Beta Restoration Project is a mod for Far Cry aiming to restore the cut beta content of the game which includes enemies, weapons, levels, vehicles and more.
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
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.
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 -.-
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 :/
Yay! I've found the file which caused it all - the binoculars script. Now everything's right.
I also wonder, why terrain cannot be reflected in water in 1.4 (it was surely reflectable in 1.1)? Is it because of another shaders or changes in the game renderer?
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 :( )
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 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.
The mod needed something really interesting!
The model lacks head, but we'll fix it later.
Also, I have to note that the model looks somewhat similar to Objects\Indoor\Props\Labs\mutant_cover_ontable.cgf.
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
Yeah, like the second or the fourth part. Reminds me of Gladiators.
Can it use 2 RLs and 2 heavy MGs at the same time?
> Can it use 2 RLs and 2 heavy MGs at the same time?
yes but with some own scripting, not out of the box.
That's a good thing, but what does "not out of the box" mean?
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.
Okay, I've got it. Thank you for the help!
And by the way, can I trace the problem by 0x*blahblahblah* in Critical Exception window? I cannot load savegames now, as Critical Exception appears.
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 -.-
This means if I change some scripts and load the savegame made before the changes, the game will crash?
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 :/
Yay! I've found the file which caused it all - the binoculars script. Now everything's right.
I also wonder, why terrain cannot be reflected in water in 1.4 (it was surely reflectable in 1.1)? Is it because of another shaders or changes in the game renderer?
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 :( )
That's quite sad :(! New water looks really ugly and too transparent. The underwater "fog" is also gone.
I tried to put shaders from 1.1 into 1.4, but it did nothing helpful. So it must be engine.
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 ?
I know I can change it, but it does nothing.
But maybe I should look in the options (changing water quality wasn't really helpful as I remember)
> 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.
I don't know, I don't remember turning realtime HDR on. Where can it be checked?
I know, I've checked the Customize button in FC Configurator.
> 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 ?
Yes, I can. Probably.
Can I add it to a message on ModDB?
no :/ but you can send me a link there or ask for my emailadress and send it there as attachement ?
Here it is. Level is not really different from the 1.4 version.