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A flight mod for Cyberpunk 2077

License: MIT License

Lua 0.28% C++ 91.83% Swift 7.63% C# 0.01% CMake 0.25%
cyberpunk-mods cyberpunk-2077

let_there_be_flight's Introduction

Let There Be Flight

This is a mod for Cyberpunk 2077 that adds a flying mechanism to all cars, with a couple different modes and options.

Other features include:

  • Imminent explosion audio indicator
  • Visual explosions happen more readily with other cars
  • Quick-eject in flight mode (hold exit)

Video preview of the Drone/Acrobat mode

preview

Installation

For an up-to-date version of the mod, you can download just the game_dir/ folder, and install that into your game's directory.

Official, numbered releases are available here - If you're upgrading, check the release notes for special instructions.

Dependencies

Configuration

red4ext/let_there_be_flight/inputs.xml contains all the keybindings for the keyboard & controller - you can customize these to your liking. See all possibilities here: https://nativedb.red4ext.com/EInputKey

Other settings can be found in red4ext/plugins/let_there_be_flight/packed.reds for the time being - search for FlightSettings.SetFloat to see all the variables used by the mod.

Vehicles can be customized via extending the IFlightConfiguration class (should not be extended directly if you don't know what you're doing - use CarFlightConfiguration, SixWheelCarFlightConfiguration, or BikeFlightConfiguration). As an example, the below disables flight for all vehicles except the Jen Rowley Type 66:

public class CustomCarFlightConfiguration extends CarFlightConfiguration {
  public func CanActivate() -> Bool = false;
}

public class CustomSixWheelCarFlightConfiguration extends SixWheelCarFlightConfiguration {
  public func CanActivate() -> Bool = false;
}

public class CustomBikeFlightConfiguration extends BikeFlightConfiguration {
  public func CanActivate() -> Bool = false;
}

public class FlightConfiguration_quadra_type66__basic_jen_rowley extends CarFlightConfiguration {
  public func CanActivate() -> Bool = true;
}

Troubleshooting

To better report crashes, click on "What does this report contain?" in the crash handler window:

CrashReporter_ZpKyOJoSbT

And find the Cyberpunk2077.dmp file, shown here:

explorer_iuXThrg7iB

Copy this file, along with your red4ext/logs/ctd_helper.log file before you run the game again - it will get overwritten on each launch:

explorer_vV4IdIzcT7

If you can include both of these files in any report, it should make it a lot easier to track down bugs.

Translating

The en-us localization dictionary can be seen in /wolvenkit/source/raw/user/jackhumbert/localization/let_there_be_flight.en-us.json.json - this is a JSON-formatted file. To create a new translation, copy this file, and adjust all of the femaleVariant values. Please use the standard language tag (like 'en-us', 'fr-fr', etc) as the file name. You can send this to me and I'll include it with LTBF, or you can host it yourself on Nexus, etc.

If you want to distribute your own language pack for LTBF, you'll need to use Wolvenkit convert & pack this into an .archive file (please name this file using the language tag, like this: let_there_be_flight.fr-fr.archive), which needs to be paired with a let_there_be_flight.fr-fr.archive.xl file to be read correctly by Archive-XL. Example contents are below:

localization:
  onscreens:
    fr-fr: user\jackhumbert\localization\let_there_be_flight.fr-fr.json

You'll need to replace all fr-fr instances with your language code.

Uninstallation

There's an installation script at red4ext/plugins/let_there_be_flight/uninstall.bat - if you run this, all LTBF mod files will be deleted, but its dependencies will remain.

Development

These are some of the steps I take to update the mod for new versions of the game - it involves some manual address looking-up using IDA, a custom version of Zoltan, and my fork of RED4ext.SDK:

  1. Merge deps/red4ext.sdk from upstream
  2. Update all addresses with "1.61hf1 RVA:" (that matches latest game version) in RED4ext.SDK
  3. Patterns & hints for each addresss should be in each file
  4. Addresses that don't have the current version likely aren't used by LTBF
  5. Run "Generate Addresses" in the VS Code project
  6. Update the game option addresses in src/red4ext/FlightSystem.cpp
  7. Update RED4ext.SDK VFTs
  8. Uncomment the VFT finder in src/red4ext/FlightSystem.cpp:L192
  9. Run the game until it crashes (expected)
  10. Copy the #defines from red4ext/logs/let_there_be_flight.log to deps/red4ext.sdk/include/RED4ext/Addresses_VFT.hpp

Special thanks to @psiberx for Codeware Lib, InkPlayground Demo, and Redscript & CET examples on Discord, @WopsS for RED4ext, @jac3km4 for Redscript toolkit, @yamashi for CET and the E-mode mod (very helpful in figuring out how to work with FMOD), @rfuzzo & team (especially @seberoth!) for WolvenKit, and all of them for being helpful on Discord.

Interested in adding flying vehicles or a similar mechanic to an existing game? Let me know!

Audio system made with FMOD Studio by Firelight Technologies Pty Ltd.

let_there_be_flight's People

Contributors

haywirephoenix avatar jackhumbert avatar

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let_there_be_flight's Issues

How about letting the V-model fly by itself?

Ever since a modder came up with this,

photomode_07032022_222754

I have been waiting for someone that could make her fly. Now that there finally is one, wanted to ask, how about making the V-mesh fly by him/her self?

I know just the suitable pose to use too. It's the pose that the female V, (don't actually know about the male V), takes on when being launched from her bike with high speed. She has her arms spread out, like she's flying.

missing "action button"

Hi, great Mod! having fun with it atm, just noticed the "f" action button is missing (I'm on PC) . this is not that big of a deal until I started...

  • looting (can't see the item previews anymore when looting)
  • missing dialog choices (the choices are "still" there but it seemed invisible or something since I can still choose)
  • having trouble with which door I can open since the action button is missing.
    Screenshot (1193)
    Screenshot (1194)
    Screenshot (1195)
    Screenshot (1196)

Will the Basilisk fly?

Yep, could see this one coming.

Have already tried flying with the Basilisk in the previous version, but although the flight engaged, it wouldn't fly. Do you have plans to make the Basilisk fly? Thing is the accelerator sits on the rocket launcher, and the decelerator on its cannon.

Flight activation/deactivation sounds

In my opinion the transformation sound is too arcadey. Well, it depends on the point of view but to me it's too playful. Regardless of my opinion, it's a great sound. I also don't have problems with the other sounds, those are almost perfect. They sometimes clip but that's very rare.

3d UI shows up when in NPC cars

As the title says, getting into NPC cars for quests shows the UI with the position and all that fancy stuff even if the cars not in flight mode.

In-Game Sound FXs no longer working

In-Game Sound FXs like footsteps and crosswalk FXs (walk, don't walk and pinging sound) do not work anymore when I install the Flight mod. I do not know what other sound FXs are affected or changed by this mod. I do not know if this is intentional when adding new sound FXs or mod in-game sounds. Tested this with a new install and no mods installed except CET and the required mods and files to enable this mod. I just thought I would add this to the list of issues in case anyone else comes here looking for the issue or mod changes. After removing the mod, the original in-game sound FXs return.

Adjusteable flight characteristics

If you make the settings panel or use Native settings mod, than please let the user control the roll rate, pitch rate and top speed of flight. For me, the pitch rate is a bit too little.

PS: Sorry for literally BOMBING YOU on this repo. It's not intentional! :)

How to invert flight controls?

I'd like to make it so that when I pull down on the left joystick, the car goes up instead of down.

I have tried changing a few of the things in the flight_controls.xml file but nothing seems to work.

Thanks in advance :)

Bugs with mods

I cannot aim with my gun (vehicle combat mod) if flight mode on and car is not a car.

Mode switching is janky. Why on F if that's the exit button? :D I couldn't even find it in the inputs file.

Compatiblity issue: Function + mouse scroll. Scroll brings out gun with vehicle combat mod.

Sound bug: If pause (esc) pressed mod sounds are still being played, looped.

If save is loaded where you were flying: Car slams to the ground

AI cars on the road randomly enable flight mode for themselves, wreaking havock and chaos.

Car's camera sometimes stuck with No Camera Auto Centering mod so player cannot see where he's headed.

Flight sounds not working.

When I enter flight mode the sound effects for the thrusters do not work. No engine sounds or anything.

Integrate In-Game Settings

Great job with a new mod.

Anyway, I figured out that the new command for inertia is FlightSettings.SetFloat("yawDirectionalityFactor", 700.0) so with "" and it still works but would it be possible to make it adjustable in a way? Native UI seems like a really convenient solution. I would be also happy even if you make an INI file where I can set it once and for all. Thanks in advance for a response. Great work with a new version anyway.

Bug #3

Compatiblity issue: Function + mouse scroll. Scroll brings out gun with vehicle combat mod.

Driving/Flying transition animation

Please fix the car transformation later down the road when you can. As you know, currently the wheels just pop back in. I have multiple ideas regarding this, some easier some more difficult. But please do something about it.

Game won't start

Hi there. Not sure if it was error on my end, so to clarify it is packed.zip that we were supposed to unpack in the directory, right?
Github is generally confusing to me but I am hoping I got that right.
After unpacking I am getting this error upon trying to start the game:

"Config version '1' is not supported (version < 0 or version > 0).

File: D:\GOG Galaxy\Ganes\Cyberpunk 2077\red4ext\config.ini

D:\a\RED4ext\src\red4ext.dll\Config.cpp:74

The game will close now to prevent unexpected behavior. "

I am really crossing my fingers that someone will know what the issue is, or that I installed the wrong thing so I can fix it.
This mod looks so amazing and I really want to try it.

REDScript compilation failure

With installation of this mod, I am getting this warning when I launch :
"REDScript compilation failed. The game will start, but none of the scripts will take effect. This is caused by errors in: - let_there_be_flight.reds. You can try updating or removing these scripts to resolve the issue...
When I remove this reds script from R6/scripts folder, the game still crashes here there which never happened before.
How can I solve this crash?

game crashes when loading in

when launching the game I get a message saying, "REDscript Compilation failed. The game will start but none of the scripts will take effect. this is caused by errors in: - let_there_be_flight.reds
you can try updating or removing these scripts to resolve the issue. If you need more information, consult the logs."

HUD bug

The flight hud doesn't turn off when in car mode.

Flight Mod gives me a Quickhack called "Lockey#......."

2 things on this

  1. The Flight mod, as the title says gives me a new quickhack? Lockey#12238827325884734078 and when im in battle it sometimes interferes with my quickhacks, mainly Ping, on People
    a FIX i found was re-equipping all of my quickhacks in a different order, but sometimes one of my quickhack slots is gone and that "Lockey#....." is there
    im not sure whats going on with that
  2. "Lockey#12238827325884734078" specifically prevents you from using Ping on things like Cameras, and as stated above the only fix i found was requipping all of my quick hacks but it still happens after a while, it doesnt make "Lockey#12238827325884734078" go away, its still there.
    here is a screenshot
    vlcsnap-2022-06-01-15h40m24s863

Crashing into certain objects crashes the game

Error reason: Unhandled exception
Expression: EXCEPTION_ACCESS_VIOLATION (0xC0000005)
Message: The thread caused a user-mode data execution prevention (DEP) violation at 0x200000001.
File: (0)

Sound of engines during flight is deafening.

For some cars, the sound of the engines during flight are beyond deafening. For contacts I keep most of my volumes at 30% with the only exception being the car radio at 100% so everything is kinda quiet with the exception of the radio. Till... I start flying and then the roar of the engines are so loud that I can't hear anything else and I have to turn down my speakers to the point of almost off because of how deafening the engine sounds are during flight and it's even worse if it happen to be a third party modded car. Those are even louder during flight to the point where I just have to turn the volume on my speakers off all together because those engine noises during flight are screamingly loud though I understand that's a mod on a mod and that's its own mess in and of itself. Please either turn down the volume of the engines or give us the option to turn down the volume. It's definitely starting to hurt my ears. I've tried everything on my end to adjust the volume of the cars engine noise during flight to no avail so please in the next update if possible adjust this.

AV models instead of car models

Hey! I was wondering if it would be possible to use the real AV models from the game instead of the car models. Love the mod btw, keep up your work!

Problem with inertia

Generally, it's very hard controlling the vehicle in tight curves. This inertia gets annoying. I run forward, then want to turn, rotate the vehicle, roll the vehicle etc. but it keeps going forward for some time. I have to literally stop on every tight turn, then rotate, then accelerate while already looking in a direction of my flight. It would be great to turn the inertia completely off. I have tried a driving control mod (a better grip option) - it works better also for flying but still not perfect.

How to remap fly up/down to trigger buttons?

I'd like to remap fly up/down to the trigger buttons as it feels more comfortable to me. Already tried some tinkering in the .xml file but can't quite figure it out.

Thanks in advance :)

Interference with Cyber Vehicle Overhaul

Hi Jack, I had an issue where flying would cause any car to be substantially slower in a straight line upon landing. Also, rather than spinning the car around, the handbrake would only encourage slight understeer, which is no fun. Although I can't prove it, I have a theory that this is due to Let There Be Flight interfering with another mod I have, Cyber Vehicle Overhaul. This happens even if it was normal beforehand. For example, the tune I have on my Turbo R gives it a top speed of around 280 km/h (I know the game says mph but I don't believe it). If I take off and land again, the top speed is reduced to around 185 km/h and the handling characteristics of the car change dramatically. Seeing as this is a near-100 km/h drop in speed, this got old after a while. It goes back to normal if I load a save before the car took off, and as far as I know this is the only way to fix it on the user end.

I noticed you requested the link to the mod in question for another issue, so here: https://www.nexusmods.com/cyberpunk2077/mods/3016

Also this isn't a game-breaking bug so please feel free to prioritize major issues over this one. Thanks! Love the mod, by the way!

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