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Video games => Far Cry 2 => Far Cry series => Single player modding => Topic started by: gibbed on September 11, 2011, 05:00:42 PM

Title: Modding tools
Post by: gibbed on September 11, 2011, 05:00:42 PM
This is a copy of my post on SA.

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After seeing a bunch of discussion about Far Cry 2 in the Steam thread it kicked my interest in trying to mod the game again and I finally got somewhere with making some tools!

At this point, we can now modify properties of basically any object in the game, providing you find its definition.

Tools

Binaries from revision 52 (http://mod.gib.me/farcry2/bin-rev52.zip) (Requires .NET 4.0).

(You should probably use the Bootstrap package available from the Basics tutorial (http://openworldgames.org/owg/forums/index.php?topic=2390.msg44001#msg44001))

Source code is available for my tools on my Dunia repository (http://svn.gib.me/public/dunia/trunk/).



[admin]I edited the FC2 logo as it was a little too big and broke the board's layout. /Art[/admin]
Title: Re: Modding tools
Post by: gibbed on September 11, 2011, 05:03:24 PM
Bootstrap

To make things easy for everyone, I created a little bootstrap package which will set things up so you can easily create patch packages.

Bootstrap, revision 60 (http://mod.gib.me/farcry2/bootstrap-rev60.zip) (requires .NET 4.0)

Extract this, preferably to X:\Path\To\Far Cry 2\modding

You'll want to run bootstrap.bat which will set everything up automatically.

You can then edit the contents of the XML files in mymod directory and run build_patch.bat to build a patch.fat/dat you can copy to Data_Win32 (or edit build_patch.bat to overwrite them automatically).

Basics

Most of what you'll want to modify are in what are called Binary Resource Files (*.fcb), the main ones are found in patch.fat and worlds\worlds.fat, notably:

patch.fat\generated\entitylibrarypatchoverride.fcb
worlds.fat\world1\generated\entitylibrary_full.fcb (and entitylibrary.fcb)
worlds.fat\world2\generated\entitylibrary_full.fcb (and entitylibrary.fcb)


entitylibrarypatchoverride.fcb was added in a patch to allow as an easy way for developers to override entities in all other *.fcb files without having to update the originals (because they're huge as f@#k). This is our entrance into overriding new stuff.

If you used the bootstrap package, you'll find a copies of the converted entity library files in the modding\libraries directory.

As an easy way to test this is to modify some player properties.

Unfortunately the patch entity library doesn't have any player data in it yet, so we'll want to add it.

<object external="17_pile_archetypes.xml" />add<object external="player.xml" />Save the file.
Title: Re: Modding tools
Post by: gibbed on September 11, 2011, 05:11:26 PM
If you have a retail copy (non-Steam) copy of Far Cry 2, your patch 1.03 is slightly different and bootstrap will not function with it.

Here is Steam's 1.03 patch content that will mostly w@&k (minor niggling issues) with the retail copy:

http://mod.gib.me/farcry2/steam_patch_data_1.03.zip (http://mod.gib.me/farcry2/steam_patch_data_1.03.zip)
Title: Re: Modding tools
Post by: gibbed on September 11, 2011, 05:11:55 PM
If you have any questions directly to me about modding FC2, feel free to ask them in this thread.
Title: Re: Modding tools
Post by: PZ on September 11, 2011, 05:40:39 PM
gibbed, thanks for posting - we never thought it possible to mod FC2, and several of us have now started on the path to creating the perfect environment for us.  Is it possible to change the duration and/or scope of fire?  The fires in the game are beautiful, and they seem to me to burn out a bit too quickly, especially in the dry areas.
Title: Re: Modding tools
Post by: gibbed on September 11, 2011, 05:45:04 PM
From what I remember hearing, there are explicitly set 'burn regions' in maps, I would imagine these are buried in the sector FCBs somewhere and are probably not trivial to modify. I will see if I can drum anything about them up when I have a moment.
Title: Re: Modding tools
Post by: PZ on September 11, 2011, 05:55:04 PM
Thanks for the info - fire is one of the weapons I like to use during certain instances.  I also tried placing the Bowa buddies into Leboa, and they properly appear, but obviously their script is not matched - there is no conversation that takes place when meeting the buddy in the safe house even though the missions appear to execute properly - and of course, the buddy missions do not w@&k.

But my $64k question - do you know if there is there a hidden "mission" called BlackMamba that is referenced in the .xml?
Title: Re: Modding tools
Post by: Binnatics on September 12, 2011, 10:12:56 AM
Quote from: PZ on September 11, 2011, 05:40:39 PM
gibbed, thanks for posting - we never thought it possible to mod FC2, and several of us have now started on the path to creating the perfect environment for us.  Is it possible to change the duration and/or scope of fire?  The fires in the game are beautiful, and they seem to me to burn out a bit too quickly, especially in the dry areas.
^+-+ :-X :-X

Great idea to be able to just burn an entire area and check out what the mercs will do >:D

By the way: good to have you on board Gibbed!!
You seem like an expert in modding! :-X
I haven't modded myself yet, but once I get done with my first and second playthrough I might give it a shot. The only game I ever modded was Dune 2 (C&C), back in 1993 or something? I could add info or change info to some files when I opened them in the notepad. Doing so I could adjust the amount of starting money and, even better, the amount of tanks available from the start. Even the building speed was to be adjusted.
I remember having modded so much of these parameters I forgot what the originals were, and had to find a clear copy of the files involved :)
Title: Re: Modding tools
Post by: PZ on September 12, 2011, 11:35:47 AM
Quote from: Binnatics on September 12, 2011, 10:12:56 AM
... I could add info or change info to some files when I opened them in the notepad. Doing so I could adjust the amount of starting money and, even better, the amount of tanks available from the start. Even the building speed was to be adjusted...
That's basically the same thing we're able to do with gibbed's tools - changing the settings using notepad, then running a tool that builds the patch file.  :-X
Title: Re: Modding tools
Post by: Binnatics on September 12, 2011, 12:00:46 PM
...building a patch file... so that is basically the trick? It all sounds a lot more understandable. Do you also have a patchfile saved that changes everything back to normal again? In case you screw things up? Or do you just have to run the latest 'real' patch like the V1.03 one?

Edit: Urhmm, I think I shouldn't spawn all these questions about the basic modding here. I guess it can be found in the tutorial Thestranger made :-D
Title: Re: Modding tools
Post by: PZ on September 12, 2011, 01:43:09 PM
No worries - the questions you have are ones that I'm sure others will have as well.  Yes, I copied my original patch.fat and patch.dat into a safe location just in case i want to revert to the original.
Title: Re: Modding tools
Post by: Art Blade on September 13, 2011, 03:51:24 PM
Thank you a lot for posting that here, gibbed :) :-X
Title: Re: Modding tools
Post by: nexor on September 13, 2011, 05:43:25 PM
welcome gibbed     :-X :-X

you wouldn't perhaps know where I can lay my grubby paws onto the "modding tool" PZ and ART is talking about?
Title: Re: Modding tools
Post by: PZ on September 13, 2011, 09:16:32 PM
Gibbed posted all the tools you need - like Art mentioned in another topic, the bootstrap is the easiest way to get started.  Either go to gibbed's topic or find his tool in our Downloads section here (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=163).
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 03:45:49 AM
Ok thanks PZ, you guys just have to be patient, this is all new stuff to me, either I'll ask a lot of questions or I'll get to a point where I'll shut up and call it a day       :-D       
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 04:55:42 AM
I got as far as attempting to run bootstrap.bat, then I received this error
Spoiler
[smg id=3702]
:D
Title: Re: Modding tools
Post by: PZ on September 14, 2011, 05:27:15 AM
hmmm... are you running bootstrap using an administrator account?  The problem looks almost like a permissions error.
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 06:20:10 AM
I am the administrator, I tried to run it as administrator then got a different error
Spoiler
[smg id=3703]
Title: Re: Modding tools
Post by: PZ on September 14, 2011, 08:43:18 AM
I can't see the path to the .bat file you're trying to run, but it sounds like the bootstrap might not be in the proper place.  I put up a detailed set of screenies indicating how to install the tools here (http://openworldgames.org/owg/forums/index.php?topic=2387.msg43986#msg43986)

Here is what you must see in your Far Cry 2 folder:

[smg id=3695]

Far Cry2\bin
Far Cry2\Data_Win32

are the "vanilla" folders that should have been there from the initial game installation, but the modding folder is the one that you unzipped to this location.

...and then once you go into the modded folder, this is what you should see:

[smg id=3696]

Note: you should never change any folder or file name.  It is at this point you run the bootstrap.bat file.
Title: Re: Modding tools
Post by: gibbed on September 14, 2011, 11:35:42 AM
The issue is that his copy of Far Cry 2 is in Program Files (x86) and 7 typically denies writing to there. If you can edit the permissions of the Far Cry 2 directory so that your normal non-administrator user has write access that should fix it.

The second bit about the publisher not being verified isn't an error, it's a warning.
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 11:43:16 AM
I got that part fixed, and got to the point where I must run build_patch.bat, then I get an error, i'm busy loading a screenshot to show the error
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 11:46:51 AM
This is the error I get
Spoiler
[smg id=3704]
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 12:03:01 PM
But then I get a different error when I double click on build_patch.bat, I get the Microsoft Windows error, as soon as I close that window then the bottom window appears, but when I run the game the jump has not changed from the normal
Spoiler
[smg id=3705]
Title: Re: Modding tools
Post by: gibbed on September 14, 2011, 12:57:32 PM
Quote from: nexor63 on September 14, 2011, 12:03:01 PM
But then I get a different error when I double click on build_patch.bat, I get the Microsoft Windows error, as soon as I close that window then the bottom window appears, but when I run the game the jump has not changed from the normal
Spoiler
[smg id=3705]
Seems like you made an error when editing one of the XMLs, can you detail what changes you made?
Title: Re: Modding tools
Post by: nexor on September 14, 2011, 01:51:37 PM
I only changed the values what you put in your posting
I changed this....... 

  <value name="fJumpHeight" type="Float">1</value>
            <value name="fJumpHeightExhausted" type="Float">0.4</value>
to this.... 

    <value name="fJumpHeight" type="Float">100</value>
            <value name="fJumpHeightExhausted" type="Float">100</value>
Title: Re: Modding tools
Post by: Art Blade on September 16, 2011, 04:28:56 AM
Hmm. Those lines look fine. It may be possible that you accidentally changed something else (deleted quotation marks or some such). Best thing is restore the file (use your backup) and try again -- careful not to alter anything you don't want to ;)

What made me wonder (same as PZ said) in the first place is the location of your game (x86...) and the resulting problems. I first thought you might have the game elsewhere and slapped the tools into a folder they don't belong.

I didn't need to run the tools as administrator, by the way.

In general, to me it looks as if you have some things installed in an unorthodox way, to put it mildly  :-D

Have you installed the NET framework 4 properly? Just a thought.
Title: Re: Modding tools
Post by: nexor on September 16, 2011, 10:34:45 AM
All I had to change was the 1 to 100 and the 0.4 to 100, I have tried it twice and everytime I reverted back to the original and tried again, I'm actualy playing the game at the moment and everything is fine.
Because I run Vista 64 bit, I have two Program folders, one is the standard Program files the other is Program files(x86) which is the default folder for all other software or programs, suppose I can uninstall it and reinstall in the standard Program files folder     ??? 
Title: Re: Modding tools
Post by: PZ on September 16, 2011, 01:25:19 PM
I run Vista-64 and have it installed in my x86 folder with no problems.  There must be something else.  Did you change the folder to be able to write to it as gibbed mentioned?

Funny thing is that I seem to have the same OS as you and everything installed flawlessly and I did not need to make any changes to the read/write state or anything.   ????
Title: Re: Modding tools
Post by: nexor on September 17, 2011, 08:28:25 AM
As you may recall, I had a problem from word go when I couldn't run bootstrap.bat, but then I was able to sort that out, I even installed the Steam patch 1.03............I have just run a repair on .NET4.0 just to make sure, will make another attempt on the modding in a while.........
Title: Re: Modding tools
Post by: nexor on September 17, 2011, 12:25:29 PM
I think I might have found the problem....
My understanding is that one must copy the file 30_player.xml to....modding\mymod\patch\player.xml......   There is no player.xml in modding\mymod\patch\.................

Spoiler
]
Quote from: gibbed on September 11, 2011, 05:03:24 PM
Bootstrap

If you used the bootstrap package, you'll find a copies of the converted entity library files in the modding\libraries directory.

As an easy way to test this is to modify some player properties.

Unfortunately the patch entity library doesn't have any player data in it yet, so we'll want to add it.

  • Copy modding\libraries\world1\30_player.xml to modding\mymod\patch\player.xml
    [/spoiler

Title: Re: Modding tools
Post by: Art Blade on September 18, 2011, 11:40:44 AM
correct. Rename it to player.xml :)
Title: Re: Modding tools
Post by: nexor on September 18, 2011, 01:24:10 PM
ok, will give it a try, thanks
Title: Re: Modding tools
Post by: nexor on September 18, 2011, 02:23:12 PM
got it going but only one mistake, the jumping has not changed, so I don't know where I went wrong, followed all the steps to the letter........... :D
Title: Re: Modding tools
Post by: gibbed on September 18, 2011, 02:45:42 PM
Did you only try jumping once? Some values like jump height are 'cached' and won't get reset until you jump a few times.

Like this:

Far Cry 2, modding player properties (http://www.youtube.com/watch?v=-MTVXv_aoNg#)
Title: Re: Modding tools
Post by: Art Blade on September 19, 2011, 05:25:37 AM
Hehe, that happened to me, too: Jumping around waiting for the mod to kick in and when it did, it did me in (actually, the landing did :-D )
Title: Re: Modding tools
Post by: nexor on September 19, 2011, 05:40:45 AM
See what you guys mean     ^+-+ I tried 5 or 6 times, will go and try again, just tried again, I jumped untill I couldn't jump anymore, checked to see if the changes is still there, that seems to be fine as well
Spoiler
[smg id=3706]
Title: Re: Modding tools
Post by: Art Blade on September 19, 2011, 06:14:09 AM
Actually, 100 will do you no good. Once that kicks in, you won't get off the sky  ^+-+ I got flung up and stuck there. There is a limit, you know  :-D Try jump height of say 5 or 6 to get a good idea of what works without instantly killing you :)
Title: Re: Modding tools
Post by: PZ on September 19, 2011, 08:16:39 AM
5 works well for me, but I still die once in a while if I'm on something and then jump to drop to a lower level - did that in the lumber yard jumping from the road down to the level of Reuben's house.
Title: Re: Modding tools
Post by: nexor on September 19, 2011, 08:33:11 AM
100 is what gibbed had in his tutorial, I just need to get it to w@&k, can change the stats later    :(     
Title: Re: Modding tools
Post by: Art Blade on September 19, 2011, 09:13:44 AM
I too used it because I saw "100" in one of gibbed's posts. But he gave a hint that it was going to sky-rocket you  :-D So I changed it to 5 or 6.

And indeed, when running and jumping downhill it may break your neck  :-D It is cool for jumps up or about the same level but it is rather dangerous if you drop some more than anticipated  :-()
Title: Re: Modding tools
Post by: nexor on September 19, 2011, 09:21:11 AM
I just re-did the whole modding twice, first on 50 then on 70, I double checked what gibbed wrote, then I went into the game and walked for a long distance and tried the jump all the way but it still doesn't w@&k...............
So I realy don't know where i'm going wrong         :D
Title: Re: Modding tools
Post by: Art Blade on September 19, 2011, 09:31:13 AM
Actually, you might be doing just fine but the game might be taking ages to acknowledge your changes. Happened to me. I changed the jump height and nothing happened. I did all kinds of other things and forgot I had changed it until all of a sudden I jumped across a house  ^+-+
Title: Re: Modding tools
Post by: nexor on September 19, 2011, 09:42:12 AM
will give it a rest untill tomorrow
Title: Re: Modding tools
Post by: PZ on September 19, 2011, 10:36:24 AM
You might try running until fatigue sets in - I'm not sure how the settings are cached, but that might be a trigger to reload the settings related to jumping.

Also, I know you probably have done this properly, but just to check - did your two modified patch files end up correctly in the games Data_Win32 folder(you can check the date stamp)?
Title: Re: Modding tools
Post by: nexor on September 19, 2011, 11:39:02 AM
They are created in the modding folder where the build_patch.bat file resides, ones the two patch files are created I simply cut then paste them in the Data_Win32 folder
Title: Re: Modding tools
Post by: PZ on September 19, 2011, 01:10:11 PM
That's correct - as long as you overwrite the existing files with the new ones, you should be good to go.  If all else fails, you could try downloading the gamemodesconfig.xml (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=162) file we have in our Downloads section and try building from that one.  It has modded weapons, and all items are available from the start, costing only one diamond each.  This way you can at least see if something is working in the modded patch files - try using a modded weapon, or visit the arms dealer to see the cost of the items.

Of course, backup your original file first so you can revert to it.
Title: Re: Modding tools
Post by: Art Blade on September 19, 2011, 01:39:01 PM
 :) :-X
Title: Re: Modding tools
Post by: nexor on September 20, 2011, 10:34:12 AM
Thanks guys, It's working......... :-X
Title: Re: Modding tools
Post by: PZ on September 20, 2011, 05:33:40 PM
Outstanding!  :-X

Now you're going to have some real fun  >:D
Title: Re: Modding tools
Post by: nexor on September 21, 2011, 01:29:50 AM
I still couldn't jump any higher in Leboa, just arrived in Bowa and after receiving my mission I went to the western side of town just over the railway line and with some effort managed to get to the top of the rocks overlooking the town          :-X
Title: Re: Modding tools
Post by: nexor on September 21, 2011, 05:04:07 AM
I still can't seem to jump higher than normal, and also trying to find it in gamemodconfig to make changes, but can't seem to find it    :D
Title: Re: Modding tools
Post by: Art Blade on September 21, 2011, 05:44:37 AM
Ow. I thought it worked? I use 5 or 6 only and can jump up a house's rooftop.

Remember to change ALL instances. Use CTRL-H to find and replace all instances of the jumpheight, there are many :)
Title: Re: Modding tools
Post by: nexor on September 21, 2011, 06:11:08 AM
The weaponshop mod where everything costs 1 diamond works yes, but the jumping not, after leaving Sefapane I stopped next to the road and tried jumping again, the jump is normal.
I did a CTRL-F jumpheight search but come up zero, that's why I been struggeling
Title: Re: Modding tools
Post by: Art Blade on September 21, 2011, 09:01:51 AM
"come up zero" -- does that mean you didn't find any entries at all?  ??? I hope not. I think you changed all of the entries but still don't see any difference. That's what happened to me and what gibbed told us about: it's cached in the savegame and I'd describe it as something that "wears off slowly" -- just for fun and giggles, start a new career (no savegame, no old values cached) and jump with that guy. I reckon it will w%&k immediately  :-()
Title: Re: Modding tools
Post by: nexor on September 21, 2011, 10:46:45 AM
Nope I didn't change anything, I downloaded it from the link PZ was so kind to post for me then I copied it as is to the gamemodesconfig folder.
SO what you saying is that I should start a new game, ok if that's going to w@&k then good
Title: Re: Modding tools
Post by: PZ on September 21, 2011, 10:55:55 AM
Actually, I'm not sure I changed the jump height in that gamemodesconfig file - I just checked the download and it specifies the weapons changes, but not jump height, so I probably didn't change that particular parameter.  You might try editing the file for the jumpheight parameter and see where that takes you.

At least you now can get mod file to w@&k, so with any luck you can get other parameters to w%&k.  If all else fails, we can post our modded gamemodesconfig to our downloads section.
Title: Re: Modding tools
Post by: nexor on September 21, 2011, 11:59:56 AM
only snag is that I cannot locate the darn thing, I tried a search on jump and got this.......<JumpDamage fMinSpeedFallDamage="14" fMaxSpeedFallDamage="17" iMinFallLevelStim="2" iMaxFallLevelStim="32" />........other than that I get not found message
Title: Re: Modding tools
Post by: PZ on September 21, 2011, 01:14:11 PM
hmmm... maybe it is is player.xml?  If so that might explain why you're having problems - sorry, I don't recall exactly - you might read through Art's fine article on modding FC2 here (http://openworldgames.org/owg/forums/index.php?action=articles;sa=view;article=45).  Specifically of interest, what you need do to get player.xml up and working.
Title: Re: Modding tools
Post by: Art Blade on September 23, 2011, 06:15:40 AM
It is PZ's fine article. I just edited it a little  :)
Title: Re: Modding tools
Post by: nexor on September 23, 2011, 06:33:48 AM
I found it in player.xml, it wasn't altered, I made changes but there's no effect in the game, I will start a new game as you suggested
Title: Re: Modding tools
Post by: Art Blade on September 23, 2011, 06:35:37 AM
And try "evict_resources" in the game's console once in a while.. it may be of use, too  :)
Title: Re: Modding tools
Post by: nexor on September 23, 2011, 06:46:28 AM
ok, what does it do?
Title: Re: Modding tools
Post by: Art Blade on September 23, 2011, 06:48:55 AM
It kind of flushes the PC's memory. I usually use it if the game's graphics start to stutter/lag. It may help to flush the cache used to store those damn jump parameters :)
Title: Re: Modding tools
Post by: nexor on September 23, 2011, 06:55:57 AM
ok, will give a go also, thanks mate   :-X   
Title: Re: Modding tools
Post by: Art Blade on September 23, 2011, 07:01:13 AM
Good luck, then :)

by the way, the console should "understand" the auto-completion function (open console, type "e" and hit the TAB key -- this should make the console change that "e" into "evict_resources") saving you all the typing  ;)
Title: Re: Modding tools
Post by: nexor on September 23, 2011, 07:05:33 AM
thanks
Title: Re: Modding tools
Post by: nexor on September 23, 2011, 04:07:49 PM
Just started a new game.........Jumping still doesn't w@&k   :'(
Title: Re: Modding tools
Post by: nexor on September 29, 2011, 01:51:38 AM
A question, The file 30_player.xml was copied from libraries/world 1 to mymods/patch where it was changed to player.xml, in libraries/world 2 is also a 30_player.xml file, does that also get copied to mymods/patch ? and do I call it what??
Title: Re: Modding tools
Post by: Binnatics on September 29, 2011, 06:57:41 AM
Quote from: nexor63 on September 23, 2011, 04:07:49 PM
Just started a new game.........Jumping still doesn't w%&k   :'(

Uhhrm, didn't you want to get higher jumping from the start? And now you can't jump ????

I would rather be able to get rid of the invisible walls in SP. That would give great possibilities according to sniperspots and so >:D
Title: Re: Modding tools
Post by: nexor on September 29, 2011, 11:33:29 AM
Art and PZ did some changes in player.xml and they say it works, with my luck nothing will w@&k  :D
Title: Re: Modding tools
Post by: Binnatics on September 29, 2011, 01:54:17 PM
 ^+-+

Well, good luck then!
Title: Re: Modding tools
Post by: Art Blade on October 01, 2011, 09:38:47 AM
Quote from: nexor63 on September 29, 2011, 01:51:38 AMA question ... does that also get copied to mymods/patch ? and do I call it what??

No, and therefore you don't need to call it anything.

The file serves as a template. You could have taken any file, even an empty one, named it player.xml and dropped it into that folder. The modding tools will convert whatever you have in your modding folders into something that will be merged with the actual game = the game gets modded.

So, if you haven't made any changes at all, nothing at all in the game will change after running the modding tools. If you made changes in the wrong places, you either won't notice/recognise them or you will because the game crashes.

That's what leaves us with questions. Why don't your changes w%&k as you expect them to? :)

One question for you:

Have you changed the one file in ..FC2\modding\mymod\patch.xml?

It should contain a list of the actual mod (the steam mod still needs to be reinstalled by your own mod, hence the files still need to be there) plus the files you added (if you added some, such as "player.xml" -- here is mine, mine reads player and curves and perhaps other stuff, but it's all there in the mymod\patch folder and therefore needs to be listed in the patch.xml

Quote<object hash="BCDD10B4">
  <object external="01_Curves.xml" />
  <object external="02_gadgets.xml" />
  <object external="03_IGE_Archetypes.xml" />
  <object external="04_multiplayer.xml" />
  <object external="05_OA_BuildingAccessories.xml" />
  <object external="06_OA_Buildings.xml" />
  <object external="07_OA_Burnable.xml" />
  <object external="08_OA_CoverObjects.xml" />
  <object external="09_OA_DetailObjects.xml" />
  <object external="10_OA_Explosives.xml" />
  <object external="11_OA_Furniture.xml" />
  <object external="12_OA_Ladder.xml" />
  <object external="13_OA_Lights.xml" />
  <object external="14_OA_StreetSigns.xml" />
  <object external="15_object_archetypes.xml" />
  <object external="16_pickups.xml" />
  <object external="17_pile_archetypes.xml" />
  <object external="18_StimEmitters.xml" />
  <object external="19_STP_archetypes.xml" />
  <object external="20_vehicle.xml" />
  <object external="21_WeaponProperties.xml" />
  <object external="22_weapons.xml" />
  <object external="player.xml" />
  <object external="Curves.xml" />
</object>
Title: Re: Modding tools
Post by: nexor on October 01, 2011, 12:25:33 PM
Spoiler
[smg id=3716]
This in mine

Art either you or PZ also said that I must make sure that I change everything concerning the jump height.
I have discovered the entry
<value name="fJumpHeight" type="Float">1</value>
            <value name="fJumpHeightExhausted" type="Float">0.4</value>
appears 102 times in player.xml about halfway through the jumpheight value 1 changes to 1.17
Title: Re: Modding tools
Post by: Art Blade on October 01, 2011, 12:34:29 PM
I see that the first lines are missing (I assume you just didn't capture them in that pic but they're there, right?) and that you sorted the list alphanumerically (which isn't needed as long as you add newest file names last to the list, like I did).

So basically yes, you did include player.xml in the patch.xml -- and now I've freshly run out of ideas.  :-()

Geez, man, whatcha do to that damn thing, eh?  :-()
Title: Re: Modding tools
Post by: nexor on October 01, 2011, 12:57:32 PM
Who me????....................I didn't do anything to the damn thing!!!!!!!!   :o  :o   :-D

yes they are all there,
what about all the other entries I found, I changed them all, in total 102 entries but then the build_patch.bat gave me an error so I rectified it
Spoiler
[smg id=3717]

Title: Re: Modding tools
Post by: Art Blade on October 01, 2011, 01:10:22 PM
Either you have been editing your post or I had temporarily gone blind.  :-()

JumpHeight and JumpHeightExhausted isn't the same. Just stick to Jumpheight ;)

I just now see that you've got another question about jump height.

I'll try to help you from a different angle now.

What you're looking at there is "code" or, sounds nicer, a programming language. Focus on "language." We use a language to talk to our computer. That language should ideally be quite similar to our own (English). We typically use stuff like "variables" or "strings" but to remember what they  are good for, we name them. For example "jump height" is the name of a box the PC looks into when you press the jump key. If that box contains "1" it lets you jump, say, 1 foot high. Because that box says so, because "jump height" = "1." So, under different circumstances, let's say while you're running downhill, you'll know that you can jump farther and higher in real life. You go one metre forward and 1 foot upward but the ground, downhill, isn't one foot away in one metre, it will be more. So to play it right, the programmer tells the PC "if he runs downhill and jumps, jump height of one doesn't feel right. Make it 1.17 instead" so the box "jump height" now contains "1.17"

See? It is basically just like that. Sometimes even I understand what's going on, sometimes I think someone must have been on shrooms and a barrel of cheap lager to write some of the stuff we get to see in that code. However, what you can do is: Try to find lines that seem to make sense to you. Like, "jump height." You'll be sure that it's got to do with jumping around and the values next to it will probably translate to either a metric or Imperial system so we can make sense of that, too, like "jump one foot high." Or one yard, what ever. Now, we may not always understand the language entirely but we may find keywords.

Find suitable, promising keywords and start changing their values, and don't go too far. If there is a "0.012" it is NOT recommendable to change that to "1000.00" -- instead try somewhat similar values, like "0.025" or "0.1" and see if you notice a change in the game. Increase or decrease the value, save, test, repeat..

That is the essence of modding.

Now, back to your question:

If you want so desperately to change your jump height and have failed so miserably, you may want to be more drastic. Since the file you're going to fiddle with is called "player" it is most likely that everything in it relates to the player, you. So, find ALL entries that seem to have to do with JUMP and change ALL their respective values significantly, like from 1 to 10.

Never forget to make backups and perhaps write down what exactly you changed. You won't know any more next month ;)

Now, after changing everything, run the tools, replace the old patch with your new mod files and go for it.

Keep in mind, however, for reasons unknown, I had the same problem: I changed it to 100, I jumped into the sky and broke the game play (too brutal) so I changed it back and edited only a little (from 1 to 5) but nothing happened. I tried some more but it didn't w%&k. So I left my changes in the mod but forgot about it.

And all of a sudden I jumped across a house.  ^+-+
Title: Re: Modding tools
Post by: nexor on October 01, 2011, 01:58:55 PM
makes sense in what you saying, I will play around a bit and see what happens    :-X
Title: Re: Modding tools
Post by: TheStranger on October 02, 2011, 03:07:40 AM
I had the problem that the files didn't change when they were in the mymod folder - so I put them under mypatch (and changed the .bat file of course) and then it worked.
Title: Re: Modding tools
Post by: nexor on October 02, 2011, 09:15:58 AM
Spoiler
[smg id=3720]
This is what my build.bat looks like when creating the two patch files, you guys would be able to tell if all is ok there
Title: Re: Modding tools
Post by: Art Blade on October 03, 2011, 10:54:34 AM
That's perfect.

The bit that might have you wondering ("ignoring...") just tells you that it found an entry of the same name (old entry) so it ignored it (because it was old) and replaced it with the duplicate one (you created) and therefore changed its content.

You've got a valid patch there.  :)
Title: Re: Modding tools
Post by: nexor on October 04, 2011, 02:22:07 AM
good, now why the heck can't I "jump"....... for crying out load    :'(
Title: Re: Modding tools
Post by: Binnatics on October 04, 2011, 12:01:25 PM
 ^+-+ ^+-+ ^+-+....snif.... ^+-+

I only read this topic every now and then, since I'm not really into modding yet. But damn, this is funny. Sorry nexor, it's just damn entertaining all this :-X

Funny sidenote: Maybe all the changing you did somehow has affected MY computer, because since a few weeks the characters in my FC2 install act quite weird. First, they started to move back and forth very quickly, like they had their buts itching. Then they started to shake their heads, and if their heads refused to shake, their eyes started rolling from left to right (serious, no joke)
Now just today I started a new playthrough (3rd, couldn't think of something else to do :-D) and during the drive to Pala I noticed various mercs and refugees jump like they were on a pogo stick ??? :o
They first jumped let's say, 3 or 4 feet high, but eventually I saw one jump at least 3 meters high :o :o
It was a merc, and when the other guy called him in to speak about the beer, his jumps changed like the ones of a bounsing ball, getting smaller and smaller but very fast. When he spoke about the beer his weird jumping  disappeared.
Maybe you should add 'drink beer' somewhere between "player.xml" and "jump.parameter" :-()
Title: Re: Modding tools
Post by: Art Blade on October 04, 2011, 12:34:06 PM
It might be funny from this end here, too, if it hadn't been me trying to solve that funky stuff going on over at nexor's rig. It is kind of beyond oar control and completely incomprehensible.  :'(
Title: Re: Modding tools
Post by: Binnatics on October 04, 2011, 01:11:02 PM
I can imagine  ^-^
I'm rather happy with my role as public 8)
Title: Re: Modding tools
Post by: nexor on October 04, 2011, 02:44:21 PM
i'm sure my game is jinxed  ???  I had to re-install this very same game because of that!! The reason how I got introduced to OWG, I was in the game attempting to retrieve a diamond case from the roof of a shack, next to the shack was a legless couch and an old beatup car, so i figured the only way to get onto the roof of this shack was to jump onto the couch then the roof of the car and then the roof of the shack  :-X
Easier said than done............after almost passing out about ten times attemting to jump onto the couch  :D
I went looking for asistance on the internet and stumbled upon OWG   :-X
After reading all.....and I mean "ALL" posts I was none the wiser, seems like no one had the same problem   :-(
So I did the only human thing, I asked  :-\
Some "very" intelegent member responded to my question, and you know what he said I must do?????

Spoiler
He said "JUMP"......... :D :D

Spoiler
my response was, "what the f@#k do you think i've been doing all the time  \:/
So yes this jump thing is kind of funny :-D :-D
Title: Re: Modding tools
Post by: Binnatics on October 04, 2011, 03:12:22 PM
So am I right that you started this whole modding thing to get that final diamond at the shack-roof you netioned?
I really hope you will finally manage to jump high enough.
This topic is a big succes allready anyway ^+-+

...urhhmm, nexor, I've felt so free to... euuhh mod you custom title a bit :-D :-D :-D
Title: Re: Modding tools
Post by: PZ on October 04, 2011, 04:06:23 PM
 ^+-+ :-X
Title: Re: Modding tools
Post by: nexor on October 04, 2011, 05:26:47 PM
will get you for that one Binn............. \:/

Aren't you supposed to be in the kitchen.....??    :-D
Title: Re: Modding tools
Post by: Art Blade on October 06, 2011, 11:40:04 AM
mmmmmmmmmhrrhmmmrhmmm.. 

MMmmmmmMMhhhmmmmpfffffff..


MmmMMMMMMMMMMMMMMhhrrrhmmmmmmhrmm..


mmmMMMmmmmmmmmahaha...


HUAHUAHUAHUAHUAHUAHUA

^+-+ ^+-+ ^+-+
Title: Re: Modding tools
Post by: Binnatics on October 06, 2011, 11:45:07 AM
 ^+-+
Title: Re: Modding tools
Post by: nexor on October 09, 2011, 01:18:59 AM
Just started a new game from the beginning, while on my first mission I attempted jumping, at first no change and suddenly I jumped so high I knocked the guy on moon off his chair...... ;D  comming down I hit the ground so hard I allmost had to catch a plane from Beijing International        :-D :-D

Have to do some modifications to my landing gear             :-() :-()
Title: Re: Modding tools
Post by: Binnatics on October 09, 2011, 05:14:44 AM
 ^+-+ Good luck :-()
Title: Re: Modding tools
Post by: Art Blade on October 09, 2011, 06:51:21 AM
you see.. same thing that had happened to me.  :) Glad it works now, matey  ;) :-X
Title: Re: Modding tools
Post by: nexor on October 09, 2011, 01:55:34 PM
Thanks to you guys yes   :-X
I played around with the settings and kept on reducing the float strength untill I got to 4, now I don't die everytime I jump
<value name="fJumpHeight" type="Float">4</value>
<value name="fJumpHeightExhausted" type="Float">0.4</value>

Spoiler
http://www.youtube.com/watch?v=_xs2OAZkHsk
Title: Re: Modding tools
Post by: PZ on October 09, 2011, 02:15:39 PM
You could also try changing the value of fall damage - I did that and now don't die when I accidentally jump too high or off something too tall.
Title: Re: Modding tools
Post by: nexor on October 09, 2011, 02:47:15 PM
I usually don't jump down from high spots, with the high setting I found it very difficult to jump on to something not very high, with the setting of four it makes it very comfortable jumping onto low objects.
Title: Re: Modding tools
Post by: shelmez on December 10, 2011, 09:50:30 AM
Thank you very much for the theme and the program Sir Gibbet)))) I live in Russia, and so I apologize for my language. I am very pleased that interest in this wonderful game has not died. And I hope that soon there will be interesting modes that would play it again. Of course I remove the binding of weapons to slots, but I understand that it is almost impossible to do. I am very difficult to properly understand how to use the program because I can only use machine translation (((Is it possible to make a video tutorial? And in what file you can change the Number of rounds of ammunition in the store, such as what would become 250 M249 ammunition, not 100 ? thanks in advance and a big hello from cold Russia))))
Title: Re: Modding tools
Post by: nexor on December 10, 2011, 01:12:04 PM
shelmez I think I speak for all of us, there is no need to apologize for your "language" you are amongst friends and english is not the mother tongue for a number of members here, so welcome.    :-X       I will try to translate for you.......
Я думаю, что говорю от имени всех нас, нет необходимости извиняться за ваш ​​"язык" Вы среди друзей и английский не является родным языком для количества членов здесь, так что добро пожаловать   :-X
Title: Re: Modding tools
Post by: Art Blade on December 10, 2011, 01:47:11 PM
Welcome to OWG, shelmez :)

Nice to have you with us, you're the first Russian who launched himself into our space  :-() Don't worry about your language, as long as we understand one another, everything goes  :) :-X

Hehe, now I can't read whether what nexor wrote is utter crap or good information  :-D

Title: Re: Modding tools
Post by: nexor on December 10, 2011, 03:09:51 PM
 just have to wait and see how or if he responds, that way we'll know if what I wrote is utter crap or not   :lol
Title: Re: Modding tools
Post by: Art Blade on December 10, 2011, 05:15:14 PM
 :laugh:
Title: Re: Modding tools
Post by: PZ on December 11, 2011, 03:27:39 PM
Welcome shelmez!
Title: Re: Modding tools
Post by: nexor on December 12, 2011, 09:36:36 AM
shelmez all the guys are waiting to hear what you think of my greeting to you in Russian     :-D
Title: Re: Modding tools
Post by: Art Blade on December 12, 2011, 12:25:00 PM
I'm more interested in how you're going to explain it if he doesn't return. Ever.  :-D
Title: Re: Modding tools
Post by: shelmez on December 12, 2011, 10:50:51 PM
My friend Nexor, your Russian language almost perfect :) At first I could not believe my eyes :) Then I thought that you're a Russian spy, who long ago left his native land:) Of course it was great to see my Russian brother:) I often think of my mother, who as a child I was forced to learn English, but I was a bully and not listened to it, as is now much regret :) Thank Nexor,Art Blade,PZ and all the other guys that I thank you warmly welcomed here! Your Dr.Shelmez Malariago:)
Title: Re: Modding tools
Post by: TheStranger on December 13, 2011, 06:28:12 AM
Oh a new face in the forum!  :)

Welcome and kudos for your finding in the other thread. :-X
I too would want to change the clip size of some weapons, but didn't find it out.
Title: Re: Modding tools
Post by: nexor on December 13, 2011, 02:19:15 PM
shelmez, you are most welcome my friend   :-))
Title: Re: Modding tools
Post by: nexor on December 13, 2011, 02:21:29 PM
Quote from: Art Blade on December 12, 2011, 12:25:00 PM
I'm more interested in how you're going to explain it if he doesn't return. Ever.  :-D


:angel:   
Spoiler
:lol
Title: Re: Modding tools
Post by: shelmez on December 14, 2011, 01:32:26 AM
Thank you my friend Nexor for great beer :-X, when you will come in Russia, we will drink only  Russian vodka :)
Title: Re: Modding tools
Post by: TheStranger on December 14, 2011, 07:55:24 AM
Sry but I have to make that joke since it came suddenly to my mind:

In Russia you don't play Far Cry - Far Cry plays you!

(But not only in Russia  ;D)
Title: Re: Modding tools
Post by: nexor on December 14, 2011, 08:39:11 AM
Quote from: shelmez on December 14, 2011, 01:32:26 AM
when you will come in Russia, we will drink only  Russian vodka :)

I prefer Vodka over any other drink, here in South Africa we have many brands of Vodka, my number one choice is Count Pushkin Imperial Vodka, my second choice is Smirnoff...  :-D

I like "FarCry plays you"        :laugh: :-X
Title: Re: Modding tools
Post by: fragger on December 14, 2011, 01:09:29 PM
It's been playing me for about two and a half years now ;D
Title: Re: Modding tools
Post by: nexor on December 15, 2011, 05:14:35 AM
That's for sure, I had just completed a play through when shelmez came up with the malaria fix, guess what? I started a new one       :-D

I'd love to add more rounds to the M16 mag, 30 rounds is just not enough since the 3 round burst was modded, it became one of my favourites and is the ideal weapon in stopping an assault jeep
Title: Re: Modding tools
Post by: shelmez on December 15, 2011, 06:50:15 AM
You're a real mercenary Nexor and hunter for skulls  :) I also want to increase the number of rounds in the weapon, but so far it is not possible, many options are closed. We need to pray to  Mr. Gibbed that he refined his program. I think he's a genius, and he will help us, keep it God :) And in general I am very disappointed Ubisoft that did not give the fans of this game SDK. After all, it would give a second life to this  beautiful game.
Title: Re: Modding tools
Post by: Art Blade on December 15, 2011, 12:26:19 PM
it is indeed completely incomprehensible why some members of the game industry deprive players of a) screenshot functions, b) unlimited save games, and c) modding ability.
Title: Re: Modding tools
Post by: PZ on December 15, 2011, 04:03:32 PM
Indeed - but the developers are probably trying to make us "hungry" for new titles rather than have us keep playing one of their classic games.
Title: Re: Modding tools
Post by: Binnatics on January 20, 2012, 03:56:28 AM
Better late then never: Welcome Shelmez! I see you like vodka. My favourite brand is Moskovskaya (don't know if the spelling is correct). Taste is so smooth that you don't realize you drink liquor... which can be a downside to this wonderful drink as well :angel:

Btw, I should really get into modding a bit, since all new members are busy with that ;) Good thing 'cause I just planned a new play through  ^-^ I might check out that lawn mower :-X
Title: Re: Modding tools
Post by: TheFishlord on February 03, 2012, 11:49:47 AM
Hey everybody, the possibility of modding FC2 has rekindled my interest in the game, if I can figure it out I'm going to make  a "realistic play" pack that edits all the weapons a bit...

But I'm stuck at the very beginning. I read everything and some of the fixes on the first page, but something's not working. I have a "modding" folder in my FC2 main folder, it has bootstrap.bat, "tools" folder and the readme there, but when I try to execute the .bat, I get this error:

Your patch.fat doesn't seem to have generated\entitylibrarypatchoverride.fcb in
it! Bootstraip failed.
Press any key to continue . . .

Any ideas what could be causing this?
Title: Re: Modding tools
Post by: PZ on February 03, 2012, 01:43:29 PM
Off hand I do not recall ever seeing a message like that, but I'll check my folder structure for possible hints.  That's great that you have newly found interest in the game - I had tons of fun modding the weapons I like.  Only one think I'd mention for what it's worth - if you mod a weapon that the mercs can carry, they will have the same abilities that you have when using the same weapon.  :-()
Title: Re: Modding tools
Post by: TheFishlord on February 03, 2012, 09:23:06 PM
Well, I'll try a reinstall tomorrow morning and see if that fixes anything.
Title: Re: Modding tools
Post by: PZ on February 03, 2012, 10:18:33 PM
As I recall, I had to read the instructions very carefully to ensure that I had set the stage properly before running the installation utility.

The file you mentioned earlier is in the following path on my computer:

Program Files x86\Ubisoft\Far Cry 2\modding\mypatch\generated\entitylibrarypatchoverride.fcb

As I recall, I actually had to create one of those folders manually, but I don't remember which one.
Title: Re: Modding tools
Post by: Art Blade on February 04, 2012, 12:20:34 AM
I am not sure about this but I think this error occurs when you screw up the syntax (i.e. use wrong commands) which might be something as simple as a missing quotation mark or one too many.
Title: Re: Modding tools
Post by: PZ on February 04, 2012, 12:57:07 PM
Your new avatar reminds me of my wife's poodle - always licking something.  :-()
Title: Re: Modding tools
Post by: Art Blade on February 05, 2012, 05:04:10 PM
 ^-^

I just hope he doesn't leave a glowing trail like my avatar where he slid his tongue across  :-D
Title: Re: Modding tools
Post by: shelmez on February 05, 2012, 11:12:25 PM
Quote from: PZ on February 04, 2012, 12:57:07 PM
Your new avatar reminds me of my wife's poodle - always licking something.  :-()
:-X :)
Title: Re: Modding tools
Post by: PZ on February 06, 2012, 08:53:24 AM
Quote from: Art Blade on February 05, 2012, 05:04:10 PM
^-^

I just hope he doesn't leave a glowing trail like my avatar where he slid his tongue across  :-D

Maybe not glowing, but you never know exactly where a poodle's tongue has been  :laugh:
Title: Re: Modding tools
Post by: Art Blade on February 06, 2012, 04:34:31 PM
EEEeeeew  ??? :-()
Title: Re: Modding tools
Post by: TheFishlord on February 10, 2012, 05:20:40 PM
Alright I did a reinstall, patched up to 1.03, and put the DLC on...no difference. I tried running the .bat before the patch, and it said that it could not detect patch.fat, so that seems necessary. I doubt the DLC would be causing this though, so I don't know what's going on...
Title: Re: Modding tools
Post by: PZ on February 16, 2012, 12:54:13 PM
I've been thinking about this problem and am stumped.  The only thing I can think of is a permissions issue.  Are you running the batch file using an administrator account?  Do the folders have "write" permissions?
Title: Re: Modding tools
Post by: nexor on February 16, 2012, 01:47:04 PM
The first time I tried the mod I had a similar problem so I uninstalled the patch 1.03 which I got from Game Copy World and download and installed the Steam version which seemed to solve the problem
Title: Re: Modding tools
Post by: PZ on February 16, 2012, 01:49:08 PM
You mean the Steam patch?  I think I remember gibbed saying something about Steam - maybe that's the solution.
Title: Re: Modding tools
Post by: TheFishlord on February 16, 2012, 06:03:27 PM
Yep that fixed it. Installed the regular 1.03 patch, then installed the Steam patch over that, now the .bat runs fine. Now I've corrected the ROF for a lot of weapons...gotta see if I can get them to w@&k right now...

Question - I've found the places to adjust just about everything except damage, accuracy, and magazine capacity, anybody know where those are?
Title: Re: Modding tools
Post by: PZ on February 16, 2012, 07:01:27 PM
Check this article (http://www.openworldgames.org/owg/forums/index.php?action=articles;sa=view;article=45) for most of what you're after.  I changed the magazine capacity, but don't remember how - I'm fairly sure it is in these posts.  I'll see if I can find the post when I get a chance.  ;)

EDIT: I lied - I was only able to change the bandoleer values, which allows you to hold as many rounds as you want, but does not change the number of rounds for each magazine.
Title: Re: Modding tools
Post by: nexor on February 17, 2012, 05:38:14 AM
Quote from: TheFishlord on February 16, 2012, 06:03:27 PM
Yep that fixed it. Installed the regular 1.03 patch, then installed the Steam patch over that,

Glad you got the problem solved mate, oh by the way welcome to OWG.... :-X
Title: Re: Modding tools
Post by: TheFishlord on February 17, 2012, 02:00:52 PM
Well, I've been really going to town on the modding scene, I've got most of the weapons' damage corrected for their real steel values and ROF's. (I used the kinetic energy ratings of the bullets for each weapon)

Trouble is, now they vary between ridiculously weak bullets (like the 9mm in the Uzi, MP5) that have a damage rating of 0.4, and super powered bullets like in the G3 and FAL. Since a damage rating of 5.0 is a one shot kill with any hit, I thought I could save that for the AS50 (its impact energy is over ten thousand joules more than any other in the game... >:D). I gave the M1903 4.5, that's still  too powerful. Sigh...this is going to take a lot more FC2 marathons than I thought to make things w@&k.  ^-^

Also need to increase reliability across the board, with a ROF of 1000 rpm you would not believe how fast the M249 blows up in your hands. Same with the AR16.

Some, I know how I could balance them, but I don't know how to actually change them - I converted the FAL to semi-automatic as the British used them, now I want to switch it out with the G3, so that the first weapon in the game you get is a semi auto, high power rifle. In Act 2 then the G3 can arrive as a full auto version, but with higher recoil. Need to figure out how to make the 9mm weapons actually viable, balance things out a bit...

My currently pressing issues - need a good way to adjust accuracy, magazine capacity, and switching the unlock order of weapons. Any pointers? I believe the "WeaponClass" value has something to do with when they're unlocked, but I'm not entirely sure...need to do more testing. Once I get all this worked out I'll release a patch for everybody to try out.

Oh and nexor... :-() I actually only joined 10 days after you, but I've been lurking for a year or so now   8)
Title: Re: Modding tools
Post by: PZ on February 17, 2012, 02:12:01 PM
Wow!  sounds like you're really using the scientific approach to fixing the weapons physics  :-X

Although I've played with many of the values, there were quite a few that didn't seem to make a difference when changed.  Although I made all my weapons available for negligible cost (1 diamond each), I did not see a way to change the order.  However, I think I saw an area where the act 1 and act 2 weapons were listed - perhaps this is an area to play with.
Title: Re: Modding tools
Post by: nexor on February 17, 2012, 03:41:08 PM
Between PZ and ART they did a mod where all the weapons are unlocked and you can purchase them at one diamond each........
Title: Re: Modding tools
Post by: TheFishlord on February 18, 2012, 06:40:15 PM
OK I've got a list of stuff I've done so far...just getting into the merc spawning patterns, and I think I can do a lot with it. This is my "readme", were I to release it now.

-M16 is now fully automatic. ROF increased to 850 rpm.
-PKM ROF increased to 650 rpm.
-MGL140 ROF increased to 180 rpm. Currently; there is a value of "busy time" somewhere, that prevents firing during that time after a shot; this mechanism overrides the rate of fire.
-M249 SAW ROF increased to 1000 rpm.
-G3KA4 ROF increased to 600 rpm.
-SPAS12 ROF increased to 240 rpm. Same issue as the MGL140, currently.
-Springfield M1903 damage increased to 4.5. It is now almost always a one-shot kill except when hitting hands and feet, and is used as a baseline for other weapon changes.
-Dragunov SVD damage increased, then nerfed to 3.8.
-Desert Eagle damage decreased to 2.25 to match real-steel power.
-PKM damage increased to 4.5, then nerfed to 3.75 after examining further ballistic data.
-M16 damage increased to 2.1 to account for increased barrel length.
-AK47 damage increased to 2.75 to account for boat-tail design.
-G3, FAL damage increased to 4.
-USAS12 damage increased to 3.
-FAL converted to semi-auto.
-FAL and G3, plus their respective costs and manuals, swapped. Mercs (and buddies) will spawn with the FAL, then the AK47, then the G3.
-Starting max syrette count increased by one at every difficulty level.
-At level 20 and beyond, 1 in 7 "shotgun mercs" (and buddies) will be equipped with a USAS12.

The merc weapon loadouts have a lot of potential. I'm planning on giving all mercs a shot at the "elite" weapons of the game - the player gets them, why wouldn't the Jackal and his subsidiary weapons dealers sell to the warlords as well? So rocket launcher mercs will eventually have a chance of being armed with an MGL140, assault mercs with a flamethrower (I want to see how the AI handles that... :-()) or M79, snipers with an AS50.

One problem I've noticed, that irks me a little, is the semi-automatic sounds. Weapons like the M16 and sniper rifles were implemented into the game with the thinking that single shots would be a useful trait. Their sounds are correct.

Most other weapons seem to package their sounds in "bursts" of three shots each. (Many games do this, for instance in COD: Modern Warfare 1 and 2, in the slow-motion killcams, a single shot would cause the sound of three shots to play. MW3 has fixed this, but FC2 was made before this issue was really noticed) So if you hold down the trigger on the FAL, you will fire one shot, but will hear about two and a half. I can fix this but it seems that it will involve going into the .lua files, which I am not sure I want to (or am able to) touch yet.

Another side effect of this problem is that the ROF of most weapons does not audibly change with their actual values. The M249 had an increase of a whole 275 rpm, but still sounds the same because of this method of playback.

Overall I'm very pleased with these changes. Weapons feel a lot more deadly, and even on Hardcore, mercs really are a force to be reckoned with. I have to scope the place out before I attack and use cover a lot more often, because now those rifles really pack a punch.

So anyway, I'm going to keep working on this, if you want a copy as it is now, just let me know.  ;)
Title: Re: Modding tools
Post by: chiconspiracy on February 18, 2012, 10:25:46 PM
Hello all, noob here.

I too am trying to create a realistic weapons set. I was instantly disgusted that the g3 you start with is about as powerful as the weak pistols, while firing the same damn round as the bolt action sniper rifle (a one hit kill to the torso)

In "C:\Ubisoft\Far Cry 2\modding\libraries\world1" I copied the following attribues from the Dragunov and added it to the g3, fal, and ak47, save the file, and added it to my patch.

   <value name="bSingleHitHealthFailure" type="Bool">True</value>
           <value name="fHealthFailureChanceModifier" type="Float">1</value>
            <value name="selHitLocation_Torso_Severity" type="UInt32">3</value>
            <value name="selHitLocation_Limb_Severity" type="UInt32">2</value>

This lets you kill/critically wound with a chest shot, and cripple them with one limb shot.

In addition, I tried increasing their effective range (again copied from the dragunov:

<value name="vectorEffectiveRange" type="Vector2">
              <x>60</x>
              <y>80</y>
            </value>
            <value name="vectorEffectiveRangeIS" type="Vector2">
              <x>80</x>
              <y>100</y>

I'm fairly sure this worked, I'm registering hits from far away.

Now the problem I'm having now is accuracy. I assumed it was controlled by this:

<value name="fAngleYawBulletSpread" type="Float">0</value>
            <value name="fAnglePitchBulletSpread" type="Float">0</value>

This was the dragunov (nearly perfect aim) attributes, and I put this under the g3 and fal as well. Has anyone had any luck with this? My G3 and even the Fal are shooting with a very noticeable spread.  :D
Title: Re: Modding tools
Post by: Art Blade on February 19, 2012, 12:25:16 AM
Welcome to OWG, chiconspiracy and thanks for posting.. very interesting :)

I would have thought the same as you regarding those parameters controlling accuracy.  ????

TheFishlord, good to have you back and active and thanks for your efforts there, nice  :) :-X

Oh and.. you were away long enough other people thought you were new to the site which I'd interpret as, "bloody do something about that" :-() Hehe
Title: Re: Modding tools
Post by: nexor on February 19, 2012, 02:20:17 AM
Quote from: TheFishlord on February 18, 2012, 06:40:15 PM
-M16 is now fully automatic. ROF increased to 850 rpm.

What I'd realy like is to have the M16 mag increased to at least 50 rounds, the more the better, since it got modded to full auto it has become my favourite, and having more rounds in the mag will make this weapon unstopable
Title: Re: Modding tools
Post by: fragger on February 19, 2012, 03:24:44 PM
Nice modding w@&k there, chaps :-X

@TheFishlord, I was glad to see that you upped the ROF for the MGL140. I like the weapon but was never happy with the default ROF, it's way too slow with that firing delay you mentioned. The real thing is like just about any other semi-auto weapon in that it will fire as rapidly as you can pull the trigger. The real ones also carry six rounds as opposed to four in FC2 and have the nickname "the six-pack attack". Dunno why they reduced the mag cap to four in the game.

@chiconspiracy, welcome aboard and thanks for the cool contributions :)
Title: Re: Modding tools
Post by: Art Blade on February 19, 2012, 05:52:15 PM
Quote from: fragger on February 19, 2012, 03:24:44 PM...and thanks for the cool contributions :)

Right you are.. and here's a slap on the back, chic  :-X :-()
Title: Re: Modding tools
Post by: chiconspiracy on February 19, 2012, 09:35:43 PM
Has anyone successfully used the weapons manuals to achieve near perfect accuracy? I'm attempting a 400% improvement, but for some reason the weapons operations manuals were all unlocked, and I have no idea why. I want to start hitting people with my fal or g3 with single placed shots while being further than 50 feet away..

As for clip size, I notice a multiplayer bandolier file that shows clip size, but nothing for single player.

Title: Re: Modding tools
Post by: PZ on February 20, 2012, 11:34:00 AM
I've played with the accuracy, but there seems to be a limit beyond which the numbers don't appear to have an effect.  As to the bandoleers, that is strange - I had to unlock them deliberately.

It sure would be nice to have increased accuracy - hope you find a solution!
Title: Re: Modding tools
Post by: TheFishlord on February 25, 2012, 12:34:03 PM
Anybody know how to directly open a .dat or .fat file?

The reason I'm asking is that I've found another FC2 mod online called "FC2 Rewards" that modifies the recoil.

Whenever I try to add 42_weapons.xml to my patch, the game crashes when I load a save. Apparently this Rewards mod does change recoil values, so I want to open it up and see how he did it. But when I use the ArchiveViewer, I don't get the 42_weapons file, I only get stuff that is pretty much useless for modding anyway: graphics folders, UI, etc. Basically the stuff we don't need to and don't want to mess with. I've tried installing the patch into my FC2 copy, then running bootstrap to create a new "library" out of it, but it always comes up with the error I had originally (look up at my previous posts for what exactly that was).

Perhaps it's just that I have the retail version and not the Steam one. Could someone else with the Steam version try this and upload his files so I can look at them? In particular I want to look at everything that normally shows up in the mymod and mypatch folders.

Like I said, I believe you could just paste his patch over the regular one, run boostrap, and you would get the library that is actually useful for modding. But I can't get to those useful files as it is now.

The mod in its various versions is here: http://www.moddb.com/mods/far-cry-2-rewards/downloads (http://www.moddb.com/mods/far-cry-2-rewards/downloads)

Any help would be greatly appreciated - my mod is almost complete, except for recoil modifications. Can't release it until that gets taken care of  :-(
Title: Re: Modding tools
Post by: nexor on February 25, 2012, 01:40:27 PM
Sorry mate I also have the retail version
Title: Re: Modding tools
Post by: TheFishlord on February 25, 2012, 02:46:21 PM
Fixed the problem, never mind. Well, I didn't, but I figured something else out so I don't really need it anymore. Thanks.
Title: Re: Modding tools
Post by: YIYO on June 18, 2013, 08:05:59 PM
Hi
Sorry for bump, but i have no choices ...
when I double-click bootstrap.bat, give me this error: "Could not detect Far Cry 2 install directory. bootstrap failed."
I'm using win7 64 bits.
Far Cry 2 retail.
Wich  .net version do i need? maybe i have the wrong one.
Thanks for revive openworldgames .  :-X
Title: Re: Modding tools
Post by: Art Blade on June 19, 2013, 09:18:18 AM
Welcome to OWG, Yiyo :)

Not sure if this helps:
Quote from: gibbed on September 11, 2011, 05:03:24 PM
Bootstrap

To make things easy for everyone, I created a little bootstrap package which will set things up so you can easily create patch packages.

Bootstrap, revision 60 (http://mod.gib.me/farcry2/bootstrap-rev60.zip) (requires .NET 4.0)

Extract this, preferably to X:\Path\To\Far Cry 2\modding

You'll want to run bootstrap.bat which will set everything up automatically.
Title: Re: Modding tools
Post by: PZ on June 19, 2013, 10:28:47 AM
Indeed; welcome YIYO!

If it still does not w@&k properly, then you might check the contents of bootstrap.bat with notepad or some other text editor to see if the folder locations appear proper.
Title: Re: Modding tools
Post by: YIYO on June 21, 2013, 01:16:36 PM
 Thanks, I used Steam 1.03 patch so it works now!  :-X
glad to be here, BTW I am using FC2 enhancement graphical mod, so i've noticed FC2 looks very similar to FC3 ...  ::)
Title: Re: Modding tools
Post by: Art Blade on June 21, 2013, 01:35:12 PM
all the weapons and takedown abilities from FC3 would make FC2 the perfect game. :)
Title: Re: Modding tools
Post by: PZ on June 21, 2013, 05:51:33 PM
Sure would, that and if additional missions or map packs were available.  Enjoy the game, YIYO, and feel free to post stories of your adventures.  I know that many of our members enjoy reading the experiences of other FC2 gamers, and we never tire of them  :-X
Title: Re: Modding tools
Post by: Art Blade on June 21, 2013, 10:31:50 PM
I second PZ.  :-D
Title: Re: Modding tools
Post by: fragger on June 22, 2013, 12:10:30 AM
I third him :-D

A slightly belated welcome, YIYO :) A fan of FC2 is a friend of ours!
Title: Re: Modding tools
Post by: Art Blade on June 22, 2013, 02:52:02 AM
 :-D +  :)
Title: Re: Modding tools
Post by: PZ on June 22, 2013, 10:15:08 AM
Well said, fragger; there is definitely a kinship among hard core FC2 fans, even if we are not currently playing the game.  :-X
Title: Re: Modding tools
Post by: nexor on June 25, 2013, 12:29:18 AM
Welcome YIYO, I feel like going to Africa for awhile, no Turkeys there, ahem... I mean the feathered ones    :-D
Title: Re: Modding tools
Post by: wobatt on January 24, 2015, 09:22:36 AM
I have found a couple of bugs in the binary converter in Gibbed's tools.
Is he still active on OWG? If not, do you have any suggestions about how to contact him?

Thanks
Title: Re: Modding tools
Post by: Stiku on January 24, 2015, 12:32:59 PM
Try this (http://blog.gib.me)