Results 759 comments of emoose

Any chance you (or anyone reading) has a savegame near those hovercrafts? Found a bunch of functions in the exe to do with grass fading / mesh visibility / camera...

Haven't had much time to work on this after the last post, was able to get grass distance to increase but couldn't figure out model distances yet. If anyone wants...

Changing one of the args (flags?) passed from `cObjSniper::moveReload` to `MotionSetCore` has an interesting effect, kinda similar to above: https://user-images.githubusercontent.com/1755499/144318209-ea31b64c-0c7d-495a-889c-32814c2d35a0.mp4 For some reason it's a bit subtle in that capture,...

>saves from ver 1.0.6 aren't compatible with ver 1.1.0 for some reason. Weird, what happens when you try using it? Never had any issue using my 1.1.0 save on 1.0.6...

Something really weird I just noticed, game seems to store a framecount at `pG + 0x530C` (so `0xC5A760+0x530C` in 1.1.0), a bunch of things are derived from that counter, and...

btw here's a reimpl. of the (1.1.0) code in WinMain that causes slowdown if you go under variableframerate value (in #5 I posted some patches for that code, but patching...

Aha might have found the fix for it, seems the "new game" bug is something wrong with the Loading screen, looks like if deltaTime is set too high, the load...

Oh yeah, hm, I'm not sure where to get baseaddr from in your project yet, but if you hex edit 0x14E in the EXE from 02 01 to 03 01...

As @nipkownix mentioned at https://github.com/nipkownix/re4_tweaks/issues/58#issuecomment-1034435368, RE4VR might be good to look at for some FPS related things, since they probably had to update it for higher VR framerates. Had a...

Interesting thing I just noticed, RE4VR seems to have some extra funcs that make use of the frametime for recalcing some things, `FArmMath::LerpRateCorrected` & `FArmMath::LerpToZeroRateCorrected` seem to be new to...