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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

A lot of the guns have a choice between full auto and semi auto. Use the change fire mode key to switch full auto guns into semi auto mode and they will be much easier to control.

I found the vanilla guns to be lacking recoil. Firing full auto barely effected your aim, even when firing through magnified optics while moving. So for the mod, I made full auto much harder to control, as well as replacing burst fire modes with semi auto.

Increasing recoil overall gives the submachine guns more use as they are the easiest to control at full auto. Machine guns offer the largest magazine sizes and high rates of fire, but in return are harder to control.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

I do not have any plans to make other versions.

As IDDQD_1337 said, delete "Gui2\hud.xml" to restore the default hud.

You can mod the ammo capacity fairly easily. Ammo capacity is handled on a weapon by weapon basis. Note weapons that are offered in single and dual count as two separate weapons.

To change the max ammo of the AK47 for example:

Open the file "models\weapons\ak47.scs" in notepad. Find the line "self.MaxBulletsCount = 10000;". The "10000" is the count. Changing it to "300" would lower the max ammo to 300. Save the file.

I implemented unlimited ammo because I wanted the freedom to use whatever guns, whenever. I didn't like how the game has a decent arsenal but only a few get real use. You could only sustain the weapons that enemies dropped.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

I would assume so, but I have not tested it myself.

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dream_knife
dream_knife - - 33 comments @ SoF Payback Dialog

Hello, It's been awhile but I think the process went something like this:

Step 1. Open TextLib.eng in notepad. Manually search for Character names. Copy the line into a another file where I gathered all the dialog.

Step 2. Using XVI32's script feature I was able to remove the white space that was in between each character of text. For example, all the lines l o o k e d l i k e t h i s. That automation was a big time saver and made it practical.

Step 3. Not all the recorded lines of dialog in the game had matching text in TextLib.eng. So I had to play lines back in VLC player over and over again while I transcribed them.

Besides that I organized the file and tried to color code which lines were text only, voice only, and both.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

Hello again,

I'm not aware of a vanilla M4 with a hand guard. I've never ported a weapon model before and I have no interest in modding SOF2 anymore. The other problem is I wouldn't want to just rip assets from other mods and put them into my own. Sorry to say but I can't help you.

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dream_knife
dream_knife - - 33 comments @ The unused content of Soldier of Fortune Payback

Yeah the way the game handles characters and clothing is that the characters are 'nude' and the clothing is rendered over the body. For the male models, they are wearing boxers. The female model just has black boxes over the privates. You can mod the game to have everyone running around in their underwear. I was entertaining the idea a while back but I figure it's not worth it.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

I experimented with weakening the bosses, and the final mod I uploaded does weaken them in a way. I ended up making them more vulnerable to light and medium weapons than they were. But I think I left heavy weapons the same. The problem is, if you make the bosses too weak it's the opposite effect and the fights feel underwhelming.

The default damage model was weird after I looked into it. They had it where the damage an enemy does is scaled by the distance he is from the player. For most of the game it was okay as the enemies tended to be at medium to long range. The last three levels however, is when things went bad as the close distances resulted in the enemies doing tremendous damage.

I think what the game really needed was the conventional health bar / health pack system. It's difficult to work with a regenerating health system as there is little incentive for the player to avoid taking damage here and there. To compensate, the player dies in only a few hits which can feel cheap. I tried to make it so the player can take several hits but the recharge time is slow. That's the incentive to play more carefully as waiting to recharge is annoying. In testing I also noticed with a longer recharge time, sometimes the enemies will change their position and finish you off as you're hiding and waiting for a recharge.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Thanks! The F2000 was a lucky one as it was just complete enough by the devs to piece together a 'finished' usable weapon. As for your questions:

1. Yes, but to represent how the AICW grenade launcher works, it needs to be it's own gun. Otherwise it will behave like the other grenade launchers in the game, with a one round capacity.
2. As I remember the JP-AR was only semi auto in the vanilla SOF3. I remember testing different fire modes. I thought it had all the animations for it. Ultimately I went with semi only as, to my knowledge, that is true to the real gun it's based off.
3. I thought that iron sights mod only did the G36? Regardless, I like the iron sights as they are. You can actually see the guns firing, the bolt racking back and forth, the enemies reacting to your shots. There are enough games with more realistic iron sight views. It think the default views work for this game. I did add an iron sight option to the RPG-7. Use the alternate fire button to toggle it.

Overall I didn't mess with the gun views that much. I had to do it on the unfinished guns, and the P90 and maybe one other. I did change all the guns to react better to the player getting too close to obstacles. In the base game, the guns just use their sprinting animation when the player is too close to a wall or whatever.

That's kind of how this mod got started. I initially wanted to see if I could finish the cut guns, tweak some gun related stuff, and do something about the damage model. Then I discovered more and more possibilities and here we are.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

I looked into it and sure enough, it's another SOF3 offspring! It was neat seeing the SCAR-L with an actual 3D red dot sight view instead of the 2D view payback uses for sights.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Hi Luke, glad to hear you are enjoying.

To unlock the M2HB do the same cheat code you would do to unlock the ACR-2. I see you commented on my video which explains how to enter the code.

Alternatively, you can unlock it permanently by modifying the mod itself. Find the file “Models\weapons\KEL_TEC_RFB\kel_tec_rfb.def”. Delete the line “locked = true;” and save the file. This way, the M2HB will be available like any other gun.

The knife requires some modding to select but there is really no point to it. The C4 could never be selected or equipped. There are selection screen icons for them both that didn't appear in the final game.

I didn't make the SOF_weapons map. That was a left over from the developers. Obviously they used it for developing the weapons.

The unused vehicles don't appear in the game or my mod. The screenshots I released where something I setup just to take pictures of them. If you want to see them in-game you'll have to do a little modding yourself. I can explain further if you're interested.

It's the same situation with the mortar. I didn't include this as it's already part of the game's data files. You need to unpack the game's data files with this tool: Moddb.com if you want to mess around with game data that isn't already unpacked.

Hopefully this clears things up for you.

Good karma+2 votes
dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

Hi. I don't know off hand as I haven't used Sui's Fix. As long as both mods aren't trying to change the same aspects of the base game they should both work together.

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dream_knife
dream_knife - - 33 comments @ The unused content of Soldier of Fortune Payback

I just checked if Payback has that and yes it does. The file is Gui2\mp_creategame.xml and within it lists the game modes but Infiltration(MP_INF) is commented out as "disabled".

That's cool you're looking into Battle for the Pacific. Hopefully you find some neat stuff.

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dream_knife
dream_knife - - 33 comments @ The unused content of Soldier of Fortune Payback

Well their Battle for the Pacific game could explain the US vehicles but why the German motorcycle? Maybe those three vehicles are Activision assets?

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dream_knife
dream_knife - - 33 comments @ The unused content of Soldier of Fortune Payback

I've been through the game data pretty thoroughly and the motorcycles and the jeep are the only WWII stuff I found. I wouldn't count the M2 machine gun as that has been in service forever so it doesn't 'belong' to any give period really.

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dream_knife
dream_knife - - 33 comments @ The unused content of Soldier of Fortune Payback

I can't imagine how we would have reacted to that back when Payback came out. That would have been something! At the end of SoF2 Mullins does seem pretty disgruntled. It certainly would have made Miller's betrayal a lot more impactful. I agree though, I would have been disappointed to see Mullins as an enemy.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

There is no tool to view models that I'm aware of. How I got some of these screenshots was to replace models by renaming files. For example, to get the screen shots of the vehicles I used one of the test maps that had nothing on it but that flat piece of ground and one of those pickup trucks from the first mission. I renamed the models I wanted to see ingame to overwrite the pickup truck's file name so the game would load whatever model I wanted. Those test maps are good for taking screen shots as there is no distracting things in the way and the lighting is good.

The only editing I did of models was on the shotguns to make the slug versions. I used a hex editor to change the filename of the textures they load so I could point them to load my modified textures with the blue colored shotgun shells. I don't know of any means to modify the models in a meaningful way like importing/exporting them into a modeling program or anything like that.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Hello,

You need the FS Extractor program.

Moddb.com

Use that to extract the contents of "models.fs", which you will find
in the "Data" directory of your Soldier of Fortune Payback directory. Note there is a "sounds.fs" archive but the weapon sounds are packaged with the weapon models and textures in the "models.fs" archive.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Hi there. To answer your questions:

To mod this game you need to first unpack the game data files in “Activision Value\Soldier of Fortune Payback\Data”. They have a “.fs” file extension. Use the FS Extractor program found here:
Moddb.com

I've just checked out The Cutting Room Floor. To gather materials for the SoF Payback page would definitely take some time and effort. There is a lot of unused dialog. My mod only featured some of it. There are subtitles for even more dialog that doesn't have voice over files found in “TextLib.eng”. There are unused maps. Unused weapon animations, for example most of the guns have a melee animation in which the player uses to gun to hit enemies instead of the knife. Seems to use the melee sound from the early Call of Duty games if I'm not mistaken. Speaking of which, I found models for a WWII era American jeep and motorcycle and a German motorcycle too. One could spend weeks documenting it all. Also, how do you know what was cut vs what was placeholder assets never intended to make the final game? Many games have unused materials in them but how do you know which of the unused stuff was cut due to time constraints or whatever vs stuff the developers were never serious about being in the final product?

I don't know of a way to convert the .xbw files. You can play the files with VLC media player. I guess you could use some recording software to record the playback of the files in VLC and then save the recordings in whatever format.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

No, there are no other versions.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Hi, thanks for the complement. Glad you are enjoying. Every little bit of new content helps with small games like this. I wasn't aware of those two games so I checked them out. Same engine alright. Some sounds are the same and animations it seems. And the M590 in the Secret Service game is almost identical to it's equivalent in Payback.

As far as porting content goes, I would guess you would have more success bringing content from the older games to the newer games, as the newer games may still retain the game engine functionality needed for the older game's content. It's not something I'm interested in doing however. Payback isn't a mod friendly game so it's not surprising there hasn't been many mods made for it over the years.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

The “M4 Only” was added so the enemies using the M4 don't drop grenade launcher ammo for the player anymore. I didn't like how they visually had a plain M4 but when you pick up their dropped weapons you get the M4/M203 combo.

I didn't modify the 3D model of the M4/M203 I just turned off the M203 attachment. There is no lower hand guard however so I shifted the gun to hide the fact that the player's hand is gripping nothing.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

Glad to hear it's mostly working and you are enjoying it.

I never had any crashes like that so I don't know what is wrong. Before I released this I tested it and everything was working for me back then. I haven't used the mod since so I don't know if newer computers are an issue or perhaps you have other mods installed that are conflicting with this one?

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

Try this way. Doing it this way will 'trick' SoF2 into reading the mod data as if it were an official patch:

To install it copy the file “RMG_Expansion_Mod.pk3” from the folder “RMG_Expansion_Mod” into the “base” folder of Soldier of Fortune 2's main directory. Rename “RMG_Expansion_Mod.pk3” to “update104.pk3”. You will now see four similar files, “update101.pk3”, “update102.pk3”, “update103.pk3”, and your new “update104.pk3”. To launch it now just run the regular “SoF2.exe” game file.

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dream_knife
dream_knife - - 33 comments @ Soldier of Fortune Additional Payback

Hello and thank you! For the F2000 I have no way of animating the grenade launcher itself. I used the animation from the SCAR. You will notice nothing on the F2000 animates. Not the charging handle, not the grenade launcher, and not the magazine. The magazine doesn't even appear in the first person view. Luckily it's a bullpup rifle, so I hid the magazine area from view and it still looks okay.

Yes, the mod is generally just implementing cut content that was included in the game files. I can't make new animations or models or anything.

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dream_knife
dream_knife - - 33 comments @ H&D2; and SS merged campaign mod v1.0

The mod includes a blank version “miss_itm.def” to disable the game from requiring certain items(camera, explosives, etc) to be in your inventory to start the mission. This was a necessary evil as without disabling that, players would be stuck bringing irrelevant items to missions depending on which arrangement of the campaign they were using.

The mod includes within the readme file which missions require what equipment for your reference.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

I know I'm a little late with this but to answer your question, no, not in the campaign at least. Some of your allies in the Random Mission Generator missions use them however.

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dream_knife
dream_knife - - 33 comments @ SoF2 RMG Expansion and SP Tweaks Mod

I think it should still work. If you have run other SoF2 mods than definitely yes. The way SoF2 loads mods is by passing the “+set fs_game” parameter to the game engine, which tells it what mod or mods to load. This is usually done with either a windows shortcut or a batch file. This mod includes a batch file which contains the following:

cd..
start SoF2 +set fs_game RMG_Expansion_Mod

The first line just backs the current location out one directory(from the mod's folder out to your SoF2 game folder). The second line runs the game and passes in the mod folder to be loaded with the game. So the name of your SoF2 directory should be irrelevant.

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dream_knife
dream_knife - - 33 comments @ Platoon Setup tool v1.0.1

Yes, at least at the time I made this. See the images section of this mod page for a screenshot showing the tool working with Heroes Unleashed.

I remember Heroes Unleashed was one of the last mods I tested and it pretty much broke the tool. I had to rework how the tool loaded in the kits to be more efficient to accommodate the massive number of them included in Heroes Unleashed.

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dream_knife
dream_knife - - 33 comments @ Platoon Setup tool v1.0.1

Hi, I think you have one of two potential problems. The first thing to check is where you have installed the Platoon Setup tool. It should be inside it's own folder/directory, and that folder should be in the main Ghost Recon folder. The main Ghost Recon folder contains the game executable “GhostRecon.exe” as well as a file called “modsset.txt”.

The second thing to check is that you have a “modsset.txt” file inside your Ghost Recon game folder. It may have been moved or deleted somehow. You can easily have Ghost Recon generate a new one. All you have to do is activate or deactivate a mod within Ghost Recon's mod selector menu.

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dream_knife
dream_knife - - 33 comments @ Platoon Setup tool v1.0.1

Yes, the download includes a readme with installation instructions. Basically you need to copy the “PlatoonSetup” folder from the downloaded zip to your Ghost Recon game directory/folder. Make sure you bring the whole folder over and not just the program “PlatoonSetup.exe”. The program needs all those other files it comes with to run.

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