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Search found 89 matches
- Sun Mar 05, 2017 2:03 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So there's some demos(cutscenes) that run during normal in game play with the player still in control, most of them are in epilogue, but theres one where some soldiers are interrogating a dude in Mission 6 at the bridge while you look from afar in full control. In line with this, you can disable dem...
- Fri Mar 03, 2017 3:20 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Working client emulator, https://github.com/unknown321/mgsv_emulator . Fantastic. Theoretically, you can do it. http://lua-users.org/wiki/BindingCodeToLua I was thinking about it, but honestly this is pointless. What will that module do? We already have access to almost everything in Lua, why manip...
- Sat Feb 11, 2017 10:33 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
So I discovered it's possible to get TPP to load new .dat files. ... If we could gain priority over 0/00.dat and 0/01.dat, it would allow us to easily add dedicated modding .dat files. That would be great, but I likewise suspect it's defined in the exe. I recall they flipped priority of 00.dat vs 0...
- Mon Jan 23, 2017 12:32 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Also since we are already on the topic, and since this has been bugging me about your LZs code for a while, the tables in TppLandingZone are misleading: aprLandingZoneName is actually the LZ name drpLandingZoneName is actually the drop route. "_drp_" is simply added between the "lz&q...
- Tue Jan 10, 2017 11:57 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
@Tex I saw some problems with my start on foot LZs for MB and realized that vars.mbLayoutCode is not always 3 and does indeed change with time. I mentioned this on Nexus back in May lol, but I only came across it myself because I was following up another bug back then (and I probably have missed a ...
- Sun Dec 25, 2016 9:52 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
init.lua is actually the first lua file loaded. I've had my log/bootstrap loading there since r182, but haven't shifted my settings system to that point since I still have a few dependencies on later scripts that I need to break. But thanks for bringing it up, I can at least post the (rough) executi...
- Thu Dec 22, 2016 10:37 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Apart from end of year busyness limiting what I can do, I've been banging against some limitations. Got UAVs working in a test capacity for both MB and freeroam, but: UAVs aren't that useful without routes, otherwise I think they'd be cool for some free roam sideops but trying to repurpose heli side...
- Sun Dec 11, 2016 11:33 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Thrown up an example IH sidop on the inf heaven files page, there's more information in a txt file in there, but feel free to ask any questions. Current limitations: Can't use the sideops systems soldiers (the vanilla sideops system reuses 8 specific soldier instances), because they require routes. ...
- Sun Dec 04, 2016 9:20 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
I'm doing a (long overdue) update to SnakeBite with a couple of fixes, and updating its qar dictionary to the MGSV-QAR-Dictionary-Project current. So anyone that has mods with files with hashed names will have to update those (providing the actual names if those files were added to dictionary betwee...
- Sat Dec 03, 2016 4:43 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
@higgus: You can file compare the .mtar.xml (or equivalent for the rest of the atvaark tools) between the previous time you extracted an archive and the next (after a dictionary update, assumingly) to get exactly what files changed to which. http://imgur.com/a/5ZOtE You could also start your notes b...
- Tue Nov 29, 2016 7:40 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
That is not a good idea, the input/output of the tool should be pure - actual name or hash like all the other tools. But it does bring up a point: The tool should output a list of verified name to hash pair (like I was suggesting for the dictionary attack tool) so, like you say, you can figure out w...
- Tue Nov 29, 2016 1:01 am
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
@Tex - do you know if it's possible to load custom lang fpks? Like lang_default_data_eng.fpk. The game will load all .lngs in the lang fpks, so just create a file with a new name. Mtar Tool v0.2 is finished! Nice. Where did you derive the filenames in your current mtar_dictionary from? I also notic...
- Sat Nov 19, 2016 9:51 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Do you possibly plan on making mods like this not attached to IH, to go for a more external officially-integrated-kinda-feeling mod outside of IH's increasingly expanding trainer-like layout? I want to add some kind of external "sub mod" like support for sideops (there's too much stuff in...
- Fri Nov 18, 2016 8:35 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Took me a little bit, but I present: MtarTool v0.1 Nice work dude. I've added a few more links to http://wiki.tesnexus.com/index.php/MGSV_-_External_references, let me know/or add yourself anything I've missed. On my end I've successfully added some new sideops: https://www.youtube.com/watch?v=Xe5V...
- Sat Nov 12, 2016 10:07 pm
- Forum: Game Archive
- Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
- Replies: 1634
- Views: 591943
Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv
Don't suppose anyone has found something that would explain how the game decides which models don't show up in first person when using the int scope? Almost seems like it would be something contained within the .fmdl files that the game looks for, or maybe it could be related to .fv2 files somehow?...
