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Home Page: https://cursey.github.io/reframework-book/
License: MIT License
Scripting platform, modding framework and VR support for all RE Engine games
Home Page: https://cursey.github.io/reframework-book/
License: MIT License
I'm assuming the folder, but just to be sure.
Any chance we could get Xbox One controller support for the flashlight? User could still pick what button to bind to.
Hello! Could the size of the ingame flashlight be altered? There are many people who desire more light in the dark areas. The flashlight is tiny and some of us really hate how dark some corridors are. I know it's a horror game, but in the original everything was well lit. There is no reason for some of the lights not to work :) Removing the vignette + making the flashlight radius huge would be awesome, I'd be willing to pay for that.
the message show since I got the dlc updates (v1.04) used to work fine before, up until the version 1.0.23 of the framework doesn't show the error but loads with defects, no options responding and crashing on the mesh hiding option and half of the menus at the bottom are missing...
RE2 seems to detect DirectInput gamepads which breaks some rebind tools like Xpadder and Joy2Key. For other games that do this there is a dinput.dll from the x360ce Github that disables DirectInput detection, but it did not work in RE2. Could you perhaps look in to this?
@praydog What are your thoughts on having a scripting layer with bindings to the C++ to massively help facilitate the development of RE:2 mods?
Possibilities such as Lua/Angel Script/C#.
If we lower the level of complexity required to leverage the capabilities of this framework via a scripting language interface, we might foster a broader community for modding of RE:2.
When in the inventory, I cannot open or interact with the notes of the tutorial section.
I don‘t know how to use it.
Do you have a video tutorial about how to use?
If not, can you record one?
Thank you.
Hello,
First : thank you very much for all you work, I really have fun time (and immersive) when I play RE2 in First Person so thank you
For the request, It's possible to lock the FOV ?
I play with 130 of FOV but in the cutscene this change to 60-80. In the RE3 demo, the fov also change when we are grab by zombi and in the inventory.
I have another request but I dont thinks it's possible to make it but you will judge it :
Hey everyone - im in no position to make requests but i wanted to see if the mod author might still be working on this and could address an issue i was having with it.
The headbobbing with each step is utterly naseauting to me, i want to play the game with this mod really, really bad tho!
I was wondering if the community knew a fix to disable 100% of the 'camera bob' in 1st person or - if PrayDog is still working on it... could this be a potential trick to fix it?
The Freecam is already in the mod and moves smoothly without the step step bobbing - is there anyway to update it and "bolt" the "free cam" to the characters face and remove its ability to go thru walls and stuff and give control to the player, removing our camera from being in the games default bobbing up and down mode and letting it just run/walk smoothly like a typical FPS?
sorrry, im in no position to make requests, i have no clue how to mod, but didnt know if that might be an easy fix if the author was still working on it
thank you for your work, praydog!
First of all congrats for your work.
I think a hotkey for enabling/disabling the first person mod is needed as well as you did it for flashlight.
Then, it would be perfect if those hotkeys could be mapped by the xbox one controller.
Thanks!
Does the mod's options (e.g. FOV multiplier, vignette, etc.) depend on first-person being enabled to function, or can they still be manipulated with base third-person camera?
i set the fov and such to my preferred way, start to play the game and suddenly throughout the level i wont be able to interact or pickup anything and eventually my ESC key stopped working and i couldn't walk at all(w,a,s,d). Not sure why this is happening, i thought at first it was the keybinds to toggle the mod that was getting in the way so i unbound the toggle but the issue stayed
Hey Pray,
So I've been working on a DX12 version of the mod, but I'm running into some issues and I don't know how much you know how about DX12 in general so I thought I'd ask. So I have something working, but the direct input inject method seems to really hate DX12 I can inject the module fine with an outside process injector, but if I try and use overloaded dinput8 it will always crash for one reason or another. I was wondering if you had any insight into this or if you knew of the cadence of how these things should be initialized. I know the DX11 impl is init'ed after the direct input is all loaded, but it doesn't seem to matter which order I do for DX12 it'll crash for some reason.
Next, in RE2 you showed me how to get the enemy hit point controllers. In RE3 those controllers changed from being just a straight array to a dictionary of GUID and the enemy controller. I updated the REClass to reflect this, but obviously my current code for it does not work. Any insight into using the dictionary?
I'd like to submit both these things back when I'm finished with them so I appreciate any help you can give me.
Thanks
Hey. I installed the mod correctly I think: get the dinput8.dll into re2 folder, and rest of the files and installed. but the game crashes as soon as I start the game in steam. any suggestions? I just updated ms framework to latest(4.7). (I dunno if this matters)
game just works fine if I delete dinput8.dll. but ofc mod wont work too.
I want to thank you for having read and solve my request about the lock of the fov.
I have a new request, when I play RE3 in first person, I have many times the camera who change to 3rd person (like in the prologue with the Nemesis running After you with a piece of wall in both hands, when Jill pass under some object or in pipe for exemple).
Terribly sorry I have to bother you here, but I couldn't find any other method of communication.
A YouTube account with videos of your RE2 first person mod also posted a video of NieR:Automata a while ago.
https://www.youtube.com/watch?v=PrNIzWubFsc
Is this your YouTube account with your "proof of concept" project video posted?
It looks quite suspicious and was just curious if you have any info on this.
Thanks!
solved
I have a problem, i install the mod and when the game start i have the Framework menu open with the mod activate but it shows me double mouse i cant interact with the framework neither with the game and if i open the steam overlay a third mouse appears and then i have to close the game with taskmanager because neither the keyboard work at that point.
I try disabling Geforce Experiencie overlay and rivaturner nothing work
Hello, sorry to bother you with this but how can this mod support DX12? When I play the game in DX11 it gets bug in the brightness, everything is dark, I've tried to look for several ways to fix it and the only way I managed to fix it was to play the gamein DX12. This only happens in RE2, it doesn't happen in RE3.
It would be great if we could alter the position of the camera light, because I really want it to point at the center of my screen in first-person mode rather than off to the right.
There's a injection by Helifax using d3d11.dll to do texture overrides for removing the black borders that appears in cutscenes during ultrawide gameplay. Unfortunately these two mods are incompatible together as you can't chain them.
Helifax's fix is available from here (RESIDENT_EVIL_2_UI.7z):
https://community.pcgamingwiki.com/files/file/1703-resident-evil-2-2019-fov-vignette-fix/
I tried the Claire A and Claire B but the game still in infinite loading.. when i disable the mod, everything works fine, what i can do?
I'm on a fresh install of the steam version, I've placed the DLL file into the Resident evil 2 steam folder, run RE2[dot]exe game starts fine, the properties menu is already up in the corner, i click the enable 1st person to turn it off cause i've heard that could cause issues having it on before the game starts. Click Story Click into Leon mission, it goes to the loading screen typewriter says 0% sits there for just a few seconds, then dumps me to the desktop no errors or anything. Any help. I've tried multiple versions none have worked, with and without the mod framework, not so sure what could be the reason. :( Thank you very much.
When checking "Disable camera light" it has no effect unless first person is also checked, but vignette removal works correctly.
With this mod installed I can't click on any menus options (game or mod) and cant look around with the mouse.
When Leon play-through switches to Ada, X Y and Z coords auto set to 0.00
Title. Happens both at the menu and in-game :(
Full capabilities of the framework cannot be utilised for mod development until a wider set of REObject and general RE:Engine data types have been implemented.
As an example, the app.ropeway.PlayerManager requires a RopeWayPlayerManager class to be implemented in ReClass_Internal.hpp. There are several bespoke data types defined in the REEngine, which REObjects such as the PlayerManager make use of; app.ropeway.PlayerDefine.PlayerType is one such type that PlayerManager uses which is not currently defined anywhere.
By assembling a more comprehensive collection of objects and types which describe the structures being used within the REEngine, more power can be leveraged from the RE2-Mod-Framework.
I can see that ReClass_Internal.hpp was generated from ReClass.NET - @praydog what was the process you used to construct the very detailed and thourough set of data for RopewayIlluminationManager (app.ropeway.IlluminationManager)? If you can describe the tools and processes you used, I can investigate this issue.
dinput8.dll - Extra Mode "The 4th Survivor" freezes at 10% during the loading screen. Must terminate the program via Task Manager.
Unable to load a saved game, freezes at loading screen. Starting a new game results in progress bar reaching 10% and then freezing.
Would it be possible to make the "enable freecam" command mappable to a key or joystick? I was curious because I really like this option and it would be awesome to be able to toggle it on and off on the fly with my controller while playing. I notice it creates a sort of fixed camera angle experience and I was thinking to be able to map it to the right analog stick (R3) on ps4/xbox controllers and the 'c' key or something to that effect. Thanks for all of this work you've done putting this together, it's made my RE2 experience way better for sure! I will be most grateful if this was made possible!
I would like to pay to have a mod made. I would like to have a Death Scene camera function (A camera that allows you to move around during a death animation. Also a way to disable the black flickering screen you see when you are about to die. I can send payment via paypal before you make the mod. Im willing to spend $50 on this type of mod.
Can't get the mod working on my PC. Whenever I try to start RE2 with it, the game's window pops up and then instantly closes itself. The log file also isn't produced. Tried every possible version of the mod, results were same. Windows 7 x64, so DX11 in settings, Steam version. I'd be thankful for any help.
not work anymore with latest steam update that introduce some extra dlc.
please fix :))
I can move the mouse pointer on screen and use the framework's menu but the mouse is not working in-game at all.
Even when the flashlight is turned off and put away in-game, and "Manuel Flashlight" is disabled in the settings, I still see the beam shining on every surface to my right, which is something that never happened before I installed this mod. I don't know if this bug is common or if anyone else has encountered it, but I'd appreciate any ideas.
FOV largely increased to further demonstrate.
Please find a way to let reshade work with this mod, and please also include the mod that disables in-game sharpening.
First off thanks a lot for this framework. Been using it since RE2.
Is it possible to include a “real-time pause” option whereby you could pause the game at any time and all characters become frozen in whatever state they are in? Then you could use free camera to look at them from any angle.
Second request is particularly for RE3. I was wondering if it's possible to add some sort of a timer display that would tell you if you pressed the dodge button at the right time(for a perfect dodge), and if you pressed early or delayed, then by how many seconds/milliseconds. Delayed button press times can be shown as red and early presses can be shown as yellow. Just an idea that came to me. I'm sure it would be pretty handy in practicing the Perfect Dodge mechanic in RE3.
Every time, i put dinput8.dll in game dir it just close and don't work if i take it out,
it will work fine and idk what to do so, i give you my log.
[2019-02-08 02:30:48.639] [REFramework] [info] REFramework entry
[2019-02-08 02:30:48.641] [REFramework] [info] Hooking D3D11
[2019-02-08 02:30:48.760] [REFramework] [info] Attempting to hook 0x7ffef1134910->0x7ffec16fcfd0
[2019-02-08 02:30:48.813] [REFramework] [info] Hooked 0x7ffef1134910->0x7ffec16fcfd0
[2019-02-08 02:30:48.813] [REFramework] [info] Attempting to hook 0x7ffef114ee40->0x7ffec16fd050
[2019-02-08 02:30:48.910] [REFramework] [info] Hooked 0x7ffef114ee40->0x7ffec16fd050
[2019-02-08 02:30:48.910] [REFramework] [info] Hooked D3D11
[2019-02-08 02:31:18.979] [REFramework] [info] Attempting to initialize
[2019-02-08 02:31:19.050] [REFramework] [info] Initializing WindowsMessageHook
[2019-02-08 02:31:19.050] [REFramework] [info] Hooked Windows message handler
[2019-02-08 02:31:19.050] [REFramework] [info] Entering DInputHook::hook().
[2019-02-08 02:31:19.063] [REFramework] [info] Got DirectInput8Create 0x7ffec16e1b20
[2019-02-08 02:31:19.063] [REFramework] [info] Got IDirectInput 0x6f750c20
[2019-02-08 02:31:19.063] [REFramework] [info] Got IDirectInputDevice 0x6f6e5bf0
[2019-02-08 02:31:19.071] [REFramework] [info] Attempting to hook 0x7ffeac9b9980->0x7ffec16fc7e0
[2019-02-08 02:31:20.017] [REFramework] [info] Hooked 0x7ffeac9b9980->0x7ffec16fc7e0
[2019-02-08 02:31:20.017] [REFramework] [info] DInputHook hooked successfully.
[2019-02-08 02:31:20.017] [REFramework] [info] Creating render target
[2019-02-08 02:31:20.017] [REFramework] [info] Window Handle: 9005de
[2019-02-08 02:31:20.017] [REFramework] [info] Initializing ImGui
[2019-02-08 02:31:20.017] [REFramework] [info] Initializing ImGui Win32
[2019-02-08 02:31:20.017] [REFramework] [info] Initializing ImGui D3D11
[2019-02-08 02:31:20.017] [REFramework] [info] REGlobals initialization
Great work on the FPS mod.
Would like to see an option to set an FOV from this view to something not so restricting.
Otherwise well done.
During the 1st boss encounter (Birkin, G stage 1) if the boss disappears and the player character says, "where did he go?," boss won't drop down and grab player unless mod is temporarily disabled. Tested multiple times.
http://residentevilmodding.boards.net/thread/10362/zombies-animate-full-framerate
While they animate a lot more smoothly now, it still does feel like they aren't running at 60 frames. But it looks okay now compared to that 15 fps abomination we had by default.
I want to stop playing in the photo mode.
thanks
The three values contained in "Camera Offset" (First person mod) cannot be saved and be manipulated from re2_fw_config.
Is it possible I could donate $45 to have a option to disable the Black flickering you see during the death scene animations? I can pay via paypal.
hi,
i was thinking, like the gta vr mod,
could the free cam be mapped to a vr hmd?
to enable positional tracking?
this, coupled with the first person mod and a third party 3d program (vorpx, reshade, tridef etc.)
could lead to a very nice vr implimentation similar to RE7 on psvr
Hey Praydog,
Been working a lot with the framework and it all looks great. I'm trying to see the HP of the current enemies around me, but I can't seem to figure out the structure of the EnemyManager in app.ropeway.EnemyManager
the enemy list is a DotNetGenericList, but I keep crashing RE2 trying to get some information about the elements. I can iterate over the data, and get their respective types, but it seems like it doesn't like trying to actually do anything with the app.ropeway.EnemyManager.RegisterEnemyInfo
it just bombs. I can't find any other mods that work with the generic list and I don't know if you're still working on this project, but have you had any success working with this?
In no particular order:
- If you have a good handle on camera rotation, then restricting it's roll to 0 should make it much less wobbly in terms of head bobbing.
**-**I've also have a mod for RE2 working as a dinput8 proxy so it's probably pointless to have 2 mods compete for space. All my mod did was give user manual control over flashlight, to get it to work two addresses need to be NOP'ed:
re2.exe + 0xC32E938 (seems to be handling when to pull out the flashlight)
re2.exe + 0x96827C5 (seems to be handling when to hide the flashlight)
then you can write to:
0x147083188 + 0x60 - which holds the variable whether flashlight should be used or not at current time.
There also seems to be a 3rd function that overrides above 2 for rooms which are initially dark but then get lit later on (for eg via a light switch) but i never found it.
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