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Comment History  (0 - 30 of 1,559)
pvcf
pvcf 11hours 5mins ago says:

great screenshot :) maybe some additional snow particle falling would be great :D

+2 votes   media: Snow... where are you?
pvcf
pvcf Dec 18 2014, 10:36pm says:

shadows at ultra, kill my sys totally :D

+2 votes   media: fab5
pvcf
pvcf Dec 18 2014, 10:32pm says:

it seems its also very well playable and good lookin in third person mode, i wonder if anyone will really play with that ?

+2 votes   media: fab4
pvcf
pvcf Dec 18 2014, 10:29pm says:

testing additive wound decals on player. you see player pierced by enemy bullets :D (yes, godmode ^^ )

+2 votes   media: fab3
pvcf
pvcf Dec 17 2014, 9:09pm says:

tracking :D

+1 vote   mod: Operation: SALVAGE
pvcf
pvcf Dec 17 2014, 8:24am says:

very nice video and very nice screenshot!

+4 votes   media: LADC
pvcf
pvcf Dec 17 2014, 8:13am replied:

thank you Marek33 :)

+2 votes   media: fabrik multi
pvcf
pvcf Dec 16 2014, 7:19am replied:

you know the last 10% are the hardest 90% :D just kidding: even if the majority mapdesign is done, all the micro, props, interactivity-stuff have to be placed and connected. the plan is not to have a nice map, the plan is to have map which is really worth to play again and again and again, so i try to get into the detail (of cost of editing time)

+3 votes   media: fabrik multi
pvcf
pvcf Dec 16 2014, 5:31am says:

developing more and more the fabrik area, also i finally created a new asphalt mega texture, because all the asphalt textures availible doesnt looke good enough. now i can paint simply endless nice looking high detailed cracked asphalt street texture just direct into the map :D
the asphalt xcf texture is 160mb in size and have 4096x4096 resolution, in the map i use currently a downsized one (2048x2048 and compressed) which still looks ok (compare with the older fabrik screenshot). spended also the last 4 days in 3DSMAX and created new objects to fill the fabrik area, its going slow and painfull but it start looking intresging (player need something to explore :D )

screenshots taken with setted all ultrahigh (which beats my machine :D )

+2 votes   media: fabrik multi
pvcf
pvcf Dec 13 2014, 12:02am says:

for those who intrested in:
go quick in the fabrik video and search in the thread below for a new additionally mapweapon video link :)
will be deleted in 2 days, so hurry up if you intrested in :)

+2 votes   mod: FarCry Operation Clearing
pvcf
pvcf Dec 12 2014, 11:40pm replied:

map picture is deleted by me, spoil to much :D
this is a video which shows how the "mapweapon" works ingame:that is how mapweapon looks and works ingame...
www.reflex-studio.com/clearing/video/opcl_mapdemo.avi 100mb
video will be deleted in few days

+2 votes   media: fabrik
pvcf
pvcf Dec 12 2014, 5:19pm replied:

not bad not bad :D
the wooden destructible house is left below the observatory.
in the middle of the map is the big camp where the first destructable videos came from (with the concrete structures), and thats the point where mapping has started for that map, nothing (!) from all around was planned to do :D
i never knowed that i have so much free place in south west below "yantar" (radarstation), i always was thinking i'm on edge of the map, but seeing that gives me the require to add some more intresting places :D same for northwest ^^ place for a new island :D

+1 vote   media: map desertbase
pvcf
pvcf Dec 11 2014, 9:09pm says:

playground :D note that i zoommed out the buildings (mostly factor 2 and more), so they can be seen on that mapview. in this picture it looks like you can easy run from one spot to another within seconds, that is not really thrue :D

+2 votes   media: map desertbase
pvcf
pvcf Dec 11 2014, 4:12pm says:

the actual map derstbase, the Fabrik is the grey area where also the black square is. the bridge connects the small island, the chicken area (video posted) is at the end of the river on the middle grey-green canyon. yantar is the brown street structure on the moutain, uh, so bad that i can't export the buildings as map. hmmm, will see. would be so nice to have such a map ingame with "fog of war" and buildings / structures in it.

+1 vote   media: desertbase map
pvcf
pvcf Dec 11 2014, 3:57pm replied:

i needed something which show that the sniper weapon have now a real bullet which have correct ballistics and loosing impact power by big range.
in vanilla farcry sniper weapon is a insteant death real without real bullet. bow and crossbow weapon show it much more, you have really to aim some centimeter or meter above :)

+2 votes   media: fabrik
pvcf
pvcf Dec 11 2014, 1:58pm replied:

yeah, this shows the sniper bullet cam, on hit the game runs for 1-2 seconds on slow motion, then you see the weapon falls from his hand. in original farcry, the drop wpn package is simply spawned on death body pos.
i attach it to the hand and after 1 second the dying enemy release it. its very good viewable in this slowmo, but it looks better for custom dying enemies without slowmo.

+2 votes   media: fabrik
pvcf
pvcf Dec 11 2014, 9:19am replied:

thank you, and its not a own map, this is only a part of the map i show the last time: desertbase. the video with the chicken and two times destroyable entities is the same map.

+2 votes   media: fabrik
pvcf
pvcf Dec 10 2014, 11:41pm says:

download video in better quali:
www.reflex-studio.com/clearing/video/opcl_fabrik.avi
video will be deleted in few days.
just a short test of some things
-rucksack +expanding wpn slots
-third person gameplay + cam handling
-new area
-character chooser in desertbase map

recordet at ultrahigh settings (but not shadow), my 6 year old system is to slow to record, so sorry for bad fps.
sound+music is layed over in the video, soundspots are not setted up for those brand new area, took 2 days in 3dsmax :)needed a break from some technically things i messed around the last week.

+2 votes   media: fabrik
pvcf
pvcf Dec 9 2014, 3:24pm replied:

thank you :)

+1 vote   media: lonel base valley
pvcf
pvcf Dec 8 2014, 11:10am replied:

i did not understand the question completely, but its not type of episodic like story-tiled release, its more a "i wanna finally release something" so i decided to release single maps as standalone mod which will be expanded from time to time with new maps, but the mod stays then the same. this maps will be "desertcamp" , "pripyat" and the biggest one, "devkiddemo", then after that the whole opcl itself will follow as one _update_ with a story based ~6 maps game. every map is a exploration map, but the basic idea behind is that you can play those maps in the final opcl mad as single story based contract missions which you start in the big city map in opcl (this map is mostly a GTA clone) :)

+2 votes   mod: FarCry Operation Clearing
pvcf
pvcf Dec 8 2014, 11:06am replied:

i think slowing down the game would be better than slowing down the car, even if i'm not sure that i understand the difference.
its surely thrue that you are too familiar with the speeds because you know every single bit ;)

dont know about offtopic thread at crymod, but why not ? :)

+1 vote   media: Razor Sharp - First video preview
pvcf
pvcf Dec 6 2014, 8:02pm says:

very good, love the athmosphere and ambience. is this all destroyable?

+2 votes   media: In the lion's den
pvcf
pvcf Dec 6 2014, 8:01pm says:

the driving and shooting looks to fast for me, maybe you can do it adjustable?

+1 vote   media: Razor Sharp - First video preview
pvcf
pvcf Dec 6 2014, 8:00pm replied:

thank you too, Marek33 :)

+2 votes   article: Progress :)
pvcf
pvcf Dec 6 2014, 7:59pm replied:

thank you :)

+2 votes   article: Progress :)
pvcf
pvcf Dec 6 2014, 7:59pm says:

because of the new message log i decided to overwork three tagpoint-missions, they will change in "search in near of a ... a ... ". this was ofcourse impossible to use with the 4 seconds message texts on screen in original farcry.
so i have written today small new textpatterns which will be hopefully recordet tomorrow, so some parts of missionstructure turns even more into RPG direction. its much more satisfactioning to insert puzzles into the text / story knowing everyone can read and translate it in patience.

have wasted today a whole coding day to find and eleminate a bug with my footstep and tireskid decal routines. after a certain amount is reached, i delete the old ones and spawn new. but the build in command in farcry to delete cgf's can simply cause a crash to desktop if its called to often after eachother. this is ofcourse not accectable but the bug occoured yesterday the first time as i have had done intensive memory leak testings with a new vehicle . such unexpected things cause always delay in developing, I'm sorry fir that but atleast i would like to deliver some working stuff, not "almost" working ^^

+2 votes   article: Progress :)
pvcf
pvcf Dec 6 2014, 7:04am says:

great! yeah its difficult to work with different voiceactors who do it for free, i hope you get all takes together in time.

+1 vote   article: Update #7: Short status update!
pvcf
pvcf Dec 6 2014, 7:02am says:

wow, what a amazing work! is this all realtime speed or speeded up for the video? it feels very fast ?

+1 vote   media: Razor Sharp - First video preview
pvcf
pvcf Dec 2 2014, 7:24am replied:

thank you :)

+2 votes   mod: FarCry Operation Clearing
pvcf
pvcf Nov 29 2014, 7:37pm replied:

dunia have a complete own lua front end and interpreter, they got "only" the renderer and editor sdk and not the game front end we have. but its ofcourse possible in farcry to do it, i also know how it theoretically works but i does not have the knowledge how to implement it -.-

+2 votes   media: truck2
pvcf
pvcf Nov 29 2014, 7:38am replied:

unfortunately not possible, without wpn its then standart farcry1 behaviour in first perspective view: nothing... i never got any ideas i have had to work properly ;(

+2 votes   media: truck2
pvcf
pvcf Nov 28 2014, 5:34pm replied:

before entering the vehicle you can press a wpnslot which does not have a wpn to get hands or select a non existent wpnslot, that also will give hands. but driving a forclift with dual uzi is so epic for example, ... its a MUST try :D
at other hands 90% of vehicles in opcl have forbidden wpnsswitch on.

+2 votes   media: truck2
pvcf
pvcf Nov 28 2014, 3:39pm replied:

thank you :) yeah, got finally some life in this machine :D if you look very close you can see on front not only the heat exhaust from engine, also you can see black small smoke coming from tires, happens if you give to fast too much power and the tires "block", it was made for the race port of devkid but i unlocked it also for normal FPS games, because its just "nice".
about the weapons: there is always a big discussion about, usually i dislike wpns in vehicles, but every vehicle have a switch where i can allow it or not, mostly its only allowed in "open" vehicles, like this truck which does not have windows.
but even without wpns you won't have hands in first person view, i never figured out how to do it properly -.-

+3 votes   media: truck2
pvcf
pvcf Nov 24 2014, 3:42pm replied:

as mission objective ... ?

+1 vote   media: janzus chickens :D
pvcf
pvcf Nov 20 2014, 11:25pm replied:

great!! i can't wait, hope you have enough time for mapping!

+1 vote   media: natset4_1
pvcf
pvcf Nov 20 2014, 4:33am replied:

it would be horrible if you would do the same stuff like i ^^ atleast thats the point why i learned this stlye: i like to play mods who look different, and thats why i wait for your mod(s), because they look and feel totally different to mine ^^ and your old natural shots from ET forced me (together with didjays fc2010 and spiders halfrobot) to work even more on my natural mappingskills.

+1 vote   media: natset4_1
pvcf
pvcf Nov 19 2014, 8:10am replied:

yeah, thank you :)

+1 vote   media: natset4_1
pvcf
pvcf Nov 12 2014, 6:28pm replied:

thank you very much modsuki:)

+1 vote   media: generic nature2
pvcf
pvcf Nov 5 2014, 12:14am replied:

@Guest
thank you for your interest, but not this month ;( i have no time, please come back later.

+2 votes   media: bridge sniper spot
pvcf
pvcf Nov 4 2014, 6:32pm replied:

since yesterday i'm also not anymore sure about letting that feature active, it would kill the flashlight-gameplay element with collectable batteries and the whole night stealth gameplay with destroyable lamps, electrification and some more, because player will simply fast forward night because at night its much harder than on day. unfortunately i dont have the possibility to start a poll here, so this thread here was my try finding out what you all are thinking about :) again thanx for your nice contributions! its very helpfull!

+2 votes   media: mountains
pvcf
pvcf Nov 4 2014, 4:26pm replied:

yes, but only if i have the final decission how to reinforce. the heli reinforce also would dissallow the free choosbale time-fast forward, because helireinforce would need a timebased setting (if not two times a day then after player attack a camp, then, after first death guard, a timer must be started, which triggers after a certain time the reinforce helicopter. i dont know what how the world would interact if press player new dayfastforward, its all a little bit complicated, to much variables-.- )

+2 votes   media: mountains
pvcf
pvcf Nov 4 2014, 1:52pm replied:

agree to that ! i plan to use the russian Mi17 which i have shown here as video on first june this year, www.reflex-studio.com/clearing/video/opcl_mi17_gunship.avi

+2 votes   media: mountains
pvcf
pvcf Nov 4 2014, 1:48pm replied:

island is still in process. there are some things about water i have to explain: a good looking water is made with bumpmaps, and bumpmaps need a light reflection to occour, and the light reflection is hardlocked for watershaders for crytec sun. i also have made a little failure in terraindesign and use the ocean water also inside the terrain for lakes, so high waves are not possible, which also are the source for a good bump reflection. i also know that you have very nice watershaders, but this map was never designed to see water or let player interact with ocean, the bridge and island was added very late and lake-problem was already there. the waterfog have also fullfill some other conditions which are caused by the lake problem. i already tried different watershaders and they dont work with all conditions i need for this map (lake problem vs waves vs bumpmap vs sunreflection). so you can be sure that i always know what i do and have often specific reasons why i do it like its be.

+2 votes   media: bridge sniper spot
pvcf
pvcf Nov 3 2014, 11:32pm replied:

hmm, but a plane needs long runway and heavy animations for leaving the planes and go to the camp :/ (and the map is already finished and the airport is only for helicopters, short runway :/ )

+2 votes   media: mountains
pvcf
pvcf Nov 3 2014, 11:51am replied:

the clouds (if you mean that with fog) react to day night cycle, the clouds are volumetric particle clouds and they need some time to adapt the correct color, so it sometimes it looks like that.
the watershader: if you mean sunlight reflecting watershader: i dont have crytecs mounted sun, and all watershaders are hardcoded to crytecs sun. i have a own sun and not the knowledge to recodet the shader -.-

+2 votes   media: bridge sniper spot
pvcf
pvcf Nov 2 2014, 6:07pm replied:

the rope reinforce is original farcry style :D

+2 votes   media: mountains
pvcf
pvcf Nov 1 2014, 6:28pm replied:

you mean the rope-reinforcement from farcry ?

+2 votes   media: mountains
pvcf
pvcf Nov 1 2014, 2:42pm replied:

i like both methods, but distance-reinforce system and truck/heli reinforce can't be together, we have to choose one system.

truck/heli would be timebased, its more intresting for player so he have to observe the camp and is forced to clean up a camp BEFORE reinforcements come in and maybe can also place explosive mines on road to interrupt the reinforcement one time.

distance reinforcement: its already working and i have to set up only a trigger --> minimum work for me.

+2 votes   media: mountains
pvcf
pvcf Oct 30 2014, 5:16pm replied:

exactly, the decission is also now like that: i leave in activated the day fast forward key, so you can, like in the bridge / moon video, just fast forward the time, with cost of food and finally, if jack is hungry, you have to pay with health. in simulation mode also health affect walking speed, but you can carry more weight, but more weight also affect walking speed, so i hope its always a very, very hard decission and its possible better to try some situations with different ideas (equipement, daytimes). atleast thats the core idea: make opcl not a game which is boring after you have played it one time, because its everytime complete different (it already is, i test it every day :D )

+2 votes   media: dusty sunset
pvcf
pvcf Oct 30 2014, 2:32pm replied:

yes :) but it affects also heavy the gameplay, so its a bit difficulty to set up every spot for all circumstances so its not unfair or to easy for player.

+2 votes   media: dusty sunset
pvcf
pvcf Oct 30 2014, 11:33am replied:

thank you 8) to be honestly it was /is not set up like that, its a random thing when sunset + clouds + fog + tiredust comes together. but this is the best thing, the game looks on every hour and spot different.

+2 votes   media: dusty sunset
pvcf
pvcf Oct 30 2014, 11:29am replied:

the rocks are the rocks i have gotten from you a year ago as obj files i think, i send them back to you rigged as max and cgf as i remember. the wall is very simpel done and set up like lego bricks, but thanks :) was first done as damn wall but it also worked as cover wall for infrastructure. i use it also with white bricks on the metal bridge.

+1 vote   media: collage
pvcf
pvcf Oct 30 2014, 11:26am replied:

yeah, Vikoms idea :)

+2 votes   media: climbable hanging plants
pvcf
pvcf Oct 28 2014, 12:36pm replied:

thank you! ahm currently not, but its a good idea, thank you! will make them climbable! is exact that what "interactivity with world" should be, thank you for the hint!

+3 votes   media: moontest
pvcf
pvcf Oct 27 2014, 9:51am says:

nice work, didjay :)

+3 votes   media: Far Cry 2010 Chapter 2 mod v0.17.02
pvcf
pvcf Oct 21 2014, 9:25am replied:

sorry, i dont have this gun from FC3 ;(
and definitiv no release in next 2 weeks. i spended yesterday 3 hours for the first 2 missions and this map will have ~30 or more missions, together with my timebudget i have actually you can simply calculate: it will need much longer -.-

+1 vote   media: radar
pvcf
pvcf Oct 18 2014, 12:24am says:

would like to take a bath :)

+1 vote   media: Screenshot
pvcf
pvcf Oct 17 2014, 1:08am replied:

thank you :)

+1 vote   media: eight million polycount
pvcf
pvcf Oct 5 2014, 7:13pm says:

nice action! water shader is really epic!

+2 votes   media: FAR CRY RETURN LITTLE SHOWING
pvcf
pvcf Sep 29 2014, 7:45pm replied:

thank you for your positive comments and that nice request :)

+2 votes   article: Destroyable camp demo 3
pvcf
pvcf Sep 28 2014, 3:04pm says:

Jerikho found a bug which affects non turret vehicles on blow up which was caused by my as i inserted the turret removal on blow up event.
in vehiclecommon.lua

function VC:BlowUpClient()

self:SwitchLight(0); -- switch off attached lights
self:OnRemoveTurret(); --pvcf

replace the --pvcf marked line with that complete thing:

if self.Properties.Clearing and self.Properties.Clearing.object_ModelTankTurret and self.Properties.Clearing.object_ModelTankTurret ~= "" then
self:OnRemoveTurret(); --pvcf
end

(or reload the tank mod, its now fixed inside)

+1 vote   media: tank mini mod
pvcf
pvcf Sep 28 2014, 12:40pm replied:

thank you too Marek33 :)

+2 votes   media: wooden support3
pvcf
pvcf Sep 12 2014, 4:16pm replied:

i'm working hard :D

+2 votes   media: lake finished
pvcf
pvcf Sep 9 2014, 1:20pm replied:

its forbidden to use crysis stuff in farcry. Crytek have had big beef with UBIsoft because of Farcry ^^
now Crytek seems even to forbid CE3 users to use Assets from Crytek games.

+1 vote   article: Weapon show
pvcf
pvcf Sep 8 2014, 8:14am replied:

thank you Didjay for the compliment !

+1 vote   media: mansion peek preview
pvcf
pvcf Sep 6 2014, 5:11pm replied:

uuuuh, THAT sounds nice :D
imagine the moment when the truck stops at the gate and you can hear the conversation from guards :D

really, this is currently my favorit :)

+3 votes   media: short test
pvcf
pvcf Sep 4 2014, 4:30pm replied:

i have the routines working for "be enemy if player holds a gun" and i also have the guard switch, "be enemy if player enters area", i really should use those both ones, i currently dont know if ican use both together, but will see.
thank you for that nice response! please more of that! i also think currently about let the gate closed all day until twice a day a truck drives in to the camp, so player could try to pass that time or caprure that truck.

+2 votes   media: short test
pvcf
pvcf Aug 29 2014, 8:25am says:

nice light settings!

+2 votes   media: New lab )
pvcf
pvcf Aug 27 2014, 9:15pm replied:

ok, officers barrack !

+2 votes   media: barracks stuff out1
pvcf
pvcf Aug 25 2014, 11:10am says:

looks very good but the sand looks purple on my TFT.

+1 vote   media: New water shader by CryTop
pvcf
pvcf Aug 25 2014, 9:40am replied:

thank you very much :) yeah, interactivity with environment is extreme important for immersion. the mainproblem is, if you have played ONE time one of the devkid/opcl levels, you realize very hard in other games where this is NOT possible. atleast i'm that guy who will press every button on a console in a game and expect something :)
i have composed the soundtrack especially with IGI in mind, gratulation! IGI was and is a reference for infiltration gameplay in OPCL.

+2 votes   media: dbase shadow, toilets, ambiensounds, ai talk
pvcf
pvcf Aug 14 2014, 9:14am replied:

nothing to do in that emptiness, but booze helps :D

+2 votes   media: LOD problem
pvcf
pvcf Aug 11 2014, 3:46pm replied:

i have to mention that i also scaled down in range all other weapons. in farcy it was possible to clean up all enemy camps with m4 single shot at a big distance. such gameplay is in opcl not possible anymore.

+2 votes   media: higher mountains2
pvcf
pvcf Aug 6 2014, 11:48pm says:

with 800 or 1000 you could clean up a whole map without getting in touch with a single enemy, the same for enemies who would kill you instantly like in so many farcry mods. i have done a lot of testings with ranges, ballistics and bullet power so i came to this value.
the goal for the whole game is CLOSE COMBAT or CLOSE STEALTH, sniping is allowed, much better than in farcry (because i have bullet and slowmo kill cam ^^), but its not the level clean up weapon which it should be if we compare it with realistic weapon behaviour.

+2 votes   media: higher mountains2
pvcf
pvcf Jun 30 2014, 9:07am says:

thank you janzu! @vikom, the link is now working, thank you for reporting!

+2 votes   media: puddle
pvcf
pvcf Jun 28 2014, 4:38pm says:

damn that ambient light is just breathtaking! very nice work! what about the newspaper? are they solid or did u make them really like paper (1 kg mass or something lika that ? i dont know exactly all possibilities of CE2 )

+1 vote   media: Leveldesign
pvcf
pvcf Jun 26 2014, 8:48pm says:

very nice natural ambience!

+1 vote   media: Subtitles.
pvcf
pvcf Jun 22 2014, 3:38pm replied:

but i have no really time for that -.-

+2 votes   media: devkid simple entities
pvcf
pvcf Jun 21 2014, 3:40pm replied:

yesterday i inserted in the simple entity collusion routine a second (*) vehicle and a speed detection, so i can call from there also the on damage routine.
now its possible to throw this trashcan and ,if its hard enough on impact, it crashes in pieces. before that i asked "only" for weapon or melee hits from players.
now the simple entities can interact with other simple entities: throwing a trashcan from hhhigher position and hit with it another trashcan, its now possible that both trashcans broke.
a vehicle can move the trashcan and at higher speeds ofcours break them.
the equipement spawner (a broken trashcan can spawn what ever the mapper like), is now combined with a chance generator. if the mapper insert there a 10% chance you have only 10% chance to get a collectable goodie.
its very nice for looting items without spamming the game with to much equipement/ammo/health/whatever and even the mapper does not know at WHICH breakable simple entity comes out a goodie. so its now not only pure fun to destroy environment, it also makes fun to search in the pieces for pickups

(*) i have also a "first" one, which take care about the "mounted" state of a simple entity in devkid:
if a simply entity is "mounted", its not moveable or breakable unless a predefined impact event (vehicle at higher speed for example), unmount it.
now its not only possible to create a wooden hut which is solid for player, but can be demontaged with a vehicle, its now also possible to let break all the wooden planks in pieces by that operation.

would be fun to create a little minimap with such buildings which player now can totally destroy like in crysis.

+2 votes   media: devkid simple entities
pvcf
pvcf May 31 2014, 7:41pm replied:

thank you too vikom!

+1 vote   media: small natural peek
pvcf
pvcf May 28 2014, 3:39pm says:

wtf !! blown away!

+2 votes   media: Progress - 75%
pvcf
pvcf May 25 2014, 2:20pm replied:

thank you for respond!
can you tell me the time in video? its actually like that: the anomalie catch the nearest victim, rotates him for 1-2 seconds inside and then shredders him.
have watched it and it seems all ok for me, there was only a hard kill strike as 4 mercs runned inside ?

+2 votes   media: greetings from the zone
pvcf
pvcf May 25 2014, 7:16am replied:

thank you! please report the bugs!

+2 votes   media: greetings from the zone
pvcf
pvcf May 23 2014, 12:24pm replied:

you are welcome dinnerblaster1 :D

+1 vote   media: labratory
pvcf
pvcf May 3 2014, 10:55pm replied:

the credit for textures must go to original stalker! but thank you for the compliment :)

+1 vote   media: salesman
pvcf
pvcf May 2 2014, 10:50am replied:

hehe, thank you! but i never liked doom3 gameplay very much because of the spawning enemies in players back or in already "cleaned" rooms and areas.

+1 vote   media: corridor demonstration
pvcf
pvcf Apr 29 2014, 5:57pm replied:

thank you very much :)

+2 votes   media: corridor demonstration
pvcf
pvcf Apr 29 2014, 2:38pm says:

very nice ! (especially without the cornipheres :D )
i also love the wpn and the arms, clothes and hands! very nice!

+1 vote   media: Swamps - In game
pvcf
pvcf Apr 29 2014, 2:20pm replied:

yes, but i'm not sure if they even so empty in original s.t.a.l.k.e.r. , however, i try to fill all indoor areas with intresting stuff :)

+1 vote   media: corridor demonstration
pvcf
pvcf Apr 22 2014, 10:58am says:

thank you, thats it how you will start.

+2 votes   media: weather
pvcf
pvcf Apr 12 2014, 4:23pm replied:

no worries, its only on screenshots strange, it feels total right ingame, you never see them so static.

+2 votes   media: pripyat
pvcf
pvcf Apr 10 2014, 7:36pm says:

woooooooooow, that looks so great! i just love the buildings in background!

+2 votes   media: Limansk #1
pvcf
pvcf Apr 2 2014, 10:36am replied:

thank you! but its not finished yet, it will be look better with more interiour !

+1 vote   media: pripyat at night with guests
pvcf
pvcf Mar 27 2014, 4:51pm says:

is that a heathaze effect behind?

+2 votes   media: NEYA - 7: Title
pvcf
pvcf Mar 21 2014, 4:21pm replied:

lightmap is a baked shadowmap, no dynamic shadows from swinging leaves/trees and from moving sun, so i use no lightmaps.
but you can turn on/off shadow everytime with F9, was designed as testing key but everybody use it.
will see, currently the trees are brushes (not vegetation), i will convert them to simple entities, maybe my entity distance hider will take effect. i test this tonight.

+1 vote   media: rnd
pvcf
pvcf Mar 19 2014, 12:37pm says:

have currently a big mess with those shadows ^^ they decrease the framerate to 50% -.-

+2 votes   media: activated shadows on buildings
pvcf
pvcf Mar 16 2014, 1:39pm replied:

its only that map in stalker style and i'm not sure if i insert anomalies.

+2 votes   media: pripyat
pvcf
pvcf Mar 15 2014, 4:12pm says:

download in high quality as avi:
www.reflex-studio.com/clearing/video/pripyat.avi
i think i nearly removed all problematic cgf's

+1 vote   media: pripyat
pvcf
pvcf Mar 7 2014, 6:31am replied:

thank you 8) yes, this works overall on the game, if needed money is > 0. the "buy false item" bug is still there, i can't control which collusion box is active, so you see (in movie) i have to place the items with a big amount of space inbetween.

police system is finished and full working XD

+1 vote   media: videothumps
pvcf
pvcf Feb 28 2014, 9:31pm replied:

thank you!

+1 vote   media: m60 test
pvcf
pvcf Feb 26 2014, 1:48pm replied:

thank you too, Marek33 :D

+2 votes   media: missionscreenpreparing
pvcf
pvcf Feb 19 2014, 10:16am replied:

thank you :)

+2 votes   media: opcl_roadbarrier wip
pvcf
pvcf Feb 16 2014, 2:01pm says:

boah, i can't believe what you have done here! that scene kicks totally ***!

+3 votes   media: Scr Update #16
pvcf
pvcf Feb 14 2014, 3:06pm says:

two small trees have no alpha channel in texture.

+2 votes   media: Scr Update #14
pvcf
pvcf Feb 8 2014, 5:46pm replied:

i could release immediately a beta but would you download 4gb data for 40-60min playtime ? and this would be only one mission on a map with about 20 missions + submissions.
it would be not so good, i have to finish some things first. please wait for the next real news, and you will see why XD

+2 votes   media: inner side of the moon
pvcf
pvcf Jan 18 2014, 5:07pm replied:

no, thats why i asked for the anomaly!

+1 vote   media: Daily gallery update #1
pvcf
pvcf Jan 18 2014, 7:46am says:

the spooky tree on the left side doesnt fit the setting, beside that, i like that scenery very much :) traktor drivable ?

+1 vote   media: Return to the main.
pvcf
pvcf Jan 18 2014, 7:42am says:

woooooow, they are epic ! can you tell something about? polycount? full rigged ? how long did that take ?

+1 vote   media: Return to the main.
pvcf
pvcf Jan 18 2014, 7:40am says:

i'm curious about the style of the trees, they normally dont fit into a city ambience. is that a result of a anomaly ?

0 votes   media: Daily gallery update #1
pvcf
pvcf Jan 12 2014, 4:41pm says:

wow, looks funny, how did u have made that?

+1 vote   media: OMG :D
pvcf
pvcf Jan 12 2014, 4:40pm says:

something is missing, maybe animals ?

+1 vote   media: New screens, and return to work :)
pvcf
pvcf Jan 9 2014, 12:45am says:

during running the upper body part just should bend down forward, (think about the physics/mass)

+2 votes   media: Halo reach Grunt animation showcase Beta 1.0
pvcf
pvcf Dec 15 2013, 3:08am says:

okay, seems that is liked by the comunity, thanks for taking part / voting :)
i will implement that feature. the best way would be to show that with a little ingame sequence, will see what is possible without going crazy by doing such things (its only a submission, like deliver pizza or rob a bank XD)

+2 votes   media: camp
pvcf
pvcf Nov 30 2013, 5:49pm says:

ok, three votes for police XD plus angry civillians XD

+2 votes   media: village2
pvcf
pvcf Oct 15 2013, 11:29am replied:

yes, bumpmaps (and maybe normalmaps) are the best invention after the 3D engine invention, i think. all the depth of field or modtion blure or such things are NOTHING against bumpmaps. sometimes i have the feeling that the texture is also only 20% and the bumpamp 80% of the environment.

+3 votes   media: so cold
pvcf
pvcf Oct 9 2013, 5:41pm replied:

ofcourse i cant get paid for models which was provided by the helpers and co workers of opcl or which i found as 3ds max filees in the internet! thats why this mod wont get be sold, its for free for use and everyone can use what i have done XD
btw none of the videos provided yet shows the real gameplay, because that will extremely depend on your players character and his values, difficulty level and playingstyle. also i would spoil story related things. so wait until you can play it actually byself, i swear you will be blowed away XD
i have played opcl or some parts THOUSEND times and i cant stop it! and i cant play standart farcry anymore ^^
in Counterstrike (which i actually play) i always try to pick up barrels and throw them in de_dust in the tunel XD or i try to destroy dropped weapons by shooting them in pieces (its all possible in OPCL) :)

+1 vote   media: village at night_simulation mode
pvcf
pvcf Sep 5 2013, 4:14pm replied:

thank you Vikom :)

+2 votes   media: RPG system full finished and working
pvcf
pvcf Aug 29 2013, 9:08pm replied:

yeah, nice link, thx vikom XD

+2 votes   media: Funny Easter egg ( party hard XD)
pvcf
pvcf Aug 28 2013, 8:50am replied:

thank you vikom! stuntpark ...? find it out, the map have much things to explore beside the storyline and mainmission XD

+1 vote   media: augustbailout2
pvcf
pvcf Aug 13 2013, 4:45pm says:

haha, much fun XD i know its a hell to detect if enemy have seen player without modding XD

+1 vote   media: FC:UB gameplay
pvcf
pvcf Aug 4 2013, 8:58pm says:

very very nice 8) saw this video today and i'm very impressed, janzu!

+1 vote   media: Halo reach Sabre, and some random stuff.
pvcf
pvcf Aug 4 2013, 4:57pm replied:

a FPshooter called "i goin in". IGI and IGI2 was released back in time. it was a stealth shooter with cameras, very very intensive athmosphere.

+1 vote   media: msi afterburner recordingtest
pvcf
pvcf Jul 26 2013, 3:30pm says:

it have similar things, but it have more to do with GTA5 , FarCry, Farcry2, farcry3 and IGI and IGI2.
its a mixture of all that elements which i like most.

+1 vote   media: msi afterburner recordingtest
pvcf
pvcf Jul 16 2013, 8:07pm replied:

positive support in comments is very helpfull for mapping XD
so thank you again XD

+1 vote   media: the biker
pvcf
pvcf Jul 14 2013, 10:47am replied:

@haawok and @vikom
thank you both very much for your positive response !

+2 votes   media: the biker
pvcf
pvcf Jul 12 2013, 9:34am says:

thank you very much, vikom!

+1 vote   media: natural
pvcf
pvcf Jul 4 2013, 9:08am says:

yeah i try to find the bug why on very very big maps onsome places the FPS breaks down to the 60% of the possible value if you dont move and to 10% if you shoot :( thats why i started to insert routines which can switch off very big patterns of the core code XD
but currently i only have found a 10%-50% boost which depends on amount of active light sources (32,32,94 in city XD )

+1 vote   media: work folder screenshot bailout
pvcf
pvcf Jun 28 2013, 9:15am says:

thats exactly the point! and i hope that motivates the pack creators to do some more stuff or atleast it shows them (Buba and Tnllg in that case) that there is a usage for !

+1 vote   media: area finished
pvcf
pvcf Jun 27 2013, 11:43pm says:

thank you semimono :)

+1 vote   media: burned (destroyed) supply
pvcf
pvcf Jun 22 2013, 11:52am says:

argh i meant "no toilet WITHOUT ..." all those stuff.

+2 votes   media: The importance of being informed
pvcf
pvcf Jun 19 2013, 7:08am says:

thank you very much didjay :)

+1 vote   media: engine developement
pvcf
pvcf Jun 15 2013, 8:44pm says:

cmon, are you kidding ? i do opcl mostly alone since 5 years. and you are two guys ... ^^

-2 votes   article: Sad news...
pvcf
pvcf May 12 2013, 3:01pm says:

Material editor. Diffuse color;)

+1 vote   media: Amazing trailer
pvcf
pvcf Apr 30 2013, 7:03pm replied:

You see your work is highly welcome and hopefully properly used :)

+1 vote   media: slomo
pvcf
pvcf Apr 29 2013, 5:56pm says:

Will that be sp or mp ?
Death areas are not my taste but you should give a warning to the player first! Did u really have tested the mp modus? I cannot give garanties if my code is working flawless in mp environment, i never have checked it m

+1 vote   article: *Yaaaawn* Hello!
pvcf
pvcf Apr 7 2013, 6:14pm replied:

Did u mean the daynight fastforward? Press u in the latest update. But wait for mext release. Its now a little bit userfriendly and some new nice triggers are finished.:-D have just to finish the demomap:-D

+1 vote   media: shadows
pvcf
pvcf Apr 6 2013, 7:53pm says:

Ok , have checked it. The broken shadow seems also to be history :-D

+2 votes   media: shadows
pvcf
pvcf Mar 24 2013, 10:09pm says:

Wow, looks like a good and intense leveldesign! Keep that up!

+1 vote   media: 4th Level
pvcf
pvcf Feb 10 2013, 9:26am replied:

will do!

+1 vote   media: warehouse
pvcf
pvcf Jan 14 2013, 12:11pm replied:

will have flying blimps, aircrafts and maybe some single blinking stars too, its all wip. i try to get the sky alive!

+1 vote   media: city at night
pvcf
pvcf Jan 13 2013, 7:26pm says:

which animations are displaced? for me its looking just epic!!
did u solved the explosed vehicle-tile bug ? i still have it :(

+1 vote   media: New rocket launcher, and sniper rifle
pvcf
pvcf Jan 9 2013, 11:03am replied:

thank you Vikom!

+1 vote   media: opcl vehicles and radiostations
pvcf
pvcf Jan 5 2013, 8:50pm says:

7z file with plain modstructure to copy them by own hand.

+1 vote   article: Update
pvcf
pvcf Dec 18 2012, 9:04pm says:

wooooooooooooooooooooow! keep that up!

+3 votes   media: Reload Map Pack (Random)
pvcf
pvcf Dec 7 2012, 9:40am says:

added the rpg fitness system to the weight limitroutine. that means after some time with trained fitness you can carry more kg (there are 10 fitness training levels so its now possible to train your character even in "tourist" difficulty mode to carry heavy load XD
(if i allow rpgfitness in touristmode...)

+1 vote   media: opcl level snow inside camp
pvcf
pvcf Nov 27 2012, 5:01pm says:

yes, its defined in each material, pls look in scripts/materials/mat.materialname and search for friction.
for some unknown reasons cryengine change the global friction scale in every level, so you can adjust it also in ClearingWorldTrigger (globalfriction scale) in each level. so, for a racing game you can adjust Oil patches on street or whater lages which all changes the driving abilities by touching it for each wheel.

+1 vote   media: opcl_lvl_snow_collage
pvcf
pvcf Oct 17 2012, 10:01pm says:

keep up the good work, 39gamer XD

+2 votes   article: Mutant Crisis II Demo Coming Soon!
pvcf
pvcf Oct 16 2012, 10:56pm replied:

thank you haawok :)

+1 vote   media: ai laserbeam
pvcf
pvcf Oct 14 2012, 12:03am replied:

adding more and more is a weak point XD

+1 vote   media: 2000 m viewingrange
pvcf
pvcf Oct 10 2012, 12:23am replied:

i mean the sun ambient light, left from sun, in front of the massive rock, the light looks more green than yellow-orange there :P

+2 votes   media: FarCry 2010 Level Research 0.16.23
pvcf
pvcf Oct 8 2012, 3:04pm replied:

you are welcome, dieger :)

+1 vote   media: preview
pvcf
pvcf Oct 7 2012, 6:46pm says:

green sunlight ? or is it my new (bad) monitor color calibration ?

+2 votes   media: FarCry 2010 Level Research 0.16.23
pvcf
pvcf Oct 7 2012, 6:43pm replied:

yeah, unfortunately its one of the things which i cannot make switchable in menu (you may know you can customize the WHOLE hud / design and messages and messagstyles to your needs), but the casesize is currently hardscripted in >50 scripts (with each special entry), and i decided for me to have big cases :/ learn it to love or to ignore XD

+1 vote   media: preview
pvcf
pvcf Oct 7 2012, 2:12pm replied:

that is intended to be:
better immersion and because bulletshells are physicalized, the engine would crash with to small bulletshells.

+1 vote   media: preview
pvcf
pvcf Sep 29 2012, 2:09pm replied:

1.) there is ClearingRadio entity, can have 10 tracks.
each track will be a own station with own style.
2.) i plan to do the music by my own, depending on time i have.

watching some of the videos here will show you some of my musical work:)

+1 vote   media: good news
pvcf
pvcf Sep 29 2012, 8:51am replied:

i'm thinking about. but its only needed one time in the level if you plan to leave that level. and that was the worst case, normally, if you are in the middle of the map, u'll need only 1 minute to the autobahn and than about 4-5 minutes i think.
choose a nice radiostation and cruise XD

its currently easier to achieve than the airport(s) in SanAndreas.

+2 votes   media: good news
pvcf
pvcf Sep 9 2012, 5:24pm says:

yeah, it wont be complete without such things XD

+1 vote   media: wheels now spinning, steering and damping
pvcf
pvcf Sep 4 2012, 9:10pm replied:

the dark room with the guys with shotguns XD

+2 votes   download: Past Attacks Episode One
pvcf
pvcf Aug 25 2012, 5:24pm replied:

dito 8) hurry up!!!

+2 votes   article: Few seconds of patience.
pvcf
pvcf Aug 17 2012, 12:06am replied:

have changed the picture and added the destroeyd version without waterfontain. actually it IS a destroyable entity, after shooting, exploding or crash it with a vehicle with enough power, the firehydrant will brake to the destroyed model (picture above) and spawn the waterfountaine.
the big screenshot shows the same firehydrant, before and after i have shooted them in pieces :)

edit: and yes, the model in the mini picture have a better base.

+1 vote   media: firehydrant
pvcf
pvcf Aug 4 2012, 8:24pm replied:

i noticed that the missing shadow from pillar also first time on that screenshot, i'll look into that.
regarding big shadows from skyscrapers: i started to experiment with new shadow variants, but its all a little bit uncomfortable.
real dynamic shadow of such big objects seems impossible :(

regarding light / diffuse: there is a specularity channel, and i think i have to insert a spec alpha channel and have to color that simply dark, the same like my old glowing arms, i think (look old screenshots and new ones: the old arms from hero are glowing on day).

+1 vote   media: meanwhile
pvcf
pvcf Aug 4 2012, 4:27pm replied:

that is a word XD

0 votes   media: Should we switch over to cryENGINE 3?
pvcf
pvcf Aug 4 2012, 3:27pm replied:

thank you!
yeah, i've problems with the light color on midday on the walkway textures :( i dont know what the failure is, maybe the missing alpha channel ?
same with the white glowing skyscraper in the back.

beta: i'm currently overhelmed with work&reallife stuff, so i doesnt have much time currently :(

+1 vote   media: meanwhile
pvcf
pvcf Jul 19 2012, 7:24pm says:

dud you've used a special tool for painting clothes ?

+1 vote   media: Sam
pvcf
pvcf Jul 18 2012, 7:37am replied:

as fast as possible, i hope this year :)

+3 votes   member: pvcf
pvcf
pvcf Jul 18 2012, 7:26am replied:

more fire! more fire! XD

+1 vote   media: burn baby burn
pvcf
pvcf Jul 12 2012, 8:16am replied:

thank you, projektariel :)

+1 vote   media: need some food ?
pvcf
pvcf Jul 2 2012, 8:30pm replied:

auto and burst, switchable, currently no singleshot.
regarding pretty and powerful: if a weapon have a sniperscope i dont allow automload with heavy projectiles, every weapon should have his pros and his cons, so there is no ultimate weapon, you have always to choose about weight, scope, range, power, payoff and availibility of ammo (and if no enemies drop such ammo, how much ammo cost and if you in the near of a ammostore) and so on. ah, and that all depends on your amount of availible weaponslots and if you have a vehicle to transport heavy weight weapons and and and.
but the finetuning of weapon range, soundrange, costs, availibility and so on can only be done of the game is finished :/
but i have to say its not a realistic weaponparams simulation of the original settings, i have to tweak this settings to fit the game and work with the other "environment" :)

+2 votes   media: some athmo weather screens
pvcf
pvcf Jul 2 2012, 6:45pm replied:

thx dieger :)
L (you can download the image and zoom in to the weapon info text).

+1 vote   media: some athmo weather screens
pvcf
pvcf Jul 2 2012, 6:33pm says:

wohoo! that its looking nice!!

+1 vote   media: "escape" map.2
pvcf
pvcf Jun 6 2012, 10:02am replied:

yep! you can see it on the FPS depending on particle effect on both screens.

+2 votes   media: mountains bad weather night
pvcf
pvcf Jun 6 2012, 2:47am replied:

XD you wont imagine how long it have taken to realize this...

i think all together 3-4 months...

+1 vote   media: water drops and waves on watersurfaces
pvcf
pvcf May 29 2012, 8:35pm replied:

thank you very much, Shing 8)
the color shader is simply a areacolorshader, it was shooted before i've added the real daynight code, now this is handled additionally (!) with the current light color of the sun, which is different on morning, day and evening.
beside this, the color areas are supposed to give a "temperature" feeling of this area; (together with sound ambience, ofcourse).
i also have recodet all particle, fog and color entities to react on day night settings and change their behaviours/colors/shaders on different daytimes.

+2 votes   media: opcl some screenshots
pvcf
pvcf May 29 2012, 8:29pm replied:

i work on this since middle of 2008 :)
since on year i have big help by other modders who seems to believe in me and supporting me with models. i have learned to script and do some code for their mods, so its a win-win situation :) howevery, could need ofcourse much more help, especially one who helps me to create cloth textures for civilians.

+1 vote   media: opcl_lvl_clearing
pvcf
pvcf May 25 2012, 4:03pm replied:

thank you N3uR0m4nT3 :)

+1 vote   media: WIP, opcl, ZipLine Demonstration
pvcf
pvcf May 25 2012, 12:39am replied:

sorry, its a old screenshot with missing vegetation, its all Work in Progress and will look hopefully MUCH better in final game!

+1 vote   media: opcl some screenshots
pvcf
pvcf May 9 2012, 9:33am says:

a jetpack!

+1 vote   article: Public brainstorming
pvcf
pvcf May 7 2012, 11:32am replied:

hmm, very good question... maybe we should add a hull2proxy which throws the shadow, i'll tell it to Tnlgg which have done the vehicle. thank you for reporting!

+1 vote   media: opcl lvl recruiting ocean view bridge/airport
pvcf
pvcf Apr 25 2012, 10:32pm replied:

thank you! you will be surprised if you see the finished game and compare it with that video 8) (in positive way surprised, i hope *gg*)

+1 vote   media: hawaii racemap
pvcf
pvcf Mar 16 2012, 1:07pm says:

its operation clearing XD first level :)

+1 vote   media: in the city , night, very high quality
pvcf
pvcf Mar 4 2012, 7:52pm says:

and why ?

+1 vote   media: watch this its important !!
pvcf
pvcf Feb 24 2012, 9:59am says:

thx pals 8) positive reactions are always welcome and motivates me to improve some things XD

+1 vote   media: final vegetation
pvcf
pvcf Feb 20 2012, 9:16pm says:

70 - 80 percent :)

+1 vote   media: vegetation reacts on player and weapon force
pvcf
pvcf Feb 13 2012, 3:55pm says:

very good cam ^^

+1 vote   media: Elevator Cutscene
pvcf
pvcf Jan 28 2012, 1:38am says:

30 % and no they are not made by me ;)
if they look like a existing vehicle its pure randomness and not intended in anyway ^^

btw here is the video with real light which will be in OPCL , this time during sunrise:
www.reflex-studio-storage.com/clearing/video/opcl_first_vehicle_preview2_sunrise.avi

+1 vote   media: some (driveable) vehicles
pvcf
pvcf Jan 18 2012, 2:31pm says:

thanks for your comment! i have mentioned also the missing of grainy snow textures. i'll completely redesign the terrain texture in this map;

+1 vote   media: snow level
pvcf
pvcf Dec 21 2011, 8:53pm says:

i never have seen those monsters in farcry oO they was to fast i think (they aren't the invisible ones, correct? )

+1 vote   media: Work in progress Far Cry 2010 Mod v0.16.15
pvcf
pvcf Nov 30 2011, 9:13am says:

thank you guys 8)

+1 vote   media: sunset
pvcf
pvcf Nov 30 2011, 5:55am replied:

you are welcome didjay :)

+2 votes   download: crygame.dll operation clearing patch lvl 1.41
pvcf
pvcf Nov 28 2011, 6:20am replied:

thank you 8) good to hear that someone is reading the news ;) most visitors are just image viewers ;)

+2 votes   download: pvcf's collected scripting knowledge
pvcf
pvcf Nov 3 2011, 10:42pm says:

great work didjay 8)

+1 vote   media: Work in progress Far Cry 2010 Mod (Level Pier)
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