Aller au contenu

Photo

ME3Tweaks ModMaker (OVERRIDE BALANCE CHANGES)


  • Veuillez vous connecter pour répondre
626 réponses à ce sujet

#151
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Has anyone vouched that drill rounds go the distance they say? This is the only place I've ever seen where it uses meters in the game files and not centimeters.

#152
Terca

Terca
  • Members
  • 1 397 messages

I could go try testing it later. I would guess so, since it would be imminently noticeable in the simplest case of units being messed up (lol1.5cm penetration).



#153
Ghost Of N7_SP3CTR3

Ghost Of N7_SP3CTR3
  • Members
  • 2 071 messages

I have used the javelinX with HVB and Drill 3's on Ghost,and I'm pretty sure I could fire through multiple walls around 3.5 to 4 meters combined thickness.



#154
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

I'm currently testing explosive rounds. Going to try it on the GPSMG and maybe something like the indra.

 

Update: Wow! Explosive round are awesome if you turn the explosion time to almost zero. Almost needs a nerf to max damage of explosion.



#155
Terca

Terca
  • Members
  • 1 397 messages

Just did a test and it looks like there is either a) no difference or a minor difference.

 

Modded the Crusader to have 100cm penetration and attempted to fire through the 'door frame' on glacier (you know, like if you head down from spawn then left and up the stairs you look through towards the white cubby thing. The thick walls there.). Got no hit on an assault trooper through the thickest part.

 

Gave the Widow Drill Rounds 1 (50cm pierce + .5m pierce should be 100cm) and shot through the same thick barrier again. No dice. If you fire from just slightly  at an angle so you hot the thinner part of the wall you get a killshot with both the Crusader and the Widow (and it's probably 4 cm difference or something, the doorframe at its thickest is probably only 104-105 cm thick).

 

Conclusion, there is either no or negligible difference between the meter measures and the cm measures. Which makes sense, but is good to test anyways.



#156
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Just did a test and it looks like there is either a) no difference or a minor difference.

 

Modded the Crusader to have 100cm penetration and attempted to fire through the 'door frame' on glacier (you know, like if you head down from spawn then left and up the stairs you look through towards the white cubby thing. The thick walls there.). Got no hit on an assault trooper through the thickest part.

 

Gave the Widow Drill Rounds 1 (50cm pierce + .5m pierce should be 100cm) and shot through the same thick barrier again. No dice. If you fire from just slightly  at an angle so you hot the thinner part of the wall you get a killshot with both the Crusader and the Widow (and it's probably 4 cm difference or something, the doorframe at its thickest is probably only 104-105 cm thick).

 

Conclusion, there is either no or negligible difference between the meter measures and the cm measures. Which makes sense, but is good to test anyways.

I was going to say 2.5 meters is huge when most guns only get 1 meter. 

But I had a feeling they were wrong in the game files... I'll do some additional testing on my own with the debug camera to verify it. If that is the case I will change what genesis mod has so it's 100x and is what it should be. I'll just leave the token list as it is and it'll still appear normal.

 

Testing it out it appears to work. I was able to shoot through a thick wall with a mantis and CSMG on glacier. I wonder why it uses this format.

 

Here is explosive rounds:



#157
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

I updated the wavelist editor. It now lists the default wave composition and enemies that clients' won't be able to see, as well as alerting them on objective waves about how to get around the assassination timer glitch.

Z5uMIUw.jpg



#158
Terca

Terca
  • Members
  • 1 397 messages

Bug: Updating the stats of Phasic rounds gives following error...

 

Fatal error: Call to undefined method AmmoPowers::updatePower() in /home/micper65/me3tweaks.com/modmaker/handlers/ammopowers.php on line 207

 

No error on Explosive or Drill rounds. Also, thanks for the thing which tells what enemies are invisible! Turns out my phantom-holding plat waves had invisible phantoms... Not good.



#159
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Bug: Updating the stats of Phasic rounds gives following error...

Fatal error: Call to undefined method AmmoPowers::updatePower() in /home/micper65/me3tweaks.com/modmaker/handlers/ammopowers.php on line 207

No error on Explosive or Drill rounds. Also, thanks for the thing which tells what enemies are invisible! Turns out my phantom-holding plat waves had invisible phantoms... Not good.

Should be fixed now.

#160
Terca

Terca
  • Members
  • 1 397 messages

It is! Returns to the power modification screen when saved as opposed to the consumable editing, but no more errors.

 

BUG: I can't set the hack speed back to default. The defo is 0.004 of 1 per player, and I had it set to something like 0.02. Now when I try to return it to default it tells me that the speed has to be >= 0.01


Modifié par Terca, 16 janvier 2015 - 09:25 .


#161
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

All these inconsistencies between my dev and production server...

These errors are cause I modified the power parser to work for ammo powers.

Both are now fixed.

 

I also fixed an invisible enemy not showing up in the list if there are more than 5 invisible enemies (mostly plat wave 3+ and bronze wave 3- cerberus)

 

i've also foudn a bug on the plat cerb wave 11... But the game files also show it. Is there 4 atlases on wave 11? My downloaded file shows that wave 11 has 2 atlases, and then 2 more.



#162
Terca

Terca
  • Members
  • 1 397 messages

I really need to learn how to spoiler tag so these posts don't look huge.

 

Bug: DLing a mod (not installing it) failed. First time that's happened, so I activated the log and...

 

java.io.IOException: The system cannot find the path specified
    at java.io.WinNTFileSystem.createFileExclusively(Native Method)
    at java.io.File.createNewFile(Unknown Source)
    at com.me3tweaks.modmanager.ModMakerCompilerWindow.createCMMMod(ModMakerCompilerWindow.java:1334)
 

+ 22 more errors where it doesn't know the source. Checking in my files I found the folder it made to put the mod in, but it doesn't have anything in it so at the very least it still knows the path for the files. To be honest I don't know what the problem is, so here seemed the best place to put the question. The entire log including the error is below in the tiny font.

 

 

Spoiler



#163
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

Send me a debugging log on pastebin, that stack trace isn't realy helpful without context.

 

for spoiler just use [_spoiler_][/_spoiler] without the _

 

Also, I found yet another mess up by bioware, this time in the wavelists. (Another one! just not as bad at collectors plat wave 5's udplicate level 3...) There is 2 atlas slots in plat cerb wave 11. It has base dragoon, 2 atlas, 2 geth hunter, and then 2 more atlas. The game seems to count both as the same but it messed up modmaker's UI. I have fixed it and removed the extra 2 atlases in modmaker so the interface should be correct again.



#164
Terca

Terca
  • Members
  • 1 397 messages

http://pastebin.com/91RnyzBD

 

That's the entire log from opening the mod manager to attempting the download.

 

Edit: Ah, sorry, that's a new log. I'll replicate the old one.

 

http://pastebin.com/MXa46Kwq

 

^^^ That's the correct one. 2k lines. That's huge.


Modifié par Terca, 16 janvier 2015 - 06:45 .


#165
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

http://pastebin.com/91RnyzBD

That's the entire log from opening the mod manager to attempting the download.

Edit: Ah, sorry, that's a new log. I'll replicate the old one.

http://pastebin.com/MXa46Kwq

^^^ That's the correct one. 2k lines. That's huge.

I'm building a new version of build 30 for you that has extra debugging in it. It looks like its trying to create moddesc.ini but it can't. You say the target folder exists but is empty... Not sure why it would fail. I assume you have write permissions and have disk space.

This build will be fine to use as it will upgrade to 31 with no problems.

Update: do you have a TOC, coalesceds or tlk folder in your mod manager folder? (You shouldn't). I don't see messages related to it downloading it.

#166
Terca

Terca
  • Members
  • 1 397 messages

huh. Yes I do actually. I have all three of those. And according to the dates they were created about the same time I was trying to download the new version of my mod.

 

The reason why there might be nothing in the log is because I didn't have logging enabled before. It looks like it created these new folders when I was DLing it for the first time and before I turned the log on, so it isn't in the log where I showed the effects of trying to download it again.



#167
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

huh. Yes I do actually. I have all three of those. And according to the dates they were created about the same time I was trying to download the new version of my mod.

The reason why there might be nothing in the log is because I didn't have logging enabled before. It looks like it created these new folders when I was DLing it for the first time and before I turned the log on, so it isn't in the log where I showed the effects of trying to download it again.

Logging requires a full restart and only captures a session, the next one overwrites it. I noticed you installed one or two mods during the session. (Try to avoid that as it makes the file harder to read).

Delete those three folders and try again. It should download the files, perhaps that's why it did not work. I'll send you my updated build later today if this doesn't work. Send me the log if it doesn't. (Send the raw version (click raw in pastebin)) as it locks up my phone otherwise.

#168
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

huh. Yes I do actually. I have all three of those. And according to the dates they were created about the same time I was trying to download the new version of my mod.

 

The reason why there might be nothing in the log is because I didn't have logging enabled before. It looks like it created these new folders when I was DLing it for the first time and before I turned the log on, so it isn't in the log where I showed the effects of trying to download it again.

Terca please download this file:

https://me3tweaks.co...rary/ME3CMM.exe

and replace your existing one and get a log for me. It should contain a lot more useful information.

Please only reproduce the problem and then close mod manager. It makes it a lot easier to read the logs.



#169
Terca

Terca
  • Members
  • 1 397 messages

That temp version won't let me DL the mod since it doesn't actually have TM's Coalesced Compiler.

 

http://pastebin.com/y84jMNSN

 

I only opened MM, tried to DL, got the error, closed it.



#170
Mgamerz

Mgamerz
  • Members
  • 6 145 messages
Just replace your exe file.

#171
Terca

Terca
  • Members
  • 1 397 messages

http://pastebin.com/daJ9vm76

 

That's the most recent log with the new .exe file.



#172
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

http://pastebin.com/daJ9vm76

 

That's the most recent log with the new .exe file.

I updated your mod's data on ModMaker, try it now. (Publish it again first). Let me know if it's fixed.

You have a space at the end of your mod name and java trimmed it in certain places, but not in others, I will trim data from now in modmaker names.



#173
Terca

Terca
  • Members
  • 1 397 messages

Yes, that fixed the problem, thanks for the help MG :D



#174
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

So I'm adding 2 more powers and the rest of the ammo today.

 

Interestingly, I've been looking at the pcc file for the Talon Merc to see if there's a way to truely fix him for good. I'm looking at his scripts and he seems to have his own set for "gamemodedefault", which is how controls for characters work. We've seen this in the MP5 Coalesced file. 

It seems to has something to do with the Batarian Gauntlet gear that this exists as there's a specific check for this.

 

EyJ5rMl.png

(full size http://i.imgur.com/EyJ5rMl.png)

 

I would assume that they never really QAed this and that's why he's so horribly broken. Looking around it's like they started him off as  a new character, deleted pretty much all method data (literally everything is just a bunch of 0's. What a waste of space.), and then you know, didn't actually finish him.

 

Edit: ooo... You can make hex shield electrocute players... heuheuheueh

 

Edit 2: Did you know the title screen is actually a map? I mean... it's kinda obvious all game screens kind of are, but it's a 3D map. It almost could pass as 2D with particles.

 

FM4ysr3.jpg

PshEUUZ.jpg


  • Terca et Black_Mage aiment ceci

#175
Mgamerz

Mgamerz
  • Members
  • 6 145 messages

I have added the following items to ModMaker:

 

Consumables:

  • Armor Piercing Rounds
  • Cryo Rounds
  • Disruptor Rounds
  • Incendiary Rounds
  • Warp Rounds

Powers:

  • Snap Freeze (both chars)
  • Hex Shield
  • Siege Pulse

I also fixed a few things that could let you save invalid values.