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hundredheroesfix's Issues

MSAA Option

Requesting MSAA option. For some reason I can never see a difference with smaa in any game and MSAA is usually the go to for a prominant difference in AA tech. I promise this is the last one lol

WallScrolls/Trading

Loaded your mod in, trading menu/wallscrolls stop showing up.
unistalled your mod, They returned

only your mod was installed

[Feature Request] Adjust Font Size

Hello! Thanks for your work on this mod!

Have you looked into adding an option to adjust the font size? I know that the assets for dialogue boxes won't scale with it but I am interested in what can be done here.

Also: I am a software dev and would love to spend some time looking at this myself and contribute if possible! I'm happy to chat on Discord about this if you're open to it!

No release file

Hi,

Just wondering if there is reason there is release zip. I really want to use this on Linux :)

Become More Slower when enable the tweak

so i found these mod for sake playing this game in my low end laptop
my spec :
AMD A8-7410 (4 cpu)
AMD radeon R5
RAM 8gb
Windows 10
but instead it just become slower(in menu i got 10 or lower fps and outdoor i almost got freeze ).
when i set it to false,it become normal.

I look the Log but it seems pretty normal

[Message: Preloader] BepInEx 6.0.0-be.688 - EiyudenChronicle [Message: Preloader] Built from commit 49015217f3becf052d33fa4658ac19229f5daa3a [Info : BepInEx] System platform: Windows 10 64-bit [Info : BepInEx] Process bitness: 64-bit (x64) [Info : BepInEx] Running under Unity 2021.3.32f1 [Info : BepInEx] Runtime version: 6.0.7 [Info : BepInEx] Runtime information: .NET 6.0.7 [Info : Preloader] 0 patcher plugins loaded [Info : Preloader] 0 assemblies discovered [Message:AssemblyPatcher] Executing 0 patch(es) [Message: BepInEx] Chainloader initialized [Warning:Il2CppInterop] Class::Init signatures have been exhausted, using a substitute! [Info :Il2CppInterop] Registered mono type Il2CppInterop.Runtime.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain [Info : BepInEx] 1 plugin to load [Info : BepInEx] Loading [HundredHeroesFix 0.9.0] [Info :HundredHeroesFix] Plugin HundredHeroesFix is loaded! [Info :HundredHeroesFix] Disabled mouse cursor visibility. [Message: BepInEx] Chainloader startup complete [Info :HundredHeroesFix] Scaled fade. [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True [Info :HundredHeroesFix] Skipping intro logos. [Info :HundredHeroesFix] Skipping intro logos. [Info :HundredHeroesFix] Skipped opening movie. [Info :HundredHeroesFix] Fixed broken screen SaveLoadCanvas(Clone). [Info :HundredHeroesFix] Adjusted the size of ReSaveLoadCanvas->filter [Info :HundredHeroesFix] Adjusted the size of dialog->Filter [Info :HundredHeroesFix] Changed intestity of Post-processing Volume's vignette to 0,3998048 [Info :HundredHeroesFix] Changed intestity of Sky and Fog Volume's vignette to 0,3998048 [Info :HundredHeroesFix] Changed background colour of Main Camera. [Info :HundredHeroesFix] Changed background colour of Main Camera. [Info :HundredHeroesFix] Fixed broken screen Canvas. [Info :HundredHeroesFix] Adjusted the size of background blur [Info :HundredHeroesFix] Adjusted the size of SystemCanvas(Clone)->filter [Info :HundredHeroesFix] Adjusted the size of dialogSorting_systemMenu Variant->Filter [Info :HundredHeroesFix] Adjusted the size of OptionCanvas Variant->filter [Info :HundredHeroesFix] Adjusted the size of OptionCanvas->filter [Info :HundredHeroesFix] Skipping intro logos. [Info :HundredHeroesFix] Skipping intro logos. [Info :HundredHeroesFix] Adjusted the size of OptionCanvas->filter [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True [Info :HundredHeroesFix] Applied custom resolution of 1366x768 : Fullscreen = True

using latest version one.

Intro Skip Modification (button press skip instead)

when you are in-game and you choose the option to go back to the title screen, you are able to skip intro by pressing a button. You cannot skip intro with a button press on cold start. Can you make it so instead of skipping the intro completely, that you can be able to skip it on cold start with a button press instead like you can when you choose back to title?

[0.9.7] System.Net.Http.HttpRequestException

When trying to start the game (v1.0.3), nothing happens and the LogOutput has the following error:

Failed to generate Il2Cpp interop assemblies: System.Net.Http.HttpRequestException: Access to a socket was not permitted due to the access rights of the socket. (unity.bepinex.dev:443)

I dropped the files in the main game folder, but did I maybe miss something?

Window Mode Hotkey & Separate Sizing

Thank you for your work. I would like to be able to press Alt+Enter to go into window mode on the fly and would like an option to specify that window size once in window mode. This would be useful for single monitor ppl trying to view a guide elsewhere. Thx in advance.

Auto-battle

Hello, thanks for the hard work you've put into this mod. I don't know if this is the right place to ask as I'm not really sure if this can be made by BepinEX, but I wanted to "request" if you could make a mod for the auto-battle to make it so characters only use their auto attacks, like it happened in the previous Suikoden games.
I know we can somehow set the battle tactics to work-around it but characters still use their special skills, which take way too much time to see and it gets boring easily. I'm asking this as I'm kinda of a "rusher" and when I grind low to high level monsters I just like to see my characters use their physical attack only, no skill, no magic, no time-wasting animations.
Something like https://youtu.be/bKVxtT-FnNU .

Again, sorry if this request is kinda odd but I think it could make lots of people happy.

Thanks in advance!

Anisotropic Filtering Options (x16 & NEGATIVE LOD BIAS)

Increasing renderscale can tax your pc greatly. However, one could use a lower scale if anisotropic filtering was enabled with the option of NEGATIVE LOD BIAS CLAMP which greatly helps to eliminate shimmering at lower resolutions while maintaining higher resolution like fidelity. So can we have these 2 options?

Voiceless NPC Fullskip Dialogue Fix

When talking to npcs without voices, pressing confirm skips their whole message without you being able to see what they said. What is expected to happen is when you press the confirm button, it shows the full dialogue first and then pressing confirm again goes to the next dialogue set. This is the behavior of characters with voices and is expected all the time.

Anti-aliasing, not working?

I enabled AntiAliasing in the config file but I am not sure it works. There are some objects that are so jaggy.

image

image

Most of the stuff looks okay like the tree leaves, the plants.

Also, a separate thing, I noticed that the enemy sprites are animating in such a slow framerate that they stand out too much when playing in high refresh rate monitors. Is that something that BepInEx is capable of adjusting?

[FEATURE REQUEST] Increase player move speed

Hi! I was testing your fixes on the game using my Steam Deck and the settings to change shadow rendering and other graphical configurations are helping a lot with the random encounter tied to the FPS bug. Unfortunately, the game still throws way more encounters on the Steam deck due to this bug making it impossible to play. Because of this, I wanted to give an idea to fix this issue (if possible) until the Steam version of the game receives a hotfix.

My idea is to make the player move 2 or 2.5 times faster in the normal running animation, making the world and normal maps more enjoyable to traverse without changing the random encounters. This could help players who are having frame issues and also players who don't like how the walking animation and running animation are at almost the same speed

[Feature Request] Disable DOF on Cutscenes too

Hi there. Thank you for the work you are putting in here. Really appreciate it.

I was wondering if it is also posible to make it so that when we disable DOF on settings, let’s also disable it on cutscenes.

A setting like:

/**
 * Also disable DOF in cutscenes
 * when in-game DOF is off
 * /
disableCutsceneDOF=true

Thank!

[Feature Request] Remove Delay/Animations in menu

Hey!
If you open up the menu for the map with X you can mostly instantly swith the tabs with LT/RT.
Not for the Inventory you open with Y you got that animation and alot of delay when trying to navigate the tabs and its annoying and It would be awesome if it is possible to remove that.

Thanks for your work!

cat shadow + others?

The new version looks amazing. I didn't have long to run around and check things, but the little I was able to I noticed this behavior for the cat in the southwest corner of Eltisweiss; Specifically only when it lies down, the shadow supercedes the sprite to be on top.

EiyudenChronicle_juZnp9iDv6

No idea if there are any other instances of this sort of thing happening. And if there isn't anything that can be done about it, then no worries, just close the issue.

In case it is relevant or helps, here is my config. (Had to rename it to .txt in order to attach.)
HundredHeroesFix.txt

AMD?

I tried this, and it indeed skipped the intro movie, but none of the graphic tweaks did anything. The easiest check is returning to Arenside for those insanely pixelated shadows like in your example image. But nope they are exactly the same, as well as low LOD for loading shadows/postprocessing out on the world map and in Arenside/Eltisweiss.

I have a RX 7900XT, so my first thought is maybe this is hardcoded in a way that is only going to work with Nvidia? (I know almost nothing about coding, so forgive any ignorance.)

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