New mod: Difficulty for experts players and more

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MBK_MBK
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Wed Sep 05, 2018 8:54 pm

Hello friends. :)

I will put here some links to video test:

Test 1 Tabriz map V1.6:
https://www.youtube.com/watch?v=lutPHeHHHd4

Test 2 Tabriz map V1.6:
https://www.youtube.com/watch?v=AvhIGZYM0g4

Test 3 Tabriz map V1.6:
https://www.youtube.com/watch?v=bczbY_wivwI

Test Achievements and Awards1 V1.6:
https://www.youtube.com/watch?v=P6HzDmm3Mho

Test 1 Khazel Zalam map V1.6:
https://www.youtube.com/watch?v=2024uLZfl3U

Test 2 Khazel Zalam map V1.6:
https://www.youtube.com/watch?v=VnjEsuvu-fw

Test 3 Khazel Zalam map V1.6:
https://www.youtube.com/watch?v=I44cC0zgeKo

Test 4 Khazel Zalam map V1.6:
https://www.youtube.com/watch?v=baKK2XI9sjc

Test 5 Khazel Zalam map V1.6:
https://www.youtube.com/watch?v=P-geubzHfNc

Playing football without a ball in BoD:
https://www.youtube.com/watch?v=hVgfNnctafE

Test elemental resistances V1.6:
https://www.youtube.com/watch?v=2NkGhFG5ZEk

Test physical resistances V1.6:
https://www.youtube.com/watch?v=N6qA0Wpk1TM


Greetings. 8)
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Re: New mod: Difficulty for experts players and more

Postby Sryml » Fri Sep 07, 2018 4:29 pm

Thanks for integrating the video link, I will try to access these links. :)
I found some enemy icon errors on your map, I don't know if you have fixed it. :roll:

>>> console message:
>>> B_BitmapWidget::SetBitmap() -> Error locating bitmap icoorc6_M16.


The file "Enemigos.py" in the map "Tower_M16"(maybe more maps):
Bladex.ReadBitMap("../../Data/Icons/Ork Gold.bmp","icoorc6_M16")#
Reference.EnemiesScorerData['28ORC']=("icoorc6_M16","Gold_Ork")#

After my research, the name "icoorc6_M16" is invalid.

The bitmap file will be given a unique name when it is first loaded. The repeated "Bladex.ReadBitMap" does not change the access name of the bitmap resource.
But I don't know where you first loaded this file "Ork Gold.bmp", obviously it is not in the file "../Scripts/DefaultScorerData.py".
Because I saw Bladex.ReadBitMap("../../Data/Icons/Ork Gold.bmp","OrkGoldIcon") and tested the name.
"OrkGoldIcon" is also not a real name. (not an initial load) :roll: :roll: , so I wrote a function to get the unique name of the bitmap resource.

Code screenshot: res_tool.py
>>> import res_tool
>>> res = res_tool.GetBmpResourceName("Ork Gold.bmp")
>>> print res
>>> print res[0][1]

-----------------------------------------------
[('../../Data/Icons/Ork Gold.bmp', 'Gold_Ork')]
Gold_Ork


So its real name is "Gold_Ork" :) :) , although I have searched all the files and still can't find out which file you defined it in.
Fix code:
Reference.EnemiesScorerData['28ORC']=("Gold_Ork","Gold_Ork")

BTW, "Reference.EnemiesScorerData" will be initialized when the game archive is loaded. You need to put it somewhere else, such as "EnemyTypes.Gold_Ork.ResetSounds" or define the default value in the file "DefaultScorerData.py".
Attachments
res_tool.zip
(524 Bytes) Downloaded 68 times

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Wed Sep 12, 2018 9:01 pm

I see, thanks Sryml. :)

I have corrected these icons. I put the code "calling the icons", in the file EnemyTypes.py and all loads well. 8)

Greetings. :mrgreen:
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Sun Oct 14, 2018 8:30 pm

Greetings. :)

Some tests.

Physic weaked state:
https://www.youtube.com/watch?v=4m8apHG2J3E

Elemental cursed state:
https://www.youtube.com/watch?v=7Ohd1BOYExo
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Mon Nov 19, 2018 7:48 pm

Greetings. :)

Test snowy Kashgar map 1:
https://www.youtube.com/watch?v=K1B0vQ7owcs

Test snowy Kashgar map 2:
https://www.youtube.com/watch?v=g-4yRRLKfZk

Finally I get the LED editor working in my old compurter :D (it was some problem of windows compatibility.)
I am testing with LED editor, with the tutorials of Masklin and Prospero. So may be with time and much work, I will to make some maps. 8) Well, I will see how... :mrgreen:
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Re: New mod: Difficulty for experts players and more

Postby Sryml » Tue Nov 20, 2018 6:05 am

Hi, MBK! I saw your amazing performance again. You have so much stuff, I think you should make a new mod of a independent map. :mrgreen:

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Dec 14, 2018 9:48 pm

Greetings.
Saludos. :)

Lista de características actualizada en 11/12/2018, Mod Hiperbóreo V1.6... 98,5% terminado.

https://youtu.be/k-BKZYeFGnA
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Thu Dec 20, 2018 8:14 pm

Greetings.

Test, Enemies resistance scorer:

https://youtu.be/YDqP-JAcuys

The % of the resistances, can be modified by elementals or states.
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Dec 28, 2018 7:22 pm

Greetings. :)

Using the forge hammer: 8)
Amazon can improve staffs, spears, bows, swords and maces. Knight can improve maces, swords and shields. Barbarian can improve broadswords, axes and big clubs. Dwarf can improve clubs, hammers, hachets and shields.
Each weapon, bow and shield have 6 levels of improvement. The changes in the equip will continues after save-load the game. There will be 3 forge hammers hiddened in each map. :mrgreen:

https://youtu.be/BaaGEvjnTww
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Wed Mar 06, 2019 9:16 am

Greetings, friends. :)

New states, "Hunger" and "Thirst":
The hero will need to eat and drink, to avoid hunger and thirst.
Too much hunger or thirst, penalize energy or physical resistance.
You can recover the maximum energy, with food or drink. The penalized physical resistances can not be recovered with food or drink; Only with armor reinforcements or with Power Potions. 8)
Last edited by MBK_MBK on Fri Mar 08, 2019 9:31 am, edited 1 time in total.
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Mar 08, 2019 9:30 am

Greetings. :)

- IMPROVEMENTS OR MODIFICATIONS ALREADY FINISHED OF THE HYPERBOREAN MOD, V1.5.1 Y V1.5.2:
- MORE THAN 75 IMPROVEMENTS OR MODIFICATIONS ALREADY FINISHED. 8)

- STATE OF DEVELOPMENT OF THE HYPERBOREAN MOD V1.6, 98´5% FINISHED:
- MORE THAN 60 NEW IMPROVEMENTS OR MODIFICATIONS ALREADY FINISHED. 8)
- MORE THAN 25 NEW IMPROVEMENTS OR MODIFICATIONS IN PROGRESS. :x

- TOTAL OF IMPROVEMENTS OR MODIFICATIONS OF THE HYPERBOREAN MOD, IN DATE OF 8-March-2019:
- MORE THAN 160 IMPROVEMENTS OR MODIFICATIONS IN TOTAL. 8) :mrgreen:

--------------------------------------

Saludos: :)

- MEJORAS O MODIFICACIONES YA TERMINADAS DEL MOD HIPERBOREO, V1.5.1 Y V1.5.2:
- MÁS DE 75 MEJORAS O MODIFICACIONES TERMINADAS. 8)

- ESTADO DEL DESARROLLO DEL MOD HIPERBOREO V1.6, FINALIZADO AL 98´5%:
- MÁS DE 60 NUEVAS MEJORAS O MODIFICACIONES YA TERMINADAS. 8)
- MÁS DE 25 NUEVAS MEJORAS O MODIFICACIONES EN CURSO. :x

- TOTAL DE MEJORAS O MODIFICACIONES DEL MOD HIPERBOREO, EN FECHA DEL 8-Marzo-2019:
- MÁS DE 160 MEJORAS O MODIFICACIONES EN TOTAL. 8) :mrgreen:
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Re: New mod: Difficulty for experts players and more

Postby xxHyFoxx » Sun Mar 24, 2019 10:14 am

That is a lot of code you made, and also you still have to make. How do you test it for bugs?

[edit] Ah, and thanks for the videos. It is interesting to see how these things work ingame!

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Sun Apr 14, 2019 9:05 pm

That is a lot of code you made, and also you still have to make. How do you test it for bugs?

[edit] Ah, and thanks for the videos. It is interesting to see how these things work ingame!
Hello HiFox :)
Well, I use the debuger mode, looking in the console for phyton code. Testing each new feature in the game " with windows size".

I am happy that the vídeos of tests, can be interesting .

Greetings and thanks. :mrgreen:
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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Fri Jul 19, 2019 2:37 am

Greetings. :)


- I have added, possibilities to cause critical damage, very critical damage and brutal damage.
According to the type of weapon, the type of hero, the difficulty chosen and if the hero uses a Power Potion. 8)


- I added a few more music in some maps ...


- I will add an option to activate the new "Painful Mode". Adapting the ideas of the "mod Gorentity".
If my option is activated, when an enemy dies, it is verified what type of damage was and if it is mutilated.
According to what physical element and what area is mutilated: simulate how the enemy wobbles, vomits blood, complains, wobbles again, falls, crawls and dies.
I will have to make sequences of animations that will be activated randomly.


- I will make an option to activate or deactivate, to walk sideways when an enemy is not being selected.
I have to verify the functions that are activated when the "turn right" and "turn left" keys are used.
If the option is activated: when pressing "right" or "left" keys, the hero will always move laterally.
I have to change the code to make animations of lateral movements and let the camera rotate only with the mouse.
If the option is disabled: use the original code.
When choosing this menu option, it is necessary to restart the map.

The fact of not moving laterally without selecting enemy, is because before the player did not use a double-stick joypad to play, but the keyboard and mouse. The most recent games have already adapted to the controls of a console joypad as "dual shock"; with which, the left stick is used to move the hero, while the right stick is used to move the camera. When BoD was designed, there were consoles that still did not use two sticks with 360 degrees of movement.
It is possible to adapt BoD controls to a joypad emulator and play with it, without using keyboard or mouse.
But personally, it is more effective for me to fight with a keyboard and aim the arc with the mouse; because I have redefined the keys to my own typing style.
Anyway, I'm going to try to do it; for people who likes the game style of Dark Souls...


Well, working on those things and in more cool stuff... :mrgreen:
Loose your ghosts, because they keep suspiciously your freedom.

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Re: New mod: Difficulty for experts players and more

Postby MBK_MBK » Sat Jul 20, 2019 1:37 am

Greetings. :)

Thanks to SrRaulCL, I have achieved a program that allows to improve the quality of images with good results. The name of the program is "Gigapixel AI". :D

I am testing with some textures and images of BoD... For example:

Normal:
Image
Improved: 8)
Image

Normal:
Image
Improved: 8)
Image

The program needs a lot of RAM resources and it gets quite slow; In fact it needs 8 GB of RAM to run fast. The images generated by the program are of good quality and in a size 4 times larger.
I will to restart my Textures Pack in High Definition. First, I have improved all the textures of the Marakamda map; the result is more sharpness and details, but the game takes a lot longer to load the map and it slows me down as I walk the stage. To play with this quality of textures in BoD, and due to the complexity of the Hyperborean Mod code, it will be necessary at least more than 4 GB of RAM. I have only 4 GB of RAM, so in the future I will have to add more GB ...

I see that we are taking the old graphic engine of RAS, to incredible limits... And it still works! :o :mrgreen:
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