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#1
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Hi guys i have a question:..how can i open /use the debug menu in the GERMAN version of soul reaver 2
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#2
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hey there, it seems that the trainer and debug menu enabler are only compatible with the English version so far :/
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http://theancientsden.blogspot.com/ |
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#3
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And with the russian ones too.
![]() The debug menu in the GERMAN version of SR2 can not be enabled only by the reason of bad creating of this localization. In any case, without having sr2.exe of german version it is impossible to do any.
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#4
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ok thanks for the answers .....but... isnt there any way to open it ?
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#5
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I've been meaning to update the SR2 trainer for a while now, but I've not had much time lately. I made the original using only the demo and explained to someone over msn how to find the same data on the full version. I guess you could do something like that.
I had a lot of new features planned for the new version, but I needed to build a specialised tool to help make it and can't find a decent hex grid.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#6
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Just thought I should let you know I've got a bit further on this. I've rewritten the SR2 trainer in C++ since neither the one I made years ago with the trainer maker tool nor the one Ben made in C# were working very well for me.
I didn't like how it wrote over excecutable code (rather than just data) every time the menu got toggled on of off and I also meant to connect the extra menus with the main one like I did with SR1. I actually have a scanner built into the trainer now, so I could possibly have it go and find the information it needs all by itself. It might not be so easy after I start moving the menus and things around though. The specialised tool I've been working on (which is a seperate thing from the trainer) should hopefully let me rebuild stuff like the possession code and the constrict ability.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#7
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great to hear that, Vampmaster! I couldnīt use Benīs version, because it just wouldnīt work. Would be cool if you could build in a way so you dont have to alt tab in and out of the game
looking forward to try those possesion and constrict abilities!
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http://theancientsden.blogspot.com/ |
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#8
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You never did have to alt-tab out of the game. I mapped O and P to on and off in original SR2 trainer and I think Ben's version sort of did the same thing except that it was kind of sporatic.
I think I know how to get the possession working to the same extent that it did on SR1 and on PS2. It was completely removed from the PC version, but the tool I've been making should make it easier to find out any info I need to re-write it from scratch. I don't want to make any promises with the constrict, as I've not started looking at that yet. I think it uses the same particle system as the reavers though. BTW, I might need some help deciding how the missing reavers should look. I've done some experimenting in recolouring the existing ones, but it's proving kind of tricky to slot the new PFX into the array. It's bad enough trying to wedge a gap in the middle of the data without having to track down where about in memory it got loaded as well. Hence the need specialised tool to overcome the issue described here: http://www.thelostworlds.net/TechDoc..._Overview.html
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#9
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Quote:
![]() Quote:
About the colours, Water Reaver could have maybe a brighter blue colour than the standard Reaver, the Earth Reaver could be maybe green just like in Defiance, and spirit reaver maybe pure white (like the Spirit Reaver from SR1). Btw, would it be possible to prolong Razielīs wraithblade in the game to the size in SR1?Wrace: I have the latest .NET framework, but Benīs trainer never worked, pressing the button would do nothing, I think it even displayed an error message in the trainer, like its not compatible or something.
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http://theancientsden.blogspot.com/ |
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#10
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Quote:
![]() Quote:
![]() Quote:
Quote:
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#11
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(as per the below post, never mind)
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![]() Last edited by The Hylden; 07-12-2012 at 05:00 AM. |
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#12
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Those were for the SR1, this is for the SR2 trainer. Also, I won't be able to build Defiance style reavers that actually look like ghostly versions of the physical blade. It will have to be based on what ever particle effects already exist in SR2 with a bit of recolouring.
On second thought if you really wanted semi-transparent physical blades of many colours, I might be able to look at that if Soul Spiral can be made to insert new files into the bigfile... EDIT: I've just about finished stitching the menus together so they can all be reached from the main menu. Just need to make sure you can get back afterwards. EDIT 2: Added the feature for getting back to the main menu. Possessed an instance manually, but still need an automatic way to cycle through all of them. EDIT 3: Just managed to cycle through all objects in a level with an almost fully reconstructed possess function. Also discovered not-so-short stats and ghost cam that's survived all the way from the SR1 beta.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey Last edited by Vampmaster; 07-17-2012 at 04:22 PM. |
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#13
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What about PlaneShift" through the debug menu like in defiance? I remember you helped me years ago with my custom PS2 version debug menu. As I remember I couldn't find where the offset was to do it. It was pretty cool to be able to do that.
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#14
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Is there any use for that in SR2? I added it to Defiance because Kain had neither a shift glyph nor portals to return to the material realm in many areas. As long as the Shift Any Time option is switched on, there shouldn't be anywhere where you can't just use the glyph menu. I suppose it does let you shift without full health.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#15
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It allowed you to shift during FMVs and cool things like break free and grab the reaver from Williams Chappell, with the wraith blade still coiled around it!. No biggie in terms of functionality.
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#16
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Ah yeah, I see what you mean. I'll add that to the list.
I'm just trying to figure out how that full ring menu gameshark code was supposed to work. Where's Ben when you need him? It looks like he pulled some of those numbers out of a hat.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#17
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Yeah. It's been so long I can't remember half of that stuff.
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#18
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I think I might have solved it. It seems the compiler decided to round up the the angles slightly earlier than on PS2. Found a way around it though. Also fixed a few issues in Ben's version, such as the over sensitive rotation speed.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#19
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Weird question, why does Soul Reaver PC series debug menu function "hurt Raziel" have no effect during fmv's? Unlike their PS2/1 counter parts?
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#20
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To be honest I never tried that. When you say FMVs does that include the stuff done with in game graphics? FMV usually means prerendered graphics and cutscene means in-game graphics where you're just not controlling the character.
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#21
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Finally uploaded some pics. http://forums.eidosgames.com/showthread.php?t=127420
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But here today we bleed, waiting for a bitter taste... ~ Carfax Abbey |
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#22
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Cutscenes. This is the old custom menu. It took me months of going through data.
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