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"Life is effort and I'll stop when I die!" -Jerry, Rick and Morty

Comment History  (0 - 30 of 134)
curseofnight
curseofnight - - 134 comments @ Taking a Detour...

Wow, this looks great! I hope all is progressing well.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Half-Life: Source Fixed

A bit late, and I'm not him but try setting the binds in the console; i.e.,

unbind c
bind c +duck

etc.

I actually just had to bind my controls via the console yesterday in an og hl1 mod that was giving me issues.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

No problem, thank you downloading. :)

Edit:
Btw, feel free to upload your merged .inis in the Addons section, if you'd like. I'm sure some people would be interested.

All I ask is that you write clear installation instructions and description of your .ini's additions/changes for people, and that it is in the Addon section and NOT the main Files section.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

Rebalanced edits the default .ini files in the game's install folder directly where as my mod edits the user .ini files in your documents folder so you'll have to merge the changes from the Rebalanced .ini files into my .ini files for them to be compatible.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Infinite Flashlight

I've said before, I'm terrible at explaining technical details like this, but I'll try my best:
(Parts of the following are copy/pasted from comments I wrote years ago. Also, I haven't modded FEAR in years so none of this is fresh in my mind - I wanna apologize up front if some my advice is wrong or misremembered.)

Tools I used(I don't have links handy for any of these):
FEAR SDK
HxD Hex editor (free)
Ultra Edit (paid software) **
Ultra Compare (paid software, free with Ultra Edit) **
**(Ultra Edit/Compare have free alternatives. See the Notes section below.)**

**When doing the process below, back up your gamdb files(particularly a 'clean' one), take notes, and be patient.**

The way I modded the expansions was to compile an unmodified gamdb file for the base game using GDBEdit.exe from the SDK tools, open it in a hex editor and copy all the 1s and 0s into a text file. Then create a new gamb file, make ONE change, compiled it then open it in a hex editor and copy all the data into a second text file.

Then I opened each text file in Ultra Edit and set the line wraps at specific intervals(column mode) to 47(this gives you 16 rows, important for hex comparisons!). I then compared both files side by side in a program designed for comparing text files(I used Ultra Compare, free with Ultra Edit) to see which line the changes occur on and then search for and edit that line in the dlc gamdb files with a hex editor.

Using the process above you can edit all the basic stuff in the expansion gamb files(like ammo max carry, clip sizes, weapon dmg, etc.) as long the data/values are already present in the base game's gamb.

You can even edit values for the new dlc weapons too, even though they aren't in the base SDK. Honestly, it's easy, but hard to explain how...

Basically, the way the weapon data(or any other data) is stored in hex code is just a numeric representation of what you see in the editor(more or less.) So, in a hypothetical example, if in the editor the data for the weapons is listed in this order in a drop down list: Pistol, Shotgun, AR.... That's the order they'll be in in hex aswell.(Once you start editing multiple values that are within the same 'tree' in the editor, you'll start to pick up on this, quickly. If you keep playing with the weapons hex data long enough, you may eventually notice a specific hex value at the start of each weapon's data block. You can use this value to cycle through each weapon's data in the 'tree'. -- same thing goes for items. Basically, each drop down list in the editor has it's a unique hex value which you can use to cycle through each item in that specific drop down list, if you follow me.)

(Hint: Look for patterns. Once you know where say the Pistol clip size, Shotgun clip size, and AR clip size are in hex, look for repeating values above each. There should be unique line of hex somewhere behind the value(could be close, could be far away, gonna be hard to spot, ngl) Once you find it, you can Ctrl+F to search and cycle though the clip size value for the other weapons, including the dlc weapons. There should another repeating value near each weapon's max ammo, dmg, etc. These different repeating hex codes will always be a set distance away from their corresponding values.)

Notes:
**HxD(and possibly other hex editors) has built-in file compare features. So, strictly speaking, you may not need to use separate programs for file comparing.** -- The version of HxD I used while making this mod was really, really old so I didn't know this at first.

When pasting the raw hex in prep for comparing, you'll need a text editor that can set line wraps at specific intervals(column mode). You need rows of 16 for proper hex comparisons, like so:

00 11 00 11 00 11 00 11 00 11 00 11 00 11 00 11
11 00 11 00 11 00 11 00 11 00 11 00 11 00 11 00

I use UltraEdit for this which costs $$$. For a free alternative, you could try notepad++, sublime text or maybe open libre.

Also, don't use Diff-Merge for comparing the files. It crashes with large files. I use UltraCompare(free with UltraEdit). If you need a free program, you could try Win-Diff or Win-Merge. Maybe. (You need one with a 'go to conflict' feature that will allow you to see the lines above and below the conflict. This is important for searching for the proper line.)

That's about all I can remember. Good Luck!

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Infinite Flashlight

PS: Here's some old stuff I found in private msg I wrote to someone a few years back. It may help you get started modding the dlcs. It's mostly useful so can find the offsets easier. You probably won't be interested in the changes(this wasn't for my mod, btw - just something I was doing for someone else's mod.) = Numbers on left are the offsets to search for, numbers on right are hex values on that line to change:

(How to use: in the example below, for making the flashlight battery infinite in Extraction Point:
Extract the Extraction Point gamdb file from the arch file, open it in a hex editor search for offset 0011BC90, and on that line change A0 41 to 00 00)

Don't forget: to see the changes to take effect in-game, you have to re-pack the gamdb file into an arch file and install it like any other mod and start a new game. (Just FYI for anyone reading all this and wants to try it out....)
===========================
<Previously Mapped Offsets>

<Extraction Point>
Gear:
0011BC90 -> A0 41 to 00 00 -> Infinte Flashlight
00082DA0 -> 0A to 05 -> Medkit Max: 5
00081AA0 -> 0C to 20 -> Light Armor: 40

Explosives:
00072C80 -> 05 to 0A -> Frag Grenades Max: 10

Weapons:
00083B90 -> SECOND 03 to 04 -> Weapon Slots: 4
00079660 -> F4 to 90 -> SMG Max Ammo: 400
000796A0 -> 0F to 19 -> SMG Pickup Ammo: 25
00092570 -> 2D to 28 -> Assault Rifle Clip Size: 40
00070E40 -> C2 to 40 -> Assault Rifle Max Ammo: 320
00070E80 -> 0F to 14 -> Assault Rifle Pickup Ammo: 20
0009F280 -> 19 to 1E -> Nailgun Max Ammo: 30
=============
<Perseus Mandate>
Gear:
001599C0 -> F0 41 to 00 00 -> Infinite Flashlight
000987E0 -> 0A to 05 -> Medkit Max: 5
000974D0 -> 0C to 20 -> Light Armor: 40

Explosives:
00086330 -> 05 to 0A -> Frag Grenades Max: 10

Weapons:
000995D0 -> SECOND 03 to 04 -> Weapon Slots: 4
0008DAD0 -> F4 to 90 -> SMG Max Ammo: 400
0008DB10 -> 0F to 19 -> SMG Pickup Ammo: 25
000AE240 -> 2D to 28 -> Assault Rifle Clip Size: 40
00084070 -> C2 to 40 -> Assault Rifle Max Ammo: 320
000840B0 -> 0F to 14 -> Assault Rifle Pickup Ammo: 20

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Chasm Portable Staging

Hey, that's actually really kool man, nice job! Bookmarked! :)

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

The links to Texmod and instructions are in the descriptions of the texture mods that rely on it.(The description is below the download button. Click Read More... to expand the description. Texmod is here on moddb.com, EasyTexMod is on the nexus)

Texmod is only required for the texture replacements -- so you *don't* need it for Better Reticle or Smoother Movement, for example. As for EasyTexMod; it's just an auto launcher for texmod proper and makes using texture packs which rely on texmod less of a hassle. It's not a hard requirement.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Simlple USS DARKSTAR Detail Textures

The file size is only 450kb and the first word in the file's name is Simple, and I never implied it was anything but that, so I don't you why where expecting to have each individual texture ai upscaled or detail textures customized for each separate one.

You're right though, the detail texture I choose kinda sucks. But I couldn't find an alternative that worked as well. Sorry you're disappointed.
¯\_(ツ)_/¯

Good karma+4 votes
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

Can you elaborate? Is there a tutorial you could link?

Back on 2019, when I was working on this, I found multiple ways to extract textures but couldn't find a way to get modded textures back in the game without resorting to texmod.

Honestly, I'd be more interested in getting customized models to work, if you have any info on that -- fixing/smoothing character animations would be a higher priority for me than texture upscaling, to be frank.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

I actually just got cupscale setup recently and have begun starting my first experiments into AI upscaling. Right now, I'm still learning, reading/watching tutorials about techniques, trying different AI models, etc. I'll probably (definitely) focus on a smaller, older game first before committing to working on a large game like Alpha Protocol(IF I ever do...)

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Progress Update 5 For 28 Days Later

Love how in the video you look left and right before using the lighter, like you know you shouldn't be doing this, lol.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Infinite Flashlight

Yes, but I'll probably never do this myself. I no longer have my modified uncompiled game.db file for the base game so I'd have to rebuild the whole mod from scratch or, preferably, alter the value with a hex editor. If you'd like to do this yourself, PM me and I'll tell you how.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Infinite Flashlight

I basically stopped working on this back in September, 2019 and haven't played FEAR since. To be honest, I'll probably never mod FEAR again as I no longer use the PC I made this mod with and some of the req. tools don't work on my other PCs - or they do work, but act strange.(I stripped my old PC for parts but I still have the HDD...)

To answer your question though - yes, it's absolutely possible to mod weapons in the DLCs using any hex editor. If you'd like to attempt it yourself, send me a PM and I'll write up a brief tutorial for you. ( It's super easy and requires ZERO prior knowledge of hex. I've helped a few people mod their own files via PMs - never got around actually posting a step-by-step tutorial, though )

Btw, I state this in the readme but anyone is free to further mod these files, or any mod I upload anywhere, and do whatever they wish with them(rework, rename, reupload, whatever) no permission or attribution required. ( If I still had my modified uncompiled game.db for the base game, I'd upload that too, but I never thought to save it. )

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ BetterReticle v1.2

No, thank you for downloading. I hope it makes AP more enjoyable for you. It's a great game!

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ BetterReticle v1.2

Yes - this is why I made it, haha.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

Do you mean the alternate casual outfit file? It only affects the Saudi shirt anyway. Never got around to the rest. I may have packed the .tpf file wrong. I'll check it this coming weekend.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Alpha Protocol Improved!

They don't actually disappear - they run and hide. The enemy AI in this game is really something special! ;)

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Plans and info 6

Kool. Gotta try that server sometime!

Good karma+3 votes
curseofnight
curseofnight - - 134 comments @ Official Deadly Dozen MapPack

Not sure as I have the GoG version, which is already patched. Even if you have the original unpatched CD release, I doubt you'll run into any game breaking bugs, though.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Deadly Dozen

Nice find, my friend! Downloading now...

Oh, and you're welcome. :)

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Deadly Dozen

I haven't found it. All I've found so far are old websites talking about nFusion releasing the map editor and putting it up on their offical site back in the day, but it's no longer there.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ PARANOIA: The Game Edition v1.2.2 (RU/EN)

This is an awesome game! I've heard of it before, but never tried it, or xash3d, until now and I must say, I'm very impressed with both.

Some things I discovered; as Qwertyus suggested, downloading the the latest xash3d build(4344) and coping the it's .dlls into the Paranoia - The Game Edition directory fixes a lot of issues(for instance, it allows the music volume control in the audio options menu to function properly). However, it doesn't support saves made with older versions, so download it and copy over those files before you get to far into the game.

Also, switching the fmod.dll in the paranoia->cl_dlls folder to a newer version fixed the vent crash for me. The one included in the original install is version 3.7.1.0 dated 2003. The newest fmod.dll version I could find is version 3.7.5.0 dated 2016 and it seems to work well with Windows 10.

Good karma+3 votes
curseofnight
curseofnight - - 134 comments @ curseofnight mp5sd for HLMW

*Proper Credits*
Weapon mesh - myself
Weapon texture - myself(based on ripped textures I found online. Original source unknown)
Arms/hand mesh - Gearbox/Ambient.Impact
Arms/hand texture - Gearbox
Animations - Valve

*Notes*
Texture work isn't completely finished. I recently got a promotion at work and have far less time for modding now.

*Permissions*
As always, anyone is free to do whatever they want with all my mods/add-ons/models/code/etc. No credit required, no questions asked. :)

--curseofnight

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ HL Invasion Custom v1-2-1b

Yeah, the current lmg model sucks though. I found a better one by schmung/fub/flakk that I plan to use, I just have to rig it with hev hands (ambient.impact's) and make a blue texture for them and redo some animations. I also need to give the lmg it's own ammo type. When it's done, you'll be able to find it(and any other new weapons/ammo types) lying around in-game.(already tested adding new entities to the existing maps)

I'm probably going to make the aa12 an additional weapon as well as I found an interesting replacement for the standard shotgun. But like the lmg replacement, I also have to do some work to get it functioning and looking decent in HL.

As for new functions for existing weapons, I've toyed with the idea of adding silencers in the past. I made a silenced mp5 (model and code) at least twice for invasion but every time after you equip the mp5 with the silencer, if you fire the weapon, the normal unsilenced model would appear in your hands while firing. After, if you reload the gun, then the silenced version would reappear. :/ I know it's something small I'm not seeing in the code that causes this and it's something I intend to try again once the lmg, aa12 and 'new' standard shotgun are done.

That EMP ammo is kool idea, btw! Adding additional ammo types for the shotgun is something a wish to try eventually. :)

*Edit* - Next update will have increased throwing/firing range for hand grenades and m203s as HL's default short range is ******' me off, haha.

I'll probably increase those numbers for enemies as well, just to keep things fair. It might not be by much though, as they're pretty damn good with them already and their hand grenade range is already better than the player(better than a stationary player, that is).

Already did some play testing in Heart of Evil, btw. Hand grenades and the m79 are a lot better now. ;)

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Deadly Dozen: Pacific Theater

Zmodeler was my thought as well because of the .z3d extension. I tried zmodeler3, 2, and 1. All failed to open them. It's possible the .z3d extension is just a coincidence and the format is proprietary.

You can replaced their assigned textures in hex, at least. Same with .gr2 models.

You can place new textures in either the same path as the original, or in the SharedTex folder.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ Deadly Dozen: Pacific Theater

My only idea would be the one you mentioned above; play with cheat engine running and closely examining which values are changing when the grass fades out. Then edit those values and see what happens.

I have zero experience with cheat engine however. I know of it, but I've never used it.

I might try this one day, but I won't be anytime soon.

Good karma+2 votes
curseofnight
curseofnight - - 134 comments @ animiks

I can't wait to try this out.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Progress Update 4

I think this is a good move. This definitely fits the style of the mod much better.

Good karma+1 vote
curseofnight
curseofnight - - 134 comments @ Resident Evil Valiant

'...in real life a shotgun has also no ironsight or any other visible or visual targeting interface.'

You don't have much experience with guns do you? Shotguns have sights, front and rear. Basically every small arm or long rifle manufactured in the last 200 years has had some sort of aiming sight.

Good karma+1 vote