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.

FarCry0404
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pvcf Author
pvcf - - 4,943 comments

because of the strong usage of electrical power in my maps, i finally modelled some fuse boxes. (damn this was hard, especially the cables and the rotten, used look).
they have actually helpers on the fuse spots, now i have to create a entity which handles them:
my plan is, if player touches them and have already collected some fuses, he can choose which fuse he want to insert in wich fuse spot.
if the correct spot is found, the box gives "power" signal and enables the things which are depending on this box.
actually i'm thinking about elevators, lights, computers, switches.
player should also be able to collect back used fuse from such boxes.
i still didn't exact know how i create this code for, still thinking, but in my opinion this is the needed depht of immersion ^^

ps.: i'm also thinking about the possibility that the fusebox destroy per random immediately a inserted fuse or after some minutes.
i'm not sure if this is epic level of immersion and suspense or just a stupid gamekiller (like self demolishing weapons in FarCry2)

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Marek33
Marek33 - - 3,891 comments

I think it's an interesting idea, but only if it's well implemented. However, I believe that you can make it after all those amazing things which you have done.

Also, the weapon system in Far Cry 2 was great and it was something new. The only problem which I had with it was, that it never happens to the enemies. Their weapons look like they never used them before, but when I pick them they were basically useless. Except that it was a very interesting system and it would be interesting to have it in Far Cry 1 too, but I don't think that most of the people would like it since it was mostly annoying and it was removed in the Far Cry 3 anyway.

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pvcf Author
pvcf - - 4,943 comments

thank you for your fast feedback and response :) !
about usage:
i dream currently that i use the key inventory system which i have done, where you hold all items in front of you and can select trough all keys, i will just add the fuses to this table.
but i absolutely have no idea how to manage the "right fuse spot" selector.

the planned way to play: player have carefully search level for some fuse laying around or found a electrical fuse box and take a fuse from there, and if you find another fusebox, the inventory selector comes.
but this is the weak point in my plan: i dont know if player want to grab a fuse from a actual fusebox or if he want to insert a fuse.
my inventory selector is not made for this interaction (like the horrible stalker loot and inventory system).

the weapons in FC2: first as i have heared about i thought "wooooow, coooooool!!!" unless i was in middle of a fight and the weapon got stuck...
this is a terrible deseign flaw. it would only work, if player could repair his weapon anywhere and anytime with the need of some tools and some time, so he could prepare for a fight well. and that is not the case.

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pvcf Author
pvcf - - 4,943 comments

ah implementing the lootsystem was very easy :D
because i codet 2 weeks ago own keyhandling routines, the loot or use switch was done within 30 seconds :D
if you come close to a fusebox, a text appears and if you press use player will grab a possible mounted fuse, if you press reload, the inventory selector will pop on.

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Marek33
Marek33 - - 3,891 comments

You are welcome!

That would be a good system, but unfortunately I also have no idea.

I like that idea and that system is interesting. Does it work like for example, yes and no? Yes, if the player wants to take the fuse and No if he wants to repair it. Unfortunately, that could cause more confusion since it wouldn't make much sense.

Why does the S.T.A.L.K.E.R. have horrible loot and inventory system?

I don't mind that, if that would happen to the enemies too. However, since that was happening only to me, it's not a good feature. Also, it would be good if the player could repair his weapon anywhere, but I can't imagine it in a game from Ubisoft.

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pvcf Author
pvcf - - 4,943 comments

i think i will try to recode the key handling for usekey short press and use-key hold press.
short = grab (like usual in the game?) and hold key for use object. (unfortunately its also usual in farcry to press short use key for use :D )

but i think this will take the confusion, because its still the normal key the player always use.

stalker: i absolute dislike the doubblegrid system on screen, its not really self explaining / its not from very first begin clear, which is what and for which use.
there is a difference between "i'm used to play with it" and "its perfect designed and selfexplaining". thats why i think its horrible (ok, its a harsh word ).
a inventory which does not break totally the game immersion have to look completely different.

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pvcf Author
pvcf - - 4,943 comments

****,it's not possible to detect use key holded. atleast not as easy i was thinking :(

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Marek33
Marek33 - - 3,891 comments

That's interesting, but what if I hold the key and the game will think I want to take it?

You should try some mods for it and also CS and CoP which have different inventory systems (for CS I'm using Alternative Inventory and its great).

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pvcf Author
pvcf - - 4,943 comments

yeah, my idea was: short use key press = grab a fuse , hold use key = process the inventory interaction.

now the inventory interaction is mapped to fire button, that works very naturally :)

stalker: yeah, have seen some nice mods wich have worked on that problem already!
but the core problem with grid and the possibility collecting the same weapon again and again which kills then grid space and the ammo crafting is a design flaw per default.

farcry + devkid do this automaticly: if you collect a weapon which you already have, the ammo is taken out of that weapon and added to your ammo in pockets for the correct weapon, absolut no interaction needed.
and if you wanna load special munition into the actual weapon we have the firemode selector. thats why i love farcry and the gunhandling: its very easy, fast and perfect.

imaging you have a M4 in FC, then you collect another M4 and this will placed in second wpnslot, and a third M4 in third wpn slot.
now, in vanilla FC, you would never know how many ammo are in the inactive M4 weapons. thats the situation in stalker.

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Marek33
Marek33 - - 3,891 comments

That's good to hear! Hopefully it will work with other keys too.

I see. However, that system is actually good since when I take the magazines from a weapon its impressive.

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pvcf Author
pvcf - - 4,943 comments

yeah i have recodet the behaviour from farcry. in original farcry you can't collect a M4 if you already have one, now in devkid it steals the ammo out and "delete" the empty wpn model.
have also experimented with "throw away" empty weapon but this confuse the player if he loot a fresh "cleaned" room with many weapons.

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Marek33
Marek33 - - 3,891 comments

I knew, but I mean it in the S.T.A.L.K.E.R. franchise.

I fully agree with that! It always confuses me in the Metro games. In one, you just click on the weapon and the Artyom takes the ammo and in the other one you need to take the weapon where he takes the ammo or something like that (I don't know exactly since I haven't played it for some time).

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pvcf Author
pvcf - - 4,943 comments

yeah, it's very important to keep the usability at a stringent level or did not change some behaviours.

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PetrenkaPie
PetrenkaPie - - 1,040 comments

wow the quality of the models is astonishing. could be right out of stalker.

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pvcf Author
pvcf - - 4,943 comments

thank you :)
first i started with a pure texture which i cutted out of a photo from internet, but this looked dull and flat, so i started step by step adding 3D meshes. it finally ended, that i totally modelled out that photo (it's the left upper big one).
but it looked, hmm, not perfect so i started from scratch and modelled the right big single one.
after that i used then the single objects to build quickly the small fusebox. the cables are ******* hard. intresting fact is the shadow, which is modelled as 3d model and lays behind the real object.

i dreamed since more than a year about having good electrical infrastructure which is really useable, and finally finally finally its done :D :D

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