Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 9, 2020 16:03:10 GMT 10
So ah... yeah looks like we can in fact change the location of enemies. Also discovered there's no gravity in game, and that only on collision does gravity and such come into effect. However there are so many files defining enemy placement that I haven't explored through all of them and I've just modified a bunch of them and tested. But if you wanna try for yourself: - Go to the folder -> natives/stm/escape/scene/scenario/scenariono/downtown/enemy/assets
- Open 0_donutshop_area.scn.20 in your favourite hex editor
- You'll see a pattern for enemy declerations. An example of this is "em0300_Eat" located at 0x4BA4 hex.
- Now the X, Y, Z position for this enemy (the one eating near the electric generator in front of the donut shop) is close by
- XYZ locations are: X(0x4bd0~0x4bd3), Y(0x4bd4~0x4bd7), Z(0x4bd8~0x4bdb)
- They are single-precision floating point values. I changed Y for this one to 0.1 I believe. In hex that's CDCCCC3D.
Here are some screenshots: Proof of Concept album
Now, this was after checking with my self-made hex viewer and another hex editor called 'Hexinator'. I have a hex-viewer I've written to help me see the file as specific data types. I use Hexinator to scan through the hex data to see string patterns and when I find one I use my hex-viewer to look around that location to find meaningful data values. Took me about an hour to find the enemy locations. I am not going to make a mod to move the enemies myself. I want to see next if I can change which enemy 'type' is spawned. If I can do this, I will write a tool to help people mod the files themselves so they can move and change enemies as they see fit. However there are so many named enemies I modified and didn't spot in the game when I tested so there seems to be a fair bit of leftover test enemies I'm guessing. Or I just missed the encounters. So if anyone else wants to try editing enemies: go to the scenariono folder, pick the location(downtown, hospital, etc), go into the enemy folder and edit away using the pattern to look for 'em****' and then search for 4 byte long floating point values that make sense. Edit: I went ahead and replaced the enemy prefab 'em0300' with 'em9000' and well not all zombies were replaced with Nemesis, however a variety of zombies were. So I haven't figured out which zombies are which yet but there are ways to disable enemy spawning and with that Nemesis could potentially be added immediately at the beginning of the game BUT... he will not chase forever. He will follow the enemy zone rules of the particular enemy. What does that mean? If the zombie you replace say isn't allowed to enter the donut shop, neither will Nemesis if he is swapped with them. Also Nemesis seems to sometimes have gravity applied and sometimes not. Weird. Video to show what I'm talking about.
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Post by tronvin on May 9, 2020 22:29:48 GMT 10
A huge step forward for making the more investigation mod into a full fledged part of the game. Excellent work! I didn't assume that Nemesis would behave like a regular zombie but I have to believe that enemy behavior can modified to now have a zombie without a zone.
edit: I believe based on one of your previous messages that the toy store can be modified to have the obstacles removed but they don't go into the door because of an object that blocks them to. I think the toy store is an artificial safe room so I wonder what would happen if obstacles were removed for non safe rooms i.e. the donut shop. I'll try and look into it. All we need is to modify one zombie to have no barriers.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 10, 2020 12:23:26 GMT 10
A huge step forward for making the more investigation mod into a full fledged part of the game. Excellent work! I didn't assume that Nemesis would behave like a regular zombie but I have to believe that enemy behavior can modified to now have a zombie without a zone.
edit: I believe based on one of your previous messages that the toy store can be modified to have the obstacles removed but they don't go into the door because of an object that blocks them to. I think the toy store is an artificial safe room so I wonder what would happen if obstacles were removed for non safe rooms i.e. the donut shop. I'll try and look into it. All we need is to modify one zombie to have no barriers.
I took a quick look and I believe 'enemyflagsetarea.scn.20' is the file that might be controlling their zoning. It looks very similar to Nemesis' encounter zone files and has a similar format/pattern to his as well. I'll give editing them a bit and see if I can turn up anything.
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Post by tronvin on May 10, 2020 12:49:08 GMT 10
A huge step forward for making the more investigation mod into a full fledged part of the game. Excellent work! I didn't assume that Nemesis would behave like a regular zombie but I have to believe that enemy behavior can modified to now have a zombie without a zone.
edit: I believe based on one of your previous messages that the toy store can be modified to have the obstacles removed but they don't go into the door because of an object that blocks them to. I think the toy store is an artificial safe room so I wonder what would happen if obstacles were removed for non safe rooms i.e. the donut shop. I'll try and look into it. All we need is to modify one zombie to have no barriers.
I took a quick look and I believe 'enemyflagsetarea.scn.20' is the file that might be controlling their zoning. It looks very similar to Nemesis' encounter zone files and has a similar format/pattern to his as well. I'll give editing them a bit and see if I can turn up anything. You are doing some solid work. I'm going to take a look and try to see what you're doing. Curious if the Nemesis zoning can be somehow put onto one of the zombies.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 10, 2020 13:24:52 GMT 10
I took a quick look and I believe 'enemyflagsetarea.scn.20' is the file that might be controlling their zoning. It looks very similar to Nemesis' encounter zone files and has a similar format/pattern to his as well. I'll give editing them a bit and see if I can turn up anything. You are doing some solid work. I'm going to take a look and try to see what you're doing. Curious if the Nemesis zoning can be somehow put onto one of the zombies.
So I tested editing the 'enemyflagsetarea.scn.20' file and well it didn't help the zombies enter the donut shop nor the Nemesii that replaced the zombies. There was no mention of areas in the file though so maybe it's not the right file that defines their trigger zones, as in Nemesis' files you can see mention of 'toystore' and 'donutshop' but in the 'enemyflagsetarea' file there were no mentions of map locations. However I did discover something while testing... After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis. And if I disabled the donut shop triggers or toy store triggers, a few Nemesii would attempt to move to the doors(but kill each other or get stuck) while the others would pace back and forth since they couldn't path to the door as it's being blocked by the other Nemesii. They'd all also start doing the jump and tentacle retreat things normal Nemesis does. So replacing a single enemy with Nemesis might not be perfect but it could potentially work with a few issues.
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Post by tronvin on May 10, 2020 13:59:17 GMT 10
You are doing some solid work. I'm going to take a look and try to see what you're doing. Curious if the Nemesis zoning can be somehow put onto one of the zombies.
So I tested editing the 'enemyflagsetarea.scn.20' file and well it didn't help the zombies enter the donut shop nor the Nemesii that replaced the zombies. There was no mention of areas in the file though so maybe it's not the right file that defines their trigger zones, as in Nemesis' files you can see mention of 'toystore' and 'donutshop' but in the 'enemyflagsetarea' file there were no mentions of map locations. However I did discover something while testing... After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis. And if I disabled the donut shop triggers or toy store triggers, a few Nemesii would attempt to move to the doors(but kill each other or get stuck) while the others would pace back and forth since they couldn't path to the door as it's being blocked by the other Nemesii. They'd all also start doing the jump and tentacle retreat things normal Nemesis does. So replacing a single enemy with Nemesis might not be perfect but it could potentially work with a few issues. Odd. Nemesis' AI seems really lenient in a weird way. If there is a way to prevent the wallbreak(?) trigger, there has to be a way to activate that wallbreak trigger earlier. If the trigger event code can somehow be moved to an earlier point, then we can jailbreak the basic Nemesis-zombie's zones to have the zones of default Nemesis. What a bizarre way to code an enemy.
For an alpha 0.1 of a mod, having a few issues is fine. My belief is that once people can see that it is possible to do this, then people can hammer out those issues.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 10, 2020 14:42:39 GMT 10
So I tested editing the 'enemyflagsetarea.scn.20' file and well it didn't help the zombies enter the donut shop nor the Nemesii that replaced the zombies. There was no mention of areas in the file though so maybe it's not the right file that defines their trigger zones, as in Nemesis' files you can see mention of 'toystore' and 'donutshop' but in the 'enemyflagsetarea' file there were no mentions of map locations. However I did discover something while testing... After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis. And if I disabled the donut shop triggers or toy store triggers, a few Nemesii would attempt to move to the doors(but kill each other or get stuck) while the others would pace back and forth since they couldn't path to the door as it's being blocked by the other Nemesii. They'd all also start doing the jump and tentacle retreat things normal Nemesis does. So replacing a single enemy with Nemesis might not be perfect but it could potentially work with a few issues. Odd. Nemesis' AI seems really lenient in a weird way. If there is a way to prevent the wallbreak(?) trigger, there has to be a way to activate that wallbreak trigger earlier. If the trigger event code can somehow be moved to an earlier point, then we can jailbreak the basic Nemesis-zombie's zones to have the zones of default Nemesis. What a bizarre way to code an enemy.
For an alpha 0.1 of a mod, having a few issues is fine. My belief is that once people can see that it is possible to do this, then people can hammer out those issues.
Making Nemesis spawn early is what I've been trying to figure out for a month now. I can only break his spawns so far. inthecity.scn.20 and nemesisset.scn.20 are the files responsible for spawning him. inthecity I think sets the scenario events and nemesisset is the file defining the triggers for these scenarios. From what I can tell.
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Post by tronvin on May 11, 2020 0:35:41 GMT 10
Odd. Nemesis' AI seems really lenient in a weird way. If there is a way to prevent the wallbreak(?) trigger, there has to be a way to activate that wallbreak trigger earlier. If the trigger event code can somehow be moved to an earlier point, then we can jailbreak the basic Nemesis-zombie's zones to have the zones of default Nemesis. What a bizarre way to code an enemy.
For an alpha 0.1 of a mod, having a few issues is fine. My belief is that once people can see that it is possible to do this, then people can hammer out those issues.
Making Nemesis spawn early is what I've been trying to figure out for a month now. I can only break his spawns so far. inthecity.scn.20 and nemesisset.scn.20 are the files responsible for spawning him. inthecity I think sets the scenario events and nemesisset is the file defining the triggers for these scenarios. From what I can tell. Instead of the toy shop, do you think its possible to get Nemesis into the subway office building? I was trying hard to do that last night but have no clue what I'm looking for. Nemesis walking through here is terrifying. It was in the nemesis army video. These are some incredible Nemesis visuals.
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Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
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Post by moehammered on May 11, 2020 10:26:23 GMT 10
Instead of the toy shop, do you think its possible to get Nemesis into the subway office building? I was trying hard to do that last night but have no clue what I'm looking for. Nemesis walking through here is terrifying. It was in the nemesis army video. These are some incredible Nemesis visuals.
Yeah it'd be possible if the part of the file defining the aggro and safe zones could be edited and found for the subway office. I'm guessing though, since even when I remove those zones I find invisible collision boxes. The Nemesis army one I think shows Nemesis there because there are zombies already inside the office and those have the zones defined to enter the room. I'd imagine if you set the gamemode to Nightmare and apply Nemesis army you'd get the same effect with the zombies that are inside the office when you arrive there. Check out my post about nemesisset.scn.20 to get a starting point if you'd like.
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Post by tronvin on May 11, 2020 11:00:07 GMT 10
Instead of the toy shop, do you think its possible to get Nemesis into the subway office building? I was trying hard to do that last night but have no clue what I'm looking for. Nemesis walking through here is terrifying. It was in the nemesis army video. These are some incredible Nemesis visuals.
Yeah it'd be possible if the part of the file defining the aggro and safe zones could be edited and found for the subway office. I'm guessing though, since even when I remove those zones I find invisible collision boxes. The Nemesis army one I think shows Nemesis there because there are zombies already inside the office and those have the zones defined to enter the room. I'd imagine if you set the gamemode to Nightmare and apply Nemesis army you'd get the same effect with the zombies that are inside the office when you arrive there. Check out my post about nemesisset.scn.20 to get a starting point if you'd like. I did play around with the demo and experimented with the army mod (note: I'm not that good yet but I just have a background in coding) and that does replace a zombie in there with Nemesis. What I'm trying to see if there is way to get Nemesis to follow Jill in there from the streets, like what you are doing with the toy store. I know that there is the invisible obstacles but no zombies or enemies can enter that area. The subway is different in the sense that there are enemies with zones in it and Nemesis walks through the door like how he would walk.
I really find Nemesis to be such a great enemy with powerful movesets and good AI but that Nemesis is only in it briefly. I really want to try and take advantage for how well designed he is as an enemy. The first time I played the game, I had nothing unlocked so Nemesis following me to every hidden corner of downtown was amazing. I want to capture that feeling again. I'll take a look at that file. Not sure if I can get that part done.
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Post by tronvin on May 12, 2020 3:20:14 GMT 10
Just remembered about the zombie that comes from the streets to the inside of the subway office after getting the shotgun. There has to be some way to get Nemesis in there unlike the toy store where no enemies can go.
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Leap of Faith Master
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Post by aziank on May 13, 2020 8:43:20 GMT 10
Just remembered about the zombie that comes from the streets to the inside of the subway office after getting the shotgun. There has to be some way to get Nemesis in there unlike the toy store where no enemies can go. to add to this and my apologies since i'm stating the obvious, but that zombie is triggered after getting the shotgun. he is spawned out of nowhere since even after you cleared that street, he still comes in the door. also his behaviour is different because he is outside coming in a building, so his coding is different. if we look at his file, guessing we can adapt that to nemesis giving him the ability to bust through doors in other buildings and follow the player around more. unless the coding is something on that building... i never did gave the "every enemy is nemesis" mod a try, but watching videos, not every one of those nemesii acts the same. they behave like the zombie(s) they replaced, (some can go through doors, some restricted by zones, some does...whatever) at least from what it seems. if there are different behaviour files assign to different zombies or a particular type during certain events/triggers, and we can add those to nemesis, he would become the nemesis nemesis we're trying to create. aside from the "safe zone/rooms" as in area with a typewriter, nemesis being able to follow you everywhere is very terrifying and makes you think of strategies to avoid him like using paths unlocked by the exploration mod. anyway just my thoughts
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Post by tronvin on May 13, 2020 9:20:10 GMT 10
Just remembered about the zombie that comes from the streets to the inside of the subway office after getting the shotgun. There has to be some way to get Nemesis in there unlike the toy store where no enemies can go. to add to this and my apologies since i'm stating the obvious, but that zombie is triggered after getting the shotgun. he is spawned out of nowhere since even after you cleared that street, he still comes in the door. also his behaviour is different because he is outside coming in a building, so his coding is different. if we look at his file, guessing we can adapt that to nemesis giving him the ability to bust through doors in other buildings and follow the player around more. unless the coding is something on that building... i never did gave the "every enemy is nemesis" mod a try, but watching videos, not every one of those nemesii acts the same. they behave like the zombie(s) they replaced, (some can go through doors, some restricted by zones, some does...whatever) at least from what it seems. if there are different behaviour files assign to different zombies or a particular type during certain events/triggers, and we can add those to nemesis, he would become the nemesis nemesis we're trying to create. aside from the "safe zone/rooms" as in area with a typewriter, nemesis being able to follow you everywhere is very terrifying and makes you think of strategies to avoid him like using paths unlocked by the exploration mod. anyway just my thoughts This is not meant to be rude or blunt in anyway but moehammered did bring up that replacing Nemesis with a zombie will only allow them to stay within that zombies zones but he also mentioned something hugely important: "After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis." That's the kicker right there to getting Nemesis to spawn early and exhibit Nemesis behavior. We need to figure out a way to get that trigger event or programming to occur. Personally, I rather have Nemesis spawn early than having him bust through the wall. I think Nemesis is incredibly well designed enemy in both movesets and AI with a great balance between scripted moments in the downtown (blocking your path by jumping in front of you as an example) so if the compromise is sacrificing that wall-busting moment to have Nemesis breathing down on the player for the entire downtown, I personally find that to be a good trade-off.
Lastly, the example about the zombie was only there to show that it could be possible to have an enemy enter from downtown to the office building. This could lead to an even bigger expanded role for Nemesis.
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Leap of Faith Master
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Post by aziank on May 13, 2020 10:14:24 GMT 10
This is not meant to be rude or blunt in anyway but moehammered did bring up that replacing Nemesis with a zombie will only allow them to stay within that zombies zones but he also mentioned something hugely important: "After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis." That's the kicker right there to getting Nemesis to spawn early and exhibit Nemesis behavior. We need to figure out a way to get that trigger event or programming to occur. Personally, I rather have Nemesis spawn early than having him bust through the wall. I think Nemesis is incredibly well designed enemy in both movesets and AI with a great balance between scripted moments in the downtown (blocking your path by jumping in front of you as an example) so if the compromise is sacrificing that wall-busting moment to have Nemesis breathing down on the player for the entire downtown, I personally find that to be a good trade-off.
Lastly, the example about the zombie was only there to show that it could be possible to have an enemy enter from downtown to the office building. This could lead to an even bigger expanded role for Nemesis.
oh no worries at all man, always feel free to post what you see is needed, i'm not going to take things negatively. i'm sure you, i, and Moe are all trying to achieve the same results even if going by different means. i looked only briefly into the nemesis and enemy files so i don't know too well on what's what regarding them. what i'm posting are just speculations, thoughts, ideas, etc just in case anyone else is likely going to join and help out with this mod. i agree with you about the nemesis being around early and going after the player in the downtown area. if i have some spare time, i'll try and look into more of this with you guys
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Post by tronvin on May 13, 2020 10:31:40 GMT 10
This is not meant to be rude or blunt in anyway but moehammered did bring up that replacing Nemesis with a zombie will only allow them to stay within that zombies zones but he also mentioned something hugely important: "After trigger the encounter event at the power station, all Nemesis enemies exhibit the proper behaviour of nemesis." That's the kicker right there to getting Nemesis to spawn early and exhibit Nemesis behavior. We need to figure out a way to get that trigger event or programming to occur. Personally, I rather have Nemesis spawn early than having him bust through the wall. I think Nemesis is incredibly well designed enemy in both movesets and AI with a great balance between scripted moments in the downtown (blocking your path by jumping in front of you as an example) so if the compromise is sacrificing that wall-busting moment to have Nemesis breathing down on the player for the entire downtown, I personally find that to be a good trade-off.
Lastly, the example about the zombie was only there to show that it could be possible to have an enemy enter from downtown to the office building. This could lead to an even bigger expanded role for Nemesis.
oh no worries at all man, always feel free to post what you see is needed, i'm not going to take things negatively. i'm sure you, i, and Moe are all trying to achieve the same results even if going by different means. i looked only briefly into the nemesis and enemy files so i don't know too well on what's what regarding them. what i'm posting are just speculations, thoughts, ideas, etc just in case anyone else is likely going to join and help out with this mod. i agree with you about the nemesis being around early and going after the player in the downtown area. if i have some spare time, i'll try and look into more of this with you guys I have 3 ideas to get Nemesis to spawn early.
First being to replace an instance of Nemesis with a zombie, remove that zombie's zones and wipe the enemy from the rest of the game.
Second being to again replace a single instance of a zombie with Nemesis and somehow activate the AI trigger of the wallbusting trigger (which again, moe said the Nemesii began to act like Nemesis even when spawned from a zombie.
Third being somehow have Nemesis bust through the wall offscreen (maybe right after the gate falls after the cutscene). The hope here being Nemesis' AI would follow Jill to the downtown area even with Jill being no where near that. I know moe turned off that moment so I wonder if we could get that moment to happen earlier.
We can really make an entirely different downtown level with a combination of mods and potential mods. More investigation, early Nemesis, rearranging items for different progression and spawning enemies in those more investigation areas.
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