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it looks on my monitor like the screenshot, maybe with more contrast, depending on the brightness/contrast slider inside farcry options. this values have no impact on recording, but atleast you will be surprised how good it's then looking on your machine in comparison to the screenshots and videos :)
Testing the new Inventory in "Real world". Also there are some bugs like placed a light switch inside the doorhandle proxy and many many other you did not notice, sorry, i'm to lazy to explain and list all. (for example the door bug or light goes off on jump bug ect )
however, it seems to make fun atleast :)
sorry for bad quality and enlightment in youtube -.-
thank you anyways for posting this nice article :) love to see all those pictures and magazine sites. they bring back rememberings from old days 2002 / 2003 where i have had readen every little piece about farcry in all mag's i could get in my fingers. was a great time :)
the best thing, if you self know, the task will need 20min- ~1 hour max to the guy who know the stuff, but you have to wait 3-4 months unless you are sure you will never get it... it happens so often to me.
hehe, i know what you mean :) sometimes i have the same feeling but then i simply do little steps... step after step after step... ;)
and don't wait for other pples work which say "i help you" , than the project will never ever get finished ;)
aaaaaah, its a crysis mod :D ok, i know the editor :D
yummi yummi, nice setting :)
dam'n i really love this foliage, nice work!
wait, this is the first update since 18 months ?!? what happened ?
thank you :)
how is the world outside moddb ? still going round'n rolling ?
i have a map design phillosophie which is "exploring", and for that i need ofcourse as much as possible different looking and feeling areas.
lets take GTA4 as negative example: big map but every place looks and feels the same, vs GTA SA or GTA5, you have (had) fun by simply do NOTHING than exploring new areas.
combining that with survival, fight and missions "should" do the recipt for funny gameplay. i hope it works finally for all :/
map: instantfightlvl_1 (nuclear powerplant facility corridor)
map: instantfightlvl_1 (urban area 1)
map: instantfightlvl_1 (cpu&gpu; eating river)
map: instantfightlvl_1 (one of several sever systems)
i can't actually post new screens because i do coding since some weeks.
actually i reworked and combine the fireroutine a little bit and running from time to time in new walls which simply exceed coding and debugging time drastically.
beside that, lets call it "interactive physic based fire", i hunt since 3 days (!!) a strange bug, which have to be found and solved urgendtly: if you do a special, hmm, rhytm of things in inventory, close inventory, open it and close it again, and do this ~3-4 times, its possible that dropped or in near laying items start "diving" trough the terrain surface and simply dissapear.
this stupid kinds of bugs appear often totally unexpected and really have to be removed. once this is done, nothing of this work behind is visible to the audience and it may occour i'm a lazy guy which dont work further on the mod, but it's not the case, i work every day ~2-6 hours on it.
on screen u see how i code lua: all the open tabs are actually needed. every tab is a opened lua code like the active on screenshot.
the problem of acutal bughunting: some things interact trough a whole bunch of those scripts and each one have thousends lines of code.
and i have to cross search and track to all those scripts (which is ok, i have written them), but its still a extrem brain eating thing. from time to time, if i found and eleminate a bug, i can reduce the open tab amount of some core scripts, lets say ~10, which i usually have to edit.
but the actual two bugs (fire and drop item) take part nearly everywhere, physicstuff, weapons, pickups, fire, streamingengine, playerintaction and so on and on -.-
hey drusus, thank you :)
i hope i can post soon some new intresting stuff :)
aaaah, nice idea :)
i almost forgot about the oportunety to let AI move/drive around.
i'm in the design-trap where i to often place AI on static positons where i know that the player have to pass that place. but this ofcourse reduce the possibility of stealth gameplay, where player can watch and simply wait what AI is doing and maybe is going on patrol. thanks for indirectly pointing to this :D
very intresting design! what did you plan for combat style here?
i tried to imagine how i would place enemies on other river side, what is the plan for fighting them? did you allow far combat weapons for player or did you force him in close fight and if yes, what will be the tactic? is swimming and diving working or did you get killed by the AI if you swimm over the river ?
waaaaaaah, nice ! thank you for posting!
love it :)
did you mean the ATI demo ? 2004 with something around ~CE1.5 .
> Thank you for your comment:)
you are welcome :) like to see new stuff posted :) unfortunately i can't post much stuff at last time, i do only coding coding coding and debugging, didnt have seen the level editor for some months -.-
may i have some eatables too, please ?
this is a screenshot from a map which i have done some years ago but i needed to test a new routine in that weaponstore.
seems i have to revesit the mapping a little bit, ceiling is not ideal, some old rusty hanging lamps are missing, the big shelf model left from player is 3-tiled which look bad with the shader and the bottomtexture need some light/shadow/colordiffuse-amount redesign.
please ignore the big white debug line on top. its left from yesterday coding and debugsession. basically that stores the 1 second ago playerposition for handling perfectly the new playerdeath routine. especially if player was blown up by explosives or was burned to death, i need that position for have a valid camerapoint.
without that, cryengine tended to have a nil position (because player was death...) and teleported then the player to x=0,y=0,z=0 which gaves a strange immersion breaking effect for death player cam :D
still coding and tweaking and finetuning and bugfixing.
10 minutes ago i tested a routine which shows the handgrabsymbols like "take" or "buy" (they are ~10 or more such symbols), only, if players crosshair really aim in that direction.
before it was done by player physic collusion, so the symbol appears for example, if you walk over a pickup. this was a little bit disturbing / immersion breaking.
but i also dont wanna use the system from crysis where you have to spot the pickup exactly with the crosshair, this was also strange.
now i use a mixture of both, which seems working quite well. if you stand in the collusionbox, you have to aim in the direction (but you dont have to spot it exactly).
nice idea ! and did you have then also fire animations on the weapon model ?
no its a missing shaderfunction somewhere in a vegetationshader.
yeah, the vegetation lightpass shader is delivered broken by default, they forgot to include the multipassrender for lights which are in all other scripts but not in that vegetation one.
(i needed MONTHS of try and error and compare shaderscripts to find that out -.- ).
in vanilla farcry its not a problem, because you have to 99% only one active light source because of the dynamic lightmap precalculation, and i think you dont see the bug on bulletlight, its to short.
so you force a iron aiming gunplay ? wow, hard decission, sounds really like hard realstic mode :)
ah okay, yeah, as you say it, i noticed the fov effect, well done!
yeah, what a nice showcase !
what is "Waterblink" ?