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r232 - 2018-08-01
Fixed: 'DD Suit female' settings showing as 'table'
r231 - 2018-07-28
InfRoutes - Counterpart to InfPositions, InfObjects as a load/save list of routes
used for some debug options.
InfNPCHeli
Custom heli patrol routes
heli_patrol_routes_afgh.fpk - heli_patrol_routes_afgh.frt, and mafr counterpart.
Just based of the drp routes I was using but with edges sanded off and sendmessage
at and route.
Route change is now msg based and now that distance to troublesome parts of the
route are no longer an issue the update loop can be ditched (but still currently
used for mtbs for changing route periodically).
TppEnemy.StoreSVars/RestoreOnContinueFromCheckPoint2 reverted to saving heli svars,
heli state should now, the previous bug that this was a workaround for is
mysteriously absent, possibly due to the fact I'm not forcing route on continue.
InfModelProc: Soldier2FaceAndBodyData calls into this for body fova additions like
it does face fova.
Removed Setting: staff 'DD Suit' - 'Fatigues - All' setting to relieve additional
fv2 limit for future addons. Won't return till/if full FoxKit gets full fv2
support.
Added Settings: Ocelot and Quiet added to Appearance > Player Type - WARNING:
Ocelot and Quiet player types have side effect when used due to trying to work
around them being restricted to FOB. The Pause menu will be disabled and the game
may hit an infinite load if you complete a mission while they are used. Use
nexusmods.com/metalgearsolidvtpp/mods/518 by BobDoleOwndU to fix sound issues with
using these player types.
r230 - 2018-05-08
Fixed: IHExtToMgsv.ProcessCommands calling WriteToExtTxt every frame, seems like
this bug may have been in there since wpf IHExts creation.
Fixed: IHExtToMgsv.ProcessCommands Not converting mgsvToExtComplete arg to number.
Though the WriteToExtTxt concat seemed to interpret ok anyway?
Fixed: IHExtToMgsv.ProcessCommands no longer polls ih_tomgsvcmds.txt unless menu is
open. This does mean no independant commands from IHExt, but apart from
sessionchange, and togglemenu there werent any anyway.
This should hopefully reduce the cases of lag on systems that are sensitive to how
IH handles i/o - thanks to darkallnight for the reports and files to test with.
Logging: Changed some LogFlow calls to Log for startup
Logging: lua memory usage
Sys: running garbagecollect at end of start and LoadExternalModules. Can only
assume the engine is doing some kind of lua management. hopefully this wont
interfere.
Refactor: IvarProc.BuildSaveText and other aspects of IH save to decrease save
time.
Fixed: Shifted various list based Ivars to index from 0 so IHExt combobox is not
off-by-one.
IvarProc: Vector3Ivar and other supporting functions to manage vector4 as ivar.
InfPlayCam
PlayCam: Alternative camera to Free cam - thanks choc for prompting me to look at
it.
(via Camera menu > PlayCam menu)
[youtube]CQKOO-jnkBI[/youtube]
https://youtu.be/CQKOO-jnkBI
r229 - 2018-04-21
Fixed: Removal of some not-actually-subp subps from buildtool being too
enthusiastic.
Fixed: ShowFreeCamPosition not working.
Fixed: Add position to position list not adding free cam position when in free cam.
Fixed: Menu could be activated during loadscreen.
Fixed: InfMenuCommands.ToggleFreeCam > InfCamera.ToggleFreeCam for SOC quickmenu.
Fixed: Warp mode not working and also breaking IH menu - thanks everyone for the
reports.
TppEnemy: WIP quest support for hostage route, has issue where it wont work when
reactivating quest though (leaving quest area and returning).
TppEnemy: WIP quest support for uav setup, has crashing issue, either hitting the
usual combined resources issue or it's not happy with being loaded/reloaded at
runtime. uav fpk not yet in release build.
r228 - 2018-04-16
Fixed: IH buttons/menu responsiveness when using HighSpeedCam/TimeScaleMode -
InfButtons/InfMenu using os.clock instead of Time.GetRawElapsed (which is synced to
game timescale) - thanks VenomHSCV for the prod.
InfWeather:
Option: weather_forceType - Force weather
Option: weather_fogDensity - Fog density
Option: weather_fogType - Fog type
(via In-mission > Weather menu)
r226 - 2018-04-03
Changes to buttons/keys:
InfMenu: While menu open hold <Switch Zoom> (V key or RStick click) + player move
(WSAD or left stick) to navigate menu
Quick menu: No longer uses <Call>, now activated with <Switch Zoom> (V key or
RStick click) + command key (see MGS_TPP\mod\modules\InfQuickMenuDefs.lua)
r225 - 2018-03-07
Fixed: Hang on load with no ih_save, wasn't initializing igvars oops - thanks
серёжа for the report and the save files to test.
r224 - 2018-03-06
IHExt: args[1] - gameProcessName
InfMotion:
Motions menu - Play different animations on player. A motion group may contain
several related animations (usually lead-in, idle, lead-out)
Option: Motion group - Press <Action> to play the selected animation.
Option: Motion number - Press <Action> to play the selected animation.
Option: Hold motion - Holds motion, requires stop motion to stop.
Option: Repeat motion - Repeat motion at end, some animations don't support this.
Option: Stop motion - Use to stop motions with motion hold or motion repeat.
Option: Play motion - Closes menu and plays current selected motion.
(via in-mission menu)
InfPosition:
Positions list from ShowPosition migrated to it's own command, commands for adding
user markers, clearing, and writing them to \mgsv_tpp\mod\ added
Positions menu - for writing in game postitions to files, useful for getting
positions when creating sideops.
Commands:
Add current position to Positions List - Add current player or freecam position to
Positions List, positions list can be written to file with Write Positons List
command.
Add markers to Positions List - Adds current user markers to positions list,
positions list can be written to file with Write Positons List command.
Write Positions List - Writes Positions List to files in MGS_TPP\mod\
Clear Positions List - Clears Positions List
(via in-mission menu)
Data: Walker instance count dropped from 16 to 14 - 10x for IH and 4x for quest.
Should ease the gameobject limit/issue a little bit too.
Workaround: Walker positions in free roam now static / using locator positions.
Setposition breaks when other locators are loaded in sideop. This workaround doesnt
really work for motherbase since it has the further requirements of only having
walkers on platforms that are actually built (and I'm not about to make 7x10
variations).
Command: Support heli to marker - Sends Support heli to Landing Zone closest to the
last placed user marker while riding it. This replaces the existing 'Support heli
to latest marker' and now can only be used while riding the support heli. This
removes a lot of the issues of riding the support heli across the map that the
prior method had.
Implmentation wise this works by forcing the heli to a specific route, the WIP
version prior to this had too many issues since it used LZ routes, now it uses
custom routes thanks to sais FoxLib. So special thanks for his work on the library.
(via in-mission menu)
r223 - 2017-10-02
Fixed: IHExt help box appearing on map change - thanks vollmerej1 for the report.
Fixed: ih_tomgsvcmds being read every frame, causing stutter on some systems. Lua
io has a bigger overhead than I thought - thanks BurkusCat for his data, others for
their reports.
r222 - 2017-09-19
IHExt: Included in build - thanks MorbidSlinky for the SnakeBite update.
Fixed: Custom sideops with helis not allocating a heli (if no normal heli sidops
also active) - Adding hasEnemyHeli to quest definition will add it to the heli
quest list - which means force heli reinforce will also block those quests - thanks
MorbidSlinky for the report.
Fixed: StartIHExt with paths with spaces in them - thanks GambChon for the report.
r221 - 2017-09-17
Fixed: IHExt setting when IHExt is not installed.
r220 - 2017-09-11
Addition: Added 'Enemy prep' setting to Attack heli patrols options - sets the
number of helis to scale with enemy prep level.
Fixed: Hang on load when ih_save contains an unknown variable (most recently caused
by my rename of heliPatrols ivars) - an access to the ivar slipped outside of my
check to see if the ivar actually existed. - thanks ashy8000 for the save files and
others for the reports.
Fixed: Re-added <Action> tag to options that have OnActivate, was a bit too zealous
in removing it.
r219 - 2017-09-03
(Actually added in r218, but not in easily accessable menu)
Options: setStageBlockPositionToMarkerClosest, setStageBlockPositionToFreeCam,
resetStageBlockPosition - sets stageblock loading position. You have to put player
in a safe spot/bump player health to 650% so they dont die when their current
position unloads and they (may) fall through terrain till they hit level floor.
(via in mission debug menu)
Fixed: Lag or load hangs due to a file that was removed for r218 that may have been
left in MGS_TPP\mod\modules if mod user didn't uninstall r217 or earlier correctly
using snakebite.
Detail: Added empty function InfCore.DoToMgsvCommands which InfProcessExt calls.
Would not have been an issue except I also removed the ivar that would exit before
the call and the check for it was ==0, a not ivar would have covered the ivar being
null too and prevented the issue (though I would not have been aware of the file
lingering for some users).
Modules: Support for Ivar and menu definitions in IH modules.
r218 - 2017-08-31
heliPatrolsMB, heliPatrolsFREE renamed attackHeliPatrolsFREE, attackHeliPatrolsFREE
"Attack heli patrols in free roam",
"Attack heli patrols in MB", value is now number of attack helis.
Option: supportHeliPatrolsMB - split from heliPatrolsMB, is number of support npc
helis, count will take priority over attack helis to fit to number of mother base
clusters built.
Beyond giving some more control over amount of helis you face, it also lets things
be a bit quieter in mother base while still having helis fly around.
Because of this change you will have to set the options again, sorry for the
inconvenience.
Option: enableIHExt (was postExtCommands) 'Enable IHExt', now launches IHExt (if
present).
r217 - 2017-08-22
Just repack/snakebite exe version for 1.0.12.0 which only updated exe.
r216 - 2017-08-22
GameEvent: Other swimsuits added to Femme Fatales event.
Fixed: Random roam event selection failing.
InfCore: path serperators changed to forwardslash.
InfLookup: Strings moved out of individual modules to strings folder with .txt
files. Bit longer loading, but more managable to add to.
InfLookup: GameIdToName fixed.
InfLookup: subtitleId32ToString now uses supb_dictionary
Mock: More yeilding to host during load.
Options: mbShowHuey - Show Huey - Shows Huey in BattleGear hangar and in cutscenes
even before he's arrived or after he's left story-wise.
(via Mother Base > Show characters menu)
Option: mbForceBattleGearDevelopLevel - Force BattleGear built level - Changes the
build state of BattleGear in it's hangar, 0 is use the regular story progression.
(via Mother Base > Show assets menu)
Fixed: removed \mod from package.path which caused users who had old IH pre-mod
folder restructure installs to fail on load (and one cause of 'Could not load
modules from MGS_TPP\').
Should have done this when I did the restucture.
r215 - 2017-08-13
Fixed: Hang on load, due to a ghost of an old file or something. Sorry.
r214 - 2017-08-13
Fixed: ih_priority_staff sometimes clearing saved data
r213 - 2017-08-09
Fixed: playerPartsType/'Suit type' syntax error causing it to be missing from menu
- thanks SoullessMadness for the report
Fixed: Heavy Armor in free roam option being missing from menu, and the knock on
effect of the rest of the menu options being missing from Features and Options
document and All options profile. Thanks Nano-Ocelot, pk5547 for the reports.
Using these commands you can either add the current chosen staff member, or a staff
member that you've marked to the priority list. Upon visiting mother base these
members will be chosen to be on base (assuming they are not on deploy mission).
Menu: Staff menu, apart from the above, mbPrioritizeFemale,mbMoraleBoosts have been
moved here.
r212 - 2017-08-03
Fixed: Primary/Secondary NONE slots conflicting with swimsuit dev entries.
Fixed: Camo type appearance menu option erroring when no developed camos for
current suit.
Fixed: playerPartsType/'Suit type' now sets playerCamoType on change.
r211 - 2017-08-02
Updated for mgstpp 1.0.11.0
Fixed: Invisible tanks in Afghanistan freeroam sideops with vehicle patrols on.
Misspelled veh_rl_east_tnk_fpkd as veh_rl_east_tank_fpkd when I renamed them back
in r196 due to snakebite dictionary update. Oops - thanks pk5547 for save data and
report.
r210 - 2017-07-22
Fixed: Quarantine platform soldiers having no weapons with custom equip table.
Fixed: mbNpcRouteChange - 'Soldiers move between platforms' not working on initial
cluster load, looks like I broke it in r208 - thanks pk5547 for save data, others
for the report.
Fixed: Additional npcs with no faces on quarantine and Skulls T-Posing, just
disabling additional npcs on quarantine completely at the moment - thanks pk5547
for save data and report.
Fixed: InfEquip.DropItem on GetPosition nil (Eli)
Fixed: postExtCommands not passing currentSetting to OnSelect (unlockSideOpNumber)
r209 - 2017-07-17
Debug: loadToACC settable on ih_save to have game load ACC on continue from title
menu instead of loading saved mission.
Is same as holding Escape for a couple of seconds at tile, but possibly more
discoverable or providable.
Fixed: Skulls event being forced to Sniper skulls, forgot to revert my debug test
which means:
Fixed: (refixed) Crash on encounter with Quiet in free roam when Parasite event
selects Camo skulls.
Should actually be fixed now. Sorry.
Fixed: Accidentally left out the IH mother base animal sideops, Blackfoot Down in
r208. Woops.
ih_save will retain addon sideops states even when game run with addon sideops not
installed.
r208 - 2017-05-30
Option: loadAddonMission - "Load addon mission" - WIP
(via IH system menu)
Fixed: Sideop list not showing sideops > 192. This is a hard limit in the ui, this
workaround manages by skipping random cleared but not currently active sideops.
Reroll sideops selection will also reroll this selection.
Ref InfQuest.GetSideOpsListTable
Option: showAllOpenSideopsOnUi "Show all open sideops" - "Shows all open sideops in
sideop list, this mostly affects open but not yet completed sideops from hiding
others. There is however a limit of 192 entries for the sideop list, so some will
be randomly dropped from the list."
(via Sideops menu)
Fixed: Female soldiers defaulting to male olive drab body when DD suit female set
to Off instead of olive drab female while DD Suit for male not Off - thanks
Saladin1251 for the report and save files.
Fixed: Invisible helmets for female wildcard soldiers (removed helmet propety
alltogether) - thanks halo4kid for the report.
Fixed: (refixed) Crash on encounter with Quiet in free roam when Parasite event
selects Camo skulls. Thanks AyyKyu for the report and files.
Updated: showPosition - now adjusted by -0.8 for a more accurate ground position
Updated: showPosition - writes rotationsXML / quaternion of current playerY
Option: speedCamNoDustEffect - "No screen effect" - "Does not apply the dust and
blur effect while TSM is active."
(via Time scale menu)
r207 - 2017-05-10
Addition: Addon sideop on Sideop selection mode to filter for additional sideops.
r206 - 2017-05-02
Fixed: NPC positions on outer clusters when command cluster is under grad 4/not
fully built (currently just disabling NPCs on the outer clusters for that
situation).
InfQuest: Allow quest block script to use external quest definition as its
replacement.
InfQuest: Reworked to allow reloading scripts while in-game.
r205 - 2017-04-29
Addition: DD Suit - Fatigues All - will have random selection from all fatigue
camos.
Refactor: Shift from IsFemale cmd (which is actualy only for hostage) to own
IsFemale set/get function. Would cause bodyInfo to always default to male causing
various issues for dd suit female/female wildcards as they defaulted to male
bodyInfo. Still don't have full coverage as selection of faceId is later than many
functions that use bodyInfo.
Fixed: various DD suit/wildcard females issues.
Data: ih_ships.fpk
Option: mbShowShips - "Show ships" - Shows some ships around mother base.
(via Mother base > Show Assets menu)
Fixes: Various modules with on cluster load setup when moving to the seperation
plat (which won't actually happen outside of warping). Seems like the initial idea
might have been to be travel to it without loading a seperate missioncode. One
texture in the game (no idea of the name/path) shows a map of
Sideop: Blackfoot down updated. Added soldiers to river LZ (routes from q11050).
Update: Add/subtract demon points decreased to 90k per use - thanks SoullessMadness
for the suggestion.
See https://www.gamefaqs.com/boards/718564-metal-gear-solid-v-the-phantom-
pain/72466130 for breakdown of the demon points levels.
r204 - 2017-04-23
(version skip because of 202a/203 snakebite 0.8.5 .6 ver confusion)
Improved: itemDropChance - Soldier item drop - now has chance to drop Pentezemin,
Noctocyanin, Acceleramin.
Sideop: Blackfoot down, was mostly built for testing out sideop features.
InfButton: OnComboActive
InfCore: LoadBoxed to LoadSimpleModule with box flag
Ivars: Tagged with inMission (with default assumption being false/only load time
setting).
Fixed: Setting Custom soldier type to a DD body showing the Staff member has died
message/points - thanks coolguy3090 for the report.
Change: <STANCE> heli-pull out toggle changed from press to hold 0.85.
Fixed: Multiple female hostage sideops only applying female voice to one hostage.
(in TppEnemy.SetupActivateQuestHostage)
Sideop Dev feature: IH quest definition disableLzs, lets sideops authors disable
landing zones while the sideop is active.
Sideop Dev feature: questCompleteLangId will act as langId if announceLogId doesnt
exist.
Sideop Dev feature: pass through to DebugIHQuest external module to allow more
rapid testing of quest block scripts.
Updated IH quest example
Thanks Morbidslinky for driving many of these features.
r202 - 2017-04-09
Fixed: Number of helis on < 7 clusters, including mass bunching when only command
is built.
Known Issue: Crash on exit from title after having returned to acc from mb during
the game session with mbAdditionalNpcs. Similar issue to r179 which also involved
hostage entities (do comp r179 vs r178/f30050_npc.fox2)
r201 - 2017-03-30
Fixed: Mother base soldier getting set to hostile - thanks captainking91, others
for the reports
Data: ih_soldier_base.fpk/*_mdl.fpk
r200 - 2017-03-05
Option: forceDemoAllowAction - "Force allow actions" - Prevents disabling of player
actions during cutscene, but most cutscenes require the Disable cutscene camera mod
on the IH files page.
(via Cutscenes menu)
Feature: Quickmenu binds for when cutscenes running, currently only Free cam useful
with above option and Disable cutscene camera mod.
Refactor: Non critical external modules failing to load will no longer block the IH
menu from opening - thanks CantStoptheBipBop for the report.
Fixed: Skull attack on quarantine platform failing part way through ParasiteAppear
- thanks pk5547 for the report.
Fixed: Cutscene reset.
Fixed: Using mbShowCodeTalker - "Show Code Talker" option on a save before meeting
him causing infinite load - thanks junguler for the report.
Fixed: Quick heli pull-out toggle no longer triggers if idroid open.
Fixed: FreeCam code not disabling when changing level.
r199 - 2017-02-11
Fixed: Lack of error message when MGS_TPP\mod or subfolders missing.
Refactor: Allow external modules to run Update without execchecks, execstate guff.
Module: InfDemo
Feature: Pause/resume playing cutscenes by pressing Quickdive
Feature: Restart cutscene by pressing Reload
Option: disableGameOver - Disable game over - disables various game over screens,
haven't tested much so use with caution.
(via Debug menu)
r198 - 2017-01-31
Refactor: File per profile, list all profiles in profiles folder.
Refactor: Load all external modules load from modules folder/don't have to manually
add to InfModules
Refactor: ih_save.lua now in mod\saves
Fixed: Legendary animal sideops not completing on fulton - thanks iponomama for the
report.
Fixed: Afghanistan quests with unique bodies (Armor, Wandering MB soldiers) being
invisible, was broken since r155 - thanks everyone for the reports.
Detail: ih_soldier_loc_free soldier count dropped from 50 to 40. Don't know why the
number of soldiers is breaking the fova system here, quest fova for unique bodies
(which is set up on quest block load) breaks, but if you allocate the body in pre
mission load it's fine. *shrug*
r197 - 2017-01-11
Refactor: Rename InfLog to InfCore, .Add to .Log
Build: Included TppVarInit to manually hook StartTitle (as its loaded after
requires list/InfHook)
Fixed: Start offline option preventing dlc items - thanks morbidslinky for the fix.
Fixed: Starting on map floor on mother base start on foot on first visit after
building a platform in the command cluster - thanks NasaNhak
(InfMain.OnGameStart)
r196 - 2016-12-10
Core: GetPath nil fallback to C:\
Added Headgear (cosmetic) to Filter Faces (splits headgear from Unique filter)
Fixed: Quests with balaclavas breaking those soldiers - thanks shynbean and
PerkPrincess for your report.
Fixed: IH interrogations would not return wildcard soldier locations - thanks rargh
for the report.
r195 - 2016-12-03
Wildcard soldiers and hostages have staff parameters regenerated. Should always
have a skill assigned now and have high stats (in respect to current mb level/stats
draw)
InfEnemyPhase - fixed phasechange update, had found the issue just prior, but
thanks GloomMouse for the report anyway.
InfQuest: WIP quest mod support. Split questInfo into seperate modules to allow
quest mods. Example quest created, but broke it at some point, and still need
documentation, need to get this version out though for some fixes.
Show position command: expanded to logprint large block name, small block index,
quest area and isinside areatypes;
command now adds positions to a table and logprints them out, useful for getting a
bunch of positions without having to scour the output for them individually (though
I should just dump them to a file)
Fixed: (partial), setting unlockSideOpNumber via profile will not give OUT OF
BOUNDS error, but currently still won't be able to set them > 157 - to new sideops
- thanks pk5547 for the report.
Option: mbEnableBirds - "Enable Birds" - enables birds flying around mother base.
(via the Mother base > Show characters menu)
Data:
ih_hostage_pdd5.fpk/d from mis_com_fob_hostage
split to:
ih_hostage_loc - 4 hostage locators
Fixed: Allow skull types not actually filtering the skulls select - thanks
SoullessMadness for the report.
Fixed: (mostly) Allow heavy armor in free/missions, Custom prep with armor % high
would cause soldiers either defaulting to non armored or not rendering body.
SideOp: quest_q30100 - "Sheep in the Keep" - "Logistics had a mishap and let a herd
of sheep loose on the Command Platform. Fulton them so they can take them to the
Conservation Platform."
SideOp: quest_q30101 - "Birds in the Belfry" - "Your staff has been having some
issues with birds roosting in the Intel Platform Enclosure. See if you can clear
them out."
SideOp: quest_q30102 - "Rats in the Basement" - "The grow-room under the Support
Platform is plagued by rodents.
Find them among the plants."
[youtube]Xe5VjKC2f9w[/youtube]
https://youtu.be/Xe5VjKC2f9w
Fixed: TppQuest.UpdateActiveQuest now using level seed for random or side ops
selection mode. This fixes mismatch bettween aparent selected sideop (ui cues) and
actual sideop pack/script loaded when directly spawning into a quest load area,
possibly a rare issue in free roam, but a clear issue on mother base. Should also
prevent the change of sideops from ACC to level.
Data: \Assets\tpp\pack\mission2\quest\ih\
ih_sheep_quest.fpk/d,ih_bird_quest.fpk/d,ih_rat_quest.fpk/d
Fixed: Enable Ocelot in MB causing Sahelenthropus mission to infinite load - thanks
CapLagRobin for the report.
r193 - 2016-11-13
Refactor: Shifted plain table user files loading to InfLog.LoadBoxed.
Added: Walker gears assigned to foot patrols in free roam (requires both foot
patrols and walker gears in free to be enabled) -
InfWalkerGears.AddLrrpWalkers,SetUpEnemyGear, pretty flaky with soldiers ditching
walkers in the middle of nowhere though, also (if they make it that far), they'll
leave it at their destination base instead of continuing with it.
r192 - 2016-11-09
Fixed: Hang on game startup with no ih_save.lua - thanks everyone for the report.
r191 - 2016-11-07
Fixed: Container resource scaling, Tpp.MergeTable isn't a good idea when sub keys
are tables/you want to modify the merged - thanks garroth, coolguy3090 for the
reports.
Fixed: Mother base Invasion events not applying correctly.
Fixed: mbEnablePuppy - MB puppy DDog not enabling - thanks pk5547 for the report.
r190 - 2016-11-06
Fixed: Wild card soldiers faces showing incorrect (most noticably female/male
heads/bodies mixups) when in Afghanistan with vehicle patrols on - thanks shynbean,
Silverforte for the report.
Feature: Settings save file - evars/ih_save.lua - Most Ivars now write to evars
instead of gvars. Various InfProc functions for reading/writing evars to
ih_save.lua.
InfLog: log adds lines to table and writes out all via table concat.
Fixed: Morale boosts options not applying - thanks Alduintheworldnommer for the
report
Fixed: Attack helis not showing in mother base with Support and Attack helis.
Added Setting: Enemy prep mode "Prep levels + Custom overrides" setting added -
overrides the Enemy prep levels config with any Custom prep settings that aren't
set to their default setting - thanks rargh for the suggestion
r189 - 2016-10-24
Fixed: Skull attack not restarting if continuing from a save.
Fixed: Crash on first encounter of Quiet in free roam with Skull attacks on -
thanks Silverforte for the report and save file.
Debug:
InfLog.StrCode32 - passes through Fox.StrCode32 to a strcode>string lookup table
InfLog.StrCode32ToString - uses above lookup table and TppDbgStr32s system to
provide run time StrCode32ToString for registered strings.
Option: debugMessages - prints on message system calls to log.
Returned forced announcelog clear on SetGameStatus to toggled on debugMode, but
also not InfLog.doneStartup so it can still show during startup.
Module: InfLookup - consolidated various lookup functions.
InfLog.AddFlow / ivar debugFlow - to mark/log program flow.
r188 - 2016-10-18
Fixed: Infinite load with Enemy heli patrols set to Enemy prep - thanks Wanlorn
for the report and save file to test with.
Refactor: Most InfModule module calls wrapped in PCallDebug
r187 - 2016-10-18
Fixed: Infinite load on mission Episode 43 with Custom equip table with DD equip -
thanks YoshimitsuYamada for the report and save file to test.
Fixed: Don't Drop equip and Warp to user marker when in vehicle - ta NasaNhak
Setting: npcHeliUpdate - NPC Helis - added "Attack helis" setting (was just
"Support helis","Support and Attack helis").
Refactor: InfNPC heli in light of above (mostly splitting out use of mbEnemyHelis
as HP48 indicator)
Refactor: InfMBVisit messages and calls shifted from InfMain into module
Refactor: InfEnemyPhase from module based update to timer.
Refactor: InfEneFova.RandomFaceId
Feature: Camo parasites/Sniper Skulls added to Skulls attack feature.
InfParasite reworked.
Data: ih_parasite_camo.fpk/d adapted from s10130_area
Profile: Updated Subsistence - Game, now should be pretty accurate to the regular
subsistence missions settings - thanks TideGear for the prompting.
Data:
\Assets\tpp\pack\mission2\ih\ih_parasite_camo_fpk
\Assets\tpp\pack\mission2\ih\ih_parasite_camo_fpkd
r186 - 2016-09-30
Fixed: Profiles with loadOnACCStart not applying - thanks pk5547 for the report
Fixed: AutoDoc - including nonConfig menus, which also broke defaults profile -
thanks pk5547 for the report
r185 - 2016-09-30
Feature: Equip 'NONE' for primary and secondary via the normal mission prep
equipment select screen. The entries will show as a white square with '---'' as the
text - thanks unknown321 for the mod/research.
Option: Drop current equip - thanks ThreeSocks for the original mod, and the many
others who have requested it be included in IH since then.
QuickMenu:
Now customizable by editing QuickMenuDefs in MGSV_TPP\mod
Instant flag for Quick menu commands to allow TSM instant activation.
Added Drop current equip on <LIGHT_SWITCH> (X key/Dpad right)
AutoDoc: Features header changed from txt file to table. More features documented.
r184 - 2016-09-26
Fixed: Quick menu should not activate if holding a quick menu command button then
holding the quick menu on button(CALL), will only be activated on quick menu on
button(CALL) held then pressing a quick menu command button - thanks LucrassKelvac
for your report.
I'm aware some people will still have issue with how quick menu is activated,
depending on how they play. Quick menu will be much more configurable in comming
version.
r183 - 2016-09-24
Fixed: Infinite load screen on traveling between free<>mission for some missions -
thanks RealQi for the save file.
Improved: Added delay on quick menu command activation. Should mean less accidental
triggering of quick menu commands - thanks RealQi for the prod.
r182 - 2016-09-22
Fixed: Being unable to ready weapon when all Custom equip options are turned on and
prep config has all weapons set - thanks Gambchon for the report and save file.
Option: mbqfEnableSoldiers - Force enable Quaranine platform soldiers - in the
normal game the Qurantine platform soldiers are disabled once you capture Skulls.
This option re-enables them.
(via Mother Base menu)
Added: IH visit morale support for Quarantine plat.
Added: Suit support for Quarantine plat.
Added: Custom soldier equip for Quarantine plat - if you have been using the 'MB
staff use custom equip' you will have to set it again this version as the update
has reset it.
Added: Skulls attack support for Quarantine plat - no seperate option, uses 'Enable
Skull attacks in Free roam'. Alternatively can be triggered by attacking captured
Skulls in the cells.
Exposed: mbEnableLethalActions - Allow lethal actions - Enables lethal weapons and
actions on Mother Base. You will still get a game over if you kill staff.
(via Mother Base menu)
r181
InfMessageLog: Realised I was being stupid and why my prior uses of io failed.
message log outputs to file now. God, how many months of me thinking the module was
blocked lol - thanks TideGear for putting me in the mindset to test try it again.
Append mode still seems to be no-go, gives 'Domain error', same message most other
errors (open 'r' with no file found).
Refactor: InfMessageLog/AddMessage renamed to InfLog/Add. Less typing for something
thats going to get a lot of use.
Loading shifted to start of init.lua so it can cover from very start of lua
execution.
Refactor: InfInspect reverted to just the kikito inspect (well that and wrapped
into module), rest of (actually used) non-inspect module functions shifted to
InfLog.
Refactor: InfMenu.DebugPrint shifted to InfMessageLog
Refactor: TryFunc shifted to InfLog.PCall.
Ivars: OnChange,OnActivate,OnSelect wrapped in PCall. The vast majority are
initiated by the user through the menu so performance is less of a concern (and now
that I have actual logging worth keeping in-place)
r180 - 2016-09-17
Refactor: Completeted weapontable support for tables of weaponids per weapon.
Refactor: _CreateDDWeaponIdTable reverted to vanilla,
InfEquip.CreateDDWeaponIdTable take's it's place for dd equip.
Change: DD Equip is now Custom soldier equip
Ivars: customWeaponTable*,weaponTable.
- Allow soldiers to have equipment from other locations/types, including DD
equipment usually only used on FOB. Soldiers are assigned a random weapon of the
type the prep system assigns them, so you'll see more weapon variation - thanks
NasaNhak and others for the suggestion.
r179 - 2016-09-14
Refactor: Decoupled most ivars dependancy on another (such as profile)
Refactor: Removed some Ivars ivar profiles.
Fixed: Crash on exit from title having visited MB during the game session.
Option: dontOverrideFreeLoadout - Keep equipment Free<>Mission - Prevents equipment
and weapons being reset when going between free-roam and missions. - thanks
NasaNhak (yeah it only took me 5 months to actually look at it lol), and more
recently XWolfJackX for the suggestion.
(via Player restrictions menu)
Fixed: Infinite load on free roam if Attack heli class set to Random - thanks
darkshadows97 for the report and save file.
r178 - 2016-09-06
Option: playerFaceIdFilter - Filter faces - "Show all","Unique","Head fova mods" -
filters the list of faces in the appearance menu
Fixed: A number of player restriction options not applying - thanks Gambchon for
the report.
Feature: Custom profiles - InfProfiles - selectProfile
Autodoc: Extended to write defaults profile.
r177 - 2016-09-02
Fixed: Trigger game event option does not require random trigger chance settings to
be enabled.
Fixed: Incorrect ammo count after disabling OSP weapon options. May still happen
after exiting real subsistence missions into free-play, but can be fixed by
changing the affected weapons to different types.
Fixed: Enemy phase modifications breaking IH menu in wargames - thanks i-ghost for
the report and save file to test.
Option: printOnBlockChange - debug option that prints on block updates.
Reverted: Menu option only print on menu up/down. Too much of an anoyance for
little gain.
Reverted: Config save on IH menu close, left over from r175
WIP: Head fova mod support.
r176 - 2016-08-29
Fixed: FOB defender spawning but getting stuck with a black screen, the issue
boiled down to svars definition mismatch between client/client - thanks Maniac_34
and i-ghost for helping me with testing.
Refactor: Related to above - inf_interCpQuestStatus reworked due to it's shift from
svars.
Fixed: Buddy equip change developed check.
Option: soldierNightSightDistScale - seperate sight scale applied to night
Research: Runtime faceDefinition mod, Soldier2FaceAndBodyData, Ivar. *Fova,
InfFova.ApplyFaceFova. Unfortunately SetFaceFovaDefinitionTable crashes the engine
if run multiple times.
WIP: resourceAmountScale - Resource amount scale - Since Anyones Tpp improvements
mods and other resource mods conflict might as well add it so they don't have to
jump through hoops.
Refactor: DisplaySetting shifted to a message que, it doesn't help much lol
Addition: Menu up and down now support bigger increments by holding <Fire>
Change: Menu will only print out the option name, and not the setting while
navigating up and down, the auto display shows the full text. This should cut down
a little of the text printed/needing to catch up when cycling through the menu.
Reverted: Removed fulton restriction on Invasion. The weirdness is still there, but
the odd extraction count seems to be with normal extractions.
Options: playerType,playerPartsType,playerCamoType,playerFaceEquipId,playerFaceId.
Options been there forever, just had it disabled since Threesocks mod was good
enough. Now made (mostly) usernice, so user can use Hideo and Big Boss sneaking
suit options as well as the FOB camos they have unlocked. Face selection still
needs work, rather than having users cycle through hundreds of faces.
Player type - Snake, Avatar, DD Male, DD Female
Suit type - the different suits, will use the Fova lua name if the model swap has
included it.
Camo type - Cammo, if the suit supports it
Headgear - The usual mission selectable headgear. Bandanas(Snake/Avatar),
Balaclavas etc.
Face - (DD soldiers only), cycle backward to the end to get the more unique faces,
including Hideo.
The previous player headgear (cosmetic) option has been removed, the headgear is in
the faces list about a quater from the end.
(via Appearance menu in Player settings menu or in In Mission menu)
r175
REVERTED
Refactor: Majority of settings shifted from mission save slot to config
Seperate save file TPP_CONFIG_DATA_MOD with increased size.
Basically want (have for long time) breathing space with the amount of stuff I can
save.
Now does a config slot save on IH menu close.
NOTE: This means users will have to re-set both the game config and the IH
settings.
r174 - 2016-08-09
Refactor: DD body info, making male/female split a bit clearer.
Fixed: Skull event clear does disable weather changes - thanks mgs5tppfan for the
report
Fixed: (Maybe) Crash on exiting mother base invasion events - thanks various people
for reports, could you please verify this is fixed.
Command: buddyChangeEquipVar - InfBuddy - In mission Buddy Equipment change - Buddy
equiment is changed to selected setting when <Action> is pressed.
(via Buddy menu in mission menu)
Change: Quiet move to last marker faces quiet in the same angle as the player when
the command is called.
Change: Women in Enemy Invasion mode changed to percentage (actually percentage
chance per soldier choice rathen than strict percentage)
Addition: Femme Fatales added to mother base events.
Feature: Time scale mode - using HighSpeedCamera that's used in CQC/Death and I
assume Reflex - thanks Shigu for reminding me
Command: highSpeedCameraToggle - Toggle TSM - Lets you manually toggle Time scale
mode that's usually used for Reflex/CQC
Option: speedCamContinueTime="TSM length (seconds) - The time in seconds of the TSM
Option: speedCamWorldTimeScale="TSM world time scale - scale of the world,
including soldiers/vehicles during TSM
Option: speedCamPlayerTimeScale="TSM player time scale - Time scale of the player
during TSM
Fixed: Infinite load on certain mother base cutscenes - thanks BarelyFatal for the
report and save files.
Autodoc: to html.
Data:
f30010_item.fox2 - copied/added to project
TppPickableLocatorParameter - some picables added for puton trucks
Data:
f30050_npc.fox2
Soldier2GameObject_DDmlWait
realizedcount increased from 12 to 24
totalcount from 126 to 250
soldier locators added (100)
r156
Option: debugMode - "Debug IH mode" - Switches on some error messages and enables
the announce log during loading.
Refactor: Various options to mission mode check style, users will have to set those
settings again:
Random CP subtype, Start on foot, prep mode, .. use DD equipment
Refactor: InfMenuDefs min max ivars
Various optimisations
External: Thrashed out a menu auto documentation tool, still have to transfer much
existing documentation text to it.
r151
Refactor: Changed most features that used mbfreemission mission checks to just
30050, fixes below
Fixed: Hang after load on Quarantine and Zoo platforms.
Refactor: InfLZ.groundStartPositions sub-tables for mb layouts, existing table to
sub-table 1.
Fixed: Mission 22 - Retake the Platform start of foot position under the water -
result of above - thanks NasaNhak for the report
Feature: Walker gears on mother base
Module: InfWalkerGear
Option: enableMbWalkerGears - "Enable walker gears"
Option: mbWalkerGearsColor - "Walker gears type" -
"Soviet",
"Rogue Coyote",
"CFA",
"ZRS",
"Diamond Dogs",
"Hueys Prototype (texture issues)",
"All gears random of one type",
"Each gear random type",
Option: mbWalkerGearsWeapon - "Walker gears weapons" -
"Even split of weapons",
"Minigun",
"Missiles",
"All gears random of one type",
"Each gear random type",
Data:
f30050_npc.fox2 - added WalkerGearGameObject, usually it's in it's own .fox2
(walkergear_main_enemy ex) in the mission fpkd
f30010_npc.fox2 - added walker gear gobject and locators
r146
Fixed: enemyHeliPatrol options actually affect the number of helis, woops.
Patrol Heli routes:
Fixed: patrol helis no longer chooses route from other location/invalid route.
Fixed: routes where patrol heli couldn't reach the landing node now change route
when near.
Longer time between route switch
Will not switch when near arrival
Will switch soon after arrival
Added Wialo Kallai route (afgh)
Added Route near Luftwa Valley (mafr)
Heli patrol known bug: support heli cannot target helis when there's multiple helis
in the world.
r144
Change: Hand levels min to 0, this will allow disabling of Sonar - thanks
vollmerej1 for the suggestion.
Added "Default" to mother base "Attack heli type" - thanks NasaNhak for the idea
Added "Support and Attack helis" to "Enable npc helis", has an issue on checkpoint
restart however.
Change: Disable buddies to Disable select buddies in mission prep
Internal: Removed npc heli prepset workaround, issue was update was running before
nessesary variables were set up.-
Fixed: Manually opening support heli door on mission start being conflated with
disablePullOutHeli
Fixed: Enemy phase options should now work in Wargames.
Refactor: More modules broken out from InfMain
Refactor: Unified IsCheck,ExecCheck to MissionCheck, added a few functions to ease
comparing multiple similar ivars that only diferentiate by mission
Update-Ivars Init support execchecks like UpdateFunc
Refactor: InfNPC split to InfNPCHeli
r144x
Research: FOB Coop - dead-end, "S_DISABLE_TARGET","S_DISABLE_NPC_NOTICE" blocked
engine side for player instance 1 - thanks Shigu for suggestion and help testing.
r142
Fixed: Resetting random seed in addtolrrps, would have knock-on effect to wildcard
soldiers.
Fixed: Wildcard powers, was reusing a table instead of copying it, resulted in all
being assigned sniper. Thanks Crippsey for the report.
Fixed: Head markers and world markers options interfering with each other - thanks
washtubs for the report
Fixed: Player life scale maximum dropped to 750% as it overflows at higher
percentage when medical 3 arm is equiped.
Fixed: Don't force reinforce request on if not heli, since it breaks vehicle
reinforcements, added as default for free roam since there's an in engine check
that stops all vehicle reinforce calls.
Fixed: Start-on foot for transfer between zoo and quarantine - thanks NasaNhak
Fixed: Start on foot Abort now Return to ACC.
Change: Subsistence missions would default to Pure if osp profile was set to
default or custom, now it only set to pure if dfault or all weapons set to Use
selected - thanks blejky
Fixed: Abort to heli code block being able to be triggered when not in title mode.
r141 - 2016-03-24
Research: armored vehicles on mother base, load fine, just can't get assigned
soldiers to stay in them. Think I need to clear their routes but setting routes at
runtime isn't working for some reason.
InfFova module, pulled together notes and info from player body vars.
modelInfo lua loading.
Options: enableFovaMod, fovaSelection - built through InfFova.
model swaps and fovas: Masked scarf Snake,
Soviets>plparts_dd_male,Pfs>plparts_dd_male
r137
f30050_heli.fox2 added enemyheli locators, rest of definition handled by reinforce
fpk
reinforce_heli_mafr fpkd enemy_heli_mafr.fox2 - increased instances to 8
Ivar: mbEnemyHeli
npcHeliUpdate switches to enemyHeliList on mbEnemyHeli
Disable unique characters during wargames (ocelot,eli etc)
Option: mbWargameFemales - "Females in Invasion mode"
Fixed: mbEnableFultonAddStaff, wasn't in right spot and was getting overridden by
what it was supposed to override lol, enabled for Invasion wargame
Added RegisterMissionBaseStaffTypes 30050 to start2nd so I don't modify
MbmCommonSetting.lua and tread on other mods toes. Invasion missions should get
normal range of soldier ranks.
Option: mbEnemyHeliColor - "Heli type in Invasion mode"
Workaround: Fulton disable on Invasion. There's some weirdness with add tempstaff
count off, still happens with manual heli extract but at least the soldiers seem to
be capped right.
r136
Mother base colletables (diamonds,plants) repopulate, requires helicopter exits
from mother base as pause menu abort skips the repop count decrement (you need to
do that anyway if you want to save any actions you made while on motherbase). Takes
several visits before repop, the same as the normal game, but at least may give you
some incentive to roam motherbase and zoo for them again.
f30050_heli.fox2 added westheli, westheli usually has it's own fox2 but the custom
fpkd issue still remains.
Feature: npcHeliUpdate - enables 3 TppOtherHelis in mother base, update function
manages routes around Mb
r134
veh_rl_*.fpkd/*fox2 - bodyInstances,attachmentInstanceCount increased to 4. 1 -
player vehicle + 2 (quests max) + 1 patrol.
These packs are actually for the player vehicle but I'm loading them to get the
patrol vehicles to work, the veh_mc* packs in common don't actually have ready-to-
go data definitions. Editing data is falling into 'not default by default'
behaviour which I don't really like, but there's not many options. In the past I
tried rolling my own packs but there's issues with fpkds with fox2s (can see this
by unpacking an fpkd changing the gztool file pack xml order and repacking) that
lead to crashes or extreme memory leaks (like several gb of memory in a minute).
r132
Patrols setup refactor - shifted to OnInitializeTop, all now modify the
missionTable scripts directly since they are unloaded/reloaded anyway.
AddToLrrp split into ModifyPatrolVehicleSoldiers, AddLrrp
Option: enableWildCardFreeRoam
Wildcard - added weapon and body tables, AddWildCard, decided to just replace
existing soldier due to: Adding soldiers being unreliable, will allow me to add
feature to all missions without having to add extra soldiers to fox2s (assuming I
can do it in a way that doesn't interfere with mission critical soldiers).
Free mission .sdfs: add other soldier soundbanks
r130
Option: mbPrioritizeFemale, by default the game tries to put a minimum of 2 female
DD on that cluster (from that cluster), MAX bumps it to MAX_STAFF_NUM_ON_CLUSTER,
so basicall all the females you have, does not include Command cluster, None clears
the staff selection of females
Option: mbDDSuitFemale, extendedparts does work independently so was relatively
painless
More options for DD Suit, Soviet berets, hoodies, PF misc, using the unique
quest/mission bodies from missions/quests.
r129
Fixed: Missing Tpp.IsUav, kjp decided to add this at some point even though there's
an identical IsUAV. May fix the incorrect or unregistered fob fulton task types.
Option: enableLrrpFreeRoam - bunch of soldier locators added to free roam fox2s
which are assigned a cp(lrrp) and a travelplan between two randomly chosen bases.
Some odd things: Setting to coppied travelplans often causes soldier to not realize
(even with force enable and realize), adding too many copied travelplans to the
mission luas breaks the normal vehicle lrrps (soliers still spawn but thy wont get
in vehicle)
r127
Percentage floats changed to int, will fall into uint8/16, saves save file space
Fixed: SetPercentagePowersRange using orphaned/prior name of SetMinMax, since it
was called by revengeConfigProfile.WIDE it's likely that it wouldnt set its
subsettings.
Fixed: Custom enemy prep clear armor if it can't be used.
Custom config bypass some (config wide) combination restrictions, namely shield and
missile, shotgun and mg in same config.
Made allowmissileweapon combo actually work, and not just allow assault, decided to
not allow with mg though
r126
Camera refactor:
Cam edit mode and current cam split.
Player cams for each stance/move mode
Ivars for cam variables. This is where I seem to have hit the save file limit, no,
just unrelated varables acting odd as if forgotten or overflowed.
Research/deminification of TppSave and other save functions, bumping the save size
for the mission category is likely to be a reciepie for disaster since it combines
categories in one file and it's smack in the middle of some. Looks like I could add
my own save file if I could add a category, but categories ar pow2 and max is at
255 suggesting there's no room even if it would just accept the field from lua/not
require it in exe, or it would be if mgo category didn't fit into this scheme, but
then that's only defined in mgo exe.
r125
Refactor InfMenuDefs, on table build adds reset settings and go back items
Fixed: Mb cutscene time using hour setting for minute.
Split Enemy use DD equipment into Free roam and Missions
Fixed: noOnChangeSub also blocking OnChange for profiles - basically any profile
that set other profiles was broken.
Fixed: Wormhole disable was reversed, also renamed to Wormhole Level since it's the
same implementation as Fulton Level
Option: soldierHearingDistScale
r123
InfButton: some bitmasks added/renamed to proper from lua, don't seem to be in the
playerpad section in the exe though
Refactor InfMenu refresh current setting now combined with Activate (ACTION key)
MenuOn/Off() -> OnActivate OnDeactivate
Activate/deactivate checks > CheckActivate
revengeModeForMb check moved out of IsNoRevengeMission to selectrevengetype itself
so it doesnt cause any revenge points change.
Refactor
Added free cam mode, similar implmentation to warp mode but disabling normal
controls via padmask to open up keys for own use.
Menu open equip disableActionFlag now bit flipping instead of just saving/restoring
previous. Still have odd issues when trying to mix with multiple disables (with
free cam for example) seemingly flipping unrelated flags.
Update-ivars now (manually in Onchange) call an OnActivate/Deactivate, key repeat
settings shifted there instead of in update.
r121
Option: revengeModeForMb - "Mother base prep mode" - "Off","FOB style","Enemy prep
levels","Custom prep"
Options: mbDemoOverrideTime, mbDemoOverrideWeather - thanks qwertyuiop1234567899
for the suggestion
Various renames to solidify terms:
Subsistence Mode renamed Subsistence profile to match other uses of the term in the
menu, and since that's what the varable has been named for months lol.
Free mode to Free roam, mode should be a term reserved for specific behaviour,
possibly with multiple settings.
Profile is a curated set of option settings.
r120
Option: enableSoldiersWithVehicleReinforce
IsDDBodyEquip to make body/headgear independant from mbSoldierEquipGrade
Refactor: MinMaxIvar for creating such paired ivars.
Refactor: mbSoldierEquipGrade split to min, max, changed to grade value 1-10
Option: allowUndevelopedDDEquip
Options: enableMbDDEquip, enableEnemyDDEquip, replace mbSoldierEquipGrade 0/OFF,
drives IsDDEquip
Option: enableEnemyDDEquip - overrides weaponIdTable with DD
r118
Change remove demon to subtract demon points, less ideal since there's no feedback
of current value so cant tell the lower bounds, but it works for people the prior
method didn't - thanks drkcrstl for the feedback
Custom prep profile with wide,max,min, max replaces prior revenge level based max.
SetCustomRevengeUiParameters as rough indication of custom prep config.
r117
InfMenu: support for function call OnActivate when pressing action on selected
option.
Reasearch into Player.ChangeEquip
Test of quiet humming command, result: only for boss quiet game object, sad.
Welcome message added for entering acc from title.
Ivars: support for IsCheck on named setting :Is
Option: disableNoRevengeMissions
Custom revenge config: WIP most individual revenge config settings settable
Refactor: A number of gvar instead of ivar references missed in the prior refactor
Disallow menu if in carboard box
r114
Refactor: complete ivar get, removed fobs reset settings - instead returns
off/default on ivar access.
Refactor: mbDDsuit - pull various body setup data to single table ddBodyInfo and
reference that
r113
Regression Fixed: in mission menu when on buddy (horse,walker) - thanks Crotaro for
report
Refactor: ivar get via ivar functions instead of gvar value (started, not yet
complete)
Option: revengeProfile, default, heaven - to manage the profusion of revenge ivars
Option: enableMgVsShotgunVariation
Option: randomizeSmallCpPowers
r112
Options: disableMissionsWeaponRestriction, disableMotherbaseWeaponRestriction ->
revenge CANNOT_USE_ALL_WEAPON_MISSION
Ivar:Is/OptionIsSetting support direct value insead of only enum
Option: balanceWeaponPowers - WIP
Option: allowMissileWeaponsCombo
Option: disableConvertArmorToSheild
Refactor: InfMain.GetSumBalance, InfMain.BalancePowers, CreateCpConfig split from
TppRevenge._ApplyRevengeToCp
Command: debug - forceAllQuestOpenFlagFalse
Refactor: various options now communicated to ApplyPowerSetting via soldierConfig
r109
Options: changeCpSubTypeFree, changeCpSubTypeForMissions
Refactor: InfMenu. Next/PrevSetting/ChangeSetting. Support <ivar>.GetNext(),
<ivar>.GetSettingText()
r108
Vehicle patrols changed to using releif vehicle(player vehicle) fpks
Option: allowHeadGearCombo - calculates cp config a second time with headgear
combinations allowed.
Option: balanceHeadGear - adjust
r107
Option: vehiclePatrolPackType, switches between quest packs and custom fpks -
thanks blejky for the report
r105
Fixed: Reset all settings was completely broken, varable but didnt cat all
instances woops.
Options: applyPowersToOuterBase, applyPowersToLlrp.
r104
Options: allowHeavyArmorInFreeMode, allowHeavyArmorInAllMissions - currently armor
has the same bug as mb armor where hits act like the armor isnt there, still same
shots as non armor and no spang sounds of bullets hitting armor.
Options:
fultonSuccessMenu="Fulton success menu"
fultonSuccessProfile="Fulton success profile",
fultonSuccessSettings={"Default","Heaven","Custom"},
fultonNoMbSupport="Disable MB fulton support",
fultonNoMbMedical="Disable MB fulton medical",
fultonDyingPenalty="Target dying penalty",
fultonSleepPenalty="Target sleeping penalty",
fultonHoldupPenalty="Target holdup penalty",
fultonDontApplyMbMedicalToSleep="Dont apply MB medical to sleeping/fainted target",
WIP fulton variation over time
fultonSoldierVariationRange
fultonOtherVariationRange
fultonVariationInvRate
Ivars: self.Reset->ResetSetting
r99
vehicleBaseTypes/ModifyVehicleSpawn refactored to select from ivars/location.
Options:
vehiclePatrolDistribution - off, singular, each
vehiclePatrolLvEnable
vehiclePatrolTruckEnable
vehiclePatrolWavEnable
vehiclePatrolWavHeavyEnable
vehiclePatrolTankEnable
r98
InfMain vehicleSpawnInfoTable initial thrash out, ModifyVehicleSpawn() to intercept
TppEnemy.SpawnVehicle
Research: None of the fpks you'd expect - COMMON_whatever vehicle, or even
reinforce fpks - actually seem to have full references/setup whatever of the
mentioned vehicles, quest fpks do however. Built list of fpks for vehicle types.
Fixes to force reinforce I inadvertantly introduced when cleaning up.
r97
Fixed: <Stance> in support heli not setting pull out in mother base
Feature: <Stance> in support heli now a (non saving) toggle for pull-out, requires
you to jump out after setting hold though.
Option: Start on foot reworked to spawn at selected lz on mother base platforms -
thanks to NasaNhak for pointer
Feature: Abort to Heli from title continue. Hold down ESCAPE for 1.5 seconds, the
kjp logo will flash, clickin on continue will load ACC instead of continuing
mission.
Research: Vehicle swap. Vehicle spawning seems pretty loose, the issue is the
assets/fpk loading.
r96
OnTimer_FinishReinforce firing on reinforce heli LostControl and reinforce vehicle
VehicleBroken, resets heavy reinforce so it can retrigger
heliReinforceChance changed to switch enableHeliReinforce, will revisit if I get
vehicle reinforcement more consistant
Disable super reinforce in free till can figure it out.
Option: forceReinforceRequest
Known Bug: Reinforce heli will spawn with combat alert, you'll hear the ! and it
doing a round of attack even though it's far away.
Option: disableReinforceHeliPullOut, currently have no way to tell if heli has left
so cant reset reinforce if it has, this at least removes one case
r95
Fixed: turn off menu when in ground vehicle
Option: soldierAlertOnHeavyVehicleDamage - changes phase of soldiers CP on damage,
independant from Ivars.phaseUpate
printPhaseChanges - now via message, so independant from Ivars.phaseUpate, includes
cpid and prevPhase, spams a bit more though.
Option: useSoldierForDemos now covers allowing selected character in Diamond Dogs
and Shining Lights missions - thanks NasaNhak and Solidcal for the suggestions.
InfMenuDefs: useSoldierForDemos also added to playerSettingsMenu
Fixed: Mission timer on Backup Back Down (10054,11054) would not start, startOnFoot
now SetIsStartFromFreePlay - thanks NasaNhak the report.
Fixed: changing subsistence profile would flip it to Custom via unsupressed
onsubsettingchanged.
Tonne of deminification
r94
Option: WIP: forceVehicleReinforce, heliReinforceChance - heli reinforcment
initially working, vehicles aparently have a lot of setup in the engine I'm missing
out on, but work for some actual missions not in the usual reinforce mission list.
InfMain: support for game message system - Messages(), OnMessage(), Init and Reload
build messageExecTable
Refactor: various settings/functions called in Tpp* message functions now via
infmain messages.
playerHealthScale (and enemyhealtscale) reduced to 900%, hit some odd overflow/wrap
limit I think.
r93
Player and enemy health scale option upper bounds increased to 1000%
Fixed: Use selected soldier in cutscenes should catch all of them now - thanks
VickoStojanov for the report.
Message added to headgear to make clearer it only works for DD soliders - thanks
gOKU1983 for the report.
Fixed: not being able to select weapon when toggling warp mode.
Fixed: returning to ACC while in vehicle or on buddy preventing mod menu from
opening.
Research: vehicle reinforcement, various things blocking the way, a mission list
check, surprisingly few missions used it, quest helis actually use part of the
system, and the actual vehicle reinforce setup isn't called in free mode.
r91
disableHeliAttack - switch via OnChange, so now can update in-mission,
activation block in TppMain.Oninitialize now InfMain.UpdateHeliVars
Option: setInvincibleHeli
Option: DisablePullOut
Command: PullOut
Feature: Force heli pull-out by pressing STANCE while in heli.
Various other heli commands explored that turned out not useful.
InfMain.SplashStateCallback_r, tying in with RandomEmblemSplash to have splashes
cover the load period (like the original splashes did that I rashly killed lol),
splashes do not block loading, there is a hit however long the splash texture load
is though.
title_sequence - kills off the current random splash, title_sequence usually wait
for the normal splashes (that I removed), but in practice they were usually done by
then (so I can't really claim any loading speed improvement) and I think the nvidia
splash was added to cover the rest.
r90
Splash screens added to start/end of start.lua, end one is a good indicator that
the main luas have loaded/compiled ok and from that point on its onto init
mission/init_squence
InfMain.DeleteSplash
InfMain.RandomEmblemSplash
Refactor: InfMain.Update > ExecUpdate - phaseUpdate and warpPlayerUpdate using
unified update system.
Ivar: enablePhaseMod renamed phaseUpdate - users will have to redo their setting
r89
Refactor:InfSoldierParams, soldierParamsProfile, soldierHealthScale - various
renaming, shifting block out of TppMain
Option: soldierSightDistScale
Options: *DistScaleSightParam - incomplete, still don't know the approach to take
here, there's a heck of a lot of settings in SoldierParameterTables, how granular
do I want to let the user mod this? scale vs exact value? managing profiles
(something closer to TPPHC)?
Command: printSightFormParameterItem
Command: printhealthTableParameterItem
Fixed: Refresh current setting (tapping mod menu button) not checking if it was an
actual setting (menu) (would do no harm only wanring message, I knew I put it there
for a reason)
Project: MockTest - why didn't I think of this sooner.
Ivar.enemyPrameters renamed soldierParamsProfile, now a profile to
soldierHealthMult(also renamed) and soldierSightDistScale
r88
Fixed: Menu off when iDroid open improved
Ivars: Is/OptionIsSetting catch case of no enum
IsDefault added
OnSubSettingChanged - doesnt flip profile if subsetting is default or profile is
default or custom
Option: defaultHeliDoorOpenTime
InfMain.Update - common execution check flags expanded, passed to the various mod
feature update functions
Option:quietRadioMode
r87
Command: warpPlayerMode
Refactor: InfMenu.EndFadeIn, FinishOpeningDemoOnHeli - pull in stuff from
TppMission msgs
Option: disableXrayMark - buddies that mark still cause the effect though.
InfMenuDef allTables setup check IfTable
Equip menu disabled on menu open -- playerWarpMode messes with it though
ButtonRepeat enabled on navigate up/down menu.
Should improve the experience a bit for gamepad bros.
InfMenu - disable state extended from menus to all options
r83
clockTimeScale upper bound increased
Option: telopMode - Disable mission intro credits
Side project: scraper for langId dictionary
r82
mbLayout - research, not much result, mostly used for fob missions I think, doesn't
seem to be any actual geometry changes.
manualMissionCode,loadMissionItem - not much use, the 'no number missions' are
supposed to be hard versions of some missions, but I see no evidence that they
actually have custom changes.
r81
Extend mbEnableBuddies to Zoo
Zoo plants should repop.
r79
DebugCommands: testing various phase functions
r78
Menu: In mission mod menu no longer open if in walker gear or vehicle - thanks for
report SkySta
Fixed: Secondary and Back weapon osp settings swapped - thanks for the report
ThereisnoLion
r77
Various player appearance vars.
InfMenu: option:OnSelect call in GetSetting()
r73
Options: Show mother base assets,
mbShowBigBossPosters,mbShowMbEliminationMonument,mbShowSahelan,mbShowEli,mbShowCode
Talker - thanks qwertyuiop1234567899 for the suggestion
Option: Don't lock goal doors. Useless unless you like swishing doors.
Option: Don't disable Ocelot after cutscenes - with this you can leave Occelot on
mb in person after some cutscenes.
r72
Fixed: enemies secondary not being set
ModStart to Init, no longer run each Update
Shifted lua file references into the Tpp.lua requires system, in line with how tpp
does it. start.lua now unmoddified.
r71a
Fixed: dev setting startoffline was on
r70
Weapon OSP submenu to Player restrictions
More options broken out from subsistence profile:
Hand equipment levels. Own profile and menu. - thanks for suggestion snsonic
Fulton and Wormhole equipment levels, including 0/Disable. Own profile and menu.
disableBuddies, disableHeliAttack
disableSelectVehicle, disableSelectTime
Disable mission support menus - disableMenuDrop, disableMenuBuddy,
disableMenuAttack, disableMenuHeliAttack, disableSupportMenu
r69
Menu: Player Restrictions added, includes Subsistence and OSP settings.
Subsistence mode converted to new profile system, previous settings that were
lumped into single subsistence option now broken out
disableBuddies - not currently user facing
Option: disableHeadmarkers
Option: disableFulton
Menu: Only display menu name on GoBack, not all GoMenu
r68
Ivars: Setting/getting via .Set, Is, Above, BelowOrIs...
Ivars: settingsTable for custom function per setting, either run on setting change,
or value return via ivar.data()
Ivars: SubSetting>parent profile OnSubSettingChanged, just notifies user and sets
profile to CUSTOM. Too much effort to do subsettings combination validation for
now.
Option: ospWeaponLoadout now ospWeaponProfile with the original Pure, Secondary
Subsettings: to ospWeaponLoadout - primary/secondary/tertiaryWeaponOsp
r67
Command: showequipgrade
InfHooks added, test out another to keep my impact on other files minimized, though
at this point with no other substantial mods and it being unlikely that there will
be many more patches I don't know why.
r66
TppQuestList: questAreaTable.
Fixed unlockSideopsNum not clearing other quests in area
r62
Refactor InfMenuDefs to Ivars, now builds svars from settings in Ivars via
InfMain.DeclareVars.
InfMain: most enums now part of their ivar
InfMenu: Set to previous option on Menu Back
Helispace menu toggle changed to EVADE same as inMissionMenu
r61
Refactor InfMenu, split out into InfMenuDefs
InfMenu: Added index number before non lang settingsname tables
r60
Refactor InfButton, masks and states
Add some missing button masks
r58
Show player position
Start on foot for motherbase, starts on command platform
Even more info added to InfLang for translators
Option: Override Japanese lang code with Chinese for menu translation
r55
Moved incomplete feature out of TppLandingZone to own file
Setting: Unlock player avatar
r54
Revert from game localization system
Own localization system created, functions in InfMenu, strings in InfLang
r53
Call setting onChange on setting reset
1.0.4.4 TppPlayer fulton call fix. They had added an extra parameter to the fulton
function, but forgot to add the parameter to a call. There's only two calls to the
function in the scripts... oh well mistakes happen.
r51
Disable mb triggered prioritylist demos switch
r50
Added localization files for many mod strings. Other languages are currently just
english, hopefully can get the community to translate if I can work out the rest
(combining multiple localized strings is troublesome)
r49 2015-10-23
Fix soldiers not driving their patrolling trucks - thanks for report bindleford
r47 2015-10-19
Mother base DD suit
Submenus
Previous menu on <Change Stance>
Reset current setting changed to <Call>
r46
Mother base Wargames - shoutout to E3245
Mother base equip grade
Refactor InfMenu to InfMain, trying to isolate menu system further from mod
specific settings
r45
Fixed hang on loading Fob missions, had missed updating the settings reset call
from the InfMenu refactor - thanks for report Topher
Fixed reset settings via menu
Disable mod menu if fob mission
Shifted a table from TppDefine, TppDefine no longer used
r43
Refactor due to makebite allowing custom files via GzsTool - thanks Topher, atvaark
InfButton, InfMenu, etc for its repsective stuff that was previously dumped in
TppMain.lua
UpdateModMenu direct via TppMain.SetUpdate/Onupdate instead of in tppmission
update.
r42
Re-added various support menu disables on subsistence, missed in the 1.0.4.0 merge.
Support heli combat turned off - I found it bre3zer
Head markers disabled for Subsistence Pure (xray effect on marked still active).
r41
Nvida splash removed - thanks for direction LordRamza
Fox engine splash removed (side effect, tied to the showing of nvid, would like to
show it, I lovehate fox engine)
r38
Enemy parameters default to.. default
Wormhole forced off for subsistence mode
Equipment downgrades no longer applied to vanilla subsistence missions when
subsistence mode off
r36
Menu settings wrap
Navigation keys listed on menu open
Reset setting key added <stance>
ButtonRepeat added to button system (needs refactor already though)
Next/prev setting buttonrepeat
r35
sideOps selection changed to random choice per area (was first found)
unlockSideops changed from force all active - doesn't work with current system, can
only have one op per quest area - to force repop
UpdateActiveQuest call on unlocksideops change to refresh.
r33
Skip Autosave warning checkup on game start
3/4 of initial splash screens sped up. - Thanks emoose for lua decrypt making this
possible
r32
Menu toggle key changed to <Reload>
Fixed Secondary Enabled OSP not working - Thanks again Psithen
Reset settings moved to menu option
r29
Subsistence: 'Buddy enabled' profile changed to 'Bounded (+Buddy +Suit)' - so you
can use your model swaps
r26 - 2015-09-23
General Params setting for allowing default files/mods to override
r25
Subsidence loadouts broken out to separate option
Buddy enabled setting for Subsistence
r24
Buttons system refactor
Menu toggle changed to 1 second button hold
In game settings display removed
Menu off on idroid key press
r21 - 2015-09-23
Buttons system refactor
r20 - 2015-09-23
Option Menu refactor
r19 All Settings off if FOB
r18 - 2015-09-23
Quiet Return disabled pending inf load screen saves
r17 Subsistence free secondary
r16 Force relief vehicle fulton