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Post by MaVeRicK on Mar 15, 2019 11:19:12 GMT 10
and yeeeet... I was able to swap it Nice! One loose box and a handful of lockers to go. That's what I call progress! And hey, even if you never figure out those lockers, there's still more than enough 9mm laying around to make up for them. Good luck with your hex editing, and thanks again for the mod! Thanks you for the help.
Yeah even if I figure out the lockers, I'm thinking maybe put it in a separate file for those who don't want to completely illuminate all high-caliber ammo, and would rather have a mix.
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Post by jdfred06 on Mar 15, 2019 20:35:03 GMT 10
Nice! One loose box and a handful of lockers to go. That's what I call progress! And hey, even if you never figure out those lockers, there's still more than enough 9mm laying around to make up for them. Good luck with your hex editing, and thanks again for the mod! Thanks you for the help.
Yeah even if I figure out the lockers, I'm thinking maybe put it in a separate file for those who don't want to completely illuminate all high-caliber ammo, and would rather have a mix.
You could put the HP ammo post the RPD perhaps? The M19 and Quickdraw Amy do more damage, so perhaps they would be better at that point? Or even vice versa since you tend to get the 9mm guns fully upgraded by the sewers.
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Post by archerpz on Mar 16, 2019 23:02:02 GMT 10
Yes! Dino Crisis... that's the one. I should download it and try to figure out how it was done... or maybe just ask.
Don't get me started on capcom... I mod gtav for personal use and it's heaven compared to this. Although to be fair maybe language barrier is the cause for some of this distortion. Devs are japanese afterall am I right? File labels are in English but still their way of work just doesn't translate well... I dunno.
You should join discord, more ppl could helps us if we sound desperate enough there.. jk
I don't think I'll be joining the discord server anytime soon, sorry : / noticed you figured out which byte to change for the ammo spawns, great find man! tested some myself and it's pretty awesome I tried plugging in what I thought was the shotgun value, 0B, but that gave me red+blue mixed herb, haha though I wonder if it's even possible to change pickup items to weapons, maybe it's a different class also looked at the weapons locker room file (leon_s02_0100.scn.19), and there are a few handgunb entries, but changing the byte for the 2nd run item to the 9mm byte does nothing for some reason...
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Post by lackesis on Mar 17, 2019 6:32:33 GMT 10
Good for Leon because M19 kinda sux (but Quickdraw are OP). thank you very much!
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Post by MaVeRicK on Mar 17, 2019 10:15:42 GMT 10
Yes! Dino Crisis... that's the one. I should download it and try to figure out how it was done... or maybe just ask.
Don't get me started on capcom... I mod gtav for personal use and it's heaven compared to this. Although to be fair maybe language barrier is the cause for some of this distortion. Devs are japanese afterall am I right? File labels are in English but still their way of work just doesn't translate well... I dunno.
You should join discord, more ppl could helps us if we sound desperate enough there.. jk
I don't think I'll be joining the discord server anytime soon, sorry : / noticed you figured out which byte to change for the ammo spawns, great find man! tested some myself and it's pretty awesome I tried plugging in what I thought was the shotgun value, 0B, but that gave me red+blue mixed herb, haha though I wonder if it's even possible to change pickup items to weapons, maybe it's a different class also looked at the weapons locker room file (leon_s02_0100.scn.19), and there are a few handgunb entries, but changing the byte for the 2nd run item to the 9mm byte does nothing for some reason... Actually:
was exactly in the file you pointed me to I was able to also swap the ammo in weapon room lockers to 9mm (same file like you said) but all other ammo entries i found like you said, changing them did nothing.
And:
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Post by archerpz on Mar 17, 2019 10:23:59 GMT 10
damn, you also got the shotgun swapped, and it's in the correct position/angles that's impressive, what did you change in the file?
and the magnum too, in what file was that? also in one of the fsm folder files?
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Post by MaVeRicK on Mar 17, 2019 10:36:54 GMT 10
damn, you also got the shotgun swapped, and it's in the correct position/angles that's impressive, what did you change in the file? and the magnum too, in what file was that? also in one of the fsm folder files? Well, the magnum and smg were a bit easy. they're in: rpd\item\leon_common.scn rpd\item\claire_common.scn
the lines i swapped come after LEON_wp2000_Magnum & CLAIRE_wp3000_MachineGun it works like quickdraw and m19, because they're not actually in lockers, they're pickable items.
The shotgun.... I'm honestly not sure, it was like you said i think in 'claire_s02_0100.scn' right after the part called "Mes_Sys_MapGimmick_weapnLocker" yes it's weapn not weapon. i copied the line from leon's to claire's (Item....pick)
Edit: my goals for a mod release if possible so to figure out lockers (seriously damn!) because a lot of shotgun\flame rounds are in lockers so to give claire shotgun she'll need that ammo and yellow gunpowder.
also since now she can have both shotgun and grenade launcher, i need to think of a good way to balance the ammo economy for both
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Post by archerpz on Mar 17, 2019 11:05:17 GMT 10
damn, you also got the shotgun swapped, and it's in the correct position/angles that's impressive, what did you change in the file? and the magnum too, in what file was that? also in one of the fsm folder files? Well, the magnum and smg were a bit easy. they're in: rpd\item\leon_common.scn rpd\item\claire_common.scn
the lines i swapped come after LEON_wp2000_Magnum & CLAIRE_wp3000_MachineGun it works like quickdraw and m19, because they're not actually in lockers, they're pickable items.
The shotgun.... I'm honestly not sure, it was like you said i think in 'claire_s02_0100.scn' right after the part called "Mes_Sys_MapGimmick_weapnLocker" yes it's weapn not weapon. i copied the line from leon's to claire's (Item....pick)
Edit: my goals for a mod release if possible so to figure out lockers (seriously damn!) because a lot of shotgun\flame rounds are in lockers so to give claire shotgun she'll need that ammo and yellow gunpowder.
also since now she can have both shotgun and grenade launcher, i need to think of a good way to balance the ammo economy for both
ah right, the item files, makes sense that they're different from the lockers maybe according to the game the difference between locker items and normal items is that there's game logic preventing picking up the items (open locker door before being able to pick up the item) and since you can't actually reach the magnum/smg that doesn't count (I thought there was a sliding door over the magnum/smg but I'm prob misremembering) would you mind uploading those file(s)? (the ' claire_s02_0100.scn.19' one) if you want and have some time really curious as to how it works, since you also have the grenade launcher still there for balance, you could try to replace the smg with the shotgun (not sure if that'll work) and replace smg bullets with shotgun ammo heck, since you can replace all pickable items, you can replace some herbs or f-aid sprays.. on a side note, I wonder if the actual item count is easy to figure out (amount of shells/handgun bullets) or if they're a base count * difficulty multiplier
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Post by MaVeRicK on Mar 17, 2019 11:13:35 GMT 10
Well, the magnum and smg were a bit easy. they're in: rpd\item\leon_common.scn rpd\item\claire_common.scn
the lines i swapped come after LEON_wp2000_Magnum & CLAIRE_wp3000_MachineGun it works like quickdraw and m19, because they're not actually in lockers, they're pickable items.
The shotgun.... I'm honestly not sure, it was like you said i think in 'claire_s02_0100.scn' right after the part called "Mes_Sys_MapGimmick_weapnLocker" yes it's weapn not weapon. i copied the line from leon's to claire's (Item....pick)
Edit: my goals for a mod release if possible so to figure out lockers (seriously damn!) because a lot of shotgun\flame rounds are in lockers so to give claire shotgun she'll need that ammo and yellow gunpowder.
also since now she can have both shotgun and grenade launcher, i need to think of a good way to balance the ammo economy for both
ah right, the item files, makes sense that they're different from the lockers maybe according to the game the difference between locker items and normal items is that there's game logic preventing picking up the items (open locker door before being able to pick up the item) and since you can't actually reach the magnum/smg that doesn't count (I thought there was a sliding door over the magnum/smg but I'm prob misremembering) would you mind uploading those file(s)? (the ' claire_s02_0100.scn.19' one) if you want and have some time really curious as to how it works, since you also have the grenade launcher still there for balance, you could try to replace the smg with the shotgun (not sure if that'll work) and replace smg bullets with shotgun ammo heck, since you can replace all pickable items, you can replace some herbs or f-aid sprays.. on a side note, I wonder if the actual item count is easy to figure out (amount of shells/handgun bullets) or if they're a base count * difficulty multiplier I'm certain item count can be changed, because when i replaced whole lines of code it changed item count, but when i only changed the value for the ammo itself it maintained ammo count. For example when i put magnum rounds in place of smg rounds it gave me 50 rounds, but it reverted to 20 in inventory (max stack)
and yeah lemme upload the file to wip section for any1 to have fun with
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Post by lackesis on Mar 18, 2019 22:50:35 GMT 10
Can you make white gunpowder+white gunpowder=High-powered Rounds? this will make Claire run more interesting.
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Post by archerpz on Mar 19, 2019 0:11:48 GMT 10
Can you make white gunpowder+white gunpowder=High-powered Rounds? this will make Claire run more interesting. I don't think changing what items you get when combining two other items has been figured out yet, I could be wrong though but replacing some gunpowders with high-powered rounds could be an alternative option?
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Post by MaVeRicK on Mar 19, 2019 5:45:03 GMT 10
Can you make white gunpowder+white gunpowder=High-powered Rounds? this will make Claire run more interesting. Yeah, like archerpz said it's not yet possible to make\change recipes. Also, I think those two already combine to make grenades.
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Post by steeldragon2050 on Mar 19, 2019 6:23:08 GMT 10
Can you make white gunpowder+white gunpowder=High-powered Rounds? this will make Claire run more interesting. Yeah, like archerpz said it's not yet possible to make\change recipes. Also, I think those two already combine to make grenades. Two whites make SMG rounds. one white and one yellow makes grenades in the forgotten soldier ghost survivor.
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Post by MaVeRicK on Mar 25, 2019 18:20:49 GMT 10
If I ever figure out the remaining few rounds in lockers I can replace the M19\Quickdraw with other pistols ex: When I replaced it with JMB Hp3 it spawned without a laser sight, meaing there's probably a way to tell which upgrades a weapon spawns pre-upgraded with. If I can find the Car Trunk JMB's code I might be able to figure that out.
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Post by archerpz on Mar 26, 2019 3:54:07 GMT 10
I think i've figured it out, was interesting to find the files that contain the weapon and apparently a sidepack (guess for the first run) are in these files ' \rpd_b1\fsm\leon_s02_0500.scn.19' and ' \rpd_b1\fsm\claire_s02_0500.scn.19' sidenote; the poor herb that's the subject of this abuse is found at offset ' 2CF28h' or in decimal ' 184104' from the start of the file another way to find it is, it's the last 'blueherb' found in ' rpd\item\common.scn.19' it was the one of the easiest and earliest items to find in a B run, only the red herb is closer but I settled for the blue herbs {expand}claire's hex part after the 'FailureCount' thingy
01 00 00 00 DD 01 00 00 01 00 00 00 06 01 00 00 03 00 00 00 0D 00 00 00 0F 00 00 00 04 00 00 00 01 01 00 00 00 00 00 00 |
01 00 00 00 DD 01 00 00 01 00 00 00 06 01 00 00 03 00 00 00 0D 00 00 00 0F 00 00 00 04 00 00 00
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sidepack IDweapon IDammo typeammo countupgradetried directly pasting the whole block, but first I got the sidepack only after editing it so it's like a weapon hex block (01 00 00 00 00 00 00 00 03 ...) I got the weapon, but it was taking up two slots (stretched) also the ammo count when picking it up was 15, and putting it in inventory reduced it to 13 after a bit of experimenting I figured out the right hex pattern for open world items poor blue herbs 01 00 00 00 00 00 00 00 03 00 00 00 0F 00 00 00 0D 00 00 00 00 00 00 00 04 00 00 00 00 00 00 00 FF FF FF FF |
the bytes marked in yellow; (I'm guessing this is the culprit for the taking up two slots/stretched) first byte was '04' before I changed it to 00 the second byte was '01' before I changed it to 00 (was going to link to the speedrun.com url for the RE2 Damage Chart where I found out what value goes with which upgrade, but couldn't find it anymore, so here's a mega upload of the pdf) In that pdf you can see that '4' corresponds to 'JMB Hp3 + Laser Sight' so in the end it boils down to.. yet another single byte
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