Sinael

Personal Ion Fury Tweaks

Oct 4th, 2023 (edited)
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  1. Ion Fury tweaks
  2. o[>=====IN=THE=BEGINNING==>
  3. Extract "scripts" folder from FURY.GRP (i'ts actually a zip file) into the game's main directory. It should be "\Ion Fury\scripts"
  4. In there are the CON files which we are going to edit and tweak to our leisure
  5.  
  6. 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.
  7.  
  8.  
  9. o[>=====Shotgun=Tweak==>
  10. Shotgun Tweak: I disliked the jerky recoil that threw shotgun out of the screen, so here are some tweaks to its animation:
  11. In" WEAPONS.CON" find the line 8511, which should read "defstate draw_shotgun"
  12. then find the following segment next
  13.  
  14. {
  15. ifl weaponcount hud_totaltime
  16. {
  17. ifle weaponcount 8
  18. {
  19. add hudx_tilenum 1
  20. add hudx_y 8
  21. ifle weaponcount 2
  22. {
  23. set temp weaponcount
  24. shiftl temp 8 //multiplier for how far weapon moves, affects both posiotion and angle, change to 6
  25. sin temp temp
  26. shiftl temp 1
  27. add hudx_scale temp
  28. shiftr temp 9
  29. add hudx_y temp
  30. scalevar temp temp 50 64 // Remap 0-64 to 0-50
  31. add hudx_x temp
  32. }
  33. else
  34. {
  35. set temp weaponcount
  36. sub temp 3
  37. mul temp 102 // 5x102 = 510
  38. add temp 512
  39. sin temp temp
  40. shiftl temp 1 //Another multiplier, comment out to read //shiftl temp 1
  41. add hudx_scale temp
  42. shiftr temp 9
  43. add hudx_y temp
  44. scalevar temp temp 50 64 // Remap 0-64 to 0-50
  45. add hudx_x temp
  46. }
  47. ifge weaponcount 2
  48. {
  49. ifle weaponcount 6
  50. {
  51. set temp weaponcount
  52. sub temp 2
  53. shiftl temp 8 //Another multiplier, set to 6
  54. sin temp temp
  55. shiftr temp 8 //Another multiplier, set to 8
  56. add hudx_angle temp //comment out to //add hudx_angle temp
  57. }
  58. set temp weaponcount
  59. sub temp 2
  60. mul temp 170 // 6x170 = 1020
  61. sin temp temp
  62. shiftr temp 8 //set to 9
  63. add hudx_angle temp
  64. ife weaponcount 3
  65. {
  66. add hudx_x 16 //set to 12
  67. add hudx_y 48 //set to 12
  68. add hudx_angle 128 /the final angle, /set to 24
  69. }
  70. }
  71.  
  72. 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.
  73.  
  74.  
  75. o[>=====Loverboy=no=recoil=tweak==>
  76. In "WEAPONS.CON" find "defstate player_weapon_loverboy", should be line 4643 then look up following lines of code:
  77. {
  78. ifl fuckup_aim 0
  79. add fuckup_aim 1
  80. ifl fuckup_aim 0
  81. add fuckup_aim 1
  82. }
  83.  
  84. change them to
  85.  
  86. {
  87. ifl fuckup_aim 0
  88. set fuckup_aim 0
  89. ifl fuckup_aim 0
  90. set fuckup_aim 0
  91. }
  92.  
  93. o[>=====SMG=no=recoil==>
  94. 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"
  95.  
  96. o[>=====Loverboy=longer=altfire=time,=range=and=angle==>
  97. In the "TOKENS.CON" file look up the following values:
  98.  
  99. define W1ALT_ANG 192
  100. define W1ALT_DIST 16384
  101.  
  102. Angle of 2048 is 360 in eduke32 units.
  103.  
  104. In "PLAYER.CON", look up the string "define LOVERBOY_ALT_TIME", 30 is one second, change it to whatever value you think fair.
  105.  
  106. (Almost) no reloading: go to line 222, that should read "define PISTOL_CLIP", and change the lines
  107.  
  108. define PISTOL_CLIP 6
  109. define SHOTGUN_CLIP 6
  110. define SMG_CLIP 40
  111. define CROSSBOW_CLIP 15
  112.  
  113. 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.
  114.  
  115. o[>=====RADAR=tweaks==>
  116. In INVENTORY.CON, look up "set p_pup_radar_time" that value is the time Radar stays active, 30 units= 1 second.
  117.  
  118. 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)
  119.  
  120. The following tweak is by dwtietz, removes the annoying flicker
  121.  
  122. In "PLAYER.CON", look up "set automapping", replace the following code (ones marked with //CHG are changed values) :
  123.  
  124. appendevent EVENT_DISPLAYREST
  125. set automapping 0
  126.  
  127. ifn VOLUME EP_HORDE
  128. ifle playervar[myconnectindex].p_pup_radar_time 0
  129. break
  130.  
  131. set automapping 1
  132. state ResetTile
  133. ifg p_pup_radar_time 0
  134. {
  135. set hudx_alpha p_pup_radar_time
  136. clamp hudx_alpha 0 255
  137. sub hudx_alpha 255
  138. inv hudx_alpha
  139.  
  140. }
  141. set hudx_x 85 //100 by default - moves the radar in the upper left corner at 100% hud scale
  142. ifg p_pup_radar_time 0
  143. sub hudx_x 20
  144. shiftl hudx_x 16
  145. set hudx_y 63 //375 by default - moves the radar in the upper left corner at 100% hud scale
  146. shiftl hudx_y 16
  147. set hudx_shade 4 // CHG
  148. set hudx_pal 34
  149. set hudx_tilenum 5600
  150. set hudx_orientation 2305
  151. ife rendmode 0
  152. ifg hudx_alpha 84
  153. xor hudx_orientation 1
  154. set hudx_scale 73728 //49152 by default - Increase the size of Radar window by 50%
  155. state DrawTile640x480Hud
  156.  
  157. set hudx_tilenum 5601
  158. set hudx_orientation 2304
  159.  
  160. // set hudx_shade radar_time // CHG
  161. set temp RADAR_UPDATE_TIME
  162. // shiftr temp 3 // CHG
  163. // add hudx_shade 2 // CHG
  164. // add hudx_shade temp // CHG
  165.  
  166. // ifg radar_time 0 // CHG
  167. // { // CHG
  168. ife hudx_shade 4 // CHG
  169. {
  170. set hudx_pal 38
  171.  
  172. set temp hudx_x
  173. set temp2 hudx_y
  174.  
  175. for temp3 range radar_targets
  176. {
  177. ifg p_pup_radar_time 0
  178. set hudx_pal radar_target_c[temp3]
  179. set hudx_x radar_target_x[temp3]
  180. set hudx_y radar_target_y[temp3]
  181. mul hudx_x 48
  182. mul hudx_y 48
  183. mulscale hudx_x hudx_x hudx_scale 14
  184. mulscale hudx_y hudx_y hudx_scale 14
  185.  
  186. add hudx_x temp
  187. add hudx_y temp2
  188.  
  189. ife hudx_pal 34
  190. sub hudx_scale 4096
  191. state DrawTile640x480Hud
  192. ife hudx_pal 34
  193. add hudx_scale 4096
  194. }
  195.  
  196. set hudx_x temp
  197. set hudx_y temp2
  198. }
  199. // } // CHG
  200.  
  201. set hudx_shade 4 // CHG
  202. set hudx_pal 34
  203. state DrawTile640x480Hud
  204. endevent
  205.  
  206. 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:
  207.  
  208. defstate set_radar_dot_color
  209. set temp8 0
  210. ife actorvar[temp3].se_lotag 32767
  211. set temp8 1
  212. else ife sprite[temp3].picnum A_SECRET
  213. set temp8 1
  214. ife temp8 1
  215. {
  216. displayrand temp8
  217. ifand temp8 2
  218. {
  219. setarray radar_target_c[radar_targets] 79
  220. }
  221. else
  222. setarray radar_target_c[radar_targets] 80
  223. }
  224. else
  225. {
  226. switch sprite[temp3].picnum
  227. case I_BATON
  228. case I_LOVERBOY
  229. case I_PLASMACROSSBOW
  230. case I_MINIGUN
  231. case I_CLUSTERPUCK
  232. case I_SHOTGUN
  233. case I_SMG
  234. case I_GRENADELAUNCHER
  235. case I_BOWLINGBOMB_PICKUP
  236. case I_BOWLINGBOMB
  237. setarray radar_target_c[radar_targets] 90
  238. break
  239. case I_LOVERBOY_AMMO
  240. case I_MINIGUN_AMMO
  241. case I_PLASMACROSSBOW_AMMO
  242. case I_SHOTGUN_AMMO
  243. case I_GRENADELAUNCHER_AMMO
  244. case I_SMG_AMMO
  245. case I_LOVERBOY_AMMO2
  246. case I_AMMOCRATE
  247. setarray radar_target_c[radar_targets] 73
  248. break
  249. case I_MEDPACK
  250. case I_MEDICOMP
  251. case I_MEDKIT
  252. case I_SYRINGE
  253. setarray radar_target_c[radar_targets] 21
  254. break
  255. case I_BULLETVEST
  256. case I_ARMORVEST
  257. case I_TECHVEST
  258. case I_HAZARDSUIT
  259. setarray radar_target_c[radar_targets] 32
  260. break
  261. case I_ACCESSCARD
  262. setarray radar_target_c[radar_targets] 37
  263. break
  264. case I_PIZZA_6
  265. case I_PIZZA_5
  266. case I_PIZZA_4
  267. case I_PIZZA_3
  268. case I_PIZZA_2
  269. case I_PIZZA_1
  270. setarray radar_target_c[radar_targets] 22
  271. break
  272. case I_BOMBRUSH
  273. case I_RADAR
  274. case I_DAMAGEBOOSTER
  275. case I_DKSHOES
  276. setarray radar_target_c[radar_targets] 36
  277. break
  278. endswitch
  279. }
  280. else
  281. setarray radar_target_c[radar_targets] 34
  282. ends
  283.  
  284. 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
  285.  
  286.  
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