Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 9, 2020 4:28:45 GMT 10
Hi, I have been tinkering with some Mercenaries No Mercy stages and modified the Rail Yard version changing javos for zombies; there are 2 variants now:
1.- Old Resident Evil way with scarce ammo and slow spawning. 2.- Resident Evil 6 way with full drops and default spawn speed.
Both variants have slightly faster and more aggressive zombos than vanilla settings and 5 extra minutes distributed among all time crystals.
You can get the mod here:
Version 0005 - DOWNLOAD
Nemesis model not included; if you want it, you can get it here (thanks to Darknessvaltier & Sr. Belt): SCREENSHOTS:
|
|
Posts: 324
|
Post by Psicopata7 on Jul 9, 2020 9:56:32 GMT 10
I always wanted a enemy swap version in some mercenaries maps, since there are 4 zombie maps and 6 javo maps (That's unfair because i love zombie maps  ), you just make this a reality fact and you included the ustanak too, impresive!  I hope you continue with this project π
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 10, 2020 5:47:00 GMT 10
Thanks; considering that Rail Yard has narrow corridors and subway I think it is more fit for zombie combat than against javos (that and I don't like javos mutations much); other stages bigger than Rail Yard perhaps have the problem about zombies being slow to chase the players, unless you use spitter brains or put then in turbo mode (that doesn't look too good)
|
|
Posts: 411
|
Post by Cobrastrike on Jul 10, 2020 12:37:27 GMT 10
Very cool idea! J'avos are tiresome. About the zombies, they gather really fast at the first stage, which is kinda big, so it may work well in other stages too. Very nice mod! Congratulations!
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 11, 2020 3:22:42 GMT 10
Thank you; now let's get some feedback about possible glitches and balance
|
|
Posts: 324
|
Post by Psicopata7 on Jul 11, 2020 10:42:06 GMT 10
It's cool to play this map this way, specially of the zombies and the environment, and of course because of that aggressive Ustanak In some matches i found that the Ustanak gets stuck where he spawns, so he will "try to reach you" but he won't because of the small objects that are on his way. Here is a video to show this great mod, it could help others to find out what this means to be: I love this even if it is on its early version β€οΈ I would love to see other maps with this same treatment π
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 12, 2020 3:32:12 GMT 10
OK, I added a custom shader file to version 0003 so that the Ustanak gets proper lighting and another file to remove the cage in the back. Where does the Ustanak get stuck sometimes when he spawns? in the ceiling? if you mean when there are crates/dumpsters between you and the enemy I can't do much as haven't found a way to modify navigation points (file is encrypted), those crates aren't props that can be moved and can't change the AI if it's dumb and doesn't want to turn around (maybe it's intended as whoppers have rotten brains and the Ustanak has received so many blows in the head  ).
|
|
Posts: 324
|
Post by Psicopata7 on Jul 12, 2020 7:00:31 GMT 10
Yea he gets stuck in some crates near where he spawns, but it is not something like a big issue because he could find a way to reach the player, so don't underestimate that big emotionless fella xD
|
|
Posts: 86
|
Post by Zkys3dge on Jul 13, 2020 7:58:59 GMT 10
I really like this, zombies are a much better fit for this map, I don't know why Capcom loved their soldier type enemies so much back then lol
Gonna reinstall the game to try this
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 15, 2020 6:56:18 GMT 10
Hi, I have changed a few things in the mod, now available in version 0004:
- The extra 5 minutes added to one of the crystals have been distributed among all the time crystals. - Zombies are now slightly faster, more aggressive and grab more frequently. - Only cop/army zombies and special enemies will drop something when they die (I really hate those dogs dropping grenades & ammo).
Unless big issues arise, this will be the final version of this mod.
|
|
Posts: 324
|
Post by Psicopata7 on Jul 15, 2020 22:31:22 GMT 10
All right! i will try it out V0004 when i have free time  If you ever do a modified J'avo map, you should make them more aggressive as harder difficulties in campaign, i mean they move a little bit fast, they grab you more frequently and there are like 2 mutated J'avo that only appear in campaign, you should bring that large parasite who spits web or whatever it spits xD and the one who has armor mutated body, it could be cool to bring them into mercenaries no mercy mode  psdt. The Ustanak looks the same way even with the shaders you have included in V0003
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 16, 2020 3:12:06 GMT 10
Checked the lighting issue, and yes it doesn't change anything with "Mercenaries.arc" vanilla file, so I added a buffed file to the pack in this V0005_test file: www.mediafire.com/file/wkgmyn4yiz4n3bu/RAIL_YARD_-_ZOMBIFIED_V0005_Test.zip/file(Ustanak will spawn right away when starting the stage to save time for the test; if you have instaled V0004 you only need to overwrite "s1210Soft.arc" and add "Mercenaries.arc" to the right folder). No need to rush, there is no time limit
|
|
Posts: 324
|
Post by Psicopata7 on Jul 16, 2020 5:51:49 GMT 10
I've already played V0005 test and mah boy Ustanak looks as he is supposed to be  I just found that inside the train (when you are at certain distance from him), he still has the lighting issue in his hair, but aside that everything with him is fine  I think you make him less agressive in this version, but its ok because it is just for testing.
|
|
Ghosts & Goblins management
Posts: 34
|
Post by BJ669 on Jul 16, 2020 6:52:36 GMT 10
Good to know that the lighting is finally solved  (shaders can get tricky to handle); the weird hair lighting happens when you look through several zones with different properties (happens a lot in Urban Chaos stage when entering buildings) and the Ustanak should behave the same way as before because it is the same data as in previous versions, I don't know which weird ways Capcom likes to use for the AI...
If you use Nemesis model you won't have the weird hair lighting because he has no hair
I will upload the patched V0005 version later.
|
|
Posts: 324
|
Post by Psicopata7 on Jul 18, 2020 0:13:15 GMT 10
Could you make a version where enemies drop normal ammo and another one where army/cop zombies drop ammo please? That's because sometimes i play more than 2 players (6 player mode from fluffy's mod manager) and we have empty ammo before the mid game xD i would appreciate it if you could add more enemy spawn from the beginning to the end too (like the default maps do) to make it more enojoyable with more people
|
|