Results 788 comments of emoose

Thanks for trying it out! Looks like during chandelier jump at least the game itself restricts access to inventory, maybe will have to try finding how it's doing that/what it's...

>E: How do I generate a crash log? I already created a CrashDump folder inside Bin32 folder but my game seems to can't create crash logs at all. Does `CrashDumps`...

Oh nice, guess that check must have helped get around the crash too, maybe crash was caused by wep changing at a bad time, which that check now stops from...

>Bug 3 - Possibly Gamebreaking: Restrict weapon switching during radio transmission cutscenes? Hmm, I wasn't able to get it to change weapon during radio call, at least it didn't work...

Any chance you can recreate the crash on 1.1.0? ATM we only have an IDA database for 1.1.0, so we can't track down crashes on 1.0.6 with it that easily...

Huh neat find, wonder if any of the console HD releases might allow this? They mentioned on twitter that it didn't work in UHD, but that could be something to...

Maybe DPF_FOG flag can disable it: https://github.com/nipkownix/re4_tweaks/blob/7cfcf5c4272f7d68d177661ffe84e9d1e0d2f383/dllmain/GameFlags.cpp#L1664 There's some other flags that mention fog as well, could be worth testing.

Some misc things I've found, will update as I go, offsets are for 1.1.0: - 0x94B8B4 - flags given to IDirect3D9::CreateDevice, default is 0x44 (D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED) The D3DCREATE_MULTITHREADED flag...

So it looks like their code already mostly handles framerate changes properly, but some reason they added in code to force 30/60FPS frametimes, so dipping under those will change game...

btw with latest code VS complains of some heap corruption in Init(), around the ResArray var, not sure if you're aware of it already Changing it to ```C char* ResString[]...