djlarryt
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Post by djlarryt on Nov 13, 2017 11:53:17 GMT -5
Although it looks like this thread (and forum) have been abandoned, I might just leave this here: I found a banana hammock in the game files yesterday... it looks unfinished as it's not skinned properly. Gives me the impression that a developer started it and was told to forget about it :-\
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djlarryt
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Post by djlarryt on Apr 27, 2017 20:19:02 GMT -5
Way to go Kane. Nice work once again.
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djlarryt
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Post by djlarryt on Mar 30, 2017 23:00:03 GMT -5
If you renamed or removed or didn't properly close your code tags in the items.txt file, it will crash.
Remember, every single file in the archive has to be listed exactly as such in the bigfile.xml. That's usually the reason the re-packing fails.
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djlarryt
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Post by djlarryt on Mar 29, 2017 21:29:01 GMT -5
Looks like someone is generating interest in the Xentax forums... so just need to watch and wait Xentax
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djlarryt
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Post by djlarryt on Mar 12, 2017 10:15:38 GMT -5
There's too much left to assumption. What I saw when I finished the game could be interpreted in a couple of different outcomes, none of which were explicitly presented onscreen- more like the viewpoint panned away from a helicopter so nothing definite was actually concluded. How can CC keep pimping out this series if they got rid of Frank West?
And this is "Frank West" (using this term loosely for this game) we're talking about. He's covered wars.
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djlarryt
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Post by djlarryt on Mar 11, 2017 14:58:29 GMT -5
"..but look, there are hunnerts of zombies on the screen at once. Like hunnerts!!!"
It looks like the developers put all their attention on cramming more and more onscreen, but in the process, sacrificed some of the details that gave finesse to the gameplay.
Not being able to close the doors after you go through is a big one for me- It's like CapCom is saying, "we put all those aggressive zombies onscreen and we're going to MAKE you have to fight them instead of avoid them, because they will chase you in there... we worked so hard to put so many zombies in gameplay, so just fight them. No closing doors.... 'cause we said so."
My big beef is the amount of stuff sitting there that you can't interact with... aka the facade doors that look just like doors you're supposed to go in... big waste of time running into stuff that doesn't do anything and then having to fight the zombie mob just to get out of there.
Oh and the collision/ camera... Interaction between the two is so chaotic at times the game gives me a headache.
Plus stuff getting stuck in other stuff, including Frank getting stuck in things... again, another result of trying to cram too much stuff onscreen, and stuff conflicting with each other.
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djlarryt
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Post by djlarryt on Mar 9, 2017 21:59:07 GMT -5
Yes collision is an issue with DR4 (well, at least the PC version). Zombies often appear inside walls, halfway through vehicles, they run right into your combo attack and just bite Frank.... and then there's the "Fresh" zombies that move so fast you can shoot them and they will explode etc while still taking hits off your player.
Another problem is the camera- it tends to freak out a lot when things move too fast for it (see above) and you can't do anything but hammer your controls trying to figure out WTF is going on.
Frank has a problem getting stuck in geometry too... using resets is common....
But some of the funniest things happen with the combo weapons: using the ice sword against the really fast "!" zombies sometimes ends up with legless torsos floating around and attacking....LOL Or the zombies will turn blue but because they are sped up so much they don't return to their normal colours so you get blue zombies flying around the screen.
Also try using the vaccuum exo suit combo under a ledge or in a room with a ceiling... zombies end up floating in the sky... ha ha
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djlarryt
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Post by djlarryt on Feb 26, 2017 12:03:30 GMT -5
They KNOW the community wants modding, when I was watching one of their LiveStreams for DR3 a caller actually outright asked them, "You stated you are going to support modding for this game, is that true?" and the director (forget his name) hesitated and said along these lines "we're not going to help you mod this game but if you want to try yourself, then go right ahead." and they both laughed.
So that's Capcom's stance on modding. Anything that happens will need to come from the community.
Heck I'd even pay them for an add-on or something that allows it (aka CreationKit for Bethesda). But we know they won't go there.
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djlarryt
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Post by djlarryt on Feb 24, 2017 9:04:09 GMT -5
If a team cracks the Denuvo encryption, then it opens up the game for 'community adjustments' like settings control, variables poking and maybe even NPC modification (which is personally what I would like to do, and fix the kind of sloppy mesh weighting you see in the picture I posted above).
RE7 uses Denuvo and was cracked within a week for modding. So let's keep our fingers crossed that CrAPCOM got lazy and used the same algorithms for DR4.
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Post by djlarryt on Feb 23, 2017 22:47:51 GMT -5
Apparently DR4 uses Denuvo game encryption so modding it will probably take a little longer than expected, unless a crack team gets on it. I hope someone cracks it- for example I would love to fix some of the crappy clipping and model tearing all over this game:
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Post by djlarryt on Jul 19, 2016 23:47:01 GMT -5
unlikeable characters with zero to little depth, and a stale storyline that had me yawning endlessly during the last quarter of the game. This is my main complaint about why I didn't like DR3. There are too many involved characters and they're just erratic idiots- NPCs that are there to do one thing to get you to the next chapter and that's it- the rest of the time they stand around yelling at you or blathering on incessantly. There were too many story threads that were also pointless and stupid, and I got lost trying to follow everything that happened (including the important stuff). Not long after beginning the game I found myself hoping they would just get killed already so I didn't have to listen to them or care about what they did anymore (the only saving grace was Rhonda, as she had at least an ounce of personality and contributed to how Nick 'grew' as we played the game). Even Nick is too bland and vanilla- I'd expect a Latin American mechanic in a zombie apocalypse to be a bit more ballsy and self-preserving, but he just carried forward the personality of the original 'Mick' (high school nerd), making him look and feel like the producer's goody-two shoes <3ish nephew. The survivors were fun- but too many of them were at missions near the end of the game so there's no chance to even enjoy taking them with you. And there were too many points in the game where your player gets stripped of all weapons for some ordeal in order to extend gameplay. Yawn. There was LOTS of cool innovations added in, however- being able to combo vehicles- sure, that was the next logical escalation from making simple combo weapons. And some of the weapons were outright awesome (Reaper anyone?) but the problem is once you make one that kicks zombie butt you just end up using it all the time and not caring about the lesser useful ones, even for the silliness of them. Enlarging the map was also a great innovation but cluttering it up as you progressed to make gametime take longer is the oldest trick in the book. As for DR4, I really want to like it- I'm sure Capcom is taking the best of what worked in the previous games and playing it forward. However I don't like this Frank West imposter- he doesn't look like Frank and doesn't sound like Frank- so to me it is NOT Frank. Agreed it is a cheap pull to bring fans into considering to buy this game. I also agree with the point about the original DR1- there were a lot of comical references to American commercialism intelligently webworked into a horror scenario- even DR2 in Vegas played on that in an amusing and ridiculous way. Then you really had to start looking for any of it in DR3. DR3 took itself too seriously and therefore lost a lot of the fun factor. It seemed too much like a "Walking Dead" wannabe, and I fear DR4 is going the same route- taking itself too seriously.
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djlarryt
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Post by djlarryt on Jun 13, 2016 20:40:10 GMT -5
Is it possible to make textures transparent if they're not slotted that way in the game?
I tried with one of Nick's costumes (making a long sleeve shirt short sleeved) and it turns out looking like clear plastic (eg spectral, the form is there but with transparent texture).
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djlarryt
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Post by djlarryt on Jan 22, 2016 22:21:32 GMT -5
It doesn't- I've been playing with it since I created it and I can have the max with me.
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Post by djlarryt on Dec 12, 2015 12:16:30 GMT -5
In their live-cast demos prior to game release, the two Capcom guys (DR devs, forget their names) mentioned it several times that "Dead Rising 3 will be mod-friendly". At one point a call-in viewer said "This is great that Capcom is allowing modding for the game. What kind of tools will be available, is there a dev kit?" The two guys laughed and after a short silence, one of them said "We never said Capcom will help with the modding, we said that if people want to mod the game they're welcome to do it."
That pretty much told me right then and there that we're on our own for modding it. And after looking though the files and game system, the method CapCom used to obfuscate the buckets and directories made me feel like their initial comment to the caller should have been "Good luck- go nuts because we took extra time and it's more difficult to figure out than the previous games."
So to a degree this is accurate- we're on our own to decipher modding and if we do, Capcom is indifferent to what happens. That's why not a lot has been successful so far, the talent and knowledge has to come from the gaming community itself, and members have exhausted themselves trying to figure out game/model modding and just moved on. Which is too bad, because the game has potential for a lot of great modding and tweaking... playing it out-of-the-box is such a mediocre venture.
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djlarryt
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Post by djlarryt on Nov 14, 2015 9:47:40 GMT -5
To avoid any issues Id plug in a usb and assign it a drive letter. Open the Dead Rising configuration file and change the save location to the USB then Win10 shouldnt be able to cock things up on ya That's a good idea- where is the DR config file and what's it called?
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djlarryt
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Post by djlarryt on Nov 12, 2015 23:27:50 GMT -5
Thanks for the suggestions, sppv. I did set it to Win7 compatibility but the problem persists.
I did a hash check on a backup of a save file and the save file that should have been the same in the savegame directory, and they are indeed different. It seems Win10 is doing something to the files whenever I reboot the machine (this includes the photo-save file too).
A workaround is to make a backup of my save files whenever I'm done playing, and put them in another folder. Then the next time I want to play again, I just write those files back into the save directory and they load fine. An extra step, sure- but at least I don't lose my progress every single time I play.
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Post by djlarryt on Nov 7, 2015 14:32:42 GMT -5
Hey community,
Just a heads-up: I upgraded to Windows 10 last week. Seems now anytime I play DR2/OTR my game saves get "corrupted" and won't load. I went to the My Saved Games folder and took ownership, just in case Win10 was trying to prevent write access to anything in there. But- that didn't work.
Not sure if I want to start over everytime I play. This seems to also happen after reboots- eg if I play for awhile, leave the game, do something else, come back and play, then previous saves load fine. But if I shut down and come back and play another day, games saves are ruined.
Has anybody else had this issue and found a workaround for it?
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Post by djlarryt on Feb 24, 2015 6:51:39 GMT -5
Corey, you are amazing! Thanks so much for all your hard work- importing to 3DsMax is halfway there, so stop beating yourself up., it's closer to succes. I was right when I said if you couldn't crack it, it's above what anyone without inside info could accomplish ? I'd be happy to test anything you need when I get back from holidays next week (I'm in Brazil ☀️). I have worked in both game/app development and I can see some techniques used here (eg roaming data containers, this speeds up gameplay and rendering which is why there are buckets that don't seem to contain anything) and know there is always some definition in-program that tells the game engine what to do... So nothing is really that obscured, we just need to figure it out ? Again, thanks for all your diligence in hacking away at this, we'll chat soon.
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djlarryt
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Post by djlarryt on Jan 22, 2015 7:47:42 GMT -5
Thanks MarioKart.... I almost gave up hope on this
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Post by djlarryt on Dec 24, 2014 18:27:48 GMT -5
Thanks Tommah! This is good when trying to figure out other things and not have those zombies mobbing your character all the time.
Any way you can put a FAQ as to what you did? I've got other mods installed in my core_gameplay files and would like to directly add the changes to those.
Thanks!
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Post by djlarryt on Nov 22, 2014 16:18:30 GMT -5
Rescue-able Survivors By Name:
SRV_01 Lena SRV_02 Regina SRV_03 Carrie SRV_04 Alejandra SRV_06 Julia SRV_10 Kandy SRV_11 Simon SRV_12 Anna Wong SRV_13 Christine (Voodoo girl) SRV_20 Eric SRV_22 Jose SRV_23 Kelsey SRV_26 Warren SRV_30 Winnie SRV_32 Jesse SRV_33 Ravi SRV_38 Marcus SRV_39 Troy SRV_40 Doug SRV_41 Lauren SRV_51 Dwayne SRV_52 Jorge SRV_53 Kenny SRV_54 Adam
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djlarryt
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Post by djlarryt on Oct 13, 2014 21:28:53 GMT -5
Hmm that was weird. It should be public and be 1.91MB in size.
OK re-uploaded and changed link, tested and it should be working now.
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djlarryt
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Post by djlarryt on Oct 8, 2014 7:35:55 GMT -5
All posse survivors have bumped up stats and take a LOT more damage before they die (they aren't invincible but close to it). ...(except Kenny "Kick" for the moment, I haven't verified his model file nor can I check what happens to him since he is a boss before becoming a follower) Verified in both Story mode and Nightmare mode. I created new classes for the survivors so other items in the game don't get affected. INSTRUCTIONS: 1. Back up your gameplay files: Steam/SteamApps/common/deadrising3/data/gameplay - coregameplay_bulk0.bin - coregameplay_bulk1.bin - coregameplay_bulk2.bin - coregameplay_bulk3.bin 2. download and unzip mod: Stronger Survivors3. Move files to /gameplay directory If your posse member is already in play you may have to put them back in the Safe Zone and make them rejoin your posse before the stats will take effect. Please report any issues in this thread.
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Post by djlarryt on Sept 24, 2014 20:32:50 GMT -5
How can I make it clearer?
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Post by djlarryt on Sept 21, 2014 22:48:02 GMT -5
Do you have to start a new game for this to work? I added the files and my current game still shows a count... plus my Z.A.R. just blew up :-\
I'll open the file and see if I can spot anything...
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Post by djlarryt on Sept 18, 2014 9:08:07 GMT -5
Nice work! Thanks!!
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Post by djlarryt on Sept 13, 2014 14:40:14 GMT -5
Gentlemen (and ladies) we have a successful re-skin! Here is a step-by step tutorial on how to do it. If this doesn't work for you, double-check all the steps... the formatting is very finicky and skipping a step may affect your results. In this tutorial I am going to change the Paramedic shirt. 1. Unpack textures using Mariokart's tool via 3DsMax, which will give you .dds files (for some reason QuickBMS doesn't do it right). This will give you a folder full of .dds file format images which can be read by Photoshop (with an installed plugin). 2. Open in Photoshop and edit at will. DO NOT TOUCH the Normal maps file (_nm prefix), these still aren't ironed out. 3. Save file as DTX1 format no alpha. 4. Re-open same file and delete the Alpha channel (don't know why it adds it back in even when you specify NO ALPHA). Re-save it. 5. Unpack .tex file using Gibbed's unpacker. 6. Move your new .dds file into the unpacked folder. 7. Copy/paste header from original file to the .dds file you just created. I use UltraEdit to do this. 8. Delete the .bak and original _cm/_sm/_cv file (whichever you edited, remember _nm doesn't work right now) and drop the .dds tag from the file you have created9. Re-pack using Gibbed tool, RENAME to .tex file extension and move back into the game texture file directory (wherever you got it from originally- Make sure ). Remember now that the bigfile.xml is included in the actual .tex and.big file, you must not leave any unnamed files in the folder when you re-pack it. (In OTR it was in the large file so unused files within .big archives was fine. Not in DR3 though). Screenshot provided. BTW I'm using Kane as my main player here is his new Paramedic shirt. BEFORE AND AFTER:
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Post by djlarryt on Feb 24, 2014 7:25:47 GMT -5
Dengarde, is this OTR? If so, can you tell me how to get the LOCAL PLAYER POS onscreen?
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djlarryt
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Post by djlarryt on Jan 4, 2014 12:17:39 GMT -5
Does anyone know where the values for the Elimination Bonus PP are kept in the game? I can't find them... and would like to add a bit more towards defeating Jack and Kristin, because they both seem to go into "super god mode" after a certain point and either pull out hands of 4 aces or just fold on everything.
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djlarryt
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Post by djlarryt on Dec 5, 2013 20:44:52 GMT -5
No problem- thanks for this!! I filled in the lines myself and the new outfit works fine
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