RE8 got a patch today fixing the stuttering issues when close to daughters or when killing enemies.
That's good news, but it does mean a lot of trainers aren't compatible anymore, like my third person trainer mod. I'll try to get it fixed, but I don't have any ETA. Hopefully, I'll get that done within a few days.
If anyone had any mods installed while Steam installed the patch, you might have to do these steps in order to clean up your RE8 install:
- Uninstall all mods
2021-07-20 11:02:58 +0000 UTC
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I try to make sure I have something to post on Patreon each month (a mod, update to my mod mod manager, or other stuff), but chances are high I won't be uploading anything new during July. My right hand has been feeling weird lately which has made it hard to use the computer for extended periods (it's probably carpal tunnel syndrome. I've set up an appointment to get it checked). Also, it's summer which means it gets pretty darn hot which makes it even harder still to do stuff on the PC.
<...
2021-07-02 09:24:05 +0000 UTC
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New Fluffy Manager (work in progress) release!
Download: https://fluffyquack.com/WIP/modmanager.zip
Here's a work-in-progress build with some new features:
- Browsing mod list with text search (available in Filter Mods -> Custom Search)
- Customizing the camera offset for third person trainer mod (I suggest shift + left clicking on the offset numbers so you change it via text inp...
2021-06-15 16:23:17 +0000 UTC
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I've had some requests for this feature and I'm finally getting around to adding it.
I feel the biggest question is how to handle it from a UI standpoint. I don't want to keep adding buttons all over the place. Right now I've got it placed under the "Category Filter" menu (I'll probably rename that menu to something like "Filter Mods"), which seems fine to me, but I don't know if people would want that button to always be one click away rather than two clicks.
I'll also add a feat...
2021-06-11 19:06:48 +0000 UTC
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New Fluffy Manager release!
Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip
This version adds support for changing FOV in RE8 as a file mod rather than using a trainer. Instructions:
- Download the "Custom FOV" mod in "Downloads" menu
- Click on ...
2021-05-27 22:56:52 +0000 UTC
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New Fluffy Manager release!
Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip
This adds an experimental third person mod to the trainer.
In order to use it, do this:
- Go to the "Downloads" section and download the "Third Person Assets" mod
2021-05-23 19:09:43 +0000 UTC
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This is something I've been fiddling with. I've got good progress, but there is still so much to do get this fully playable, and I'm not sure if I'm motivated to try to finish the entire mod.
These are some of the current downsides:
- Character doesn't look in the right direction when aiming or shooting. This is the biggest problem, and I'm not sure how to fix it.
- The game calculates distance to interactable objects from camera rather than player position, this makes ...
2021-05-14 16:48:01 +0000 UTC
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Here's a version of my RE Engine Filepath Dumper configured for the full version of RE8.
The version I released for the RE8 demo had crashing issues, but this version should be fully stable.
I was planning on making a version that scans for a code snippet in memory rather than using a hardcoded address (that way, I don't have to make individual releases based on a game and game version), but I spent mo...
2021-05-07 19:28:25 +0000 UTC
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Removes the depth of field effect when aiming.
This works with the demo, but I'm uncertain if it will work with the full version of the game. I'll update the mod if needed.
This mod can be downloaded directly via Fluffy Manager: https://www.patreon.com/posts/36745578 (look for "No Depth-of-Field While Aiming" in the list of downloadable mods)
2021-05-05 16:28:50 +0000 UTC
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Improves the hygiene of the witches by removing all of the flies around them. You can still hear them, though, and they also still deal damage.
This mod can be downloaded directly via Fluffy Manager: https://www.patreon.com/posts/36745578 (look for "Invisible Flies" in the list of downloadable mods)
2021-05-05 16:27:17 +0000 UTC
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Replaces some of the paintings in the castle with fluffier, sockpuppet-style paintings. Artwork by thenamelesspage.com and twitter.com/Mute_Lava.
This mod can be downloaded directly via Fluffy Manager: https://www.patreon.com/posts/36745578 (look for "Fluffy Paintings" i...
2021-05-05 16:25:35 +0000 UTC
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New Fluffy Manager release!
Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip
- Fixed a bug which made mod manager version check think a WIP version is newer than a non-WIP version.
- Fixed a bug which made "Jukebox" button appear for games it doesn't wo...
2021-05-05 15:58:53 +0000 UTC
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Uploaded new version: https://fluffyquack.com/tools/REtool.rar
Changes:
- Fixed DDS to TEX conversion of RE8 textures when mipmap count or DDS type is different.
- Fixed "-texReduce" option when using RE8 textures.
- Added a new toggle "-keepBC7type" which will leave a texture type alone when converting a BC7 DDS to BC7 TEX. I added this because I'm using a DDS converter that only ev...
2021-05-04 19:03:23 +0000 UTC
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New Fluffy Manager release!
Download: https://fluffyquack.com/tools/modmanager.zip
This adds a basic trainer for RE8 which works with the demo (and hopefully the full game as well) which lets you change FOV and turn off vignette. Click on "Trainer" in the mod manager while the game is running to get access to the FOV options.
Some notes:
- The default FOV is 81 (for normal camera) and 70...
2021-05-03 21:43:24 +0000 UTC
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New Fluffy Manager (work in progress) release!
Download: https://fluffyquack.com/WIP/modmanager.zip
Here's a work-in-progress build of Fluffy Manager with support for RE8 and RE8 demo. Note that the RE8 support might not be valid. I made educated guesses as to what the executable name and install directory are. Once RE8 is released, then I can double-check if the information is correct and I'll rele...
2021-04-30 13:16:14 +0000 UTC
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Here's a version of my RE Engine Filepath Dumper configured for the RE8 demo.
This version won't work the full version of RE8. I'll upload a new build once RE8 is released.
2021-04-30 13:09:12 +0000 UTC
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For the past few days, I've been working on this tool for dumping filepaths from RE Engine games. This works similar to the tool made by ekey and I made this as an option in case ekey isn't available or isn't interested in updating his rehook for future RE8 and other RE Engine games.
Right now, each version of this tool is hardcoded to work with a specific game and version. I'll upload a new version once RE8 demo is released. And then eventually I'll make it so it will automatically sca...
2021-04-29 21:43:17 +0000 UTC
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I'm trying to work on improving the network sync in Diablo 1 (in DevilutionX source port). It's kind of amazing how easily you can desync in Diablo 1. Basically, almost any kind of movement can result in a desync.
In this video, I simply do these 3 types of movement:
- Queue up a move while attacking
- Cancel movement with an attack and then moving again
- Simply clicking to move back and forth
The game keeps sending packets to other clients about wha...
2021-04-20 09:51:59 +0000 UTC
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Uploaded new version: https://fluffyquack.com/tools/REtool.rar
I've improved TEX support so it works with the new TEX format used in ReVerse. I haven't done extensive testing of this, so please let me know if it doesn't work as intended.
I also made it always guess the correct extension for TEX files when extracting PAK files without a filelist.
2021-04-08 20:18:33 +0000 UTC
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The mod isn't new as I made it back when RE2 remake was new, but I recently updated the mod so there multiple variants of it replacing different amounts of enemies.
This mod can be downloaded directly via Fluffy Manager: https://www.patreon.com/posts/36745578 (look for "Mr X Replacing Enemies" in the list of downloadable mods)
2021-04-08 19:46:04 +0000 UTC
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Here's the last version of my OpenLara mod which adds friendly fire, freelook, Lara randomly screaming, and a few other things.
Download link and more details here: https://github.com/FluffyQuack/OpenLara/releases/tag/1.1
And even more info about the mod here: https://www.patreon.com/posts/47455471&nbs...
2021-04-08 19:18:49 +0000 UTC
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New Fluffy Manager release!
Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip
Changelog:
- Fixed loading of certain JPG mod preview screenshots in the "Downloads" menu.
- Removed the 1gb filesize limit when installing mods.
- Added support f...
2021-04-08 18:14:50 +0000 UTC
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Just a silly little thing I randomly with Diablo (using DevilutionX source code).
I've also been working on various quality-of-life features:
- Rather minor, but the durability icon now gradually goes from gold to red: https://www.youtube.com/watch?v=hMZWlI6zINA
- A feature that makes the character run whenever you're not in combat. Looks a bit goofy since there's no run animation ...
2021-04-08 17:56:28 +0000 UTC
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This is a more up-to-date version of the lighting from my previous Diablo post. I've now made all of the ingame graphics be hardware rendered (though a few features haven't been replicated yet, like "palette swapped" enemies and colour cycling for water/lava). And that made it possible to implement lightingmapping in a better way (the lightmapping lights up floor, wall, and ceiling tiles in different ways).
It still needs a lot of work, though. The hardware renderer isn't finished quite...
2021-03-22 21:18:05 +0000 UTC
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Just thought I'd write a bit about Diablo shenanigans I've been doing the past weeks. The video above shows a very basic test of per-pixel lighting (the ingame graphics are rendered at full brightness and then I blend a lightmap on top of it). I'm in the process of converting all of the rendering code to use GPU which will make it possible to experiment more with lighting (right now it's only the UI which is rendered via GPU, so I can't render lightmaps between walls and floors for instance)....
2021-02-27 22:19:39 +0000 UTC
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I figured I'd write my own quick guide on this since it proved a bit difficult to an in-depth guide for setting up OpenLara. Parts of this is based on the readme which comes with OpenLara.
Playing OpenLara on the web:
Setting up OpenLara to work in RetroArch:
- RetroA...
2021-02-13 16:35:35 +0000 UTC
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OpenLara is a fan-made, open-source engine for Tomb Raider by XProger (right now it has very good compatibility with TR1, but it doesn't support other TR games yet). It supports rendering at any resolution, gameplay simulation at any framerate, 2-player local co-op, better shadows, better water, and more! More info about it here: https://github.com/XProger/OpenLara
I wanted to do a playthrough with OpenLara but ...
2021-02-12 19:18:48 +0000 UTC
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Here's something different. DevilutionX is a fan-made, extremely faithful recreation of the Diablo 1 source code. I randomly stumbled upon it and I thought it would be fun to mess around with it. It's pretty rare I mod games which are open source, so it's pretty refreshing compared to how I typically mod (which involves a lot of painful and slow reverse engineering of formats and digging through compiled code). Sure would be nice if more developers released SDKs or made their code open source...
2021-01-17 23:15:25 +0000 UTC
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New Fluffy Manager release!
Update via Fluffy Manager (run it and click on Downloads->Update to latest Fluffy Manager) or you can manually download and unpack this: https://fluffyquack.com/tools/modmanager.zip
This is just a minor release which primarily adds the "reverse mod install" and "re-copy mod install" features (how to use the features is explained here: 2021-01-04 13:51:59 +0000 UTC
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While writing the previous post I mentioned how extracting all of the PAK files in DMC5 SE would lead to worse loading times, as in theory, reading small compressed files and decompressing them in memory can be faster than reading the same files uncompressed.
I decided to do an exhaustive loading time comparison. And I threw in DMC5 SE on Xbox Series S into the mix as I was curious how that would fare in comparison. Now then, one important aspect is caching. As file data is read or writ...
2020-12-27 16:15:23 +0000 UTC
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