praydog / REFramework

Scripting platform, modding framework and VR support for all RE Engine games
https://cursey.github.io/reframework-book/
MIT License
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[Feature request] Zombies Always Animate At Full Framerate for RE2R and RE3R #851

Open hyperspeedgx opened 1 year ago

hyperspeedgx commented 1 year ago

As you may know, the game updates the zombies at distance less frequently (probably to save CPU time) in both games RE2R & RE3R

may you guy add such amazing fix on REFramework?

This one works in RE2R only, it works in the RT ver & non RT ver, but it modifiers sensibility, even on controllers, dinamic difficult and others things.

https://github.com/TheTedder/REFix/releases

threads that may help https://residentevilmodding.boards.net/thread/10362/zombies-animate-full-framerate-update https://residentevilmodding.boards.net/thread/12811/enable-full-animations-long-distance

DaveACG commented 1 year ago

I had the same concern for the REFix mod, in that I'm playing with a controller and don't want the input changes, just want the zombie animation fixed. However the author replied to my concern, it is in fact very easy to toggle each feature of the ReFix mod separately through a small config file.

After you run it once with the Refix.dll installed in \reframework\plugins, a refix_config.txt file will be created in \reframework\data. Open that up and just change the settings from true/false depending upon your preference. For example mine looks like this:

disable-input-pitch-scaling = false; remove-input-damping = false; scale-input-with-fov = false; remove-dynamic-difficulty = true; fix-zombie-anims = true;

This disables every mod change except retains the dynamic difficulty disabling as that's my preference, and of course fixes the zombie fps issue.

Also it was recently updated to work with RE3, and can confirm after playing it last night that the zombie animated at full fps regardless of distance.

So there is a solution now for the zombie fps problem on the RT versions in both RE2/RE3.