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

uum, so silent here, and i have nothing really new to show, because i have worked last days on code. you may know, i have NOT the phillosophy to add 2-4 new weapons, call this a MOD and let player play this one time. my goal is, to make it replayable, with different styles of playing, which ofcourse needs some intresting different weapons. i have now ~49 weapons, and they need a good setting each. but every (!) weapon, have per firemode (!) ~50 unique values, whih describe the weapon and handling. with 2 firemodes by ~50 weapons it gives a parametertable with 500 values. impossible to set up correctly (like in vanilla farcry, weaponsetup was horrible). so, i coded in last days a onscreen utility which allow me to choose evereyweapon and see the setted values and get a live calculation of range, hitdamage, precission, bulletdrop per meter, AI recognition and some other. now i can start to test ALL weapons and create nice values. here is a 322mb video, dont watch it if you dont be a modder:EDIT: video link deleted,if you like to watch it, pls pm me. video spoil to much.

btw.: press LIKE comment if you want a (decent version) of this weapontable in game mode (without cheat), so you see the actual parameters of your weapon.

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Marek33
Marek33 - - 3,891 comments

I think that's a great idea but I think it will be the best to have a system like in stalker games (stats will only show in inventory when I click on them with a mouse).

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pvcf Author
pvcf - - 4,943 comments

i agree! but because i have no inventarsystem like stalker (i use the weaponslots as inventar), i plan to allow in game the devmode key for "giveweapons". if you press this key, a papersheet appears with stats for actual weapons, like a printed manual. so player can plan his taktik by reading manuals for weapons player is owning, if he have a silent minute.

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Marek33
Marek33 - - 3,891 comments

Well that's a shame but it’s better to have something than nothing.

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pvcf Author
pvcf - - 4,943 comments

not really, i think the one we have in opcl is better than in stalker. its much faster to access, easier to see and handle and you can't carry 20 machineguns + food + health + drinking + medic + collectables. this is not good for immersion. if you really need to carry much things, you need a rucksack and pockets which expands your weaponslots. one weaponslot, one item. 8 slots max. thats the rule. the mass simulation is then another thing you have to mess with :D (like in stalker, but in opcl its slightly different: you CAN move with to much mass, but very very slow). and remember what happens if you have to much mass in stalker and you try to throw away doubbled ore trippled weapons: you lost the ammo for and you dont know which of those weapons is more loaded. this all is completely better in my system.

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pvcf Author
pvcf - - 4,943 comments

to be detailed about multiple weaponpickups: in opcl a weaponpickup, which you already have as weapon, wont doubble your weapons, but it empties the ammo on the pickup, throw back the (now empty) weapon so you can take this later, if you need, but you have now the ammo. if you sell your weapon, the slot is free and you might walk back to the empty throwed away pickup. if you have luck and have a additional weapon which have the same ammo class (AK for example, which is shared by 3-5 weapons, dont know currently exactly), then the new pickuped up weapon is filled from your ammo pool in pockets (but not with ammo loaded in actual weapon clips).

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Marek33
Marek33 - - 3,891 comments

Good to know that. In stalker when I dropping a weapon I always check if it has ammo (which is hard in Vanilla game) and when not then I drop them but your system is much better.

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pvcf Author
pvcf - - 4,943 comments

atleast it's still FarCry :) that was the maingoal :D keep the fast and simple gamemechanics, even if i add much stuff.

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pvcf Author
pvcf - - 4,943 comments

not 500, ~5000 variables :D i'm not good in math :D

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Olku_
Olku_ - - 2,074 comments

Will we be able to make mods in future with your open world tech when you get your mod finished?

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pvcf Author
pvcf - - 4,943 comments

yes, thats the main goal of all the effort i take in. not only that i deliver all the code, models and max files, i have commented as most as possible the sourcecode. also every feature is seperately choosable by the modder. he also can decide which of the new options are availible for public in menu or lock some things (as easiest example the rendermode or constant drawed weaponslots or if he use active AI light depending sight management as simple example). the devkid (thats the name of this moddingkid) is actually finished to 99.9%. i actually remove mostly bugs, tweak some weaponvalues and write documentation in the script files. but it should be delivered with atleast one working map which show all the nice things, that will be the map i actually anounce here in last screenshots (desertcamp).

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Olku_
Olku_ - - 2,074 comments

Holy god. This is awesome.

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pvcf Author
pvcf - - 4,943 comments

the best thing is, its then not needed to script at all, even no missionscripting :) its all done and handled in editor with missiontrigger who do all the work for the modder, activating missions, creating tagpoints, make entries to missionlist and mark them solved or failed or even can reactivate them by simple sender trigger events :)

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Elouise
Elouise - - 175 comments

This will make it really easy for others to mod Far Cry.

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