moloko
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Post by moloko on Apr 17, 2011 9:39:50 GMT -5
I looked through some code and the only thing that could be worth looking into would be "CollisionType", though that's fairly obvious, I think.
Maybe the attributes are held within the models/interactable or the cinematic props files?
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Post by moloko on Apr 17, 2011 7:20:14 GMT -5
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Post by moloko on Apr 15, 2011 12:25:12 GMT -5
Very nice, thanks.
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Post by moloko on Apr 13, 2011 12:38:34 GMT -5
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Post by moloko on Apr 13, 2011 5:24:25 GMT -5
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Post by moloko on Apr 12, 2011 9:08:12 GMT -5
Some revisions seem to work, someone already posted that once. But many people with 64bit don't get it working.
Maybe you should make a new thread where you upload your version, maybe it's one of the revisions that work fine with 64bit.
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Post by moloko on Apr 11, 2011 13:26:16 GMT -5
And like Anno said before: The problem is not Dead Rising 2, I suspect the problem is you are on a 64 bit machine.
I would suggest going through these forum search results.
Gibbed's often bug out with Windows 64 bit. So you'd need a computer that runs a 32 bit operating system. It doesn't matter if Dead Rising 2 is installed or not.
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Post by moloko on Apr 11, 2011 13:19:15 GMT -5
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Post by moloko on Apr 11, 2011 11:23:01 GMT -5
if you upload the files (your datafile.big and the modified missions.txt), I can pack the stuff for you.
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Post by moloko on Apr 10, 2011 9:37:54 GMT -5
It says it right there. At least now I know why there has always been the topic link when I copied something out of here. Neato.
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Post by moloko on Apr 10, 2011 6:04:05 GMT -5
Thing is, what's "more powerful"? Since we haven't found any indicator in the files. Maybe it's hardcoded.
Thanks for the upload, though.
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Post by moloko on Apr 8, 2011 6:07:59 GMT -5
Asking the devs might work, though one shouldn't forget that modding games isn't always exactly legal, at least according to the licence. Though it might well be worth giving a shot. A) Might be. As there is missions where zombies spawn (mostly attacking survivors). Though I guess from the nature of the game there is no thing as "persistent zombies", since the engine just spawns them randomly and you can only increase the number of spawnables in an area. B) Harder psychopaths as in what? You can increase the health of them, which might be done already (search the boards). As for the zombies, there is more agressive and significantly tougher ones. C and E) See A. D) Sounds neat, though I fear that is way beyond our capabilities at the moment.
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Post by moloko on Apr 4, 2011 20:32:10 GMT -5
1) The mods work regardless of the game's version number, as you won't modify the .exe.
2) If you are using Windows OS 64bit, the tools use to crash. Someone said an older version of Gibbed's works with 64bit, though I don't know which.
As for installation, look at the readme with the file:
Stacey Clothing Model Mod by Tab --
It's the exact same process as all the other model switches;
1. Extract the /data folder into the /dead rising 2 directory or folder, it should replace a default.big and a playerfullbody.big
2. Using gibbed's extraction/packing tools unpack your npcs.big found in the /data/models folder of your dead rising 2 directory. (it's a drag and drop operation, so just drag the npcs.big onto the unpacker exe)
3. Now place the rest of the files into the unpacked folder, replacing whatever needs to be replaced.
4. Repack the folder by dragging it onto the packer exe.
5. Rename the npcs_big.big to npcs.big and replace the same file found in the /models folder.
There's some major clipping and stuff, but whatever. No biggie.
Pretty much every single clothing, hair/head, and shoe item change something now. Except the TIR T-Shirts.
Outfits are still outfits, hats/head stuff are accessories, and shoes are hairstyles.
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Post by moloko on Apr 1, 2011 12:27:20 GMT -5
Yeah, everyone's picking on the Germans. But as soon as we start a war to show you bullies, we're the bad guys. Tzk.
Like tom said, a general poll would be good. Whether people want melee, range or AoE weapons. The most popular could be the final price.
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Post by moloko on Apr 1, 2011 9:21:43 GMT -5
I think a poll for the type of weapon, not the weapon itself, would help. I will post on the Steam forums now and invite some people. //edit: forums.steampowered.com/forums/showthread.php?p=21561693#post21561693If we're lucky, advertising is forbidden in the boards and the post will be deleted immediately. But I got the link from there, too, so we'll see.
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Post by moloko on Apr 1, 2011 5:13:01 GMT -5
Wait, what? A skull-crushing mace is a pussy weapon? But am improved Blam-Bow is super awesome? Awkward. D:
I also thought about putting three weapons in, each unlocked after one day. The more rewards, the more people are motivated, I guess.
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Post by moloko on Mar 31, 2011 13:25:51 GMT -5
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Post by moloko on Mar 31, 2011 4:22:28 GMT -5
If you hand me a specific task, I can work on that, no problem. I don't have much time to work on something completely myself at the moment.
Also, tommah's suggestion seems worthy of testing. The number seems to be just the ingame seconds until the end (96 hrs * 60 * 60 equals 345600 ingame seconds, apparently plus 7 more ingame hours). If it's just that, then raising the number should work.
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Post by moloko on Mar 31, 2011 2:48:13 GMT -5
This is a thread which originally was part of the infinity mode project thread.So, is there no way to expand the 4 days limit? Because if not, it's hardly "Infinity Mode". Or is the money supply calculated to make it impossible to reach day 5 with the decreasing health anyway?
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Post by moloko on Mar 30, 2011 15:28:01 GMT -5
I tried this on the Steam version, and it didn't seem to work. The interface also confused me a little. So I started the game, then the .exe, clicked on "Get Processes", chose "DeadRising2" and it said "Target found". And then what? What's the Up and Down buttons for, anyway? So I stood around for some minutes, but no health decrease. Btw, the "Target Found" is displayed, no matter which .exe I choose. Only if the process doesn't exist anymore it says "Error Contact Kant, Error Code B".
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Post by moloko on Mar 30, 2011 9:36:24 GMT -5
Awesome find, must have taken quite some time. Any other what the other states are for?
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Post by moloko on Mar 29, 2011 18:24:29 GMT -5
Zombie charactersDenegarde and I were never able to get the zombies to work. There is a zombie katey file. The zombies look exactly the same as the survivors anyway, except for TK in the cutscene at the end. He can potentially be placed, except no one ever figured out how to place TK without hand distortions. So what exactly does that mean? That I set IsZombie="true" or something and spawn the survivor? I don't know how to do that. And I don't have DebugMode activated.
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Post by moloko on Mar 29, 2011 16:06:27 GMT -5
Too bad there's no Zombie Katey.
No HUD would be good, but maybe a screener of a zombie on Chuck while he's lying on the ground and armed and hostile survivors around him or something?
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Post by moloko on Mar 29, 2011 15:14:20 GMT -5
Very neat. Can you replace the nVidia logo with an image only or also a video? If a video was possible, then maybe we could make a small "preview" of the infinity mode, like a teaser. E.g. Chuck facing the horde or something like that.
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Post by moloko on Mar 29, 2011 13:06:32 GMT -5
If that's true, we have the way of creating own maps now, don't we? Anyway, interesting find.
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Post by moloko on Mar 28, 2011 0:44:30 GMT -5
Couldn't find anything, either. So I guess it's hardcoded or located somewhere else.
I did find something on the push broom, though, as it spawns the broom handle when it breaks:
cWeaponBreakInfoItem PushBroom_PieceInfo { DisbleBreakingForPieces = "true" DR2 = "true" PieceColMeshId0 = "0" PieceHoldLocId0 = "0" PieceWeaponName0 = "BroomHandle" Support = "true" }
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Post by moloko on Mar 26, 2011 11:26:16 GMT -5
I see, that's why you think I like modding weapons.
I wrote the model swap tutorial. This was by tommah, I guess.
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Post by moloko on Mar 24, 2011 8:30:05 GMT -5
By the way, seeing how many people want a trainer to stop or slow down time (understandably), how about another "Infinity Mode" that isn't hard but just allows free roaming? I'm sure some people would like that and we could advertise it on YouTube.
I guess the missions.txt also holds time for the firebombing and the likes? Wouldn't it be possible to push that to 1000 days or what and have basically a "free roam mod"?
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Post by moloko on Mar 22, 2011 18:17:55 GMT -5
No problem, sometimes it's the little things.
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Post by moloko on Mar 22, 2011 16:27:26 GMT -5
The bigfile.xml from here is the one you need in order to get the model swaps working. Like I said, put it in your npcs.big and it should be fine, unless the creator of the huge mod did it some other way (but I don't think he did). Otherwise, this might help as it describes how model swaps are done in general. After this, I still have clipping issues on every clothing like I did with the provided bigfile.xml. Then I'd ask you to describe in detail what you did so we can see where the problem is. Also, did you load a saved game with default clothing? If not, uninstall the mod, change into Chuck's default clothes, THEN install the mod again.
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