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Search found 71 matches

by nasanhak
Sun Mar 05, 2017 11:13 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

I have a submod on the IH files page that removes demo cam from all demos. And the forceDemoAllowAction is now an option in IH (but pretty much relies on above submod), and you can also toggle IHs free cam with this option on via the quick menu (as Announce log is disabled during demos, haven't rea...
by nasanhak
Thu Mar 02, 2017 6:16 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Oh yeah I was curious about something with the game. Anyone know why running pairs or whatever on some global tables causes the game to just crash? When you just do tostring() on the vars below it prints out table hashes but going through them with pairs just results in a CTD. These are C functions...
by nasanhak
Tue Feb 14, 2017 7:30 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

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 manipulate it with C? The only thing I have in mind is advanced logging, but it still w...
by nasanhak
Mon Feb 13, 2017 7:08 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

MGS1 camera style, somewhat working but playable. TPS camera can't be influenced. Player.SetAroundCameraManualModeParams{ offset=Vector3(-1,2,-3), --Camera offset from Snake. (X,Y,Z) --X: +ve moves horizontally left, -ve moves horizontally right. Default is negative value --Y is height: +ve moves ve...
by nasanhak
Sun Feb 12, 2017 10:31 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Sometime ago I saw an image file detailing how the inputs to Player.SetAroundCameraManualModeParams work. It showed how the camera position offsets resulted in actual in-game camera position. Can't seem to find this image again. This: https://i.imgur.com/H52zJg0.jpg From here: https://forums.nexusm...
by nasanhak
Sat Feb 11, 2017 4:42 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Sometime ago I saw an image file detailing how the inputs to Player.SetAroundCameraManualModeParams work. It showed how the camera position offsets resulted in actual in-game camera position. Can't seem to find this image again. Wasn't it made by Tex? I think he uses that in IH. Yeah I had thought ...
by nasanhak
Fri Feb 10, 2017 8:18 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Sometime ago I saw an image file detailing how the inputs to Player.SetAroundCameraManualModeParams work. It showed how the camera position offsets resulted in actual in-game camera position. Can't seem to find this image again. If anybody knows what I am talking about and has the images or the link...
by nasanhak
Sat Jan 28, 2017 7:49 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Has anyone figured out what all the params in ReloadDamageParameter in DamageParameterTables.lua are for.

The 3rd and 2nd last are Lethal and Non-Lethal damage.
by nasanhak
Sat Jan 21, 2017 7:49 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

@CantStoptheBipBop I am working on a camo setting for my mod. So came across this. We all have tried values between 0-100 but have u ever tried 1000 or 2000? With 1000 soldiers will not see you at all in plain sight provided you have the right camo! They will hear you however and then they'll see yo...
by nasanhak
Sat Jan 14, 2017 6:22 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Figured something out so here's a guide How to add BGM from any other mission: 1. First find the code associated with the BGM track via the mission specific '_sequence' or '_demo' Lua file. In this example, I have taken the heli pullout BGM from Mission 2 Diamond Dogs: TppSound.SetSceneBGM("bgm...
by nasanhak
Thu Jan 12, 2017 5:39 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

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 bunch in your messages myself so no worries) Totally remember but always thought it was unrelated lol! There was this nagging feeling at the bac...
by nasanhak
Tue Jan 03, 2017 7:38 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

I found out the one thing I was really curious about with the console DLC. Black Ocelot really does get a nighttime camo bonus. I tried it out on a few different surface types at night and guard suspicion range never raised from 15m when crouch walking while the guard's vision cone was baited towar...
by nasanhak
Tue Jan 03, 2017 3:46 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Anyway can you share what you know about the Steam method of getting them? Against forum rules! Piracy(even if DLC) and any kind of hack related discussion is off limit. You can find the info you are looking for via Google and Reddit easily enough though. Valve doesn't seem to care much about the h...
by nasanhak
Mon Jan 02, 2017 4:42 pm
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

Was playing around with devFlow/Const lua files and got the console dlc to remain usable after being developed by changing their p69 values in devFlow to 0. The exceptions being player fatigues. The dev icons will still display but won't pop up a message about needing to be in Sortie Prep to equip ...
by nasanhak
Sat Dec 31, 2016 11:55 am
Forum: Game Archive
Topic: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archive
Replies: 1634
Views: 591946

Re: Metal Gear Solid 5 Ground Zeroes/Phantom Pain g0s archiv

@Tex Thanks for the flow log. What you reported is pretty much what I saw too so had nothing to add to it. 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. So did some troubleshooting. vars.mbLayoutCode changes...