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Post by steeldragon2050 on Mar 14, 2019 10:11:37 GMT 10
Sewers area now included
Still trying to figure out lockers.
Are there any other areas in the game with handgun ammo lying around? Other than RPD, Sewers, & NEST?
I think there's a loose bit of handgun ammo in Kendo's store.
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Post by MaVeRicK on Mar 14, 2019 10:32:38 GMT 10
Sewers area now included
Still trying to figure out lockers.
Are there any other areas in the game with handgun ammo lying around? Other than RPD, Sewers, & NEST?
I think there's a loose bit of handgun ammo in Kendo's store. Thanks, working on this now.
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Post by MaVeRicK on Mar 14, 2019 12:15:23 GMT 10
Kendo's store, Crocodile area, and countdown escape at the end of the game.
Game files for some reason call out for ammo differently in different files... no idea what could possible be the reason for it so sometimes handgun & handgun2, sometimes sm70_100 & sm70_111... no consistency there, that's why I can miss some files.
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Post by edouard224 on Mar 14, 2019 14:35:49 GMT 10
Good job MaVeRicK ! Is it even possible to make .45 weapons use 9mm? But i wouldn't mind a few rare .45 ACP rounds around at different places to make use of the .45 weapons
I'm loving this mod so far!
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Posts: 109
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Post by theflyingmuffin on Mar 14, 2019 15:13:29 GMT 10
Awesome! Well done
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Post by MaVeRicK on Mar 14, 2019 15:58:11 GMT 10
Good job MaVeRicK ! Is it even possible to make .45 weapons use 9mm? But i wouldn't mind a few rare .45 ACP rounds around at different places to make use of the .45 weapons I'm loving this mod so far! Don't know how to make them.
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Post by jdfred06 on Mar 14, 2019 21:06:56 GMT 10
Sewers area now included
Still trying to figure out lockers.
Are there any other areas in the game with handgun ammo lying around? Other than RPD, Sewers, & NEST?
Mav, I think there are a few outside the RPD. One in scenario B where you pick up the .45 handguns. It's literally one instance I can recall, so it depends on how much of a completionist you are! Again man I love your mods. Thank you for your work.
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Post by archerpz on Mar 14, 2019 21:35:00 GMT 10
hey man, thanks for the mention (though I didn't really help that much) I see you also added the sewers etc, nicely done I looked at the files you edited but I can't really figure out how you did it exactly? (or maybe my scenario files are too old to compare) {Spoiler}did you replace "sm70_111_handgunB" with "sm70_100_handgunB" or did you edit more than that? (as I see more differences between the original 'common.scn.19' file I have and the 9mm edit you made {offtopic/secondary weapon swap}I did some testing with swapping the grenade launcher/ shotgun, and I think it's safe to say that ' scenariono\rpd\fsm\leon_s02_0100.scn.19' and ' claire_s02_0100.scn.19' are the correct files I replaced leon's file with claire's file and this is the result I got; I think the handgun bullet ones (if there are .45 rounds in the weapons locker) will be in those files too or they may just be in the leon/claire specific scenario files, as those contain the items in the lockers (grenades, shotgun shells)
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Post by Dralkkin on Mar 14, 2019 22:39:58 GMT 10
Just did a thorough run as Leon to see if I could find any loose ammo boxes and I only found 3 left. One in the Guardroom where you pick up the 1911, one in the S.T.A.R.S. office next to Claire's Memo, and one in the G-2 boss room under the shipping container that you swing around. But other than those and the ones in the lockers, I had no problems using only the Matilda the whole run. Never once had to fall back on the 1911. So thank you so much for this. This makes the 2nd Runs so much more enjoyable without the extra ammo type to juggle. I don't know if it'll help but I also compiled a list of all the lockers that still contain .45 ammo: {Lockers}RPD: Break Room Safety Deposit Room Dark-room West Office 3rd Floor, outside the East Storage Room
Sewers: Workers' Break Room
N.E.S.T.: Room next to Lobby, where the Signal Modulator is in the 1st Run Hope that helps!
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Post by MaVeRicK on Mar 15, 2019 5:48:04 GMT 10
Just did a thorough run as Leon to see if I could find any loose ammo boxes and I only found 3 left. One in the Guardroom where you pick up the 1911, one in the S.T.A.R.S. office next to Claire's Memo, and one in the G-2 boss room under the shipping container that you swing around. But other than those and the ones in the lockers, I had no problems using only the Matilda the whole run. Never once had to fall back on the 1911. So thank you so much for this. This makes the 2nd Runs so much more enjoyable without the extra ammo type to juggle. I don't know if it'll help but I also compiled a list of all the lockers that still contain .45 ammo: {Lockers}RPD: Break Room Safety Deposit Room Dark-room West Office 3rd Floor, outside the East Storage Room
Sewers: Workers' Break Room
N.E.S.T.: Room next to Lobby, where the Signal Modulator is in the 1st Run Hope that helps! Thanks so much for this list, I'm glad you enjoyed the mod, and I'll be sure to try and find those 3 missing ones.
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THE " WHOA, DNT SHOOT '' GIRL !!!!
Posts: 245
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Post by ClaireRedfield19 on Mar 15, 2019 5:50:08 GMT 10
Just did a thorough run as Leon to see if I could find any loose ammo boxes and I only found 3 left. One in the Guardroom where you pick up the 1911, one in the S.T.A.R.S. office next to Claire's Memo, and one in the G-2 boss room under the shipping container that you swing around. But other than those and the ones in the lockers, I had no problems using only the Matilda the whole run. Never once had to fall back on the 1911. So thank you so much for this. This makes the 2nd Runs so much more enjoyable without the extra ammo type to juggle. I don't know if it'll help but I also compiled a list of all the lockers that still contain .45 ammo: {Lockers}RPD: Break Room Safety Deposit Room Dark-room West Office 3rd Floor, outside the East Storage Room
Sewers: Workers' Break Room
N.E.S.T.: Room next to Lobby, where the Signal Modulator is in the 1st Run Hope that helps! Thanks so much for this list, I'm glad you enjoyed the mod, and I'll be sure to try and find those 3 missing ones. HAllo
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Post by MaVeRicK on Mar 15, 2019 6:02:15 GMT 10
I looked at the files you edited but I can't really figure out how you did it exactly? (or maybe my scenario files are too old to compare) {Spoiler}did you replace "sm70_111_handgunB" with "sm70_100_handgunB" or did you edit more than that? (as I see more differences between the original 'common.scn.19' file I have and the 9mm edit you made No, you see "sm70_111_handgunB" means absolutely nothing, changing it to 100_handgun changes nothing, in fact i only changed them in game files to give myself indiciation as to which lines i modified.
The part that really worked is the code that coms after it specifically between "Item" and "Pick" Each area which has ammo in the map had a unique 'item...pick' line for handgun & another for handgunB.
So for each of those I took the line from handgun, and pasted it in place of handgunB... but they have to MATCH in length (I learned what that even means from our earlier conversation). So I kept comparing the lines until i found out that when one is longer than the other it's usually because of an extra part like '00 00 00 00'
So i padded the shorter line with those zeroes to make it same length then pasted it over. Repeat process all over again for each entry, because each entry has a distinct line of code, mixing them up simply maxes the ammo not show at all.
{Example:} One instance, I think this is in 2F hall 9mm ammo= 49 00 74 00 65 00 6D 00 00 00 01 01 00 00 80 BF 84 B5 11 C1 AF 7B B7 40 6A 44 15 41 00 00 00 00 00 00 00 00 38 CD A8 BE 00 00 00 00 D1 AF 71 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 00 00 01 00 00 00 00 00 00 00 01 00 00 00 0F 00 00 00 FF FF FF FF 00 00 00 00 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 BF E4 F3 59 B0 AC B5 40 B7 B6 01 48 0E EC 85 5F .45acp= 49 00 74 00 65 00 6D 00 00 00 01 01 00 00 80 BF 00 00 00 00 00 00 00 00 7C A4 11 C1 8A 92 B7 40 7D 2D 15 41 00 00 00 00 00 00 00 00 5B 39 C4 BE 00 00 00 00 F9 73 6C 3F 00 00 80 3F 00 00 80 3F 00 00 80 3F 00 00 00 00 01 00 00 00 00 00 00 00 01 00 00 00 1A 00 00 00 FF FF FF FF 00 00 00 00 03 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 FF FF FF FF 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 A1 8E 71 4E B3 5B 98 4E A6 F8 FD 01 2C 05 E5 comapring the two lines you'll see that the 2nd is longer but they start off identical except after BF one of them has an extra '00 00 00 00 00 00 00 00 ' if added to the first line they have the same length.
As you can see the problem is that it all looks like gibbrish, the word handgun or handgunB means nothing, and other files don't even refer to the same ammo as handgun. The part that matters is Item...Pick. If you remember, this very similar to how we swapped the m19 with the quicksilver, remember you said you may have copied for of the line than you needed, well you didn't
The problem with lockers is that I don't know where the particular lines to swap are... since it's not a "pick" value, I don't know what is. There are entries for lockers, but no describable lines with it to understand which items in which locker.
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Post by MaVeRicK on Mar 15, 2019 6:17:32 GMT 10
{offtopic/secondary weapon swap}I did some testing with swapping the grenade launcher/ shotgun, and I think it's safe to say that ' scenariono\rpd\fsm\leon_s02_0100.scn.19' and ' claire_s02_0100.scn.19' are the correct files I replaced leon's file with claire's file and this is the result I got; I think the handgun bullet ones (if there are .45 rounds in the weapons locker) will be in those files too or they may just be in the leon/claire specific scenario files, as those contain the items in the lockers (grenades, shotgun shells) Yeah, there's a part that says sm44_020_WeaponLocker, and I'm going to test swapping parts of the line that's after it and see what sticks.
Also my best guess is in the same folder "s02_0000.scn" has the handgun ammo in lockers. Since leon and claire share handgun ammo location it's probably there not in leon\claire_s02... s02_000 is the only file with locker entries.
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Post by MaVeRicK on Mar 15, 2019 6:19:13 GMT 10
Hi! thanks for always saying hello.
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Posts: 176
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Post by archerpz on Mar 15, 2019 6:22:23 GMT 10
ah right, true, changing the item name doesn't do anything like with the m19 that makes sense, so you copied the corresponding part of the 9mm ammo spawn and pasted it over the .45 nice ;D the lockers and stuff are different yea, also swapping leon's file with claires (the weapons locker) works fine for the ammo spawns, and it technically swaps the grenade launcher with the shotgun, but it breaks their positions (and the keycard reader too) comparing both files, I think the start of the file may be like a pointer for each item + the length of the block that describes the item {expand} I think the other locker items are in the scenario files in the 'item' folder though also yea, they are a lot different, I think there's locker opening/unlocking logic too (that's what the text looks like to me anyway, success and fail stuff) I think it's going to be easier (if it's possible) to use the weapon code from the shotgun/grenade launcher spawn in the lab, and paste that over an ammo pickup somewhere in the rpd, than it is going to be replacing the damn weapon's locker...
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