Hey my fault for the late response, I found some time today to allocate to responding.
Yeah there's no problem adding it as a non-steam game.
The problem is mostly the memory and and also the processing usage. Where I live PC parts are a bit of a luxury, especially once you step past the world of used/refurbished enterprise Thinkpads and ThinkCentres. Around a decade ago I did most of my computer stuff on one of those baseline laptops. - it somehow had both a mechanical HDD and a mere 4GB of RAM with Windows 10 Pro. This sucked, and at the time just having Steam opened took 200MB (it now takes 500MB, though I have more RAM since then). Windows 10 by default took 2GB+.
I later discovered GOG and saw it was a way to pay for game installers in the same way that I did with Steam, with none of the optimization headaches I had to do just to play games. I seldom use multiplayer/social features so it was just better overall. Being able to transport the games across computers without having to install Steam first was great.
If you like Steam's way of launching games and use its features, more power to you, but I prefer the old fashioned "double click the .exe and it just runs". Sometimes I do miss Steam Workshop for SRIV but thankfully some people also mirror their mods from the workshop to this site.
I understand, and considering the amount of bloatware background processes Windows comes in by default, any amount matter especially when having low RAM.I wouldn't say there is anything revolutionary about Steam's way of launching games, I just use it for the steam overlay function plus I had been using it first so I just stuck with it, I prefer to keep all or most of my games in one place. Also you get good discounts on games often, though for that CD keys (now Loaded) was always the better option but if we are going to rank the platform purely on it's own then it still is the best in my opinion, yes Epic gives games for free from time to time, but those free games never interested me so I found no value in that feature over Steam.
As Voliton's
Knobby said in a Ask Voliton! thread:
Sadly, Voliton never had time to push such an update to fix that function.
Yeah I did read that comment years ago when I was browsing the forum trying to figure out if someone found a solution to the height problem or if I could gather any clues to fix it myself. I do wonder why the decision to implement the shrink ray function was decided in the first place. Perhaps they thought or experienced glitches or some technical problems when testing and added that though, changing height was never an option in the vanilla game anyway so I don't think that could have been the reason.
Yeah... I eventually hope to understand it more and put better notes, but don't expect it too soon. It takes both free time and patience to try and do these stuff especially as the game keeps crashing whenever I change a wrong part of the code (a lot of these work are blind guesses).
That's fine I totally understand, I have been messing around with new "custom" animation mods I am making by taking existing animations in the game and creating "custom" moves for abilities such as the stomp, aerial stomp, dfa, super sprint, gliding, etc. The dlc elements (explosion & bling) completely lost their vfx (the logic still works) when I swapped the animations by copy pasting the name of stomp animation (doesn't matter if ground or air) and renamed the different animation file with that one, then I replaced it inside extracted preload_anim packfile rebuilt it, but the vfx for the dlc elements are gone. I tried to update the dlc5_vfx_preload_containers and dlc6_vfx_preload_containers asm files, but it didn't seem to work, I think the problem might have byte offset memory addresses so when I swapped the animation that chain link broke. I also tried to copy the separate dlc 5 (explosion) and dlc 6 (bling) entries inside dlc 5 and 6 effect xtbl to then paste into the regular game and took the dlc powers str2_pc files and put them straight where the game exe is, didn't work, tried to remove the <Framework>dlc5></Framework> and <Framework>dlc6></Framework> line, didn't seem to work. I would publish the numerous "new" animations I created but I have yet to fix this problem so if I were to do it I would have to warn that those dlc cfx effects get broken so I rather find a fix for that and then publish. Do you know what could possibly be the solution for this?
Well, close, I actually want to make the knockback effect less as it's pretty unengaging to do a three-hit combo, have the enemy get knocked across the road, super sprint to them and hope the tornado thing doesn't knock them even further and then punch them again. Setting the knockback force to 3 seems to solve this problem for me.
Also I'm not a big fan of the anal probe so I'll probably remove it from the possible string of attacks (but if you want to tell me how to do it that would be nice - I'm very unfamiliar with this file lol).
That's fine, super easy fix, how much further do you want the npcs to get sent? I could also disable ragdoll entirely so they collapse on the spot when they die instead of being launched. Also you can easily disable the tornado upgrade even if you have already bought it on your save file by removing its entry inside unlockables xtbl. To remove the anal probe animation just get rid of the following entries (super_nut entries are the R3/F attack):
<MeleeMove><Name>super_nut_back</Name><ImpactDir><X>-.11</X><Y>.979</Y><Z>.166</Z></ImpactDir><ImpactForce>600</ImpactForce><_Editor><Category>Entries:WeaponBashes:Testicular Assault:Unarmed</Category></_Editor><Processing_flags><Flag>dont_play_weapon_sound</Flag></Processing_flags><AttackLimb>Right hand</AttackLimb><DefaultDamage><NPCDamage>75</NPCDamage><PlayerDamage>300</PlayerDamage><OnlineDamage>75</OnlineDamage></DefaultDamage><ImpactFX>melee_hit02</ImpactFX><victim_pre_condition>Standing</victim_pre_condition><victim_post_condition>Standing</victim_post_condition><req_prev_hits>1</req_prev_hits><Combo><Anim_group_grid><Anim_group_ref>Default</Anim_group_ref><Anim_group_ref>Melee</Anim_group_ref><Anim_group_ref>Melee 2h</Anim_group_ref><Anim_group_ref>Pistol</Anim_group_ref><Anim_group_ref>DualPistol</Anim_group_ref><Anim_group_ref>Rifle</Anim_group_ref><Anim_group_ref>Minigun</Anim_group_ref><Anim_group_ref>RPG</Anim_group_ref><Anim_group_ref>Predator Drone</Anim_group_ref><Anim_group_ref>Shot Gun</Anim_group_ref><Anim_group_ref>Thrown</Anim_group_ref><Anim_group_ref>Sniper</Anim_group_ref><Anim_group_ref>StagRifle</Anim_group_ref><Anim_group_ref>SMG</Anim_group_ref><Anim_group_ref>GrenadeLauncher</Anim_group_ref><Anim_group_ref>SawedOff</Anim_group_ref><Anim_group_ref>Luchador</Anim_group_ref><Anim_group_ref>Flamethrower</Anim_group_ref><Anim_group_ref>Revolver</Anim_group_ref><Anim_group_ref>Lever</Anim_group_ref><Anim_group_ref>Hunting</Anim_group_ref><Anim_group_ref>Dubstep</Anim_group_ref></Anim_group_grid></Combo><Attack_is_for><Flag>Attacker is Player Only</Flag><Flag>Victim is Not Ally</Flag><Flag>Attacker is superpowered</Flag></Attack_is_for><Attack_Results><Flag>Disarm Victim</Flag><Flag>Ragdoll Victim from behind</Flag></Attack_Results><Impact><AttackLimb>Right hand</AttackLimb><ImpactDir><X>0.0</X><Y>0.0</Y><Z>1.0</Z></ImpactDir><ImpactForce>600</ImpactForce><X>0.0</X><Y>0.0</Y><Z>1.0</Z></Impact><SyncedMove>anal_probe_grab_rear</SyncedMove><Testicular_Assault>True</Testicular_Assault><Super_Kick>True</Super_Kick></MeleeMove>
<MeleeMove><Name>super_nut_front</Name><ImpactDir><X>-.11</X><Y>.979</Y><Z>.166</Z></ImpactDir><ImpactForce>100</ImpactForce><_Editor><Category>Entries:WeaponBashes:Testicular Assault:Unarmed</Category></_Editor><Processing_flags><Flag>dont_play_weapon_sound</Flag></Processing_flags><AttackLimb>Right hand</AttackLimb><DefaultDamage><NPCDamage>7500</NPCDamage><PlayerDamage>300</PlayerDamage><OnlineDamage>75</OnlineDamage></DefaultDamage><ImpactFX>melee_hit</ImpactFX><Impact_Human_Effect>Blood_headshot</Impact_Human_Effect><victim_pre_condition>Standing</victim_pre_condition><victim_post_condition>Standing</victim_post_condition><req_prev_hits>1</req_prev_hits><Combo><Anim_group_grid><Anim_group_ref>Default</Anim_group_ref><Anim_group_ref>Melee</Anim_group_ref><Anim_group_ref>Melee 2h</Anim_group_ref><Anim_group_ref>Pistol</Anim_group_ref><Anim_group_ref>DualPistol</Anim_group_ref><Anim_group_ref>Rifle</Anim_group_ref><Anim_group_ref>Minigun</Anim_group_ref><Anim_group_ref>RPG</Anim_group_ref><Anim_group_ref>Predator Drone</Anim_group_ref><Anim_group_ref>Shot Gun</Anim_group_ref><Anim_group_ref>Thrown</Anim_group_ref><Anim_group_ref>Sniper</Anim_group_ref><Anim_group_ref>StagRifle</Anim_group_ref><Anim_group_ref>SMG</Anim_group_ref><Anim_group_ref>GrenadeLauncher</Anim_group_ref><Anim_group_ref>SawedOff</Anim_group_ref><Anim_group_ref>Luchador</Anim_group_ref><Anim_group_ref>Flamethrower</Anim_group_ref><Anim_group_ref>Revolver</Anim_group_ref><Anim_group_ref>Lever</Anim_group_ref><Anim_group_ref>Hunting</Anim_group_ref><Anim_group_ref>Dubstep</Anim_group_ref></Anim_group_grid></Combo><Attack_is_for><Flag>Attacker is Player Only</Flag><Flag>Victim is Not Ally</Flag><Flag>Attacker is superpowered</Flag></Attack_is_for><Attack_Results><Flag>Disarm Victim</Flag></Attack_Results><Impact><AttackLimb>Right hand</AttackLimb><ImpactDir><X>0.0</X><Y>0.0</Y><Z>1.0</Z></ImpactDir><ImpactForce>100</ImpactForce><X>0.0</X><Y>0.0</Y><Z>1.0</Z></Impact><SyncedMove>anal_probe_grab_front</SyncedMove><Testicular_Assault>True</Testicular_Assault><Super_Kick>True</Super_Kick></MeleeMove>
Also what did you think of the mod? Did you enjoy the new melee system where all moves can be picked at any time and in any order and the new added attacks into the chains? If you could give the details of what you enjoyed and what you thought could be better or simply changed to fir more with what you would like, let me know, I would highly appreciate it considering it's my first mod (both as in first posted and first time that I ever tried modding this game) so I would like to expand on it if possible.