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pvcf
pvcf @ FarCry Operation Clearing

yeah, thank you too :)

Good karma+1 vote
pvcf
pvcf @ FarCry0069

that means, if you have below 100 health, and eat a mushroom, you have a 50% chance you have ~130 health or ~65 health after eating ?
yeah, thats the basic idea of eating a potentially poisen mushroom :)

Good karma+1 vote
pvcf
pvcf @ FarCry0069

no, as far as i remember i only deactivated the reset routine, but i still can not write in this value, may have to do that they have this in non delivered code section for cheating protection.

Good karma+2 votes
pvcf
pvcf @ FarCry0069

yeah, because they reset the stamina always to 100% after playing a sequence :D
i needed weeks and months back in time to find and fix that :D

Good karma+2 votes
pvcf
pvcf @ FarCry0069

thank you!! :)
the stamina (sprint energy) is not writable, only readable, so i can't do much things with it (but i'm not totally sure about, it might be that i have "fixed" this problem some years ago, because crytek have locked this stamina thing in c++ section in movieplayer (yes... ) )

Good karma+2 votes
pvcf
pvcf @ FarCry0069

now i totally confused :D
what should happen if player have, lets say 100 health (of 255) and you eat such a mushroom ?

Good karma+1 vote
pvcf
pvcf @ FarCry Operation Clearing

thank you :)

Good karma+2 votes
pvcf
pvcf @ FarCry0069

wow thank you, will test your setting this weekend :)
btw this is my actual implementation of "to much medication" :
Reflex-studio.com 133mb 1:16min (video is from april 2013...)

hmm, ok, actually its a little bit changed: you also didnt see anymore your weaponslots, will try to record a actual video :D
the idea: slowmo, blurred screen, pitched down audio and a decreasing timebar on top of the screen.
it happens if you eat painpills (medic) but you are already full or enough healthed.
then you get this drug effect and a massive reducing of your health.

Good karma+1 vote
pvcf
pvcf @ FarCry0069

i agree with the screen effect !
i already tried 50 HP and it was noticable to less, player have 255 max so i ended up by 100 HP as add for one mushroom, usually there is only one mushroom in near (which regrow after some time, btw :D ).
about losing health over time, please read also my responding to F4Qs answer :)

Good karma+1 vote
pvcf
pvcf @ FarCry0069

this map have no TOD (time of day change), but lowering speed is intresting, will think about!
which energy did you mean?

thanx for MOTY wishes :)

Good karma+2 votes
pvcf
pvcf @ FarCry0069

you mean by random? so a mroom can in or decrease but player doesnt know it before ?

Good karma+1 vote
pvcf
pvcf @ FarCry0069

there are some mushrooms placed all over the map :D eating them give some health and reduce hunger. but actually i thinking about to place also some poisen mushrooms, which have some sideeffects, what do you think about ?
any suggestions about the bad sideeffects ? (but there must be still a motivation to eat those mushrooms, (i suggest they have a different color / texture than non poisen mushrooms ).

little update:

found bug why level was not exported anymore in editor running wxp Sp3.
(it was a setting in BIOS, called memory segmentation 32 or 64bit OS, because my wxpsp3 is a 32bit OS, i used the 32bit setting in BIOS, seems that was a failure :D )

changed watershader from waterterrain to wateronlysky (which means that ocean reflects only sky and clouds and not terrain).
this reduced the polygonrate on river in startsector from ~2.2 mio to ~990k polygones. (and i can't explain to myself why a texture environment reflection (!) uses 1.2 mio polygones ... seems there is something broken in renderer ).

setted in w7 74 bit the editor.exe to wxp sp3 compatibility mode and i could use more than 2gb in editor, usually, in wxp, by exceeding 1.68 gb memory usage, its not possible anymore to save the map. so, if i come in troubble, i still can work further on w7.

Good karma+4 votes
pvcf
pvcf @ cfrenderer

maybe it have to do with surface reflection :/ but this doesnt need polygones... real real strange.
unfortunately its in the game start zone, it looks very very good but it kills the FPS :/
this gives a bad feeling about the mod, if this is on very first startsector :/

Good karma+2 votes
pvcf
pvcf @ cfrenderer

> Also, I responded to you here:

i know, sorry, was busy :D i fight actually with a strange bug:
a ocean which eats up 75.000 polygones, eats 200meter away over 1million polies and crash the FPS and i absolutely dont have a idea why :D because the ocean is the same mesh and texture all over the map...

Good karma+2 votes
pvcf
pvcf @ cfrenderer

have seen here some mods dissapeared because of HDD crash ^^ i learn :D

Good karma+2 votes
pvcf
pvcf @ cfrenderer

ah no, i simply have mirrored my whole SSD to a HDD, the SSD is only 240 gb in size, so it's not a big deal :)
as far as i actually see, i didnt lost any single bit and the OS and partitions also totally identically :)
Backup for the winners :D
the whole mod OPCL is actually on 3 SSD/HDD's cloned and one copy is on my server and 2 friends of me have the whole package also, so the chance of total mod-loss is actually low :)

Good karma+2 votes
pvcf
pvcf @ cfrenderer

no, i lost "only" ~2 weeks of create debugging code and find out whats going on.
map and mod is intact and fully working.

Good karma+2 votes
pvcf
pvcf @ cfrenderer

ah, and it also proof that the whole object occluder routine in cryengine is totally not working.
(technically it is like that: cryengine have a switch for software based and hardware based occluder rendering test.
theoretically the engine should look byself, if a object is hidden behind another object, and stop drawing that. AMD claims, they have that in their drivers since 2004, but what to say, ofcourse its not working (both, hard or software!), you can stable thousends of boxes behind a solid wall, all boxes will be drawn and processed. in cryengine you must then place occluder "walls" (areas), or paint terrainhills inbetween or create corridor levels with visarea sectors.).
to be fair: all engines have this problem. maybe later real raytracing renderer can use real occluder calculations, which boost renderingspeed drastically by a exciting amount of details and lighteffects per scene.

Good karma+3 votes
pvcf
pvcf @ cfrenderer

soo, couldn't sleep tonight and finished some loadtests so i can find out exactly what happens if
Error: CRenderer::EF_GetObject: Too many objects (> 4096)
is logged by loading a saved game.
i created a empty map and placed simplet entities: blockwise, each block have 500 simple entities, first i copied this block until i reach 5000 pieces. save the game, load the game and: no 4096 error.

the screen shows this empty map: grey boxes = 4000, red boxes: above 4000. lower screen: loaded this scene but with all boxes in players "back" (not visible on cam).

hmm.
ok, 6000 entities:
save game, -->load game, no error.

ok, 8000 entities:
save game, -->load game, no error.

10.000 entities:
save game, -->load game,
Error: CRenderer::EF_GetObject: Too many objects (> 4096)
but all objects are existent ! no single red box is missing!

ooh, wait, why this error comes on a big map within 5600 objects ?
and why the flickering sky bug appears ?

so i repeated the 10.000 entities:
save game, but this time without seeing the entities! -->load game, no error!

the CRenderer::EF_GetObject routine seems NOT the routine which counts the objects for physic behaviour or interaction for game mechanics, like triggers, soundspots, it seems its a 16bit renderstak from screenspace / shader!
it seems, (for me ^^), that the shader renderstak is 16bit processed and simply tell the engine that he have a >4096 in drawcall pipeline for creating effects like lightmaps, shadows, bumps, decals and so on.

long story short result: it seems i can ignore this warning message, because the renderstack which is builded during loading is totally unimportant (at least i think it is so :D ), because after loading the screenspace is limited by viewdistance and my entity streamer, this should limitate the drawcall.

ok, this still not explains why editor wont save the big map anymore on wxp sp3, but it seems i can let my map "intact", even with the wooden destroyable fortress.

btw.: funfact:
i found a nice way to crash a SSD within a half second :)

just start a old partition edit program, lets say norton PartitionMagic 8.0, which tell on start that he found on clusterchain xxxxxxx a failere an can repair it, answer "yes" and your SSD is almost gone :D
after that i found out, that this version from norton was from 2008, doesnt knowed about SSD's and their special alignement :)

(needed ~5 hours to restore the whole SSD from backup, and yes, OS and OPCL mod is on this SSD :D )

Good karma+2 votes
pvcf
pvcf @ opcl mountains

i even can't run gta4 in good quality, all is halfed and i have ~30-40 FPS sometimes :D
so i can be lucky if GTA5 will run on my rigg at low settings :D i hope i find some time to install the 7 dvd's this or next week :D
thank you for your mod and game advice, the stalker series is already an my wishlist, but my timebudget is sooooooooo limited, i even did not have half finished lost and damned add on from gta4 and even not started ballad of gay tony -.-

Good karma+2 votes
pvcf
pvcf @ opcl mountains

yeah :) exploration is a big must have.
for example i'm a big fan of GTA3, GTA3 SA, GTA3 VC, but GTA4 was boring, only a endless city -.- will see how GTA5 runs on my PC :)

Good karma+2 votes
pvcf
pvcf @ opcl mountains

real game: SP + Story :D

Good karma+2 votes
pvcf
pvcf @ opcl mountains

was Survarium a real geam? i didnt have played it, looked for me in trailers like a MP area game... ?

Good karma+1 vote
pvcf
pvcf @ FarCry0044

thank you :)

Good karma+2 votes
pvcf
pvcf @ FarCry0044

it is a modified shader called "crylight", if i remember right.
the lensflares are totally replaced by my own ones.

Good karma+1 vote
pvcf
pvcf @ FarCry0031

the error does not come by loading map from campaign menu, but it appears by loading a savegame (same map...) from compaing menu, strange enough?
also i actually didnt know which entity is really NOT loaded then, because the entity counter counts way over 4096, so i really dont know what happens actually really in engine.

> I guess you did not add 1,6k entities/objects at once.

no, i use standart cry engine load routine which load every entity serial, entity after entity, i also does not use groupings.

> Maybe I just misunderstand something.

i actually did not understand the behaviour byself. i think i have to prepare a empty testmap and add > 4096 props and look then what happened exactly by loading this as savegame :/

Good karma+1 vote
pvcf
pvcf @ FarCry0031

you may read and download the package here:
Moddb.com

Good karma+1 vote
pvcf
pvcf @ FarCry0044

tested today a old dynamic weather and rain routine, here are some screens inside from, plus some other from same positions without rain.

this is a cheat implemented rain-entity: that means it have one predefined weather, but in real game the map will have ~10 different weather entities which spawn different things, like only grey fog , or small rain and so on, they are randomly called and they are not processed only in predefined sectors, like in other old games.

ah, here is the link: www.reflex-studio.com/clearing/picturedump.zip 25mb

a rain entity does things like switching off the sun (if its strong raining), switch off shadows, spawn water particles, fog, reduce sightrange for player and also for enemies (!), extinguish open burning fires and so on. it can also spawn thunderlightnings.
currently this whole weather system is locked to difficulty level "simulation".

Good karma+2 votes
pvcf
pvcf @ FarCry0031

omg, this is really low -.-

Good karma+1 vote
pvcf
pvcf @ FarCry0031

weather and ambients is dynamic, i can post a screenshot if you care :)

Good karma+1 vote
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