Hi! My name is Mauro. I'm a cameraman, video editor, level designer and a creative person in general. :)
I think he might have a deal with Obama not to disclose anything related to the zeds. I sense conspiracies.
Maybe in FC4? :D
You haven't heard London's 2016 plans to replace all headlights with special zombie resistant ones?
I think he doesn't like traffic jams.
It looks amazing man, especially with dof :)
Thanks a lot! Well, our plan was to release the next version last month but I did not have the time to work on it back then. So I'm hoping we can finally launch it this month with five different levels and all of the new textures and bots. We just want to make sure everything is setup correctly (including the readme), because some folks appeared to have issues getting the mod to work properly last time.
I don't think so. You'd have to ask fino but I haven't seen him online for quite some time. I basically further modified his beta so it works better with Dead Cry, but haven't seen any updates to the original in a while now.
Far from it. We are still prepping the next release. :)
Textures and audio are done, the script has been done for several months. We're just bugfixing and adding more levels right now, so stay tuned. ;)
I agree! Unfortunately I don't think it's doable.
It's mostly linear but the levels are setup with a lot of different areas to explore.
Thanks for your response! I'm sorry to hear about the crashes. One piece of advice is to wait for the navmesh to load completely. You'll see a red bar in the lower left corner. Once it's finished going ingame usually goes more smoothly.
Other than that could you tell me what kind of crashes you get? Do you get an error message stating anything in particular?
We launched the beta mainly because many people requested us to publish the mod in its current state. With that said I admit it's far from finished and Dead Cry has yet to be completely polished.
You have to manually load the level in the upper left corner. ;)
May I inquire if you're modding the content yourself or using Fino's mod or something? :) Always nice to see another editor mod!
The mod is also available on the Far Cry Nexus: Nexusmods.com
Please take a look at the tutorial page. You're right about the readme, it's outdated. But I can't change a file once it's uploaded. ;)
How long does it take to render? Also may I ask what res your textures are?
By the way I imagine it would look terrific with orange or red lines! I also like it in the plain white you had earlier.
Damn that's a lot of good games going offline... :(
Command & Conquer 3: Tiberium Wars (including Kane's Wrath expansion)
Command & Conquer: Generals (including Zero Hour expansion)
Command & Conquer: Red Alert 3
Star Wars: Battlefront
Star Wars: Battlefront II
Nicely done, textures look great!
Sorry for the trouble, not sure what the problem is. Can you run the editor without the mod files, and has the game been updated to the 1.05 patch?
GamerProfileIGE.xml probably didn't exist because you hadn't launched the editor before. I suggest you replace it again to make sure the program didn't automatically overwrite the file on launch.
You don't have to install it. Whenever you launch the app it minimizes to your task bar. You should see the icon next to your clock. It might be hidden depending on your Windows settings. Just doubleclick it to change the settings (like a hotkey).
Can you launch the editor directly?
Btw here is a video which shows you what happens inside a rifle: Youtube.com
Different guns work differently but you can see the basic idea of the bolt going back and forth to load the next round. Interesting stuff :)
Yeah I wanna get back into this but there's so many packages it's hard to figure out what to invst my time in. I only have experience in max myself, so maya might be a logical step up.
Haha I noticed. I've been into firearms since I was a kid so I kinda understand the inner workings, though I've never actually fired a gun myself being in pacifist holland.
Hehehe, no, a charging handle is for loading a round into the chamber. Bullets don't magically go from your magazine into your receiver. The first round always needs to be chambered manually. Hence the term 'charging' handle. Normally it's in a forward position. You load your mag, pull the handle which pulls back the bolt inside the upper receiver. Then when you push it forward the bolt pulls a round from the springloaded mag and locks it into the chamber. Your gun is now 'loaded'.
This is also where the famous 'HK slap' comes from, because you slap the handle forward to chamber a round. You'll see that in a lot of games with an MP5 for example: Youtube.com
I can't think of any automatic firearm without a mechanism like this, unless it's a bolt action, which is really based on a similar principle only you pull the bolt back directly instead of through a handle. :)
It's looking great man!
Might wanna put the selector switch above the trigger under the side rail. It's usually there so you can turn it with your thumb, without taking your finger off the trigger. Also one should be enough, three of them seem a bit pointless hehe
Sights look cool and detailed. :)
You really make me wanna get back into 3d, might have to reinstall 3ds or get blender. What are you using for this model?
edit: btw one thing I missed, are you gonna model a charging handle? Truthaboutguns-zippykid.netdna-ssl.com You could put it under the rear sight in the black part, perfect indent for it.
Looking good mate! Love the forward grip. Are those rails for attachements or just for the looks? Otherwise I'd extend them out, put a full length rail on top so you can hook up your scopes/sights realisticaly. Asgarddefense.com
I know you're working on this and it's still early but I would consider modelling elements like a safety/selector switch and mag release. Such elements will realy sell it being a functional firearm. :) Looking forward to what your textures and shading will look like!
That's right, that cutscene isn't part of the mod. We are creating our own cutscenes, which will come with the final release. The default editor weapon is the AK47. We are trying to change this to a handgun, but for now you can roll with the Kalashnikov for an 'easy' playthrough, or pickup the pistol for a bigger challenge.
Only two minor things I would change is the grip and upper receiver. Grip looks like it could be more ergonomic, but the upper receiver looks like it would make it almost impossible to ADS, being almost as tall as the sight. ;)