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RFA-Mod v0.5.7-beta

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@github-actions github-actions released this 06 Nov 09:26
· 13 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-v0.5.7-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

  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. Run editor\GuerrillaBuilder.exe. If it doesn't find Guerrilla by itself, click Browse... beside Red Faction: Guerrilla and choose its folder.
  3. Leave everything ticked and click Build (a minute or two).
  4. Start the game with RFAModLauncher.exe, open the developer console with the key (from the main menu is fine) and typelevel rfg_12_11`.
  5. 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'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 v0.5.7-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.