Dead Island
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nerrd




Posts: 3607
Location: Poland / USA
PostPosted: Thu, 8th Sep 2011 03:41    Post subject:
WinRar on default/normal.

Data0.pak with FOV 80
Code:
http://www.megaupload.com/?d=CLH8EXGS


Last edited by nerrd on Thu, 8th Sep 2011 03:42; edited 1 time in total
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randir14




Posts: 4950

PostPosted: Thu, 8th Sep 2011 03:41    Post subject:
Ishkur123 wrote:
what did you use to repack the .pak?


What I did was extract the Data folder from Data0.pak using WinRAR, then I edited the FoV. When I was done I just dragged the Data folder back into Data0.pak (again using WinRAR) and it worked.
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gazzu




Posts: 103
Location: Argentina
PostPosted: Thu, 8th Sep 2011 03:50    Post subject:
4treyu wrote:
Hey guys, I don't know if this has already been asked but, does the game take you back to your base camp (in this case the lifeguard house with the antennas and stuff) everytime you exit the game and then come back later? I had just finished the quest handing the insuline to Luke's brother, I got out of the game and later when I came back I was back at the lifeguard house with Tanoi. I checked and I had all my earned xp and same inventory I had on exit but the location apparently doesn't stick?


Happened to me a few times, sometimes it seems the game respawn you wherever he wants, either when you die or load a game (you got lucky, it can be on a safehouse or in the middle of a zombie horde Razz). I love this game, but not so much the save system.
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Impus




Posts: 7

PostPosted: Thu, 8th Sep 2011 03:51    Post subject:
Ishkur123 wrote:
what did you use to repack the .pak?


I'm using "Total Commander". You can view (F3) and edit (F4) files inside archive and it will unpack/repack it for you.
Edit files with Notepad it will save xml files integrity.
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freeb0y




Posts: 233

PostPosted: Thu, 8th Sep 2011 03:58    Post subject:
nerrd wrote:
WinRar on default/normal.

Data0.pak with FOV 80
Code:
http://www.megaupload.com/?d=CLH8EXGS


well tried your pack and dead island wont load with it. Sad


btw im loving the co-op Smile only problem im having is connecting to anyone that speaks english hehe
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4treyu




Posts: 23130

PostPosted: Thu, 8th Sep 2011 04:09    Post subject:
@sabin @gazzu

Thanks for the replies guys. Annoying bug then. Well, at least the game saved everything else but my last location. It would really suck if you lost your finished quests, inventory, xp, etc.
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kouga




Posts: 171

PostPosted: Thu, 8th Sep 2011 04:24    Post subject:
Impus wrote:
Ishkur123 wrote:
what did you use to repack the .pak?


I'm using "Total Commander". You can view (F3) and edit (F4) files inside archive and it will unpack/repack it for you.
Edit files with Notepad it will save xml files integrity.


I used Total commander to edit the fov here and the game crashes on startup... Sad
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freeb0y




Posts: 233

PostPosted: Thu, 8th Sep 2011 04:32    Post subject:
only played a few hours last night did see any bugs. btw worst thing ever created in gaming history is fucking BLOOM!!! gawd i hate bloom....

would be great if in game you could find a pair of sunglasses and it got rid of the bloom lol.
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Nui
VIP Member



Posts: 5720
Location: in a place with fluffy towels
PostPosted: Thu, 8th Sep 2011 04:41    Post subject:
freeb0y wrote:
nerrd wrote:
WinRar on default/normal.

Data0.pak with FOV 80
Code:
http://www.megaupload.com/?d=CLH8EXGS


well tried your pack and dead island wont load with it. Sad
same here, weird. Thx anyway Smile
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Venn




Posts: 320

PostPosted: Thu, 8th Sep 2011 05:45    Post subject:
Shit. Is there a curllib.dll file supposed to be in the Reloaded Update 1? Cause it ain't here... and I get an error related to that file when trying to play.
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Venn




Posts: 320

PostPosted: Thu, 8th Sep 2011 05:51    Post subject:
Pffft. Figured it out, you gotta install the game, crack it, then update it. Which is stupid, just include all the damned files even if they're the same as the previous dlls!
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Venn




Posts: 320

PostPosted: Thu, 8th Sep 2011 05:57    Post subject:
DeadIsland has stopped working

Code:
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   DeadIslandGame.exe
  Application Version:   1.0.0.0
  Application Timestamp:   4e64e946
  Fault Module Name:   MSVCR90.dll
  Fault Module Version:   9.0.30729.6161
  Fault Module Timestamp:   4dace5b9
  Exception Code:   c0000005
  Exception Offset:   0003af60
  OS Version:   6.1.7601.2.1.0.256.1
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789



After a very fast loading splash screen.

Steam unlocked version worked no problems. FUCKING SHIT.
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Dunge




Posts: 1201
Location: Québec
PostPosted: Thu, 8th Sep 2011 06:06    Post subject:
Wtf with the mini-map arrow pointing south???
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upstart_69




Posts: 1094
Location: Right behind you!
PostPosted: Thu, 8th Sep 2011 06:13    Post subject:
Loving this game here as well, once they patched out the 360-beta-glitchiness really glad I bought it. Hopefully they get the other bugs/glitches squashed soon and get some optimization done(really should be able to play it on my lappy, not currently an option).

But anyways, wanted to add my positive experience as well since there are a lot of impatient self entitled idiots who can't wait a day or two to give an honest review of a (brilliant) game that got off to a rough start.


Core i7 920 @ 3.8Ghz | 6GB OCZ DDR3 8-8-8-24 @ 1600mhz | eVga x58 Mobo | 2 x eVga GTX 460 SLI | Intel X25-M + 3x Seagate + WD Black = 2.75TB | X-Fi Titanium | PCP&C Silencer 750 | G15 KB | G5 Mouse | G35 Headset | Z-5500 Digital | Samsung T260HD
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Dunge




Posts: 1201
Location: Québec
PostPosted: Thu, 8th Sep 2011 06:19    Post subject:
I played a few hours on tunggle/smartsteam with a friend. Works great.
I don't like the way the quest system work though, the other player can accept every missions far away from you and you never know about them but they appear in your quest log. Some mission are marked as coop but it don't seems to change anything.

Also applicable in single player, you don't know which mission you should do first, if you missed some at the start in areas the main quest didn't tell you to explore. Should you sweep the territory advancing or will you return there later? (I hate sandbox game, give me a eventful linear game over that Razz)
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JBeckman
VIP Member



Posts: 34983
Location: Sweden
PostPosted: Thu, 8th Sep 2011 06:24    Post subject:
Impus wrote:
fov 92
 Spoiler:
 


All you have to do is to pack your edited files back to Data0.pak

Data\Skills\default_levels.xml - fov and strife speed.
Data\Menu\Movies\IntroMovies.scr - comment everything with // to disable intros, that might fix the black screen problem at the start for some.
Data\Scripts\varlist_blur_camera_motion.scr - change all to 0.0 to disable motion blur
Data\Scripts\ - there is some *glow* and *lighting* files you can mess around with to try to get rid of bloom.


So it did come down to repacking the files, though based on the posts later on there's a similar issues to Call of Juarez where it likes to crash.

However it's not like data0.pak is all that is useful, I can edit the DLC .pak files without errors so maybe one can put files in there instead?

Also I fell asleep so it took some time but here's the updated files.
http://www.multiupload.com/G45U510TM8
(From the game patch that is, nothing modified here.)

EDIT: That was it, 1.1.0 really restricts things so that explains it, debug mode doesn't work anymore for example.
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Claptonvaughn




Posts: 931

PostPosted: Thu, 8th Sep 2011 07:15    Post subject:
I never thought I'd use a controller on a first person pc game but...my god I love the analog attack system.

Swinging a paddle and knocking a zombie to the left, then to the right, then to the left again, followed by a downward slam to the ground. Too fun.

Do you think there's any way they'll patch this to work with mouse?
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Tr1ples1xer




Posts: 246

PostPosted: Thu, 8th Sep 2011 07:26    Post subject:
Claptonvaughn wrote:
I never thought I'd use a controller on a first person pc game but...my god I love the analog attack system.

Swinging a paddle and knocking a zombie to the left, then to the right, then to the left again, followed by a downward slam to the ground. Too fun.

Do you think there's any way they'll patch this to work with mouse?


HAHA controller !! this equals too mb1 mb1 mb1 , its very easy too aim the head with the mouse especially with MOUSELOOK !!! have fun turning around at 1mm an hour with your controller when a zombie is on your back Wink I am and always will be a fervent M/K combo defender when mouselook is the way you control your view. A thumbstick doesnt cut it and never will.


Last edited by Tr1ples1xer on Thu, 8th Sep 2011 07:32; edited 2 times in total
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Peef




Posts: 388
Location: Belgium
PostPosted: Thu, 8th Sep 2011 07:28    Post subject:
Peef wrote:
meh just installed the Reloaded version via 'their' installer, then copied the content from the crack dir to the install dir

starting game...

logo appears

then the game crashes


anyone an idea? maybe I missed something? (I did all Redist installs as well)


so failed all night yesterday, must be something with my pc, fuck it I'm giving up Sad
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Claptonvaughn




Posts: 931

PostPosted: Thu, 8th Sep 2011 07:50    Post subject:
Tr1ples1xer wrote:
Claptonvaughn wrote:
I never thought I'd use a controller on a first person pc game but...my god I love the analog attack system.

Swinging a paddle and knocking a zombie to the left, then to the right, then to the left again, followed by a downward slam to the ground. Too fun.

Do you think there's any way they'll patch this to work with mouse?


HAHA controller !! this equals too mb1 mb1 mb1 , its very easy too aim the head with the mouse especially with MOUSELOOK !!! have fun turning around at 1mm an hour with your controller when a zombie is on your back Wink I am and always will be a fervent M/K combo defender when mouselook is the way you control your view. A thumbstick doesnt cut it and never will.


How do you uppercut or downward strike with a mouse, then? If we could have that range of attack angle and direction controls with mouse, I'd gladly use it.

I know uppercuts and downward blows aren't vital to the gameplay since mb1 mb1 mb1 will do just as fine, but I just enjoy having that freedom to actually control my character like that.
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Sertorius




Posts: 1652

PostPosted: Thu, 8th Sep 2011 08:14    Post subject:
reloaded version seems to be OK here. Very scary atmosphere at first, maybe I am not used of zombies ...^^"
About visuals, with 3D Vision, it's still OK, way better than with DE: HR, but hey Nvidia, just move right now or your ass will be kicked off by owners of your technology shit. WE need a new set of drivers for all the new coming games, have you heard us ? fucking lazy developers.
I've got their last 280.36 and Nvidia's site has still NO listed it in their download page, WTF. When will you decide to correct your 3D Vision with DE HR and now Dead Island ? so many people are angry in Nvidia forum.
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cheat2win




Posts: 1349
Location: NFOHump
PostPosted: Thu, 8th Sep 2011 08:49    Post subject:
Yesterday when JBeckman posted some modified files, I tried to replace them with the ones inside the data0.pak file, but every time I went to start the game, it crashed.

It seems that with the update, it was added some kind of hash checker.
Solution? Just replace the updated DeadIsland.exe (rld-diu1), with the "original" non patched cracked version (deadisland.exe).

Now the game don't crash, and we can have the FoV, blur and other settings adjusted. Smile

Edit:
Or, if you want to keep the updated .exe:
Quote:
change the bytes from 0x17134E to 0x171354 in engine_x86_rwdi.dll to "E9 8F 02 00 00 90"


Last edited by cheat2win on Thu, 8th Sep 2011 09:34; edited 1 time in total
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inz




Posts: 11914

PostPosted: Thu, 8th Sep 2011 08:55    Post subject:
Sertorius wrote:

I've got their last 280.36 and Nvidia's site has still NO listed it in their download page, WTF.


That's because those are still a dev version, not WHQL drivers.
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escalibur




Posts: 12148

PostPosted: Thu, 8th Sep 2011 09:03    Post subject:
Impus wrote:
fov 92
 Spoiler:
 


All you have to do is to pack your edited files back to Data0.pak

Data\Skills\default_levels.xml - fov and strife speed.
Data\Menu\Movies\IntroMovies.scr - comment everything with // to disable intros, that might fix the black screen problem at the start for some.
Data\Scripts\varlist_blur_camera_motion.scr - change all to 0.0 to disable motion blur
Data\Scripts\ - there is some *glow* and *lighting* files you can mess around with to try to get rid of bloom.



Probably VAC will notice this?
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garus
VIP Member



Posts: 34200

PostPosted: Thu, 8th Sep 2011 09:50    Post subject:
snip


Last edited by garus on Tue, 27th Aug 2024 21:48; edited 1 time in total
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G226




Posts: 2

PostPosted: Thu, 8th Sep 2011 09:51    Post subject:
Claptonvaughn wrote:
Tr1ples1xer wrote:
Claptonvaughn wrote:
I never thought I'd use a controller on a first person pc game but...my god I love the analog attack system.

Swinging a paddle and knocking a zombie to the left, then to the right, then to the left again, followed by a downward slam to the ground. Too fun.

Do you think there's any way they'll patch this to work with mouse?


HAHA controller !! this equals too mb1 mb1 mb1 , its very easy too aim the head with the mouse especially with MOUSELOOK !!! have fun turning around at 1mm an hour with your controller when a zombie is on your back Wink I am and always will be a fervent M/K combo defender when mouselook is the way you control your view. A thumbstick doesnt cut it and never will.


How do you uppercut or downward strike with a mouse, then? If we could have that range of attack angle and direction controls with mouse, I'd gladly use it.

I know uppercuts and downward blows aren't vital to the gameplay since mb1 mb1 mb1 will do just as fine, but I just enjoy having that freedom to actually control my character like that.


You could handle it like Oblivion, Mount and blade or the old venerable Rune did. By tying the directions your attacks come with the movement key you're pressing.

Maybe someone could figure out a way to bind x360 controller / joypad controls on the keyboard + mouse. Something like PPjoy or Glovepie? Use wasd for both the directions of attacks + movement.
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Sertorius




Posts: 1652

PostPosted: Thu, 8th Sep 2011 10:00    Post subject:
after DE: HR (not completed yet), this one is extremely fun, tell you. Very different from the japanese Dead Rising 2, very good month for PC gaming. You can hear your hero (first playthrough, have chosen the Asian girl with melee weapon) screaming when killing...well...the dead.
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escalibur




Posts: 12148

PostPosted: Thu, 8th Sep 2011 10:16    Post subject:
garus wrote:
escalibur wrote:
Impus wrote:
fov 92
 Spoiler:
 


All you have to do is to pack your edited files back to Data0.pak

Data\Skills\default_levels.xml - fov and strife speed.
Data\Menu\Movies\IntroMovies.scr - comment everything with // to disable intros, that might fix the black screen problem at the start for some.
Data\Scripts\varlist_blur_camera_motion.scr - change all to 0.0 to disable motion blur
Data\Scripts\ - there is some *glow* and *lighting* files you can mess around with to try to get rid of bloom.



Probably VAC will notice this?


And do what? It's not a competitive game.


..and do whatever they ment it to do.
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Aephir




Posts: 332

PostPosted: Thu, 8th Sep 2011 10:16    Post subject:
played this for a bit now. i think im level 4 or so, have to say im loving this game. its so damn fun. going to buy this one. one thing that bother me tho is the damn level scaling. i hate that crap. i want to meet easier zombies when i walk back to check for collectbles.
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human_steel




Posts: 33269

PostPosted: Thu, 8th Sep 2011 10:18    Post subject:
I think I've encountered my first bugged quest. Fortunately, it's a side mission, so it's not a big loss.
 Spoiler:
 
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