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Search found 71 matches

by nasanhak
Fri Oct 28, 2016 1:20 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 man this guy is good:
https://www.youtube.com/watch?v=xGbDZv4-hCQ

Was he ever in the modding scene?
by nasanhak
Mon Oct 17, 2016 8:17 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

TppEnemy.ShiftChangeByTime() does an early return for MB and MBQF. Removing the return allows for shift change at morning and evening. With that am able to randomize routes such that soldiers move about platforms. It does lead to situations where one platform may be completely empty BUT the game cle...
by nasanhak
Sat Oct 15, 2016 11:58 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

Can't believe it took this long to figure it out. I wasn't so comfortable with the game's systems the first time I tackled it plus the recent I/O dumps helped (thanks Tex!) Shut up radio when a cassette tape is playing. Fire as an update func: function this.DisableAllRadio() --want to play end missi...
by nasanhak
Fri Oct 14, 2016 10:12 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

nasanhak wrote: @Tex Dear God I feel exactly like I did looking at the game's code 9 months ago. It's a well known fact that he's actually Hideo Kojima. It's the only explanation that fits. This made me laugh. Although I doubt if Kojima works on any code. Part of that is my overengineering again. T...
by nasanhak
Tue Oct 11, 2016 9:46 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

@Tex It took me what 9 months to get completely comfortable with everything happening in the game's lua scripts. You were already pretty good when I started with my mod 9 months ago and over time your code has gotten much, much more complex than the game's! I realized this when I started looking int...
by nasanhak
Tue Oct 11, 2016 2:25 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

TppEquip.TppEquip .EQP_WP_SP_SLD_030, --WEAPON_PB_SHIELD_SIL DLC Grade 2 (9010) --no load :/ TppEquip.TppEquip .EQP_WP_SP_SLD_010, --WEAPON_PB_SHIELD_OD DLC Grade 2 (9011) --no load :/ TppEquip.TppEquip .EQP_WP_SP_SLD_020, --WEAPON_PB_SHIELD_WHT DLC Grade 2 (9012) --no load :/ TppEquip.TppEquip .EQ...
by nasanhak
Tue Oct 11, 2016 1:23 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

@unknown123 Here is the updated info on SP weapons. All SP guns now are NPC usable but SHIELDS are not! This is weird as I clearly remember the Olive Drab shield could be equipped on NPCs even if it had missing icon textures. Brackets hold (p00) id TppEquip.EQP_WP_SP_hg_020, --WEAPON_ADAM_SKA_SP DLC...
by nasanhak
Tue Oct 11, 2016 10:06 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

In case somebody is wondering, the DE update makes zero changes to any of the luas. Some fpk/fpkds have been changed but mostly missing textures and models for the console DLC have been added. Mods don't need updates in most cases. Konami didn't even bother changing one single thing in the Lua scrip...
by nasanhak
Mon Oct 10, 2016 8:15 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

Ashtails wrote:Anyone know how to unlock the bandana and Ishmael hat in mgo by messing with the files like in this video?

https://m.youtube.com/watch?v=l18y3WR7ryg
Video was posted over six months ago lol. Love how Konami isn't interested in providing updates and unlocks to game at all.
by nasanhak
Sat Oct 08, 2016 1:08 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

@Tex May want to add these conditions to drop weapon if TppMission.IsFOBMission(vars.missionCode) then return end if vars.playerVehicleGameObjectId~=GameObject.NULL_ID then return end --takes care of vehicles, D-Horse, D-Walker and heli --NORMAL_ACTION --takes care of every unique action like using ...
by nasanhak
Sat Oct 08, 2016 12:40 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

unknown123 wrote:
nasanhak wrote:And how?? Same for PlayerPad.
They are listed in the exe, use strings.exe to get a dump. You can also try to parse them from lua files, but it is not that reliable.
Aahh of course. Thanks!
by nasanhak
Sat Oct 08, 2016 10:28 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

Who figured out the PlayerStatus names? And how?? Same for PlayerPad. Was it you Tex? Numeric values are easy enough to find out since they are 2^x bit flags anyway. http://wiki.tesnexus.com/index.php/PlayerStatus http://wiki.tesnexus.com/index.php/Input_handling @Tex thanks for the info on coroutin...
by nasanhak
Tue Oct 04, 2016 4:30 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

unknown123 wrote:Made a huge post about cosmetics and models - https://unknown321.github.io/mgsv_resea ... etics.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.
Very nice read. And depressing. You are a good writer however
by nasanhak
Mon Oct 03, 2016 6:48 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

They are tied to hardcoded values in exe. TppEquip is a C class after all and all weapons (not development entries!) are hardcoded into it from the beginning. You can run strings.exe on executable to get a list of them - https://technet.microsoft.com/en-us/sysinternals/strings.aspx Well yes I did k...
by nasanhak
Mon Oct 03, 2016 4:49 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

@unknown123 and @Tex EquipDevelopConstSetting(Const file) New Entries: TppMotherBaseManagement.RegCstDev{p00=900,p01=TppEquip.EQP_None,p02=TppMbDev.EQP_DEV_TYPE_Handgun,p03=0,p04=0,p05=65535,p06="cmmn_wp_none",p07="cmmn_wp_none",p08="/Assets/tpp/ui/texture/EquipIcon/ui_dev_d...