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Post by caliber70 on Sept 25, 2014 6:54:20 GMT 10
would you add a feature to the trainer to control zombie+javo spawn rate? like default would be 1x, we could change it to 2x or 3x or 1.5x
this idea is for mercs specifically. don't want to break the combo but my friend's system cannot handle the pressure of rendering that many units on no mercy. the default spawn rate on mercs in RE6 is just a bad joke, RE5 had better spawning rate.
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Post by Marcus101RR on Sept 27, 2014 7:22:01 GMT 10
Small problem, is there anyway to lock the AI controls and their health when playing merc for example. So that the AI has the same function as the one in campaign. When it freezes the health value, it also freezes the score in merc and makes it pointless. Also, how is one suppose to navigate the menu on the trainer while not in focus, only those with high resolution or second monitors can do that while anyone with single monitor has to alt+tab...
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Post by Snipz on Sept 27, 2014 8:34:57 GMT 10
Small problem, is there anyway to lock the AI controls and their health when playing merc for example. So that the AI has the same function as the one in campaign. When it freezes the health value, it also freezes the score in merc and makes it pointless. Also, how is one suppose to navigate the menu on the trainer while not in focus, only those with high resolution or second monitors can do that while anyone with single monitor has to alt+tab... I believe thats the anti cheat kicking in.
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Post by Marcus101RR on Sept 27, 2014 9:01:54 GMT 10
Small problem, is there anyway to lock the AI controls and their health when playing merc for example. So that the AI has the same function as the one in campaign. When it freezes the health value, it also freezes the score in merc and makes it pointless. Also, how is one suppose to navigate the menu on the trainer while not in focus, only those with high resolution or second monitors can do that while anyone with single monitor has to alt+tab... I believe thats the anti cheat kicking in. Do you know of any work arounds? Does the Anit-Cheat: Off in the menu do anything to circumvent this issue? Unsolvable? Thanks for the extra information.
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Post by Snipz on Sept 27, 2014 18:05:57 GMT 10
I believe thats the anti cheat kicking in. Do you know of any work arounds? Does the Anit-Cheat: Off in the menu do anything to circumvent this issue? Unsolvable? Thanks for the extra information. If I'm correct (Sectus can correct me on this) the anti cheat kicks in when you do anything like, teleport, infinite health, adding ammo etc anything that is game breaking towards the score. The reason it kicks in with that poke, is it doesn't know your trying to do it to AI and that poke is a 'cheat' so the anti cheat kicks in which freezes the score so leader boards aren't messed up. There are no ways around it in the way you want the poke used, you can only remove all freezes, thus removing the health poke.
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Post by FluffyQuack on Sept 28, 2014 0:26:39 GMT 10
Looking thru the mod manager again. I noticed there is an option now for "Host 3 Player campaign." Was there a new method to do it now? Or do you still have to go thru the process you have in this post? z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=26368:EDIT: I was trying the method you had in the post, but each time they keep having it show p1/p2 0 health and always games over. Whether the option of Host 3 player is on or off. Was curious if there was something around that. It's been nearly a year since I messed with this so I can't remember the details. I think some of the steps I've posted in the thread should work, but it is a hassle to get people connected. You might need to turn "advanced pokes" on, and unless I'm mistaken, the "host 3 player campaign" poke is optional, so you could try without it. would you add a feature to the trainer to control zombie+javo spawn rate? like default would be 1x, we could change it to 2x or 3x or 1.5x this idea is for mercs specifically. don't want to break the combo but my friend's system cannot handle the pressure of rendering that many units on no mercy. the default spawn rate on mercs in RE6 is just a bad joke, RE5 had better spawning rate. I think that's something you'd have to change by editing scripts (which is something we can't easily edit since they're in binary form), I don't think this would be feasible by memory editing. Small problem, is there anyway to lock the AI controls and their health when playing merc for example. So that the AI has the same function as the one in campaign. When it freezes the health value, it also freezes the score in merc and makes it pointless. Also, how is one suppose to navigate the menu on the trainer while not in focus, only those with high resolution or second monitors can do that while anyone with single monitor has to alt+tab... The anti cheat is something I'm not very keen on changing. I just want to avoid there being more invalid scores on the leaderboard. Playing with AI isn't likely ideal but it's also not easy for me to specifically check if pokes are affecting AI rather than a human player. Are you playing in fullscreen on a single monitor? I can't think of any easy way to handle the UI that way. It's designed for the game to be in windowed mode or having two monitors.
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Posts: 369
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Post by Kyle on Sept 28, 2014 1:57:38 GMT 10
Thanks for the reply dude. I did try with both host 3 player campaign on and off. I also do have the advanced pokes on. Following the steps as best as I possibly could I was able to get people to connect, but as soon as I restart the character dies (all players have their health go to 0 in the fluffy manager repeatedly). Is all players supposed to be visible in the beginning (as in does the 3rd partner have to be there using the ai method), or is there something else I'm missing.
(EDIT) Also each time we tried we couldn't get p2 to be controlled most of the time. And the third player wasn't visible. It does say this
- Host currently needs to select 1 option in trainer when hosting (an option which fixes game over state when there's more than 3 players), and each other player currently needs to select two options in trainer (which player they'll take control of, and which outfit they wanna use). In other words, there's a little bit of work to start the session.
And if you don't mind me asking, which option does host have to select so there is no game over?
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Post by FluffyQuack on Sept 28, 2014 3:07:02 GMT 10
"Host 3 player campaign" is probably the setting supposed to prevent game over. I can remember this was always a hassle to set up though. I'll see if I have time soon to test it myself, to see if it's still doable.
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Posts: 369
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Post by Kyle on Sept 28, 2014 3:09:13 GMT 10
I appreciate it again, I've been either getting both characters dying, one character dying, or both players spectating (including host).
Also for the pokes under options should I have allow network pokes, or always send network pokes?
::EDIT:: I also notice that helena keeps dying in all cases even when the manager is not on.
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Post by FluffyQuack on Sept 28, 2014 15:14:37 GMT 10
I appreciate it again, I've been either getting both characters dying, one character dying, or both players spectating (including host). Also for the pokes under options should I have allow network pokes, or always send network pokes? ::EDIT:: I also notice that helena keeps dying in all cases even when the manager is not on. You should keep the "allow network pokes" settings at default. Helena always dying even in singleplayer is a problem I ran into. I think it's caused by a player getting the inventory of the AI and after saving to the savegame, it starts causing the player to die all the time. There is a way to fix this, but I can't remember exactly how. You could try hosting as Helena, and then have someone join as Helena and have them save the game. I can't remember specifically how I fixed it, but it is possible. Last resort solution would be to delete the savegame.
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Posts: 369
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Post by Kyle on Sept 28, 2014 16:39:40 GMT 10
I found a way to fix it and make it so Helena won't die (when things are turned off). I just did the end of a chapter of the other campaigns, then restarted leon's from scratch and she was useable again. As for the network pokes I getcha and had a feeling. It's weird this is happening tho.
I can get people to connect thru the mod manager (portforwarded etc) I start up a campaign with Leon and in the modmanager I have 2p/Helena set to active/active Invite the players (shown as spectators), they do not get control of either helena or extra characters I have them assume control of the specific players [also a question, should they have assume control set to online player or local?). We've tried both and it still didn't work Then I restart
When I do helena usually dies. There has been a case scenario when Leon died as well. The only time it didn't die is when all players were spectating the same character and couldn't assume control of anyone.
:EDIT: I actually played around more and I got it so at least player 2 had control of helena and noone died. I just need to test with 3p+ now.
Step 1: Connect thru manager
Step 2: Launch thru manager
Step 3: Player 1 -> Set Host 3p campaign (Set Helena/2p to Active Active)
Step 4: Invite thru Steam / Waiting Lobby (rather than wait for them to join in game)
So hopefully tomorrow I can get another person to help test so I can see if this works now.
:EDIT2: So each time I have my players come in (2p-3p). Helena is usually frozen in place, even though they were able to move before. It's just when player 3 joins, she becomes unusable. I have 3P switch their costume (Chris Europe), and assume control. After which I restarted, and 3P was able to use Chris, but 2P couldn't use Helena (that's not including the .snd crashing sometimes even though we have the 1.3 Patch). So I'm curious if they need to have 2p assume control of Helena, or will that cause crashing.
:EDIT3: So we were finally successful with more research of the weapon extract arcs. Apparently there is files missing inside of the Patch 1.3, and your weapon extract arc actually helped out a lot till fill in the gaps. We were testing characters to see if they worked in game.
We had Chris with Leon and Helena so far. And worked pretty damn well, just testing a few more things to confirm if other campaigns work the same way.
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Post by JKap on Sept 30, 2014 13:48:43 GMT 10
how do you play mo mercy sledge mode?
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Post by Deleted on Oct 10, 2014 10:22:10 GMT 10
When I open the program tells me: ModManeger.exe program stopped working (I use Windows 8) Please help
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Post by FluffyQuack on Oct 11, 2014 0:31:12 GMT 10
:EDIT3: So we were finally successful with more research of the weapon extract arcs. Apparently there is files missing inside of the Patch 1.3, and your weapon extract arc actually helped out a lot till fill in the gaps. We were testing characters to see if they worked in game. We had Chris with Leon and Helena so far. And worked pretty damn well, just testing a few more things to confirm if other campaigns work the same way. Good to hear you got it working. I haven't even had time to test it myself. 3+ player support is something I have in my TODO list to improve, but I'm not sure if I'll get around to it. I remember one overall problem is that weapons can be out of sync between players. how do you play mo mercy sledge mode? I think there's a typo there, I don't see what "sledge" would mean. When I open the program tells me: ModManeger.exe program stopped working (I use Windows 8) Please help I'm not sure what would cause that problem. Does log.txt show anything? You could try downloading Visual Studio 2008 redistributable which is required for the mod manager: www.microsoft.com/en-us/download/details.aspx?id=29 - Although, I thought that would cause a missing DLL error, not an outright crash.
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Post by JKap on Oct 11, 2014 0:48:22 GMT 10
Anyone else know how to play siege mode no mercy?
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