This member has provided no bio about themself...
The community is getting smaller and smaller every day. It`s sad but true.
It`s already dead here, other places will follow in the near future.
Damn, I`ve been searching for FC`s concept arts for my new menu but I couldn`t find any, except for 2 popular ones.
Thanks a lot!
This actually got me.
Every Far Cry above the first one is very modding unfriendly. I don`t even think it`s possible.
I would have to make it compatible first. I`ll will look into it.
I`m getting allergic to this word ;)
Added to the list anyway.
This is neither the place or way to handle this. No one cares about your personal drama with anyone, because let`s face it, it definitely looks like one.
"Steals content"? How do you even know he doesn`t have permission to use them? How does he even have access to OPCL files in the first place? There are 3 people I can think of who might have them, if not less. And I`m 100% sure none of them would leak anything intentionally.
I don`t even know what to say anymore, this looks like such pathetic attempt to discredit someone, that it`s insulting to your small modding community and all the people who play or mods.
It`s because the "over" button texture is rendered differently. You might want to change that in UISystem.cpp "CUISystem::DrawSkin".
At this rate around 2077, depending on the creator`s mood of course ;)
I`ll only code the RPG stuff.
"Read More" on the front page
There is the LRv2 for multiplayer now. They might use it.
Video is for pvcf, since he asked me for it.
You use this:
(width/height)*0.75 = YScale
to either multiply the height, or divide the width of the object on the screen. With this it attains it`s lost proportions.
With fullscreen textures, you need to do the first one, which needs the texture to be moved up by half of the gained texture height. At last you make the scope smaller, because it going beyond your monitor border.
This kind of eliminates the need to have the same texture loaded in different aspect ratios.
This crap is because the engine was never designed for widescreen monitors, and we don`t have access to the renderer, so crazy workarounds have to be made.
This solution is not perfect, and I`m thinking about something different now, but we`ll see.
ArnCarver is far more skilled than me.
*Mod preview image is subject to change
You went a bit too far into my dream world.
So, how do you guys like the mod front page look?
You got it, it`s about it being less deformed.
How doesn`t that bother anyone...?
Also, it`s 1024x1024 vs 1920x1080. Less blurry, sharper image.
I`ve got it all working right in from of my eyes.
1. BasicPlayer.lua not BaseHandGrenade.lua
2. remove the stats.underwater check
3. instead add self.theVehicle
= No grenades inside vehicles.
= Throw grenades underwater
Remove the Params.underwater check to be able to throw anything you want[ even in visareas below sea level ]. Additionally use stats:IsSwimming() to throw your glow stick thingy in water.
The vehicle part should be as easy as this, just don`t repeat my mistake and don`t check stats.theVehicle instead of self.theVehicle .
"this part is done by a not delivered code in c++, this is not part of the SDK"
<whispers> void CPlayer::FireGrenade @~2301 XPlayer.cpp :*
There is the water check that gets passed to both lua functions mentioned above. You could check for the vehicle too, but I know you prefer lua.
I <3 u 2 :3
Make sure you look up the FC demo. There should be a lot of leftovers from the earlier dev stage.
*hold my juice
I think it's the first time a situation like this occured, that's why no dev has ever released his source.
If the mod doesn't use a custom crygame.dll, for which they usually don't share the source code for, it's no problem to code the Minimap into it.
Blender is fine.
Look up on crymods.net , there all your questions will be answered.
Do you plan on implementing the Minimap into your mod?