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Levels Pack02
01-09-2018, 12:24 AM (This post was last modified: 01-09-2018 12:24 AM by Alexey.)
Post: #1
Levels Pack02
Here is pack with some more editor levels:

02 - A Mole Among Us
04 - Red Dragon
05 - Angels in Texas
07 - Points on the Radar
10 - Check and Mate
11 - You Only Live Twice


.rar  AG_LevelsPack02.rar (Size: 9.29 MB / Downloads: 89)

Happy modding Smile
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01-09-2018, 05:40 PM
Post: #2
RE: Levels Pack02
(01-09-2018 12:24 AM)Alexey Wrote:  Here is pack with some more editor levels:

02 - A Mole Among Us
04 - Red Dragon
05 - Angels in Texas
07 - Points on the Radar
10 - Check and Mate
11 - You Only Live Twice



Happy modding Smile

Man, you are the best. Greatest New Year present ever.
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01-09-2018, 07:41 PM (This post was last modified: 01-09-2018 08:30 PM by ComradeReptiloid.)
Post: #3
RE: Levels Pack02
Quick notes:
There's no Dogs of War level obviously and you can use zone manger, but you need to create new zones and uniforms on levels 2, 4, 5 and 7, meanwhile levels 10 and 11 working perfectly. Basically you have just empty templates with default Diversant, Civilian, Soldier and Officer uniforms. This is not a problem for me as long as I can make it work just by copying proper zone from .shadvs file.

Edit: same thing with job manager and select object menu.
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01-15-2018, 11:08 AM
Post: #4
RE: Levels Pack02
Most of the VisAreas in You Only Live Twice have seemingly been removed from the level's SLP. I set all the layers to viewable, unchecked all the categories in the Hide By Category section, only two are visible. This could be a problem when modifying the level and seeing the results in-game.
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01-15-2018, 11:36 AM
Post: #5
RE: Levels Pack02
(01-15-2018 11:08 AM)Liz Shaw Wrote:  Most of the VisAreas in You Only Live Twice have seemingly been removed from the level's SLP. I set all the layers to viewable, unchecked all the categories in the Hide By Category section, only two are visible. This could be a problem when modifying the level and seeing the results in-game.

Hmm.. I will check. And post new version, if it is the case.
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01-18-2018, 05:30 PM
Post: #6
RE: Levels Pack02
Finally I have a few spare hours for AG modding. Upgraded first floor in Hotel level and restored zones for Hotel and Red Dragon. So.. Anyone found a convenient way to import all zones and uniforms at once or how to replace skybox and change brightness of scenery without redoing lightmaps?
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01-19-2018, 02:36 AM
Post: #7
RE: Levels Pack02
And as for me:


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01-19-2018, 04:25 PM
Post: #8
RE: Levels Pack02
(01-19-2018 02:36 AM)Liz Shaw Wrote:  And as for me:

Haha, you are placing these "easter egg" pictures everywhere Wink
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01-21-2018, 04:43 AM
Post: #9
RE: Levels Pack02
v0.05 is going to take baby steps when it comes to adding new things in the recently released levels, so anything ComradeReptiloid does I'll be unlikely to implement them for the next release. My plans are:

A Mole Among Us

Adding more women, mostly for atmospheric purposes, making several Actors' Voice Templates exportable so you can use them in missions like Omerta, creating a new distraction for the policeman guarding Room 12, creating a new ConfLogic file for female Germans, and making copies of gun cleaning animations so they use TT and Walther models instead of the Colt (since I changed the traitor's equipment pack from a Colt to a TT, it's really weird that he's still cleaning a Colt, yet brandishes a TT when provoked).

Red Dragon

Adding new music in the restaurant (the music playing on the radio in the Wang Fou Restaurant in the Hitman: Contracts remake of that mission), and hopefully fixing that bloody waypoint glitch with the guard who goes to the toilets.

Angels in Texas

Adding music in the gas station, making the grocery store habitable and adding poison in there, making a new zone for the garage so mechanics will now consider you trespassing, and creating a new trigger which changes Strogov's AI Form if he's still in a Civilian disguise, so guards won't consider you trespassing in the bar.

Points on the Radar

Changing several brushes so they no longer cast sunlight when you take out the lights, changing the model of the box that the C-4 crate rests on, fixing a bug with the soldiers patrolling outside the lighthouse, and expanding the installing transmitters objective so you have to install them on all the landing craft rather than two.

Check and Mate

Adding news reports about JFK's assassination over the radios, relocating a note in the prison entrance, adding extra construction workers and an extra transit cop, and making the level more Saboteur-friendly.

I plan to release v0.05 in time for the second anniversary of AG's Steam release. As such, I'm also updating Mystery Foes to make it compatible with v0.05, as well as changing certain things to match what's in Points on the Radar. BTW ComradeReptiloid, what do you mean by "upgrading the first floor in A Mole Among Us"?
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01-24-2018, 11:48 AM (This post was last modified: 01-24-2018 12:04 PM by ComradeReptiloid.)
Post: #10
RE: Levels Pack02
1. My ideas for "A Mole Among Us":

1.1. Already implemented (1st floor):

1.1.1. NPC: Adding extra female NPC to reception zone with a lot of animations and one timed interaction with guest NPC. Adding few guest NPC's and waitresses in the two bars. New path for undercover agent between hall and bar on the right (not cocktail bar). A lot of new policeman in the hall and in the restricted hotel wing, one of them visits restroom on the first floor. Hotel stuff sprinkled around different rooms in the restricted wing, interacting with police and cleaning free open rooms and one of them visits restroom on the first floor. Moving NoDisturb Sign to the empty room on the second floor

1.1.2. Zones and items: Now whole "room 12" wing is restricted and only hotel stuff and police can enter here. Only police allowed in the room 12, but sneaking out with briefcase still suspicious. Master key now placed on the table in the room instead of sticking out of the door. Soda now in the cocktail bar near barmen. Poison hidden on the reception. Guest card in the same room, but there is new policeman exclusively patrolling this room. Waiter disguise placed in the last stuff room near master key room. New guest card placed on the third floor in the empty room hidden under the bed (for some reason game crushes when I use it to deactivate alert zone).

2.1. Already implemented (2nd floor):

2.1.1. Add female guests and 1 male guest, new extra undercover agent and new "hiding" triggers on the 2nd floor in the library. Hotel guards patrolling hallways and stairs. New hotel stuff moving between open room and traitor room. A lot of new guests in casino using tables with "waitress" dealers, barmen moved to a proper place. New lackey for lift on the second floor.

2.2.2. Waiting for implementations (2nd floor):
Anchors for lift control, NoDisturbTrigger for traitor room and guest with card room (half done, script can't detect true condition), new job for traitor --- going to casino and ordering drink, which can be poisoned or spiked with soda or soporific (like in Dogs of War) + possibility to push him down to the first floor. One of the undercover guards changing his job if stationary traitor room guard is dead.

3.1. Already implemented (3rd floor):
Nothing, 2nd floor must be finished first.
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