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Post by SkacikPL on Feb 9, 2019 10:46:47 GMT 10
It's probably possible but not via methods i used to create this mod. Probably a function to unequip a slot and another one to get currently equipped slot would need to be tracked down via IDA and that's not really fun if you don't have time and patience for it. Especially for released AAA games without .PDB or any sort of debug build to at least point you in direction you might want to look at.
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Post by edouard224 on Feb 9, 2019 11:08:29 GMT 10
It would be cool if this replaced the "Recenter camera" Button on the controller I'm doing that with JoytoKey, it still recenters the camera, but the game doesn't recenter the camera if you're moving the stick. Yeah that's what i'm doing as well
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Post by nchabb on Feb 9, 2019 11:10:36 GMT 10
It's probably possible but not via methods i used to create this mod. Probably a function to unequip a slot and another one to get currently equipped slot would need to be tracked down via IDA and that's not really fun if you don't have time and patience for it. Especially for released AAA games without .PDB or any sort of debug build to at least point you in direction you might want to look at. Hey, thanks for the quick reply and the explanation! So from my understanding, tracking is the issue right? But if we pinpoint the unequip function to always achieve it with inventory slot 1/2/3/4 would that save the situation? Granted, it wouldn't be an "universal unequip key" and would "force us" into using slot 1-4 with a weapon for it to function, but if it's easier for a modder that's all that matters (if it's easier that is).
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Post by uxot on Feb 9, 2019 16:25:36 GMT 10
What should i put in the .txt if i want flashlight to numpad 1 ? Oh well
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Post by SkacikPL on Feb 9, 2019 21:43:45 GMT 10
It's probably possible but not via methods i used to create this mod. Probably a function to unequip a slot and another one to get currently equipped slot would need to be tracked down via IDA and that's not really fun if you don't have time and patience for it. Especially for released AAA games without .PDB or any sort of debug build to at least point you in direction you might want to look at. Hey, thanks for the quick reply and the explanation! So from my understanding, tracking is the issue right? But if we pinpoint the unequip function to always achieve it with inventory slot 1/2/3/4 would that save the situation? Granted, it wouldn't be an "universal unequip key" and would "force us" into using slot 1-4 with a weapon for it to function, but if it's easier for a modder that's all that matters (if it's easier that is). Tracking the function is the issue. If you do not understand programming, reverse engineering and how it's all laid out in memory on runtime at least on a conceptual level then it's hard to explain. Flashlight was easy to track because you just looked when it's on and when it's off and then what changes the states. For equipped items you have around 20 inventory slots, each of them can be equipped and there's probably around 10 to 15 different functions reading/checking each inventory slot so tracking the function in Cheat Engine is task for the patient. Especially since you can't exactly NOP (disable) important stuff to check whether this is it, because it also will crash your game when you do that.
IDA is much better approach for more complex stuff but it also requires a lot of patience and luck if you don't have .pdb files.
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Post by nchabb on Feb 10, 2019 2:42:13 GMT 10
Gotcha! Thanks again for the explanation. :-)
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Post by twinbeemkii on Feb 10, 2019 5:37:23 GMT 10
The dll works but for whatever reason I can't tick off the checkbox for flashlight. I'm not sure why.
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Post by SkacikPL on Feb 10, 2019 6:45:31 GMT 10
It comes from separate WIP branch so bugs are to be expected. It's out of my hands at this point, if you have any issues to report, you can do so here: github.com/praydog/RE2-Mod-Framework/issuesI'm not the author of that .dll, original flashlight mod is mine but this version is not. I merely compiled newest version.
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Post by djhazardous on Feb 10, 2019 11:27:43 GMT 10
I have just registered to say that I am a great fan of both mods and also have the same issue as twinbee where I can't check the box to enable flashlight in the .dll you made for us so graciously SkacikPL. I think ideally the mod should not branch out it should just incorporate the flashlight mod in the main RE2 framework. Just my opinion. Thank you for the mod.
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Post by SkacikPL on Feb 10, 2019 11:42:26 GMT 10
I have just registered to say that I am a great fan of both mods and also have the same issue as twinbee where I can't check the box to enable flashlight in the .dll you made for us so graciously SkacikPL. I think ideally the mod should not branch out it should just incorporate the flashlight mod in the main RE2 framework. Just my opinion. Thank you for the mod. As far as i can tell it's fully functional although you can only enable the manual flashlight option after loading the game and i think keybinding is not rebindable at the moment and only E works.
Also i assume you do not know what a branch on github is. Without going into detail, you have nothing to worry about, it doesn't mean what you think it does. It's not a permanently separate item and will eventually merge into mainline mod.
And just as i said that, the branches have been merged:
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Post by clarionhorn on Feb 10, 2019 16:06:45 GMT 10
I'm probably not going to use this mod myself, but it seems others are enjoying it, so I would like to know some things about it. What exactly is the reason someone mentioned this mod being almost a necessity? What's the appeal of manually pulling out the flashlight when it's only ever put away in decently lit rooms? How does it effect the gameplay in such a way that people are so eagerly praising it? do you like when games force you to do an action without your permission? it's the same logic here. basically the devs think the players are too stupid to determine for themselves what course of action to take, so they hardcode the action to automatically occur without your input.
i have eyes, i can determine for myself whether the area is too dark or too bright.
you seem to think the decision was meant to be part of how the developers designed the game to be played. very naive. lol if this game was never released on consoles, you'd have dozens of additional options and probably dozens of new gameplay mechanics as well. consoles are the reason why games become dumbed down and developers program automatic actions into their games.
it's not about design choice or gameplay, it's about the practical limitations of console technology and control interfaces.
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Post by whodatninja on Feb 11, 2019 9:30:29 GMT 10
It comes from separate WIP branch so bugs are to be expected. It's out of my hands at this point, if you have any issues to report, you can do so here: github.com/praydog/RE2-Mod-Framework/issuesI'm not the author of that .dll, original flashlight mod is mine but this version is not. I merely compiled newest version. It works now perfectly with the latest framework build!
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Post by Zombie0 on Feb 11, 2019 10:18:27 GMT 10
I'm probably not going to use this mod myself, but it seems others are enjoying it, so I would like to know some things about it. What exactly is the reason someone mentioned this mod being almost a necessity? What's the appeal of manually pulling out the flashlight when it's only ever put away in decently lit rooms? How does it effect the gameplay in such a way that people are so eagerly praising it? do you like when games force you to do an action without your permission? it's the same logic here. basically the devs think the players are too stupid to determine for themselves what course of action to take, so they hardcode the action to automatically occur without your input.
i have eyes, i can determine for myself whether the area is too dark or too bright.
you seem to think the decision was meant to be part of how the developers designed the game to be played. very naive. lol if this game was never released on consoles, you'd have dozens of additional options and probably dozens of new gameplay mechanics as well. consoles are the reason why games become dumbed down and developers program automatic actions into their games.
it's not about design choice or gameplay, it's about the practical limitations of console technology and control interfaces.
First, you're like a week late to this party. I've already been told to go fuck myself, so you don't need to chime in and parrot it. Second, yeah, I'm pretty sure it WAS how the game was designed to be played. Why? Because most people who play this game aren't going to want to toggle the flashlight on and off. Let me first point you to Battlefield 4, and the TacLight accessory you can put onto your guns, versus the Flashlight attachment. Most people who use the Flashlight often don't realize that it's on. They forget- and in some cases, don't even know- how to turn the Flashlight off. It gives them away when they try to flank around behind enemy players. Meanwhile, only a tiny vocal minority hate the automated TacLight; a Flashlight that only comes on when you ADS, and automatically turns off when you stop aiming. That tiny minority of people who cry about the TacLight only ever say that they want to manually control when the light comes on and off, and those same people just equip- and rarely use- the Flashlight. Next, let me direct you to the one giant argument that everyone and their mother loves to point out and hide behind; console controls. When Metal Gear Solid came out on PS1, you needed to press Select to use the CODEC in order to contact your support team. When the game was remade on the GameCube, there was only one central button; the Start button. To work around this, you held down Start+A to bring up your Codec. So if Capcom REALLY wanted you to be able to control the flashlight, what would have stopped them from binding it to a button combo like Aim+Select / Back or Aim+X / A? You call people naive for thinking game developers designed a game to be experienced a certain way, but yeah, that's exactly why they automated the flashlight. It's why the flashlights were all automated in RE4, RE5, RE6, Umbrella Chronicles, Revelations 1 & 2, and while I haven't played RE7, I'm willing to bet that there's an automated flashlight in that one too. So yeah, I'm pretty sure it was designed that way because they want you to play the game, not micro-manage miscellaneous items outside of your normal inventory. And besides, the lighting of the game is fine to the point there's basically no environment in the entire game where the flashlight is 100% necessary. So if I decided to use this mod after all, I'd probably go the entire game never using a flashlight at all. That said, it's a nice luxury when it does come out.
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Post by nchabb on Feb 11, 2019 10:52:34 GMT 10
First, you're like a week late to this party. I've already been told to go fuck myself, so you don't need to chime in and parrot it. Second, yeah, I'm pretty sure it WAS how the game was designed to be played. Why? Because most people who play this game aren't going to want to toggle the flashlight on and off. Let me first point you to Battlefield 4, and the TacLight accessory you can put onto your guns, versus the Flashlight attachment. Most people who use the Flashlight often don't realize that it's on. They forget- and in some cases, don't even know- how to turn the Flashlight off. It gives them away when they try to flank around behind enemy players. Meanwhile, only a tiny vocal minority hate the automated TacLight; a Flashlight that only comes on when you ADS, and automatically turns off when you stop aiming. That tiny minority of people who cry about the TacLight only ever say that they want to manually control when the light comes on and off, and those same people just equip- and rarely use- the Flashlight. Next, let me direct you to the one giant argument that everyone and their mother loves to point out and hide behind; console controls. When Metal Gear Solid came out on PS1, you needed to press Select to use the CODEC in order to contact your support team. When the game was remade on the GameCube, there was only one central button; the Start button. To work around this, you held down Start+A to bring up your Codec. So if Capcom REALLY wanted you to be able to control the flashlight, what would have stopped them from binding it to a button combo like Aim+Select / Back or Aim+X / A? You call people naive for thinking game developers designed a game to be experienced a certain way, but yeah, that's exactly why they automated the flashlight. It's why the flashlights were all automated in RE4, RE5, RE6, Umbrella Chronicles, Revelations 1 & 2, and while I haven't played RE7, I'm willing to bet that there's an automated flashlight in that one too. So yeah, I'm pretty sure it was designed that way because they want you to play the game, not micro-manage miscellaneous items outside of your normal inventory. And besides, the lighting of the game is fine to the point there's basically no environment in the entire game where the flashlight is 100% necessary. So if I decided to use this mod after all, I'd probably go the entire game never using a flashlight at all. That said, it's a nice luxury when it does come out. The argument that "a game was designed to be experienced a certain way" is basically in opposition to concept of mods by themselves though, which goes full circle. I don't think we design mods to respect the experience, but to explore new ones. My experience in the RPD turned out to be positively different now that I had to think to turn my light on to see my targets. I will also disagree with the idea that "there is no environment in the entire game where the flashlight is 100% necessary" since that depends on your luminosity settings when you launched the game (and the game encourage it to be very very dark). So it's subjective. Also, you're wrong regarding Revelations 2: Moira's flashlight had a manual toggle. I know in the end that they made an automated light to save us the trouble, but back in the days things like flashlight or lantern had to be toggled manually. Silent Hill(s), Alone in the Dark New Nightmare, the classic Tomb Raider, Obscure 1, Alan Wake, Evil Within, they all had manual toggles for our source of light. This mod just respect the same spirit. Some people do like to care about micro-managing resources, especially in a hostile and dangerous environment like Raccoon City.
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Post by newuser on Feb 11, 2019 12:59:35 GMT 10
Any screenshots of this mod? Does this mod make the game brighter than it already is? Because some areas are really dark even with the flashlight turned on. Btw, te github link doesn't work. Please fix thanks.
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