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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pvcf Author
pvcf Jun 20 2015, 1:01am says:

download this video in way better quality as avi:
Reflex-studio.com 300mb

what you see:

a little indoor testplay to see behaviour of some weapons vs environment and how AI react and can handle those new things in a indoor area.

--new routines in destroyable entities: look at the lamps, they can now react on self falling impact crash
(that was really really really hard ^^ )
--they are mounted to ceiling until they get destroyed
--doors destroyable: long time ago requested, and i have said "i try this if i have really finished the devkid..." , this was really sick, needed 4 days complete to achieve that. needed 800 lines of new door code -.-
--advanced door handling: they now can stay open or already be open at start and player can close them.

visible bugs:
--some AI refuse to shoot at me, really dont know why -.-
--AI open doors, even if i did not have set this up for them, ---> cool :D

rooms are still mostly empty so please dont judge it to hard, especially the jail and kitchen section.
its was really only a test for the new destroyable lamps and the doors and how AI interact and react with them (remember every light changes sightranges from AI in realtime ^^ ).

didn't have had time to mapping the last week, so i used my rare free time to code and model this new nice things, needed all in all exactly one week (every day 1-2 hours) and muach headache, but it really was missing.
now you can also "open" locked wooden doors with a heavy weapon or with a explosion, ofcourse of cost of a AI noise notification and lost the possibility to close the door behind you.

+2 votes   reply to comment
skx_doom
skx_doom Jun 20 2015, 8:38am says:

Cool stuff!

+3 votes     reply to comment
pvcf Author
pvcf Jun 21 2015, 5:32pm replied:

thank you skx_doom :)

+1 vote   reply to comment
Marek33
Marek33 Jun 21 2015, 9:39am says:

Amazing work with that destructible environment!
Now it looks very dynamic and much more immersive.

+2 votes     reply to comment
pvcf Author
pvcf Jun 21 2015, 5:32pm replied:

thank you! i currently work on a second destroyed code for those lamps, so that you first really shoot out only the light and do some damage to the lamps and then, if you further shoot to it, the lamp will fall down and crash in pieces.

+1 vote   reply to comment
geokes
geokes Jun 21 2015, 2:35pm says:

YEEEES!!!
Putting the new dynamic lighting code into good use.

Looking forward to leading AI into a room with all the lights shot out and then sneaking past.
Do you plan to add any more stealth features? - since your gonna be looking at AI code next ;)

Also how much work do you think it'll be roughly to port some of these features to the original campain? (ie. are they all new assets/enities?)

+2 votes     reply to comment
pvcf Author
pvcf Jun 21 2015, 5:46pm replied:

hi and welcome geokes :)
i have as stealthfeatures the standart FC hide and cover things (sight and noise), additionally the light system, the changing clothes system, the hide from cops a certain time system (not used in this map) and last but not least a wear comouflage foliage system: you can attach to your player special comouflage clothes /parts which makes you more covered. but it does not help against noise detection, so you have to stay silent AND use silent weapons. (and for realism i'm against attacheable weapon silencers, we can discuss this here if you like!)

your import questions:
theoretically its not much work, the complete stealth and enlightment system works in all maps, so you can load ofcourse standart maps, but farcry standart maps doesnt use realtime dynamic lights, they use a pre-baked lightmap. so a modder must load those maps in editor and reactivate all lights to be dynamic, switch on in every dynamic light the 2 switches (which now comes from devkid) which makes them destroyable and let them affect AI sightrange. would work very well in indoor and cave maps.
the destructible stuff are own and new modelled things which you would have to place in editor in each map you want to appear them, would be ofcourse be possible in standart maps, but there is no way to let them add most-"automatic" like the dynamic lights- you also should know that you have in standart farcry maps due to engine limits only ~20 destructible objects and ~20-30 enemies (in this map i have about 3000 destrictible objects and finally about 300 enemies), so the original maps need a little rework to place all the destructible stuff.

but i plan to convert my favorit original map "fort" to devkid, as night map with all the nice active light possibilities (ok, i already have it converted :D ).

+1 vote   reply to comment
Pkresurrection6
Pkresurrection6 Jun 23 2015, 4:37am says:

Can't wait to play your mod!

+2 votes     reply to comment
pvcf Author
pvcf Jun 24 2015, 2:10pm replied:

me too, me too :D thank you for your contribution!

+1 vote   reply to comment
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Video Details
Date
Jun 20th, 2015
By
pvcf
Views
87 (4 today)
Length
05:51
Filename
opcl_newdestroyablethings.avi
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