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

just to break the posting "stupid inventory developement pictures"-combo: this shot was taken on player death: cam goes then in third person and moves slow away, the screen blurs out, use key brings up the load menu.
but you can still watch and inspect (as long as you like) from your cam what happens around you, what AI is doing, where they was and how they react after they have got you.
its possible to move free with mouse around the player, pressing fire reduce the cam distance to 2m and then the cam moves again slow further away.

ps.: got this bastard bug solved which have make me busy last week :D
the pure code from the fastloader script have ~4000 lines of code... oO

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Admer456
Admer456 - - 823 comments

It's like the death camera in GTA: San Andreas except you can control it. Haha.

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pvcf Author
pvcf - - 4,943 comments

hmm not sure about GTA:SA, i dont remember exactly, but the cam was fixed as you say ?
In opcl / devkid you can use the cam in 360 degree area, so it's sure you can track where you got shooted from (and i dont have this bug like Vanilla FC where Snipers can see and shoot you over the half map :D have fixed that. this was a intresting combination of bug and mapdesigners fault vs AI programmer lazyness :D if you like to know more about, just ask and i explain :) )

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Admer456
Admer456 - - 823 comments

Of course I'd like to know more. How did you accomplish that? :)

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pvcf Author
pvcf - - 4,943 comments

first please note, that the whole KI handling is not delivered as code, all following is coming out from may experience with
cryengine and stupid testings and new code routines which brought up things to daylight.

the problem is a combination out of 3-5 different things.
first you must know, the entity sight system may (i'm not sure) be done with throwing rays, every entity AI throw every ms
a amount of rays in front direction. the lower the quality setting, the lower the amount of rays and then ofcourse the angle between every ray increase on distance. that means, the AI sight system is working (as far as i have tested it out), only on very close ranges, let's say ~20 meter.
to prevent ray spamming, i think there is a distance clamp with value from params sightdistance in each AI properties which the mapper have to set up.
that means, if you 101 meters in distance of a sniper, which have a sightdistance of 100 meter, he can't see you, and if you
then enter the 100 meters, he still can't see you probably because the chance that you stay in a open ray angle is very high.
if you come closer, the chance rises that a ray may hit you.
(practically then the hearrange will come in, 90% of KI player detection is done with sound... BUT: )
the mapper does not knowed that, and simply have given the snipers absurd high viewingranges, like 10.000 meters, even
of maps with a squaresize of 1000 each :D
but non snipers (mercenaries on foot) act to hard with that values, so they HAVE to work with sightviews of lets say 70 meters.
so the teamcommunication comes in and a dirty hack of a coder:
once a sniper or a teammember have seen the player, ALL(!) KI sightdistances doubbled their values.
that gives a better hunt the player feeling and worked fine ... unless the engine have triggered a savespot :D
then the doubbled sightdistances was saved.
if you then die and load this game, the status "infight" for teammembers was loaded, and then they doubbled the already
doubbled sightdistance, because the programmer was lazy and doubbled the properties value and was to lazy to create a non static value for each KI :D
so, this was the first big problem, (which was not so noticable in vanilla levels because even if you dont notice it: the levels was mostly corridor designed and every teamsquad was mostly killed by player if player have entered and leaved that area!

then came patch lvl 1.4 :
you may know how AI triangulation work:
if the mapdesigner wanted a brush to be a not AI trough visible stativ object, he have to set a Hide flag in params for each brush.
this was done and is also in the patch 1.4 maps, buuuut, it seems, it's actually not enough to do then a new AI triangulation and all is fine: you have to generate first the terrainsurface once new.
maybe the AI triangulation pool have to be merged with the vegetation hide flag table, and this is only generated if you to that terrainsurface generation new^^. and if this table is not in memory, the brush triangulation seems not correct processed. (i'm still testing this out!).

all this bugs, work-arounds and lazyness leaded together in the isntant KI onehit kills trough the whole map and even for player not visible brushes / plants / trees :D
that means: KI's can see after some time over the whole map, through all brushes and always tell their teammembers where you are. and you only could survive some time because the weapons and KI have a "working" range, but not the sniper weapon, this have absurd high values which leads then to the instant hit-kills :D

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pvcf Author
pvcf - - 4,943 comments

and now: what i have repaired:
ofcourse i inserted correct nonstatic sightdistance values. first i have removed the doubbling out completely but it have had noticable bad influence of fight experience with KI.
so i simply recodet that whole part and save/load routines.

then i dived into the AI weaponresponce script: there is a script which all weapons (not weaponparams.lua!) where the sounddetection is taking his values for each weapons out: there was a bad mix of wrong values which was sometimes faulty by factor 10 or 100 or even bigger. (in both direction, down and up).
by inserting the camouflage system, i have had to dive deeper in the KI view-system and finally could hook up a event for all individual KI for OnPlayerSeen and OnSomethingSeen and so on.
usually the OnPlayerSeen gives ofcourse a teammember signal and place a beacon to playerposition, so all KI-teammembers knows where you have been spotted last and can then react due their settings (which is still the best on the market!).
i "simply" interrupt this depending on camouflage level from player :D
and the best thing: this totally does not influence my AI lightsystem (i have inserted routines, which scale dynamicly all the times the AI sight distances depending on dynamic light environment or sun or water or indoor or playerflashlight or fire or glowsticks), and it also not influence the AI sound perception :D
that means: if you lay covered 100% camouflaged in front of a KI and do a noise (which is now really working with my above mentioned sound table settings), he KNOW there is something and investigate.
and now the best thing comes: i track this, let run timers and if the KI does not find something after some time, i send a interrupt signal, and let AI walk back to his last known point and let him proceed his work/task/patrol/talk ^^ this was so missing in vanilla FC !

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