Invisible, Inc.

Invisible, Inc.

Agent Mod - Incog Mito
21 条留言
femboycatboy 2023 年 2 月 16 日 上午 10:24 
Game crashes when guard attempts to drag body.
xshot 2022 年 12 月 20 日 下午 6:22 
hi just suffered 2 crasshes from this mod. one when trying to melee a downed enemy with a disrupter and the other from trying to use a stim on an agent next to me.
Meman82  [作者] 2021 年 9 月 12 日 上午 7:19 
@Hekateras Serves me right for not doubling checking if it worked I suppose. Should be fixed and thank you for your help.
Hekateras 2021 年 9 月 12 日 上午 5:41 
Looks like this mod still has an issue with the banter. In strings.lua, you have
BANTER = {
Start ={

when it should be

BANTER = {
START ={
Meman82  [作者] 2020 年 12 月 21 日 下午 2:08 
@Hekateras Thank you for finding this. It drove me crazy when the mod was initially made that it would not use the banter I made. I pushed an update that address what you said and hopefully that is the end of the bugs.
Hekateras 2020 年 12 月 21 日 下午 12:19 
Bug report: It looks like the agent's speechdef is pointing to an invalid path.
It's pointing to STRINGS.MITO.AGENTS.INCOG_MITO.BANTER but in the strings file, the path is actually Banter, with an uppercase B and lowercase everything else. Also, FINAL_WORDS is misspelled. As a result, there are crashes and the agent's oneliners aren't showing up.
Meman82  [作者] 2019 年 4 月 24 日 上午 11:11 
@Hekateras Thanks for the report it should be fixed now
Hekateras 2019 年 4 月 24 日 上午 3:33 
Hey, someone on the Discord just discovered a bug with the mod. Apparently if you rescue Incog Mito, he spawns in with Dosan's Hands (from the Dosan mod) instead of his unique gun :P
Hekateras 2019 年 3 月 19 日 上午 11:15 
You're right, it's probably not the opacity, then. That's weird. Maybe the position is off in build.xml? I've made overlay sprites by just editing the graphics and keeping everything else (including build.xml) the same, and I didn't have that weird shift.
And no problem! Custom graphics are a pain to figure out, glad I could help.
Meman82  [作者] 2019 年 3 月 19 日 上午 10:18 
@Hekateras
I don't know if changing the opacity would work. When the size is increased you can see that there is the double version but it does not line up exactly with the original. Its at a different angle almost
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1687648702

As for the non-overlay version I will work on the transparent build soon.

Thank you for all your help already
Hekateras 2019 年 3 月 19 日 上午 2:48 
Oh, okay, I see what you mean now - my bad for misunderstanding. Honestly, even with the colour bleed through it looks quite nice.. I'm not sure why you have colour bleeding through if the sprites are the same size as the original build. Maybe it's because the sprites are often a bit transparent towards the edge, so you could try increasing the opacity for the overlay sprites. (Something simple like duplicating the layer and merging the new and original layer.)

However, you still have overlays technically enabled in the 'non overlay' version. To get rid of the overlay completely, the wireframe needs to reference a completely transparent build, instead. That way you won't have the basic build showing on top of cover objects in-game.

Sorry I can't give you more balance feedback yet. :D
Meman82  [作者] 2019 年 3 月 18 日 下午 7:40 
@Hekateras When I said build previously I meant I had black and white sprites already made does the actual build/animation xmls need to be changed for it to come through right?
Meman82  [作者] 2019 年 3 月 18 日 下午 7:30 
@Hekateras The only difference between the two animdefs is that one has wireframe set to be the basic build, and the other uses the black and white build.
Hekateras 2019 年 3 月 18 日 下午 2:16 
@Meman82:
That's not a bug. The original build is supposed to show up a the bottom (and thus layered below the prop art like cover objects in the game), while the overlay sprites show up on top of the original build and on top of cover objects, as well. Thus, in the unmodded game, the overlay build is black & white and stylised to make it obvious when agents are in cover.

Mods like the Agents Mod Combo by Shirsh, which "remove wireframes", actually just replace the overlay build with a transparent one that just contains transparent pixels. A lot less effort to make than the custom black & white versions, heh.

Also, am I missing something? I looked at the two versions of animdefs you have and I can't see what the difference between them is. You did have overlays in the anim even before the update, actually, which is what brought my comment on.
Meman82  [作者] 2019 年 3 月 18 日 下午 1:29 
@Hekateras Thank you for the offer, but I actually do have overlay sprites they have a bug though. The original build shows up under them so a lot of color bleeds through from some angles. I pushed an update to have an option to enable the overlay anyways if you want to have a look.
Hekateras 2019 年 3 月 18 日 上午 5:32 
I've noticed you don't have a custom anim build for the overlay anim and just use the same as the regular build. Do you want some help with making a greyed-out overlay anim like the vanilla agents?
You could also just remove the overlay entirely to match the 'no overlays' look of mods like the Agents Mod Combo by Shirsh.
Mobbstar 2019 年 3 月 18 日 上午 4:51 
To be fair, medgel also revives Sharp.
Hekateras 2019 年 3 月 18 日 上午 2:39 
I've checked, it hides behind covers. It seems to behave like an agent for all intents and purposes (including being revived by a medgel) *except* being able to overwatch, drag, and be dragged.
Colorado Dyes 2019 年 3 月 18 日 上午 12:19 
Can it hide behind covers? It's a big egg, by all means
Mobbstar 2019 年 3 月 17 日 下午 11:53 
Can it use stims? Any augments? Melee weaponry?
Mobbstar 2019 年 3 月 17 日 下午 11:53 
I imagine getting a Flurry Gun makes this guy a one-turn-win wonder!