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 Author
pvcf - - 4,943 comments

baaaah :/ day 3 in making the new ingame save/load routine.
i'm still in the save part and i fear i have it finished to 50%, because usually by testing ingame countless forgotten things appear.

the last day i have added stuff i already didnt have mentioned before:
missionlog, missions and submissons, horrible constructions with my keytables and keycardtables, swiches, areas, missiontriggers itself, the whole radar stuff (tagpoint positions, savepointtags, radarstates (i have a multiplex radar which can show different tagpoints at the same time with different tagpoint icons).
every day i add ~100 new lines of code in the pure save routine.

slowly but i bite it !
all the day long i see those identical screens and text and logfiles, add a variable to the saveroutine, start game, trigger the new special condition, do a ingamesave, leave the game, open the log and savefile and compare if it works. --> repeat this 2-3 times just to get this new single line in the saveroutine to work :D

the horrible thing will start if the loader is then also finished and working: playing all possible levels (which needs muuuuch time by simple loading the level and playing to a certain position where things are activated / enabled / triggered which are intresting for the saveroutine, so i can test it). that will need so much time -.-

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PetrenkaPie
PetrenkaPie - - 1,040 comments

your stamina amazes me.

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pvcf Author
pvcf - - 4,943 comments

me too :D
but yesterday i imagined how it will be if i have in menu the second button beneath "load savegame" : "experimental load savegame", which then leads in that ~2-3 seconds loading.
once this is working, you never ever will use standart load savegame.

it also allows me to tweak the gamedesign in difficulty more in the direction i like it (simply harder...), because without that stupid original loadingtimes and memory eating the whole gameplay will feel so much more better.
one minute ago i finished the players weaponpack saving part and prepared already a table which holds players actual wpnpack.
from now it is possible to have a imaginated gamemechanic which allows to spawn this weapons at last known save standing players position, just before he died.
so player could go there and grabb his equipement again (also imaginating i really insert the prison-awakening without weapons).
it's just theoretically and not really really planned yet, but it's now prepared in code.

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ArcheoVoices
ArcheoVoices - - 88 comments

That corridor is very impressive... Amazing quality, and all that level of detail and debris, pipes... Also the menus... Big and great work! :)

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pvcf Author
pvcf - - 4,943 comments

thank you :)

Reply Good karma+3 votes
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