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Author Topic: Age of Redemption 2017 v1.1 Has Launched!  (Read 237 times)

Javokis

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Age of Redemption 2017 v1.1 Has Launched!
« on: 2017-10-30, 11:57:28 »

Here's a list of all the changes 1.1 adds to your experience:

Version 1.1 2017 BUILD 6

Fixes

-Firearm sounds now use only one sound stream rather than two to reduce sound issues from the game's limited channels.
-Rebalanced the Quietus ability of Scorpion's Touch to no longer stack on attackers. It limits one per attacker with 3 second cool-down.
   *This is also to hopefully address a stack-crash issue that might be occurring due to enemies auto-firing at close range.
   *Duration of Scorpion's Torch extended to 1 minute to make up for the nerf.
-Buried Cappadocian are now stunt doubles that get replaced with a normal fledgeling model after using their awaken animation.
   *This is to address a long term animation issue that occurs when enthralling buried Cappadocians.
-Fixed some logic issues in the vanilla region trap script. Now utilizes the unused [scatter] variable along with other fixes.
-Fixed more scene data bugs found in several modern day levels.
   *Some region data bugs were referencing non-existent scripts in Setite Haven.
   *All non-cutscene related AI pause regions were removed. No more free target practice!
-Fixed Hank's Gun Haven shop to sell grenade launcher as well as ammo.
-Adjusted the weapon ammo float texts so they wont overlap effect icons.
-Turning off helmets in the config app should now work properly for all players.
-Polished up more of the ammo overhaul scripts related to secondary ammo types.
-Moved the Ammo: #amount float text out of the description box. Now appears above the item name in the console box.

Features

-Enhanced the traps at the Monastery levels to be deadlier. Exploding barrels are very dangerous.
-Rockets are now faster projectiles with additional flame trail effects and sound.
-Fireballs are now faster projectiles with additional visual smoke added.
-You can now stack certain stackable [non-magazine based] ammo using the toggle stack ammo icon that appears when correct ammo is detected.
-M4M209 Automatic Rifle with grenade launcher attachment added to AoR from the Firearms mod. Includes ammo overhaul rules.
   * Can be found on enemies and in Gun Haven during modern times.
-Greater variations in modern firearm loadouts for npcs. Much deadlier loadouts.
-Updated all ammo descriptions to include better information about how it works with the ammo overhaul system.
-Updated several firearms to describe modifications or secondary functions. Be sure to read the weapon descriptions for details.
-Ammo type now included with firearm names to help users associate the correct ammo types to each firearm.

Application Fixes

-Addressed an issue with non-english systems formatting numbers in a way that the mod cannot recognize.
   *This issue was what caused decimal values to return 0 and not antiviruses.
      (ex: non-english was formatting numbers like 0.2 as 0,2 - this threw off the mod and the config app's reader)

SAVE STABILITY NOTE

Age of Redemption v1.1 BUILD 6 should be compatible with v1.0 BUILD 9 saves. Some firearms might not update correctly if in inventory at
the time of updating. To solve this problem, go to a shop to purchase the new firearms or find the updated firearms off of respawned enemies.
Fixes to scenes wont update if you already been to those locations on your saved game.

You can find the mod here:

http://e-mods.net/
« Last Edit: 2017-10-30, 12:03:53 by Javokis »
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #1 on: 2017-10-31, 04:16:06 »

Config writeing works now but the loader is still broken.

0,75 -> 75 -> Not in Range Exception

Greetings
Nexxy
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #2 on: 2017-10-31, 09:54:57 »

Try this attached zipped exe of the config app. I did some quick changes and need to make sure it works. It uses language conversion of decimal values on reader. Be sure to copy/past over the existing config app in the aor directory.
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #3 on: 2017-10-31, 09:59:29 »

Also since I recall you inquiring about the source code [and usually I give those out so...]

Here you go - it's Visual Studio solution as the whole project folder.
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #4 on: 2017-10-31, 11:23:30 »

Tried your new Version, still the same error. Loading a 0,75 into 75 value, aborting due to a min max problem within the WindowLoader.

im at home, dont have access to my PC and my Visual Studio installation. What Visual Studio Version are you using up to now ?

Greetings
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #5 on: 2017-10-31, 12:11:45 »

It's the newest one with the azure features. I'm using the free version for windows 10. Now I've seen this value pop up during testing before and I may have to convert to a string before going back to a decimal. Really odd behavior I suspect it may be package limitation in .NET.
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #6 on: 2017-11-01, 04:16:12 »

Digged into you code and got some ideas : (i only have notepad++ here xD)

AorConfig.cs:

line 607: you convert the enemyLowHealth into your predefined "culture" format and thus write it into the  configfile as 0.75

but then you read it in l240 with the cultureNative command.  (with culturNative = de-De) -> the 0.75 from the previous file changes into 75

just switch this cultureNative around 240-340 into "en-En" (culture) format instead of cultureNative and it will be saved for every language in "en-En" and loaded in "en-En"

++
Another thing is that it would be awesome if you would use some Exception handling for your AoRConfig_Load func.
If it crashes .. (it's crashing here cauz he cant convert 0.75 properly and insert it into a limited box) .. then that func holds your File-handle which isnt closed yet. And your program will crash again if it tries to write the new config-file onto the disc (ReadWrite Error because its already opened by another process .. which is unfortunately our own program :D)



Greetings
Nexxy


« Last Edit: 2017-11-01, 11:35:01 by Nexxy »
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #7 on: 2017-11-01, 11:47:55 »

ok. Give this attached version a try and see if it works better.
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #8 on: 2017-11-01, 17:16:40 »

#EverythingIsAwesome :)
Looks good. Guess we (you) fixed it :D

Greetings
Nexxy
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #9 on: 2017-11-01, 18:15:20 »

I got this app compiled into build 7 and added your name to credits section of the readme.txt file. Thanks for the assist. ;)
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #10 on: 2017-11-02, 04:48:38 »

ty mate.

Is it possible to see all the cutscenes in the multiplayer? A friend of mine doesn't know the game and he wouldn't see much of the story if cutscenes were missing.

For example, at the beginning of the tutorial there are 3 cutscenes missing.The first when he enters the mine. One when he looks down into the mine and one when he sees the first corpse on the ground.

But i guess you added every cutscene and transition manually into the game huh? This would be an foreverlasting task to add all scenes, and mb it would be annoying to ppl which know the story already. What r your thoughts here.

(btw sorry for my bad English, I'm not a native speaker :P)
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Gandorques Hikla

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #11 on: 2017-11-02, 09:49:26 »

@Nexxy:
Have your friend play as one of the Christophe Models, and pick someone else for you.
He should be able to see most of the cutscenes now.  ;)
Also let him host and let him go first into new areas if possible.
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Nexxy

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #12 on: 2017-11-02, 14:58:00 »

I see :) ty mate :P
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #13 on: 2018-02-12, 13:40:51 »

I have forgotten to explain some extra features in AoR's readme so I'll post them here and make sure the readme is updated in future releases:

*[Vanilla] Damage Calculations

Restores the vanilla game's damage calculation rules - including some of its bugs. Age of Redemption has done several changes to how damage is calculated based on world of darkness pen and paper rules. Much of these rules have been applied to the vanilla game, but some bugs tend to occur around firearms. Vampires are supposed to take conventional firearm damage as normal damage type, which vampires can soak normal and lethal with their stamina. Firearms become even less effective since vampires take 50% damage from normal damage types. This makes incendiary rounds essential for fighting vampires with firearms. In vanilla, firearms rely on a specific flag setting that changes all damage types from bullets into normal/lethal. So in vanilla, there's a strange and random chance firearms will do lethal damage to vampires regardless of its damage type. Humans are supposed to take lethal damage from conventional firearm rounds regardless of whether it is set to normal damage type. In vanilla, humans are taking normal damage from firearms, which they soak with their stamina. Humans can only soak normal damage with stamina, but are supposed to take lethal damage from firearms. This is why it takes more shots just to kill a human on vanilla damage calculations. This is obviously a bug when you take in account the pen and paper rules.

BULLET-PROOFING RULES

Age of Redemption's damage calculations also implement bullet-proofing requirements for armor. In modern times, you will see certain armor have a bullet-proofing efficiency percentage. This percentage indicates the amount of soak that armor can absorb from bullets.Without bullet-proofing, your armor will not soak any bullet damage. You can enable the [Vanilla] Damage Calculations to restore normal armor functions to the game.

I have also forgot to put the new console command [stcmd toglog] into the readme. Here's the explanation of this console command:

[stcmd toglog]

Toggles Age of Redemption's script logging system. This system will log AI behavior, damage/soak calculations, and configuration settings applied to npcs. These three aspects are separated into three log files located in the VTMR>AoR\ directory and will log the last 200 events in the system to print to these files.
« Last Edit: 2018-02-12, 14:00:16 by Javokis »
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Javokis

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Re: Age of Redemption 2017 v1.1 Has Launched!
« Reply #14 on: 2018-02-13, 13:31:01 »

Here's another snip of info that is to be added to the readme as well:

BESTIARY

This is a list of creatures of note that have been modified by Age of Redemption.

Wraiths - Wraiths are remnant souls of a vampire given final death. In Age of Redemption, these ghosts are intangible till they approach their target to strike. Thus ranged weapons are ineffective against them. Wraiths also have incredible soak against none ghostly attacks. There are two methods to approach a wraith; one is to use Summon Soul to attack a wraith with another wraith. Wraiths cannot soak any damage from the attacks of other wraiths. The second is to utilize a human artifact known as Martyr's Fire. This artifact is worn on the shield slot and thus only usable with one-handed weapons. Martyr's Fire allows its wielder to force the wraith into a tangible state and even undermines its incredible soak. The Martyr's Fire also prevents the wraiths from using their secondary ability that allows wraiths to teleport across the astro to ambush their victims and insight terror.

Werewolves - Werewolves are ferocious beasts that can even tear a vampire to sunder. Vampires typically fear werewolves with good reason, especially if they are to face a werewolf one on one. Not even the feral claws of a Gangrel can hope to bypass the werewolves supernatural resilience. Only a silver weapon can weaken a werewolves hardened husk and incredible regeneration if only for a short period. None the less, a vampire would rather stay at range to finish off their werewolf predator. Werewolves do aggravated damage with their claws and will even toss their victims around in melee. With the werewolves increased movement speed, it may be difficult to avoid keeping them beyond arm's length.

Hoppers - These homunculus servants are a product of Tremere Thaumaturgy Rituals. These creatures protect their masters by swarming their victims and draining their blood. It is best to keep a distance and never be swarmed by such fowl monstrosities especially when alone. They may be weak with limited health and soak, but their small size and speed make them difficult to target. Hoppers often attack in groups so keeping some molotovs or greek fire handy could help make quick work of them. Tremere can summon more hopper's through Beckoning discipline, which can only make things worse if already being swarmed by hoppers. When a beckoned hopper leeches to a victim, they will refill the blood pool of their Tremere masters.

Baby Spiders - These small spiders now have the ability to crawl on their victims and sting them with poison. Baby Spider nests have been modified to still produce a few baby spiders even if preemptively destroyed. Otherwise, getting too close to one of their nests will result in a larger swarm spawning from the nest.
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