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:

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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  (70 - 80 of 291)
DavexXx Jan 12 2014, 4:46pm says:

hello there, pvcf!

just wanted to say that is the mod of yours (supposed to be a standalone game) is top notch!! :)

+3 votes     reply to comment
pvcf Creator
pvcf Jan 13 2014, 10:34am replied:

you are welcome, DavexXx :) thank you for your support!

+3 votes   reply to comment
DavexXx Jan 13 2014, 11:57am replied:

anytime. :)

+3 votes     reply to comment
pvcf Creator
pvcf Jan 2 2014, 2:16am says:

2.2.2013 new video posted... all the things come- and start working together and making really, really huge fun ^^
its ******* hard to stop playing and implementing missions ;)

+3 votes   reply to comment
D.E.G Jan 12 2014, 3:45pm replied:

I love it :)

+3 votes     reply to comment
pvcf Creator
pvcf Jan 13 2014, 10:34am replied:

thank you, i currently work very hard on it, and have new, breathtaking things to show XD

+2 votes   reply to comment
DavexXx Jan 15 2014, 5:37pm replied:

suprise us :)

+2 votes     reply to comment
pvcf Creator
pvcf Dec 21 2013, 12:23pm says:

2013 dec 21th
new multiscreen posted :)

+2 votes   reply to comment
pvcf Creator
pvcf Dec 9 2013, 4:28am says:

2013.dec 9th
single seat helicopter peek preview XD

+2 votes   reply to comment
D.E.G Dec 8 2013, 12:01pm says:

How did made that open world thing avaible on this thing (engine)?

+2 votes     reply to comment
pvcf Creator
pvcf Dec 8 2013, 7:06pm replied:

i coded a routine which checks evry 1.4 seconds all entities for visibility (normal cryengine already do that but the entities "only " not drawn, but still full processed.)
my "addition" (several houndred lines of code just for that little part) also completely deactivates them and activates them on demand.
so its now possible to have, instead like 100 entities in farcry, more than 5000 entities, which i use for AI, vehicles, interactive objects, real shootable/intarctive lights or just props, which bring the whole map alive.
over the weekend i have coded additionally 14 hours and now the engine is even 28% faster and i have a additionally idea to speed it up again a little bit, but need some deeper reasearches in creating dynamic tables :/
i'm currently short on time, so i can only work on weekends, but I#m still working very hard on it.

i also have recodet the COMPLETE AI behaviour to have civilians, salesmans, polices, docs... its not possible to count all things, but i hope i can release it in next weeks, christmass would be a nice date XD

+5 votes   reply to comment
D.E.G Dec 27 2013, 4:33pm replied:

Damn. I'm posting this thing to facebook. There is few good groups of gamer who will be interested in your mod. I hope this mod is gonna kick ***.

+2 votes     reply to comment
D.E.G Dec 27 2013, 4:35pm replied:

*gamers ;)

+2 votes     reply to comment
pvcf Creator
pvcf Jan 3 2014, 3:42pm replied:

thank you :) every publicity is highly welcome XD

+2 votes   reply to comment
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