How frame rate affects game difficulty [UPDATE 13/03/2013]
#376
Posté 11 mars 2013 - 11:09
my PC is 4 core
i tired to cap at FPS 30
one with 3.1G , the other 1.2G
the accurate or rof is totally different
#377
Posté 11 mars 2013 - 12:41
#378
Posté 11 mars 2013 - 12:50
And your point is..... ?WaffleCrab wrote...
vsynch, silly over analyzing people.
#379
Posté 11 mars 2013 - 06:10
Dorryn wrote...
And your point is..... ?WaffleCrab wrote...
vsynch, silly over analyzing people.
vsynch caps frame rate.
prevents certain graphical glitches.
#380
Posté 11 mars 2013 - 06:18
Everyone in this thread knows this and agrees. I don't see how it makes them "silly over analysing people".WaffleCrab wrote...
Dorryn wrote...
And your point is..... ?WaffleCrab wrote...
vsynch, silly over analyzing people.
vsynch caps frame rate.
prevents certain graphical glitches.
#381
Posté 11 mars 2013 - 07:51
I've run into some problems:Deerber wrote...
Awesome! Then I'm looking forward to it!Caratinoid wrote...
It will be undetectable, it doesn't affect how the game calculates things but simply eliminates some rounding errors. At this point I know which things can get you banned anyway, so you are safe.Deerber wrote...
Caratinoid wrote...
I'm modifying files directly, you would simply need to replace some files to apply the fix. Bioware does not support mods, any modifications you do no matter how small are at your own risk, they don't have time to check these things.
So long as I don't get banned for doing it, I really don't care if they support it or not...
1) Unrealscript compiler for mass effect doesn't exist.
2) Some of the game files have been replaced with a patch which is packed as sfar archive. No existing software can repack those (without making your game crash that is).
Kinda solved the first one, working on the second.
Modifié par Caratinoid, 11 mars 2013 - 07:52 .
#382
Posté 11 mars 2013 - 08:05
#383
Posté 11 mars 2013 - 08:19
#384
Posté 12 mars 2013 - 08:07
Dorryn wrote...
Everyone in this thread knows this and agrees. I don't see how it makes them "silly over analysing people".WaffleCrab wrote...
Dorryn wrote...
And your point is..... ?WaffleCrab wrote...
vsynch, silly over analyzing people.
vsynch caps frame rate.
prevents certain graphical glitches.
It is meant for the peopel who still continue the debate besides knowing the existense of Vsynch.
#385
Posté 12 mars 2013 - 08:15
Caratinoid wrote...
I've run into some problems:
1) Unrealscript compiler for mass effect doesn't exist.
2) Some of the game files have been replaced with a patch which is packed as sfar archive. No existing software can repack those (without making your game crash that is).
Kinda solved the first one, working on the second.
How did you solve the first issue?
As for the second issue, have you tried this tool (I havent used it yet):
http://www.gamefaqs....82931/697289786
Download link: http://www.mediafire.../?qyzdci68fx6cf
Also do you know any way to activate the console within mass effect?
Modifié par Mindfane, 12 mars 2013 - 08:46 .
#386
Posté 12 mars 2013 - 09:39
The only way to activate the console that I know of requires modifying the exe with a hexadecimal editor so EA might not agree with that.Mindfane wrote...
Caratinoid wrote...
I've run into some problems:
1) Unrealscript compiler for mass effect doesn't exist.
2) Some of the game files have been replaced with a patch which is packed as sfar archive. No existing software can repack those (without making your game crash that is).
Kinda solved the first one, working on the second.
How did you solve the first issue?
As for the second issue, have you tried this tool (I havent used it yet):
http://www.gamefaqs....82931/697289786
Download link: http://www.mediafire.../?qyzdci68fx6cf
Also do you know any way to activate the console within mass effect?
#387
Posté 12 mars 2013 - 10:30
#388
Posté 12 mars 2013 - 12:57
I am working on my own decompiler/compiler, it's far from being done but I know all the opcodes now so I can write working code in hex editor.Mindfane wrote...
Caratinoid wrote...
I've run into some problems:
1) Unrealscript compiler for mass effect doesn't exist.
2) Some of the game files have been replaced with a patch which is packed as sfar archive. No existing software can repack those (without making your game crash that is).
Kinda solved the first one, working on the second.
How did you solve the first issue?
As for the second issue, have you tried this tool (I havent used it yet):
http://www.gamefaqs....82931/697289786
Download link: http://www.mediafire.../?qyzdci68fx6cf
Also do you know any way to activate the console within mass effect?
Yes I tried that tool, my game crashes even if I replace some files with the same files (no modification at all) and repack again. The file format seem to be very easy so I'm just gonna write my own tool instead of looking for the bugs in existing soft.
You can input any command you want through Coalesced modification but I don't recommend doing it in multiplayer, all commands that can be used as cheats are logged, entering them will automatically red flag your game (it's safe to do it in single player though).
Modifié par Caratinoid, 13 mars 2013 - 10:25 .
#389
Posté 13 mars 2013 - 03:11
I have come across an UNrealScript (version 3.5) decompiler(no compiler)
http://code.google.c...source/checkout
Its in C#
You will have to compile the source yourself. And the source is code is available. Maybe its useful
#390
Posté 13 mars 2013 - 10:23
Yes, this is one of the projects I use for reference and it's not a common version of C# from microsoft but delphi which is different. It has been very usefull but it can not decompile uscript compiled for Mass Effect because every game has a different set of opcodes, there are some similarities though. Normally you need the compiler used to compile the game to produce working code but since BioWare doesn't support mods, we don't have it.Mindfane wrote...
@Caritinoid
I have come across an UNrealScript (version 3.5) decompiler(no compiler)
http://code.google.c...source/checkout
Its in C#
You will have to compile the source yourself. And the source is code is available. Maybe its useful
#391
Posté 13 mars 2013 - 10:43
Caratinoid wrote...
Yes, this is one of the projects I use for reference and it's not a common version of C# from microsoft but delphi which is different. It has been very usefull but it can not decompile uscript compiled for Mass Effect because every game has a different set of opcodes, there are some similarities though. Normally you need the compiler used to compile the game to produce working code but since BioWare doesn't support mods, we don't have it.Mindfane wrote...
@Caritinoid
I have come across an UNrealScript (version 3.5) decompiler(no compiler)
http://code.google.c...source/checkout
Its in C#
You will have to compile the source yourself. And the source is code is available. Maybe its useful
Thats really sad. One thing I respect valve for. They support mods and imagine a world without Team Fortress, Counter Strike or Portal..both were orignally just mods.
Do you think Mass Effect team modified the UE significantly (like the Bioshock/Borderlands team did)?
However script injection in UE(the vanilla UE) is possible, you might want to try that. Thats how we added custom scripts for GTA San Andreas. We used hooks and modded dlls (mainly the directx dll) what not to run custom scripts.
#392
Posté 13 mars 2013 - 11:27
Nah, at this point it's easier for me to modify the actual code, I just need some time. ME3Explorer can decompile the code with pretty good results but it has some problems though, like not being able to decode conditional jumps properly and some other as well and ofcourse it can not compile the code. I used the known opcodes from ME3Explorer as a starting point, now I just have to go through the source code and look when a specific opcode is being used, for example there are multiple opcodes for multiplication (for each data type), ME3Explorer doesn't distinguish between those and just skips opcodes it doesn't understand because it doesn't really matter if you want to represent the code in a human readable format but I have to know the difference if I want to recompile it back.Mindfane wrote...
Caratinoid wrote...
Yes, this is one of the projects I use for reference and it's not a common version of C# from microsoft but delphi which is different. It has been very usefull but it can not decompile uscript compiled for Mass Effect because every game has a different set of opcodes, there are some similarities though. Normally you need the compiler used to compile the game to produce working code but since BioWare doesn't support mods, we don't have it.Mindfane wrote...
@Caritinoid
I have come across an UNrealScript (version 3.5) decompiler(no compiler)
http://code.google.c...source/checkout
Its in C#
You will have to compile the source yourself. And the source is code is available. Maybe its useful
Thats really sad. One thing I respect valve for. They support mods and imagine a world without Team Fortress, Counter Strike or Portal..both were orignally just mods.
Do you think Mass Effect team modified the UE significantly (like the Bioshock/Borderlands team did)?
However script injection in UE(the vanilla UE) is possible, you might want to try that. Thats how we added custom scripts for GTA San Andreas. We used hooks and modded dlls (mainly the directx dll) what not to run custom scripts.
#393
Posté 13 mars 2013 - 02:56
#394
Posté 13 mars 2013 - 08:47
I managed to make a patch for shield regen BUG, it also fixes a bug where asari evade was breaking her shield gate. You need to replace one of the files to apply the patch. Anyone interested in testing it out can PM me to get a download link as I'm not yet sure if these things can be shared here.
I will probably make another thread where we can discuss the possibility of a community patch and see how BioWare reacts. What can be fixed? Almost anything can be fixed, but some things will take more time than others, finding the source of the problem takes a lot of time, making sure that it will not break anything else takes even more time. I'm probably the only person who can actually modify the source code right now since there is no public compiler available.
#395
Guest_Air Quotes_*
Posté 13 mars 2013 - 08:49
Guest_Air Quotes_*
Caratinoid wrote...
Yey, first bug patched!
I managed to make a patch for shield regen BUG, it also fixes a bug where asari evade was breaking her shield gate. You need to replace one of the files to apply the patch. Anyone interested in testing it out can PM me to get a download link as I'm not yet sure if these things can be shared here.
I will probably make another thread where we can discuss the possibility of a community patch and see how BioWare reacts. What can be fixed? Almost anything can be fixed, but some things will take more time than others, finding the source of the problem takes a lot of time, making sure that it will not break anything else takes even more time. I'm probably the only person who can actually modify the source code right now since there is no public compiler available.
OMG! DO IT! This would keep the game alive.
#396
Guest_Air Quotes_*
Posté 13 mars 2013 - 08:56
Guest_Air Quotes_*
#397
Posté 13 mars 2013 - 08:57
#398
Posté 13 mars 2013 - 09:01
Yes, but all clients will also be affected. I no longer have to announce to all drell players joining my lobby that they need to take all points in fitness to be able to recharge their shieldsAir Quotes wrote...
Also, your fix will only work if you host your own games right?
#399
Posté 13 mars 2013 - 10:14
#400
Posté 14 mars 2013 - 03:27
I wonder what BioWare's stance is..





Retour en haut




