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.

Add media Report RSS firt person driver (view original)
firt person driver
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
pvcf Author
pvcf - - 4,943 comments

spended the last days with things like first person driver version and animation and better code handling and tried to get sit cycling bugfree to work. its currently somehow working but not very perfect, so i'm not sure if i let this function enabled. also a new task was the vehicle reaction to stalkeranomalies. as you maybe know, i have also a working stalker anomalie, which can do very nice things, but currently react only to living entities, like in stalker. as you maybe also know, vehicles are locked in stalker, two possible causes are: they simply brake the gamerules of exploring territorium by throwing screws AND its a hell to let anomalies react to vehicles (because of fast vehicles movement). (atleast in my stalker anomalies it was a hell, i know nothing how GSC gameworld have coded their system). so, now the stalker anomalie can also detect vehicles and influence them, but currently only vehicle driven by player. AI driven vehicles will only shredder the AI in the vehicle and maybe let the vehicle explode on contact. but the players vehicle have now intresting system: in my mod vehicles have a fuel and a health motor / engine simulation, both influence eachother and have atleast affect over the engine power. so, what the stalker anomalie do? right, they influence the vehicle engine and decrease in a big range the vehicle engine health which results in a rapidly poor enginepower and vehicleslowdown. once player then leaves the vehicle the anomalie detector with his typical sound is working. inside the vehicle the detector won't work. i think this is a good compromise to allow vehicles and anomalies together in a open world. btw if player manages to drive back fast enough, he can repair the engine with a wrench, depending on his repairskill (which is trainable but based on characterselection on start). this all is not only a plan, its actually all working like this :)

Reply Good karma+3 votes
Marek33
Marek33 - - 3,891 comments

Amazing work! In my opinion it would be the best to have some in game option to have a selection if we can have that function enabled or disabled. I personally think that this is amazing thing but when it’s not working on 100% someone else maybe doesn't like this but hopefully it will work and it will stay in the mod because it’s an amazing thing to have.

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf - - 4,943 comments

the current mainproblem was, that i was not able to switch correct the first person dummy, yesterday i experimented with for gunner position and added also correct dynamic animation for but it simply looked dull, it was better to switch to third person view for gunner, but then i found a camangle depending bug in cryengine, which result in stopping to waste time in such gimmicks and simply activated again my single code line in cycle code which complete deactivated it. but i make a switch. currently dont know if this switch is then only for modders or even for players in menu. why: for example the gunner and vehicle gun mode: i absolute dislike the vehicle gun if they is accesible from drivers position, this is not the style a game should it handle. but cycling seats so player leave driver sit and take place on gunnersit is very good working. but this heavy vehicle machine gun breaks some hide and seek gamerules i have in my maps. so i finally decided to leave all vehicle machineguns out of my maps. i also have taken care about "to strong" vehicles gameplay mechanic: it does not should be possible to crash with a vehicle at high speed villages and fortresses which was intented by me to be a sneak around-gameplay. thats why i finally also dissallowed vehicleguns. and at this point my decission to dissallow sit-cycling is very easy. but i keep this whole complex in mind, atleast for other modders.

Reply Good karma+3 votes
Marek33
Marek33 - - 3,891 comments

I was thinking that's the first person but you gave an idea.
In Fallout 3 and NV is a mod which adds better first person camera and it allows player to see the legs, hand (actually whole body) and it’s from third person. I have no idea if it’s possible on Cryengine but it would be great if it can be done.

Reply Good karma Bad karma+1 vote
pvcf Author
pvcf - - 4,943 comments

in farcry we have no first person model, the first person is a 2 arms+gun model, thats all. the third person cam is not usable for first pirson simulation: the cam dives from time to time in to the model, in vehicle the cam bounces all the time on vehicle hull, would work only for cabrios. legs would be possible but the animation would not correspond with the shadow, this looks than very strange (its actually like that in weapon holding and reloadanimation: shadow is different like the arm+gun model).

Reply Good karma+3 votes
Marek33
Marek33 - - 3,891 comments

Well that's a shame. I was thinking it would work on Cryengine but don’t. Anyway good luck with modding the first person camera!

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf - - 4,943 comments

thank you 8) for some strange reason the steps-prints / marks on ground, the step particle/waterriples, the bended vegetation and the shadow from first person gives a great leg simulation in our brain. its strange but it really feels you have legs. and comparing with crysis and his legs: i really dont miss them.

Reply Good karma+2 votes
pvcf Author
pvcf - - 4,943 comments

ah, you see also the vehicle slot system: like player a vehicle have passengerslots, which can be "fuelled" with passengers/friends by pressing just the slotnumber nearby a potential passenger. very very usefull if you have some mates and you want them transport in to a area where you need their armed support :) in actual first person driver mode i have also a camlimiter which now dissallow to look in all directions. this was unfortunately needed because with a drivermodel the cam could look "inside" it which just destroyed a little bit the immersion, now its like in farcry4 restricted in side and up/down angles, but its still very nice to drive and feels a little bit more realistic. btw, i could need a helping hand in animation, its very easy and i can explain how to do in 3dsmax but i'm not very good in it and not trained in, i need only a additional right/left steering transition, should be done in 5 minutes by someone who know how to set keyframes in 3dsmax :) i'm really to busy with all the other stuff to do -.-

Reply Good karma+3 votes
ThePoltergeist82
ThePoltergeist82 - - 103 comments

now that's development! good job =)

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: