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thanx my friend :)
ok, three votes for police XD plus angry civillians XD
congratulation too from my side also 8)
tomorrow ? 8)
that water... can you post the settings? looks so nice!
good to see you back in business :)
thank you, Marek33! THe angry Villager is realized in 2 Minutes in Editor, Police Star System will need days and weeks of coding :/ But finally i need it too in another map :/ But i will release that Level as Demo soon... so i'm not sure about... maybe a compromise, a faked Police Stas System, just spawning some Police men in near if player do something bad.... hmm, thinking twice: and if THIS policemen are killed by the player, i add a next star and spawn even more Policemens... i think that is the whole GTA police star routine, eh?
i love that "used" look :) i can do it so, that you have to punch the driver door window in pieces, after that the vehicle is unlocked. but what about the problem i like to discuss above? angry owener or Police chase system?
thank you for your nice comment 8)
ok, first vote for police chase / police star system.
-making unable to drive: one designelement is, that player can interact with nearly all things, i always dislike "death", static elements in games. so this is not a option for me. if i see a ship, i will drive it. if i see a button, i will press it and expect something to happen. i think that is totally important for game immersion. if you see a surfboard, i expect you can go surf :)
adding walking pedestrians/civilians to the second village, this is the one where player will live, buy stuff and can sell things.
i'm not totally sure how i handle vehicles which standing around and player simply can take, because a gameplayelement is, to earn money so player can buy a vehicle in the big second hand vehicle store.
vehicles are very importand at this big map.
maybe such "abandoned" vehicles like the one on the screenhot are the property of some villager and by taken that away the civilians at this spot will simply become angry and start to shoot from now on to the player regulary.
hmm, or i insert finally the police-chase system and player get his first police "star" (GTA.... yes!).
i'm open for sugestions :)
so this is looking like that in the cutscene ?
uh, nice! ce1? i ask because of the clothes :) looks nice!
26.11.2013 attempt to add first (worker) civilians. posted two images from.
have started to add Civilians, very first with workers. onyl 2x8 and it's way to less, will need about 50-60 worker on the map.
then i think the same amount of civilian pedestrians as minimum and 10 times more Mercs, Guards, Privats Forces...
that will give a living AI count ~200-300. Pvcf say thank i've coded a system which computes only the AI in a near radius around Player.
Original Farcry Compute ALL activates AI all the time, even if they are not drawn and out of Sightrange.
Have mentioned that in the Big Citymap: Every 5secunds the FPS brokes in Pieces (somewhere around 3-5 FPS max instead of ~30 FPS with only 60 activated AI's. it was because of the path and wayfinding Routines. I needed MONTHS to find that out and again weeks to code work arounds ^^
but finally that allows me (Theoretically ... does not have tested it yet), to add the needed amount of Living AI to my maps.
every Tool can be grabbed by the Player and used as Weapon, but unfortunately i have a BountyHunter system in OPCL, that means, you can earn Money by killing enemies, BUT your loos Money by killing Civilians or Friendly or Neutral units XD
coming november or coming august? XD
no worries, i like that trailer :)
currently not. but i will supress a pistol, this would make sense: weak but silent and ideal for destroying light sources. but i will NOT allow to use silencer to machineguns.
also it will not be possible to add/remove the silencer. (it have some technically problems in AI noise recognition which i'm really to lazy to dig in, dont have the time and silencer would kill to much gameplay).
monday 25th, new video posted: the mansion preview peek :)
after 3 weeks i finally found some hours time so i created this section of the map. this video is just a little preview peek of the mansion which i have done this weekend.
its NOT real gameplay, i cheat like hell and the whole AI is not correct set up here. also the maingoal is INSIDE the mansion, which is currently total empty XD
you can temporary download this video in real HQ quality as avi with x264 codec : Reflex-studio.com 521MB because of the large size and the fast outdating contend i will delete the video soon, so be quick if you are a intrested follower.
I'm very open for comments about gameplay settings: sniper and hiding spots, puzzles and intresting AI behaviours and patrouling routes.
it looks so good!
unfortunately i can't use alphablended vegetation ;(
it is alive, have worked whole mayn hours today on it :)
so keep us informed :)
dude, are you serious? dont throw that away, your mod looks so promising! i really wanted to play it!
23.11.2013 added two new images, preview of drug baron mansion.
remember GTA Vice City the drug baron mansion on the middle island ?
i plan to do the same here: residence of the drug baron, but you can finally conquer and buy it and use it as your own home / savespot.
yeah, after 2 weeks i have time for some hours, so i started 3DsMax, gimp, cryeditor and also eleminated some bugs.
--> FIXED--flashlight dont jump anymore between obstacles, it seems now nearly perfect
starting to create the Boss residence, first preview screen without props,
stuff and guards, but still worth a look i think.
i see to less mercenary camps / action on your shots. dont forget to add a nice action mission beside all those nice terrain :)
if you have such nice panoramic sniper spots, you should work aut those three little huts to a small mercenary camp, so that it makes sense to discover that nice spot and work something out.
wonderful! maybe you could use bended and swining wires? those ones look false.
also some small higher bushes for taking cover woudl be nice.
omg, this is looking so epic! keep this quality!