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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2 comments by pvcf on Apr 19th, 2014

download video in full quality:

- soldiers talking russian
- added clearing music player (dynamic music without spoiling AI mood ^^)
- music is already nearly finsihed for that map, need only one additional actionmusic and some cool radiosongs for vehicleradio.
- show the first mission / and how the storytelling is done.

about the languages:
the game will be complete in english, but the soldiers protecting that area are russians, and talking russian. other NPC's will talk english.

i override all the different language versions out there, so nobody will hear the soldiers or jack talking itialian, spanish, french, german, czech, or polish like in original farcry.sorry i forgot to give me a flashlight so its sometimes very dark, but atleast it shows real gameplay: rambo style seems totally impossible on that map.

for the interactive non spoiling musicsystem please listen close from 00:30 to 01:30.
about the light bug: i think its a combination of wrong cutted terrain tails, the new moon which enlights at night the scene and the sunset which happens at the same time.

the black flickering vegetation seems a ATI shaderbug, i read that some stalker user have the SAME bug on stalker engine in original game ^^ this is funny (or not so) but i cannot fix this, we have to see if i can find a way to avoid that, it happens all the time if vegetation get more than 1 lightsource. i hope really its a shaderbug which is maybe seldom, we will see on betatest what other OS-users, and Nvidia users  report back.

ps.: reaching the hostage is not that easy in final game like in the video, thrust me :D

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opcl comunity givaway

opcl comunity givaway

Oct 4, 2012 Mapping Tool 2 comments

three little triggers for the modders who watching this project :) -ClearingCreaturegenerator -ClearingMissionTrigger -ProxymityTrigger with random sender...

farcry collected pdf modding / mapping tutorials

farcry collected pdf modding / mapping tutorials

Dec 7, 2011 Tutorials 2 comments

pvcf's collected pdf modding / mapping tutorials for far cry and cryengine 1

crygame.dll  operation clearing patch lvl 1.41

crygame.dll operation clearing patch lvl 1.41

Nov 28, 2011 Source Code 7 comments

(opcl dll version v15) (updated 2014.06.16) -draws player shadow -allows to drop all weapons -allows to change max weaponslots from 0 to 8 (*) -activates...

pvcf's collected scripting knowledge

pvcf's collected scripting knowledge

Oct 29, 2011 Tutorials 6 comments

with this collected html sites i developed operation clearing 8) thanks to all who have written their knowledge down and shared it to the comunity. i...

Post comment Comments  (140 - 150 of 259)
modsuki Oct 17 2012, 4:53am says:

I want nice story

+2 votes     reply to comment
pvcf Oct 17 2012, 9:59am replied:

i have one, dont know if its nice :/ but i really hope so XD
i think you can read something about in the mod description page, and i can tell you , the mod is NOT a walk from a to b corridor shooter, that mean i MUST comunicate with the player with storytelling only ^^

+3 votes     reply to comment
pvcf Oct 14 2012, 12:04am says:

14.october, added a screenshot from a video which is linked below the image. its just a technical recording of some improvements which are visible. but it shows only a smal part :P

+2 votes     reply to comment
haawok Oct 12 2012, 9:13am says:

Just found out about the mod, ME GUSTA.

You got an another tracker now. :)

+3 votes     reply to comment
pvcf Oct 12 2012, 12:42pm replied:

hehe, welcome in this secret place *g* you have to watch a lot stuff here XD

+3 votes     reply to comment
Dr.Eviltag Oct 9 2012, 10:41pm says:

Just to ask, when you driving around the city, how are you going to program the traffic.

+2 votes     reply to comment
pvcf Oct 9 2012, 11:08pm replied:

the complete traffic system needs invented and programmed :/ i have some ideas, will see when i have time to start that and how this will work.
you must know i'm very new at programming so most of the time its try&error. in my mind i know exactly how to achieve big traffic and this would need theoretical only 10-15 lines of code, but my knowledge is so small that it will take 1000 times longer to insert the CORRECT 15 lines on the right place XD

+2 votes     reply to comment
Dr.Eviltag Oct 15 2012, 9:04am replied:

oh i see, okay well good luck with the programming, but if you do make the traffic successful,try to put a lot of traffic in the heart of the city, at least try to program at least 30 cars a scene or something like that, and as you go into the suburbs or whatever you planned out for the outskirts try to have like only up to 15 cars a scene.

+2 votes     reply to comment
pvcf Oct 15 2012, 10:05am replied:

30 cars would kill the FPS immediately, its impossible for cryengine 1. i think 10 will be a workable compromise out of amount and FPS decrease :/ you must know that every vehicle have 4 wheels which do every second physical collider routines. i already have included some special code which reduces the update rate for a vehicle depending on his state (player, AI, empty), which helped a little bit but we will see.

+2 votes     reply to comment
pvcf Oct 9 2012, 10:02pm says:

10.oct, posted a new screen from the new road skid marks routine, a videolink is inlcuded.
also dont miss the latest posted ingame fight video in videosection :)

+2 votes     reply to comment
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FarCry Operation Clearing
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