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damn i accidentally pressed "reduce" karma ;( sorry! its not the first time that i pressed a wrong button here: two years ago i accidentally deleted the whole mod page here because the button for was very close to another button :D since them i'm in loose contact with admin here :D
nah, its better :)
thank you! actually you can enter the roof structure from three different spots: for one you need a key (which is not in this camp), for one you must be already inside and the third spot is a jump from the mountains, so you have to climg and wander around first. will see how this camp works, i have made it only ONCE without cheat :D and only at night :D and there are only 7 enemies in, but you never know where they are :D
its not new, this is all placed like this since many months, i actually do polishing , missioning, bughunting, add sidemissions, try to get more frames out of it...
hmm not here, but there is a house with a second floor on right side (not on picture) with a big balcony-roof, there is one. but once you are spotted they will shoot you down i think, i doesnt have tested it yet, but the roof have big holes.
yeah, have to create walk and patrol routes for AI so it makes more sense. but i have doubt if it works because of step noise player does: theoretically on roof you can be in 2meters near to a enemie wihtout beeing seen but the noise... i'm not sure if its possible to crouch the whole roof section :/ its really triggy to set up such things.
so will it be necessary to drive from pointA to pointB and then back from pointB to pointA ? or will it be more liniar (only drive forward) ?
btw it seems the framerate also depends on maapsize and load. i dont know it exactly WHY, but i have currently ob my big map with 500.000k polyload ~35 FPS or less. on a empty map i got with this polyload 10 times higher frames. there is something behind the scenes which i dont find. have searched today for hours a trick with scriptupdaterates and maxtimestep settings but nothing helped. its possible that CE calculates his maxFPS due to engineload right on maploading.
i switched off for this picture the volumetric clouds so you can see the mountains and structures in background.
you know, usually there is much more fog and clouds before mountains on this map :) (similar to this Moddb.com )
btw and yes: its now possible to climb on all roofes on this camp so you can infiltrate it from all directions (except underground).
omg this is just epic :) good to see that you have now good polyrates in this scene :) remember me a screen of this with three times higher polyload, good work!
please tell more about :) did you have a red/yellow/green light movement ?
vehicle static? (no backlihgts?)
thank you Marek33 :)
i have a switch which can make ocean water be poisen or frozen :D
btw, do a google search for "glwoing ocean" and you will be surprised :D
thank you 8) i will reduce a little bit the light radiuses from lamps. also the characters have wrong model (currently russian forces, ofcourse the spanish dealers get others). in the shelter you can see a generator: every location have a power source for electrification, so you can shoot out every single lamp, or blow up the generator. AI sight depends on EVERY single light source :)
right, a little bit is caused by the lights /water surface reflection (green), you see the blue color on upper corner, which is original color, but its still way to light. its because of day night difference: ocean is set up for day and i dont have found a way to change ocean color at run time to adjust a night version :( but fog, terrain, sky & clouds change depending on daytimes.
100% openworld :)
have played for one hour and with textures set to low the max usage is 1.5gb, so 2gb with wxp is playble :)
will see, can't believe that your OS takes only 100mb. my wxp sp eats 500mb, all windows versions above 1gb and more.
no worries ;)
as long you have 2gb free ram (beside the running OS) you are on the save side :) i have played TDS mod with 15 FPS back in time :D
dont know :D normal/bump map settings on ultra need much additionally power (dont know if CPU or GPU), will make additional testings tonight with a 64bit sys and all set to ultra and try to do comperative screens with "low" shots. have also forgotten that my grafic card driver also have additionally settings for texture quality and speed. will look if this have any influence in optic vs renderspeed.
omg i love the sky and the dust, great work!
short testplay with settings all "low" or "off". still acceptable looking grafic (for my taste). the shown FPS is also nearly identically with min FPS so it was always very smooth and fluent, even with35 FPS. the 35 FPS scene: strange, no difference in FPS and look&feel; in comparison to setting "ultra high" for all options :D note that even in setting "low" the sun and clouds are moving. i currently work on some scenes where switched shadow ON increases poly load from 400.000 to 1.200.000 mio :D (it absolut does not should do that! first: cryengine is setted up by me to use LOD1 shadow from shadowcasters, and they are real lowpoly, so a 400.000 scene could throw a maximum of ~50.000 polys for shadows, NOT 800.000. will investigate in that tomorrow :D
ps.: its my 7 years old gear (q6600 and amd4850)
pss: massive AI on every picture which need a lot of CPU cycles
found some problems: yourprops: barrel /green/blue (barrel phys count 3700 (max allowed is 100 as i told you 100 times :D ), also insane texture size for them (2k diff + 2k ddn for such a small thing)
my buildings: the LOD were never loaded because cryengine scales LOD viewdistance scaler depending on modelsize: that means the LOD from big buildings was never shown with setting 100, and with environment setting high, very high or ultrahigh. (there is the LOD distance multiplayer). will insert also a own LOD slider in video menu. have remodelled all your props (own phys hull, multires meshmodels, lowered textures to 512, added LOD models). so i have finally reduced the polyload by 200.000 but its still to much sometimes.
i'm not familiar with the possibilities you have in map editor, but can you add obstacles like firehydrants, trashbins ect ?
maybe rework the ammunation sign a little bit, it looks way to clean. could need some dirt or rusty decals, same for the yellow sunblocker. but very nice work! i love the sky!
yup, currently i have inserted between harbour and bridge a big rock with occluder box inside. sometimes i have had a polyload for nothing (!) of 800.000. i'm still searching, it seems there is a big area rendered in background which is not visible.
in this case and viewdirection its a combination of bridge, vegetation and ocean bump tesseling.
the waves from ocean eat up 60.000 -200.000. i currently model from EVERYthing on this scene LOD models, even from the tires. this dont drastically reduce the polyload but for strange reasons the 15FPS feels than like 30FPS, very smooth. will investigate further in this whole thing and add more occluder and cover this scene also in a indoortrigger to reduce sightviewing to avoid rendering far things which are not possible. i will beat this !!1!
thank you :) but have currently a little polyamount problem inharbour. the bridge in background eats up 500.000 poly's which kill the harbour performance. will see what i can do.
sorry i dont have actually such a OS running here and the last time i did this is 1 year ago (w8). but this might help you: Google.de first hit should do the job, also the youtube videos show how it goes. i remember there was a problem with different versions for this two msvcp71 files and where to have them copied in (Windows/SysWOW32 or Windows/SysWOW64 or both, i dont remember exactly, sorry). i don't have any idea about installers but on mod release i will provide all infos and a installer which do this automaticly.
yes, you need msvcp71 stuff, a window should appear if you click on fc.exe 32bit version which tell you this. its a little bit complicated to get this copied in in >XP os. (vista, 7, 8, 10). farcry was not designed to run in this OS, but with the copying in the needed files it works very well.
never have heared that before. could you tell me please which OS you have, and is this happen even to vanilla farcry without mods ?
and which patchlevel have your 32bit version?
and is this happens only if you have set light to very high?
the loadingtimes have nothing to do with the bit depth, it depends on map size AND if the shaders have to be created all the time. i try to deliver a most complete shadercache package. have had this problem too with fc2010, loading time about 50 mins / map, than i asked didjay for his shadercache folder with precalculated shaders and the loading time reduced to ~1 min. beside this my mod does not run with the 64bit patch, its still a 32bit exe but a 64bit OS can adress 3GB/ thread for 32bit executables, a 32bit OS only 2GB, (infact its ~1.89 GB and then crash to desktop). with settings all veryhigh or higher, my mod need ~1.9 GB or slightly more. you do NOT have to patch you farcry for this mod, it runs with every 32bit farcry version (my mod have his own patchlevel and does NOT touch or alter your farcry)
i'm not totally lucky with the design, did you have additional ideas? btw i will create a more decent version from this screen for the nongta style switch in menu.
omg, what a wiki, thank you again for the link ! the shooting range is very good looking and designed, i wonder why they have spend so much time for that back in the days.
intresting youtube link, is this a old "commerzial" one before stalker was released the fist time? i ask because vehicle support was removed later (i think because it would brake the gamerules to much)
will do ! 1637 max files in devkid/object folder :D
thanks tnlgg :) it was only the initial force to make 3dsmax to spit out the concrete pieces which gaves the needed amount of detail. the overal size of max files in devkid objects folder is 2.8 gbyte :D
i wonder if i should also give them out for modders, or is it just to big ?
ok, done :) thank you :)
thank you very much Marek33 :) because the station was initialized by your input (warehouse), you are free to choose a russion name for it :)
u using it? you gave me only 3ds non rigged package, so you have already converted all the stuff and exported and scaled? have finished today b1, b2 and b3, this three buildings need 29mb phys ram and ~90mb virtual, so i probably can't use them in my existing maps, because they all are full stuffed up the the memory limit -.- but i think i will use them in the story based maps, in map clearing, i'm not happy with the buildings there, to much old common stuff used :D
yep, same feeling on my side. theoretically (if i would let stay the mistake pasted structures), turning off the shadows on those would surely help a little bit, but with AI and phys props you can take away 10-15 fps (maybe more :D ), so i have to redesign that area. btw i have building b3 ready you gave me last week, i needed 2 days for :D the hardest things were the shadows inside, have had to build own shadow caster meshes, also the building is splitted up now in 7 parts. where you got this from?
yes, you may watch this video :
its a other map but same code :D all values / character different, trainable ingame and really working :)
guess why :D
my monitor is already calibrated to have a less blue percentage ;) (no joke!)
i like that shot very much, but it would be nice to see the same scene and same season with DX9 renderer so i can see what you all talk about ? :D
extreeeeeeem nice!! but it looks "cold", maybe to much blue (or to less red) in the ambient color ?
very nice video and very nice screenshot!
thank you :)
the amount and timeintervall of fish you get is totally randomized, it can be you have to go for fishing again and again to get the needed amount of fish for one meat ration but its also possible you need only 1-2 minutes.
for acoustic i plane "only" meditative breath and fishing sounds from the fishing rod. also the sequence cannot be interrupted currently and i dont know why :D
correct! its the broken part is from stalker, lvl escape, the one which crashed trains, the other part of the bridge is then just own modelled taking care of the original bridge design. i needed just a long working bridge with a broken part to connect a additional island.
oooooookay, i make them all climbable :D
to explain again WHY i posted that:
a 317.000 poly scene.... those polys, throwing his OWN shadows, cause a polycount of over 8.000.000 (!!) , it prooves how bad the brush shadow caster routine is in CE1 and why i (since 3 weeks) don't use it anymore and also avoid brushed objects as much as i can.
hehe, yeah, but honestly CE2 can nearly all do the same, except of the AI real light handling (AI react on light / if player is enlighted). but my trigger and script environment is easier, MUACH easier to handle in comparison :D
crysis is not required ? have CE2 a standalone MOD version ?
the mod is not finished and ready for downloading, sorry! you have to wait! just register, click on "track this mod" and you will be informed on updates.
video is updated and replaces by a newer one.
be weclome :) i'm curious, what means your nickname ?
here is a recordet test with debugmessages, it's some weeks old, inbetween its final and full set-up-able by the mapdesigner and pripyat is already stuffed out with anomalies :D
in that video you can see the anomalie which is setted up to "wander around" and you see in debugmessages what she actually do. the particle effects and sounds can be free choosen so that different anomalies are possible (and i have already setted up three different ones).
you will need to play the game to see all types of anomalies and see how to react / interact with them. for example in opcl-pripyat you can feet anomalies and make more use out of them in comparison to s.t.a.l.k.e.r.
dont forget they released the mod because it was "stolen", a alphatester uploaded it somewhere so they was a little bit in trouble because of that. atleast i hope i have no showstoppers like in lost alpha (which i have had playing lost alpha). also my complete sound system IS working :D currently pripyat is more bugfree than standart farcry.
beside that i have NEW problems because of the anomalies, which can unexpected kill/destroy important things :D so its a little bit triggy to set up the whole thing. additionally i have a working fire and electrificy which cause additionally trouble, but it seems its working, i play it EVERY day and all bugs which are currently left are things like "ok, 1 of 100 bush's is flickering at night with flashlight and fire enlightment at the same time" or "the uvwmap for a broken street plate is lost and it glows at night", and those will be stay in pripyat and fixed later in the devkid demo release.
thank you for your neat words :)
hehe, gotcha :D
ok that map is 100% S.T.A.L.K.E.R. including gameplay, but it work full with the story off opcl and the devkid demo map, so, who cares, its playable and need to be thrown out :D
Thank you Marek33 :)
i will throw the map on moddb next week (?) but i will include them later in opcl too.
map is almost finished, and it have eaten already to much time, its just a "must done" project, i never could live with the mind of wasting that nice map!
if you interested in doing a additional mission on that map, drop a line and i send you the mod.
this map will have only a few civilians, no walking around guys and so, the area will be in a constant "fear" environment.
i will throw it out definately playable! but more or less as "fast snack", no big stories, just rescue in time some pple, thats what i have in mind for that map.
could you go more into detail? how long it take and what conversions you have done, what about splitting the models and set them correct together in the map`? i really can't imagine how hard this was because from my point of view its totally impossible to do such work just for fun.
i currently know how to deal with some limitations:
max phys poly is 100, so a simple phys hull would help, also sometimes none DX compressed dds maps cause massive fps drops. also physicalized multimaterials on a single cgf. it would be easy to make that map complete smooths (as it is on that video ^^), but the most important problem is that all cgf's are not correct scaled for playerdimensions. but its a extreme work you have done there, skx!
Dave have shared the video on his Youtube channel:
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 :)
it seems there is a bug: before the firs shoot is given, the weapon angle is not set to 0,0,0 so the weapon is outside the screen, will investigate in it and post a fix later.
26.1.2014 v12 update:
weapon angle is now adjustable ,its needed for this
@haawok, Alex_SS and Marek33,
thank you for the nice comments :)
no, its my mod XD
its very motivating to get some (positive) comments here, so thank you too (and all other ofcourse!) for writing here, that keeps my mood up and motivates me to work further :)
thank you botmen!
nice! show a ladder in the elevator so that player know its climbable.
i dont understand why the elevater explodes after leaving. the terminal switch sound is horrible, please change it! omg, really, this sound is so bad XD
waaaaaah, so nice! dude you should do a farcry movie XD
very very nice! keep it up!
epic! keep it up!
thank you :P
i'm currently not sure if all those things are working with multiplayer :(
it would take additional time to tweak alll routines to transmit all data from server to all clients.
SP and MP games are always different code based :( thats why in standart FC MP nearly no interaction is possible.
thank you, vikom!
duke nukem 3D , its a PC first person shooter.
ah, i see the shadow!
ok, its about the box texture: its better but i think is useless work, those kind of boxes are so much ugly that it would be better to remodel them compeltely and use some better looking boxes with logical design.
I dont use predefined shadowmaps/ lightmaps. Also the original flashlight wad not a real dynamic light, so this test is not valid. But i have experimented with lightmaps (shadow area) and real dynamic light and can say that even in not modded fc the shadow/lightmap is switched temporary off if a dynlight hit this brushed object.
Could you explain what was not working ? i dont have problems with shsdow and light.
Great mapping skills!
i can easy adjust that, thank you for the feedback!
thank you for your comments 8)
janzu that is looking incredible!!!
yes,you have good eyes! got it from Thefree3dmodels.com
i maybe should change it, i'm sure its not allowed to used it :(
thank you pals :)
and without your help it wouldn't be the same like it is already ;) (ok, not yet banned and published on video here, but i need some yardropping things for a real promovide *g* )
thank you shing :)
to dark for my taste. most of the tree and grass is pure black on my monitor ?
thank you dieger!
release is depending on how much i have beside reallife / earn money / ...
but i plan to releaase a demoversion with the citymap and maybe a little first actionmap, where players can learn the gamemechanics and maybe find some bugs.
in next 2 months (i hope...)
yeah, FC2010 livesign 8) best message this day :)
but american dad and spongebob and a little bit family guy have fullfilled my simpsons live XD
i tried it with tagpoints, but the tagpointsystem works very bad in city, even for one single vehicle.
i have to code it complete by my own, thats why it takes so long to finish that level :(
still parked :(
i'm a real fan XD since simpsons are not funny anymore, spongebob (and american dad) have filled the hole XD
+1 carma point for the correct spongebob avatar XD
i always wear my black ninjs swuit so you have no chance to detect me on any blacklist on this earth oO ^^
--> me, increasing carma points since 1 week *g*
sentences longer you build must, little padawan XD
complete traffic is missing, i've first to figure out some things. i dont wanna put static vehicles on street and call that traffic. goal is a real self driving and dynamic traffic. for that i have to code a little bit more which is currently a little bit over my knowledge, i'm also currently short on time :(
FIRE HYDRANTS XD will work very well in the city level where the firabarrier is not so important and where player can learn the gamemechanics, and in other levels no such structure is possible :)
> bottles of water or putting clothes
> or small portable fire extinguisher?
a transportable anti fire weapon... hmmm, thinking about, because fire have currently the funtion of a transportable "wall" or "fence" which is very precious. overiding by jumping in water means, it have done his job, but overriding by a bottle of water for example, would break that "gamerule" or function from fire.
i also thinked about autoswitch to 3d if player is burning, but then i would have to lock that :/
would cause some extra code which could interrupt other 3rd-1st routines (vehicle leave for example)
thank you too! no, have switched to 3rd person for better screenshot.
> Are there any another ways to stop
> burning? Some people could be ****** if
> they die 2 meters far from water.
no (beside dying^^). any suggestions?
hehe, i think this comment is the best compliment which a diner interiour design can get XD
thank you Didjay :P
this is a shader, i can tell you the name if i'm back at home:)
the new kind of style is only a variant to the "Old" one, it will be triggered with random weather script, so 80% of the day you will have the "old" style. or a mixture XD
nice work, but it looks a little bit "false", for example the sharpness and contrast of bridge and the mountains.
but all in all a nice composition :)
yeah, XD thank you for your comment, Shing!
i wonder why its named like this XD
hehe, i understand this very good! a good mod should have the "exploration" of area as an intresting gameplay element, showing all the area with screns and video kills that gameplay element! very good decision!
thanx for comment 8) cafeteria is already in work 8) but i'm more intrested in getting hints what the player can find as reward, if he really managed to fight trough the base! something which helps him to survive better in the game or make atleast much fun :) (but need to be part of the story / timeline).
wow, very nice! looks extreme good! keep up that work!
thank you both :)
o be honestly my english isn't so good and i did not understand some things you ask, sorry for that. (especially the part with the mirrored weapon).
the mod is in developement since 2008, most parts of the maps was finished in dec 2010, and 2011 i started to script in some nice things XD
so, the mod will have very big maps, with unique settings, a very big story, hopfully a high potential for playing it again and last but not least its technically a totalconversion :)
lustig, bei solch babylonischem sprachwirrwar mach ich auch gerne mit XD
>> but still thanks pvcf, for his efforts.
glad that you can take some benefit from 8) keep on modding XD
sorry but you have to wait for release of opcl, it was to much hard work to have something new and unique ...
thank you! but i'm almost alone so it will need some time (even if i work since 2008 on this mod^^)
thank you too 8)
thank you 8)
XD i take this as a compliment *g*
i working every day on it 8)
(now since 2008 ^^)
but its a one man show ;(
yesterday i have builded in some nice things, the city grows every day 8) i also started to design first rooms and entrys in buildings, will show more of them in the upcoming video 8)
thank you, i hope too someone give me the possibility to build my own gamedev studio. btw, i work in the gamebuizz since 11 years now, and i can tell you its nearly impossible ;)
but thank god this great cryengine editor is in the world :)
btw, can you tell me how to tell FXC.exe to save the shaders which are build during editor start & level loading if they are not found ?
hmm, let me explain it like this: this game is a real open world game. much (!) more than farcry, crysis or farcry2. so the task was (and is) to fill the world which intresting things, subquests / freemission, things you could do. the game does not lead and force you through a canyon from one tagpoint to the next. (you will see only 2 or 3 tagpoints in the whole game). that means: exploration and survive is the goal of this game. and if i would tell you all the intresting things and goodies, i probably would steal some of the fun to explore the game by yourself. for instance there will be also a flamethrower in the game and there is a very useful need for this *g*
btw.: i think its nearly impossible to kill a mercenary with the chainsaw. if you carry the chainsaw, your carrymass is very high, that means slow movement. chainsaw is a short range (melee) weapon, and its very loud and need some time to start the engine. it will be very hard to kill a armed force with that weapon.
> Will there be a realistic physics-system implemented?
not at all, the fire cannot burn down the whole land, bout for instance if you throw a molotov cocktail and run in to the flames, you are catching the fire, and begin to burn. by jumping and diving into the water you can extinguish the fire.
trees are not destroyable, most of other things are.
simply watch the videos carefully 8)