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Comment History  (0 - 30 of 59)
Rico_Heart
Rico_Heart - - 59 comments @ Realistic Headlamp

inside the downloaded .rar it's /config but should be /configs

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ [Modding] Database converter (1.4+)

I'm using this instead: Indiedb.com

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Realistic Headlamp

This is the best flashlight mod I've found. Thank you for the creator!

I use these settings in light_night.ltx:
range = 88
range_r2 = 88
color = 0.22,0.22,0.20,0.6
color_r2 = 0.22,0.22,0.20,0.6
omni_range = 0.6
omni_range_r2 = 0.6
omni_color = 0.22,0.22,0.20,0.6
omni_color_r2 = 0.22,0.22,0.20,0.6

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Realistic Flashlight Call of Pripyat

sorry man, the last line was truncated

I've fixed my original comment

also inside the downloaded .rar it's /config but should be /configs

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ (2024 V2-Z update) CALL OF DOOM:BLACK WARFARE

Absolutely fantastic, I'm having a lot of fun!

I'm playing in 1366x768 16:9 on a 13 inch laptop and the mod's HUD weapon info text, tips, spec sheet are all small and horizontally squished, very hard to read.

Spent almost an hour in Options trying to find a setting but nothing seems to affect them. Any pointers?

Also, Disable Autoreload has no effect, I seem to remember that I had the same problem years ago with Brutal Doom, found no solution to actually disable it.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Realistic Flashlight Call of Pripyat

download, extract, copy into activated gamedata folder

try other renderers if you don't see the change

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Realistic Flashlight Call of Pripyat

I think this is more realistic, because it illuminates almost the whole screen slightly (and the middle a lot) which imitates light bouncing around in the room: Indiedb.com

But I use these settings in light_night.ltx:
range = 88
range_r2 = 88
color = 0.22,0.22,0.20,0.6
color_r2 = 0.22,0.22,0.20,0.6
omni_range = 0.6
omni_range_r2 = 0.6
omni_color = 0.22,0.22,0.20,0.6
omni_color_r2 = 0.22,0.22,0.20,0.6

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Wlads "Soljanka" 2015 Extended Edition

What other mods are there in English that have the same magazine system?

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Dynamic Crosshair For 1.5.1 (now with DLTX)

I did this but \configs\ui\cursor.dds only shows up ingame when the hands are empty or using the binoculars/bolts/grenades/detectors.

The weapon crosshair is configured in \configs\system.ltx in the [hud_cursor] section.

This line has no effect it seems, not even when NPC identification is off:
cross_color = 0.7,0.7,0.7,0.5

This reduces the crosshair to a dot:
cross_length = 0.0

But I still haven't found a way to remove the dot in vanilla CoP.

Any ideas?

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ More Effective Heads Up Display (M.E.H.U.D.) - No Minimap v4

Excellent, even in 2023.
Thanks!

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Full Upgrades for Weapons and Armors Mod 1.0

- - - - Tutorial for making all upgrades available (no tiers) - - - -

I'm assuming you know how to extract data and enable the gamedata folder.

Let's say the mechanic has all the tools and everything required as set in the file gamedata\configs\misc\stalkers_upgrade_info.ltx

You have to buy an upgrade to unlock other upgrades. It's a minigame but it doesn't make sense to me. (Mutually exclusive upgrades are fine and realistic.)

Let's do the AN-94 as an example:

1. Edit gamedata\configs\weapons\w_abakan.ltx

Instead of this:
"upgrades = up_gr_firstab_abakan, up_gr_seconab_abakan, up_gr_thirdab_abakan, up_gr_fourtab_abakan, up_gr_fifthab_abakan"

We need this:
"upgrades = up_gr_firstab_abakan, up_gr_seconab_abakan, up_gr_thirdab_abakan, up_gr_fourtab_abakan, up_gr_fifthab_abakan, up_gr_firstcd_abakan, up_gr_seconcd_abakan, up_gr_thirdcd_abakan, up_gr_fourtcd_abakan, up_gr_firstef_abakan, up_gr_seconef_abakan, up_gr_thirdef_abakan, up_gr_fourtef_abakan"

2. Edit gamedata\configs\weapons\upgrades\w_abakan_up.ltx so that all occasions of "effects =" is empty, there's nothing after the equals.)

This makes it so that there is no unlocking. Because everything is already unlocked. If you don't do this step your game will crash at loading.

DONE

Again, you will still need tools and other requirements for the specific mechanic you are dealing with, but once he is ready to work, he can do any work in any order.

There are 30 weapons with upgrades, so it's 60 files to edit to do them all. Plus 16 outfit upgrades and the gamedata\configs\misc\outfit.ltx
Maybe just do this for a few items you actually use.

- - - Bonus cheat - - -

If you want to disable all requirements, edit all the lines in
gamedata\configs\misc\stalkers_upgrade_info.ltx like so:
instead of
"up_sect_firstf_abakan = {+jup_b217_tech_instrument_3_brought}, false %=upgrade_hint(st_upgr_toolkit_3)%"
we need
"up_sect_firstf_abakan = true" to have the 4th one available.

Same as this minimod: Indiedb.com

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Pripyat Reclamation Patch v1.2 + Improved Inventory Icons

The main menu says "v1.1" but
you can edit line 41 of \gamedata\scripts\ui_main_menu.script
to fix that to "v1.2".

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Absolute Scopes Texture Pack v1.1

I had misaligned and horizontally squished scopes in DX11 and DX10.

Changed all occurrences of width="2048" to "1820" in \gamedata\configs\ui\textures_descr\ui_ingame.xml

This solved the issue in both DX11 and DX10.

BTW the .dds texture files of this mod are 1820 pixels wide, this is where I got the number from.

Also FYI the mod overwrites any \gamedata\configs\weapons\w_fn2000.ltx you might have, so rename your old version and merge it with the new one (manually edit).

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ JA2 Stracciatella 0.21.0

Thank you for your work keeping alive and improving this timeless classic!

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ WolfCoop - Beta 2.0

Excellent! I'm looking forward to trying this with an old friend of mine. I think we'll wait till it comes out of beta.

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ How To: Alter weapon ltx files

Specifies a value for the level of difficulty in descending order, i.e. from master to beginner

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ How To: Alter weapon ltx files

I've read that shots after the first shot (automatic fire) do less damage. Where can this be disabled?

(I've already set time_to_aim to zero but that only affects the first shot.)

EDIT: I was told that the first shot (after time_to_aim) is a "super bullet", which can be disabled in the individual weapons' files with use_aim_bullet = false

I did that, now I'll test full auto on some exo-suits and up the damage of all weapons to counter the lack of super bullet.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Modifying S.T.A.L.K.E.R's Weapons

I've read that shots after the first shot (automatic fire) do less damage. Where can this be disabled?

(I've already set time_to_aim to zero but that only affects the first shot.)

EDIT: I was told that the first shot (after time_to_aim) is a "super bullet", which can be disabled in the individual weapons' files with use_aim_bullet = false

I did that, now I'll test full auto on some exo-suits and up the damage of all weapons to counter the lack of super bullet.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ The Challenge of Rust for 'Far Cry 2' Veterans

No, your concept is NOT flawed in my opinion, I think it's perfect. I like it a lot.

The "no armory" rule is good and it is sufficient. I even enjoy the simplicity.

Anyone is free to use new weapons obtainable outside armories, the machete, throwables and mounted weapons to mitigate the annoyance of weapons failing, even to the extreme of never picking up any weapons dropped by enemies, completely avoiding the challenge, turning it into a different kind of experience.

I'm not proposing any additional rules. If I did, it would be "don't pick up any of the gold plated AKs". (The secondary from the rescue buddy is less impactful. The starting weapons only delay the challenge.)

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ The Challenge of Rust for 'Far Cry 2' Veterans

If after all this you have the question of "what are you arguing about really?" then I have failed to express myself in a way that is understandable to you and I've lost my faith that I can. I give up.

I like the idea, yes.
I have nothing more to add or take away, it's all there above.
I don't need any help with anything.

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ The Challenge of Rust for 'Far Cry 2' Veterans

I think it is who goes for new weapons obtainable outside of armories is the one who is "going the extra mile" and who has "a challenge of his own" and has a different experience than what the core concept of your proposed challenge entails.

The concept is not elusive at all, in fact it's very clear from the title and the content of your article: use weapons dropped by enemies. The experience then is of abundance, variety and slot-machine-like randomness with many decisions to make.

However, if a player decides to do "The Challenge of Rust" by avoiding rusty weapons, the experience is different. There is a distinct lack of the qualities mentioned above: instead of abundance and variety, there are only the tutorial weapons, the gold-plated AKs, and the new secondaries from the rescue buddy.

Yes he stays within the boundaries of the "no armory" rule, but has avoided the strife of unexpected failures of rusty weapons and has created a different experience for himself.

This of course is not a wrongdoing, there is no place for morality in this context!

It's just a different challenge, not of rust and scavenging weapons right from where the action happens, but of going on detours to places the character should not know about and allowing enemies to win to get a secondary in new condition.

Ultimately it's the difference between immersion and metagaming. Both is fine, but Far Cry 2 is very much about immersion. In my mind your challenge brings even more of it.

Beating the challenge "technically", in a beaurocratic sense, is not really beating the challenge.

The presence of rusty weapons is just as "hard measurable and binary" as not entering any armory.

It's not that my standpoint is idealist, it's that the metagaming standpoint misses the point.

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ The Challenge of Rust for 'Far Cry 2' Veterans

We are having a friendly conversation about where to draw the line.

If you say "no armory" but you are also calling this The Challenge of Rust, it makes SO MUCH sense to me that the player's weapons should be limited to the used, rusty weapons.

There are 7-8 gold plated, rust resistant AKs in the game, probably enough to use one all the way to game completion. The tutorial and the rescue buddy also provide new weapons.

Yes, the mounted guns don't deteriorate, but the player is exposed and cannot move. It would be an interesting but very different challenge to try to use mounted weapons as much as possible, but I'm pretty sure the game can't be completed with only those.

Yes, grenades could also fail sometimes, but according to my search when a frag grenade fails, it does not explode, and the failure rate is only 1-2%, so it would give a very limited sense of annoying realism if on average one in fifty would not go boom.

The whole part where you are "doing your homework around the challenge concept" is about used guns, so it seemed to me that using used guns is the core of your challenge. I'm surprised you are arguing for non-used guns that are obtainable without an armory.

Sure, if the only rule is "no armory", then technically speaking all those new weapons available are fine, but your challenge also has a core concept, a meaning, a spirit, which inspired me. Not to circumvent the rule, but to focus on the actual idea behind the challenge.

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ Scubrah's Patch

Message received.

If I ever learn to do it for my own benefit, I won't release a mod.
I might share how I did it though.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ The Challenge of Rust for 'Far Cry 2' Veterans

Is it really a "challenge of rust" though, if only the special slot is from enemies, because my secondary is from my buddy and my primary is a gold plated AK?
(After the three brand new weapons from the tutorial deteriorate.)

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ Scubrah's Patch

Thanks!

So right now it's a fixed 45 minute timer that spawns no matter what.

You wrote "it can be randomized", do you like the idea? Is the work/benefit ratio good?
If yes, would a 10-50 minute spread be fun? Maybe 25-55 would give something closer to the current system.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Brutal Doom Classic Weapons Pack

Love it!

The Raven Shield soundtrack in the video hit me right in the nostalgia. :)

Good karma+2 votes
Rico_Heart
Rico_Heart - - 59 comments @ Scubrah's Patch

Thanks for the explanation, Scubrah!

So a 45 minute timer starts when the last enemy that belongs to the outpost dies, and at the end of the 45 minutes a new crew for the outpost spawns, if the outpost is clear from the player, checking again every minute? (I'm guessing here.)

Or even if the player is still within the outpost?

I don't understand what "continuously looping" this timer would mean.
Is it starting a new 45 minute loop, because the condition of the player being somewhere else is not met?

I think it would be ideal if the timer would be a random minute length between let's say 10 and 50 minutes, and if the player is still inside the boundaries of the outpost (or within X meters of the middle coordinate, I've no idea how this is done), then a new random timer starts.

This way we would never be quite sure.

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ Scubrah's Patch

Is Functional Outposts a randomized respawn where the minimum is 45 minutes? What's the maximum?
Or is it a fixed 45 minute respawn after the player leaves the area?

Good karma+1 vote
Rico_Heart
Rico_Heart - - 59 comments @ True Misery Redux

Hello,

You write "Outposts now do not respawn instantly and take up to 45 minutes to return after cleared".

Scubrah clarified to me that his timer is fixed 45 minutes.

Have you modified it so that respawns take up to 45 minutes, meaning randomized, anywhere between 1-45 minutes?

Good karma+1 vote