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.

click here for list of co workers of OPCL or the owners / creators of stuff i use:
Moddb.com

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5 comments by pvcf on Dec 4th, 2014

one week before i recorded for map "Desertcamp", which will be released first a stand alone mod, the voice takes for synchronisation. 490 sentences with 4 characters plus 1 female version from jack (jacki then :D).
as you maybe know, you can select a character before playing, which have heavy influence of game style and of course there are two female characters.
the next task was to find a way to handle this switch in-game for the voice takes without work for me, so i simply inserted in my storytelling trigger (its the one which shows text, play voice and play a animation from the other guy), a second female sound slot, the engine now switch then automatically.
next problem was, that the time the showed text was setted for slow readers, so you could read the text and try to understand. but together with the spoken voice files, it was very annoying to wait because the spoken text was, lets say 4 seconds and the written one was shown 9 seconds. in a complete dialogue this was really annoying and destroyed the immersion complete.
so, because the spoken text is not ... very good :D ... (its my hobby project ^^), and showing the written text only the time like the length of spoken text, the player probably does not understand anything what happens... so a new solution for those two problems (there is a third inside) needed to be done:
- voice over needs to be adjustable
- a message log needed to be done.

this is how it looks now:

the message are sorted and marked and saved to savegame, so you can read the task and story with hints at any time you like. in other hand it gives me now more interesting possibilities for puzzles, which is on the other hand bad, because the main story line for that map is written and already recorded -.-
at least i will try to throw out the last few "go to tagpoint" hints and replace them with "follow the road to ... until you see a ..." .

some technically things for those who interested in:
the storyteller trigger which shows the animation, plays sound, shows the text and also can wait if player draws the walki talki (to be sure player is in mood to get new mission or infos), checks first the length of the spoken wav file, then (in default setting), it shows the text only that time and switch automatically to female alternative wav, if its in the slot and if player is female. the automatic messagelogger tracks all triggers which can show messages and provide them with a mark, like main mission, submission or other and gives also a timestamp. if player press tab to mission objective screen, he is on side 1 of 3, pressing tab two times more shows then the message log screen. believe it or not, i needed 3 days for that message logger, 3 hours for messages loggin & showing and 3 days to bring them in a nice viewable format and sort them. its also possible to let make the text size adjustable, but i'm not sure about, so feedback is welcome. a video which shows how the story voice over sounds like will be done in next hours, have to ride my bike now :)

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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  (30 - 40 of 286)
lorenzitto
lorenzitto Jul 19 2014, 1:11am says:

Please, don't make vehicles drive like GTA IV, too arcade!

+2 votes     reply to comment
pvcf Creator
pvcf Jul 22 2014, 1:39am replied:

no worries! but atleast they drive now really good, in comparison to farcry or crysis (lol to the vehicle cam in crysis^^).

+2 votes   reply to comment
D.E.G
D.E.G Jul 25 2014, 7:30am replied:

It is actually good that you changed the driving mechanics because in vanilla farcry vehicles suck.

+3 votes     reply to comment
pvcf Creator
pvcf Jul 25 2014, 1:29pm replied:

thumbs up :D

+2 votes   reply to comment
MATHEMAGICIAN
MATHEMAGICIAN Jun 16 2014, 5:42pm says:

Hello pvcf
when this will be finally ready????

cos looks very interesteing a meet S.T.A.L.K.E.R FARCRY
,..I hope this comes out very soon,..AND FINALLY SEE THE LIGHT

This is now year 2014,..

Hey guys like RonaattoriFIN please donate to this guy pvcf so him
relase it as soon as possible,..

ALMATICA

+4 votes     reply to comment
pvcf Creator
pvcf Jun 16 2014, 8:47pm replied:

i'm currently try to finish my drone AI, but if i place several enemy drones they start to fight against all things in level, not only player. today i managed to forbid the anomalies to eat the dronepilot AI :D i can't show such elaborated things to much without make you boring, there is something to do, stay tuned :D
such new things which alter the gameplay needs much testing and every new strange failure leads into days of days in research -.-
today i throwed away the idea of a drone which player can repair and which follows the player as allied -.-
have so much ideas but it costs to much time ;(

+2 votes   reply to comment
D.E.G
D.E.G Jun 8 2014, 6:36am says:

This just gets only better. Looking forward to updates :)

+3 votes     reply to comment
pvcf Creator
pvcf Jun 10 2014, 8:37am replied:

i cant show much, have simply doing some programming the last 10 days and next days will be the same and then some particle work.

+3 votes   reply to comment
pvcf Creator
pvcf Jun 6 2014, 11:07am says:

only for the guys who are intrested in background developing:
have finished a sonde / probe script, i need it in pripyat, idea was taken from HL2 camera drones:
Moddb.com
usage: just place that probe and give it a target tagpoint.
it can play 5 random see enemy and 5 random start attack sounds

+3 votes   reply to comment
tnlgg
tnlgg Jun 8 2014, 2:50am replied:

Sounds awesome.

+4 votes     reply to comment
Guest
Guest Apr 25 2014, 10:37pm says:

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pvcf Creator
pvcf Apr 26 2014, 12:21am replied:

only this particulary pripyat map, which does not deserved to be throwen away, so i invest some time to include it, its not a real stalker mod, but i use nearly the same gamemechanics and a similar scenario.

+4 votes   reply to comment
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