Hi! My name is Mauro. I'm a cameraman, video editor, level designer and a creative person in general. :)
- If you've never used the map editor the directory doesn't exist. You can either create the directory yourself or just launch the level directly from the editor.
There's no set release date at this time. However, we are planning to release a new open beta this September.
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!
Good idea :D
Haha I agree I'm not really trying to make them look like standard issue zombies because that simply isn't gonna work with the existing characters. Sure, I'd love to have their jaws fall off and chop down body parts but that's not going to happen without the ability to modify the 3d models. At most I could make parts invisible to fake body dismemberment. If anything I think the zombies should look like ordinary people, but more bleak, heavily wounded and bloody. The whole glowing eyes and green blood thing makes them look goofy and that's what I'm trying to prevent. Otherwise I could just roll with the minions.
It takes place in multiple locations from The Netherlands to Brittain to a fictional country. So the bots need to look a bit universal and fit into multiple surroundings. I think these go well with our blue riot van and IFV, but I might change their camo to black. ;)
Most military police units actually wear camo.
Valid point, I might change it back. :) What do you think of the other weapons?
Well vol4ok has a valid point and I won't be adding blood to every weapon, as you can already see by the picture. Some changes are more subtle than others.
:D After you good sir. Mind your step though.
Hahaha your avatar made me change it :P
Thank you mister Underground! More to come soon...
Hahahaha best comment ever :D
There's a readme, a tutorial page and two walkthroughs, all clearly marked and linked in the download and in both articles you commented to.
So... yeah. I can't do much else for ya unless you specify which part of the installation you don't understand.
You are entirely correct! Awaiting approval :D
Until then, feel free to tease yourself with the following image: Moddb.com
I have one suggestion which would be to add functional bridges (like in the first MM). I think they would add an element of interactivity to your levels as police might attempt to open a bridge to stop a suspect. Or you might be in pursuit where a suspect crosses a bridge after which it opens up, forcing you to take a different route or close it manually.
Your future home? It does show how much potential game engines have. Looks great, albeit some of the textures seem a bit out of place. It's hard to see from a screenshot but the tower almost seems like rusted iron. ;)
I really love that office room!
its actually pretty close to the original :) Images1.wikia.nocookie.net
How many bots are you planning to use? Once you hit more than a dozen or so their response time becomes really long.
Looks psychedelic :P
Looks bloody fun!
Thanks mate! I'm trying to learn my ways around few different engines to give me some more options. There's no modeller on the team doing all the models myself :)
Good points! These are the old counters I have copied from another level of mine (concrete interior). The new counters are metallic. :) UV maps can't be changed by the way.
Nice models! Love the super Overlord :P
Thanks for offering to help out! I'll definitely add you to the credits/main page!
Well luckily time is on our side with at least six months until I need anything final and/or beta. A sound list would indeed be helpful, maybe a file we can both edit and add to? There's no real need to own the game as I can upload alpha stage gameplay videos of the levels (privately). But of course it would be helpful if you could actually play through the levels yourself.
It'd be quite awesome if you were willing to create new sounds for the game, but I'd be very happy to start with any effects you've already got. Right now I have zero to none of my own. :P
I will definitely be needing a general zombie horde effect first. Singular zombie effects will be useful but I've been trying to find audio for larger groups as well, both distant and nearby. If you could somehow come up with a unique (almost ambient) effect that'd be awesome!
I'll be sharing some more stuff over the next couple of days which should give you a better idea how the audio will be implemented.
Also I'll send you the basic synopsis/themes I will incorporate into the mod as a source of inspiration. But the videos online already should give you a good idea.
Hello miss! If you'd like to coop on Z-DAY I'd love to have you on the team! (The team being me.) Sounds like you've already got some zombie sound effects ready for use. :P Do note the soundtrack will merely be 'background' audio, as Far Cry 3 does not allow for modified sound effects. Obviously in all the promotional videos it's synced up but ingame the audio is applied to roughly line up with the action. Hope that doesnt disappoint you ;)
I'm guessing you'll be adding good old AK-74 and/or AK-47 as black market type weapons? Perhaps even some more exotic south african weapons? just thinking out loud
edit sorry hadnt read everything :P
By the way also nice work on seperating these parts. Those church windows and the tower will come in handy!
Ok, well i didnt really expect it would work :P Nice work on the weapons! :) I'd love to use those in Zday. By the way I downloaded the mod but it seems to have no effect in the map editor. Could it be your mod doesnt work with the editor mod by razorfinnish: Forums.ubi.com
Check out the first seven minutes of gameplay!
This is very much what the final product will look, sound and play like. I'm using a mod created by razorfinnish which, among other things, allows the use of functioning doors.