F.E.A.R. Perseus Mandate is a stand-alone expansion pack to the computer game F.E.A.R. First Encounter Assault Recon. The expansion was developed by TimeGate Studios, the same development team behind the first expansion, F.E.A.R. Extraction Point.
F.E.A.R. Combat server with SP levels from the main campaign and expansion packs. Difficulty, speed and number of enemies are increased. There are various changes of AI attributes (accuracy, reaction times, action, activity, goal and movement sets etc). Most coop bugs, inescapable situations are fixed. Multiplayer checkpoints, coop gamestartpoints are added. The levels can be overridden without server restart and creating new downloads for players.
Use fear combat sec2 fear-community.org , lastremain.de or fear combat 1.08 (not fully tested) to connect the server (FEARMP.exe +join ip:port if server is not visible in game). CDKey can be random for servers with DisableCDKeyCheck=1.
Content of c:\Users\Public\Documents\Monolith Productions\FEARCombat\Key.ini:
Required content (DownloadedContent) for players can be downloaded from v.gd/dcsp7z or converted from CompressedArch server directory (create copy of directory, rename it to DownloadedContent, rename all .arch00 files to .arch00.gz, decompress them). Move DownloadedContent directory to c:\Users\Public\Documents\Monolith Productions\FEARCombat\Custom).
All required content for server and client (DownloadedContent) usually can be downloaded from Drive.google.com also.
Server options can be overriden in SP/ServerOptions/ServerOptions_SP.txt (FriendlyFire=1, UseLoadout=0
), SP/MPCustomizations.txt (copy SP/Custom/Mod/Database/MPCustomizations.txt to SP and change gamemode from SinglePlayer to TeamSlowMoDeathmatch in ServerOptions_SP.txt) or in server databases.
Some possible values to change in MPCustomizations.txt:
Team0, Team1, NoTeam are equivalent for SP levels.
This server was tested on FreeBSD, Linux, Windows (XP, 7, 8, 10).
The levels can be overriden in SP/Custom/Mod/Worlds directory by modifying objects00p files.
There are different approaches, it depends on the level, place, situation etc.
Probably the easiest way (but not recommended) is to select some spawn only (without dialogues and other commands) trigger (search " spawn" in hex editor)
and copy it to the end of objects file, change trigger name and restart the level. Then it will be 2 copies of CAI in one spawn point after crossing dimensions of that trigger.
It is possible also to replace some command "msg AISpawner spawn;" to something like "repeat 2 2 0.1 0.2 (msg AISpawner spawn);" but the length of all commands in the object and the size of the object itself should be constant.
An object should be selected correctly. It has two specific bytes before the name ("..Trigger", "..CAI", "..gamestartpoint", etc).
It is possible also to add any desired CAI to any place.
Copy CAI object (with spawner and spawn trigger, if CAI is not template) to the end of objects file, change name(s), set position and rotation in startupcommand or trigger (something like "msg CAI00_00 (setpos 0 0 0);delay 0.01 (msg CAI00_00 (setrotation 180 0 0 ));") or (faster but could be not ideal) copy "Pos...Rotation...Template" of some aispawner, ainode or trigger.
It is possible also to change modeltemplates and weapons (correct names could be seen in database) of CAIs.
Too many active enemies at the same time in some location could slow down server and even crash it.