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Post by JRavens on Aug 16, 2015 1:04:19 GMT
So bontainer was asking about getting the ACE working again since version 1.10 had seemingly broke the new weapons (ACE, Shangra-La bows, etc) I gave it a shot today and think I figured it out (again): To add it to an existing mod you need the following attached file - ACE_cat_file.zip (2.27 KB) It goes in \patch_hd\__UNKNOWN\misc\F2DC3EB0D60674B3.maybe.rml What this file does is add the following line to the signature weapon which can be purchased: <Generic disLibItemId="7790061934673" Name="Buy/Signature_Weapons" hidGUID_Legacy="{1563085C-6D85-4C0E-802E-6AF49DCF47A1}" hidSingleObject="0" bCanBeShared="1" hidName="Buy/Signature_Weapons" disId="181" locidDescriptionId="346989" iSortId="4" sIconName=""> <SubCategory2Dep> <Link disshpscatbId="166" /> <Link disshpscatbId="170" /> <Link disshpscatbId="171" /> <Link disshpscatbId="172" /> <Link disshpscatbId="173" /> <Link disshpscatbId="174" /> <Link disshpscatbId="175" /> <Link disshpscatbId="176" /> <Link disshpscatbId="177" /> <Link disshpscatbId="178" /> <Link disshpscatbId="179" /> <Link disshpscatbId="180" /> <Link disshpscatbId="181" /> <Link disshpscatbId="182" /> <Link disshpscatbId="183" /> <Link disshpscatbId="190" /> <Link disshpscatbId="198" /> <Link disshpscatbId="199" /> <Link disshpscatbId="200" /> <Link disshpscatbId="201" /> <Link disshpscatbId="202" /> </SubCategory2Dep> <ItemTypeDep /> <ItemSubTypeDep /> Then in the CDC shop file (CDCB723F8C565609.maybe.rml) you need to change the ACE block as follows: <Generic disLibItemId="7799986727086" Name="Signature weapons/10 - Ace" hidGUID_Legacy="{FF7341C3-EABC-482D-8883-D3ADB5821A8B}" hidSingleObject="0" bCanBeShared="1" hidName="Signature weapons/10 - Ace" disId="2174" locidItemNameId="200442" shpcatCategory="11" shpscataSubCategory1="181" shpscatbSubCategory2="178" shpitpeItemType="66" shpisubtpeItemSubType="255" locidDescriptionId="200451" locidBuyConditionId="-1" locidRecommendedUse="637316720" locidLockText="325762" bIsSingleHanded="0" locidWeaponTypeText="283781" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7851067657744" fRotationSpeed="0.2" fRotationAmplitude="0.05" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="14" UnlockOnMissionComplete="MIS_310_MAIN" UnlockFromScript="" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="1" bVisibleInInventory="0" bShowCurrentCount="0" sShopIconName="A52_ATT" sHudIconName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="1" sULC_Name="" wikiItemId="4294967295" sStatStringToUpdate=""> If you don't want it to be a late game weapon (as in end of the campaign) remove or change the requirement on UnlockOnMissionComplete="MIS_310_MAIN" Also be sure to give it a hefty price: <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="650000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866560178293" /> <ShopTypeData shptypShopType="2" buyValue="650000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866560178293" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> </ShopTypeDatas> Dats it for now. Back in the salt mine for me. I have lots of stuff to still work on.
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Post by pj on Aug 16, 2015 3:21:14 GMT
This one is available in the Weapons section, too - when I saw this thread I thought I already had it in the Siggy section, but no. Here is my config for it in Weapons. I will add it into the Sig section tomorrow. Duh!
</Generic> <Generic disLibItemId="7681355770983" Name="Assault rifles/ACE52" hidGUID_Legacy="{DE6E7895-7C23-4F5C-AD52-18CCE82FC8C8}" hidSingleObject="0" bCanBeShared="1" hidName="Assault rifles/ACE52" disId="981" locidItemNameId="82886" shpcatCategory="11" shpscataSubCategory1="169" shpscatbSubCategory2="113" shpitpeItemType="66" shpisubtpeItemSubType="255" locidDescriptionId="82889" locidBuyConditionId="-1" locidRecommendedUse="627011184" locidLockText="2021915584" bIsSingleHanded="0" locidWeaponTypeText="283781" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7681075439447" fRotationSpeed="0.2" fRotationAmplitude="0.03" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="23" UnlockOnMissionComplete="" UnlockFromScript="" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="1" bVisibleInInventory="1" bShowCurrentCount="0" sShopIconName="ACE52" sHudIconName="" sOptPopupImageName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="1" sULC_Name="" wikiItemId="1249" sStatStringToUpdate=""> <WeaponStatistics iAccuracy="6" iDammage="8" iRange="5" iFireRate="7" iHandling="5" iStarRating="4" iStarRatingBonus="0" /> <DefaultPositionOnScreen vectorDisplayDefaultPosition="0.01,0.44,0.26" DisplayDefaultAngles="17.31,5.29,97.6" vectorDisplayDefaultPositionWithSilencer="0.16,-0.09,0.31" DisplayDefaultAnglesWithSilencer="21.31,4.29,101.6" /> <CategoryPositionOnScreen bDisplayAsDefaultItem="0" vectorDisplayDefaultCategoryPosition="0,0,0" DisplayDefaultCategoryAngles="0,0,0"> <DefaultAttachmentsNames> <DefaultAttachmentName Name="" /> </DefaultAttachmentsNames> </CategoryPositionOnScreen> <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="165000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866560178293" /> <ShopTypeData shptypShopType="2" buyValue="165000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866560178293" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> </ShopTypeDatas> <PositionOnFullScreen FullscreenpAngles="0,0,90" vectorFullscreenCenterOffset="0,0,0" /> </Generic>
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Post by mikeweeks2346 on Aug 16, 2015 5:08:01 GMT
I am really, really confused; shouldn't the Signature ACE displayed here be called the SPADE, and also have a suppressor?
The ACE of FC3 is now termed the A52 in FC4.
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Post by JRavens on Aug 16, 2015 7:22:18 GMT
I am really, really confused; shouldn't the Signature ACE displayed here be called the SPADE, and also have a suppressor? The ACE of FC3 is now termed the A52 in FC4. The Spade was something Ziggy created (I believe he was the one that came up with that) Far Cry 3 vanilla had only the ACE as an Assault Rifle with no signature version. Far Cry 4 calls it the A52 (and it's either an A52 or A53 in the real world so hey at least they are getting closer...) Far Cry 4 has a signature A52 in the files with the name "ACE". No suppressor. They may have simply left the attachments turned off since it was cut (suppressor & extended mags seems to be the typical setup for signature weapons). Given that they went to the trouble to actually set everything up for it and just have it disabled it seems like a last minute cut. I'm perplexed as to why they would even cut this when they hand out ridiculous weapons like candy in the game O.o
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Post by mikeweeks2346 on Aug 16, 2015 8:32:34 GMT
Thanks for the explanation JR. Didn't know there was code buried in FC4 regarding this signature weapon.
I believe you're correct in that Ziggy did actually create the SPADE.
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Post by pj on Aug 16, 2015 23:50:00 GMT
Mike - I'll bet there almost 20% of the code in Far Cry 4 that is labelled "Far Cry 3": some is used, and some isn't. Lots of references to Jason, Vaas and Hoyt.
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Post by mikeweeks2346 on Aug 17, 2015 6:58:56 GMT
Interesting PJ - so would it be possible to have Vaas show up ...
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Post by JRavens on Aug 17, 2015 13:08:43 GMT
Interesting PJ - so would it be possible to have Vaas show up ... There was a time when I wondered if it wasn't intentional and they would release some kind of DLC where we could play FC3 in the FC4 engine, but it's become apparent that it's all just code left from where they obviously built the game over the top of Far Cry 3. Instead of renaming an NPC's inventory entry whihc the player never sees or has any reason to know they simply left it like Merc_Assualter_HOYT or Pirate_Beheader_VAAS. Another reason the games feel very "samey" is because the formula of exactly two area (north / south) with exactly 1 rebel faction and 2 enemy factions, etc. They played it safe by staying within the established framework and adding bits and pieces to it (kicking, gyrocopter, animal riding, etc.) Sadly no actual FC 3 characters and related files seem to still be in the game. I don't think it's *impossible*, but rather very very difficult. They brought some Far Cry 3 static objects into the map editor like vines, etc. Characters would require a LOT more (not just models & textures, but various kinds of files relating to animations and sound effects some of which I'm not sure can even be added... the best we could probably hope for is a Pagan that looked like Vaas). The amount of supporting files for assets in Far Cry is... staggering. I'm not even sure I know every type of file that would be needed nor what changes in what files to add all of the missing and overwritten data
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Post by JRavens on Aug 17, 2015 13:17:02 GMT
PS - having said that nearly every single asset, even if it was exactly the same gun or creature got a completely new model and texture file and additional coding added to it. They really did "rebuild the game" changing almost every single file. Their mistake was keeping the core content the same (mostly the same weapons, animals and vehicles). A lot less criticism would have been thrown their way if they had done a complete new range of weapons even if they kept it to 8 pistols, 6 assault rifles, etc. and same thing with the animals. Rhino & Elephant = great. Boar/Tapir/Gator/Tiger/Dog/etc = we've seen this already. Although the trucks are pickup trucks now they are nearly identical to the scavenger jeeps of Far Cry 3 (and worse painted the same way). They went like 50% of the way, but were too nervous (or simply didn't have enough time/money/creative control) to go farther away. There's a LOT that is different, but way too much that is the same. Plus it's even more casual than Far Cry 3, but that's a different discussion
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Post by mikeweeks2346 on Aug 17, 2015 15:19:47 GMT
All this goes to show that clearly FC3 wasn't built on FC2, however FC4 most certainly was - and haphazardly to boot.
With how they built FC4 on the works of FC3, no wonder Ubi has no interest in supporting whatsoever the modding of the game.
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Post by JRavens on Aug 17, 2015 16:08:28 GMT
>All this goes to show that clearly FC3 wasn't built on FC2
Well... actually...
There's a fair amount of code still left in FC3 from 2. Worse it's carried on over into Four (of course!). For example the weapons still have jamming and malfunction (breaking) entries. Also internally some regions are still referencing Africa calling them desert, savannah, etc. There are also (empty) character files for all of the buddies. There's lots of other bits and pieces too here and there scattered throughout the files, but it's much less obtrusive than the 3 to 4 conversion.
Far Cry 3 was a total rewrite and upgrade of the engine while Far Cry 4 was just a modification of the existing engine (and yeah very very sloppy in places)
>With how they built FC4 on the works of FC3, no wonder Ubi has no interest in supporting whatsoever the modding of the game.
The engine is so fickle and the code is so bloated and convoluted that it's often very very difficult to get something working so it's not surprising that they won't touch modding with a 10' pole. They have enough problems with the unmodded engine as it as and fielding tech support for that.
While i have great respect for what they've done it's the opposite end of the spectrum then say Dying Light or most any Bethesda game in terms of everything being logical and organized (at least what I've seen of them).
There doesn't seem to be a lot of oversight in the coding. Either too many cooks, not enough cooks or too egotistical cooks, but whatever the reason the kitchen is a damn mess and nobody is making them clean it up.
Of course we only see the final product of the code (through hackneyed and reverse engineered tools). I would imagine all of this makes a lot more sense, is a lot less congested and a whole lot less hassle on the other end using the actual Ubi propitiatory tool sets which produce all of these "messy" files.
I some ways I'm almost grateful because it gives me more insight and more to try and understand how these things all work together in the game. The caveat though is it's a total pain in the ass to work with this code.
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Post by mikeweeks2346 on Aug 17, 2015 17:13:14 GMT
My Gawd - there's coding referencing the structure of FC2 ... unbelievable -- if for no other reason then the fact that it was at least four/five years separating FC3 from FC2.
Another aspect of this series I've always wondered about when it comes to the coding - that the game (FC2 first, or starting with FC3?) was designed for console use first, then ported to the PC afterwards, as an afterthought, sort a speak. How much of the coding decisions reflect that corporate decision ...
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Post by willyr1100 on Aug 17, 2015 17:31:19 GMT
jr,just out of curiosity? "There's a fair amount of code still left in FC3 from 2. Worse it's carried on over into Four (of course!).For example the weapons still have jamming and malfunction (breaking) entries." do u think there is a possibility of still activating these 2 features in FC4?thks
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Post by JRavens on Aug 17, 2015 18:09:35 GMT
>as designed for console use first, then ported to the PC afterwards,
I feel your pain and share your frustration. I would like to go back to the days of when games were designed strictly for the PC and then ported versions were made for different platforms (Mac, Playstation, etc.)
Sadly we'll likely never go back to that, BUT some companies DO still work very hard to give us the best PC game versions possible (Skyrim, Fallout, etc.)
>How much of the coding decisions reflect that corporate decision ...
A great deal I'm sure. Everything has to be reflective of what is more "fun" to play on a PS4 in your living room on a big screen whenever you have a few minutes to spare.
Far Cry 2 isn't very "sensational" in that regard.
PC gaming allows a much more dedicated and methodical approach. PC gamers by and large are likey looking for an immersive simulation (headphones, closer to the screen, hunched over a mouse and keyboard with a ton of buttons) and able to dedicate a more... "invested" chunk of time. It's (to me) a different medium entirely vs being on a couch or chair and kicked back in a more relaxed style where you can enjoy a bigger screen and louder sound system.
Console gamers will of course likely expect a more... let's say "cinematic" experience. Playing a movie vs being IN a movie.
To say nothing that I'm sure the demographics skew in high numbers towards console gamers over all being a younger crowd than typical PC gamers.
I have absolutely no hard data but my gut says most console gamers are sub 30 and most PC gamers are over 30. I do know there is a MUCH larger body of console gamers than PC gamers.
>do u think there is a possibility of still activating these 2 features in FC4
Yes, but no.
The code still exists and it does *something*, but the something isn't very good sadly.
Jamming gives no feedback. The gun just won't fire. It makes no noise, has no jamming animations, etc. I did find some sound fields which *might* allow us to assign a jam noise (click or something) if we could figure out what the file name is (Fx000000)
I couldn't figure out the right numbers to put in to make it work consistently. It would either never jam or was jammed before the first shot and hitting reload repeatedly did not clear the jam (or really do anything). So jamming may or may not work if all the right entries could be figured out.
Malfunctioning (gun breaking) works after X amount of clips have been fired, but again no animations or sounds. The gun just disappears. Sounds might be able to assigned if they could be figured out, but it wouldn't be as good of feedback as Far Cry 2.
Degradation doesn't have any obvious support. The guns don't look any different as they degrade (get rusty, etc).
So even if it could all be worked out it would be a very pale imitation of the wonderful animated and fully sound effect version we got in Far Cry 2.
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Post by willyr1100 on Aug 17, 2015 19:58:59 GMT
thks, they always seem to get it backwards,s/b, pc 1st then port to console and let them have all the issues
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