I found timestop in AC Syndicate, using CE. Now, it's my first time with CE, so I have no idea what to do next, as I don't know the tool, nor Lua script (just did the tutorial). Lua isn't the problem (I program for a living) but how CE works is. Any takers?
Address where timestop is located:
http://i.imgur.com/wrAkVfi.png. Of course it's to be used with a scan, as it's located in allocated memory. In-game it's 0, place 1 at the specified address, then hit ESC and game stops, camera still works. I've asked Hatti whether he can use it in his camera tool, let's hope he can.
(edit) Hatti explained how the debugger can safely be attached (I had an older CE which crashed ACS when it attached a debugger). Grabbed all info I could get: https://gist.github.com/FransBouma/cb367f4a932dd3202a0d, i.e. code locations which access the location. ACS uses code tampering checks, so altering the code through CE fails, so my limited knowledge of CE ends there. Hopefully Hatti can do something with it (or others).
(edit) Found pointer and offset, everything is there now (updated gist). All it now takes is create a small CE script which reacts on keypress, reads the pointer + offset, sets the value and sends a keypress message for ESC to the game window. Let's hope that's simple to do![]()
http://i.picpar.com/1KLb.jpg[IMG]
[IMG]http://i.picpar.com/0KLb.jpg
Loving the screens!
Keep em coming![]()
Sikkmod on vanilla DOOM is better, I assume more options too but that's just my guess. Plus you really don't have to fiddle with much.
I don't like it, too far from original, changes the look of the game too much. As for fiddling - my autoexec.cfg contain only one tweaked variable - forcing the game to use AF 16x. The rest is pretty much vanilla.
Why would I do any of that if I can simply use the original Doom 3 instead? I don't like the changes of Sikkmod and see no point in using it to turn off everything that it have over the base game, that's all.No. It doesn't.
Turn off colour grading. Which is what I already said. You can turn off the HDR too. You can turn off literally every effect in Sikkmod actually. Everything in Sikkmod has a toggle in-game or can be directly adjusted in game if it's a number value.
Really the worst thing about it is the gameplay changes, those actually take work to remove.
What I posted is vanilla Doom 3 BFG with a different light fall off function from RBDoom3 port. It's not that much different from original BFG really, just brighter and smoother (because of a better shader AA). No change in saturation whatsoever. Here's an example:And please don't say something on the lines of what you posted actually looks anything like vanilla DOOM 3. If you're talking about changing the look of the game too much it's that wild amount of ambient lighting and cartoon level oversaturation.
No, I don't have Unity, so can't check whether the code is the same. I gave it to hatti, he has Unity, let's hope he finds some time to get it working on bothThat's amazing man, bravo. Can you get it to run on Unity?
https://c2.staticflickr.com/2/1660/25430095564_5aeb117576_o.png
I don't like it, too far from original, changes the look of the game too much. As for fiddling - my autoexec.cfg contain only one tweaked variable - forcing the game to use AF 16x. The rest is pretty much vanilla.
I also prefer vanilla + Sikkmod and Hd textures. Sikkmod change only what you want change.
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How do you get it to look so natural looking? Doom 3's surfaces are usually overly shiny and reflective where everything looks like plastic. Yours actually looks like metal.
I also prefer vanilla + Sikkmod and Hd textures. Sikkmod change only what you want change.
So yeah I will post "something on the likes" that what I've posted does look like vanilla Doom 3. Because believe it or not I actually check these things before I post them.