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

by explore a new bug (editor won't save the xml level table into the cry pak file, but editor claim it WAS saved), i stumbled over a new, not documented limitation.
after 2 days debugging and additionally 2 days coding new routines for debugging, i found out, that cryengine 1.4 can handle only a maximum amount of 4096 "objects".
but it seems objcets means not physical props like crates, enemies, pickups, it means that also all triggers and events are counted, and lights, and soundspots and and and. the window show the count from the map where i have had lately massive problems in editor...
unfortunately i have planned to add some hmm, 200 enemies and about 100 or more pickups. but it seems i have first to remove some thousends -.-

very, very very very frustrating.
btw with "objects" it doesnt mean brushed/static objects or vegetation, there are placed literally over 300.000 solid objects and some million instances of vegetation.

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NetBuddyBoo
NetBuddyBoo - - 296 comments

I'm sorry to hear that but i hope you will figure it out :)

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pvcf Author
pvcf - - 4,943 comments

i simply have to remove thousends of physicalized objects to get space for the needed enemy and pickup amount :(
i think i will start with the wooden fortress in the canyon, which is actually made out of props, and convert them to static brushes, that will save some houndred instances -.- Moddb.com
but it then will not be destroyable anymore :(

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Admer456
Admer456 - - 823 comments

Even CryEngine has limits?
Not good for my mod, and neither for yours :(

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pvcf Author
pvcf - - 4,943 comments

yeah, and such a 16bit limit in a 32bit engine -.-
i stumbled about this kind of limitation already in table depht , for example if you have to long table names for materials, the material wont save and export correct :(
but dont worry, without devkid its impossible to hold such amount of objects in the map in cryengine 1.4.
cryengine2 have a limit of 14.000 if i remember right. what for a mod did you do at which engine ?

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Raygoza
Raygoza - - 1,639 comments

You've found very surprising facts and limits of the engine that never seem to have been known by modders before, I wonder why such info isn't publically available.

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pvcf Author
pvcf - - 4,943 comments

cryengine 1.4 was not designed for what i use it for. it was a follower of the x-isle landscape and vegetation routine. the AI, animation and entity system was later "inserted" for fun, more or less if i have understand it correct. but this has enabled the FarCry project :)

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Argoon
Argoon - - 1,077 comments

That kind of limit is not unique to Cryengine 1.4 others engines also has them like the one i use, idtech 4, and Unity the last time i used it also had a entity limit, don't know why that limit exist but if it does, then there's a good reason for it, perhaps performance reasons.

A way to go around that limit is to take various entities and render them as a single entity, don't know if you can do that on Cryengine 1.4 without the source code tho.

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pvcf Author
pvcf - - 4,943 comments

no, its simply a stupid 16bit adressroom, coder was to lazy to use a 32bit room, thats all.
performance reasons: ofcourse, but i stream the entities, so no problems. (i needed 2 years to code this streaming routine).
connect entities is not possible, if you think about props: a prop is a object like a moveable barrel or crate, and ofcourse i can't connect 2 or more objects to one object, that means they then can't move individually anymore and i then can easy reconvert them to brushes, there is a 32bit adressroom for :D

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