so it seems... I forgot to remove the old Gothmog ini, since this is a new one *lol* Thanks, you got me thinking a bit further :)

Allthough, now Im back with the lextremely non stimulation Game.dat error upon fortress exit... *barf* A new episode of hours and hours of guessing and seraching for errors in the code, will commence when I get renewed strenghes *sleepy* If others have succeeded in making him munt war, so should I.. I hope

Edited by Nazgûl, 31 January 2007 - 06:36 AM.

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#234 zimoo

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Posted 31 January 2007 - 11:13 AM

Add your .wav files into data\audio\sounds, then in voice.ini add blocks similar to the following:

AudioEvent EomerVoiceMove;The name referenced in the heroes INI
  Sounds = GUEomer_voimova GUEomer_voimovb GUEomer_voimovc GUEomer_voimovd GUEomer_voimove;The filenames of the actual audio
  Volume	  = UNIT_RESPONSE_VOLUME
  MinVolume   = UNIT_RESPONSE_MINVOLUME
  PlayPercent = VOICE_MOVE_PLAY_PERCENT
  Type		= world player voice
  SubmixSlider = voice
End

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#235 Lauri

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Posted 31 January 2007 - 12:28 PM

Click me :) That's the best sound tutorial I've seen ;)

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#236 zimoo

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Posted 31 January 2007 - 12:34 PM

He over-complicated it, and some of the information is wrong. Still a good starter though.
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#237 IthronAiwendil

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Posted 31 January 2007 - 02:42 PM

Yeah no asset.dat needed to create new audio

#238 Nazgûl

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Posted 31 January 2007 - 03:22 PM

Thanks U guys! The credits for this mod will be long *lol*
Not sure if I'm going to pull this off, but I will surely try... :)

Now, about the game.dat crash... It happens when Gothmog is supposed to exit from the castle keep. Could this be cause I haven't fixed the skins and bones for him on warg yet? Or should he exit but have strange and weird graphics?

Ithron... I will PM yuou since I beleive you've maganged to have Gothmog mount warg in your mod? ;)

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#239 zimoo

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Posted 31 January 2007 - 03:26 PM

game.dat's are nothing to do with models/skins/animations, they're coding errors.

Check the User Submitted section here at T3A, it has a list of known game.dat causes

EDIT. Linky

Edited by zimoo, 31 January 2007 - 03:36 PM.

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#240 Nazgûl

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Posted 31 January 2007 - 04:44 PM

Thanks Zimoo, thats kind of what I thought to. Last time it was a missing specialpower... This time, Im not sure, but Ithron was kind enough to PM me with things that should get the warg thing running, so Ill look into it! :)

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