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.
a little update on the situation:
one week before, the editor refused saving the level xml into the cry pak file (which is worst thing possible, without saving the level no mod ^^).
two days later i found out, that cryengine allowed a max entity amount of 4096
two days later i have had first counting and sorting routines in cheatmenu and i see that my map was already stuffed out with ~5700 entities.
actually it is like that:
the non export level xml bug happens on my second wxp sp3 installation, on my wxp sp2 installation, on same machine on same SSD on same partition, it still works and export the level. i can work now further on the entity problem.
i expanded the entity count and sorting routines and started removing entities from the map. i must reduce the entity count from 5700 to something about 3700, because i will add then ~200 enemies and ~100 pickups and ~100 triggers and switches.
actually i have reduced the overall count to 4670, it is not very funny: imagine you must find out which single entity is not really needed or can compensated by a brush (a entity can also be a soundspot, particle, trigger, area.... ). this is very timeconsuming but necessary.
btw by removing the first ~900 entities i was thinking i get more frames but they have absolut no effect. it seems my entity streaming routine works very well.
i also was thinking for some seconds to expand my entity streaming routine with a harddiscwriting routine, but the 4096 problem is not a memory-amount problem, it is a ID adress problem: the guy by crytek was simply to lazy to adress the entity ID's with a 32bit constructor... 16bit was easier and saved him 10minutes of his live. thank you!
Good luck with the fixing this problem! Hopefully you manage to make the map look like you want even with this limit.
thank you!
actually i've recoded a little bit the soundsystem, so i can throw out ~200 soundspots.
I guess you wont change the 16-bt constructor to a 32 bit one. I'd imagine the reason being that it could have to do with how the code is written and how the data is handled, requiring you to change how it's handled in every case to convert to 32-bit adressing. Maybe you need teh source code to fix it, whatever the reason I don't think you explained what you'd need to fix it.
i can't... this part of the engine is not delivered in c++ sourcecode, only the errorhandling, so all what i could do, would forbid to tell me the problem in log file :D
thinking twice: a ID looks like this: GUID= {4F749548-7948-41DA-8411-8BDDFF8C3CFD} , so its definititely enough adress room.
also my entity counter routine shows after loading a savegame, a amount of 5700, so why the cry engine logs max object count of 4096 reached, loading refused ? ...
Good luck with the limits. It's a good thing you're not making this for Half-Life.
The picture looks great, though :)
thank you!
what about half life ?
Half-Life 1 has a limit of 900 entities per map. Monsters, weapons, players, triggers, breakable things, cameras etc. So low...
omg, this is really low -.-
have you experimented with grey autumlike weather and ambient settings? would really like to know how it would look.
weather and ambients is dynamic, i can post a screenshot if you care :)
you may read and download the package here:
Moddb.com