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.

waterface bug
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pvcf Author
pvcf - - 4,943 comments

this is a intresting bug which i explored last days:
usually its normal that this (i called it "waterface") effect is done by driving a boat, the strengthness of the effect depends on boatspeed or if the viewer dives with the cam below watersurface.
but the original designed effect for this is much much weaker.
now (i think) following happens:
it looks like that the engine uses the "waterface" for heavy rain.
i usually try to do my code so, that it first looks, if something already exist, which could be reused, instead spawning it new to the world.
for some strange reasons the boat-waterface engine found this heavy rain waterface und is this, instead spawning the correct, much weaker one :)
bah, *every single* day i find such a new "bug" -.-
and the list get longer and longer :)

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Marek33
Marek33 - - 3,891 comments

That's interesting, but I think it should be only when it's raining or you come out of the water.

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pvcf Author
pvcf - - 4,943 comments

yeah, exactly THAT is the bug i mentioned above :D

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Marek33
Marek33 - - 3,891 comments

It's hard to understand it, but yes, it's the bug which you mention.

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pvcf Author
pvcf - - 4,943 comments

yes, my poor english together with complicated coding stuff result mostly in worse explanations ;( sorry for that !

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Marek33
Marek33 - - 3,891 comments

That's OK! Your language is really hard to learn and it's not a simple thing to explain that coding stuff to people like me which doesn't know so much about it.

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Raygoza
Raygoza - - 1,639 comments

Have you thought of making a mod that aplies most of your features to the original game?
I think it'd be interresting since you're also fixing a lot of existing bugs.
One thing that bothers one a lot is refining how enemeis find you a bit because in some strange situations they know where you are when they don't seem like they should.

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pvcf Author
pvcf - - 4,943 comments

theoretically you can play all original farcry maps with devkid, but i use a different weapon table, that means some original things in original campaign won't work: for example if a enemy should drop a specific weapon which doesnt axist in devkid anymore (because there is a weapontable limitation in farcry).
so every single map have to be tweaked: mostly fixing enemy weapons and weapon drop packages.
the AI sight range bug is fixed and totally redesigned in devkid, that means that the complete AI would and will react totally different in original campaign (i know it because i randomly test original maps with devkid just to find new bugs or unexpected behaviours or script errors because of non existing weapontables).
because the original leveldesigner have maken mistakes by setting up the sight and hear ranges of enemies, AND together with a hard bug which expand the sightrange by 10.000 on alarm after a savegame, (yes, i have fixed this :D ), they totally screwed up the extreme nice conversation system, so they have had to invent that binocular with noisetracker, so you can listen the conversation from hundrets of meters distance.
this destroyed a lot of possible immersion and designed gameplay. the map designer have had taken care of that and didnt have then designed to map for "close/nearby sneaking".
so it will finally be a slightly different gameplay at all, thats also the cause why i desing my maps so much different from original farcry campaign maps.
AI-->sight/hearrange-->hidingspots-->weaponrange-->melee possibility this all influence each other and all will be feel totally different in original campaign. i hope someone will use the devkid then to make it really play and enjoyable :)

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DyNaM1k_Official
DyNaM1k_Official - - 216 comments

Where is he going though? Road looks screwed up lol

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pvcf Author
pvcf - - 4,943 comments

did you mean the river in picture ?

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DyNaM1k_Official
DyNaM1k_Official - - 216 comments

yeah

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pvcf Author
pvcf - - 4,943 comments

i really was thinking about to place a broken bridge to make it more realistic, but i decided more for a ford, because i need the river for a planned patrolboat scene, but i will see if its possible because the fps at this place is very low ~25-30 in my ancient machine, which means AI navigation won't work very good, will see if its possible.

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