ME 2 PC : Coalesced Editor v1.0.0.32 (B)
#101
Posté 02 février 2010 - 12:27
So, any idea how to add the "Select weapon with Function Key" ability? ...Please?
;__;
#102
Posté 02 février 2010 - 12:36
Dekesh wrote...
Oh, awesome, thanks!
So, any idea how to add the "Select weapon with Function Key" ability? ...Please?
;__;
I haven't messed with bindings yet been focused on the utility,however Pyide has. Note the following:
pyide wrote...
Oh nevermind. I can add new binds just fine to the ini in notepad++,
ex: Bindings=( Name="LeftControl", Command="shot" ) to take screenshots with left control under [Engine.PlayerInput], save, then open the ini in your program and rebuild and it works. Thanks man, this thing will come in handy!
Just remember the tool only currently rebuilds the BIOInput and BIOEngne sections. So external changes to any other sections require a different tool to rebuild it until I implement a tota file recalcuation even for sections not currently supported for direct editing.
So based on that if you just find the bindings responsible for what you're after and then change them and rebuild using that technique it should work.
Modifié par Iron Spine, 02 février 2010 - 12:37 .
#103
Posté 02 février 2010 - 12:51
Thanks for helping me out with this, by the way, and for fixing the issue with the editor!
#104
Posté 02 février 2010 - 01:00
Dekesh wrote...
Well, the issue there is that you don't have any weapon selection bindings at all. Unlike most shooters, where 1-9 keys will make you pull out the appropriate gun, your only options to change your weapons is to go into the shift-menu or to use your mouse wheel. I tried adding Bindings=( Name="F1", Command="PC_Pistol") and so on up to F5 but that gave me a perma-crash on the start up so I had to restore from my backed up file. I did it both with notepad++ and wordpad, no dice. I probably have the command incorrect, but I don't get why that would cause the program to crash before it even opens.
Thanks for helping me out with this, by the way, and for fixing the issue with the editor!
Hey thanks for pointing that out I didn't even know that had happened. I've had my head buried in custom type disciptors and all kinds of other stuff related t some things I want to do for the category editor. I didn't even use the main editor after finishing up the category editor because "in my head I hadn't changed anything related to it" but sure as hell... I did. Being in a hurry and not paying attention = Fail. But it's all good. Fun stuff.
As far as your binding attempts. Are the binds you're trying to make in the BIOEngine file? If they are in some other file then they will not be correctly rebuilt using my tool because I don't have it recalculating the entire file yet. It only recalculates BIOInput and BIOEngine because those are the ones I currently provide direct editing for.
So, if the settings you are editing are in an embedded file OTHER than BIOInput or BIOEngine then you need to rebuild the Coalesced file using a different approach until I add support for that. I believe there is a C++ project / Coalesced Fixer that will do what you need. It will recalculate the entire file as far as I know. I need to implement recalculating the entire file pretty soon so this is no longer an issue and folks can use a single tool there's just a lot going on need time to get to it.
#105
Posté 02 février 2010 - 01:01
Dekesh wrote...
Well, the issue there is that you don't have any weapon selection bindings at all. Unlike most shooters, where 1-9 keys will make you pull out the appropriate gun, your only options to change your weapons is to go into the shift-menu or to use your mouse wheel. I tried adding Bindings=( Name="F1", Command="PC_Pistol") and so on up to F5 but that gave me a perma-crash on the start up so I had to restore from my backed up file. I did it both with notepad++ and wordpad, no dice. I probably have the command incorrect, but I don't get why that would cause the program to crash before it even opens.
Thanks for helping me out with this, by the way, and for fixing the issue with the editor!
Hey thanks for pointing that out I didn't even know that had happened. I've had my head buried in custom type disciptors and all kinds of other stuff related t some things I want to do for the category editor. I didn't even use the main editor after finishing up the category editor because "in my head I hadn't changed anything related to it" but sure as hell... I did. Being in a hurry and not paying attention = Fail. But it's all good. Fun stuff.
As far as your binding attempts. Are the binds you're trying to make in the BIOInput file? If they are in some other file then they will not be correctly rebuilt using my tool because I don't have it recalculating the entire file yet. It only recalculates BIOInput and BIOEngine because those are the ones I currently provide direct editing for.
So, if the settings you are editing are in an embedded file OTHER than BIOInput or BIOEngine then you need to rebuild the Coalesced file using a different approach until I add support for that. I believe there is a C++ project / Coalesced Fixer that will do what you need. It will recalculate the entire file as far as I know. I need to implement recalculating the entire file pretty soon so this is no longer an issue and folks can use a single tool there's just a lot going on need time to get to it.
Modifié par Iron Spine, 02 février 2010 - 01:02 .
#106
Posté 02 février 2010 - 01:04
Thanks Bioware. >(
Also: I only found Binds in the Coalesced.ini file, under [SFXGame.SFXGameModeDefault]. Before I fumble around any further with explanations keep in mind I'm terrible at this, since I'm not really a programmer, so if I'm in completely the wrong area or doing something completely wrong feel free to say so.
Modifié par Dekesh, 02 février 2010 - 01:10 .
#107
Posté 02 février 2010 - 01:07
#108
Posté 02 février 2010 - 01:11
pyide wrote...
...There has to be commands firing when you click on the weapon icons on the pause HUD but I don't know what they are. If you can find out or do know, then we might be able to add the F-key binds back.
They might also not be working because they're being overriden by something somewhere elsewe don't know about yet. If that's the case hopefully it's in the file so it can be changed.
I've paused work on the category editor (what do you think of that? tried it yet?) and am now looking to implement a total file recalculation so the tool can be used even when editing embedded files I don't provide direct editing support for yet.
#109
Posté 02 février 2010 - 01:12
pyide wrote...
The weapon switch command from the first Mass Effect was Command="SwitchToWeapon 0" and 1/2/3 for the F1-F4 keys. I've tried adding that in and it won't switch so it must have been removed or changed. There has to be commands firing when you click on the weapon icons on the pause HUD but I don't know what they are. If you can find out or do know, then we might be able to add the F-key binds back.
Well, that's a start! Can you post where you found that specific code in the file for context? Maybe we can force it in somewhere...
#110
Posté 02 février 2010 - 01:15
Iron Spine wrote...
pyide wrote...
...There has to be commands firing when you click on the weapon icons on the pause HUD but I don't know what they are. If you can find out or do know, then we might be able to add the F-key binds back.
They might also not be working because they're being overriden by something somewhere elsewe don't know about yet. If that's the case hopefully it's in the file so it can be changed.
I've paused work on the category editor (what do you think of that? tried it yet?) and am now looking to implement a total file recalculation so the tool can be used even when editing embedded files I don't provide direct editing support for yet.
Still playing around with it, it's pretty cool thus far.
Edit: Also, heh, I don't think I have any mouse issues since it seems the logitech interface for the G5 overrides everything for ME2.
Edit 2: After the weapon hotkeys, I'd love to put in the Journal/Codex/Squad hotkeys as well (J, O, and C respectively, but C is the Rally button now so I'll settle with I - we will never forget you, INVENTORY!!!
Modifié par Dekesh, 02 février 2010 - 01:22 .
#111
Posté 02 février 2010 - 01:37
#112
Posté 02 février 2010 - 01:41
Dekesh wrote...
Well, that's a start! Can you post where you found that specific code in the file for context? Maybe we can force it in somewhere...
Taken from the BIOInput.ini of the first Mass Effect. I wasn't expecting them to work because this is a different game done in house by BioWare rather than outsourced to Demiurge. So if they were building off the systems already in place from the first game they either removed or changed commands like weapon switch and ShowJournalGui, etc. Or the more likely scenario is if they started the UI / PC input stuff like that over from scratch they basically forgot to add it or didn't think it was necessary.
Either way right now it seems like the only way to get functionality like that in Mass Effect 2 is from an official patch because BioWare would have to code those things into the game. The lack of these features like the 3 default sensiitivies and other issues suggest that certain PC-only aspects were flat out missing in action when being ported over or worked on, no one thought to implement them. Not that they forgot every addition that made the PC version of the first Mass Effect unique and more suited to the PC platform, they improved on the HUD and hotbar allowing you to map squad powers to the 1-8 keys and not just your own. Some increased usability features like hotkeys for the individual menu screens and weapons unfortunately got left behind.
Modifié par pyide, 02 février 2010 - 02:01 .
#113
Posté 02 février 2010 - 02:01
Standard Unreal Engine binds support multiple keys and aliases for CommandNames. Also there are some keywords like OnRelease, the use of pipe "|" to execute two actions, etc :
Example:
Bindings=(bCtrlDown=True,bAltDown=False,bShiftDown=False,Key="SpaceBar",CommandName="Jump | FireWeapon")
So pressing ctrl-space would make a player jump and fire its weapon. It may or may not work tho, either conflicts to other listed binds or depending on how Bioware modified the engine.
* * *
There are aliases for each command and some predefined keybinds, really quite a lot to sift thru. Check:
[Engine.PlayerInput] <--- I think this is for UnrealED more than actual game input keys.
[SFXGame.SFXGameModeDefault]
[SFXGame.SFXGameModeBase]
Modifié par runab0ut, 02 février 2010 - 02:11 .
#114
Posté 02 février 2010 - 02:53
That command is no longer in the executable.pyide wrote...
The weapon switch command from the first Mass Effect was Command="SwitchToWeapon 0" and 1/2/3 for the F1-F4 keys. I've tried adding that in and it won't switch so it must have been removed or changed
There is a "SetWeaponFromSlot" but I can't get it to do anything useful, so it might be a code command but NOT a user command.
I'll also point out that it is likely there are bunches of stuff in the Coalesced.ini file that is not implemented in the game. I'm sure there's lots of stuff left over from the UnReal engine and ME(1) that just don't do anything now.
Modifié par zBobG, 02 février 2010 - 02:57 .
#115
Posté 02 février 2010 - 03:07
Or stuff left over from development that got cut and they didn't clean it up. I'm guessing this is where the AllowD3D10, MaxMultisampling, and UseWeapon_overheat, etc are from.zBobG wrote...
I'll also point out that it is likely there are bunches of stuff in the Coalesced.ini file that is not implemented in the game. I'm sure there's lots of stuff left over from the UnReal engine and ME(1) that just don't do anything now.
#116
Posté 02 février 2010 - 03:23
#117
Posté 02 février 2010 - 03:45
Soldier989 wrote...
Can this edit everything in the Coalesced? Or only certain parts of it?
This tool was initially created only to edit the mouse settings to help folks out that were having a bad time playing with the default settings.
But as is clear the thing is exploding into far more than that. Right now (just paused to check the board) I'm working on file indexing to add a total file recalculation so the tool will recalculate every section in the entire file when it rebuilds it, even though it only currently provides direct editing of 2 embedded files which are BIOInput and BIOEngine.
I will be looking into adding support for more areas,and possibly every embedded file inside Coalesced. I just needed to finish up a few things i've been working on 1st before considering that, namely the custom category system I implemented earlier. But anyway the new ttal file rebuild will allow the tool to be used to rebuild a file that's been externally edited bt can't be directly edited from within the tool yet.
#118
Posté 02 février 2010 - 07:40
#119
Posté 02 février 2010 - 10:43
It's been out for nearly a week and I still haven't finished it!
#120
Posté 03 février 2010 - 04:12
wolfen420 wrote...
Been keeping up with this. Its a nice lil app coming to fruition. Keep it up! Appreciate the time and effort you are putting into it. And those helping out with it. =)
Thanks it's fun to work on. I'm trying to get as much done as I can before my next contract takes me out of state for TBD length in which case updates or changes to this will be diminished, and I want to try and get it to a more robust condition before that happens.
#121
Posté 03 février 2010 - 04:17
pyide wrote...
...
It's been out for nearly a week and I still haven't finished it!
heh... no need to explain just go kill some ****!
I know the feeling. I haven't played the game 10 minutes since I've started working on this editor. But that also means I haven't the chance to sink deep into it and then realize I finished in it a few days like I always do with great games... so a bonus of the editor is keeping me from just blasting through the game way to damn fast and then regretting it.
#122
Posté 03 février 2010 - 09:21
Iron Spine wrote...
heh... no need to explain just go kill some ****!
I know the feeling. I haven't played the game 10 minutes since I've started working on this editor. But that also means I haven't the chance to sink deep into it and then realize I finished in it a few days like I always do with great games... so a bonus of the editor is keeping me from just blasting through the game way to damn fast and then regretting it.
You are doing great work, but seriously now, take a break and play the game. It's incredible and is only getting better. And like the first Mass Effect, it seems like it will be just as replayable if not more so don't worry about blasting through it.
#123
Posté 03 février 2010 - 09:42
But I am extremely curious to see every embedded file and every section of those files in the editor. 15 files with 1 to n sections with each section 1 to n settings. It's going to be crazy fun to display it and be able to rifle through all that ... stuff.
I have to do some refactoring on a number of things but that's the way of it when you initially slam something together for a specific purpose, and then grow it into something far more gigantic. But I love being en engineer and that comes with the territory.
Bah... couldn't pass out immediately so kept going and now have every file inside Coalesced blasting tabs and nodes. That's a truly huge amount of settings!
Modifié par Iron Spine, 03 février 2010 - 12:48 .
#124
Posté 04 février 2010 - 04:39
Is there anyway to add new lines with your tool?
I was wondering if anyone has found the setting or settings to remove the Vignette effect (darkening) around the edges of the screen?
#125
Posté 04 février 2010 - 05:14
One thing that was planned is the ability to add new bindings but there's a lot that could be added actually and right now I'm just focused on getting the most usable 'thing' for us to mess with out the door. That's why total file rebuild and total file entry editing took priority, but those are essentially complete now and will need heavily tested in the next release.
And speaking of that. It's now released.
Modifié par Iron Spine, 04 février 2010 - 07:18 .





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