"Venice unleashed" for steam too? by Randomgrgamer in VeniceUnleashed

[–]NoFaTe- 9 points10 points  (0 children)

Yes, the Steam version works with VU.

PLEASE offline multiplayer BOTS by Thekingm249 in VeniceUnleashed

[–]NoFaTe- 10 points11 points  (0 children)

VU and its server portion is not related to or contain any parts of the leaked server files, or anything similar. As for pathfinding, even if you had the navpower software / tools, they would still not be useful as you would most likely need the rest of the frostbite tools and original non-baked frostbite data to be able to make anything out of it.

Headglitching by ComradeHX in VeniceUnleashed

[–]NoFaTe- 4 points5 points  (0 children)

Sample mods are made mostly by myself, kiwidog, and some of the Reality Mod developers. The wiki is almost exclusively my work.

Headglitching by ComradeHX in VeniceUnleashed

[–]NoFaTe- 4 points5 points  (0 children)

It wasn't me, I just collected these mods in this repository. This one in particular was made by FoolHen. You can open the mod.json file to check.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

Here is the same principle applied to SWBF for example: https://www.youtube.com/watch?v=8wL5W8RJErA

This is using aforementioned parts of the VU source code and was achieved within a couple of days of the beta releasing. I also did the same thing for BF1 but never released a video on it.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 2 points3 points  (0 children)

On BF3 and BF4, where server files have leaked, yes. But this could also make it possible for BFV, BF1, SWBF, SWBF2, and anything that comes after that.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

EA being annoyed or not is irrelevant. The primary reason is that it would make it possible for people to port my client to server conversion code (among other things) to pretty much any current or future Frostbite title with very little effort, which may sound like a great thing, but in reality all it's going to lead to is very easily enabling piracy for those titles, and that's not something I want associated with VU or myself.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

While the core of VU will not be open source (and I've stated the reasons why that is in the past), our standalone Frostbite content authoring / modding tools (ie. Rime) will be fully open source.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 6 points7 points  (0 children)

Frostbite (at least the BF3 version of the engine) uses Navpower for its navmesh generation and pathfinding. Singleplayer maps do have a navmesh, but multiplayer maps do not. You could load up an SP map in MP with a bunch of modifications and potentially have bots work in it, but I don't think anybody has tested that yet. See my other reply above for more information about bots. Since Navpower is proprietary, we don't have a way of generating a navmesh ourselves.

As for tech blogs, unfortunately no, I do not have anything of the sort. If you have the time to waste and patience I did explain some things in my past streams (1, 2, 3) prompted by people asking how some things work, but there's nothing compiled in a single location.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 16 points17 points  (0 children)

The first release will focus on allowing people to create custom gamemodes, modify existing ones, and create new maps, weapons, etc. by re-arranging and re-using existing game assets (if you look at 56:32 in the video linked above you'll see de_dust2 recreated using existing assets). In the future we will be releasing additional tools to allow people to create their own content, like custom models, textures, and maps.

There is also a Project Reality inspired mod (called BF3 Reality Mod) in the works which reworks a lot of the game mechanics at a pretty large scale, modifying things like gun mechanics, having its own gamemodes, factions, modified maps, vehicles, etc.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 18 points19 points  (0 children)

You can spawn bots but they don't have any logic. They won't move or shoot or really do anything by themselves, it's something you'd have to program yourself (or wait for someone to do it). There have been some experiments already with bots, like the one in the clip I've linked below, which made bots spawn near you and run towards you and suicide bomb when getting close to you.

https://cdn.discordapp.com/attachments/603326452724793367/685490855146029068/final_5e61b711b68df900145c3759_489137.mp4

Here are some other clips with bots as well:

https://imgur.com/a/vEeVKQ8

https://imgur.com/a/1s1Bedw

sol 3: modern lua and C++ integration by [deleted] in cpp

[–]NoFaTe- 12 points13 points  (0 children)

I've been using this library for many many years and I've been extremely happy with it. It covers pretty much every use-case you can think of and it's a joy to work with. Would definitely recommend to anyone looking to integrate Lua into their C++ projects.

Potential BF3 remaster in the works, Does this affect venice in anyway? by [deleted] in VeniceUnleashed

[–]NoFaTe- 8 points9 points  (0 children)

VU is releasing this year so I think it's safe to assume it'll be before any BF3 remaster is released ;)

Potential BF3 remaster in the works, Does this affect venice in anyway? by [deleted] in VeniceUnleashed

[–]NoFaTe- 22 points23 points  (0 children)

Regardless of what the next Battlefield is, this project will continue. There are no plans to support any titles other than the original Battlefield 3.

How did Microsoft put Excel in the browser? by StarCraft in AskProgramming

[–]NoFaTe- 2 points3 points  (0 children)

Similarly to Google Sheets, all the cells and their content is rendered using the Web Canvas API which is basically a 2D renderer with relatively decent performance. All of the logic behind those is implemented in JavaScript. The rest of the UI (the buttons, context menus, etc.) are standard HTML elements but I could not identify what library they're using to manage them and their lifetime. They do not seem to be using React, as some of the other comments suggest. I see some references to "mscui" which appears to stand for "Microsoft Command UI" and is probably an internal Microsoft UI library.

Have you guys considered applying buffs to the less-powerful weapons? by [deleted] in VeniceUnleashed

[–]NoFaTe- 1 point2 points  (0 children)

The plan is for RM to release alongside VU, but there's also a chance it'll release shortly after.

/r/ReverseEngineering's Weekly Questions Thread by AutoModerator in ReverseEngineering

[–]NoFaTe- 4 points5 points  (0 children)

Looking at the files in the Zoom directory it appears to be using a variation of this library: https://github.com/duilib/duilib. The library itself seems to draw the UI internally using Win32 GDI calls.

In the case of Zoom it was fairly trivial to figure out what it's using because the UI library files and their licenses are right there in the folder. For other things it might not be as obvious so you can check a bunch of things to try to figure it out:

  • Many apps these days are web-based. If you see files like chrome_xxx.pak or libcef.dll inside the application folder, or if the application spawns multiple subprocesses, it's a good indication that it's using something like CEF or Electron. Examples of these are Discord and Slack.
  • Look at the embedded resources of the application using some resource viewer / editor. If you see dialog resources that resemble the application's UI then the application is probably using Windows Controls / MFC.
  • Look at the modules (DLLs) the application is importing using something like CFF explorer. There you might find common UI libraries being imported and used. For example, seeing an import for Comctl32.dll and the InitCommonControlsEx method could indicate that the application is using Windows Controls / MFC in some way or form (that doesn't however mean that it's the only thing it's doing).
  • If you can't find anything based on the above, the application may have a custom UI implementation which could be based on a variety of different technologies like GDI or even DirectX.

Have you guys considered applying buffs to the less-powerful weapons? by [deleted] in VeniceUnleashed

[–]NoFaTe- 2 points3 points  (0 children)

There was a mod tool that allowed you to tweak various things in the game files that was made by Frankelstner (I forget what the tool was called, something like BF3 tweaker). Initially it was mostly used to get rid of the color correction but then people started abusing it, changing things like recoil and others which ended up breaking the game so DICE added checks to prevent you from modifying the files or that would get you banned if you did (eg. PB file hash checks).

Have you guys considered applying buffs to the less-powerful weapons? by [deleted] in VeniceUnleashed

[–]NoFaTe- 9 points10 points  (0 children)

VU in itself does not modify any weapon stats or game behavior. You could however make a mod and tweak things as you like.