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RFA-Mod v0.5.3-beta

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@github-actions github-actions released this 04 Nov 07:11
· 26 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-v0.5.3-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

  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, 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'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 v0.5.3-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.