hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jun 25, 2014 13:01:14 GMT 10
Ok man thanks.....
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 2, 2014 0:19:25 GMT 10
New version released: www.tzarsectus.com/tools/modmanager.rarv1-60: - Text rendering improved. - Anti-cheat should no longer allow combo score at end of a run. - Added poke for changing partner (makes AI follow specific player). Thanks to maluc. - Fixed sub menus for changing cutscene camera values. - Added pokes for changing player camera offsets. Thanks to maluc. - Added optional shortcut for pausing the game. Enable it in trainer options. Shortcut is RB + X on gamepad, and Home on keyboard. Note that the player camera changing is a bit experimental and a bit wonky. It only changes the camera for normal movement, not for combat or special animations. It also gets reset after many animations. So that feature definitely needs some work.
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Good stuff.. I know you told me!
Posts: 61
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Post by Vincc on Jul 2, 2014 3:45:00 GMT 10
Sectuuus, you didnt fix the minimizing thing : D
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 2, 2014 18:27:41 GMT 10
Whoops. I'll fix that for the next version.
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hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jul 2, 2014 23:06:10 GMT 10
update... cool man.. i love to try this new version.. keep up the good work
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hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jul 3, 2014 0:16:22 GMT 10
Does this works also in CAMPAIGNS???
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 3, 2014 1:10:49 GMT 10
Which feature are you referring to? Most features should work in campaign.
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hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jul 3, 2014 1:27:28 GMT 10
i mean adding more AI players in campaigns
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 3, 2014 3:37:28 GMT 10
Yeah, that works in campaign.
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hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jul 3, 2014 4:00:03 GMT 10
here's my vid about this new mod... btw sorry for bad quality.. just posting for testing
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hi.. im new here.. big fan of RE games :D
Posts: 41
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Post by judaiyuki on Jul 3, 2014 11:31:07 GMT 10
wow.. im suprise that i dont need any controller to be enable AI to function well... also SOLO mode with AI now works also..
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Posts: 24
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Post by vega on Jul 7, 2014 6:02:51 GMT 10
Sectus, I've always used your mod manager to install mods for the game...and after months of doing so I finally realized what the "hook trainer" button actually does. I had no idea! LOL
Your trainer has added SO much replayability to the game! I downloaded your most recent version and I'm now having fun using the camera variables to "explore" levels that normally aren't accessible during gameplay such as the secret lab at the end of Ada's campaign.
So do you have any plans of incorporating the cutscene variables for the gameplay camera as well? The mere possibility of getting in-game dynamic viewpoints certainly has me excited!
Speaking of which, I noticed that whenever a character goes into his "Dying" and "Death" animations, it seems to reset the camera. For example, Leon gets killed and a zombie starts eating him, neither the gameplay or the cutscene cameras seem to do anything. Is that a bug or are the cameras not compatible with things like death scenes?
Anyways, thank you for your contributions to the RE modding community! I can't wait for the next version!
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 8, 2014 5:12:46 GMT 10
Glad you like it. The cutscene camera is separate from the ingame camera, so I can't use the same values for ingame. And I haven't found any trace of an ingame camera which is as easy to manipulate.
I wanna expand on the player camera values you can edit. It seems to use different camera for each state the player is in, and I've only found the one for "idle/move" state. I'll look for the others once I have time to continue on fluffy manager.
Dying/death camera is probably separate from other cameras.
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Posts: 369
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Post by Kyle on Jul 8, 2014 16:54:34 GMT 10
Really diggin this manager Fluffy. Props to you. Just curious though, have ya thought about maybe adding a force showing hands/body/head + disable shader in the manager (similar to the trainer), or would that not be possible at this point.
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✫Advanced Coder✫
First, I was known as Sectus. And then, well, I ended up here.
Posts: 2,811
Original Join Date: Aug 31 2009
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Post by FluffyQuack on Jul 8, 2014 18:32:51 GMT 10
I haven't found any use for that myself and I don't know how to add it, so it's unlikely I'll add that feature to my trainer.
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