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Post by luisadri on Sept 28, 2016 13:44:30 GMT 10
Hi. I'm looking for: Extended Esl Game.exe but the links are all broken. The mod was done by Wizard, but Wizard is gone. He posted here a few years ago, but the link is broken: z6.invisionfree.com/Resident_Evil_4_PC/index.php?showtopic=11663Does anyone have it? If so, please can you give me a new link here? I need a lot of it. I'll be very grateful.
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Post by Re-Play games on Aug 2, 2017 10:40:50 GMT 10
oi luis kkk vc se refere a exe da versão extra enemies? se for eu tenho
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Post by luisadri on Aug 2, 2017 12:16:28 GMT 10
Oi blza?
Sim isso mesmo, se vc tiver e quiser postar aqui o link te agradeço.
Abraços.
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Post by Re-Play games on Aug 2, 2017 13:14:46 GMT 10
so quria saber antes, vc pretende consertar os erros q tem nela ou vai usar pra algum mod?
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Post by luisadri on Aug 2, 2017 15:39:53 GMT 10
Pretendo concertar os erros e também adaptar isso pro modo historia do game. Me add no skype: luis.webber ou se achar melhor me manda email com o link: luiswebber@hotmail.com
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Post by Re-Play games on Aug 2, 2017 19:46:54 GMT 10
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Post by luisadri on Aug 3, 2017 14:12:07 GMT 10
Hum legal então hehehehe. Não é bem esse mod que eu tava procurando. Afinal oque faz este mod ai que vc me passou? Na verdade eu queria um mod que o Wizard começou e não finalizou que nele é possível adicionar bem mais inimigos nas fazes do game. Eu queria achar ele e finalizar. Por que ai eu teria menos trabalho do que fazer desdo zero, mas pelo que eu vi não vou achar e vou fazer do zero mesmo. É um mod que tem que editar o executável do jogo mesmo, sem o CheatEnginer. Negócio é eu meter a mão na massa e fazer duma vez kkkkk
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Post by Re-Play games on Aug 3, 2017 14:29:11 GMT 10
nunca vi esse mod mano
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Post by Mr.Curious on Aug 8, 2017 4:35:55 GMT 10
hello Wizard from what I gather from google translate, these guys are looking to find an old mod you started and never finished? It sounds interesting! Id be interested to check any mods that deal with modding enemies, or anything that mods the EXE as well! Cheers
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Post by Wizard on Aug 10, 2017 2:12:44 GMT 10
They are referring to a mod I started years ago on the original Re4 PC release. Zaia and I worked alot together back then, and he came up with a modified EXE that allowed every room to have its own unique ESL which allowed me to add as many enemies as I wanted, and it'd reload that ESL Every time the stage was loaded. This came along after I was working on a major Re4 project that re-routed the game and edited almost all enemys, and when a ESL is loaded in default Re4, it saves it into your SaveData so it remembers what enemies you have killed incase you back-track.
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Post by Mr.Curious on Aug 10, 2017 10:39:05 GMT 10
They are referring to a mod I started years ago on the original Re4 PC release. Zaia and I worked alot together back then, and he came up with a modified EXE that allowed every room to have its own unique ESL which allowed me to add as many enemies as I wanted, and it'd reload that ESL Every time the stage was loaded. This came along after I was working on a major Re4 project that re-routed the game and edited almost all enemys, and when a ESL is loaded in default Re4, it saves it into your SaveData so it remembers what enemies you have killed incase you back-track. ok this is fantastic news! Even though this mod may have been for the older version of RE4, its principles could (in theory) work in RE4UHD. As you may or may not know I am creating a new Mercenaries stage which includes editing all the enemy data, including enemy type, position, weapon etc. This is fairly easy stuff to figure out but there are some areas of interest that I would like to explore further. One is that the AEV file is actually in control of most enemies in a room. While the ESL file controls which enemies will spawn & where they will spawn, the AEV controls WHEN they appear. There is a offset value in the AEV which controls which groups of enemies will spawn and they relate to certain areas of the room as determined by the AEV trigger zone. If we walk the character through certain areas of a room the AEV triggers certain enemy groups that are in the ELS file. I have identified and cataloged most of these groups for r400, but there is more research needed in this area of modding. The second area of interest is the very thing that you & Zaia were working on, namely how the omake/emleon file is loaded by the .exe. In an interesting experiment using my Teleporter Room I was able to teleport into r400, and from there teleport again to r120 which is essentially r100 from the start of a new game. While I was successful in getting characters other than Leon into the main game using this method, there was an issue. The problem is that the emleon file does not load when we teleport out of Mercs, and therefore no enemies spawn in the game. A workaround that seemed hopeful was to put enemy data for the main game in the Mercs omake files, but there is a limit to how many entires can be use in one file. This was something I learned after trying to change the Teleporter from r22c to r312. While the r312 teleporter room would still allow me to teleport to any room, no enemies would spawn no matter which room I went to. It occurred to me that this was because the emleon files do not load when teleporting EXCEPT when using r22C. This is because R22c is a special room that occurs all over the game (r22c is the target practice room). I am very interested in how the game decides to load the emleon files when leaving this room and how it is given a different privilege. Id be really interested to speak with Zaia and you about the .exe modification if possible. In any case I would be VERY interested in understanding how you and Zaia were able to modify the .exe to allow unique ELS files, and would love to get the chance to make that happen in RE4UHD. This would be a rather important development for RE4UHD because of the Stage Tools that Son of Persia will be releasing soon. We will need to be able to edit all aspects of teh game and reduce limitations. Please PM if you are still interested in any of this as I am very keen on learning this aspect of the game. At this point I have no one with any experience to speak with about this aspect of modding. Cheers Forever Curious
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Post by Wizard on Aug 13, 2017 1:40:34 GMT 10
Zaia did all the work on that custom EXE, all I did was test it. I haven't spoken to Zaia in years. I have no idea what hes up to these days gaming/modding wise, I feel as if he was still interested in anything RE modding he would still be around here. Many years ago when I made a new merc stage in Re4 2007, I remember Zaia had to edit the EXE for that as well to adjust the spawn cords. I don't know if its still that way in UHD or how the player spawn cords work when your not using a door via a AEV. Reguardless, I do remember to simplify things I made the range on the trigger boxs for enemy spawns in that merc stage all FF via hex editor so how close you have to be to that said trigger box was so massive enemys would spawn reguardless of where you were in the map. I also remember that the bonus timers and combo plus hour glasses were in the ITA file. I'm sure all of that is the same in UHD
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Post by Mr.Curious on Aug 13, 2017 12:45:18 GMT 10
I do remember to simplify things I made the range on the trigger boxs for enemy spawns in that merc stage all FF via hex editor so how close you have to be to that said trigger box was so massive enemys would spawn reguardless of where you were in the map. I also remember that the bonus timers and combo plus hour glasses were in the ITA file. I'm sure all of that is the same in UHD Fascinating! I had no idea you guys knew that much about the AEV back then. I have cataloged all the enemy #ids for Mercs, like which enemies belong to which enemy groups. Each of those trigger boxes belong to different groups of enemies. Tricky stuff to mod because how the areas are managed, but I figured it out on my own. The new tools for UHD will include ways to edit these enemy group parameters. We are ironing out the details right now. There is an ITA tool too, super easy to use for all the item stuff. I have created in depth tutorials in hopes that people will get back into this with ease and enthusiasm! I was not able to change the spawn positions in my new Mercs mod as I dont know how to edit the .exe yet. I basically designed the new room around the current spawn positions for r400. I would though LOVE to learn what Zaia and Infernal were doing, but alas they both seemed to have vanished. =( I could use a good mentor in that area or expertise. I would love to get a copy of that exe so i could compare it to the original via Hex edit and see where the changes were made. If there is anyway you could put me in touch with Zaia just to ask him a few questions about those custom emleon/omake files I would be pretty stoked. Cheers Friend
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Post by luisadri on Aug 13, 2017 22:39:50 GMT 10
Zaia did all the work on that custom EXE, all I did was test it. I haven't spoken to Zaia in years. I have no idea what hes up to these days gaming/modding wise, I feel as if he was still interested in anything RE modding he would still be around here. Many years ago when I made a new merc stage in Re4 2007, I remember Zaia had to edit the EXE for that as well to adjust the spawn cords. I don't know if its still that way in UHD or how the player spawn cords work when your not using a door via a AEV. Reguardless, I do remember to simplify things I made the range on the trigger boxs for enemy spawns in that merc stage all FF via hex editor so how close you have to be to that said trigger box was so massive enemys would spawn reguardless of where you were in the map. I also remember that the bonus timers and combo plus hour glasses were in the ITA file. I'm sure all of that is the same in UHD Very cool Wizard.
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