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What are your thoughts on the 2.5 version of Far Cry 2 Redux?

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Please share any/all thoughts on the most recent release of the mod. I'd also like to know your feelings on a few specific things:

1. How do you feel about the new animations? 2.5 introduced "safe" holds for most two handed weapons, and a different slide animation for one handed weapons. This was done for immersion and realism, but does it actually improve the mod?

2. What do you think about the new map icons? 2.5 changes the underground to a peace sign, and the objective markers to a X and O.

3. What are you thoughts on the new trimmed intro? The malaria attack is now triggered when the taxi driver slams on the brakes.

4. Any new bugs or crashes? Some users of non-English GOG versions have reported crashes. You?

Thanks,

H

Comments
Bullett00th
Bullett00th

1. These felt weird at first, but I love them now. It makes the FC2 gun porn even better, as well as becomes another 'status indication' of movement.
I wonder if it's possible to keep the gun pointed forward exclusively for moving backwards, just an aesthetic thing that makes sense in my mind.
Still not a big fan of the one handed sliding animation. I like it being different, but in gameplay it's always better to slide two-handed because it's both faster and less disorienting. Wouldn't mind if it stayed at all, though.

2. I almost don't think about them at this point, which means they've become about as intuitive as the default icons, while looking hand drawn. Good job!

3. Yet to test the intro as I'm in an ongoing playthrough.

4. EN Steam version here. Nothing significant. I've had one occasion where I was both spotted and shot through the wall of the very first armory in the south zone. Not sure if it's mod-related though.

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Czudak
Czudak

1. The new holding anims are all swell and crispy. However, the one-handed sliding anims are experiencing a significantly longer switch delay between the standing and prone positions, and it doesn't feel cool, like at all... to me... but I reported the fact already. It's 50/50 in the improvement department for me.

2. The new, hand-drawn icons work great. Finalize the whole set, as you stated you want to, and I bet no one is going to give as much as a fleeting thought about the original ones.

3. I don't like the trimmed intro. But you know that already too.

4. I'm using GOG English version. No crashes or CTDs.

Overall, I think you should just introduce the changes you want, and only if many voices would start to object, you should consider removing them.

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AshHousewares
AshHousewares

Is not having an arrow on the map telling you where you are added for realism?

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BigTinz Author
BigTinz

Correct. The map in Redux removes all of the magical elements. The player arrow is kept on the GPS to aid navigation.

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Guest
Guest

This is the kind of direction I'm glad you're taking the mod in. Immersion all the way!

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criticalmammal
criticalmammal

Hmm I'm probably in the minority here but I've got it all setup with a controller and the animations don't play as nicely with analog movement input. There tends to be quite a bit of jitter from the animations blending at non-smoothed speeds which is a bit jarring visually.

I like the idea of a more relaxed walking animation but it ends up being more distracting than immersive in my case. I also find for two handed weapons it tends to block more of your vision than the default poses, which isn't ideal. I doubt it's easily doable but lowering the position of the weapons while walking would help with that.

The one handed slide animation I don't have any strong preferences about. Seems to have more of a delay but it's also nice just to see something different.

Really enjoying this otherwise though. I was giving FC2 another playthrough recently and this mod has really excellent balance touches. Really appreciate that it's not too heavy handed with the damage increase and other areas. The longer sprint feels like a perfect distance and I didn't even realize I wanted a higher jump but that works really well too. Going to keep testing it out but so far it's got a lot of great tweaks that make revisiting the game fresh.

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BigTinz Author
BigTinz

You're right about the blending. This will be changed for a controller version.

Do you think the more traditional hold should return, or should the guns be held relaxed until aiming?

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criticalmammal
criticalmammal

I'd lean towards wanting the traditional hold. It's the one thing in my play sessions that doesn't feel quite right.

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Natgen
Natgen

The animations are great but they should be optional, and the previous icons were more fitting too tbh, the player character is supposed to be a seasoned merc, they don't seem like the type to draw peace signs or very artistically detailed map markings.

The intro too - editing it is like cutting up the intro sequence of Half-Life, it just doesn't feel right. But then again not everyone wants to sit through the same sequence every time they start the game, so I understand the other side too.

Don't take this as complaining, I'm not. This is one of the best mods for Far Cry 2 at the moment, I just want to lean in to keep it from potentially derailing into an overdone mess. From my limited experience in modding it is best to not change something if you are not sure if you really want it or not, as they say "if it ain't broke don't fix it."

What I WOULD like to see is more black soldiers, it is supposed to be Africa after all. Having foreign mercs makes sense - but they should be a minority like in real conflicts where they usually train the locals, while black militias should be majority in most places outside of ceasefire zones.

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BigTinz Author
BigTinz

I actually have increased the amount of black soldiers quite a bit. Check the ghost patrols xml to verify.

I see your point about the icons. I couldn't think of a better icon that would be simple to draw. If you have a design, please share!

Thanks for the feedback!

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Natgen
Natgen

The ones you already had in previous versions, the Infamous Fusion ones. They have their flaws but generally they are the best in my opinion. Simple yet clear and straightforward in what they represent.

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Natgen
Natgen

Don't know if you are still using the worldsectors from from Jackal's mod, but I've found that certain sector spawns are bugged. I did trial & error testing some while back and luckily wrote down the faulty ones. Here they are:

\entitylibrary\levels\w2_b_2
The entry sector of the southern map, foot patrol location towards the row of houses patrolled by a Jeep Wrangler. It relocates the north-western golden AK (the one near the glider) and a couple mercs there, more often than not the mercs spawn dead. On rare occasions approaching the area might lead to an endless "loading" loop freezing the game.

\entitylibrary\levels\w2_c_3\worldsector3640
The river valley just north of Mosate Selao, the one with two mercs and their unmanned swamp boat guarding a diamond case. Approaching this area OFTEN leads to the afromentioned endless "loading" loop. When the bug is in effect the sector loses all collision - thus no mercs, boat or diamond case. The bug can be observed by firing a grenade at the location from a distance, the grenades stay frozen in air, continuously emitting smoke as if still flying.

I personally just deleted the modded files, the original spawns there aren't that big of a nuisance anyway.

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BigTinz Author
BigTinz

Redux isn't using any files from the jackal mod. All level based changes were done by me.

That said, I've never encountered or heard of these bugs. I'll check them out when I have a chance.

Which version of FC2 are you using?

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Natgen
Natgen

Oh. Thought you used them before, the patrols and checkpoints removed corresponded with the Jackal's ones.

Retail 1.02, thinking about rolling back to 1.00. The patches break more than they fix. I don't remember the water in the flooded mine disappearing at the start of Act 3 on 1.00.

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BigTinz Author
BigTinz

Ohhh. This mod requires 1.03 w/ fortunes pack for full compatibility. Those crashes are probably the result of the older version.

Jackal is the master when it comes to mapping the outposts, but if you check the level files you'll see they're modded differently in Redux.

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Natgen
Natgen

Yes, I am aware of the crosscompatibility issues. The only thing truly incompatible is the .dll, everything else can be tinkered with to get things running anyway.

And on the previous subject of black mercs: the models are all handled separately in each spawn location or this can be changed as a global somewhere? I mean that I want to make them majority at all times. So far they still spawn ~50%/50% "Caucasian" & "Nubian" at stationary posts, I wonder if that can be changed without sacrificing too much time in doing it.

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BigTinz Author
BigTinz

Ah. Those are all done on an individual basis, unfortunately. Each specific world sector file would need to be altered. Good luck!

The patrols are handled with a separate .xml, which is much easier to tinker with.

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Guest
Guest

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Guest
Guest

Hi. Started a re-play of FC2 last night, using this mod.

Using KB & mouse.

Two things that i've noticed:

If I use a mounted machine gun at an outpost, I can't let go of it.

Changing from jeep driver's seat to gun is hard-bound to the letter C. Changing from gun to seat follows my key-binding.

The first time someone let off a flamethrower at me was awful! I like the smoking NPC + flamethrower combo in Pala!

:)

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BigTinz Author
BigTinz

This is a vanilla FC2 bug and not related to Redux.

Pcgamingwiki.com

Unfortunately, no one has figured out how to fix it...

Thanks for playing!

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Guest
Guest

Hey there mr.BigTinz. Love the Mod, fixes a lot of issues i have had with the game. I just wondered if you have the possibility to add a fix for the no ambience music bug that occurs? I'm not sure if it happens for everyone, but it does for me, and it would be great if you found solution to add it to your mod. Anyway, really great work!

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BigTinz Author
BigTinz

What is the bug, exactly?

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