Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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new update (Mods : FarCry Operation Clearing : Forum : Technical Discussion for OP CL Devkit : new update) Locked
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pvcf
pvcf Germany
Jan 11 2013, 9:29pm Anchor

two new entities finished:

rainwindow entity  
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advertising
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both have the same idea: change material byself.
rainwindow entity is asking if its raining, if yes, it switches from material 1 to material2, in that case from glas to glas+rain animation. (idee by vikom)

advertising just switch from material1 to material2 by a timer, just to give the possibility for blinking advertising (on/off decalglow shader) for example.

both will be in next update.

also  new:
vehicles now can scale her power by vehicle health, they will play random sounds depending on healthstatus (broken engine sounds)

each vehicle can be set to racemode individually (racemodeswitch in clearingworldtrigger is not needed for that, because this would also disable leaving vehicle and enable vehicle reset slots).
its inserted for indiv.vehicles to achieve very fast vehicles (need id for dunebuggy)

better realflashlight: removed the distance-jump-flickering if flashlight aimed very close and very fare objects in short intervall.  now i project 3 dyn lights with scaled distances and ask for the first one for entities, brushes and ground and scale things. looks now nearly perfect. you now can enlight rooms from outside without loosing light outside.  same is for using light inside and aiming outside, you have now light In AND outside, just like in real life.

bad bugfixes regarding load save with distance hider.

hamrfull ocean added, with enable disable senderevents in clearingworldtrigger. just enable or disable them there or use a global variable.
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BountyHunter entry in each AI : give or take away playermoney by killing those AI.
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some better performance with entity hide routine, because i noticed that entities still are updated even if they are hidden, so i added a third update state and deactivated even updating during hide.

weightlimit depending on difficulty levels (harder difficulty level means player can carry more weight)

added opcl_favorpoints for mappers usage. 

countless bugfixes, new menu entries (grenade select modes and drawingstyle)

playermodel can be selected in clreaingworldtrigger, it also have 4 slots for 4 different models, choosable by senderevents.

--added support now pos and angle for weapon setted up in weaponsparams
--added no idle animation in ironzoom / ironaiming
--added AI interesting Eevent if AI's is hit but not death. now his friends look to him and try to find the hit cause and getting alerted
--added additional god cheat mode detection

clearinguniversalvehicle
--added tiremarks decal for driving in snow
--debugged no benzin sound section in  vehicles
--debbuged OnReset changed soundsection (works now in realtime)
--added motocycle animation support
--added no burn option for low health vehicles unless they are drived for first time
--       (used fof vehicles which have to be repaired first but doesnt should burn or smoke by waiting for player)

clearinguniversalboat
--fixed repair bar
--added soundsection
worldtrigger
--added opcl_friendlyfireallowed switch
--added player resistance, default 1,  2 meand player get only half damage
--added adjustable max amount for  foot and tire skidmarks

dynlight
--can now allert AI in near range if it self is destroyed
--if power entity is repaired light will notice that now

particle effect entity
--added lifetime
--can be bound to player
-- reacts on day/night change --asks for status of globaldaytime from ClearingdaynightTrigger
--globaldaytime    --0=night   1=evening   2=midday
--can be bound to a entity
--have self update timer
--added a outdoor indoor detection

hud
--removed/avoid a shoot-under-water-trying 100times engine crash by giving playerhands instead of weapon
--playername and z position shown on radar
--dieger zipline upgrade is now shown in weaponname
--added achievement viewer in missionbox
--added rain in-outdoor detection
--debugged save icon which was niled after second save and following load process which caused in killed radar
--deactivate a function during missionscreen:  if Hud.WasSwitchedOff and Hud.WasSwitchedOff == 1 then return; end
--added distance and fog scaler depending on player posz.z
--added _localplayer.cnt.sprinting as status
--changed ET hudstance icon positions for prone and ladder to correct position
--fixed in ET weapon is DEselected if player leaves vehicle (was the noswimmdetection)
--added weight limit for difficulty levels
--added rpgfitness to the weightlimit system
--changed opcl grenade slot draw
--inserted skill levels for weapons
--added playespeed is not skaled by to heavy weight if f4 flymode in devmode is active
--added function to floor globalearneddollars and _localplayermoney but keep them negativ, if needed (for player debt support)
--added failure handling for grabanimations, missing vehicle radio, used old FC vehicles instead of ClearingUniversalVehicles and TireDecals
--improved realflashlight

proxytrigger
--added no vehicle option
--added can extinguish a player
--added can extinguish a playes vehicle
--added can trigger random event by given chance value of 0-100
--added can random choose event 1-3
--debugged: health of vehicle if vehicle as entity is allowed is now longer asked and a nil value
--added can show a text after entering

daynight trigger
--added various no skybox or nochange skybox options
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Edited by: pvcf

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