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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pvcf
pvcf Oct 18 2014, 10:39pm says:

regarding a discussion lately about sm1.1 vs sm2 and sm3 i just have shooted by accident today those screenshot, with a building which have bumpmapped specular gloss shader. spot the difference between sm2 and sm1.1 picture, for my taste the differences are very minor. the one more frame is caused by weaponshaking and clouds.
it seems the gloss specular in sm2 can reflect ~15& more light (look upper left bricks wall), but i really would not say it looks better or worser.

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Marek33
Marek33 Oct 19 2014, 10:45am replied:

I don’t see almost any difference expect those left bricks on the wall.

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Argoon
Argoon Oct 19 2014, 11:15am replied:

The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.

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pvcf
pvcf Oct 19 2014, 2:41pm replied:

unfortunately the opposite is the case: actual (AMD/ATI)driver perform 50% worser than 2 years old drivers on same card. tested on wxp, w7, w8 and w8.1 with two different pc's and graficcards. and it affects only CE1, not CE2 or CE3. the renderpath shadermodel can be choosed in farcry by user anytime with the light-quality setting. my point is to use ONLY shaders which also works with sm1.1 and sm2 and sm3, in difference to FC2010, which works ONLY with sm3, with lower ones you have no terraintextures, for example. there is also a additionally bug in a shadercreator which is started by farcry on start if something is missing, which can lead by its buggy behaviour in a startingtime from about 30minutes (!) for fc2010 for a single map. the bug is, that the shaders are created temporary and NOT stored in the shadercache folder, so that complete action will be done everytime a map is loaded. we have tried to avoid by delivering 200mb big shadercache folders for fc2010, but atleast i try to deliver a working mod which runs on all OS with ancient hardware (even if its not playable, but it run). and we have to face that amd or nvidea dont support CE1 in any way, its still not possible to use HDR on all machines, so i have deactivated it finally (after implementing it with sm3).
CE1 also does not support displacing mapping, only bump and normal mapping.

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Hunter_FC
Hunter_FC Oct 19 2014, 12:45am says:

Very nice !

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pvcf
pvcf Oct 19 2014, 2:43pm replied:

thank you! notice that the walls are plain, the complete structure is done with normal bumpmaps!

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Oct 18th, 2014
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pvcf
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