dengarde
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Post by dengarde on Nov 16, 2010 11:12:12 GMT -5
Sup all? I've been messing around with the missions.txt file for a while now, and there is A LOT of potential here! For one thing, You can add or edit survivors in into an existing mission! (Fun fact: According to the coding in Missions.txt, Lulu was going to be Randy's survivor. Maybe thats why she has some text here) It's also possible to replace some survivors with others within the Missions.txt. Yep. Those are the Case Zero survivors. They're all in the game and they all work perfectly...as well as a few other survivors who never made the cut. So here's what I'm trying to do: Make new missions entirely. It's more then possible in theory, but theres a few things I can't figure out, and some problems to overcome: 1) The dialog files. They're all located in Frontend/str_(language).bcs The problem is, I can't figure out how mission.txt pulls what dialog from where. The coding for that is:
Dialogue0 = "65266" (Dialog) and SpeakerID0 = "65167" (Speaker name)
Theres also some values on where to pull mission/discription names as well. But I can't figure out what those numbers mean. At all. Even looking at the str files I can't seem to find those values, and editing what does exist always ends up in half the game text becoming garbled and unreadable.
2) Time. Like with dialog, the time which each mission activates is a number value which I can't figure out. For example, Lushious Lady starts at 3PM Day 1. Yet in the coding:
StartTime = "50400"
Again, can't figure out the relevence.
3) Notebook entries. Adding survivors with notebook entries is no problem at all. Case Zero and Beta survivors will work fine without them too, until you reach the safe house. Then, they dissapear. They will NEVER show up in the safe house unless put there manually. If I could even find where the notebook is stored then i may be able to fix this.
And 4) Survivor atributes, such as Health. Some survivors would die in two hits unless I could find their values. But I can't, for some reason.
So there you have it. My current project. Feel free to help in any way you can (I'll probably need beta testers too. My computer doesn't run the game very well), and I'll keep you updated on progress regarding it.
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anu
Survivor
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Post by anu on Nov 17, 2010 8:39:54 GMT -5
hello man and welcome . I've been messing around with the missions.txt file for a while now, and there is A LOT of potential here! ah finally someone that shows interest in the mission file , i agree ,the potential is indeed huge ,and we didn't even scratched the surface with all it's possibilities . i tried to interest the community with this topic at the time : deadrising2mods.proboards.com/index.cgi?action=display&board=dr2general&thread=199&page=1#1753 Yep. Those are the Case Zero survivors. They're all in the game and they all work perfectly...as well as a few other survivors who never made the cut. Good find !! 1) The dialog files. They're all located in Frontend/str_(language).bcs once again ,Good find !! The problem is, I can't figure out how mission.txt pulls what dialog from where. The coding for that is: Dialogue0 = "65266" (Dialog) and SpeakerID0 = "65167" (Speaker name) Theres also some values on where to pull mission/discription names as well. But I can't figure out what those numbers mean. At all. Even looking at the str files I can't seem to find those values, and editing what does exist always ends up in half the game text becoming garbled and unreadable. well,using the original values is not a problem , for example if you use a certain NPC you just copy the original values from the dialogue and speaker ID's and you can rearrange all available text in the game that way. to know who's who you just need to do the mission see who talks first and then match it to the mission file ,basically by doing that it's possible to make a list of ID's numbers and the name it correspond to,but it's a tedious work . about adding new text we will probably need a tool for that ,that's DR2 modding community weak point ,we don't have enough tools . 2) Time. Like with dialog, the time which each mission activates is a number value which I can't figure out. For example, Lushious Lady starts at 3PM Day 1. Yet in the coding: StartTime = "50400" Again, can't figure out the relevence. don't know where these values coming from but time is not a problem,the mission file specify the beginning time ,which is 10800 , and you can look at the zombiesets.txt , Most entries even say start = "162000" //Day 2 at 21:0 end = "259200" //Day 4 at 0:0 so manipulating time should not be a problem . 3) Notebook entries. Adding survivors with notebook entries is no problem at all. Case Zero and Beta survivors will work fine without them too, until you reach the safe house. Then, they dissapear. They will NEVER show up in the safe house unless put there manually. If I could even find where the notebook is stored then i may be able to fix this. check the safehouse file, there are specifications of spawning points in the safe house for the survivors, bet if you add entry for the extra survivors in that file they will show up in the safe house . And 4) Survivor atributes, such as Health. Some survivors would die in two hits unless I could find their values. But I can't, for some reason. items file have all NPC's setting . So there you have it. My current project. Feel free to help in any way you can (I'll probably need beta testers too. My computer doesn't run the game very well), and I'll keep you updated on progress regarding it. thanks for sharing and keep with the updates .
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dengarde
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Post by dengarde on Nov 17, 2010 10:18:26 GMT -5
well,using the original values is not a problem , for example if you use a certain NPC you just copy the original values from the dialogue and speaker ID's and you can rearrange all available text in the game that way. to know who's who you just need to do the mission see who talks first and then match it to the mission file ,basically by doing that it's possible to make a list of ID's numbers and the name it correspond to,but it's a tedious work . True, but what if you want to add new dialof entirely? There are a bunch of blank spots in the str file that can be used (about a thousand or so NUL's if you're looking in Notepad++), but I don't know which value would go to which dialog. If we knew that, then we could add the dialog manually and wouldn't need any tools. don't know where these values coming from but time is not a problem,the mission file specify the beginning time ,which is 10800 , and you can look at the zombiesets.txt , Most entries even say start = "162000" //Day 2 at 21:0 end = "259200" //Day 4 at 0:0 so manipulating time should not be a problem . I'm still not sure which what the time/value ratio is, though. Any help on that? items file have all NPC's setting . ...I think I love you. Not only was that right, but there's a value in each survivors entry that determines whether or not they appear in the notebook, and we need to do is set that to "true". And it turns out, THAT is what determines if a survivor appears in the safehouse or not. That little bit alone helps me TREMENDOUSLY. Thank you sooo much! Okay, off to work!
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dengarde
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Posts: 99
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Post by dengarde on Nov 19, 2010 8:12:32 GMT -5
Bit of an update.
Thanks to Anu, I now know how to get the extra survivors into the notebook. Also thanks to that, They appear in the safehouse as well. See me video of a modded "Lush-ious Lady" mission as an example. (And excuse the bad framerate)
I also discovered that using the items.txt, it's possible to add new survivors entirely, which is something I'm experimenting with now. The only problem I'm having at the moment is the dialog files.
I found out how to add and edit them, as I said earlier, but the values which determine which dialog is pulled from str_en.bcs are still confusing the hell out of me, and I can't figure out the correct values for any of the added dialog. They've all been placed at the end, where the large amount of "NUL" characters start, but it's impossible to figure out the values. Any help on that would be appreciated.
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dengarde
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Post by dengarde on Nov 19, 2010 10:25:18 GMT -5
Triple post!
Here is another vid with a new survivor. He's not one of the beta survivors, just one that I edited, but a new survivor none-the-less.
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Post by truentity on Nov 19, 2010 20:48:45 GMT -5
any downloads available yet?
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dengarde
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Post by dengarde on Nov 19, 2010 21:12:26 GMT -5
Not yet. Still trying to figure out the freaking dialog values >_<
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Deleted
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Post by Deleted on Nov 20, 2010 13:46:04 GMT -5
im supporting this.... make survivors recruitable in the safehouse That would be cool. But I'm surprised that they included the Case Zero survivors. Does that mean the exclusive in-game clothes that are only on 360 if you import a CZ save are in there too?...
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dengarde
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Post by dengarde on Nov 20, 2010 14:50:47 GMT -5
No. Looking through the models, the outfits are gone completely.
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Deleted
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Post by Deleted on Nov 20, 2010 21:57:32 GMT -5
No. Looking through the models, the outfits are gone completely. Damn . Ah well. Could you show us some pics of the 'scrapped' Survivors that didn't make the cut?
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Deleted
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Post by Deleted on Nov 20, 2010 23:59:28 GMT -5
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Deleted
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Post by Deleted on Nov 21, 2010 2:37:12 GMT -5
Thanks. Why the cops weren't included, I'll never know. They would've added to the backstory as the only 'Cop' is the deranged South Plaza Rent-A-Cop.
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dengarde
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Post by dengarde on Nov 22, 2010 12:39:34 GMT -5
Update: It seems that it's possible to create survivors using models that only appear in cinematics. Also: It's possible to switch models in the cinematics with normal models as well. Sweet.
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Deleted
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Post by Deleted on Nov 22, 2010 17:13:58 GMT -5
Cool. Can you make a survivor pack?
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dengarde
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Post by dengarde on Nov 22, 2010 18:10:53 GMT -5
Thats exactly what I'm doing, I'm editing the missions to include more survivors.
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Deleted
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Post by Deleted on Nov 23, 2010 18:01:23 GMT -5
Do you think you could replace Sullivan's Cutscene model and put Chuck there instead?
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dengarde
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Post by dengarde on Nov 23, 2010 18:26:29 GMT -5
Well, it's possible to replace the cutscene models, but I'm not sure if it's possible to use Chuck, since his model always uses at least five parts.
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dengarde
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Post by dengarde on Nov 23, 2010 21:09:52 GMT -5
As I thought. For anyone who isn't Chuck, only one model can be loaded at a time. And Chuck is always in five pieces minimum.
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Deleted
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Post by Deleted on Nov 23, 2010 22:40:15 GMT -5
Damn. Ah well. But what about the cutscenes? Same thing?
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Post by brucelee00088 on Nov 28, 2010 7:27:34 GMT -5
edit: found the answer to my question.
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dengarde
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Post by dengarde on Nov 28, 2010 15:53:17 GMT -5
Damn. Ah well. But what about the cutscenes? Same thing? Yep. Sorry. Not at all, I'm afraid. I just can't seem to figure out the values. Plus, one of the custom missions won't activate the dialog at all and I can't figure out why =\
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Post by sudget on Nov 28, 2010 22:19:29 GMT -5
Could you not just use other survivors dialouge as a placeholder until you figure it out ?
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dengarde
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Post by dengarde on Nov 28, 2010 22:22:10 GMT -5
Could you not just use other survivors dialouge as a placeholder until you figure it out ? Yep, though it'll drive me absolutely insane doing that, heh.
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dengarde
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Post by dengarde on Nov 29, 2010 12:25:39 GMT -5
It'll be done when it'll be done. I still have some problems to work out (aside from dialog) and also have real life issues to deal with as well.
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Post by thommoboy on Nov 29, 2010 20:03:35 GMT -5
how do you get that position thing in the top left
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Deleted
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Post by Deleted on Dec 17, 2010 21:31:04 GMT -5
Update: It seems that it's possible to create survivors using models that only appear in cinematics. Also: It's possible to switch models in the cinematics with normal models as well. Sweet. Say if I'm wrong, but Flynn looks an awful lot like Kirby's model ,a Survivor that appears during the initial outbreak and in the safehouse occasionally. Any updates?
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sabi
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Post by sabi on Dec 18, 2010 14:08:57 GMT -5
Update: It seems that it's possible to create survivors using models that only appear in cinematics. ... Also: It's possible to switch models in the cinematics with normal models as well. Sweet. Please, can you explain how you get these survivors, and how you switch models in the cinematics, as you say?
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dengarde
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Post by dengarde on Dec 20, 2010 5:41:55 GMT -5
Please, can you explain how you get these survivors, and how you switch models in the cinematics, as you say? Certainly. You see, these survivors don't actually exist within unmodded game code, they're completely new survivors. The game is so simply coded that you can just copy and paste the old code, and as long as they're labeled differently, the game will read it as completely new code. The information on survivors are located in Datafile.big > Items.txt. Here some example code, this one is for Archie, from Case Zero: cSurvivorItem srv_archie { Age = "28" AssetFilename = "data/models/npcs/srv_archie" AttackZombiesAndBosses = "true" AudioShoeType = "0" CanDefect = "true" CanFollow = "true" CinematicSkeletonSlotName = "SkeletonCinematicPlayer" ClearPrejoinWhenHitByPlayer = "false" DefectsCowardly = "false" Description = "77660" DisplayName = "85290" DR2PRO = "true" FullName = "85291" HealthAmount = "1000" HealthState = "0" InitialMoraleScore = "100" InteractDistance = "1.5" IsNotAutoFacing = "false" IsZombifiable = "true" KnockedDownByGuns = "false" LocatedPrestigePoints = "1500" Nature = "2" NPCAnimationChooser = "0" NPCType = "0" PickupOffset = "-0.0977, 0.8128, 0.9583" PortraitTextureName = "portrait_archie.bct" PreJoinAnimLoopTimerMax = "" PreJoinAnimLoopTimerMin = "" RescueQuote = "77659" SafeHouseRoom = "1" SavedPrestigePoints = "3500" ShowUpInNoteBook = "true" ShowUpInPrologueNoteBook = "true" SkeletonSlotName = "SkeletonPlayer" StaysOnlyOnThisLevel = "false" StaysPutOnIdle = "false" SubmitsSurvivorCall = "true" SubmitsSurvivorHelp = "false" Tier = "2" UseInvertedMeleeLogicWithGuns = "false" VoiceType = "106" cGunAttackBehaviour x29 { }
cMeleeAttackBehaviour TedMelee1 { }
cFriendBehaviour LikesJason { AttackfriendsAttacker = "false" DefectWhenFriendDefects = "true" DefectWhenFriendKilled = "true" DontReunite = "true" Friend = "srv_jason" IsDominant = "false" MournDeadFriend = "0" }
} There is also another veriant called "cNPCItems" used for cutscene characters, like the average citizens. Just copy and paste data from a survivor who acts similar to who you want to create right above the old one, and bam. New survivors. As for customizing them, here are some noteworthy variables: Age = "28" Survivors Age, as listed in the notebook AssetFilename = "data/models/npcs/srv_archie"The model the survivor uses. It can be any file in the NPCs.bi file. Just be sure it's name correctly, because otherwise, you'd just get a big "Missing Prop" box when it's used in game. AudioShoeType = "0"Dettermines the footprint sound effects. CanDefect = "true" CanFollow = "true"Self Explanitory Description = "77660"The text that appears in the characters notebook description. DisplayName = "85290"The text that appears over the characters health bar. FullName = "85291"The text that appears as the characters full name in the notebook HealthAmount = "1000"Self explanitory. Just about every character initially has 1000 health, save tutorial survivors (40) and bosses (varies) IsZombifiable = "true"Determines of the survivor can become a zombie after death. ONLY USE THIS IF THE SURVIVOR HAS A ZOMBIE MODEL. The game switches the used model to filename_zombie if this happens. LocatedPrestigePoints = "1500"Amount of PP awarded upon recruitment. PortraitTextureName = "portrait_archie.bct"Portrait used in the notebook entry RescueQuote = "77659"What is said upon rescue ShowUpInNoteBook = "true"Self explanitory SubmitsSurvivorCall = "true"Detemines whether or not the survivor emits "Is someone there" sound files on the feild before recruitment SubmitsSurvivorHelp = "false"Detemines whether or not the survivor emits "HELP!!!" sound files on the feild before recruitment VoiceType = "106"Determines the voice files used. cFriendBehaviour LikesJason AttackfriendsAttacker = "false" DefectWhenFriendDefects = "true" DefectWhenFriendKilled = "true" DontReunite = "true" Friend = "srv_jason" IsDominant = "false" MournDeadFriend = "0"Determines behavior when a certain other survivor is in the party. There's plenty more variables but those are the ones I understand. BE SURE to use the {} tags correctly, otherwise half your game can become completely unreadable. And there you have it. As for updates, don't worry, I'm still working on this, but real life takes priotiry at the moment so it's going a bit slow. In the meantime, take this!:
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sabi
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Post by sabi on Dec 20, 2010 11:45:28 GMT -5
Thanks, this is very interesting, by the way, where is the data of this girl called "Karin" that appears in your capture? I can't find her in the file Items.txt
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dengarde
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Post by dengarde on Dec 20, 2010 11:53:26 GMT -5
She's one 0f the ones I created. And Vic and Flynn.
The model is cine_leah though, if that helps.
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