I need some help with a particular bug regarding .fcb files: Whenever I modify a modded .fcb files (Tom's mod for example,), the repacking process is fine, but applying that to the unpacked patch files, it would crash the game. In short modifying any sort of .fcb file crashes my game even if all procedures go smoothly. My version is GOG with appropriate patches and DLCs, any prebuilt mods applied are fine, but not when further modifying .fcb files.
Hi Boggalog, thank you for all the work you have put into this guide. I've been playing around with the LOD scales trying to make npcs pop up earlier. Turns out "SceneObjectMinSize" within Geometry settings in the defaultrenderconfig.xml is responsible for that. My 2 cents: The value defines a minimum percentage of players FOV or pixels of the player screen. If an object is smaller than this value it will not pop up. Because vehicles pop in earlier despite being further away. Anyway lowering it from 0.01 to 0.0001 for example makes npcs and dead bodies pop up earlier. Just wanted to share this. Thanks again for this awesome guide!
I've been using the guide to add the safe zone animations to some of the weapons, I unpack the world.dat/fat add the animations and then when I pack the Example_unpack folder, the world.dat/fat files are considerably smaller in size.
original World.dat ( 2,517,260 KB )
unpacked then packed World.dat ( 328,339 KB )
when I launch the game and start a new save the game crashes.
I also have a folder within the Example_unpack folder that says _UNKOWN
After I changed the pistol animations to the safe zone animations, I packed the worlds_unpack folder, renamed the files so "worlds_unpack.dat\fat" are now "worlds.dat\fat" and then replaced the original files in Far Cry 2 > Data_Win32 > worlds.
the animations work but I'm experience a big problem with how the world map is loading. The map isn't loading correctly, every few meters I travel the game pauses and loads the map, this can take 10 seconds and happens far too frequently.
The only things I change in the worlds_unpack folder were the animations for holding pistols.
Do you know of any reason why I'm experiencing this issue?
I think unpacking and repacking worlds.dat/.fat is causing your issues, and you should instead make all your changes through the patch files. The contents of patch.dat/.fat are automatically copied over all other files, so you can add the safe zone animations to the patch file and it won't mess with anything else.
Let me know if I can help any more, my circumstances have change a lot since I was hugely into FC2 modding, so I don't have much time for it any more and it might take me a while to reply.
Great guide! I've bee looking for something like this for almost a decade. Finally I can make the most basic modifications to the game to really enjoy it.
hi bog! couple questions. first, is the burst fire limited only to 3 round bursts? can I make it a 2 round one? or a 5 round one? second question is can I make a certain full auto weapon fire a burst instead of a single shot when pulling the trigger once? kinda like how FEAR does it thanks for putting together such a comprehensive guide, it's invaluable!
edit: another thing. is weapon viewmodel fov/near clipping distance editing a possibility? I'd like to avoid weapon viewmodel culling at higher fov values.
Hi Boggalog! I have a question: when I edit the firing modes to semi-auto for the G3 or FAL, the sounds don't play when my character fires the gun. Do you know what I'd have to do to make the sounds work with the the change in firing mode?
So the sounds don't play at all? That's unusual because the usual complaint is that the firing sound for a single shot is actually for two, so single shot sounds off that way. We don't have a way of editing the firing sounds yet unfortunately, but if you're getting no sound at all that seems like a different issue
You could try getting the same effect by changing the 'iBurstLength' stat to 1 as a different method of getting single shot working. Or is that what you've been doing so far? Very weird that the sound doesn't play with what you're trying. If I get some time I'll have a look at that because it's new to me
53 comments
Whenever I modify a modded .fcb files (Tom's mod for example,), the repacking process is fine, but applying that to the unpacked patch files, it would crash the game. In short modifying any sort of .fcb file crashes my game even if all procedures go smoothly.
My version is GOG with appropriate patches and DLCs, any prebuilt mods applied are fine, but not when further modifying .fcb files.
Thank you for this amazing guide! You are saver of Far Cry 2 modding community!
I've been playing around with the LOD scales trying to make npcs pop up earlier. Turns out "SceneObjectMinSize" within Geometry settings in the defaultrenderconfig.xml is responsible for that.
My 2 cents: The value defines a minimum percentage of players FOV or pixels of the player screen. If an object is smaller than this value it will not pop up. Because vehicles pop in earlier despite being further away.
Anyway lowering it from 0.01 to 0.0001 for example makes npcs and dead bodies pop up earlier. Just wanted to share this. Thanks again for this awesome guide!
original World.dat ( 2,517,260 KB )
unpacked then packed World.dat ( 328,339 KB )
when I launch the game and start a new save the game crashes.
I also have a folder within the Example_unpack folder that says _UNKOWN
the animations work but I'm experience a big problem with how the world map is loading. The map isn't loading correctly, every few meters I travel the game pauses and loads the map, this can take 10 seconds and happens far too frequently.
The only things I change in the worlds_unpack folder were the animations for holding pistols.
Do you know of any reason why I'm experiencing this issue?
Let me know if I can help any more, my circumstances have change a lot since I was hugely into FC2 modding, so I don't have much time for it any more and it might take me a while to reply.
Thank you very much for your help!
first, is the burst fire limited only to 3 round bursts? can I make it a 2 round one? or a 5 round one?
second question is can I make a certain full auto weapon fire a burst instead of a single shot when pulling the trigger once? kinda like how FEAR does it
thanks for putting together such a comprehensive guide, it's invaluable!
edit: another thing. is weapon viewmodel fov/near clipping distance editing a possibility? I'd like to avoid weapon viewmodel culling at higher fov values.