SamIam76 Posted April 9, 2020 43 minutes ago, KNIGHTMARE077 said: Yea there are like "generic" gore parts that look they apply to all demons , then there are demon breakables such as arms, heads , legs etc .. they are all controlled independently it looks like.. But the thing is; any setting that has to do with burn away or burn away durations simply dont work when changed. I even removed start conditions from them and had no effect. Oh, that is strange. For burning: because sometimes there is "spark-burning" and sometimes "burning" by glowing, maybe there are different named commands for each.. If I remember right, at D2016 the chainsaw kill (sparks) at first also didn't work by Legacy Mod 0 Quote Share this post Link to post
SamIam76 Posted April 9, 2020 5 minutes ago, Kaos said: Ah I got it now, so the corpse persistence can be set just with a cvar from the console? Right :) And the blood persistence also, but nothing else that has to do with gibs. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 9, 2020 8 hours ago, SamIam76 said: Oh, that is strange. For burning: because sometimes there is "spark-burning" and sometimes "burning" by glowing, maybe there are different named commands for each.. If I remember right, at D2016 the chainsaw kill (sparks) at first also didn't work by Legacy Mod Right. There are variables for glow fade and burning away as well as burning embers... Each, I have changed multiple ways from removing start conditions to just changing duration of fade in /out timings with 0 change in game. If it did change, it made it where the enemies are completely invisible?! It's the strangest thing. It leads me to think the control is elsewhere. Or the files are being compared somewhere and another default value is being used if they dont match. At this time, I wont lie, I simply dont know. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 9, 2020 12 hours ago, SamIam76 said: Oh, that is strange. For burning: because sometimes there is "spark-burning" and sometimes "burning" by glowing, maybe there are different named commands for each.. If I remember right, at D2016 the chainsaw kill (sparks) at first also didn't work by Legacy I'm looking at each individual map now and see if all this is "map specific" it shouldn't be, but at this point, I'll take anything. We dont have access to streamdb resource files. If I'm a betting kind of guy, I think what we are ultimately looking for is probably buried in them. Which kinda sucks as I dont think there's been a way devised to export those? 0 Quote Share this post Link to post
SamIam76 Posted April 9, 2020 (edited) 4 hours ago, KNIGHTMARE077 said: It's the strangest thing. It leads me to think the control is elsewhere. Or the files are being compared somewhere and another default value is being used if they dont match. At this time, I wont lie, I simply dont know. Yes I also think so. Because none of the commands do anything with limbs -like you also said before the engine could handle them different- gives me also more and more the impression their control must be somewhere alse inside the program structure. I couldn't stop testing some more CVARS again (hope dies last). It's really weird that except the corpse and blood commands nothing does a single change to behaviours of limbs. ...Ah.. wait a minute.. Could it be that limbs and other chunks fly in different angles when they got separated by the body (more fluid)? And have corpses a behavior to only fall down or fly away with a rocket (more static)? I haven't checked, but if that's the case, it could be the evidence that the solution could really be somewhere else (another file, another command process).. Edited April 9, 2020 by SamIam76 0 Quote Share this post Link to post
SamIam76 Posted April 9, 2020 Found again an older post on some other side by man_of_doom: He mentioned that some parts or bodies disappear more quickly than others at standard game without modifications. I can confirm that, it belongs to both, gibs and corpses. Sometimes some seconds, sometimes maybe one. So there must be some identity between them or an additional command that has influence on them both. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 10, 2020 Small chunks have one timing. Tiny chunks have another, medium and large chunks maybe different or match. Then you have character specific chunks, like imp/arm etc which may have different timings then the aforementioned generic gore pieces of various sizes. It's really quite impressive the system here... it just sucks they dont want you messing with it... but we will continue. 0 Quote Share this post Link to post
SamIam76 Posted April 10, 2020 2 hours ago, KNIGHTMARE077 said: Small chunks have one timing. Tiny chunks have another, medium and large chunks maybe different or match. Then you have character specific chunks, like imp/arm etc which may have different timings then the aforementioned generic gore pieces of various sizes. It's really quite impressive the system here... it just sucks they dont want you messing with it... but we will continue. Ah ok, thanks for clarifying that and for not giving up trying. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 10, 2020 (edited) https://www.dropbox.com/s/uph3frbd7fb70k8/Eternal Modding ToolBox.7z?dl=0 If anyone is interested in giving all this a go; i put together a little toolbox of sorts with everything you need with some crude readme files. You can download it above. Also contains a already patched .exe in case you don't want to do the .exe patching yourself. Unlocks most of the console without cheat engine. I was going to update my mod with it and the modified resource file but unfortunetley that hasn't panned out. So for now; you are the privileged few lol. You can also put the commands from my mod in the cfg file like with 2016...Only thing you will have to enter manually is decal multiplier ... I find setting that to 15 is pretty good. (note: game update will most likely replace the .exe or break it and as such ; will have to be repatched) Edited April 10, 2020 by KNIGHTMARE077 0 Quote Share this post Link to post
SamIam76 Posted April 11, 2020 14 hours ago, KNIGHTMARE077 said: https://www.dropbox.com/s/uph3frbd7fb70k8/Eternal Modding ToolBox.7z?dl=0 If anyone is interested in giving all this a go; i put together a little toolbox of sorts with everything you need with some crude readme files. You can download it above. Also contains a already patched .exe in case you don't want to do the .exe patching yourself. Unlocks most of the console without cheat engine. I was going to update my mod with it and the modified resource file but unfortunetley that hasn't panned out. So for now; you are the privileged few lol. You can also put the commands from my mod in the cfg file like with 2016...Only thing you will have to enter manually is decal multiplier ... I find setting that to 15 is pretty good. (note: game update will most likely replace the .exe or break it and as such ; will have to be repatched) Thanks for that, looks interesting! Will check that later 0 Quote Share this post Link to post
SamIam76 Posted April 11, 2020 17 hours ago, KNIGHTMARE077 said: https://www.dropbox.com/s/uph3frbd7fb70k8/Eternal Modding ToolBox.7z?dl=0 If anyone is interested in giving all this a go; i put together a little toolbox of sorts with everything you need with some crude readme files. You can download it above. Also contains a already patched .exe in case you don't want to do the .exe patching yourself. Unlocks most of the console without cheat engine. I was going to update my mod with it and the modified resource file but unfortunetley that hasn't panned out. So for now; you are the privileged few lol. You can also put the commands from my mod in the cfg file like with 2016...Only thing you will have to enter manually is decal multiplier ... I find setting that to 15 is pretty good. (note: game update will most likely replace the .exe or break it and as such ; will have to be repatched) So this is "only" for changing the .exe so that game can run console without fearless and makes use of the newly generated gameresource file? We have to input the CVARS either inside the cfg (like D2016) or rework the extracted and new generated gameresource file for mods to work? What's with the x64dbg folder and the .py file? It's only for me to understand. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 11, 2020 (edited) You can change the .exe (x64dbg) Extract the .resource file (quickbms) Edit the extracted files Place the edited files in a "Mods" folder (In the same directory structure in which they were extracted) Use the python script to replace the files inside the original resource file with those edited in the mods folder. :) Edited April 11, 2020 by KNIGHTMARE077 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 11, 2020 (edited) But yes the .exe edits will allow most of what's unlocked with cheat engine. You can then place the console commands inside the cfg file and they will load automatically. Still have to type in r_decallifetimemultiplier 15 in console..just like 2016.. Edited April 11, 2020 by KNIGHTMARE077 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 11, 2020 Just keep in mind game update will likely break the .exe edits. 0 Quote Share this post Link to post
SamIam76 Posted April 11, 2020 Ok, thank you. Don't know if I got everything and could start it that way, but for now I think it's sufficient for me to start with Cheat Engine and CVARS you already listed. In reference to your last post at fearless where you were sure that a solution cannot be found inside the .resources, but inside the .streamdb: I think your point with the memory function and the trainer somebody found is a demand, right? And can you exclude by now that a solution can be found by use of a different CVAR which wasn't checked already? If not, I would keep on searching within them. 0 Quote Share this post Link to post
SamIam76 Posted April 11, 2020 BTW I would be pleased if some other users around could also keep on trying to find a solution in that case. I don't know if you do already, but it's a little bit silent around.. ;) 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 11, 2020 (edited) 26 minutes ago, SamIam76 said: Ok, thank you. Don't know if I got everything and could start it that way, but for now I think it's sufficient for me to start with Cheat Engine and CVARS you already listed. In reference to your last post at fearless where you were sure that a solution cannot be found inside the .resources, but inside the .streamdb: I think your point with the memory function and the trainer somebody found is a demand, right? And can you exclude by now that a solution can be found by use of a different CVAR which wasn't checked already? If not, I would keep on searching within them. Well , maybe cheat engine would be of use... there's a solution to our problem somewhere. 1) there's a burn away effect and fade out of all gibs etc 2) which means somewhere there's settings for it 3) if there's settings for it to happen there's a way to either a) extend the time or B) stop it from happening entirely. The console has provided 0 cvars (that I've found) that control anything having to do with gibs lifetime's. Most certainly, the game accesses decl files somewhere for its settings , which means it access a memory string for it.. therefore cheat engine could find it.. the issue is , its unchanging values.. cheat engine will find such values but the list of possibilities is quite extensive . Edited April 11, 2020 by KNIGHTMARE077 0 Quote Share this post Link to post
SamIam76 Posted April 11, 2020 Ok, no CVAR I tried so far affects in any way the gibs. Only corpses and blood. One indirect thing by typing "g_goreWoundFramesTillActive 3000", standard value is 3. That delays the building of gibs, but when they are there, fading will start as usual. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 12, 2020 3 hours ago, SamIam76 said: Ok, no CVAR I tried so far affects in any way the gibs. Only corpses and blood. One indirect thing by typing "g_goreWoundFramesTillActive 3000", standard value is 3. That delays the building of gibs, but when they are there, fading will start as usual. Interesting I'll try it out.. if you were to guess how long does it take gibs to disappear? 0 Quote Share this post Link to post
SamIam76 Posted April 12, 2020 Disappearing times seem to not be affected. It only takes more time or reduces the chance to create them. A value of 0 changes also. Gibs themselves (when visible) seem to not react on any commands :( 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 12, 2020 Seems it's going through something called a "destructible manager" where it allocates and "frees" .. see it must get its settings from a decl file somewhere.. I'm using x64dbg to try and stop the manager in the exe but I wont lie, I dont know much of what I'm looking at lol 0 Quote Share this post Link to post
SamIam76 Posted April 12, 2020 Makes sense. Maybe we haven't found the right value or we already did and the engine doesn't accept it, because the "float" of disabling gibs is steady in process. 0 Quote Share this post Link to post
SamIam76 Posted April 12, 2020 There is a CVAR called sync_disable. Standard value is 0. Maybe that will synchronize some commands to the engine. I don't know.. :( Will do another check later 0 Quote Share this post Link to post
SamIam76 Posted April 12, 2020 No, not anything I tried by using MANY CVARS had any affect to gibs if they are already shown. Fading processes randomly as ever, game gives a sh*t of what I'm doing.. Now I'm frustrated and come to the same conclusion as Knightmare that the triggers must be somewhere else! Damn game! I start to hate it and don't wanna play it anymore right now:( 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 13, 2020 (edited) Did a little update to remove cheat engine dependencies, also increased blood radius a bit and added extra limb or wound potentiality. https://www.nexusmods.com/doometernal/mods/1?tab=posts Edited April 13, 2020 by KNIGHTMARE077 0 Quote Share this post Link to post
SamIam76 Posted April 13, 2020 15 hours ago, KNIGHTMARE077 said: Did a little update to remove cheat engine dependencies, also increased blood radius a bit and added extra limb or wound potentiality. https://www.nexusmods.com/doometernal/mods/1?tab=posts Thanks for that. Only to understand: Did you add these features inside the .resources file? Because the console commands look the same to your previous one. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 13, 2020 Yea; they are identical but this time you can put them all in your cfg file located in the saves game directory (like 2016) and they will load automatically. Still have to put in r_decallifetimemultiplier 15 in the console manually when you start the game but thats (like 2016). Im also inside 2016s files at the moment looking for a.i limits etc so maybe while we wait on a breakthrough with eternal ; I can fix 2016 for truly persistent corpses etc without breaking the spawning mechanics.. Dont know yet but hopefully Ill find something. 0 Quote Share this post Link to post
KNIGHTMARE077 Posted April 14, 2020 Oh, I think I fixed mancubus and cacodemon fade issues in 2016 mod... 1 Quote Share this post Link to post
KNIGHTMARE077 Posted April 14, 2020 New version 1.1 of 2016 mod https://www.nexusmods.com/doom/mods/16?tab=files 1 Quote Share this post Link to post
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