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RFA-Mod v0.5.10-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.10-beta.zip below.
What's new since v0.5.9-beta
Saving in the Guerrilla world. The pause menu in the Guerrilla world now has SAVE GAME: it saves the moment you're in, then opens the save screen for you to pick a slot. LOAD GAME brings you back into the Guerrilla world where you saved.
- A save there only goes into the slot you pick. It never writes into a slot on its own, so your campaign's autosave stays as it was.
- LOAD CHECKPOINT goes back to your last save.
- It's a new mod,
guerrilla_save.dll;Worlds=under the new[GuerrillaSave]section names the worlds it saves in.
Everything from v0.5.9-beta is here too: Guerrilla's map icons and world map, the safehouse upgrade shops, radio tags, Guerrilla's people, every weapon, the vehicles.
Not there yet:
- Saving: your upgrades and the radio tags you've found are one set for all your saves (they're kept between games, but loading an older save doesn't take them back). There's no autosave yet, and after a load you start where you saved, not at a safehouse as in Guerrilla.
- Weapon cabinets: the safehouses' weapon cabinets don't open yet, and a red marker shows in front of them.
- The map: no route to a waypoint yet (Guerrilla's GPS line), and no player markers. The M.O.A.B. itself (the car bomb) isn't ported yet, only its place on the map.
- The HUD: Guerrilla's alert level and its messages aren't there yet.
- Turrets: on Guerrilla's vehicles with a turret (the Kitsune, and likely the APC and staff car), the gun doesn't show on the roof yet.
- People: they mostly stand where they appear. Guerrilla's ambient people (civilians walking about, Marauder ambushes) aren't ported yet.
- Dying: Guerrilla's respawn at a safehouse isn't ported yet. At the death screen, press ~ and then R to reload the last checkpoint. After that reload the people may be gone and vehicles from F7 → Spawn may not appear; for a full world, load a save or start the game again.
- Story: Guerrilla's missions and story come last of all.
The Guerrilla world
Coming from v0.5.9-beta: nothing to build again.
Coming from v0.5.8-beta: build the HUD again. Run editor\GuerrillaBuilder.exe, tick HUD and click Build (a minute or so). Your world stays as it is.
Coming from v0.5.7-beta or older: your world has to be built again (the launcher says so, and opens the builder if you choose No). Run editor\GuerrillaBuilder.exe and click Build: everything is ticked.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 2 GB free where RFA-Mod is. - Run
editor\GuerrillaBuilder.exe. If it doesn't find Guerrilla by itself, click Browse... beside Red Faction: Guerrilla and choose its folder. - Leave everything ticked and click Build (two or three minutes).
- Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive:
- Press F7, click Spawn, then Vehicles, pick one and click Spawn.
- Press F7 again and get in with E.
- For a gun: F7 → Spawn → Weapons, type
rfg_and click Give. Press Tab for the world map, and Esc for the pause menu's SAVE GAME.
To take it all away again, tick World in the builder and click Remove....
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and the builder: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor or the builder once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.9-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file and keeps your values: guerrilla_save= under [Mods], and a new [GuerrillaSave] section with Worlds=.
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log,logs\guerrilla_builder.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.10-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.9-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.9-beta.zip below.
What's new since v0.5.8-beta
Guerrilla's map icons. The minimap and the world map show Guerrilla's own icons and places: the safehouses, where missions and activities start (as places only, the missions aren't ported yet), the districts with their names, and you.
The world map (Tab) works the way it does in Guerrilla.
- It pauses the game while it's open.
- Zoom with the mouse wheel, Page Up / Page Down, Q / E or + / -. Names show once you zoom in, as in Guerrilla.
- Move it with W A S D or the arrow keys; X centres it on you again.
- The box in the middle names what's under it and says what it is.
- Guerrilla's key hints, your salvage and the district you're in.
- Esc or Tab closes it.
- The map's pictures load once with the HUD, so the map is sharp everywhere when you zoom in. They no longer stream in and out, which also ends the freezes that could happen while the map was open.
Safehouse upgrade shops. Walk up to the upgrade station at a safehouse and Guerrilla's use prompt appears. Press E (or your use key) to open Guerrilla's upgrade screen, where you buy upgrades with salvage. The game pauses while it's open.
- W / S, the arrow keys or the mouse wheel pick an upgrade.
- E or Enter buys it.
- Esc closes the screen.
These are the same upgrades as in F7 → Guerrilla → Upgrades.
Radio tags. Guerrilla's radio tags are in the world: walking over one finds it, as in Guerrilla. Every third tag you find puts the M.O.A.B. it leads to on your map.
Fixed:
- A crash while you travelled, as the zones behind you streamed out (a race in the game's own streaming, which every world can hit;
streaming=0under[Mods]turns the fix off). - A crash when you reloaded the last checkpoint while the HUD was loading.
Everything from v0.5.8-beta is here too: Guerrilla's people, every weapon, the vehicles with traffic and patrols, the Spawn menu.
Not there yet:
- Saving: there's no save in the Guerrilla world yet. The pause menu has no Save, since Armageddon saves only at its campaign's checkpoints and the Guerrilla world is a level of its own. Your upgrades and radio tags are kept between games, though.
- Weapon cabinets: the safehouses' weapon cabinets don't open yet, and a red marker shows in front of them.
- The map: no route to a waypoint yet (Guerrilla's GPS line), and no player markers. The M.O.A.B. itself (the car bomb) isn't ported yet, only its place on the map.
- The HUD: Guerrilla's alert level and its messages aren't there yet.
- Turrets: on Guerrilla's vehicles with a turret (the Kitsune, and likely the APC and staff car), the gun doesn't show on the roof yet.
- People: they mostly stand where they appear. Guerrilla's ambient people (civilians walking about, Marauder ambushes) aren't ported yet.
- Dying: Guerrilla's respawn at a safehouse isn't ported yet. At the death screen, press ~ and then R to reload the last checkpoint (the start of the world). After that reload the people may be gone and vehicles from F7 → Spawn may not appear; for a full world start the game again.
- Story: Guerrilla's missions and story come last of all.
The Guerrilla world
Coming from v0.5.8-beta: build the HUD again. Run editor\GuerrillaBuilder.exe, tick HUD and click Build (a minute or so). Your world stays as it is.
Coming from v0.5.7-beta or older: your world has to be built again (the launcher says so, and opens the builder if you choose No). Run editor\GuerrillaBuilder.exe and click Build: everything is ticked.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 2 GB free where RFA-Mod is. - Run
editor\GuerrillaBuilder.exe. If it doesn't find Guerrilla by itself, click Browse... beside Red Faction: Guerrilla and choose its folder. - Leave everything ticked and click Build (two or three minutes).
- Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive:
- Press F7, click Spawn, then Vehicles, pick one and click Spawn.
- Press F7 again and get in with E.
- For a gun: F7 → Spawn → Weapons, type
rfg_and click Give. Press Tab for the world map.
To take it all away again, tick World in the builder and click Remove....
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and the builder: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor or the builder once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.8-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. There are no new settings. Then build the HUD again, as above.
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log,logs\guerrilla_builder.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.9-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.8-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.8-beta.zip below.
What's new since v0.5.7-beta
Guerrilla's people. The Guerrilla world now has all 13 kinds of EDF soldier (Braun and May among them), the Marauders with their camp, and all 72 of Guerrilla's civilians with their own faces. They stand in Guerrilla's district squads, walk Guerrilla's patrol routes and take sides as in Guerrilla: the EDF and the Marauders against you, the civilians on your side. The EDF squads on guard posts hold the area Guerrilla gives them.
Every one of Guerrilla's weapons.
- Mason always has his sledgehammer, in its own slot. It breaks buildings the way it does in Guerrilla.
- Every gun, with Guerrilla's models, animations and damage, buildings included.
- Remote charges you throw, then set off with the detonator.
- The riot shield, and the EDF's grenades.
- Propane tanks you can pick up, swing and throw.
- Ammo boxes, and Guerrilla's upgrades, bought with salvage in F7 → Guerrilla → Upgrades.
- Eight of the ten backpacks' powers (B); their models aren't shown yet.
The vehicles come alive.
- Guerrilla's own sounds for every vehicle, with engines that keep going while you drive.
- Traffic on Guerrilla's roads that reacts to you, and parked cars.
- Lights, tanks, walkers and aircraft.
- EDF patrols, convoys, and fly-bys and drive-bys.
- Mason and Darius have Guerrilla's driving animations, reversing included.
Each of these can be switched off in rfa_mods.ini (see below).
Fixed, found while testing:
- Crashes while the Guerrilla world loads (too many effects for the game's fixed table).
- A crash when an EDF aircraft flew over.
- A crash when you reloaded the last checkpoint after dying.
- A crash when a Kitsune was blown up.
- Squads that never appeared (Marauders included).
- "Static Spawn Error" messages.
- Remote charges held like a launcher.
- A propane tank that blew up in your hands.
Room for all of it: the game keeps many things in fixed-size tables, and Guerrilla's world needs more than Armageddon's levels. The mods make the tables bigger as the game starts (effects, squads, patrols, projectiles, melee moves, memory pools and more), and F7 → Limits shows how full each one is.
Everything from v0.5.7-beta is here too: Mason as the player, walking in any direction, the one builder, the world map on Tab.
Not there yet:
- Turrets: on Guerrilla's vehicles with a turret (the Kitsune, and likely the APC and staff car), the gun doesn't show on the roof yet.
- People: they mostly stand where they appear. Guerrilla's ambient people (civilians walking about, Marauder ambushes) aren't ported yet. Near the Dust base you may see "Failed pathfind" messages at the top of the screen; they're harmless.
- Dying: Guerrilla's respawn at a safehouse isn't ported yet. At the death screen, press ~ and then R to reload the last checkpoint (the start of the world). After that reload, though, the people are gone and vehicles from F7 → Spawn don't appear (the game finds no room to stream them in), so for a full world start the game again.
- Hits: the hammer and other melee hits have no thud or sparks yet.
- Mason: his coat's reflective stripes glow too brightly. F7 → Graphics → Mason's Nano Forge light turns the light beside them off; then load the level again.
- Story: Guerrilla's missions and story come last of all.
The Guerrilla world
Coming from v0.5.7-beta or older: your world has to be built again (the launcher says so, and opens the builder if you choose No). Run editor\GuerrillaBuilder.exe and click Build: everything is ticked.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 2 GB free where RFA-Mod is. - Run
editor\GuerrillaBuilder.exe. If it doesn't find Guerrilla by itself, click Browse... beside Red Faction: Guerrilla and choose its folder. - Leave everything ticked and click Build (two or three minutes).
- Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive:
- Press F7, click Spawn, then Vehicles, pick one and click Spawn.
- Press F7 again and get in with E.
- For a gun: F7 → Spawn → Weapons, type
rfg_and click Give. Press Tab for the world map.
To take it all away again, tick World in the builder and click Remove....
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and the builder: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor or the builder once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.7-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file and keeps your values:
- under
[GuerrillaVehicles]:TrafficWorlds=,Convoys=,ConvoyWaitAfterLoad=,EdfPatrols=andNpcFlight=; - a new
[GuerrillaGear]section, withBackpackKey=.
Then build your world again, as above.
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log,logs\guerrilla_builder.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.8-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.7-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.7-beta.zip below.
What's new since v0.5.6-beta
One builder instead of four tools. editor\GuerrillaBuilder.exe makes everything of Guerrilla's the mods use: the world, the HUD, the vehicles, the guns and the people. Double-click it: it finds Guerrilla in the Steam library Armageddon is in (or you choose the folder), ticks what isn't built yet or needs building again, and builds it all with one click, in about two minutes. Remove... takes a part away again, cleanly, with what's built on it. It also runs from a command prompt (editor\GuerrillaBuilder.exe help). GuerrillaWorld.exe, GuerrillaHud.exe and GuerrillaArsenal.exe are gone.
You play Mason. In the Guerrilla world you are Alex Mason, in his own coat, with his face, playing Guerrilla's own animations, and keeping Armageddon's extra moves: dodging, free running, the head stomp and the Nano Forge. His jump is Armageddon's.
Walk in any direction. Walking and running now turn you to face where you go, all the way round, as sprinting already did; aim or shoot and you face where the camera looks again. Mason does it in the Guerrilla world and Darius in Armageddon's own levels. Everything else about moving is Armageddon's.
The EDF are here. Troopers, tough troopers, mercenaries, three kinds of lieutenant, elites and both heavy elites, with Guerrilla's models: they patrol Guerrilla's routes round its roads and bases, fight you, and fall as ragdolls. drop_human EDF_Trooper in the console puts one in front of you.
Guerrilla's guns. The assault rifle, the enforcer, the Peacekeeper, the gauss rifle and the rail driver, with Guerrilla's models, damage, magazines, muzzle flashes and tracers, and Guerrilla's player animations. The EDF carry them, and as in Guerrilla you can take the one a soldier drops: it comes with part of a magazine and a little ammo (more on Easy, less on Hard). Give yourself one from F7 → Spawn → Weapons. They work on Armageddon's enemies too.
Vehicles. They handle as in Guerrilla (its handling values that Armageddon still reads: the taxi's turning, APCs reversing at once, top speeds). They have Guerrilla's own effects and explosions: engine fire and smoke, burning wrecks, exhaust and sparks. And they dent where they're hit, as in Guerrilla: 46 models; Dents=0 under [GuerrillaVehicles] turns it off. Mason gets in, drives and gets out with Guerrilla's own animations. Doors now open every time you get in, not only the first: Armageddon's angle maths read a shut door's tiny turn as a half turn; the door is now measured as Guerrilla measures it. The game also has room for 4,096 visual effects now (its own 1,225), shown in F7 → Limits.
The world map is on Tab, as in Re-Mars-tered.
Fixed: Armageddon's campaign could crash shortly after a cutscene with these mods on (the game keeps every animation's sound, effect and prop cues in fixed tables, and Guerrilla's animations overflowed them; they're bigger now). Starting the Guerrilla world no longer loads Armageddon's own soldiers and aliens alongside the EDF, which could crash it.
Everything from v0.5.6-beta is here too: Guerrilla's haze, its true brightness, fogged particles.
Not there yet:
- Sounds: none of Guerrilla's yet (guns, vehicles, people); their port has started.
- People: only the EDF so far: no Marauders or civilians yet. Guerrilla's missions and story come last of all.
- Mason: his coat's reflective stripes glow too brightly (the Nano Forge's light beside them; F7 → Graphics → Mason's Nano Forge light turns it off, then load the level again); Guerrilla's sledgehammer isn't ported yet, so with nothing in your hands he moves as he would with it; his voice isn't in.
- Guns: Guerrilla's rocket launcher, arc welder, grinder, grenades and the rest aren't ported yet; the five above have Armageddon's bullet impacts and no melee hit.
- The view: past about 500 m you can still see zones appear as they load.
- Vehicles: no lights or turrets yet; tanks and the bulldozer aren't built, and walkers can't be got into yet.
The Guerrilla world
Coming from v0.5.6-beta or older: your world has to be built again (the launcher says so, and opens the builder if you choose No). Run editor\GuerrillaBuilder.exe and click Build: everything is ticked. If the old GuerrillaWorld.exe, GuerrillaHud.exe or GuerrillaArsenal.exe are still in editor\, the builder deletes them when it starts.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - Run
editor\GuerrillaBuilder.exe. If it doesn't find Guerrilla by itself, click Browse... beside Red Faction: Guerrilla and choose its folder. - Leave everything ticked and click Build (a minute or two).
- Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive: press F7, click Spawn, then Vehicles, pick one and click Spawn; press F7 again and get in with E. For a gun: Spawn → Weapons, type
rfg_and click Give. Press Tab for the world map.
To take it all away again, tick World in the builder and click Remove....
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and the builder: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor or the builder once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.6-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file, keeping your values: guerrilla_people= and guerrilla_gear= under [Mods], the new [GuerrillaPeople] section, and Dents= under [GuerrillaVehicles]. Your MapKey= under [GuerrillaHud] stays as you had it: set it to Tab for the world map on Tab.
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log,logs\guerrilla_builder.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.7-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.6-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.6-beta.zip below.
What's new since v0.5.5-beta
Guerrilla's haze, at last on the ground. Distant ground, buildings and hills now fade into Guerrilla's orange haze, and canyons and valleys below you fill with it, as in Re-Mars-tered. Until now the haze only ever showed on the sky: Armageddon draws its sky into a layer of its own, and the haze drawn there was thrown away everywhere else. It also hides much more of the world loading in as you travel.
Its true brightness. Guerrilla keeps its picture at an eighth of its brightness and makes it up at the very end; the mod now does the same, so the haze glows orange instead of a dull brown, and the sky and sun shafts are as bright as Guerrilla's. If the picture looks too bright for you, Exposure= (or the Graphics menu on F7) turns it down.
Fogged smoke, fire and explosions. Far-off smoke, fire, sparks, explosions and lamp glows now take on the haze's colour and fade into it as Guerrilla's do, instead of shining through it. ParticleFog= (in the Graphics menu too) turns it off.
F9 no longer quits the game. F9 is one of Armageddon's developer keys: it starts the current mission again. The Guerrilla world has none of Armageddon's missions, and the game quit (and crashed on the way out). In the Guerrilla world F9 and the console's mission_start now do nothing and say so in the console; in Armageddon's own levels they work as before.
Everything from v0.5.5-beta is here too: Guerrilla's HUD, the night sky, the sun's corona and Re-Mars-tered's light.
Not there yet:
- The world: people; Guerrilla's missions and story.
- The view: past about 500 m you can still see zones appear as they load, above all from high up. Guerrilla's own draw distance and a setting for it come later.
- Effects: no sounds; no gusts of dust along the ground or dust devils; the dust in the air doesn't thin out beside buildings; the effects Guerrilla places on their own around the map aren't there; the glowing light cones under lamps aren't fogged yet.
- Bullet holes and cracks fade after about 10 seconds, as all of Armageddon's do, where Guerrilla's stay.
- Buildings: some tall structures stay hanging in the air while a thin support still holds them.
- Roads: light grey patches of road texture show on the ground beside some roads in Dust.
- Vehicles: no sounds, lights or turrets yet. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet. The game makes no vehicle while you're in one.
The Guerrilla world
Coming from v0.5.5-beta: nothing to rebuild. Coming from an older version: build your world again with editor\GuerrillaWorld.exe (the launcher will remind you), then run editor\GuerrillaHud.exe again for the HUD.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, press F7, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Press F7 again and get in with E. Press M for the world map.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.5-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new setting to your file, keeping your values: ParticleFog= under [GuerrillaWorld].
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.6-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.5-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.5-beta.zip below.
What's new since v0.5.4-beta
Guerrilla's HUD in its world. Alongside the health meter you now get:
- The minimap, turning with the camera, with the district's name above it.
- The world map, on M (
MapKey=to change the key), to find your way around while you drive. - Guerrilla's reticles and ammo count in place of Armageddon's (
Reticles=). - Guerrilla's weapon select at the bottom right (
WeaponSelect=).
Armageddon's Nano Forge and reload prompt stay. In the Guerrilla world the pause menu's Options pages no longer come up empty, and the Video page no longer crashes the game.
The night sky.
- Phobos and Deimos: Phobos crosses the sky by night, Deimos by day, each on Guerrilla's own path.
- Stars: 1,000 of them from Guerrilla's own star catalogue (the world builder takes it from your copy of Guerrilla), twinkling as Guerrilla's do, from dusk to dawn.
- Meteors: every few seconds at night a meteor streaks across the sky overhead.
The sun.
- Its glare: look toward it and you get Guerrilla's corona, its rays, glow, halo and lens flares, fading as the sun goes behind a hill or sets.
SunCorona=(in the Graphics menu too) sets how strong it is. - Its shafts: they now take twice the light from a wider patch of sky round the sun, as Guerrilla's do.
The light, as Re-Mars-tered's. Shaded rock, ground and buildings are lit the way Re-Mars-tered lights Guerrilla's world: darker and warmer in the shade, so the sky, the haze and the sun stand out against them, with Guerrilla's deep red-orange in Parker instead of a grey-yellow cast.
Guerrilla's bloom and colour. The glow round bright things is now Guerrilla's own, and its colour correction is laid over the whole picture once, as Guerrilla does, so lamps, screens, effects and characters get it too.
A warning for an old world. The launcher now tells you when your Guerrilla world was built by another version of RFA-Mod, so you know to build it again.
Everything from v0.5.4-beta is here too: Guerrilla's own shaders, grass, broken glass, the menus on F7, and all of Guerrilla's vehicles.
Not there yet:
- The world: people; Guerrilla's missions and story.
- The sky: it's still a little dimmer than Re-Mars-tered's.
- Effects: no sounds; no gusts of dust along the ground or dust devils; the dust in the air doesn't thin out beside buildings; the effects Guerrilla places on their own around the map aren't there.
- Smoke, fire, explosions and lamp cones aren't fogged, so far-off ones look too bright.
- Bullet holes and cracks fade after about 10 seconds, as all of Armageddon's do, where Guerrilla's stay.
- Buildings: some tall structures stay hanging in the air while a thin support still holds them.
- Roads: light grey patches of road texture show on the ground beside some roads in Dust.
- Vehicles: no sounds, lights or turrets yet. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet. The game makes no vehicle while you're in one.
The Guerrilla world
Coming from an older version: build your world again with editor\GuerrillaWorld.exe (the launcher will remind you), then run editor\GuerrillaHud.exe again for the new HUD parts.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, press F7, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Press F7 again and get in with E. Press M for the world map.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.4-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file, keeping your values: SunCorona= under [GuerrillaWorld], and Map=, MapKey=, Reticles= and WeaponSelect= under [GuerrillaHud].
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.5-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.4-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.4-beta.zip below.
What's new since v0.5.3-beta
The Guerrilla world is drawn with Guerrilla's own shaders. Its buildings, rocks, metal, glass and ground used to be drawn with Armageddon's shaders standing in for Guerrilla's. Now they use Guerrilla's own, rewritten for Armageddon's renderer, so they're lit the way Guerrilla lights them: its sun, its sky light from above and below, its shine on metal and paint.
- The ground: Guerrilla's own ground, its cliffs fading into the ground the way Guerrilla's do, and its far ground in the distance. With
GroundDetail=(on to start with) you see the ground in full detail as far out as in Guerrilla. - Roads: each road uses Guerrilla's own material and blends into the ground beside it, without the gaps and flicker of before.
- Glass: see-through by its own texture, and Eos's mirror glass reflects Guerrilla's own sky.
- Painted and layered surfaces: the vehicles' paint and camouflage, the Oasis roofs' clear coat and Guerrilla's two-texture panels now look as in Guerrilla.
- News kiosks: their screens play their pictures.
- New settings:
Shine=(the sun's highlights) andBloom=(the glow round bright things), under[GuerrillaWorld]and in the Graphics menu.
Grass and dust rocks. Guerrilla's undergrowth is here: grass where its zones have it, and the small dust rocks scattered over the ground everywhere, placed as Guerrilla places them.
Broken glass. Shoot Eos's thick glass and you get a bullet hole on both sides, and mostly two or three spidery cracks running out from it. Windows that shatter burst into lots of small shards, thrown and spinning as hard as Guerrilla's, and the bits that fly off take the colour of their glass.
The sky and the light, closer to Guerrilla's:
- The clouds overhead have Guerrilla's finer shapes and turn slowly about the top of the sky. All clouds now move at Guerrilla's speed.
- There's less haze low on the sky.
- Walking across a district border no longer makes the sun dip or the fog change colour.
- The sky's light follows Guerrilla's through dawn and dusk.
- Sun shadows reach 100 m, as Guerrilla's do, and are sharper close by.
- Lights from explosions fade with distance as Guerrilla's do.
- Self-lit panels and lamps in Oasis are no longer too red.
Everything from v0.5.3-beta is here too: the menus on F7 (Spawn, Limits, Graphics), sharpening, and all of Guerrilla's vehicles, with doors that open.
Not there yet:
- The world: people; Guerrilla's missions and story; the minimap; Guerrilla's moons and stars at night.
- Effects: no sounds; no gusts of dust along the ground or dust devils; the dust in the air doesn't thin out beside buildings; the effects Guerrilla places on their own around the map aren't there.
- Smoke, fire, explosions and lamp cones aren't fogged, so far-off ones look too bright.
- Bullet holes and cracks fade after about 10 seconds, as all of Armageddon's do, where Guerrilla's stay.
- Buildings: some tall structures stay hanging in the air while a thin support still holds them.
- Roads: light grey patches of road texture show on the ground beside some roads in Dust.
- Vehicles: no sounds, lights or turrets yet. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet. The game makes no vehicle while you're in one.
The Guerrilla world
Coming from an older version: build your world again with editor\GuerrillaWorld.exe, then run editor\GuerrillaArsenal.exe again for the vehicles' paint and glass.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, press F7, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Press F7 again and get in with E.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.3-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file, keeping your values: Shine=, Bloom= and GroundDetail= under [GuerrillaWorld].
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.4-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.3-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.3-beta.zip below.
What's new since v0.5.2-beta
The menus have a key of their own. Press F7 to open RFA-Mod's menus, without the console (another key: MenuKey= under [Loader]); the console's ` key still opens them too. They have a look of their own now, and two new menus join Spawn:
- Limits shows how full the engine's fixed tables are (vehicles, animations, triggers, explosions, visual effects, vehicle slots) and which RFA-Mod has raised. The game drops what doesn't fit without a word, so this is the place to look when something goes missing.
- Graphics has sliders and switches for the Guerrilla world's picture: exposure, sky brightness, sky light, sunlight, sun shafts, fog, sharpening and clock speed, Guerrilla's tone mapping and colour correction, shadows, particles and dust. Let go of a slider and the world changes within a second; it's saved in
rfa_mods.ini.
Sharper picture. The Guerrilla world's picture is sharpened (contrast-adaptive, as AMD's CAS), under the HUD, so ground and building detail gets crisper without halos. Sharpen= under [GuerrillaWorld], 0 to 100 (40 to start with), or the Graphics slider.
More room in the engine. The game keeps several things in tables of a fixed size and drops what doesn't fit. RFA-Mod now gives it room for 256 explosions (was 132), 2,048 visual effects (was 950) and 8,192 animations in both its animation tables (was 4,224 and 4,500). So all twelve of Guerrilla's explosions for its props are there now (gas pumps, tanks, generators, transformers, the excavator, ...), and all 99 visual effects its props show (was 46): more of the Guerrilla world's lamps, sparks, smoke and debris look as they do in Guerrilla.
Car glass no longer shows too bright: Guerrilla's vehicles' windows reflect nothing, as Armageddon's own vehicles' do.
Everything from v0.5.2-beta is here too: all of Guerrilla's vehicles, with doors that open, and the Spawn menu (Vehicles, Items, Weapons, Spawned), based on Venom_Intellect's vehicle_spawner.
Not there yet: people and plants; Guerrilla's missions and story; its far mountains up close; the minimap; effects' sounds, the gusts of dust along the ground and the dust devils, the dust thinning right beside a building, and the effects placed on their own around the map. Glass and effects aren't fogged. Some tall structures can stay hanging in the air while a thin support still holds them. The edges of roads still show thin dark slivers.
For the vehicles: no sounds, lights or turrets yet. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet. The game makes no vehicle while you're in one.
The Guerrilla world
Coming from an older version: build your world again with editor\GuerrillaWorld.exe (for the explosions and visual effects), then run editor\GuerrillaArsenal.exe again (for the car glass).
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, press F7, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Press F7 again and get in with E.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.2-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. The launcher adds the new settings to your file, keeping your values: limits= and graphics= under [Mods], MenuKey= under [Loader] and Sharpen= under [GuerrillaWorld].
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.3-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.2-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.2-beta.zip below.
What's new since v0.5.1-beta
Car doors open. Getting into Guerrilla's cars with doors (the Taxi, the ATV, ...) stopped at the door in v0.5.1-beta: the door stayed shut, the game put you in after a few seconds, and getting out filled the screen with "Vehicle interaction anim missing open 'DOOR_L'" reports. The game keeps the triggers of every animation (when a door starts to open, a foot lands, the camera moves) in one pool of 5,750, and Armageddon's and Guerrilla's together come to about 7,000, so every animation after the APCs' got none, the cars' "door start" among them. guerrilla_vehicles now gives the game room for 16,384. You open the door, climb in and get out as Mason does in Guerrilla.
Everything from v0.5.1-beta is here too: all of Guerrilla's vehicles, and the in-game menus with Spawn (Vehicles, Items, Weapons, Spawned), based on Venom_Intellect's vehicle_spawner.
Not there yet: people and plants; Guerrilla's missions and story; its far mountains up close; the minimap; effects' sounds, the gusts of dust along the ground and the dust devils, the dust thinning right beside a building, and the effects placed on their own around the map. Glass and effects aren't fogged. Some tall structures can stay hanging in the air while a thin support still holds them.
For the vehicles: no sounds, lights or turrets yet, and the glass shows too bright. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet. The game makes no vehicle while you're in one.
The Guerrilla world
Coming from v0.5.0-beta or v0.5.1-beta: no need to build anything again; the world builder and editor\GuerrillaArsenal.exe haven't changed. Coming from an older version, build your world again with editor\GuerrillaWorld.exe, then run editor\GuerrillaArsenal.exe.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, with the console open, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Close the console and get in with E.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.1-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini. This version adds no new settings (from v0.5.0-beta, the launcher adds spawner= under [Mods] to your file).
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.2-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.
RFA-Mod v0.5.1-beta
A beta of RFA-Mod: mods and an editor for the Steam version of Red Faction: Armageddon. Nothing in your game folder is ever changed; the mods work in the game's memory after it starts.
Download: RFA-Mod-v0.5.1-beta.zip below.
What's new since v0.5.0-beta
All of Guerrilla's vehicles are in the game now. Armageddon keeps room for only 40 vehicles and uses 24 itself, so in v0.5.0-beta only the first 16 of Guerrilla's made it in (the Maverick, the APCs and three scouts), and the taxi, ATVs, trucks and the rest were left out without a word. guerrilla_vehicles now gives the game room for 255, and for the animation data each one keeps.
In-game menus. While the developer console is open, a bar along the bottom of the screen holds RFA-Mod's menus, drawn with Dear ImGui. Its first is Spawn, with four windows, each with a filter:
- Vehicles: every vehicle the game has, Guerrilla's too. Spawn (or a double-click) drops it in front of you, and loads it first if the area hasn't, which the console's
drop_carcouldn't do in the Guerrilla world. - Items: every item the game can drop.
- Weapons: every weapon, given to you.
- Spawned: the vehicles you spawned (the oldest goes after eight), to remove one or all, and how many of the game's vehicle slots are free.
Spawning a walker no longer crashes the game a few seconds later.
The spawner is based on Venom_Intellect's vehicle_spawner, and their notes on how the game loads vehicles. Thank you! If you use their vehicle_spawner.dll, the Spawn menu does what it did; you can turn theirs off with vehicle_spawner=0 under [Mods].
Other mods can add menus of their own: see src/common/rfa_menu.h in the source.
Not there yet: people and plants; Guerrilla's missions and story; its far mountains up close; the minimap; effects' sounds, the gusts of dust along the ground and the dust devils, the dust thinning right beside a building, and the effects placed on their own around the map. Glass and effects aren't fogged. Some tall structures can stay hanging in the air while a thin support still holds them.
For the vehicles:
- Getting into a car with doors gets stuck (the Taxi, the ATV, ...): the door doesn't open, and after a few seconds the game puts you in; getting out fills the screen with "Vehicle interaction anim missing open 'DOOR_L'" reports. The APCs' hatches work. This is the next thing being fixed.
- No sounds, lights or turrets yet, and the glass shows too bright. Tanks and the bulldozer aren't built yet, and walkers can't be got into yet.
- The game makes no vehicle while you're in one.
The Guerrilla world
Coming from v0.5.0-beta: no need to build anything again; the world builder and editor\GuerrillaArsenal.exe haven't changed. Coming from an older version, build your world again with editor\GuerrillaWorld.exe, then run editor\GuerrillaArsenal.exe.
Trying the Guerrilla world for the first time
- You need Red Faction: Guerrilla Steam Edition installed (the original,
Red Faction Guerrillain your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is. - In
rfa_mods.ini, setGuerrillaDir=under[Launcher](just belowGameDir=) to Guerrilla's folder, for exampleC:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.) - Run
editor\GuerrillaWorld.exe(a few minutes). - Run
editor\GuerrillaHud.exefor Guerrilla's HUD (a few seconds).editor\GuerrillaHud.exe --removetakes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD. - Run
editor\GuerrillaArsenal.exefor Guerrilla's vehicles (a few seconds).--removetakes them away again. - Start the game with
RFAModLauncher.exe, open the developer console with thekey (from the main menu is fine) and typelevel rfg_12_11`. - To drive, with the console open, click Spawn, then Vehicles, in the bar at the bottom of the screen, pick one and click Spawn. Close the console and get in with E.
Run the tools again after updating RFA-Mod. To take the world away, remove the HUD and the vehicles first (each tool's --remove), then delete rfg_*, zonescript_rfg.vpp_pc, rfg.gtodx, table.vpp_pc\territories.xtbl, effects.vpp_pc\vfx_containers.asm_pc and misc.vpp_pc\bitmaps_pc from overrides\build\pc\cache\.
You need
- The Steam version of the game on the publicbeta branch: in Steam, right-click the game, then Properties → Game Versions & Betas → publicbeta. On other builds the game runs normally and the mods leave it alone.
- Windows 10 or 11.
- For the editor and its tools: the 64-bit (x64) .NET 10 Desktop Runtime.
Installing
Unzip into a folder of your own and set GameDir= in rfa_mods.ini to your game folder (or start the editor once and pick the folder there). Or unzip it straight into the game folder. Then run RFAModLauncher.exe with Steam running. The README has the details.
Updating from v0.5.0-beta: copy the new files over your old ones, but keep your own rfa_mods.ini and console.ini; the launcher adds this version's new setting (spawner= under [Mods]) to your file.
Please note
- This is a beta, and the Guerrilla world a work in progress: expect rough edges, and please report problems as an issue here.
logs\rfa_mods.log, a crash'slogs\crash-*.dmpandversion.txthelp. - For single-player only. Don't use the mods in online multiplayer.
Free software under the GNU GPL, version 3 or later (see LICENSE.txt); Dear ImGui is under the MIT License (see docs\third-party-notices.txt). The source code for this release is the v0.5.1-beta tag of this repository. This is an unofficial fan project, not made or endorsed by the game's owners or the makers of Red Faction: Guerrilla.