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well done fog settings !
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
hmm i'm not a fan for square road corners, it looks always strange, try to round the corners up !
bye bye :)
this is a wip video, video link below will be deleted in 7 day's, its a 146 mb avi.
pls don't discuss the values in the salesadd window's, there are currently some false values readen from wrong table and also some values just false set up in wpn params. both areas work in progress but i just wanted to show it, just so you can see what a work is behind each little thing which will you don't notice ingame, if its working flawless.
hmm can't remember that i have this bug in original farcry. which patchversion did you play? i played only 1.1 and 1.41 and never have had this bug.
in opcl you won't have this bug because i deliver the complete code so nothing of your buggy version will interact with opcl. i deliver a complete own full patched version which only affect this mod, you dont have to patch your farcry and my mod wont alter your farcry in any way.
beside that i implemented a physic system, its nearly impossible to stay in a close combat infront of a enemy, every hit throws the victim (you or enemy)back.
watch the videos posted here and you will see what happens, look at the godmod counter ^^
the snipergun play was also my recipt in farcry and for me mostly it was sometimes a dissapointement to enter then a cleaned up camp XD so i stole myself a big fun of gameplay because it was possible.
i missed the possibility to create traps, that is now full possible with placeable magnetic(!) mines with timers, fire, transportable jerrycans or gasbarrels.
now you can choose your daytime and plan your attack depending on lights, destroy powersources to turn off complete areas or shoot down single lights, every single light affects AI sightrange.
please dont compare it with farcry, its extreme (!) enhanced.
thumbs up XD
i understand you and mostly i hear what peaple want and try to build features in, but that particulary behaviour from m4 in original farcry was a real game killer in my opinion. you loose way to much of the nice interactions from enemies: you don't see them doing the alarm routines, you dont really needed the environment to hide and sneak. same with the snipergun.
in opcl the snipergun have a real bulletballistic, this means you have to aim a little above AND the bullet really flies, the AI can move away before the bullet arrives him^^ in Standart Farcry it was a instant kill or not.
so i changed the whole weaponhandling to make fun AND force the player to get in close combat or atleast discover the environment, to find routes, tactics and spots. ofcourse the mapdesign taked care about, every "actionspot" have atleast a minimum of 3 complete different routes for different playingstyles. i can't argue that this is better because its a "you have to feel it personally during gameplay". the gunplay is a mixture out of DukeNukem3D, CounterStrike, L4D and FarCry. its just that what i personally always have missed in all games. i really want to force the player to think very, very very intensive which gun and equipement he used for which action. because i dont have liniar tunel style leveldesign and gameplay, i never know where player is with which weapons, so i have to restrict every single gunparameter so they dont brake some opcl-closecombat-learn-the-fu**ing-environment gamerulez.
thinking twice about your prefered snipergaming i will code a sniper detection for AI, so they will change his tactic and rush the sniping player, so you are doomed without a good plan B XD
regarding jacks voice: which language version you have?
you will see all possible kinds of guns, some you can discover by looking trough the screenshots and videos. some i wont discover because they are difficulty to get ingame and i dont wanna spoil things, so i show more ore less always the same areas and weapons here.
about gunplay: i totally rearranged the weaponhandling and gunfight in comparison to farcry. in farcry for example the m4 was like a sniper weapon, which allowed you to shoot targets from a wide range and clean up areas, that is not possible in opcl (only with sniper weapons). weapons like m4, ak and shotgun force you in close fights because the bullets loose his energy in very close ranges, after 100m a bullet does no much damage and have no impact physics (in farcry there is no such physic system so i wonder why you ask for "no mess up the physics" ? , it will only cause that the AI is alerted (which now works, the AI cares for his buddies standing aside XD )
thats how the game will start after difficulty and character selection:
choose and buy your equipement.
needed a long time to find a good idea for a weapon trader and his "store", i think this is now going into the right direction.
damn, its really hard to stuff out such indoor areas to look "real".
the idea behind is, that the player can equip himself depending on strongness from choosed character and difficulty level, (those difficulty levels have heavy influence of allowed mass without increase walking speed). so, now you can really full customize the individual playingstyle :)
needed muuuach time to make that weapon "fun" by using it
note that the big courtains are moving in the wind !
the movie from the avi link in first post is now deleted, you may use the youtube link one post above :)
just show you how i test weapons, melee mechanics, physicimpulses, new clothes and faces.
for example: the m60 needed 2 weeks, the face of the china mafia (triade) member needed 4 hours, the clothes also. dont mention the melee and hand melee damage and force code -.- weeks and months...
but finally all intaract flawless and makes simply pure fun :)
download the video in High quality here:
thank you too, Marek33 :D
thank you 8)
same description like screenshot before.
i'm very proud about that specific (Sub)mission, the story behind and - the totally new gameplaymechanic in XD
one hint: those friendly guys working at night and player should take over their business :D
and last but not least exactly that thing will explain something about Dr.Krieger and his earlier work and how J.Carver is involved, that means YOU, playing that mod ;)
i'm modding on CE1 www.moddb.com/mods/farcry-operation-clearing/ and some things are not in and some things just named different.
i tried the stone set you told me, but i dont get in the colors and i dont get in the nize z-deepht, so it may be impossible with ce1 -.- that is what i get as maximum
i currently prepare the ingame mission graficscreens, and have started to prepare typical keyscenes or characters from the specific missions, nothing special about but this is just a nice shot which i wanted to share, because ofcourse you wont see that with the white background and without text above in game.
(note that are not loadingscreens, its just a grafic ingame like in GTA)
let me post it, because i delete tomorrow the avi from my server.
ah, edit: and how exactly did u created the (potentially used?) ddn texture for ?
what compression u use? dx5 with or without alphachannel?
very nice! but i miss something, i think its about the guards, they dont look like they have to be there all the day, they look like they are placed to wait for a player.
try to give some personally things around:
they need watergallones, a vehicle, radio, ammo crates, rubbish and such stuff.
it is absolutely breathtaking! i'm not familiare with parallax occlusion mapping (POM), is this a ce2 setting somewhere which i never heared about? or is this the strange bump effect with the extra z offset chanel in ddn layer ? sorry, this is new for me and never tried it, but your result is just the best texture i ever have seen!
that looks really awesome!
wow! could you please tell me how you do the small stones? is that a really good normal/bumpmap terrain painting or is it brushed or did u used vegetation painter ?
soon, but no fixed date, not weeks, i hope in 1-2 months.
thank you :)
hmm, i'm not sure, in my eyes its totally bad and full of failures and not represent the real gameplay. okay, if you could post my statements regarding the massive bug, failure and low fps problems during recording, then you can post it :)