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

baaaaah, filling shelves with loot and stuff and rubbish is extreme hard.
i already thinking about a automatic system, which simply fills every thing off by random values, atleast it would also nice for me, because i byself would never know whats inside and every game would be different.
and btw, i can't imagine why DayZ have had so much troubble with their automatic loot system, very strange.

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PetrenkaPie
PetrenkaPie - - 1,040 comments

You don't have to compare yourself to such garbage as DayZ.

You're a one-man-mod-machine, sir. You're far beyond DayZ :D

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pvcf Author
pvcf - - 4,943 comments

thanks man!

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Raygoza
Raygoza - - 1,639 comments

Don't do like many games do and find fresh fruit in caves and the like.

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PetrenkaPie
PetrenkaPie - - 1,040 comments

agree.

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pvcf Author
pvcf - - 4,943 comments

no worries, i try to be realistic as possible on all what i do and place in game.
i even take care in environment developing, so that i place only there really bases and houses where it would make really sense in real life, including infrastructures.

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Marek33
Marek33 - - 3,891 comments

I'm sure that this is not the case since this is not made by a Bethesda.

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Marek33
Marek33 - - 3,891 comments

I fully agree with the automatic system, but it would need to be somehow balanced that I didn't get Vintar, SVD or M60 (I'm guessing that even those weapons are in the mod) at the start of the game.

I check the DayZ of Steam since I haven't heard about it for some time and that game is still in an Early Access. When I have seen it, I was really surprised since it has been out for almost three years. It's definitely not an easy to make a mod like that, but it wasn't made by a small Modding team or by a single person like you. I haven't played DayZ or your mod, but your mod is way better in almost every way.

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pvcf Author
pvcf - - 4,943 comments

yes, i have this weapons :)
i didn't place weapons in such furniture at all, and ofcourse not per random, because of balancing and difficulty tweaking.
for such a cabinet i plan pickups and props like empty cans, small crates, maybe a can of meat as food pickup or possible some amunition, batteries... small stuff which would really be in such spots, and which are nice to have but definitely does not change the gameplay, like a new weapon would do.

so i'm thinking about a predefinable pool of small usefull and totally useless objects, which will be randomly inserted in such cabinets, but for this i have to remodel the cabinets and insert there helpers for possible positions, and i'm not sure what need longer time: remodel and export and coding the stuff or stuff out maybe three different cabinets and copy&paste; them.

but the c&p have a little problem, because the objects inside the cabinets have to be hidden until its opened, otherwise the contact bounding boxes or collusion boxes of those meshs "stick" invisible trough the cabinet doors and catch the first "use press" by player for their pickup-event, instead giving it to the cabinet doors.
it's all much more harder than most think first of the time :/
the first variation, with coding a new system, could do this automaticly, as long i would know if the cabinet HAVE doors or not, and this could be complicated, also its hard to connect then the automtic placed props to the actual cabinet and his animation event, because the prop ofcourse does not know where it belong to.
it seems i have to think more about it -.-

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Marek33
Marek33 - - 3,891 comments

Great to hear that! They are one of my favorites in S.T.A.L.K.E.R. series.

That's a very good idea! Things like this can be in most of the places so it makes sense.

So, it would have the problem with the lockers like the S.T.A.L.K.E.R. Shadow of Chernobyl have (or had since I haven't tried most of the mods)?

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pvcf Author
pvcf - - 4,943 comments

the problem is that each item must know, in which cabinet it's laying, so i can unhide it by openeing the cabinet doors, and that is the problem.
there is only a option that i check the distances from every entity to the actual cabinet and if its lower than some centimeter, i unhide it, but this is not very "clean" and it will cause some CPU load for a ms.

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Marek33
Marek33 - - 3,891 comments

I see. So you need to know where is every single thing in the cabinet right?

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pvcf Author
pvcf - - 4,943 comments

correct, but if i have a "foreign" code which randomly search for cabinets and it's helper positions, and place there entities, i dont know which entity is at which cabinet.
to avoid this, i would have to code a own "cabinet" entity, which holds a own loot table. maybe this is the cleanest way.

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Marek33
Marek33 - - 3,891 comments

I think that would be the best solution, but if it takes more time than previous solution you should the previous one.

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pvcf Author
pvcf - - 4,943 comments

currently i use the sender event "solution", which is a mess in editor and its disgusting to place loot with that ... bah, some things have to be do...

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Marek33
Marek33 - - 3,891 comments

That's the unfortunate thing about Modding, but I believe that you can make it. There were definitely worse things than this.

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pvcf Author
pvcf - - 4,943 comments

will see :D
yeah, worse things are: crashing game if you load a savegame... this is totally horrible and nearly not possible to debug if you never have tested this during the last months and years :D
(i do it regulary :D )

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Marek33
Marek33 - - 3,891 comments

Yes, I know exactly about what are you saying. I can't quickload a save in Clear Sky because it would crash immediately. If I want to load the game I need to get to the menu and load it there. I would really like to say that it's an awesome game and recommend it for you, but it's nowhere close to the source. It's still a great game, however Shoc is probably the best in the series, but Call of Pripyat has probably the best mods (especially the weapon mods).

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DyNaM1k_Official
DyNaM1k_Official - - 216 comments

If you can do the automatic system, it would be really good. Everyonr's gameplay will be different and it will give the mod a good replaybility

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pvcf Author
pvcf - - 4,943 comments

yeah, but i still not found a good solution for, maybe i have to do this really with "entity distance to shelf" code, so i can solve some hide/unhide problems of items which i actually does not know. it's very complex.

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