#11
|
|||||||
|
|||||||
Quote:
Dunno. Quote:
Quote:
Too bad. Me I just had a 92kb executable+2 dlls. Quote:
Quote:
Quote:
I'll investigate that. But for now, why am I not surprised to see lots of "FOV"s and "zoom" around line 1470 in CWeapon? Quote:
2-in \NecroVisioN\Data\levels\Level_03_The_Hill\Level_0 3_The_Hill.lua, put: Code:
function o:OnApply(first) Game.CachedWeapons = { -- "Colt1911_LH", "SMLE", "Luger", "Luger_LH", "MG8015", "mp18", "PlayerShowel", "player_geballte", "PlayerDynamite", "PlayerLamp", } Game.PlayerEnabledWeapons = { "Colt1911", "Gew98", "PlayerGrenade", "QuickThrow", "Shotgun", "PlayerBayonet", } Game.CachedVoiceovers = { "L03_Voice6843", "L03_Voice6860","L03_Voice6861","L03_Voice6862","L03_Voice6863","L03_Voice6864","L03_Voice6865","L03_Voice6866", "L03_Voice6867","L03_Voice6868","L03_Voice6869","L03_Voice6870","L03_Voice6871","L03_Voice6872", "L03_Voice6814","L03_Voice6815","L03_Voice6816","L03_Voice6817","L03_Voice6818","L03_Voice6819","L03_Voice6820","L03_Voice6821","L03_Voice6822","L03_Voice6823","L03_Voice6824","L03_Voice6825","L03_Voice6826","L03_Voice6827","L03_Voice6828","L03_Voice6829","L03_Voice6830","L03_Voice6831","L03_Voice6832" } end function o:OnPlay(first) if first then Player.Ammo = { Bayonet = 1, Grenades = 3, Mk1 = 0, Dynamite = 0, Lamp = 0, Colt = 48, Luger = 0, -- theoretically not used at all (Luger has common ammo with Colt) SMLE = 0, Gew98 = 30, Gew98Granades = 0, SMLEGranades = 0, Shotgun = 10, Mp18 = 0, MiniGun = 0, Geballte = 0, VampGun = 0, VampGunRL = 0, VampGunShotgun = 0, VampGunFlamer = 0, } Player.Health = 100 self:StartWithWeapon("Gew98") PHYSICS.ActiveMeshGroupEnable(1, false) -- podloga na koncu levela PHYSICS.ActiveMeshGroupEnable(2, false) -- podloga na koncu levela PHYSICS.ActiveMeshGroupEnable(3, false) -- drzwi PHYSICS.ActiveMeshGroupEnable(4, false) -- bunkier PHYSICS.ActiveMeshGroupEnable(6, false) -- bariera w okopach PHYSICS.ActiveMeshGroupEnable(7, false) -- murek za trollem PHYSICS.ActiveMeshGroupEnable(10, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(11, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(12, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(13, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(14, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(15, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(16, false) -- koncowka PHYSICS.ActiveMeshGroupEnable(17, false) -- koncowka end end |
#12
|
|||
|
|||
One Step Forward, One Step Back
Ok. I think I understand this a little better. After I read the following, I decided to revisit the extraction process.
Quote:
Quote:
I did the latter, with your modification. That didn’t change anything. I still started the Chapter 3 with the Gew98 (and the crash). So, I took a closer look at Level_03_The_Hill.lua. The Game.CachedWeapons table contains the weapons that will be available during the level. I see you replaced the Gew98 with the SMLE. Instead of replacing the Gew98 (it may be necessary later in the level), I added the SMLE to the cache. The Game.PlayerEnabledWeapons table contains your available startup weapons. “SMLE” needs to replace “Gew98” in that table. The self:StartWithWeapon object needs to change from “Gew98” to “SMLE”. Finally, the Player.Ammo table contains your startup ammo. The Gew98 starts with 30 rounds; the SMLE starts with 0. I don’t know at this point, if I need to swap the ammo to the SMLE or if the SMLE shares the Gew98 ammo, like the Luger shares the Colt ammo. These modifications still didn’t work. I started the level again with the Gew98 (and the crash). The fact that the SMLE was not cached for Chapter 3 implies that it doesn’t appear in this level. It appears in the Chapter 1 Lua file, but not in the Chapter 2 Lua file, which makes sense because the SMLE appeared in Chapter 1 and the Gew98 appeared in Chapter 2. Given the SMLE is not cached for Chapter 3, I wondered what else might be missing or require changing; so I looked for more cache data. Let’s look at Level_03_The_Hill.cache. There are a whole bunch of tables here. However, most of them contain no data for the SMLE, which makes sense because the SMLE was not cached for Chapter 3. That could be problem if you tried to use it in Chapter 3. The CacheListModels table contains no SMLE data. I copied that in. Had to place in Position [57] because I don’t know if the position [#] makes a difference. The CacheListSounds table contains some SMLE data, but was missing nine lines of SMLE data, which I added, also at the end of the list, starting at Position [743]. The CacheListItems table contains no SMLE data. However, this table contains weapon clip and shape data (plus other stuff). I inserted data for the SMLE, again at the end, starting in Position [199]. The CacheListAnims table contains no SMLE data. I added that at the end of the table. My point is: Even though I made the changes I noted above, I don’t know if there’s anything else I need to change to implement the SMLE in Chapter 3. For all I know, there may be other files that require modification. Or not? It says here that Chapter 3 contains 2,292 files in 16 folders. Big odds, there. Plus, a lot of the tables in the .Cache file use numbered vectors. If NVN accesses the data by using those numbers, it might not find the SMLE data that I added to the ends of the tables because the level may not be programmed to generate those numbers. I copied the revised Level_03_The_Hill.cache file into \NecroVisioN\Data\levels. No luck. The level still starts with the Gew98. I peeked ahead, and although the SMLE loads in for Chapter 4, neither rifle appears in the CachedWeapons lists after Chapter 4. So, aiming the Gew98 may not be an issue later in the game. I hope all the other weapons continue to behave properly. Unless you have another idea, I guess my best bet would be to live with the situation and try real hard to not aim the Gew98 in Chapter 3. If the problem persists in Chapter 4, I’ll move on to something else. Thanks for all your help. |
#13
|
|||||
|
|||||
Quote:
Personally I prefer extracting all files and deleting the .pak because: 1-either the game uses my modified files or it crashes 2-no archives to uncompress -> faster loading times. note: for subtitles.pak, "pakfile name" should be "Movies". Quote:
Quote:
Quote:
WTF²? The files are probably in the wrong directory or not named properly; it should be NecroVisioN\Data\levels\Level_03_The_Hill\Level_03 _The_Hill.lua .Try extracting all the content of levels.pak and renaming the archive to levels.bak; if the game crashs then the files aren't extracted correctly (that dual directory issue again? No wait, we already did the empty loader.lua experiment, so we know the correct subdir). Quote:
2-I once made a mod that removed all forms of caching (AFAIK), it was supposed to reduce loading times. I think it did indeed, but there was some lag each time we brought up a weapon for the first time (because the game had to load the weapon on the fly). In short: you don't have to bother about caching to use a weapon. |
#14
|
|||
|
|||
Another Round
All right. For reference purposes, I’ve attached a copy of my modified Level_03_The_Hill.lua file so you can see if I’ve coded anything incorrectly. My changes:
Quote:
Quote:
This did not work. I still got the Gew98 and the crash in Chapter 3. So, I moved the Levels folder to my user profiles Data folder: C:\Users\Paul\AppData\Local\VirtualStore\Program Files (x86)\Aspyr\NecroVisioN\Data\Levels. Because I removed the levels.pak file and the Levels folder out of C:\Program Files (x86)\Aspyr\NecroVisioN\Data, I thought the game might crash. It didn’t. Chapter 3 loaded successfully. But I still got the Gew98 as my startup weapon and aiming still crashes the game. Final Verdict: I’m going to uninstall and remove all of the NVN folders from the Programs (x86) folder and my user profiles folder. I’ll check the Windows Registry while I’m at it. Then I’m going to reinstall the game, create a new profile, and play through to Chapter 3. If NVN still crashes, I’m going to try playing through the level without aiming the Gew98. Or give up on the game. This is not a lucrative career. What I really am not looking forward to replaying is that head-shot Challenge Room. That was really rough. Everything else was easy. |
#15
|
|||
|
|||
LUA File
I don't know why, but the file didn't attach. Let's try again.
|
#16
|
|||
|
|||
A Serious Problem
Ok. Now I have what I finally consider a Major Development. After all this playing around, I cannot uninstall NVN. I've located the InstallShield Installation Information folder for the app. The error message I'm receiving is that the Setup.exe file is missing. That is true, although where it went and how it was deleted I do not know. I will do an extensive system search, though. I usually keep "protected operating system files" hidden. Unless I need to see them—like now.
I'm going to copy the Setup.exe file from the DVD into the appropriate InstallShield Installation Information folder. Here's a list of the files that I found in the InstallShield Installation Information folder:
Thanks. |
#17
|
|||
|
|||
Nevermind
I had to run the uninstaller from the DVD. All gone now. Reinstalling to base config + Aspyr Patch 1.2. We'll see how a new profile and playing through Chapter 3 works out before deciding whether or not to continue with this app.
No more modding. |
#18
|
|||
|
|||
If you say that there is little I can do for you. I wish you Good luck.
I just wanted to say that I tried your Level_03_The_Hill.lua and upon starting the 3rd level, I had the smle in my hands... |
#19
|
|||
|
|||
Back to the Trenches
Thank you. And thanks for helping me out. It was pretty scary for while when I couldn’t uninstall the game. The Control Panel Programs and Features list told me that the app wasn’t even installed. Finding the correct InstallShield folder was an educational adventure, too. Pure luck that the DVD Setup.exe worked.
Quote:
You’re a good guy, Gniarf. |
|
|