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

quicktest of the drains.
spended today some hours for the manholes and manhole covers and the possibility to open them.
testing: no light, flashlight, electrification light, electrification plus flashlight, light shooting, glowsticks.

also testing if all outdoor sounds mute correct automaticly (i declared the drains as indoor section). have placed also some tunel/drain sound ambiences but it seems i have soundproblems because i have set they way to low volume, have to revisit some things. it seems also that actually stepsounds are louder then shooting sounds, which is a no-go.
that will need some tuning, because stepsounds are a important marker for playernoise to AI, and player need ofcourse perfect audio feedback what for a noiselevel he is causing.
same with indoor reverb. but this is all not critically and should be done within one day of work.

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Raygoza
Raygoza

Just thought about what if you can collect and install lightballs but that's probably unnecessary. I really like the fusebox mechanics you implemented, seems like it will be very useful for certain things. I also wonder if the player would be able to stack up a bit on fuses before the next place that requires them or if you'd need to find some new ones on every place? Still think you should be able to find some on every place but maybe you shouldn't need to.

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pvcf Author
pvcf

yes, fuses are "stack"able :D you can collect as many you find and use them wherever you like, and you can grab the used ones back to your rucksack for later use on another position.

> Just thought about what if you can collect and install lightballs

uuuuuuuh, intresting idea :D
theoretically it's already possible.
i designed the fusebox entity so that you can choose a cgf for each fuse for all 8 possible slots a fusebox can have.
so modeling a lamp with a fusespot, loading this lampmodel in the fuseentity, give them a lightball cgf to the first fuseslot and it would work.
but i would have to add a new itemclass for lightballs, which then leads in a additionally new lamp entity, because the fusebox asks hardly for fuse class items.
i already designed the fusebox so "open" for other use, because i planned to use it also later for a collectable machine / motor, where you have to find and insert engine/motorparts to get it to work.
but the item class is already a pain in the ***, because of the iteminventory shower, a lot of work.
so, for the motor i will find a way, for lightbulps it is to much work with to less playable enjoyment i think.
its 100 times easier to use another lightsource:
flashlight, fuelcanister + bullet, fire, glowstick, shooting a gun and maybe more i just forget.

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