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Showing content with the highest reputation on 08/13/2022 in all areas

  1. That is correct. I already brought this up all the way back in February. But the original explanation stands. This is a change in either the .exe file or one of the .dll files. And as it currently stands, there is probably only one modder (dimitrius154), who is capable of making changes to those files. And there are so many other actual fixes bundled into them, that it's not really feasible to recompile them just to remove one thing. While almost all the files were custom changed and made "vanilla compliant" by Flix, the .exe and .dll files for the PFP were mostly taken from the CM Patch as they were. And actually, the Monolith text in your screenshot used to be the biggest offender and the reason I originally posted it. Because of that, one change in PFP 1.3 was changing the original map text "Activated Resurrection Monolith" to just "Monolith", to reduce the map obstruction. There are a couple more things which have been changed in these files that are different from vanilla, which are still present in the PFP. The ones I know of: 1) As you mentioned, the object map names. 2) The possibility to teleport to any ports or hot air baloons, as if they were normal teleporters . 3) Mounts auto-summoning after game load and the possibility to summon mounts into caves and underground. 4) Animation blending speed greatly increased. It makes transition animations, like when you press SHIFT to assume a defensive posture, nearly instant You can revert this by using the vanilla s2render.dll (I'm playing like that), but you lose a couple graphical restorations along with it. The chances of these things being changed are very low though. But none of the above is that bad and the worst one (4) can be restored at a small price. As for other differences, there is also the physics particles change. In the vanilla, they were probably bugged and spawned with 10x higher density than intended. PFP changed it, but it's still a difference. If you want the original (where leaves, pebbles and sparks fly everywhere), just replace the physX file in the pak folder with the vanilla one.
    3 points
  2. https://drive.google.com/file/d/1LqOuHBsv-8bMT60M6Z8-EliBA3kJ5WvH/view?usp=sharing It should be most useful as a reference material, although not a complete one.
    2 points
  3. Ah, the old good OllyDBG and the Assembly Level. Now I see the whole picture and the reason, why such a change is not that easy Thanks for all the help, I know where to starta anew now. If I make any progress, gonna share the won knowledge here of course!
    2 points
  4. You'd probably have to ask @dimitrius154 about the details on how to go about editing these files. All I know is that he posted some info about this in a different thread:
    2 points
  5. Gonna try to compare the disassembled code with the vanilla files one. Will be a lot of work, since I got a bit rusty in assebly since my last course during my study, but maybe it is going to provide some positive results and will be for sure some nice practice for me Are there any leftovers of the pseudocode remaining by a chance?
    1 point
  6. Thing is, the original team had supposedly lost the source code somewhere in 2009, during the turmoil. Only reverse-engineering remains.
    1 point
  7. Yeah, the "Activated Resurrection Monolith" from CM was a real pain. Compared to that the PFP Version of the Text became something, one can live with In the End it turns to be just another uncommented Change from so many of its kind in the CM. Thanks for the Clarification on that! Is the Source Code for the Librarys (dll's) available for the wide Public by any Chance? I could take a look at it, when I get some free time in the coming Weeks. Thanks in Advance
    1 point
  8. Congrats and get well soon!
    1 point
  9. Sorry to hear that. Wishing you a speedy recovery and happy birthday nonetheless.
    1 point
  10. Hello everyone, fighting over an issue for three days already and can't find the cause for it, so best time to ask for some help =) The floating text on the map (see picture, the red arrow pointing at it) is not a Vanilla "feature", or let's call that kid by its name and name it the curse, blocking the view on the map ;-) Screenshot (Sorry, not used to the forums here, didn't found a way to embed the screenie yet, that's why the external link) Flix already stated it being hardcoded into the exe file in this Topic here, but Community Patch states not changing any binary code and without CM or PFP that text is not appearing on the map using clean game files. Both statements can't be right at same time Would appreciate, if someone would take a closer look at that. Thanks in advance and keep the nice work going!
    1 point
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