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huge statement about IALR lmao and some bug fix
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@ -51,7 +51,29 @@ Thank you everyone for the support <3)" },
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- Added function hooking timeout for easier debugging
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- Fetch game version using Windows' API instead of using the game's function)" },
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{ "v1.2.0",
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R"(- Added compatibility with v1.16.2 hotfix update
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R"(Before you read the changelog of this mod, I want to make a few statements, regarding the future of Dying Light 2 and modding, as well as to raise attention to other modders.
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Recently, some of you, or many of you might have noticed that one of the most popular and known mods for Dying Light 2, or the second most popular on NexusMods, IALR, aka "I Am Legion Reborn", has been very unfortunately discontinued.
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I'm not going to dive into it too much as it has been explained very well by the author himself, DocOnHoliday, and I recommend you check out his latest video from YouTube (@DocOnHoliday) and also the description and the articles pages of the NexusMods page, where everything is explained in detail.
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The short version of the situation is that a while ago, almost a year ago in fact, Techland reached out to Doc in order to try and support his mod officially, seeing how well it did independently.
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After the entire ordeal with Tencent's acquisition of the majority of Techland, Techland stopped reaching out to Doc for unknown reasons. Some time passed, and some EULA changes were made, effectively granting Techland the ability of practically owning your mods and being able to do anything with them.
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I quote the EULA: "Techland will in particular have the right to copy, reproduce, fix, modify, adapt, translate, prepare derivative works, publish, distribute, license, sublicense, transfer, publicly display, publicly perform, provide access to, and broadcast Mods as well as all modified and derivative works thereof."
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Assuming this change was made due to Tencent's entry into the field, everyone was mad, and rightfully so. Doc still hasn't received any sort of communication from Techland ever since, and recently, after so long, someone from Techland reached out to him. It was unfortunate news for Doc. He was asked to take down his Patreon (effectively a verbal cease & desist, which technically is not a cease & desist but I'll get more into it later) because of a report made by someone in the community, stating that a paywall to his mod was made on Patreon, implying that Doc was paywalling IALR.
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That statement is completely false, as what Doc was doing at the time was simply offering Patreon supporters a special "thank you" gift, and I quote Doc: "It in no way contained anything that was meant to be paywall restricted, rather was access to a few tools I used for playtesting the mods content, and immediate access to all of the new armors, weapons, and other content for playtesting themselves."
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Clearly, Doc was not paywalling his mod, IALR, and he was only offering access to special tools that the user would not need for the mod to work or to provide the full experience of the mod. But, obviously, Techland being a business (not just a game dev studio, remember that the gaming industry has become a business industry nowadays), and especially after the whole Tencent ordeal, they've still decided to ask Doc to take down his Patreon for really hard to understand reasons, regardless of whether he was actually truly paywalling his mod or not (which I state again, he was not).
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Doc made a very informed and hard decision to stop further development for his mod completely, even if Techland was only threatening his Patreon. It was very obvious that Techland might try to pull other shenanigans in the future, regardless of him taking down his Patreon, which keep in mind was (still is, but not for IALR anymore) his main source of donations. Yes, donations, nobody was paying him to get access to a mod... They were paying him to support him and his work.
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The reason I'm writing this is because it is important for anyone else working on mods for this game, or even for games made by Techland, that you need to be aware of possible consequences of modding. A company can make the most unexpected change or decision that you would never think of, as seen with Doc's example. My mod breaks a few EULA agreements, and I'm afraid for the future of this mod knowing that it's only going to grow, because Techland can have the mod removed in the blink of an eye.
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The entire Patreon problem is ridiculous. I understand that Techland would want to set better modding precedents regarding distribution and development of mods, such as stopping developers from paywalling their mods (for months or even years!). But Doc in this scenario had nothing to do with that, which is what worries me about what other future decisions Techland can and might take towards other mods, especially after seeing their behavior with Doc, who only wanted the game's community good by making his mod more official, polished and easier to maintain.
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He only had great goals for the game in mind, and so did Techland as you've seen in the previous few paragraphs, until Tencent came into play. I feel like he was completely disregarded for so long, and to make the final blow, they did that with his Patreon.
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So, if you have a long-term modding project in your mind for Dying Light 2, please take a step back and think about it before fully committing your life to it. It's not official, you don't own anything and you agreed to Techland's EULA when you purchased the game. The people working at Techland may be nice, but remember, it's a business, and business decisions will be made, whether they're good for the community of this game or not. Usually, when companies make money, they don't care, period.
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Techland, if you're reading this, you have a great dev team and you've made a thriving game series that everyone enjoys, and that I still enjoy to this day. We all have our ups and downs, but these decisions make me feel opposite to what I feel for the Dying Light series, about the state of the company. The game leans too much into monetization... You've done so many harsh changes ever since Tencent came, many micro-transactions, EULA changes specific to modding, and seeing this whole Patreon ordeal, and the lack of communication with the modding community, makes me think you don't always completely wish this community the best. Whether this is Tencent's intention or not, you are the ones who agreed to the deal.
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With all of that said, here is finally what this update brings:
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- Added compatibility with v1.16.2 hotfix update
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- Added the ability of using .PAK mods inside "EGameTools\UserModFiles"; just drag and drop a .PAK inside the folder, rename it to whatever you like and enjoy! CREDITS TO @12brendon34 on Discord for finding out how to implement this feature!
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- Added "Player Immunity" slider (Player)
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- Added "Old World Money" slider (Player)
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@ -94,6 +116,9 @@ Thank you everyone for the support <3)" },
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- Changed the config system to only write to the config file whenever there's a change in the mod menu
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- Changed the way the mod menu gets the list of player variables, meaning the player variables list should self-update, with no manual intervention required even after a game update
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NOTE: Any mods that are put inside "EGameTools\UserModFiles" as a regular file (.scr or any other file that is usually present in .PAK mods) and NOT a .PAK file will make the game ignore the same files that are present in any of the .PAK mods inside "EGameTools\UserModFiles". I recommend using .PAK for most mods. If you run into issues, try extracting the files inside the PAK into the folder directly.)" }
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NOTE: Any mods that are put inside "EGameTools\UserModFiles" as a regular file (.scr or any other file that is usually present in .PAK mods) and NOT a .PAK file will make the game ignore the same files that are present in any of the .PAK mods inside "EGameTools\UserModFiles". I recommend using .PAK for most mods. If you run into issues, try extracting the files inside the PAK into the folder directly.
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I'm soon starting my exams and won't really have the time to update the mod the way I did right now. I had a 2 week leave and so I had plenty of time to further develop this mod.
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If anyone is looking to help with development, I'm all eyes and ears! Thank you!)" }
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};
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}
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@ -39,9 +39,6 @@ namespace Menu {
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static constexpr float baseSprintHeadCorrectionFactor = 0.55f;
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static void UpdateFOV() {
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if (menuToggle.GetValue())
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return;
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GamePH::LevelDI* iLevel = GamePH::LevelDI::Get();
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Engine::CBaseCamera* viewCam = nullptr;
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if (iLevel)
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@ -68,7 +65,7 @@ namespace Menu {
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}
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Engine::CVideoSettings* videoSettings = Engine::CVideoSettings::Get();
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if (!videoSettings || goProMode.GetValue())
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if (!videoSettings || goProMode.GetValue() || menuToggle.GetValue())
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return;
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FOV = static_cast<int>(videoSettings->extraFOV) + baseFOV;
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@ -169,7 +166,18 @@ namespace Menu {
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GamePH::PlayerVariables::ManagePlayerVarOption("CameraDefaultFOVReduction", 0.0f, baseSafezoneFOVReduction, &disableSafezoneFOVReduction, true);
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GamePH::PlayerVariables::ChangePlayerVar("FOVCorrection", goProMode.GetValue() ? 1.0f : lensDistortion / 100.0f);
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static float prevLensDistortion = lensDistortion;
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if (goProMode.GetValue()) {
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if (goProMode.HasChangedTo(true)) {
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prevLensDistortion = lensDistortion;
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goProMode.SetPrevValue(true);
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}
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lensDistortion = 100.0f;
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} else if (goProMode.HasChangedTo(false)) {
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lensDistortion = prevLensDistortion;
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goProMode.SetPrevValue(false);
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}
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GamePH::PlayerVariables::ChangePlayerVar("FOVCorrection", lensDistortion / 100.0f);
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GamePH::PlayerVariables::ManagePlayerVarOption("HeadBobFactor", 1.25f, 1.0f, &goProMode, true);
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GamePH::PlayerVariables::ManagePlayerVarOption("SprintHeadCorrectionFactor", 0.0f, baseSprintHeadCorrectionFactor, goProMode.GetValue() ? &goProMode : &disableHeadCorrection, true);
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@ -238,7 +246,9 @@ namespace Menu {
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}
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ImGui::EndDisabled();
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}
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ImGui::SliderFloat("Lens Distortion", "Default game value is 20%", &lensDistortion, 0.0f, 100.0f, "%.1f%%");
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ImGui::BeginDisabled(goProMode.GetValue()); {
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ImGui::SliderFloat("Lens Distortion", "Default game value is 20%", &lensDistortion, 0.0f, 100.0f, "%.1f%%");
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}
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ImGui::CheckboxHotkey("GoPro Mode *", &goProMode, "Makes the camera behave similar to a GoPro mounted on the chest");
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ImGui::SameLine();
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ImGui::CheckboxHotkey("Disable Safezone FOV Reduction", &disableSafezoneFOVReduction, "Disables the FOV reduction that happens while you're in a safezone");
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@ -81,14 +81,17 @@ namespace Menu {
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ImGui::SeparatorTextColored("Custom File Loading", IM_COL32(200, 0, 0, 255));
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ImGui::NewLine();
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ImGui::TextCentered("The mod always creates a folder \"EGameTools\\UserModFiles\" inside the same folder as the game executable (exe) or in the same folder as the mod file.");
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ImGui::TextCentered("This folder is used for custom file loading. This has only been tested with a few mods that change some .scr files, gpufx files, and other files included inside .pak game archives, or files like .rpack files.");
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ImGui::TextCentered("Files in this folder must have the same names as the ones from the game files, otherwise the game won't know it should load those files. Files in subfolders of the \"EGameTools\\UserModFiles\" folder will automatically be detected, so you can sort all your mods in different folders!");
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ImGui::TextCentered("This folder is used for custom file loading. It can load .PAKs and it can also load files extracted from these .PAKs. The latter only been tested with a few mods that change some .scr files, .gpufx files, and other files included inside .PAK game archives, or files like .rpack files.");
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ImGui::TextCentered("If you put .PAKs inside this folder, they can be named whatever. If you put any other kind of files, they must have the same names as the ones from the game files, otherwise the game won't know it should load those files. Files in subfolders of the \"EGameTools\\UserModFiles\" folder will automatically be detected, so you can sort all your mods in different folders!");
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ImGui::Spacing(ImVec2(0.0f, 5.0f));
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ImGui::TextCentered("The game will reload a lot of the files upon a load of your savegame, so if you want to edit those files and reload them without having to restart the game, just reload your savegame and the game should automatically reload most of those files!");
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ImGui::TextCentered("Just make sure that if you add new, additional files while you're in-game, please wait AT LEAST 5 seconds before reloading your savegame, otherwise additional files will not get detected.");
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ImGui::TextCentered("Also, if there are multiple files of the same exact name, the game will pick the first instance of that file it finds in the folder.");
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ImGui::Spacing(ImVec2(0.0f, 5.0f));
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ImGui::TextCentered("The gist of it is, you now don't have to use dataX.pak mods anymore! You can open the pak files, extract their files in the \"EGameTools\\UserModFiles\" folder and start the game!");
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ImGui::TextCentered("The gist of it is, you now don't have to use dataX.PAK mods anymore! Or if you do, you can now name them whatever you want! You can also open the PAK files, extract their files in the \"EGameTools\\UserModFiles\" folder and start the game.");
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ImGui::TextCentered("Any files put inside this folder will also bypass any of the game file checks, so you can use these mods in co-op too!");
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ImGui::Spacing(ImVec2(0.0f, 5.0f));
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ImGui::TextCentered("NOTE: Any mods that are put inside \"EGameTools\\UserModFiles\" as a regular file (.scr or any other file that is usually present in .PAK mods) and NOT a .PAK file, will make the game ignore the same files that are present in any of the .PAK mods inside \"EGameTools\\UserModFiles\". I recommend using .PAK for most mods. If you run into issues, try extracting the files inside the PAK into the folder directly.");
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ImGui::Spacing(ImVec2(0.0f, 5.0f));
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ImGui::TextCenteredColored("FOR MOD DEVELOPERS", IM_COL32(200, 0, 0, 255));
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ImGui::TextCentered("If you want to make mods for EGameTools to load, please try to use as few folders as you possibly can. For example, your mod should only have one folder, something like \"EGameTools\\UserModFiles\\2019 Weather Mod\".");
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