I'm tougher than I look.
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Post by ReJillV on Mar 15, 2015 9:41:09 GMT 10
i was never able to download that resolution patch, cause every time it finishes, my computer removes it saying its possible virus or malware. i even tried to turn off my antivirus but it still deletes it after done downloading.
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Post by bamit11 on Mar 30, 2015 13:25:49 GMT 10
So I downloaded the newest version of REHDHook and extracted it to a new folder, but every time I run the program Launcher.exe and then click play, it tells me the program can't start because "MSVCP120.dll" is missing from my computer. It then tells me that it failed to inject "REHDHook.dll". I am new at trying to run mods for any Resident Evil, so is there something I'm missing? BTW, the game runs correctly when I try to play it normally.
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http://atom0s.com
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Post by atom0s on Mar 31, 2015 4:58:43 GMT 10
Open up REHDHook\Documentation\Read Me.txt and check the requirements section.
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Post by bamit11 on Mar 31, 2015 5:35:58 GMT 10
Alright, once I downloaded the Micorsoft Visual Studio Redistributable it started working. I assumed that since I already had Visual Studio 2013, I would have the redistributables. Thanks for the help.
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Post by qperok on Apr 30, 2015 4:17:35 GMT 10
Hm, here is a tiny little program that allows to: 1). Skip doors on on demand with a button press on each door animation. 2). Combine both examine and shoot actions into one keyboard button. I wonder if those can be incorporated/reverse-engineered into 3D Hook.
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http://atom0s.com
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Post by atom0s on Apr 30, 2015 17:11:00 GMT 10
Hm, here is a tiny little program that allows to: 1). Skip doors on on demand with a button press on each door animation. 2). Combine both examine and shoot actions into one keyboard button. I wonder if those can be incorporated/reverse-engineered into 3D Hook. It definitely can if the user feels like sharing his source code. This could easily be turned into an addon for REHDHook.
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Post by rubening87 on May 13, 2015 10:58:52 GMT 10
nobody managed to make a nomercy story mode?
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http://atom0s.com
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Post by atom0s on May 14, 2015 13:06:05 GMT 10
nobody managed to make a nomercy story mode? Not sure what this has to do with my project..?
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Post by npc on May 28, 2015 19:18:00 GMT 10
can you update the door skip lua script to version 1.2?
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Post by mechanicalpaladin on Aug 4, 2015 3:30:58 GMT 10
Hi! I made a fix for the health bar addon that prevents the bar to grow in negative values. Also, I added a feature it to as well. Now the bar changes color according to your current status. (by checking the health percentage). Fine = green, Caution = yellow etc. Poison is not supported for obvious reasons. I wasn't fond of the current health bar so I made new graphics for it that resemble more of the status indicator in the game. Would it be possible to use a texture mask in order to progress the bar? Stretching the texture isn't a very good solution. What about animated textures? Download latest version: 1.11.111.2Screenshots: FIX: New look: I haven't event touched lua prior to this day but it was surprisingly easy to figure out just by examining the healtbar lua file. I've seen enemy health bar plugins in other Resident Evil games, is it a possible to make one for this too? As soon as player deals damage to an enemy, the addon could read the changed memory value and figure out the enemy's min/max health? After the enemy is dead or the player leaves the room, the bar would hide itself. The bars would go nicely side by side on the top of the screen. Other notes: The game crashes every time when I try to take more than one screenshot with the bundled screenshot addon. (Unsupported Function). Every time I want to take a screenshot, I have to bind the "/screenshot hide" to a new key if the current one is already used. I'm almost out of Function Keys.
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Post by decuryo on Aug 5, 2015 2:49:42 GMT 10
So the plugin hooks to my game just fine, console appears, plugins say they're loaded - but they aren't. When I try to load one with "/load doorskip" for example I get "Failed to load, error code 126". Something I'm doing wrong?
Great work atom0s, been following your mods since the earlier days of Ashita!
EDIT: Solved, I was using "/load" instead of "/addon load". Derp. I remember doing the same thing with ashita. Doorskip doesn't seem to be working though.
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Post by mechanicalpaladin on Aug 5, 2015 6:02:44 GMT 10
Doorskip doesn't seem to be working though. It works but its disabled by default even after you load it. Use this: /addon load doorskip /doorskip on I don't get why they decided to keep the addon off by default. It makes no sense and is confusing for new users.
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Posts: 219
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Post by mechanicalpaladin on Aug 6, 2015 19:58:00 GMT 10
Updated the healthbar addon to 1.11. Cleaned up and commented my added lines of code. The colour change is still not 100% accurate since it relies on percentages rather than exact hp values. Does anyone know the exact hp values for Jill and Chris when the status changes? Or does someone know a way to decrease/increase health with a press of a button?
edit: I tried to create a mask for the health bar (black bar on top of the hp bar that grows in negative values) but that didn't work. REHDHook doesn't like 3 font objects on top of each other. I couldn't get it on top of the healthbar object. Maybe atom0s can add in support for image objects?
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Posts: 219
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Post by mechanicalpaladin on Aug 8, 2015 0:00:28 GMT 10
Healthbar addon updated to version 1.2. Colour change is now 100% accurate since it uses exact health values rather than percentages.
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http://atom0s.com
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Post by atom0s on Aug 10, 2015 10:51:07 GMT 10
npc: Not sure what you mean updating Doorskip it to 1.2? Just bumping the version number up is not going to change anything.. Hi! I made a fix for the health bar addon that prevents the bar to grow in negative values. Also, I added a feature it to as well. Now the bar changes color according to your current status. (by checking the health percentage). Fine = green, Caution = yellow etc. Poison is not supported for obvious reasons. I wasn't fond of the current health bar so I made new graphics for it that resemble more of the status indicator in the game. Would it be possible to use a texture mask in order to progress the bar? Stretching the texture isn't a very good solution. What about animated textures? The health bar addon I included was more of a demonstration of how to work with Lua and textures. Not so much to be the ultimate / best looking addon heh. So cheers for modding it to fit your own needs. Texture masks are possible but I think that this hook is using an older version of my font object library I made, so there are some bugs with it. I made an updated version for Resident Evil 6 in the hook I made for that. But never updated this hook to use any of the newer code. (More or less due to the lack of attention both projects got, I stopped working on them.) As for animated textures, that is not something I plan on working on personally. I don't have any plans to continue working on this hook at all currently. I've seen enemy health bar plugins in other Resident Evil games, is it a possible to make one for this too? As soon as player deals damage to an enemy, the addon could read the changed memory value and figure out the enemy's min/max health? After the enemy is dead or the player leaves the room, the bar would hide itself. The bars would go nicely side by side on the top of the screen. Yes it is possible, but you will need to find their information in the games memory then draw it as needed to the screen. Getting exact locations to the screen is not currently possible those as I do not expose any WorldToScreen coords function or similar though. So you would have to rely on static locations for something like this if you went that route. decuryo: Thanks for following. I still work on and maintain Ashita. decuryo / mechanicalpaladin: I default addons to an 'off' state more or less to protect the user in case they accidentally load something they didn't want. Given that DoorSkip is seen as a cheat / advantage the user may not want to activate it immediately or have the option to toggle it on/off. So I choose to start cheat type things like this in an off state. Updated the healthbar addon to 1.11. Cleaned up and commented my added lines of code. The colour change is still not 100% accurate since it relies on percentages rather than exact hp values. Does anyone know the exact hp values for Jill and Chris when the status changes? Or does someone know a way to decrease/increase health with a press of a button? edit: I tried to create a mask for the health bar (black bar on top of the hp bar that grows in negative values) but that didn't work. REHDHook doesn't like 3 font objects on top of each other. I couldn't get it on top of the healthbar object. Maybe atom0s can add in support for image objects? Objects should be able to stack onto each other. And masking should be there but it is probably buggy in this version like I mentioned. You can check out my character monitor script for my RE6 hook here: residentevilmodding.boards.net/thread/4400/re6hook-direct3d-hook-addons-pluginsThat includes stacking of objects to get the look that it has. You can also create a text object to react as a button so you can do what you are asking with setting health values. You can use most of the code inside of healthbar to get the correct address to write the new value to the health for the current player. As for handling button clicks on the text objects, check out the Documentation folder. It covers all of the stuff you will need to accomplish it.
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