|
Post by tronvin on May 18, 2020 2:06:46 GMT 10
I'll be away from my PC for the next day or two but I'm looking at this ultimate trainer and a function is "Moving nearby enemies to player". I'd be curious on what that does to see if it helps us.
|
|
|
Post by tronvin on May 18, 2020 3:03:53 GMT 10
Before I head out for the day, this video pop up in my recommendations:
Wonder if this spawn could be triggered.
|
|
Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
|
Post by moehammered on May 18, 2020 14:03:01 GMT 10
tronvin no worries mate. Take a break whenever, I do the same too. Thanks for the vids, I watched them and it confirmed my suspicions.
|
|
|
Post by tronvin on May 18, 2020 22:06:13 GMT 10
tronvin no worries mate. Take a break whenever, I do the same too. Thanks for the vids, I watched them and it confirmed my suspicions. When I say "break" I just mean I won't be able to sit down for a few hours and work on this.
Also, how did you remove the zones for the toy store? I obviously want to do the same with the subway office building but do not know exactly what to remove.
Let me know how the noclip goes.
|
|
Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
|
Post by moehammered on May 19, 2020 8:46:23 GMT 10
tronvin no worries mate. Take a break whenever, I do the same too. Thanks for the vids, I watched them and it confirmed my suspicions. When I say "break" I just mean I won't be able to sit down for a few hours and work on this.
Also, how did you remove the zones for the toy store? I obviously want to do the same with the subway office building but do not know exactly what to remove.
Let me know how the noclip goes.
residentevilmodding.boards.net/thread/12901/nemesis-modding-analysis-inthecity-scnThe part about nemesis.scn.20, nemesis2.scn.20, nemesis3.scn.20 are what you're interested in. They're the files that define Nemesis' behaviour zones. nemesis.scn.20 = Nemesis when he first busts out. nemesis2.scn.20 = Nemesis after Jill tells Carlos the Nemesis is still after her nemesis3.scn.20 = Nemesis chasing Jill into the sewers. (But this file is large enough to be probably after the subway office puzzle and could include the donut shop encounter. So I'm not too sure about this one. I've mostly messed with nemesis2.scn.20.)
|
|
|
Post by tronvin on May 19, 2020 8:56:00 GMT 10
When I say "break" I just mean I won't be able to sit down for a few hours and work on this.
Also, how did you remove the zones for the toy store? I obviously want to do the same with the subway office building but do not know exactly what to remove.
Let me know how the noclip goes.
residentevilmodding.boards.net/thread/12901/nemesis-modding-analysis-inthecity-scnThe part about nemesis.scn.20, nemesis2.scn.20, nemesis3.scn.20 are what you're interested in. They're the files that define Nemesis' behaviour zones. nemesis.scn.20 = Nemesis when he first busts out. nemesis2.scn.20 = Nemesis after Jill tells Carlos the Nemesis is still after her nemesis3.scn.20 = Nemesis chasing Jill into the sewers. (But this file is large enough to be probably after the subway office puzzle and could include the donut shop encounter. So I'm not too sure about this one. I've mostly messed with nemesis2.scn.20.) I'll definitely look into it tomorrow. Is there anything else I need to know when modding the zones?
|
|
Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
|
Post by moehammered on May 19, 2020 9:40:40 GMT 10
residentevilmodding.boards.net/thread/12901/nemesis-modding-analysis-inthecity-scnThe part about nemesis.scn.20, nemesis2.scn.20, nemesis3.scn.20 are what you're interested in. They're the files that define Nemesis' behaviour zones. nemesis.scn.20 = Nemesis when he first busts out. nemesis2.scn.20 = Nemesis after Jill tells Carlos the Nemesis is still after her nemesis3.scn.20 = Nemesis chasing Jill into the sewers. (But this file is large enough to be probably after the subway office puzzle and could include the donut shop encounter. So I'm not too sure about this one. I've mostly messed with nemesis2.scn.20.) I'll definitely look into it tomorrow. Is there anything else I need to know when modding the zones? Just take a look at my nemesisset post to see the explanation about the data segment for positional data for triggers. The same type of data structure pops up in the nemesis behaviour files too to define nemesis zones and player zones. So it'll help you know beforehand some parts you can edit.
|
|
|
Post by tronvin on May 20, 2020 9:27:25 GMT 10
I keep having my game crash every time I attempt to mod the zones on Nemesis for the subway office. It's more than likely my inexperience with this sort of thing.
|
|
|
Post by tronvin on May 20, 2020 22:28:44 GMT 10
Looking at the hex in both the main game and demo, I think the donut shop spawn can definitely be activated earlier. I think it relies on pretty much modifying all three nemesis.scn.20 files. A daunting task but so is this entire thing. I also believe the size of the nemesis3.scn.20 indicates that it is after the subway puzzle. Since you can trigger a different donut shop Nemesis spawn point if you go around the shop, I believe that ties into the size of the file. A probably wrong hypothesis: the Nemesis army mod shows that Nemesis will have a simple Nemesis moveset if replacing a zombie. Since Nemesis has a wide range of behaviors and triggers in downtown, it could be possible that the Nemesis chase into the sewers is just something small and maybe not even a dedicated file on its own.
nemesis.scn.20 -> bust through wall up until Jill radio call
nemesis2.scn.20 -> Multiple different triggers which include all of the possible downtown triggers up until subway puzzle
nemesis3.scn.20 -> donut shop spawn along with the entire nemesis2.scn.20 behaviors
|
|
Busy with work + studies. Will be back when I have free time. Please be patient. :)
Posts: 58
|
Post by moehammered on May 21, 2020 9:08:26 GMT 10
Looking at the hex in both the main game and demo, I think the donut shop spawn can definitely be activated earlier. I think it relies on pretty much modifying all three nemesis.scn.20 files. A daunting task but so is this entire thing. I also believe the size of the nemesis3.scn.20 indicates that it is after the subway puzzle. Since you can trigger a different donut shop Nemesis spawn point if you go around the shop, I believe that ties into the size of the file. A probably wrong hypothesis: the Nemesis army mod shows that Nemesis will have a simple Nemesis moveset if replacing a zombie. Since Nemesis has a wide range of behaviors and triggers in downtown, it could be possible that the Nemesis chase into the sewers is just something small and maybe not even a dedicated file on its own.
nemesis.scn.20 -> bust through wall up until Jill radio call
nemesis2.scn.20 -> Multiple different triggers which include all of the possible downtown triggers up until subway puzzle
nemesis3.scn.20 -> donut shop spawn along with the entire nemesis2.scn.20 behaviors
Nice find with the nemesis3 file. Yeah I think the donut shop encounter can be triggered early for sure. I was thinking about it this week and it's made me think that the key to it is in the 'inthecity' file. As the no more nemmy mod I made replaces this file to stop all Nemesis encounters. So the actual encounter events lay within 'inthecity.scn.20'. The nemesisset and numbered nemesis files define the behaviour of the sequential encounters. I think these behaviours can be overwritten too so he refers to only 1 file. A lot of things I'm curious to test this weekend.
|
|
|
Post by tronvin on May 21, 2020 10:01:49 GMT 10
Looking at the hex in both the main game and demo, I think the donut shop spawn can definitely be activated earlier. I think it relies on pretty much modifying all three nemesis.scn.20 files. A daunting task but so is this entire thing. I also believe the size of the nemesis3.scn.20 indicates that it is after the subway puzzle. Since you can trigger a different donut shop Nemesis spawn point if you go around the shop, I believe that ties into the size of the file. A probably wrong hypothesis: the Nemesis army mod shows that Nemesis will have a simple Nemesis moveset if replacing a zombie. Since Nemesis has a wide range of behaviors and triggers in downtown, it could be possible that the Nemesis chase into the sewers is just something small and maybe not even a dedicated file on its own.
nemesis.scn.20 -> bust through wall up until Jill radio call
nemesis2.scn.20 -> Multiple different triggers which include all of the possible downtown triggers up until subway puzzle
nemesis3.scn.20 -> donut shop spawn along with the entire nemesis2.scn.20 behaviors
Nice find with the nemesis3 file. Yeah I think the donut shop encounter can be triggered early for sure. I was thinking about it this week and it's made me think that the key to it is in the 'inthecity' file. As the no more nemmy mod I made replaces this file to stop all Nemesis encounters. So the actual encounter events lay within 'inthecity.scn.20'. The nemesisset and numbered nemesis files define the behaviour of the sequential encounters. I think these behaviours can be overwritten too so he refers to only 1 file. A lot of things I'm curious to test this weekend. The nemesis3 file is just way too big for it to be a simple hallway chase. There are two different donut shop spawn cutscenes along with no spawn if you go down the ladder (a trigger within itself). There is still the possibility that nemesis3 does have the hallway chase sequence as well. I think this is where the spawn lies.
|
|
|
Post by SlaverStudios on May 29, 2020 15:00:59 GMT 10
Can't we get you guys to please move some of the zombies from inside the power station to the alley ways leading to Kendo's shop? And something else maybe, idk. We should really be getting something done on that. I might try to learn something soon but I feel like nothing has been getting modded at ALL for this game lately. The more I explore, the more ideas I have. It's a shame nobody is willing to help me with it.
|
|
|
Post by SlaverStudios on May 31, 2020 9:22:59 GMT 10
Also what about the zombies behind the fences that aren't triggered to attack? Can't we swap all of them and have a retainer full of active zombies instead? We could place them all over the place. And on second thought about Kendo's shop, I think that gate door should be open by default and the key and last bit of dialogue Kendo says about the key should be cut. There's about 3-4 zombies behind the fence in hardcore mode that are different zombie types that should be able to be replaced with standard zombie cops (which there aren't enough cop zombies imo). They could be sprinkled along the alleyways to Kendo's shop and on the street in front of it. Along with the 3 zombies inside the power plant, you could place two out on the street in front of the plant and another one ALSO in the Kendo area.
This would significantly open up the game. You can even use Kendo's shop as a save point. Kendo wouldn't LIVE in his shop necessarily or always be at the front door. It doesn't break canon you being there earlier. There's all sorts of goodies and reasons to go that way if the gate is open and if we stop focusing on Nemesis for a moment, it's a good idea. There's lock picking and such to do at the end of this area -- so you will LIKELY have Nemesis chasing you around down there. This will work well if someone just tries it and does it. None of this should be hard with the current capabilities. You guys are going to burn yourselves out doing really hard technical tasks that may amount to nothing right now and eventually give up on RE3 and then no one will get anything... mods are already dying for this game and it's still got a large open vista of city that can be added to the game.
|
|
|
Post by tronvin on May 31, 2020 12:42:22 GMT 10
Enemies have defined zones encoded into their behaviors which defines their area of aggro and their area of retreat. For example, some of the zombies in front of the donut shop retreat when you enter into the donut shop. I tried to move one of the zombies from behind the fence to the front and he exhibited the same behavior as he would behind the fence. Moving them around causes the zombies to "break." You'd have to modify the aggro and retreat zones. And even finding the zones of the zombies is hard and not as well defined as Nemesis' zones (and even 'well defined' is an overstatement). Which is why we forego the Nemesis-zombie replacement as the Nemesis-zombie would exhibit the same zones as a regular zombie and moehammered had difficulty with breaking a zone for an individual zombie near the donut shop. This is why we're starting off with triggering Nemesis' spawn early. Moe and I believe that the same logic in triggering the Nemesis spawn earlier can also be used to spawn the zombies in those expanded areas (pretty much where they appear in the rocket launcher part).
|
|
|
Post by SlaverStudios on Jun 1, 2020 17:47:57 GMT 10
Sweet. I really REALLY hope you guys pick up speed on this. I also think removing the barrier at the end of the power station so players can use the ladder like after the rocket launcher chase to get back to the shop areas. That's really the last barricade that should also go, but the mod creator has gone quiet.
Also yes, it would be perfect if you could somehow just spawn the zombies that pop up later early on since those zones ARE populated with zombies at one point.
|
|