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 Post subject: Deconsolized [SP MOD]
PostPosted: Mon Sep 07, 2009 11:20 pm 
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Last man standing
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Posts: 1129
First I want to say that it may be a good idea to consolidate all of these pre-sdk tweak mods into one thread to keep this section from becoming too cluttered with all of these topics.

Anyway, it seems I'm a little late with this as most of these changes have already been done by others (TinMan and Neurological) but I'm going to go ahead and release it anyways. The changes were made in effort to make this game less like a console fps and more like a pc fps and, I must say, that with these changes this game is a pretty damn good pc fps.

List of changes:
------------------------
- Removed the "tutorial" text at the bottom of the screen (e.g. "Press [E] ...")

- Removed the compass at the top of the screen.

- Removed the highlight glint from items (gold, ammo, searchables, etc.). This is not
complete as there are some items I have not figured out how to remove the highlight
from plus there may be some I haven't come across yet.
Known items: sewer lid, intel folder

- Decreased the reaction time of enemies from when they see you to when they fire.

- Decreased the time in between shots of the Mauser enemy ai.

- Increased accuracy of common enemies.

- Increased the lifetime of breakables and dead bodies.

- Increased the maximun number of dead bodies.


Attachments:
deconsolized_v1.rar [79.74 KB]
Downloaded 56 times
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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Wed Sep 09, 2009 6:59 pm 
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did just hit his 750th monster
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alright, here is another tweak,

if you want to get rid of that oversized cheesy-looking veil amulet

here is the code (scaleform.def):



entityDef CursorComponent
{
"Visible" "crosshairVisible"
"ShowCursorNone" "crosshair.clearCrosshair"
"MakeCrosshairGreen" "crosshair.greenCrosshair"
"MakeCrosshairNormal" "crosshair.whiteCrosshair"
"ShowActionBar" "crosshair.showActionBar"
"UpdateActionBar" "crosshair.actionBarProgress"
"ShowCrosshair" "crosshair.showAim"
"UpdateCrosshair" "crosshair.setCrosshair"
"ShowCursorSpeech" "crosshair.showSpeech"
"ShowCursorPickup" "crosshair.showPickup"
"ShowCursorOpen" "crosshair.showOpenDoor"
"ShowCursorLocked" "crosshair.showLockedDoor"
"ShowCursorShroudPool" "" // vertex
"ShowCursorScope" "crosshair.showScope"
"ShowCursorScope43" "crosshair.showScope43"
"ShowDynamite" "crosshair.showDynamite"
"ShowThrowbackGrenade" "crosshair.showDynamite"
"ShowViewIntel" "crosshair.showViewIntel"
"ShowSearchIntel" "crosshair.showSearchIntel"
"ShowUntie" "crosshair.showUntie"

}
entityDef ShroudComponent
{
"Show" "" // vertex
"Hide" "" // vertex
"Visible" "" // vertex
"InitEnergyBar" "shroudpower.init_fill"
"UpdateEnergyBar" "shroudpower.setEnergy"
"TransitionShroud" "shroudpower.enterShroud"
"InitShroudwalk" "shroudpower.init_shroudwalk"
"ActivateShroudwalk" "shroudpower.activate_shroudwalk"
"InitMire" "shroudpower.init_mire"
"ActivateMire" "shroudpower.activate_mire"
"InitKinetic" "shroudpower.init_kinetic"
"ActivateKinetic" "shroudpower.activate_kinetic"
"InitShield" "shroudpower.init_shield"
"ActivateShield" "shroudpower.activate_shield"
"VeilIndicator" "" // vertex
}

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Fri Feb 05, 2010 1:36 pm 
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Thank you, good work ! :)

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sat Feb 19, 2011 5:29 am 
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Last man standing
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Posts: 1129
Fixed the ironsight dof. I'll upload an update if anyone's interested.

Image Image


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sat Feb 19, 2011 1:34 pm 
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Joined: Wed May 12, 2010 3:07 am
Posts: 138
very interested :)

planning to play SP again. would be a nice to have


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sat Apr 09, 2011 6:35 pm 
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picked up 100 armour

Joined: Wed May 12, 2010 3:07 am
Posts: 138
hey sikk, pls upload that update :)


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sat May 07, 2011 1:36 pm 
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Joined: Wed May 12, 2010 3:07 am
Posts: 138
hey sikk, sorry to bug you again but I want this so hard! pls upload :)


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sat May 07, 2011 11:11 pm 
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Posts: 1129
Don't apologize. I'm sorry for not replying sooner. Give me some time and I'll upload the files. I was going to wait and include it in an update for this mod but I'm sure not everyone wants this mod just to have this dof.


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sun May 08, 2011 3:58 am 
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Posts: 1129
Here's the dof fix. You'll need to use it with a mod, either this one or any of the others. TinMan's mod, I believe, comes with instructions and the necessary base files to make a mod function if what you want is to just use this with the vanilla game.


Attachments:
Wolf_IronsightDof.rar [2.29 KB]
Downloaded 141 times
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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sun May 08, 2011 3:29 pm 
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picked up 100 armour

Joined: Wed May 12, 2010 3:07 am
Posts: 138
thank you :)

you know how to disable the iron sights? just "normal" zoom (like for particle cannon)? and how to change the zoom fov?

2 pics with dof effect:

Image Image


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sun May 08, 2011 10:30 pm 
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You'll need to edit some stuff in the weapon's respective *_view.def file.


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Mon Jul 25, 2011 8:17 am 
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I'll wait for the update! Thanks!

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Thu Aug 09, 2012 9:22 am 
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picked up 75 health

Joined: Thu Jul 12, 2012 9:41 am
Posts: 90
Sikkpin wrote:
First I want to say that it may be a good idea to consolidate all of these pre-sdk tweak mods into one thread to keep this section from becoming too cluttered with all of these topics.

Anyway, it seems I'm a little late with this as most of these changes have already been done by others (TinMan and Neurological) but I'm going to go ahead and release it anyways. The changes were made in effort to make this game less like a console fps and more like a pc fps and, I must say, that with these changes this game is a pretty damn good pc fps.

List of changes:
------------------------
- Removed the "tutorial" text at the bottom of the screen (e.g. "Press [E] ...")

- Removed the compass at the top of the screen.

- Removed the highlight glint from items (gold, ammo, searchables, etc.). This is not
complete as there are some items I have not figured out how to remove the highlight
from plus there may be some I haven't come across yet.
Known items: sewer lid, intel folder

- Decreased the reaction time of enemies from when they see you to when they fire.

- Decreased the time in between shots of the Mauser enemy ai.

- Increased accuracy of common enemies.

- Increased the lifetime of breakables and dead bodies.

- Increased the maximun number of dead bodies.

http://sikkpin.fileave.com/deconsolized_v1.rar


could you (or somebody) please reupload the the deconsolized_v1.rar ?

Edit.

I found the file on http://www.wolffiles.de/index.php?filebase&fid=2824

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Thu Aug 09, 2012 7:24 pm 
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Posts: 90
How could i disable the ammunition Hud ?
Image

I will make screenshots without any HUD ! So Please Help

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Sorry for my bad English :)


Last edited by IntelQ9550Reaktor on Thu Aug 09, 2012 7:53 pm, edited 2 times in total.

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Thu Aug 09, 2012 7:38 pm 
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missed 400 shots
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I do not mind ammo hud, but please remove thule medallion from hud it takes too much place on screen.

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Thu Aug 09, 2012 7:53 pm 
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Gzegzolka wrote:
I do not mind ammo hud, but please remove thule medallion from hud it takes too much place on screen.

I would disable every Hud element !

If Dof is On (see the Screenhost) the deferred ist very hard, how could i change this ? Or you sikkpin may change it perhapse ? that is look like in Doom3/Quake4 sikkmod´s.
My Q4/D3 DoF Setting is (maybe this helps):
Code:

seta r_dofBlurScale "4.0"
seta r_dofBlurQuality "3"
seta r_dofNear "-128"
seta r_dofFocus "128"
seta r_dofFar "1024"

Preview
Image

Full
Image

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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Fri Aug 10, 2012 9:47 am 
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drill_sarge wrote:

2 pics with dof effect:

Image Image


How did you disabled the whole HUD ?

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Sorry for my bad English :)


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Sun Aug 12, 2012 7:36 pm 
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picked up 75 health

Joined: Thu Jul 12, 2012 9:41 am
Posts: 90
-Push-

Sikkpin wrote:
Don't apologize. I'm sorry for not replying sooner. Give me some time and I'll upload the files. I was going to wait and include it in an update for this mod but I'm sure not everyone wants this mod just to have this dof.


I would be very happy over a update of your Deconsolized-Mod


Oh man, what's the secret to disable this fu***** Hud ?

Please Help me :)

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Sorry for my bad English :)


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Mon Aug 20, 2012 11:08 pm 
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picked up 100 armour

Joined: Wed May 12, 2010 3:07 am
Posts: 138
IntelQ9550Reaktor wrote:
drill_sarge wrote:

2 pics with dof effect:

Image Image


How did you disabled the whole HUD ?

sorry was on holiday :P :D

the cvar is "scaleformToggleHUD"


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 Post subject: Re: Deconsolized [SP MOD]
PostPosted: Wed Aug 22, 2012 11:16 am 
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Posts: 90
drill_sarge wrote:
IntelQ9550Reaktor wrote:
drill_sarge wrote:

2 pics with dof effect:

Image Image


How did you disabled the whole HUD ?

sorry was on holiday :P :D

the cvar is "scaleformToggleHUD"


How could i bind it in the wolf.cfg !? How should the full entry look ?
And did you know why a autoexec.cfg is not working ?

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Last edited by IntelQ9550Reaktor on Wed Aug 29, 2012 6:10 pm, edited 1 time in total.

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