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Cybore

13
Posts
A member registered May 20, 2021

Recent community posts

Thought you were done with the framework, but thanks again for continuing to enhance and add awesome features to it! I'm liking the option for custom tile sizes, makes sorting through other missions much more manageable when there are tons of missions for category.

Not sure if its on your to-do list but the only other category that could use a small tweak are the livetiles for escalations since there are so many. I tested making the escalations small but they weren't grouped like on the destinations menu.

Also, is there an option to exclude specific missions from the destinations tab without manually deleting the mission entries in the destinations Json?

Awesome! Thank you so much for fulfilling my request! 

I got the files to work, it was pretty easy to isolate when just testing each file. The output is good enough.

Was wondering: does the framework currently support overriding the default config for items in the game? Like if I added Perks to a gun, could I use the framework to update the REPO and avoid having to make manual edits each time the REPO is updated? I'm assuming if I just used the same Id, the framework would just add a duplicate entry but wasn't sure there was  a flag or something. Same question about the ORES file.

Understandable. On a different note, I was trying to install some modded missions from a pack through the framework and I got an error for like half of them.  I moved the scoring folders so that only that content pack would be applied.

I couldn't really identify which lines were causing the issue based on the prompt but after testing I narrowed it down to the objectives section. Maybe getting these to work is more tricky because they are less traditional than other missions?

https://www.nexusmods.com/hitman3/mods/38

The ones that wont import are:

Sniper Assassin Hawkeaido

Target Run

Target Streak Miami

Time Trial New York

Just got a chance to test it and it works great. Though you said it took longer than expected, you still managed to get it done within a day! I think this currently looks as good as it can, if you have personal preferences as to order its easy to make edits yourself. Enjoy your well earned break.

Knowing now that this is possible, another cool idea but probably even greater pain to implement is to have livetiles for items. Then you'd reduce the amount of clutter due to the variations of mks and reskins. I'd be willing to help wit the the grouping of the items if you're eventually up to it.

Yea, I think I just wanted color support for badges. I will look to see if I can get the objective I want working and can add the color to it later if you decider to add support for it. 

Managed to get it to work but thanks. Now if we could just have livetile escalations it would be perfect. I'd prefer it to actually having a working escalation system as then you can choose what escalation level you want to play.

Yea, I've looked at both the json and the gfx but I don't have the knowledge to implement it myself. I thought maybe having tied to a specific objective would be easiest, since then you could add conditions to that objective and stack it with  current badges. So basically would just be if this objective complete, then make bar blue. The color would just be static like silent assassin.

If I'm understanding correctly, currently the scoring system  goes:

*if Silent Assassin and no badges = UI_RATING_SILENT_ASSASSIN (red bar)

*if Silent Assassin + Badges = UI_RATING_SILENT_ASSASSIN + Badges (red bar)

*If no silent assassin but has badges = Badges (white bar)

So to add it to the current modded scoring system, it would be if no silent assassin but objective complete (ghost assassin) = UI_RATING_GHOST_ASSASSIN + Badges (blue bar)

else

*If no silent assassin and no ghost assassin but has badges = Badges (white bar)

Still thinking about a good SA alternative but maybe something like

1. No damage or maybe no missed shots

2. Only kill guards (not sure if the game distinguishes between the two) but ok to kill NPCS via accidents.

3. No witnesses

4. No recordings

5.No bodies (might not be possible implement? basically, if you eliminate whoever saw the dead bodies, their seen bodies are reduced/not counted. ok to not have this requirement if not possible to implement).

5-1. If above can't be implemented, alternative would be Combat state not entered.

After tinkering with the rating system, I think ioi should've made it so that SA badge does not supersede other playstyles. Just having the red bar would represent SA and you could still have another badge for your playstyle. I managed to get 3 badges with your offline mod, is it currently unlimited?

I'm assuming by escalations you meant elusives, but yea maybe personal preference but I think it's cleaner on the right even if they're grouped together.

 I don't know if you've tried using localghost but that's a case where livetiles are used for added contracts.  

https://gitlab.com/grappigegovert/localghost

Thanks for quick fix, I'll report if I find any other issues. On a separate note, would it be possible to add an objective that changes the color of the bar where the badge is located? Like from Red to Blue instead of regular white? I thought it would be cool to have a more loud/lethal silent assassin like status in addition to the regular badges.

Thanks for taking the time to  put this together! Had a chance to test it and I'm impressed by how clean everything looks and how everything is grouped together. Escalations and Elusives are properly sized and there are there additional menus for the added items.

With that said, I think Elusives should go to the right side of the screen after Escalations&Bonus missions and I think they should fall under the primary mission's header " The showstopper"in your sample image. They just look off on the left side of the screen, especially when there are lot of them. I don't know if this was a limitation you ran into when adding them to the locations menu.

Also, another thing that would be great, would be if it was possible to group escalations together by making escalations into Livetiles. Livetiles are those where multiple tiles are combined into one and you can flip through them using your mouse or keys. Currently the pack only mostly have level 3s but maybe the author would be more open to adding more if there was less clutter. I'm assuming additional metadata would be used to group them together.

I just noticed that one of the recent changes, I believe "Do not count "unknown" kill events to work around a bug in Patient Zero" made it that accident kills on non targets still retains SA.  I believe this was the blood money system but I don't think you wanted this intentionally.  It was working fine as of 1.5.1