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RFA-Mod v0.5.6-beta

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@github-actions github-actions released this 06 Nov 02:02
· 15 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-v0.5.6-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

  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. 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'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 v0.5.6-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.