Unofficial Patch Work

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KingAndy
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Postby KingAndy » Thu Aug 18, 2016 4:56 am

I had a conversation with Aaro4130 a few days ago about the very same thing and he told me he tried to but it didn't worked out well. I'd say it's a no, unfortunately, at least for now. After all, this patch is already featuring a ton of things we've been dreaming about for years.
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Postby BUGATTIMAN253MPH » Thu Aug 18, 2016 6:41 am

All those dashboards made from 3D interiors are going to look better with 32 bit color depth. :)
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Postby dummiesboy » Thu Aug 18, 2016 4:30 pm

Basically what happened with the reflective breakables and such was that they would appear at the car's origin rather than on the breakables. So basically you would see a bunch of ghosts under the car.
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Postby Seahawk » Fri Aug 19, 2016 12:31 am

Nice work!
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Postby BUGATTIMAN253MPH » Wed Aug 24, 2016 9:57 am

Basically what happened with the reflective breakables and such was that they would appear at the car's origin rather than on the breakables. So basically you would see a bunch of ghosts under the car.
That's disappointing to hear about the shine. :| How exactly are you guys performing the fixes? Is it through a hex editor or something? (I'm no programmer btw)
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Postby Diatosta » Wed Aug 24, 2016 2:01 pm

IDA or OllyDBG (I personally use OllyDBG for my stuff, but I think Aaro uses IDA). Basically, be able to look at:
CMP EAX, 3 //Imagine this is the value that gets changed according to the number of cops after you
JGE 004592 //Jumps to address if greater or equal

and say "hmm, I think that's where it checks if it has more than three cops. Lemme just try something out...

CMP EAX, 3 //Same as before
NOP //Does nothing

"Oh look, I can now have infinite* cops after me! Yay"

*not actually infinite, but you know what I mean.

So, erm, this is a very basic, and easy hack/ fix to do. Some that Aaro has done I can't even begin to comprehend how he did them :P

(Oh, and that was the phase in where you test the new code out, first comes the phase to find out where the problem even is, and that's the cool one :) Protip: it isn't very cool actually)
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Postby aaro4130 » Thu Sep 01, 2016 8:54 am

Here's a sneak peek at what's possibly to come ;)
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Postby BUGATTIMAN253MPH » Thu Sep 01, 2016 9:35 am

Awesome, evening looks like evening now. :D
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Postby dummiesboy » Thu Sep 01, 2016 11:57 am

Here's a sneak peek at what's possibly to come ;)
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Postby sajmon14 » Thu Sep 01, 2016 6:04 pm

Lookin' good :)
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Postby KingAndy » Thu Sep 01, 2016 8:47 pm

The result is so impressive! The shading looks much more immersing now, if I didn't knew the game I'd say someone switched the graphical settings from normal to ultra. :lol:

I can't wait to see how the night shading will look like!

BTW, do you think is there some way to improve the looks of foggy weather? I mean, instead of the reduced visibility and whitish buildings at distance, is there some way to just add more fog and less of that whitish effect?
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Postby carfan1061 » Thu Sep 01, 2016 10:35 pm

Wow, with your bug fixes and BUGATTIMAN253MPH mod (which is in progres) MM2 may look like it skipped a decade :biggrin2:
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Postby Franch88 » Fri Sep 02, 2016 5:54 am

The result is just impressing, great work! :D
Seems that you've used a .lmap file to make that result, but the PSDL blocks coloring got with it can't be change through the time of the day and weather combinations.
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Postby KingAndy » Fri Sep 02, 2016 6:13 am

If so, couldn't a trainer be created where different .lmap files would be loaded depending the weather and time of the day?
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Postby dummiesboy » Fri Sep 02, 2016 7:43 am

It's not lmap, but it uses the same system. It computes what the light on flat ground would look like for that time of day by taking the values from the lt file, running them through a short trig equation, and applying the result as ambient light to the parts of PSDL that don't have it, without affecting buildings or PKG. So yeah it's fake lighting, but it looks pretty damn close to real lighting.
Last edited by dummiesboy on Fri Sep 02, 2016 7:48 am, edited 2 times in total.
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