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Comment History
fehc
fehc - - 5 comments @ Infra Success Counters

Hit me with PM here if you stuck with this.

Good karma+1 vote
fehc
fehc - - 5 comments @ Infra Success Counters

Hi, the mod doesn't use any actual functionality of the "xinput1_3.dll". I use this library wrapper as a simple and convenient way for people to install/uninstall the mod. If your game doesn't crash and works properly with "xinput1_3.dll" replaced by the mod, then it means that your system has a recent version of this library somewhere and the mod loaded it properly.

Anyway, there might be quite a lot of reasons why this wont work in your environment. The only way to find out what's wrong is to rebuild the mod with debug logs (add them inside infra.cpp) and check if every system function called there returns non zero value etc.

Good karma+1 vote
fehc
fehc - - 5 comments @ Infra Success Counters

I got you, what's weird is that I actually opened the "bunker.vmf" file (whole map as a text file similar to json) to get a rough count of the occurences of corruption and counted around 7 different spots with the type "corruption". Maybe I'm missing something, as I don't know this format very well. Just to be sure, are you running the mod on the latest steam version of infra?

Good karma+1 vote
fehc
fehc - - 5 comments @ Infra Success Counters

Apparently, there are four spots across three maps in the game where photos of defects can collide. The game indeed carries some global state variables between maps:

infra_reserve1_dam_picture_taken
infra_tunnel_elevator_picture_taken
infra_tunnel_cracks_picture_taken
infra_watertreatment_steam_picture_taken

I updated the mod, so when the map loads it checks if a given spot is actually inactive and reduces its max number.

I fixed the other numbers according to your list. Except for bunker - did you mean that defects/corruption should be 18/6?

Good karma+1 vote
fehc
fehc - - 5 comments @ Infra Success Counters

Thanks for the input! You got it right, those numbers ended up like that because I took the initial maps metadata from the game files, then started my second playthrough, saw that the numbers are off and tried to fix them. I paused the playthough at "c6_m4_waterplant" and went ahead and just threw the numbers for the further maps from the Steam Guide without reading it or checking anything (to avoid spoilers).

I'll be adding your fixes since you obviously know the game better. But the Broken Cement in "tunnel2" which cannot be photographed if it was already photographed in "tunnel1" (btw, the same situation is with the broken elevator nearby) is an interesting one to dig. Didn't think the game tracks such state between maps.

Regarding the situation when Defects are counting as Corruption, it is quite hard to fix those inside the code because the mod just receives the original game event of "successful action", and if the game says that this event type is Corruption, then the mod accepts it as a corruption. Probably the correct way of fixing such inconsistencies is to edit the game map files, and change those event types in there.

* Also a reminder that anyone can change those numbers by editing the mapdata.txt from the "files" section of this mod (just place the file near infra.exe for the mod to catch your custom values).

Good karma+1 vote