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by CantStoptheBipBop
Wed Mar 08, 2017 4:09 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Finished the rewrite. It's optimized as much as I could manage; still not as fast as I'd like but it should be fine for most people. decipher.lua is a combination of langForce.lua and qarForce.lua. You change the settings in the input table and have a minimal amount to manually change inside of meth...
by CantStoptheBipBop
Sat Mar 04, 2017 2:41 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

C functions/data Thanks, that makes sense. I'll have to give the langForce.lua script a shot at figuring out some of the globals at some point. From what I remember Fox.StrCode32.exe worked with finding out what the hashes represented, with the old langTool.exe dictionary. Or more practically just ...
by CantStoptheBipBop
Thu Mar 02, 2017 5:21 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

I haven't really found anything too interesting lately but I realized that you can adjust vehicle speed a little more precisely with some math. The player x,y,z whole numbers are equivalent to the in-game representation of meters. So basically this: local this={} local m=math local sqrt=m.sqrt local...
by CantStoptheBipBop
Tue Feb 14, 2017 10:19 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

MGS1 camera style, somewhat working but playable. TPS camera can't be influenced. I haven't played with the camera settings so I wouldn't know anything about it. But I was pulling strings for vars tables and misc function names from the exe a few days ago and there are a ton of what look like camer...
by CantStoptheBipBop
Sat Feb 11, 2017 9:56 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Any chance anyone has chunk0.dat\foxfs.dat from past versions of the game? From a chunk0 last modified September 6th, 2015: https://mega.nz/#!OgYn2LzR!nC14XVQ_om8J6KtQtRBOfrVj8f_85cYk8ZMJKtjEpGg Contents of the current patched foxfs.dat: <?xml version="1.0" encoding="UTF-8"?> <f...
by CantStoptheBipBop
Tue Jan 31, 2017 12:47 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

so that opens the door for brute-forcing strings or just mass-testing known ones https://github.com/unknown321/mgsvdump/tree/master/tpp/sequences I had these parsed like months ago, but occasionaly removed them with cleanup script. These are tpp only, I never bothered with mgo. messages = msg comma...
by CantStoptheBipBop
Sun Jan 29, 2017 5:16 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Has anyone figured out what all the params in ReloadDamageParameter in DamageParameterTables.lua are for. The 3rd and 2nd last are Lethal and Non-Lethal damage. Nah, last one is impact force though. My guess is the lethal and NL dmg varies across the weapons in-game based on the receiver. So those ...
by CantStoptheBipBop
Sun Jan 22, 2017 5:27 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

camo experiment Very interesting. I never tried because I assumed 640 was the max applicable bonus since it's the highest value used in enemyParams. So that means when using stealth camouflage the camo index gets boosted to at least 1e3 since the AI behavior you described matches up with it. Parasi...
by CantStoptheBipBop
Fri Jan 20, 2017 8:47 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

cra0 wrote:Since I haven't done anything for this project for a long time here are my source files
https://github.com/cra0kalo/FoxEngineLib/
You're the one that made that model viewer right? Any chance you can release it?
by CantStoptheBipBop
Wed Jan 18, 2017 3:17 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

youarebritish wrote:terrain data info
Interesting stuff. Nice work.

I updated the camo script. It's mostly bug fixes and minor script optimization. link

edit: error in script. Fixed now.
by CantStoptheBipBop
Sat Jan 14, 2017 5:50 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Neato. You could probably roll the camo modding code into player2_camouf_param itself. That would probably be simpler than keeping track of changes to it outside of the game. I finished an alpha build of a camo index UI feedback mod. Some things still don't work properly but it takes most parameter...
by CantStoptheBipBop
Mon Jan 09, 2017 12:28 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

So update on the camo stuff. I've made a ton of progress on it and have the important stuff figured out. All of the lua tables are now ID'd aside from six that don't receive bonuses (Sneaking Suit (NS) is one of those). The associated textures and models for bonuses are ID'd as well with the excepti...
by CantStoptheBipBop
Tue Jan 03, 2017 9:28 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

There's a chance for the soldier to see you that is calculated every update. edit:Assets\tpp\pack\location\afgh\pack_common\afgh_common_fpkd\Assets\tpp\level\location\afgh\block_common has a lot of interesting things that sound like they should modify the effects of camo index. afgh_common_terrainM...
by CantStoptheBipBop
Tue Jan 03, 2017 7:13 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Exe makes a call to steam services using steam_api64.dll checking if you own corresponding dlcs. You can change this behaviour by using dlls from pirated versions and fiddling with settings, but this will make the game illegal. Thanks for the info. I figured out what to look for from that. Valve do...
by CantStoptheBipBop
Mon Jan 02, 2017 6:34 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 589832

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

So, it is impossible to unlock the DLC via code. It is possible to unlock it via a particular Steam related hack. It kind of makes me wonder why they bothered setting up checks for the console dlc since they refuse to take my money by offering them individually or as a pack, rather than exclusive t...