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- Ion Fury tweaks
- o[>=====IN=THE=BEGINNING==>
- Extract "scripts" folder from FURY.GRP (i'ts actually a zip file) into the game's main directory. It should be "\Ion Fury\scripts"
- In there are the CON files which we are going to edit and tweak to our leisure
- The "CUSTOMIZE.CON" file is mostly self-explanatory. For those who have Aftershock, there's also additional "\ion fury\scripts\exp" that affects the expansion weapons. Of note in these files are MAXAMMO and AMMOAMOUNT values which are ammo pools and how much ammo a pickup gives.
- o[>=====Shotgun=Tweak==>
- Shotgun Tweak: I disliked the jerky recoil that threw shotgun out of the screen, so here are some tweaks to its animation:
- In" WEAPONS.CON" find the line 8511, which should read "defstate draw_shotgun"
- then find the following segment next
- {
- ifl weaponcount hud_totaltime
- {
- ifle weaponcount 8
- {
- add hudx_tilenum 1
- add hudx_y 8
- ifle weaponcount 2
- {
- set temp weaponcount
- shiftl temp 8 //multiplier for how far weapon moves, affects both posiotion and angle, change to 6
- sin temp temp
- shiftl temp 1
- add hudx_scale temp
- shiftr temp 9
- add hudx_y temp
- scalevar temp temp 50 64 // Remap 0-64 to 0-50
- add hudx_x temp
- }
- else
- {
- set temp weaponcount
- sub temp 3
- mul temp 102 // 5x102 = 510
- add temp 512
- sin temp temp
- shiftl temp 1 //Another multiplier, comment out to read //shiftl temp 1
- add hudx_scale temp
- shiftr temp 9
- add hudx_y temp
- scalevar temp temp 50 64 // Remap 0-64 to 0-50
- add hudx_x temp
- }
- ifge weaponcount 2
- {
- ifle weaponcount 6
- {
- set temp weaponcount
- sub temp 2
- shiftl temp 8 //Another multiplier, set to 6
- sin temp temp
- shiftr temp 8 //Another multiplier, set to 8
- add hudx_angle temp //comment out to //add hudx_angle temp
- }
- set temp weaponcount
- sub temp 2
- mul temp 170 // 6x170 = 1020
- sin temp temp
- shiftr temp 8 //set to 9
- add hudx_angle temp
- ife weaponcount 3
- {
- add hudx_x 16 //set to 12
- add hudx_y 48 //set to 12
- add hudx_angle 128 /the final angle, /set to 24
- }
- }
- If you are playing with Ion Shotgun mod by YijArt, then find the first "set hudx_y -43" after the " "defstate draw_shotgun" and change it to 26, for the shotgun to appear in correct position.
- o[>=====Loverboy=no=recoil=tweak==>
- In "WEAPONS.CON" find "defstate player_weapon_loverboy", should be line 4643 then look up following lines of code:
- {
- ifl fuckup_aim 0
- add fuckup_aim 1
- ifl fuckup_aim 0
- add fuckup_aim 1
- }
- change them to
- {
- ifl fuckup_aim 0
- set fuckup_aim 0
- ifl fuckup_aim 0
- set fuckup_aim 0
- }
- o[>=====SMG=no=recoil==>
- Same principle , but a lot more values, find "defstate player_weapon_smg" (line 6496), then find and replace every "fuckup_aim" instance (can vary, like "fuckup_aim2" or "fuckup_aim2_r"), and change them from something like "add fuckup_aim2 1" to "set fuckup_aim2 0"
- o[>=====Loverboy=longer=altfire=time,=range=and=angle==>
- In the "TOKENS.CON" file look up the following values:
- define W1ALT_ANG 192
- define W1ALT_DIST 16384
- Angle of 2048 is 360 in eduke32 units.
- In "PLAYER.CON", look up the string "define LOVERBOY_ALT_TIME", 30 is one second, change it to whatever value you think fair.
- (Almost) no reloading: go to line 222, that should read "define PISTOL_CLIP", and change the lines
- define PISTOL_CLIP 6
- define SHOTGUN_CLIP 6
- define SMG_CLIP 40
- define CROSSBOW_CLIP 15
- to whatever you tweaked the apropriate ammo maximum is. This should make the clip equal to total ammo count, so you will have to reload only after you spend all the ammo and pick up more.
- o[>=====RADAR=tweaks==>
- In INVENTORY.CON, look up "set p_pup_radar_time" that value is the time Radar stays active, 30 units= 1 second.
- In the "PLAYER.CON", the "define MAX_RADAR_RADIUS" does the obvious thing.Setting it to 30720 is reasonable in the context of other tweaks (increasing RADAR size, and reducing pip size)
- The following tweak is by dwtietz, removes the annoying flicker
- In "PLAYER.CON", look up "set automapping", replace the following code (ones marked with //CHG are changed values) :
- appendevent EVENT_DISPLAYREST
- set automapping 0
- ifn VOLUME EP_HORDE
- ifle playervar[myconnectindex].p_pup_radar_time 0
- break
- set automapping 1
- state ResetTile
- ifg p_pup_radar_time 0
- {
- set hudx_alpha p_pup_radar_time
- clamp hudx_alpha 0 255
- sub hudx_alpha 255
- inv hudx_alpha
- }
- set hudx_x 85 //100 by default - moves the radar in the upper left corner at 100% hud scale
- ifg p_pup_radar_time 0
- sub hudx_x 20
- shiftl hudx_x 16
- set hudx_y 63 //375 by default - moves the radar in the upper left corner at 100% hud scale
- shiftl hudx_y 16
- set hudx_shade 4 // CHG
- set hudx_pal 34
- set hudx_tilenum 5600
- set hudx_orientation 2305
- ife rendmode 0
- ifg hudx_alpha 84
- xor hudx_orientation 1
- set hudx_scale 73728 //49152 by default - Increase the size of Radar window by 50%
- state DrawTile640x480Hud
- set hudx_tilenum 5601
- set hudx_orientation 2304
- // set hudx_shade radar_time // CHG
- set temp RADAR_UPDATE_TIME
- // shiftr temp 3 // CHG
- // add hudx_shade 2 // CHG
- // add hudx_shade temp // CHG
- // ifg radar_time 0 // CHG
- // { // CHG
- ife hudx_shade 4 // CHG
- {
- set hudx_pal 38
- set temp hudx_x
- set temp2 hudx_y
- for temp3 range radar_targets
- {
- ifg p_pup_radar_time 0
- set hudx_pal radar_target_c[temp3]
- set hudx_x radar_target_x[temp3]
- set hudx_y radar_target_y[temp3]
- mul hudx_x 48
- mul hudx_y 48
- mulscale hudx_x hudx_x hudx_scale 14
- mulscale hudx_y hudx_y hudx_scale 14
- add hudx_x temp
- add hudx_y temp2
- ife hudx_pal 34
- sub hudx_scale 4096
- state DrawTile640x480Hud
- ife hudx_pal 34
- add hudx_scale 4096
- }
- set hudx_x temp
- set hudx_y temp2
- }
- // } // CHG
- set hudx_shade 4 // CHG
- set hudx_pal 34
- state DrawTile640x480Hud
- endevent
- For best results, use additional files from dwtietz's Radar mod (https://www.moddb.com/mods/ion-fury-mod-packs/downloads/radar-mod-v1-0), to change the pip size. To add the additional color code from the mod, look up the string "defstate set_radar_dot_color", and replace the entire procedure code (until the string appendevent EVENT_WORLD) with the following:
- defstate set_radar_dot_color
- set temp8 0
- ife actorvar[temp3].se_lotag 32767
- set temp8 1
- else ife sprite[temp3].picnum A_SECRET
- set temp8 1
- ife temp8 1
- {
- displayrand temp8
- ifand temp8 2
- {
- setarray radar_target_c[radar_targets] 79
- }
- else
- setarray radar_target_c[radar_targets] 80
- }
- else
- {
- switch sprite[temp3].picnum
- case I_BATON
- case I_LOVERBOY
- case I_PLASMACROSSBOW
- case I_MINIGUN
- case I_CLUSTERPUCK
- case I_SHOTGUN
- case I_SMG
- case I_GRENADELAUNCHER
- case I_BOWLINGBOMB_PICKUP
- case I_BOWLINGBOMB
- setarray radar_target_c[radar_targets] 90
- break
- case I_LOVERBOY_AMMO
- case I_MINIGUN_AMMO
- case I_PLASMACROSSBOW_AMMO
- case I_SHOTGUN_AMMO
- case I_GRENADELAUNCHER_AMMO
- case I_SMG_AMMO
- case I_LOVERBOY_AMMO2
- case I_AMMOCRATE
- setarray radar_target_c[radar_targets] 73
- break
- case I_MEDPACK
- case I_MEDICOMP
- case I_MEDKIT
- case I_SYRINGE
- setarray radar_target_c[radar_targets] 21
- break
- case I_BULLETVEST
- case I_ARMORVEST
- case I_TECHVEST
- case I_HAZARDSUIT
- setarray radar_target_c[radar_targets] 32
- break
- case I_ACCESSCARD
- setarray radar_target_c[radar_targets] 37
- break
- case I_PIZZA_6
- case I_PIZZA_5
- case I_PIZZA_4
- case I_PIZZA_3
- case I_PIZZA_2
- case I_PIZZA_1
- setarray radar_target_c[radar_targets] 22
- break
- case I_BOMBRUSH
- case I_RADAR
- case I_DAMAGEBOOSTER
- case I_DKSHOES
- setarray radar_target_c[radar_targets] 36
- break
- endswitch
- }
- else
- setarray radar_target_c[radar_targets] 34
- ends
- The colors should be a bit different from his original mod, (dark red ammo for example), you can tweak it for your liking using the following palette guide https://furymap.lerppu.net/references/palette
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