Very odd problem with Steam version and modding...

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Re: Very odd problem with Steam version and modding...

Postby DJK83 » 06 Apr 2009, 02:23

But you did restart the computer before the changes actually took effect? You were using the edited mm_game_settings.txt, then you put the original back in, and then restarted, at which point you saw results?
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Re: Very odd problem with Steam version and modding...

Postby Blín D'ñero » 06 Apr 2009, 12:56

I didn't say changes took effect. I said i had the impression. But i had the impression it worked earlier too. But all too vague to say for certain.
But i found it remarkable that even with the restored file the game seemed to behave slightly different.
Now this is too much of speculation and not measurable.

In fact, i think that the way npc's are sometimes launched like a rocket is rather a bug in the interaction between havok and the game's engine. Happening in the protected files, so not something that is to be controlled by the user.
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Re: Very odd problem with Steam version and modding...

Postby DJK83 » 06 Apr 2009, 15:19

I guess I too had the impression that some things were working, in a vague way that wasn't consistent... it's all really odd. It's almost like the changes were taking effect sometimes... because I definitely killed a few enemies with power attacks, without sending them flying at all. But then other times, they flew 10 feet as usual... maybe that happened before, too. I don't know anymore, haha...

But as for that bug you mentioned, I don't think that's what I'm experiencing here, because in the demo, the ragdolls flew in exactly the same way, until I edited the values.
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Re: Very odd problem with Steam version and modding...

Postby Blín D'ñero » 06 Apr 2009, 19:09

DJK83 wrote:really odd. It's almost like the changes were taking effect sometimes... because I definitely killed a few enemies with power attacks, without sending them flying at all.
Exactly! But not for the first guard; no matter the settings changes he always just fell pretty hard from one kick, the same way. Yet further in the game, others i suddenly killed with one footkick. One jumped then fell onto a bed and in fact what i kicked was the wooden side of the bed and that killed him. :clown: I always play hardcore mode. That mode isn't supposed to be easier for the player, but harder.
There is an inconsistancy in this game's physics from start off, i suppose everybody noticed.
Gaming PC: * Intel i7 4790K * Noctua NH-D15S * Asus Maximus VII Hero * 32 GB Corsair Dominator Platinum CMD32GX3M4A2133C9 * 2× Sapphire Radeon R9 290 Tri-X in crossfire * Dell U3010 @ 2560 x 1600 / 60Hz * Corsair AX 1200W * 7 x WD Black HDDs * Creative Soundblaster ZxR * Asus DRW F1ST * Corsair K95 RGB * Corsair M65 PRO RGB * Steelseries 9HD * Coolermaster STC T01 * Edifier S530 * Sennheiser HD598 * Windows 7 Ultimate x64 *

Workhorse PC: * Intel i7 2700K @ 4.8 Ghz * Noctua NH-D15 * Asus Maximus IV Extreme-Z * 32 GB Corsair Vengeance Pro CMY32GX3M4A1866C9 * Sapphire HD7970 crossfire * 3 x Dell U2410 @ Eyefinity 5760 x 1200 / 60Hz * Corsair HX 1000i * 7 x WD Black HDDs * Creative Soundblaster ZxR * Optiarc AD 5240S * Steelseries 7G * Razer Imperator 2012 * Steelseries 9HD * Coolermaster STC T01 * Edifier S730D * Windows 7 Ultimate x64 *

Workhorse PC 2: * Intel i7 920 @ 3.8 Ghz * Zalman CNPS9900A LED * Asus Sabertooth x58 * 24 GB Corsair Vengeance LP 1600MHz CL9 DDR3 * Sapphire R9 280X Vapor-X * 2 x Dell U2412M @ Eyefinity 2400 x 1920 / 60Hz * Corsair HX 850W * 7 x WDC WD1002FAEX * Creative Soundblaster Z * Optiarc AD 5240S * Steelseries 7G * Razer Mamba TE * Steelseries 9HD * Coolermaster STC T01 * Logitech Z-2300 * Windows 7 Ultimate x64 *
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Re: Very odd problem with Steam version and modding...

Postby DJK83 » 09 Apr 2009, 18:59

But I just don't understand what it is about that file, you know? Other things can be edited easily, so there's got to be some reason why changes to the mm_game_settings.txt don't apply consistently.
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Re: Very odd problem with Steam version and modding...

Postby DJK83 » 12 Apr 2009, 09:08

I've finally made some progress, not with regard to making the mm_game_settings.txt work, but in editing the force applied to the ragdolls. I just finished the singleplayer campaign for the first time, so I was looking around in the NPC folders (in models), and I came across one for the player, and there's a file called "first_basic.qtc". In it are the values for how much force is applied on each individual type of strike from various weapons. Each strike has a line called "impactcoeff", which controls the impact force on ragdolls. Now the good news is, changes I make here do apply. The bad news is that, on death, the amount of force specified in the line in mm_game_settings.txt is still added, so ragdolls fly further when they die... but not as far.

But to stop them from flying any significant distance on death, I'd have to lower the values to the point where they didn't get knocked around at all when a character collapses due to being stunned. So it's still kind of a problem, but not as much...
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