Stone Woman mod

Maps, mods and resources ported from or to Unreal.
Must run in UT99 or with Oldskool Amp'd.
Unreal 227 only projects are "Off-Topic"
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Leo(T.C.K.)
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Stone Woman mod

Post by Leo(T.C.K.) »

Download

Here's the Stone Woman that was in developement for quite long time now. CodeX was responsible for coding this and chose the sounds.

It was kind of on hold until it was perfected/bugfixed.

Hope you enjoy.
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OjitroC
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Re: Stone Woman mod

Post by OjitroC »

That's pretty cool - she certainly has some kick! Thanks for posting that :gj:
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Re: Stone Woman mod

Post by JackGriffin »

This would be cool to use in a puzzle map. I trapped her in the small pool but you could make it so that is required and she hits a trigger at the bottom of the pool.
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Re: Stone Woman mod

Post by papercoffee »

:noidea Stone Woman?
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Re: Stone Woman mod

Post by JackGriffin »

Video demo:
7Kvp7uyLFSA
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makemeunreal
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Re: Stone Woman mod

Post by makemeunreal »

This thing is just awesome! Had so much fun when testing it online with Codex.
Can you please elaborate on it's history a bit?
Where's the skin from? Was it an actual pawn back then? Was it planned?
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Re: Stone Woman mod

Post by papercoffee »

That's that Unreal Beta model.
ok? interesting.
Now a whole army of them in a map... :mrgreen:
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Leo(T.C.K.)
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Re: Stone Woman mod

Post by Leo(T.C.K.) »

I made the skin, I said so in the text file. It was based on the 95 woman skin.
It also explains the history. It was an original idea of me to have as addition for Unreal PSX.

Inspired partly by those waking up statues in Daikatana. And given that one of the level designers who worked on PSXUnreal also worked on Daikatana, this idea is not that strange.

EDIT: Btw, thanks for the video.
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Re: Stone Woman mod

Post by EvilGrins »

papercoffee wrote:Now a whole army of them in a map... :mrgreen:
Sounds like almost like a request for that map to be edited.

Almost.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Stone Woman mod

Post by papercoffee »

EvilGrins wrote:
papercoffee wrote:Now a whole army of them in a map... :mrgreen:
Sounds like almost like a request for that map to be edited.

Almost.
What about a better map?
A whole army doesn't have to approach the player in one wave. :wink:

Edit---------------------
Oooooh ...now I have a mean idea. Let those new pawns only move when the player isn't looking at them. And in this "frozen" state they can't be hurt. Or only very slightly. :twisted:
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Leo(T.C.K.)
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Re: Stone Woman mod

Post by Leo(T.C.K.) »

You'd need to subclass that with checks for what was it called again? It's a line of sight check, I can't believe I forgot how it's called in Unreal.
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Re: Stone Woman mod

Post by JackGriffin »

I did a bunch of checks for just that in the Mansion map if you want to grab the code. It's embedded into the decorations themselves so just view the script of things like the pictures on the walls. They are coded to change if you are in the room but not looking at them.
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Leo(T.C.K.)
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Re: Stone Woman mod

Post by Leo(T.C.K.) »

You seem to be explicitly checking for rotation. That's not what I had in mind.

There was a special function which calculated...ah it's called PlayerCanSeeMe()

SpawnPoint uses it for example. It's a native function, your solution is interesting and innovative though.

There's also CanSee()
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Re: Stone Woman mod

Post by JackGriffin »

CanSeeMe can cause hard crashes, the native checks for it have some sort of failure in them and that's why I stay away from using it at all. Until I replaced the biterfish in MH2 they caused a lot of random crashes. The wood box fragments can often do this too.
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Leo(T.C.K.)
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Re: Stone Woman mod

Post by Leo(T.C.K.) »

But what about PlayerCanSeeMe()? I never saw that one crash. They seem to be separate routines.

EDIT: nvm I guess that can crash too as well as CanSee ?
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