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Search found 89 matches

by Tex
Tue Sep 27, 2016 11:00 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.. The only way to see what happens is to wait for new weapons with ids >= 900. Given that the p00 ids in DevelopConst start at 1000 and increase it would seem to be less of an issue for entries added as they have been so far, but just brings the question why kjp started at 1000 and that your 900...
by Tex
Tue Sep 27, 2016 8:44 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 order of records in these files seems to be strict meaning you can't insert the same number of records at the beginning or in the middle in both the Const and Flow files and expect it to work. The dev pages/chains break. Anything new has to go at the end. How badly does it break things? Does r...
by Tex
Sat Sep 24, 2016 11:12 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

On the topic of weapons, I sort of got Skullface's gun (aka SKULL CUSTOM) into the game. It's unusable though. You can't shoot it, or even aim with it. All of the necessary information appears to be there for it to work though, so I think there might be a piece of code disabling it from being used....
by Tex
Fri Sep 23, 2016 10:11 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/unknown321/mgsvdump/ - globals https://github.com/unknown321/mgsv_lua_dump - all luas in the game including ones from gz. Oh crap, I remember coming across your guns info some time after you started it, but remember mentally putting it aside to actually look at at some point, the...
by Tex
Thu Sep 22, 2016 12:37 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

You're taking that wrong. I am, and always will be, a fool. Should probably shift (most of) our conversations to here, this probably would have been rectified earlier with more eyes on it/not in PM. Still hitting 'Domain error' for non existing file in append mode, and no change writing to existing ...
by Tex
Thu Sep 22, 2016 9:58 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 would be really nice of you to make a github repository to track additions and changes, something like https://github.com/secaproject/MGSV-QAR-Dictionary-Project. Good idea. I'll let Tex create it if he wants to since he started it AFAIK. You've put more work on it than I, you should make it. Mi...
by Tex
Sat Sep 17, 2016 9:59 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

on another note, I'm trying to change donkeys into okapis for a specific area. I edited the fpk, fpkd and pfxs to look the same as an okapi area, however, the game crashes when the area loads. I'm probably overlooking something obvious, so do you have any ideas? https://imgur.com/a/P4vuC You have t...
by Tex
Wed Sep 07, 2016 6:43 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

Isn't the route information in the .frt files? Maybe we could ask Atvaark to add .frt functionality to his FoxTool...? I asked back in April, http://forum.xentax.com/viewtopic.php?f=10&t=12407&p=117650#p117650 Given that Atvaark had mostly moved on from MGSV back in November I'm not hopeful...
by Tex
Wed Aug 31, 2016 5:41 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

groupNumbers groupNumber is used by TppAnimalBlock.lua as the number of groups/locators of that animal type in the area. As you know each locator can be a group of animals (of one type). Apart from managing the loading/unloading of the animal area fpks; TppAnimalBlock is mostly used to assign the r...
by Tex
Tue Aug 30, 2016 9:27 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

Nice work. Do you mean keys for completely new entries? or for the recent 'new' ones referenced from EquipDevelopSettings? For the latter I just scraped all the lua files for strings, ugly but does the job. Heres an updated scrape: https://mega.nz/#!bc9hUKaA!4mWVYc1kDFZgMwWYTi3ev9jELdlFfn0X0faQizy97...
by Tex
Sat Aug 27, 2016 8:29 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

Since the thread's dead again, I'll report something fun. That's neat. I've been sitting on something similar for a while, but didn't know whether to have it as a standalone nexus page or optional file on IH, then I got distracted lol. I'll leave it be if you're doing something though. Are you just...
by Tex
Mon Aug 08, 2016 8:32 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

It's the ai characters fova setup in the scripts, player stuff doesn't seem to be there unfortunately.

Here was my first post on that:
viewtopic.php?f=10&t=12407&p=116912#p116912
by Tex
Mon Aug 08, 2016 2:54 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

For those interested in .fv2 files... Nice work. I'm still terribad with file format stuff, so cool to see someone else digging in. You may have already gathered from perusing the mgsv exe that: Seems player models can have several fv2s applied, as indicated by handFv2File headFv2File camoFv2File A...
by Tex
Sat Apr 09, 2016 8:08 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've scraped together some information on route files (.frt is the main interest I think), but again, having no real experience working with file formats I was wondering if anyone could take a look, being able to edit or create new one would really open up a lot of options. http://pastebin.com/jTmPa...
by Tex
Sat Mar 26, 2016 2:59 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

When I say engine module I mean it's defined by the exe, it's not a lua file. While a forum is good for conversation and pulling together focus, it's naturally bad as an information resource (more so with one monolithic thread). It's why I started putting things on the wiki: http://wiki.tesnexus.com...