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Search found 89 matches
- Sat Nov 12, 2016 9:59 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
@morbidslinky I had a logo skip back in version r41 but removed it in r90 (well actually replaced) because: It was before I knew how to pull pre-load save values so I couldn't have it as a toggle (no longer an issue). The only situation where logos would increase the load>title screen time is if the...
- Sun Nov 06, 2016 8:17 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
https://github.com/NuLLxD/MGSVLUA/blob/master/Functions.txt has the note: p35=0 //Equippable by security staff (boolean) No sure how he figured that, so can you verify? Could see if the items match / change others to see if they get the sec staff equipable indication in the ui? (green name 'Equippab...
- Sat Nov 05, 2016 11:38 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
from development const and flow files figured out using the same file from MGO. That one has proper names for most function params. Nice find. Is there any info about different types of player? I am talking about master\chunk0\Assets\tpp\pack\player\fova\* files. What's the difference between dds5 ...
- Fri Oct 28, 2016 9:48 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
The modelswap I provided also works for me with no face issues without IH installed, so you've got something else going on with your setup maybe? Does this mean that all meshes (ie beret) are already in the model and they just wait to be textured and switched on? I think so, likewise I don't have a ...
- Fri Oct 28, 2016 7:21 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
Crashes before title screen for both soviets and pfs. I am using a male dd soldier as primary one so he would appear on the title screen, but it looks like something is wrong. Maybe you are forgetting something? Edit: change main character to snake, then install the mod and select dd soldier on sor...
- Fri Oct 28, 2016 9:51 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
I had tried copying pfs pftxs over the player models back when I made the original post, tried again for good measure, still no dice. Loading mother base with DD soldiers using the mis_com_mafr body does cause the model swaps textures to load. Strange that it's not picking up the same pftxs when it ...
- Fri Oct 28, 2016 1:50 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
It happens because you were in afgh-themed acc enviroment. Model-swapped pfcs has incorrect texutures on game load to both afgh and mtbs acc or actual map, fine on mafr acc/map. In line with what you're saying. But model-swapped soviets textures work fine on game load to either mafr or mtbs acc/map...
- Tue Oct 18, 2016 7:45 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
- route shuffling - Neato. Yeah randomizing vehicle lrrp routes isn't really going to work, the routes for their travel plans pretty much only cover their designed routes. I did a shitty map of the free roam travel plans when I was working out the convoy feature, as the only ones that will work for...
- Fri Oct 14, 2016 8:51 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
...Honestly it might just be that I hate typing local before each declaration ... Basically my thinking is that it's easier to read a function with many variable changes when they aren't making your code blocks longer than they would be with many multi-line variable declarations. ... edit: lol damn...
- Mon Oct 10, 2016 11:18 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
What's you're reasoning behind your variable declaration stye? local t,tHash,tD,math_random,os_time,cmd,io_open,dL,file,__,w1,w2,w3,w4,createBackup={},{},{},math.random,os.time,os.execute,io.open;file=io_open("newDict.txt");math.randomseed(os_time());math_random() __,w1,w2,w3,w4="_&qu...
- Fri Oct 07, 2016 7:33 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
Another lng dictionary update . Nice work. Another possible approach: grab Fox.StrCode32 http://forum.xentax.com/viewtopic.php?f=10&t=12407&p=111415#p111415 This takes in a list of keys and spits out the strcode for it. So the new process would be: run langtool without a dictionary and all ...
- Fri Oct 07, 2016 2:39 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
Made a huge post about cosmetics and models - https://unknown321.github.io/mgsv_research/cosmetics.html. No, there is no clear solution for simple porting hats from mgo to tpp (yet), but I think I've found stuff that leads to it. Nice writeup. Beyond my prior post which you've possibly seen, I only...
- Fri Sep 30, 2016 10:11 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
Alternate drop code that also drops support items: local subIndex=nil --tex NOTE: currentInventorySlot doesn't seem to ever be set to PlayerSlotType.ITEM if vars.currentInventorySlot==PlayerSlotType.ITEM then subIndex=vars.currentItemIndex elseif vars.currentInventorySlot==PlayerSlotType.SUPPORT the...
- Tue Sep 27, 2016 11:08 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 just describing the behavior of p50 that I see, for the same item (editing the same entry) RegFlwDev{p50=0,p51=0,p52=1, will show on the development-met tab, and not in its item category tab RegFlwDev{p50=876,p51=0,p52=1, will not show on development-met tab, but will in its item category tab Al...
- Tue Sep 27, 2016 8:20 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
p50 seems to be non important- just a numerical index for the number of rows in the file. Well with p50 set to 0 it doesn't show in the development tab for the item type. Only in the Development requirements met tab. With it set to the next sequential it doesn't show in the dev-met tab but does sho...
