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

testing the implemented itemstack inside the inventory.
it actually does not support drag a item back to loot, and it seems i also totally forgot about the payment and salesman system, which i have to insert into the inventory too for all loot objects and allso for dropable itemstack objects, so it's then possible to sell items back to someone using the loot section, baaaaaah, there is so much to do.

sorry for the strange contrast and enlightement, youtube always reconverts the colors and this strange colors and contrast is the result -.-

believe it or not: i have had to recode cryloader.
actually the itemstack auto adds all pickups / collectibles which have a texture given, so engine knows, mapdesigner wanted it that they appear in players inventory. that pickups are marked as "picked".
back in time somewhere at crytek was thinking, deleting "picked" items from map if player load a savegame, would be a smart thing, and gives back 0.0000000001 % cpu resources.
this was ofcourse not documented, not mentioned and this part is also ofcourse not in the SDK (the code we got to look in).
so i needed literally DAYS to find out exactly what happens and why items disappear sometimes and why my own designed devkid fastloader have to respawn items from scratch, even if i'm totally was sure they ARE laying around, but just hidden.

ok, this is now solved. back to work...

now i have to enable the drop back, sell system, sort the drawing of descriptionwindows (that will be difficultier than it sounds), because actually some items "shine" trough the transparent window -.-

than i have to create descriptionwindows for all items, add ammo description in weaponslots and redesing all descriptionwindows a little bit, i'm not very lucky with the actual style :/

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eikson
eikson - - 274 comments

You are like Einstein because my simple mind doesn't understand what you're doing but I understand how difficult it must be

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pvcf Author
pvcf - - 4,943 comments

to be honestly: i'm even not able to explain all the problems to myself which occour often simultaniously.
for example: today i added the possibility that i can drop a handgrenade from itemstack to the lootstack... and the routine which sorts the weapons in weaponslots, which have really NOTHING to do with, cause now scriptcrashes.
and i can tell you, even if i add very very big parts of debugging texts and routines, the inventory code is about 10.000 lines of code which i hacked in in a rush in ~ 2months without any idea what i'm doing :D
it's hard to understand what i have done there and why it was working for some weeks today, not anymore :D
and dont think i have a plan what i do, i never learned coding / programming or any programming language, all what i do is mostly try and error, and if i have a problem, and google for it, i can't use the solutions: mostly i dont understand it or they simply use lua math and sort commands which are not supported in cryengines 16 years old lua interpreter (lua is the programming language which is used by crytek for the frontent).

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Argoon
Argoon - - 1,078 comments

I'm leaning c++ (having never coding before has well) and working with idtech 4 engine, i'm doing a inventory for my "game" and i most say after many days of working on it perhaps even a month already, i'm still very very behind of what you showed here, so be proud of what you have done because i know is not easy.

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pvcf Author
pvcf - - 4,943 comments

show what you have :)
i must say that i never have planned this inventory in that functionality. i only wanted to have a possibility to manage the attachements helmet, shield, camou, backpack and pockets more visualized, because that feature of devkid was not really visible in first personview ingame.
that is also one of the mainproblems of coding now: its inbetween a mess of code and even if i typed in all: reading this feels reading a code from a unknown person. i even can't often remember what i have done there, why and when.
but i'm used to write very structured and readable code with massive lines of comments and switchable debugcode which logs really tons of infos so its possible to track what happens.

and only the possibility of reload running scripts ingame have made this possible: i simply reload the inventory.lua script if i open the inventory in game, so i can add code and debug on runtime without restarting all the time and ofcourse compiling is never needed for lua stuff. without that trick it would have needed ~10 months instead of 2, or it would be (more liekely) simply impossible to do it at all. i understand now, why in all games the inventory is a table with icons. the free rotating 3dmodels cause ---problems :D
but one thing which usually inventories have, is a thing i avoid wisely: the grid+slot system, where a weapon needs more grids than a grenade, for example, and sort this then automaticly ... wuaaaaaah :D

last week the inventory for the itmes like grenades, keys, keycards and free collectibles got very nasty, because i loop in a table, which adds the stuff to the inventorytable, have to rename and resize and resort byself and have to count similar collectibles to same autonamed tableslots, this was very braindestroying :D

i wish i could do c++ like i can do lua. i dont understand why i can't learn c++ as fast like lua, very strange.

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Argoon
Argoon - - 1,078 comments

I will see if a make a video about it but personally i think is to early for showing off, plus i still don't know if this will be something i will release or not, for now is just a hobby and a way for me to learn c++ coding.

About learning C++, i know what you mean, c++ is indeed very complex and LUA is indeed much easier to pick up, like all higher level, scripting based languages are, at first i was afraid of going to C++, i was coding in the idtech 4 scripting language, that is like LUA, much simpler to use and learn, but fortunately it was also similar to the C language, so i went and started to learn C, then after some time i decided to try C++ and it was not that bad, specially because i can code in C++ in a C like way, making the transition very smooth.
So if you want to learn c++ i recommend starting with C, plus by coding in LUA you already have the hard thing to gain, thinking in algorithms.

IMO if you spend some time trying to pick up C or C++ sintaxe and get used to manage the memory and variables yourself, instead of letting the LUA virtual machine do it for you, you will see how many new possibilities you gain, specially when you have total power over the memory usage, but you will also see how easy it is to crash your software. :P

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pvcf Author
pvcf - - 4,943 comments

yes, i'm aware of such possible possibilities, but my goal was never to be a coder, i just wanted to implement some gamemechanics which i was missing in farcry, and to 90% it was achievable with lua. so the chance that i stop coding totally if i have finished the devkid, which is the corebase for my mod, is very high :/

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