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dam'n this is so crysis looking oO
thank you PedrosRP :)
your laptop will already Autobot transforming into a waffle iron trying loading the map :D
spanish and german send to you. but i personally (as a german) prefare english menus.
no :/ but you can send me a link there or ask for my emailadress and send it there as attachement ?
the loader is my own (10 days) work. Szczekus help me actually for the mouse work ingame for the RPG system.
> I don't remember turning realtime HDR on. Where can it be checked?
then its definitately off, because its very tricky to turn it on ;)
can you pls send me a cry file from 1.1 where you have the water you like ?
> I know I can change it, but it does nothing.
?? it does here...
maybe it's the kind of fog you use? and did you have turned on realtime HDR ? this kills the distance fog and maybe (i did not tested it) the underwaterfog ?
the water quality is responsible for surface reflection and reflection update rate and some other stuff.
no underwater fog in comparison with 1.1 ?
could you do a video or screenshot which proof it for 1.1 vs 1.4 and the same watershader in same water options setting ?
you know you can change underwaterfog distance drawing in environment rollupbar ?
it can, use another shader or in options water quality "very high". but as far as i know only one shader can reflect terrain, entities and sun and vegetation and scale then back with the water options quality setting ;(
i already tried to change that but this seems not so easy (i wrote new shaders but cryengine does not care about them in settings below "very high", so there must some hardcoded connection in cryengine to the existing shader :( )
after 10 hours of coding i have finished the core routine for "loading". as explained previously this ingame loadroutine is a little bit faster than crytek's one.
it is not yet finished, but the core routine, which load the savegame and sort out totally all data and find every entity and feed it, is finished. i think i need additionally 4-5 hours with some slavework which really gives then the sorted data to each value in the entity.
ok, a first testing in a very very very heavy loaded map:
saving time: 1 second (or faster):
loading time: 2 seconds (will then maybe in game ~2.5 - 3 seconds with all menu stuff).
the load routine have loaded and sorted in that time 397244 entries out of a 4.1mb sized save file.
ok, next is finishing the loader and then i go in the testing phase.
i also have to recode the player death behaviour and do some menuwork for. should be done within this week.
after that i started a little thing i was planning since one week:
i'm not very satisfied with my passive RPG system (in fact all things autolevel and autoscale by his own). this is boring.
so, with help from szczekus, (i got his great technique for mouse moving menu widgets), i can implement a xp point skill system, where you simply can choose where you would like to skill up (for example strongness, walkingspeed, reloadingspeed, vehiclrepaiskills, swimmingspeed and so on), by simple drag and drop stuff with your mouse on screen (yeah, standart in all games but for me in devkid it appears the first time :D ).
no, the game will crash if you change explicit the onload function in a script, so that the entries differ than from the save stream.
or it will crash if you change things in weaponparams.lua.
the savestream have ALL entities, ALL params, ALL things from game in a row, if you change even one byte in that row by code and load then this row the game will crash.
it might also happen if you simply edit the cryfile inbetween and add a entity. if you then export it, start the game and do a load operation, this entity have a onload function, which cause then a take to the loadstream which will crash the game.
keeping a ream mod save/load proof is one of the kingsize disciplines in modding :/
as far as i know dont, but usually this bug apears in cause of lua problems, that means the savestream differs from the loadstream, that means one or more of youre onsave functions in a lua script is different from the onload function.
its totally important that every lua function have there the same row of entries like in his own save function, otherwise the loadstream will mix up with false positions and values and crash the game.
check for new inserted entities and his save load functions.
write also "--praise to pvcf" in all load functions because i needed months (!) to find out the cause for this ugly critical exception load bugs and how to parse and track and repair this -.-
already done and as i have written in pm: i love it. would be nice to see that in loadscreen or menu :D
that mean you cannot give somewhere the engine a bUseTwoGuns = 1 and its using two guns.
you have to code the fireroutines byself taking care of the special cgf you use. to avoid strange things i would use invisible weapons meshes which have then the spitfire helpers you can adress in your code. usually the engine use spitfire as hard default.
for first investigation i suggest you to look in matto4 for dual uzi code in basicweapon.lua.
> Can it use 2 RLs and 2 heavy MGs at the same time?
yes but with some own scripting, not out of the box.
for the multiplayer model? is there actually a working mp for farcry possible ?
thank you :)
haha, looks like quake :D
i thik they dont used it because of the possible 4 times rocket firepower which is a) heavy to script and b) way to strong :D
animating this slug would surely be the hell and i dont see any fight possibility for it, it would be a pure victim.
hmm, still totally not understand how you achieve this.
next trick which would come into my mind is you basically have a new dds scope with much wider grey alpha boarder and in 4:3 you simply draw it "out" screen with negative x and y offset's ?
is it this ? but as far as i remember as ihave done something similar the ratio was not 0.75, it was 0.25 for each axis but i forgot where i have used this so it may totally wrong as example here :D
edit: ah, it was a fullscreen moving missionadvert which moved diagonal in and trough the screen, but later by testing ingame i found this as total immersion killer so i didnt used it anymore.
i see in the mini preview the book style from FC2, did you could show this picture big? i simply LOVE the book style from FC2 :D
do you used 2 dds images, one for 4:3 and one for HD stretches ?
but he seems not really doing and releasing some stuff ;(
nice :) a good eye catcher :)
i think if there is one person who really could achieve this, than this is you ..
standing right beneath a waterfall and looking into the sun.
here you see a cryengine shaderproblem which i'm fighting with since some months: the wooden tree is covered with leaves, but the shader disrespect the alphachannels from the leaves and set them to 100%, so no leaves in front of the wooden branch :(
still creating the new saveroutine, added today 70 (!) RPG devkid values to the saveroutine.
omg, never was expecting that i have done really so much :D i was thinking i have ~10 or like that.
this 70 items are mostli liked things which are needed to calculate actual playersrongness, training, speed, agility, vehiclerepair ability, swimmingskills but also comouflage and cloth and species things, also very expansive game statistics.
wow, i think i have now ~80% done if the savingroutine. have actual 500 lines of code.
me too :D
but yesterday i imagined how it will be if i have in menu the second button beneath "load savegame" : "experimental load savegame", which then leads in that ~2-3 seconds loading.
once this is working, you never ever will use standart load savegame.
it also allows me to tweak the gamedesign in difficulty more in the direction i like it (simply harder...), because without that stupid original loadingtimes and memory eating the whole gameplay will feel so much more better.
one minute ago i finished the players weaponpack saving part and prepared already a table which holds players actual wpnpack.
from now it is possible to have a imaginated gamemechanic which allows to spawn this weapons at last known save standing players position, just before he died.
so player could go there and grabb his equipement again (also imaginating i really insert the prison-awakening without weapons).
it's just theoretically and not really really planned yet, but it's now prepared in code.