tommah
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Post by tommah on Dec 17, 2014 0:17:38 GMT -5
^ OK update is working, enjoy the new challenge.
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tommah
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Post by tommah on Dec 16, 2014 14:45:21 GMT -5
*UPDATE*
v2.3 -removed all items from lockers... Take THAT!
*edit*
feck hold on, no one download yet
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tommah
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Post by tommah on Dec 6, 2014 20:22:27 GMT -5
awesome.
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Post by tommah on Dec 5, 2014 8:44:27 GMT -5
I'm pretty sure things only respawn if you reload a chapter or restart a save. The world saves everything on the map. The only thing that I could changing is removing item dispensers.
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tommah
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Post by tommah on Dec 4, 2014 22:17:23 GMT -5
I thought items don't respawn on the world map anyway. Do they?
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tommah
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Post by tommah on Dec 4, 2014 10:31:01 GMT -5
They shouldn't be locked into the GFWL account. I wish I still had it install, but I think I know the path to the dlc files if that helps.
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tommah
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Post by tommah on Dec 3, 2014 8:06:42 GMT -5
updated the link on the first post. Sorry about letting the download link expire, skydrive changed their name to onedrive and messed up the link.
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tommah
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Post by tommah on Dec 3, 2014 8:01:35 GMT -5
what link are you referring? the Pirated version?
*Edit* updated the download link, try it again
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tommah
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Post by tommah on Nov 9, 2014 5:51:25 GMT -5
the sky color isn't something I know how to do yet, but the "child" zombies are interesting and am willing to look into.
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tommah
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Post by tommah on Nov 7, 2014 14:44:37 GMT -5
you're just trying to depress me, aren't you? I'd have tears of joy if I could consistently play at 25fps I'd have tears of joy if i could play at 10 FPS! YES!!! That makes me feels so good :-P
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tommah
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Post by tommah on Nov 5, 2014 21:47:16 GMT -5
The infinite mode part of it, he has them separate as an option in case people wanted to mix-match mods.
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tommah
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Post by tommah on Nov 5, 2014 10:43:16 GMT -5
found another bug, it wont let me into the overtime thing with the s ending Wapedell correct me if I'm wrong, but I believe this is suppose to emulate DR1's in that its not for running through the story and just supposed to be running around and surviving. I only mention this because I know Wapedell isn't on the forum that much anymore so he may not be able to answer this anytime soon.
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Post by tommah on Nov 3, 2014 15:52:09 GMT -5
dlc weapons are in the \deadrising3\dlc\ folder. There is 1 .bin file for each episode that holds all the items for that specific dlc. Also Solid, I do know quite a lot of information on items in DR3 and alot of it is posted in the Tutorials/Resources section. Hope this helps!
*edit* dlc_episode*.bin is what they are called
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tommah
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Post by tommah on Oct 30, 2014 23:38:14 GMT -5
*UPDATE*
-Released Laser Gun (changed audio) -Increased Tommah Hammer damage -Blueprints started causing issues, for the moment will not make new Blueprints and will return to placing items in the Mechanic Shop in Ingleton. Items will still be in locker. All old Blueprints will still work except the dual golden guns.
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tommah
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Post by tommah on Oct 27, 2014 21:10:07 GMT -5
Laser Gun-Rips through zombies -Audio is different than in the video -Found in 2nd floor office of Ingleton Mechanic Shop
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Post by tommah on Oct 27, 2014 10:30:40 GMT -5
yea, the vehicles are very strange... I'll keep trying with them but I've never been able to get them working right.
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Post by tommah on Oct 25, 2014 16:45:34 GMT -5
Sonic.... stop saying things shouldn't be too hard. It is in fact quite annoying to do, i encourage you to try it.
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Post by tommah on Oct 25, 2014 15:33:12 GMT -5
*UPDATE*Dual Wield Sgt. Pistols - Blueprint found in 2nd story office in Ingleton Mechanic Shop -300 ammo - Sgt. Pistol + Sgt. Pistol
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Post by tommah on Oct 25, 2014 6:35:24 GMT -5
thanks for the update. Seems like mixed results with online play because as a host I used fireballs just fine... I don't think he saw me throw anything but he probably saw the bodies flying, also used cutman helmet just fine as well but I expected that since it really wasn't anything new.
The weapons should be in the locker, just maybe not in logical spots, look around as I haven't figured out what controls the locker category. And the game doesn't think the sniper is a ZAR is just has the description of the ZAR.
I actually really like some of these. Some I've already thought of, the dual golden guns I'm actually working on. It works, just need to fine-tune it a bit but I like some of these and will probably use some of them.
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tommah
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Post by tommah on Oct 24, 2014 14:29:05 GMT -5
there's no clear player locator so just "finding them around the world" would be crazy difficult. I'm not going to rely on the Locker as the only means of acquiring it due to the custom weapons screwing the locker up, I'm still not sure I think its worth it to even have them in there.
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tommah
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Post by tommah on Oct 24, 2014 14:25:09 GMT -5
*UPDATE*
- removed Life Regeneration no matter what level you are
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Post by tommah on Oct 24, 2014 12:29:27 GMT -5
updated link, Sonic found recipe bug with the Sniper Rifle... All fixed now.
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Post by tommah on Oct 23, 2014 11:40:45 GMT -5
*UPDATE* - Zombies do more damage: health items are needed again for high levels
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Post by tommah on Oct 23, 2014 11:25:36 GMT -5
*UPDATE* - fixed prisoner zombies - fixed football zombies - fixed King zombies
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Post by tommah on Oct 22, 2014 14:43:47 GMT -5
Chapter 1 Start cFSMission 847867314 { Name = "Chapter01_1_1" //Start of Chapter 1 ParentFSClass = "@0" ActionName = "847867314" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" //Start time in-game ChildActions = [ //leads to sub-mission/[u]more details[/u] "@1170386681" ] Duration = "518400" //how long before mission expires UseRealTime = "false" //? was not in DR2 ? GameMode = "@1662361359" //refers to gamemodes.bin? SupportedGameModes = "@1451085382" //refers to gamemodes.bin? OnEnter = "@268192253" //series of actions once you start mission, i.e. autosave, spawnpoint, spawn/move npc and items OnExit = "@0" //series of actions once you end mission, i.e. autosave, spawnpoint, spawn/move npc and items MissionType = "MISSION_TYPE_CASE" DontAutoCompleteOnDebugJump = "false" //assume complete when using Debug Jump Chapter = "1" //define chapter FailureConditionGroup = "@3510933522" Success = "@0" Failure = "@2566112398" Complete = "@0" Prereq = "@2495796023" //missions that need to complete before available LevelToGoToIfDebugMission = "2059905507" DebugSpawnPointName = "DebugSpawn_Chapter01_1_1" DevSpawnPointName = "DebugSpawn_Chapter01_1_1" MissionAnimBankName = "data/anim/ch_01.big" DebugMenuTitleString = "'IDS_TITLE_CHP11'" //CHAPTER 1 TitleString = "'IDS_TITLE_CHP11B'" //Made In America Description = "'IDS_CHP01_DESC1'" //A zombie outbreak paralyzes the city, but if they can get to the military's quarantine station, there might be a way out for Nick and Rhonda. ES_Broadcast_String = "0" ScannerDelay = "90" AudioMissionName = "ch01" IdealTime = "140400" MinRandomizedDelay = "0" MaxRandomizedDelay = "0" MissionActivationLocation = "-99999,-99999,-99999" MissionActivationDistance = "50" DoNotTimeOutNearThisLocation = "-99999,-99999,-99999" DoNotTimeOutNearThisObject = "0" DoNotTimeOutDistance = "25" ShowInDebugMenu = "true" // ExplicitStart = "false" WaitUntilTimeExpires = "false" ShowInHUD = "true" // IsBoss = "false" //determines type of icon on HUD IsStrongholdMode = "false" //determines type of icon on HUD IsStrandedSurvivor = "false" //determines type of icon on HUD IsSoulmate = "false" //determines type of icon on HUD IsCountedGameSummary = "false" //determines type of icon on HUD IsEntreActe = "false" //determines type of icon on HUD IsEscortMission = "false" //determines type of icon on HUD ActiveDialogues = [ ] PlayerLevelOnDebugJump = "7" PossibleReward_PP = "false" //adds reward icon PossibleReward_Weapon = "false" //adds reward icon PossibleReward_Blueprint = "true" //adds reward icon PossibleReward_JoinedSurvivor = "false" //adds reward icon PossibleReward_AttributePoint = "true" //adds reward icon PossibleReward_SoulmateCode = "false" //adds reward icon PossibleReward_MegaManItem = "false" //adds reward icon }
Chapter 1 Sub-mission: Build a Combo Vehicle
cFSSubMission 1170386681 { Name = "Build_Combo_Vehicle" ParentFSClass = "@847867314" ActionName = "1170386681" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" //when to start ChildActions = [ ] Duration = "518400" //how long before expires UseRealTime = "false" //? was not in DR2 ? GameMode = "@1662361359" SupportedGameModes = "@1451085382" OnEnter = "@2258058564" OnExit = "@0" MissionType = "MISSION_TYPE_CASE" DontAutoCompleteOnDebugJump = "false" Chapter = "15" FailureConditionGroup = "@0" Success = "@0" Failure = "@0" Complete = "@0" Prereq = "@0" DescriptionString = "'IDS_CHP01_OBJ1'" //Combine Two Vehicles StartMission = "true" EndMission = "true" SuppressHUD = "false" Ghost = "false" Objective = "@2438009284" //[u]more mission details[/u] }
Chapter 1 Condition: Build a Combo Vehicle Objective
cFSConditionGroup 2438009284 { Name = "BuildComboVehicle_Obj" ParentFSClass = "@1170386681" ActionName = "2438009284" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" ChildActions = [ "@3634598116" //[u]more details[/u] ] ObjectiveDesc = "@3666126688" AlwaysCheck = "false" CheckOnHostOnly = "false" Action = "@0" Connector = "OR" CheckAllChildrenAllTheTime = "false" }
Chapter 1: Combo Started
cFSConditionFlag 3634598116 { Name = "CH01_ComboStarted_true" ParentFSClass = "@2438009284" ActionName = "3634598116" IgnoreAction = "false" RemoveBeforeShip = "false" SkipInCoop = "false" StartTime = "0" ChildActions = [ ] ObjectiveDesc = "@0" AlwaysCheck = "false" CheckOnHostOnly = "false" Action = "@0" Flag = "@2740214540" //[u]last detail[/u] }
Chapter 1: Combo Flagged
cFSFlag 2740214540 { Name = "CH01_ComboStarted" ParentFSClass = "@0" Key = "2740214540" }
Not as straight-forward as DR2 but so far seems more logically structured.
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tommah
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Post by tommah on Oct 22, 2014 11:17:37 GMT -5
No way you could quickly update it by changing generic names to your actual weapon names on the blueprints? nope
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tommah
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Post by tommah on Oct 22, 2014 9:01:24 GMT -5
Big UpdateMade all weapons into blue prints, once you pick up the blueprint you may make them anywhere. This is technically "beta" as I did test but I am unsure if there are any side effects, or if I accidentally used an existing combonation. I may have on a couple of them. Will update info throughout the thread. *edit* found a bug, please redownload
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Post by tommah on Oct 21, 2014 11:13:17 GMT -5
updated Release to change Sniper Rifle audio to the original DR2 Sniper audio
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Post by tommah on Oct 21, 2014 8:32:07 GMT -5
All of your weapons is really good, though, i don't know if you can take request.. because, I had an idea of a weapon, It's fists, that does like the Hyakuretsu Ken of Kenshiro, the primary fire is like the party gloves, punch really fast with almost no damage, then the secondary fire does a huge punch that make the zombies under the same effect as the Queen in Jar, they are twitching and the Head explode (Or full body explode after a short time if you think it's possible to code) And if possible, after killing enough zombies for the combo attack, the character does an animation like if he was pressing vital point (I'm not sure which animation would fit the most) and then it make the zombie explode Just though about something, doing a Nanto weapon where the character use his finger to slice and cut zombies, i think that it would fit good with the animation of the weapon of the anger boss Just looked into this Ken of Kenshiro and I think I can make it work.
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tommah
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Post by tommah on Oct 19, 2014 18:43:22 GMT -5
Tommah HammerTried thinking of a good name for it..... failed...... Here it is: You can find it in the upstairs office of the Ingleton Mechanic Shop. Also I changed it so all weapons DO appear in the Locker albeit very glitchy, but does work. If people complain that its messing up the locker I'll remove the feature. *edit* added fire damage to zombie... forgot that in the video *edit* *edit* Also forgot to show off the ground attack and thrown effects....Sorry I was drunk last night, forgot a lot.
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