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RFA-Mod v0.5.1-beta

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@github-actions github-actions released this 04 Nov 02:55
· 35 commits to main since this release

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_car couldn'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

  1. You need Red Faction: Guerrilla Steam Edition installed (the original, Red Faction Guerrilla in your Steam library; Re-MARS-tered's files aren't read yet), and about 1 GB free where RFA-Mod is.
  2. In rfa_mods.ini, set GuerrillaDir= under [Launcher] (just below GameDir=) to Guerrilla's folder, for example C:\Program Files (x86)\Steam\steamapps\common\Red Faction Guerrilla. All three tools read it. (Or give the folder to each tool as its argument.)
  3. Run editor\GuerrillaWorld.exe (a few minutes).
  4. Run editor\GuerrillaHud.exe for Guerrilla's HUD (a few seconds). editor\GuerrillaHud.exe --remove takes it away again; remove it only that way, since one of its files also holds the pictures of Armageddon's own HUD.
  5. Run editor\GuerrillaArsenal.exe for Guerrilla's vehicles (a few seconds). --remove takes them away again.
  6. Start the game with RFAModLauncher.exe, open the developer console with the key (from the main menu is fine) and typelevel rfg_12_11`.
  7. 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's logs\crash-*.dmp and version.txt help.
  • 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.