Insurgency: Sandstorm

Insurgency: Sandstorm

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1.16 Guide to configuring gore
De către snack9k
Since all the older guides contain outdated information, this one should help more.
   
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Prologue
Insurgency has updated a lot ever since the old guides were made. Those old guides do help but the information is outdated since these new updates heavily changed or broke things.

Some info was taken from this guide: https://gtm.you1.cn/sharedfiles/filedetails/?id=2345212990 but most of that stuff doesn't apply anymore.
Setup
- You'll need to create an Engine.ini file, chances are you won't have one anymore if you recently reinstalled the game. These were kind of deprecated for clients as I think a couple updates ago most of the commands on it were moved to GameUserSettings.ini.

- Navigate to C:\Users\YOURUSERNAME\AppData\Local\Insurgency\Saved\Config\WindowsClient and create a new text document (make sure file name extensions are visible) and change the whole thing to Engine.ini. Make sure the .txt is .ini. To see file name extensions (at least on windows 10, might be similar for 11 idk) switch to the view tab in explorer then check "file name extensions" in the space below to the right.

https://steamuserimages-a.akamaihd.net/ugc/2497900790529720996/A86CAD5A4A18E19A067D14492E2A59D2C3DAEE4F/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

- Then, in the Engine.ini file copy and paste [SystemSettings] into it. The following commands are supposed to be placed directly under that, each put on a new line. The format for changing the value using the 1st command as an example goes like:
r.DismembermentDamageMultiplier=1

https://steamuserimages-a.akamaihd.net/ugc/2497900790529720739/2242ED5A0A66AE8CF08EBC5D8ABB09A63CF92871/?imw=256&&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Changing likelihood of dismemberment
r.DismembermentDamageMultiplier

- This is a multiplier for the likelihood of weapons and explosives dismembering.
- Keep in mind some numbers below 1 have weird effects you wouldn't expect.

0.1 = Same as 0.5 except dismemberment is even rarer, when they do dismember it'll only be like a foot or something.

0.5 = Grenades don't dismember, GL doesnt dismember unless its a direct impact, launcher dismembers sometimes, direct impacts also sometimes dismember but dont cause obliteration. C4 sometimes dismembers.

0.75 = Same as 0.95 except the randomness with guns dismembering is even more random.

0.95 = Grenades instantly dismember, GLs always dismember and don't obliterate if direct hit. Launchers dismember and dont cause obliteration when direct hit. C4 insta-dismembers. All guns sometimes instantly dismember dead characters.

1 = Default dismemberment, grenades don't dismember unless hit twice. Direct impact with GL dismembers, C4 Dismembers, Launchers dismember only if they hit really close. Direct impact with launchers causes obliteration.

1.1 = Grenades don't dismember, GLs dismember and direct impacts cause obliteration. C4 dismembers, Launcher dismembers and direct hits cause obliteration. No change to gun dismemberment.

1.25 = Same as 1.1 except launchers and C4 now cause obliteration when close.

1.5 = Same as 1.25 except GLs now cause obliteration when landing close. Guns inconsistently dismember in a couple shots.

2 = Same as 1.5 except grenades dismember now and the range C4 and launchers obliterate at is slightly increased. Guns dismember in a couple shots like 1.5 except its more consistent.

5 = All explosives cause obliteration. Guns always dismember in 2-3 shots.

10 = Same as 5 but guns dismember in 1-2 shots.

20 = Same as 5 but All guns instantly dismember.
Increasing/Decreasing ragdoll push force
r.DismembermentDamageForceMultiplier

- Multiplier for the ragdoll push force, sadly you can't send ragdolls to the moon anymore. At most they do a 180 backflip at 10. Though on already dead ragdolls it seems to kind of work.
- Explosives always push the same no matter what setting.
- I think they hardcoded a limit somewhere preventing the value from being too high.
- Negative values pull characters instead of push.

0 = No push.

1 = Characters get softly pushed back, dead ragdolls barely move.

5 = Characters flip back and leg shots sweep them off their feet sometimes, dead ragdolls move a little bit when shot, it's kind of like a tarantino film.

10 = Same as 5 but leg shots sweep characters off their feet more often, dead ragdolls bounce a little when shot.

20 = Same as 10 but dead characters slide away when shot and bounce sometimes.

50 = Same as 10 but dead characters will slide away longer and can bounce in the air, shotguns launch dead ragdolls sometimes too.

100 = Same as 10 but dead characters slide even more, it seems to stop doing anything extra after this.
(Broken) Changing strength of the blood overlay
r.DismembermentBloodEffectRangeMax

- This command is now broken, so these values are what it used to do.
- In fact it seems they broke the blood overlay in general. Stuff like this genuinely makes me sad.
- Changes the strength of the blood overlay on characters killed by explosives.

0 = No overlay.

0.5 = Default amount.

0.97 = Personal fav, gory but you can still see the character a little.

1 = Very gory overlay.

>1 = Ragdolls drenched in blood.
Changing strength of the burn overlay
r.DismembermentBurnEffectRangeMax

- Changes the strength of the burn overlay on characters killed by fire.
- Luckily still works unlike the blood overlay.

0.95 = Normal burn level.

0.994 = My personal fav, character is burned but you can still see them, face is halfway burned.

1 = Completely charred characters.

>1 = Same as 1 but ragdolls will burn indefinitely.
Multiplier of blunt damage taken by ragdolls
r.DismembermentImpactDamageScale

- Multiplier for the amount of blunt damage ragdolls take. Things such as hitting the wall, ground, or falling will cause limbs to dismember depending on the value.
- I think the default is 1, just keep it at this.

0 = Ragdolls don't take blunt damage.

0.5 = Ragdolls take half as much.

1 = Default I think.

2 = They take twice.
Amount of blunt damage ragdolls take before dismemberment
r.DismembermentImpactImpulseTreshold

- The damage a ragdoll has to recieve to dismember from impacts.
- These assume DismembermentImpactDamageScale is set to 1

1 - 5000 = Characters gib a ton when they fall over.

7500 - 10000 = Characters gib a ton from falling 5 meters and being mildly pushed back.

15000 = Characters gib a ton from falling 5 meters but they don't gib much after being mildly pushed back anymore. Characters crumble from being hit by a car.

17500 - 20000 = Characters gib from falling 5 meters and they dont gib from being pushed back anymore. Characters dismember from being hit by a car.

22500 = Characters gib from falling 10 meters, characters don't dismember from being hit by a car. They do from being run over though. I'd set it to this value.

25000 = Characters gib from falling 25 meters. Characters don't dismember from being hit by a car. They do slightly from being run over.
Edit max number of limbs dismembered by explosives
r.DismembermentExplosionGibMaximum

- Controls the max amount of limbs that can be torn off from explosives.
- Remember that it's the max amount, sometimes explosives dismember less depending on your damage multiplier.

0 = No limbs dismembered from explosives. If you only want gun dismemberment I guess.

1 = Max of 1 limb can be taken off.

2 = Max of 2 limbs can be taken off.

3 = Max of 3 limbs can be taken off.

4 = Max of 4 limbs can be taken off. They look kinda goofy at this value and beyond.

5 = Max of 5 limbs can be taken off. No real reason to set it any higher than this since the head counts as a limb.
(Unsure) Decal lifespan limit
r.DecalManager.DecalLifespanLimit

- Dev console says it's the minimal decal lifespan limit, but from my testing it seems it doesn't actually do anything.
- Feel free to test, I'd set a high number like 10000 just to make sure.
Change amount of time blood decals stay
r.DecalManager.DecalFadeoutLimit

- Amount of time blood decals stay in seconds (from dismemberment and gunshots).
- Number I set keeps them for 10 hours (36000) which is way longer than any game length (just to make sure).
- -1 could be infinite from my testing but i'm skeptical (since they broke almost everything else).

-1 = Infinite I think.

60 = Blood decals stay for 1 minute.

3600 = Blood decals stay for 1 hour.
Toggle death animations
r.DismembermentAnimation

- Toggles the animations that play when characters die either on or off.
- I guess they used this when they disabled the ragdolls a long time ago after they broke with that one update. Luckily they've been fixed ever since and you can recreate that experience with this command.

0 = Disabled.

1 = Enabled.
Ragdolls
Sadly you can't edit the max number of ragdolls anymore. From my testing the max is around 20, and when a new bot/player wave spawns the old ones start despawning.
Closing
Idk if it's just me but man I really wish they fixed the broken commands. The shooting and gore is why I found myself frequently coming back on top of the gunplay.
I assume all of these downgrades are from console.

Alright, so from further testing I think the blood overlay from explosives was strangely replaced with a bullet wound hole.
3 comentarii
unable 14 nov. la 14:32 
thank you!
Kolibri 13 nov. la 6:42 
This is great, thanks for sharing.
snack9k  [autor] 22 oct. la 12:53 
Here are the values to copy and paste in your Engine.ini

[SystemSettings]
r.DismembermentDamageMultiplier=1
r.DismembermentDamageForceMultiplier=1
r.DismembermentBurnEffectRangeMax=0.994
r.DismembermentImpactDamageScale=1
r.DismembermentExplosionGibMaximum=2
r.DismembermentImpactImpulseTreshold=22500
r.DecalManager.DecalFadeoutLimit=36000
r.DismembermentAnimation=1

;Doesn't work/unsure
;r.DismembermentBloodEffectRangeMax=0.97
;r.DecalManager.DecalLifespanLimit=10000