Author Topic: The Evangel Map Project  (Read 17224 times)

Codewalker

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Re: The Evangel Map Project
« Reply #20 on: November 27, 2012, 10:22:34 PM »
I have a friend that touted having access to the old Paragon Dance Party, should I drop him a mail ?

May I direct your attention over here for a moment? There's something there that might be helpful. :)

Mister Bison

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Re: The Evangel Map Project
« Reply #21 on: November 27, 2012, 10:28:45 PM »
Okay, I don't know about that, thanks Codewalker ;) ;) ;)
Yeeessss....

Evangel - Project 7

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Re: The Evangel Map Project
« Reply #22 on: November 28, 2012, 03:36:13 AM »
Yep i used that fun trick to get the old zones and to have a bit of teary-eyed nostalgia. I forgot how fun Old Faultline was. Man, getting caught down in those canyons with no travel powers back in the day! Many a keyboards were slammed upon in frustration!! :)


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Sekoia

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Re: The Evangel Map Project
« Reply #23 on: November 28, 2012, 09:19:48 PM »
What YOU Need:

If you want to take advantage of these maps to make your own movies or screenshots then you'll want to prepare with your character(s) by making demofiles of what I call their "skins". You can log in to the game and make a demofile that contains all of a character's costumes and once that is saved you can copy/paste that info into new demofiles even after sunset and you can have your hero walk the streets of Paragon once more! Here's how:

Costume information is also captured in Sentinel+ exports. Here's an excerpt from the example export:

Code: [Select]
<costume>
<bodytype>1</bodytype>
<skincolor>ff000000</skincolor>
<scales>0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000</scales>
<parts count="28">
<part>Tucked_In Cargo_01 !Hips_Sharp 00000000 0031614d</part>
<part>Armored !X_Chest_Robot_Mask !Chest_V_Pattern_Jaws 00001c55 0031614d</part>
<part>V_fem_Head.GEO/GEO_Head_V_Asym_Standard !Face_Skin_V_Fem_Head_76 !V_Face_Small_Mask_3 0031614d 00cc00ca</part>
<part>Robotic_02 Robotic_Banded Robotic_Banded_01b 00000000 0031614d</part>
<part>Banded Tech_Modern_01 !Boot_V_Assassin_01 0031614d 00001c55</part>
<part>Tech_01 Tech_01a Tech_01b 0031614d 00001c55</part>
<part>Dreads Afro_01a Afro_01b 0031614d 00001c55</part>
<part>none none none 00000000 00000000</part>
<part>Goggle_07 Lens_01a Lens_01b 00001c55 00000000</part>
<part>Armored_Strap_01 Strap_01a Strap_01b 00000000 00000000</part>
<part>V_FEM_SPADR.GEO/GEO_SpadR_Spikes_17 !Emblem_V_Spikes_01 !Emblem_V_Spikes_01_Mask 00001c55 0031614d</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00001c55 00000000 00c063c0 00cc00ca WEAPONS/Custom_Pistols/Fem_PistolRight_SemiAuto01.fx</part>
<part>Gas_Mask Tech_01a Tech_01b 0031614d 00001c55</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00000000 00000000</part>
<part>none none none 0031614d 00000000 00c063c0 00cc00ca WEAPONS/Custom_Pistols/Fem_PistolLeft_SemiAuto01.fx</part>
<part>none none none 00000000 00000000</part>
<part>none none none 00ffffff 00ffffff 00ffffff 00ffffff WEAPONS/Custom_Mace/Fem_Mace_Arachnos01.fx</part>
<part>none none none 00000000 00000000</part>
</parts>
</costume>

Here's the corresponding text you'd want to put in a demorecord:

Code: [Select]
0   42 Player
0   42 NEW "Bob the Biohazard"
0   42 COSTUME 1 ff000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
0   42 PARTSNAME Tucked_In Cargo_01 !Hips_Sharp 00000000 0031614d
0   42 PARTSNAME Armored !X_Chest_Robot_Mask !Chest_V_Pattern_Jaws 00001c55 0031614d
0   42 PARTSNAME V_fem_Head.GEO/GEO_Head_V_Asym_Standard !Face_Skin_V_Fem_Head_76 !V_Face_Small_Mask_3 0031614d 00cc00ca
0   42 PARTSNAME Robotic_02 Robotic_Banded Robotic_Banded_01b 00000000 0031614d
0   42 PARTSNAME Banded Tech_Modern_01 !Boot_V_Assassin_01 0031614d 00001c55
0   42 PARTSNAME Tech_01 Tech_01a Tech_01b 0031614d 00001c55
0   42 PARTSNAME Dreads Afro_01a Afro_01b 0031614d 00001c55
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME Goggle_07 Lens_01a Lens_01b 00001c55 00000000
0   42 PARTSNAME Armored_Strap_01 Strap_01a Strap_01b 00000000 00000000
0   42 PARTSNAME V_FEM_SPADR.GEO/GEO_SpadR_Spikes_17 !Emblem_V_Spikes_01 !Emblem_V_Spikes_01_Mask 00001c55 0031614d
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00001c55 00000000 00c063c0 00cc00ca WEAPONS/Custom_Pistols/Fem_PistolRight_SemiAuto01.fx
0   42 PARTSNAME Gas_Mask Tech_01a Tech_01b 0031614d 00001c55
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 0031614d 00000000 00c063c0 00cc00ca WEAPONS/Custom_Pistols/Fem_PistolLeft_SemiAuto01.fx
0   42 PARTSNAME none none none 00000000 00000000
0   42 PARTSNAME none none none 00ffffff 00ffffff 00ffffff 00ffffff WEAPONS/Custom_Mace/Fem_Mace_Arachnos01.fx
0   42 PARTSNAME none none none 00000000 00000000

Most lines are just straight copy-and-paste. The only line you have to manually assemble is the "COSTUME" line, which is simply COSTUME followed by <bodytype> followed by <skincolor> followed by <scales>.

Note though that if you want to have any power effects applied to the character (armors, etc.), you'll still need to make a demorecord.

Shadowhawke

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Re: The Evangel Map Project
« Reply #24 on: November 29, 2012, 11:05:14 PM »
Being as these demos record all the objects in a zone, won't these go a long way toward reconstructing entire zones when someone tries to get an emulator server up and going? I mean, I've read the posts here, and know everyone is collectively archiving the shit out of everything- without actually saying it, that IS a potential goal right? To emu it once it looks like the original game can't be saved?

epawtows

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Re: The Evangel Map Project
« Reply #25 on: November 29, 2012, 11:18:03 PM »
Being as these demos record all the objects in a zone, won't these go a long way toward reconstructing entire zones when someone tries to get an emulator server up and going? I mean, I've read the posts here, and know everyone is collectively archiving the shit out of everything- without actually saying it, that IS a potential goal right? To emu it once it looks like the original game can't be saved?

Not really necessary for that.  All the demos are recording is the ID of the objects in the zone, so the client (the part installed on the user's PC) can play them back.  Thus, the client *already* knows what those zones are, and what they look like. A Demorecord is simply the easiest way of getting it to show them to you. 

If you saw those youtube videos of the half-finished zone that was supposed to come out in an issue or two?  They didn't get that by hacking a machine inside Paragon Studios.  It was a demorecord from a client.  That half-finished zone is *already* on *all* of our computers.  They just figured out how to point a demorecord at it (and I don't know how, so don't ask me :-)





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Re: The Evangel Map Project
« Reply #26 on: November 30, 2012, 05:07:55 PM »
Not really necessary for that.  All the demos are recording is the ID of the objects in the zone, so the client (the part installed on the user's PC) can play them back.  Thus, the client *already* knows what those zones are, and what they look like. A Demorecord is simply the easiest way of getting it to show them to you. 

If you saw those youtube videos of the half-finished zone that was supposed to come out in an issue or two?  They didn't get that by hacking a machine inside Paragon Studios.  It was a demorecord from a client.  That half-finished zone is *already* on *all* of our computers.  They just figured out how to point a demorecord at it (and I don't know how, so don't ask me :-)

Should be relatively easy - the map numbering scheme is mostly sequential - creating a demo file then changing the map name until you hit the right one shouldn't be to hard. Post sunset that will give me something to do :)



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Arachnion

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Re: The Evangel Map Project
« Reply #27 on: December 02, 2012, 07:21:12 PM »
Should be relatively easy - the map numbering scheme is mostly sequential - creating a demo file then changing the map name until you hit the right one shouldn't be to hard. Post sunset that will give me something to do :)



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That sounds like a really good idea. I haven't seen this "half finished zone" or the videos...

I look forward to your maps and stuff Evangel.
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Walkin' with a dead man over my shoulder

Waiting for an invitation to arrive
Goin' to a party where no one's still alive

Megajoule

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Re: The Evangel Map Project
« Reply #28 on: December 03, 2012, 06:25:05 PM »
It sounds like you may have most or all of the zones already, but in case you don't:

https://docs.google.com/open?id=0B0rmU0UrIINISHpfTjFOU3pWeEU

Leandro

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Re: The Evangel Map Project
« Reply #29 on: December 18, 2012, 01:11:33 AM »
Not quite, the geometry layer is present, but hidden, so it would be invisible even if you were to fly out there. I'm not 100% sure if demorecords capture the visibility state of groups or what the magic command is, but I can find out.

The DYNGROUPS DYNARRAY command takes care of the visibility of layers. If you want the Ski Chalet to show up in a Pocket D demo, add it near the beginning of the demo, after the "Time" command:

1 0 Version 2
0 0 Map maps/City_Zones/City_02_04/City_02_04.txt
0 0 Time 12
0 DYNGROUPS DYNARRAY |0,0