three little triggers for the modders who watching this project :) -ClearingCreaturegenerator -ClearingMissionTrigger -ProxymityTrigger with random sender...
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.
Donate with PayPal and help me :)
click here for list of co workers of OPCL or the owners / creators of stuff i use:
full quality download 492mb
what you can see/ hear:
new interactive musicsystem:
--it reacts at action dense, NOT like a music-enemy cheat like in all other games
--no action music means NOT no enemy have seen you
--action music means NOT that a enemy is left which you havent seen yet
--non action and action are faded smoothly, only the area outfade is not yet done (you hear the hard cut if i enter the mine and leave the village music area)
--first implemention of my animal behaviour system, not always perfect but mostly working (you see the hare scared and hiding messages sometimes, its a debug text)
--wounded mercs prones (you see it in the movie, the last merc i kill
--you see now the gameplay which i intend: first sneaking, then full action
--it wont be possible to cheat in real game, and if you really manage it, because you are a tricky guy, the non save routine (red text at beginning) take the rule XD will also insert a timer which allows after activating godmode (which really should be impossible), only a short amount of remaining time to play.
--sorry for bad quality: game is running in middle (2 of 5 quality setting), and video is resized to half resolution, but its imho ok, unfortunately the tree-shadows are missing in that
quality, will investigate further why, it shouldn't happen.
--AI seems nor working as expected: some hunting for the player, some protect the village (not all have been discovered in the video, and even if the music switched to non action by killing the last merc, it does NOT mean there are no more mercs in near which already know about the player, so the music cheat is really gone XD btw i know the action mood starts a little bit late: i can easily change the sensitivity for each area, its currently a little bit to low ( 5 or 6, it should 3 for that village). you should also know that the non action and the action tracks are choosed out of 8 predefined musics each per random, but i currently doesnt have so many musics, but i work on it:)
--every weapon / item have now his own drop sound