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Video games => Far Cry 2 => Far Cry series => Missions => Topic started by: PZ on October 27, 2014, 10:43:34 PM

Title: Lake Segolo mission - first one in the south
Post by: PZ on October 27, 2014, 10:43:34 PM
I remember this mission being quite difficult, but it is a piece of cake with the silent AS-50 and the full auto AR-16.  It is easy to spot the sniper walking into view on the island in front of the boat, and even the mortar man is no match for the scope on the mighty AS-50.  You might need to watch it full screen on YouTube to see the distant targets

Google album (https://plus.google.com/photos/115880926969978238488/albums/6075117554939461489)

http://www.youtube.com/watch?v=4bnJ8NNCjg0#ws (http://www.youtube.com/watch?v=4bnJ8NNCjg0#ws)
Title: Re: Lake Segolo mission - first one in the south
Post by: Dweller_Benthos on October 28, 2014, 07:53:42 AM
You sure taught that post & ammo box a lesson with that grenade, lol.
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 28, 2014, 08:13:57 AM
 :laugh: :-X

Couldn't have done it deliberately if I tried a hundred times.
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 28, 2014, 10:44:42 AM
hehe, nice grenade trick with the ammo box, PZ  :laugh: :-X

Also, incredible how you can just stand there with hundreds of bullets zipping around you, your blood level dangerously low, gun desperately needing a reload.. and you: calm as a coma.  :laugh: :-X
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 28, 2014, 10:47:53 AM
 :laugh:  I'm a lucky sailor!
Title: Re: Lake Segolo mission - first one in the south
Post by: mandru on October 28, 2014, 10:51:28 PM
Nice run.  :)

I always make that trip atop the pilot house for an easy 360 view but having the modded AS50 at that point in the game taking that position probably make for a pretty boring passage.  The swamp boats once you take them out always reappear from behind the barge but can't respawn if you are looking at them.

Come to think of it I can't recall ever making that crossing facing the front of that old scow.  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 28, 2014, 11:03:25 PM
Dang, I never thought to perch atop the pilot house!
Title: Re: Lake Segolo mission - first one in the south
Post by: fragger on October 29, 2014, 05:07:34 AM
I like the nonchalant grenade tosses at the mercs in the rocks just after the start - chuck the grenade then turn your back :-X It's like, "Here, you clowns, take this - now excuse me, I have things to attend to on the other side of the channel" :-()
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 29, 2014, 06:32:49 AM
 :laugh:

It was a funny moment - I could hear all the arrrrrgggggs behind me as I turned  >:D
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on October 29, 2014, 10:21:59 AM
I notice your AR-16 magazine only take 30 rounds PZ, when I modded mine I increased it 90, man, is that thing lethal  :-D 
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 29, 2014, 10:51:11 AM
Quote from: nexor on October 29, 2014, 10:21:59 AM
I notice your AR-16 magazine only take 30 rounds PZ, when I modded mine I increased it 90, man, is that thing lethal  :-D

That's a good idea, nex - I might have to go in and change the magazine size - if I can remember how to do it that is!
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 29, 2014, 12:16:30 PM
nexor, you're a beast -- those poor mercs :)

by the way, I prefer the top of the pilot house, too.
Title: Re: Lake Segolo mission - first one in the south
Post by: fragger on October 29, 2014, 11:54:30 PM
Me too. Only once I misjudged the jump onto the roof and fell overboard. I had to swim after the barge and was yelling, "Hey, wait for me" in my real voice :-() Fortunately that thing moves at a snail's pace and I caught up with it and climbed back on board. But by then the barge was just emerging from the channel and I had the mercs in the rocks all over me while I was trying to get myself back together. A funny time :-X
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 30, 2014, 08:23:15 AM
 :laugh: :-X
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 30, 2014, 11:39:46 AM
 :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on October 30, 2014, 12:34:55 PM
This is what my AR_16 with a 90 round magazine does

http://www.youtube.com/watch?v=cZ0-lwGOTtY#ws (http://www.youtube.com/watch?v=cZ0-lwGOTtY#ws)
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 30, 2014, 12:41:45 PM
Very nice, nex!

I want one of those  >:D

I just have to figure out how to edit my files again  :-\\
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 30, 2014, 02:39:18 PM
nice :)

And same here, PZ  :laugh:
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on October 31, 2014, 05:38:53 AM
I kept record on how all the mods were made just in case I need it later on, big deal....... :-\\
now I can't find it, will keep on looking  :'(

edit........

This was done by Knightmare

All weapons appear to have these values (even the machete!). To change the M16 mag size to 90, you'd change the 88596C97 value from 1E to 5A. The C7DA96EA value is the ammo maximum on normal difficulty.

But I've now found a way to make this easier. The ammo values can be changed to normal numbers and thus made easier to edit.

Just change the type for the clip size and max ammo values from BinHex to UInt32, and convert the numbers from hexadecimal using Windows calculator. Like Art Blade said, use scientific view under XP, or programmer mode under Windows 7, and I dunno about Vista's calculator.
The last two values can be changed to Bool, and will be True for 01, or False for 00. In addition, the first value in this section (ammo name) can be converted to a proper text string, but decoding it is tedious. I had to do it char-by-char in XVI32 (a hex editor), as it wouldn't let me paste the hex digits. Getting the string wrong could break ammo compatibility between weapons. And the second value seems to correlate with ammo type, but I don't yet know exactly what it does.
Gibbed's ConvertBinary util will correctly compile the reformatted section, and it works right in game.

The second to last value seems to determine if the weapon requires reloading, or has a visible magazine capacity on the HUD. Only the flamethrower has this set to false.

Here's the ammo section for the AK-47 reformatted
<object hash="4FBDD114"> <!-- This is the ammo section -->
<value hash="AB258E09" type="String">assaultrifle</value> <!-- text string for ammo type -->                                                                                                                                                                           
<value hash="5957C8C7" type="BinHex">FC8267BC</value> <!-- this is the same for weapons with compatible ammo -->
<value hash="88596C97" type="UInt32">30</value> <!-- iAmmoInClip -->
<value hash="2A0F1CC2" type="UInt32">150</value> <!-- iMaxAmmoCasual -->
<value hash="C7DA96EA" type="UInt32">90</value> <!-- iMaxAmmoExperimented -->
<value hash="EF3C58C3" type="UInt32">90</value> <!-- iMaxAmmoHardcore -->
<value hash="DE33B3EC" type="UInt32">60</value> <!-- iMaxAmmoInfamous -->
<value hash="B72CF1A1" type="Bool">True</value> <!-- bUsesClips? -->
<value hash="6A9D69B4" type="Bool">False</value> <!-- bIsAmmoVisible? -->
</object>
It's doable to reformat every ammo section in 41_WeaponProperties to have a ready-to-edit version, but it would be very time consuming.
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 31, 2014, 07:21:13 AM
Thanks, nex! +1
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 31, 2014, 09:50:14 AM
nice -- now I'll wait for you to finish editing and then for your next mod update / upload, PZ  :-D :-()
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 31, 2014, 11:06:36 AM
I hope I can find my original modified files - I would not want to start over!
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 31, 2014, 11:11:07 AM
I would have to which is why I'm eyeballing your mod.  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 31, 2014, 11:36:56 AM
There is a good chance I still have them because I have not changed my PC - we'll see!
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 31, 2014, 02:31:50 PM
anything to help motivate your PC to relinquish those files..? a hug..? kisses..?  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 31, 2014, 08:01:16 PM
Dang, I just tried to compile a new patch and the modding tool failed midway  :-\\
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 31, 2014, 09:41:03 PM
ow..
I think it's not the tool. I bet you overrode code, like accidentally erasing a ";" or some such. Best try to unpack your working mod and fix it there, then repack it. With backups, of course.
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on October 31, 2014, 09:45:08 PM
Maybe I'll have to try it myself, in case you can't sort it. If I have to and if I succeed, I'll be the one uploading it.
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on October 31, 2014, 10:05:10 PM
Quote from: Art Blade on October 31, 2014, 09:41:03 PM
ow..
I think it's not the tool. I bet you overrode code, like accidentally erasing a ";" or some such. Best try to unpack your working mod and fix it there, then repack it. With backups, of course.

I don't think it was what I was changing because the tool failed upon loading player.xml, which I have not changed since 2012.  :-\\
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 03:13:38 AM
just so you may check whether or not it's your tool, I'll upload that for you AND will look into modding your mod myself so we may succeed. What tool was it (file name) that failed?
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 04:52:55 AM
Geez, what have I done saying I'd look into it. I'm currently both re-educating myself as to how modding works and at the time I am reverse-engineering your mod.  :-D

What I just saw is a possible (not sure yet) fault in your mod as you seem to have 2x a WeaponProperties.xml (21_... and 23_...) that only differ in 2 bytes size. My first guess is that at some point of your modding you wanted to change something in the weapons section and created a new file but rather than replacing the old one, you added it. A mod inside the mod. I can only hope that the 23_.. is what you wanted as it will override the changes made in 21_.. but 23_.. is two bytes shorter.. as if now there was something missing you originally had.

My problem is, as far as I can tell at this point, that I will have to edit a weaponproperties file. If I edit 23_ so it won't get overridden by 21_ (actually 23_ patches 21_) I might as well replace 21 with 23 and rename 23 to 21. So the only 21 will be the old 23. And then I'll edit it.

Oh and the same happens with "Curves" -- you have 01_Curves.xml and 25_Curves.xml but with a significant difference in size. If my logic still works, I have to assume that 01 gets overridden with 25 (which is way bigger) so it renders 01 obsolete. I might have to do the same with these as described above regarding the weaponproperties.. I'll make a test mod first and see whether it still works, without changing anything except these corrections.

Bloody hell  :laugh:
OK, let's see.. :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 05:32:40 AM
Damn. The mod worked but some effects are gone, for instance I had an immediate malaria attack and my 6P9 jammed. The AR-16, however, still had auto-fire and the AS50 was still silent.

Now I understand that patching FC2 works as follows:

Loading vanilla unpatched version that imaginary looks like "00 00"
Loading patch..
Patch "21_weap.." imaginary looks like "01 00" overrides vanilla to "01 00"
Patch "23_weap.." imaginary looks like "00 02" overrides patched vanilla to "01 02"

And that is weird. It should have been "00 02" because 23_weap.. should have overridden the changes of patch 21_weap..

The only explanation for that I can come up with is that the game compares the vanilla weap.. with 21_weap.. and saves anything that  is not vanilla, in this case 01. Then it compares again the vanilla weap.. with 23_weap.. and again only saves anything that is not vanilla, in this case 02. The result is "01 02" as both values differ from the vanilla data.

In other words, it's too much hassle for me to merge changes made in 21 with changes made in 23 to create only one file. I much rather leave your mod as it is, with those weird doublets, as they both seem to make sense in a weird, weird way.

Question is, which of those files to change in order to get the ammo capacity up.. I guess it doesn't even matter, as long as whichever file I mod overrides the vanilla settings.

OK, back to the lab..  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 06:34:19 AM
OK most of the time until now I kept looking for posts about modding clip size as well as changing the burst fire to full auto so I could find the changes you made from burst to full auto which meant a lot of searching and reading. Finally I found the post that explains how to mod it so I could identify it (indeed, there you said you *added* the mod, apparently the 2nd file 23_weap.. and yes, there I found the corresponding changes  :) ) I wanted to find out about the burst/full auto because I am toying with the idea of changing the AR-16 to single fire, but first I have to make changes to your mod regarding clip size.

Now I know where to make changes which is what I am about to do. And then compiling the mod and going for a test run  :o :-()
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 07:01:13 AM
OK, the clip size is now 90 and I increased the ammo capacity so you won't run dry after firing 1.5 clips ;)

Problem is, despite using your mod for my modification, I instantly had the malaria attack, no stamina, and the AR16 jammed. So maybe I could have kept my previous mod that I had stripped of doublets. I have just started a new career to see whether or not the effects that have kicked in after loading the new mod are reset to the desired effect (no malaria, no fatigue etc). I'll keep you posted.
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on November 01, 2014, 07:03:02 AM
This is just for info sake PZ, even though I have the malaria mod I do get the occasional attack
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on November 01, 2014, 07:14:59 AM
Art, If I'm not mistaken both you and PZ loaded a patch created by someone that did a lot of changes to the vanilla, I tried that patch and found a lot glitches, I removed it and went back to the one I was using and is still using
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 07:25:38 AM
Well, I don't know where PZ got his mod from or whether he did it all by himself, but I am using his version. Before I reverse-engineered and recompiled it modding the ammo capacity along with the clip size, his mod worked just nice. I started a new career with his mod and had no issues and didn't have a single malaria attack. As far as I am concerned, the way that mod was compiled, it worked. What I don't understand is why making only an ammo/clip change to his mod seems to screw up parts that don't have any relation to it, such as stamina and malaria. I'll have to test some more.

In the end, I might have to start to compile the whole mod from scratch which would be a bloody chore.  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 08:03:26 AM
So, finished the intro (took 30+ minutes..) and all that and several parts of the mod don't w@&k, for instance weapons are at full price and mostly locked, stamina is poor.. but the jumps worked.  ???

I don't know what the reason of all this is and that is damn annoying.

Well.. I much rather keep the old mod and forego a 90 round mag instead. I bloody spent almost five hours re-educating myself and trying to sort that mod out, that's enough already :D

Sorry I can't help you PZ :(
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 01, 2014, 09:21:55 AM
I did my mod myself because no other had what I wanted.  I wonder if player.xml, which is the file that is failing as I try to compile now is the offender - that is the one that controls the malaria (I think)

No worries about the magazine size, AB - even though I don't have a large size like, nex's, it is still better than the 3-round burst we had before.

I think I'll keep using my mod the way it is because it has just about everything I want.

Besides, only 10 more days until AC:5  >:D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 01, 2014, 11:41:48 AM
for your console. Not for our old PC. I mean, I will be downloading it and then.. probably, between fits, recognise that I'll have to buy new hardware. As in, a completely new PC.
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 02, 2014, 09:22:28 AM
If AC:5 turns out as good as I hope it will be, I might even invest in new hardware
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 03, 2014, 07:48:07 AM
I'm pretty sure that it will be damn good. All those trailers simply show too much of what is good, already.  :)
Title: Re: Lake Segolo mission - first one in the south
Post by: nexor on November 04, 2014, 01:34:35 AM
Just modded the AR-16 damage severity same as the AS50
"Torso_Severity" type="UInt32">4</value>
"Limb_Severity" type="UInt32">3</value>

:angel: >:D   :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 04, 2014, 07:36:22 AM
 :-X

all right, mercs.. chop-chop, and pop goes the weasel.  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 04, 2014, 08:11:07 AM
Quote from: nexor on November 04, 2014, 01:34:35 AM
Just modded the AR-16 damage severity same as the AS50
"Torso_Severity" type="UInt32">4</value>
"Limb_Severity" type="UInt32">3</value>

:angel: >:D   :-D

:-X  No merc is going to outlive one of those rounds!
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 04, 2014, 11:07:25 AM
once chance only: they need to get rid of those clothes before the bullets hit. :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 04, 2014, 01:09:19 PM
 :laugh:

I recall JRD bitterly complaining about the mercs being almost impervious to bullets - that characteristic is a thing of the past now  >:D
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 04, 2014, 02:03:11 PM
When I posted that I had actually been thinking about JRD's comment which was along the line of how ridiculous it was that those mercs with just a shirt on could shrug off bullets to their chest, that you had to empty an entire magazine until they dropped. Which still is ridiculous.  :)
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 04, 2014, 02:14:23 PM
Indeed; those were the toughest people on the planet - they must have been high on PCP
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 04, 2014, 04:45:28 PM
and the ugliest. Remember the mercs telling the story of a fellow merc who had a face like a baboon's butt?  :-D
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 04, 2014, 05:17:31 PM
 :-X :-D

I wish we had thought to make a complete list of the lines at the time - I've forgotten so many that I need to go in using the ignoreplayer cheat to listen to their banter.
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 05, 2014, 10:41:47 AM
 :)
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 05, 2014, 04:07:07 PM
Quote from: PZ on November 01, 2014, 09:21:55 AM
I did my mod myself because no other had what I wanted.  I wonder if player.xml, which is the file that is failing as I try to compile now is the offender - that is the one that controls the malaria (I think)

I have been wondering, is it possible that you compiled that mod with the old bootstrap-rev50 rather than -rev60? You started to mod quite early on and I used rev60 when trying to recompile your mod and I think meanwhile you're using rev60, too. I haven't got around to checking that but maybe you want to - as in using rev50 again. Who knows.. :)
Title: Re: Lake Segolo mission - first one in the south
Post by: PZ on November 05, 2014, 04:11:05 PM
That's an idea - I don't recall upgrading to a new package, but that doesn't mean much  :-()
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 05, 2014, 04:17:41 PM
I think that either way, two different revs were in play. I guess you originally compiled it with rev50 and now both of us tried working on that mod using rev60. If you were still on 50 then it shouldn't have caused that prob of yours. Then again, I used 60 and didn't have the player xml prob but instead lost a significant part of your modded effects. Weird.
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 05, 2014, 04:18:55 PM
there is a chance you didn't even upgrade, back then, to rev50. So if there's still a rev40, that might do the trick.
Title: Re: Lake Segolo mission - first one in the south
Post by: Art Blade on November 05, 2014, 04:21:42 PM
Damn, having read your post in a different topic, that you're using a downgraded game (skipped the last patch) -- that PLUS the above.. there's quite a bit of experimenting ahead of you, old friend.  :-D