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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ok, it seems its now flawless destroyable, even with activated shadows. i needed to recode some parts and rigged the wooden plank structures with additionally fakeshadow planes, which simulates shadows. the scene have problems if you standing on top of this sctructure
and watch in river direction: 2.7 mio polycount. in ultra settings i achieve now 30 FPS on my machine, thats the min FPS i try to achieve at ultra settings, so i can now proceed.
have found also a bad original farcry bug which killed my nice underwater diving effects:
i use there blur-shader, but once the player got hurt in farcry, the engine sets blur to 0 at every frame, so this shader is now practically disabled all the time. i needed two whole days to find and eleminate this bug. i switched off farcrys blur handling and implemented my own routines on hit, diving and drowning.
have also found a bug in my entity streaming routine which caused sometimes a to late unhide effect (props popping on/appearing on screen in front of player, you may know this effect from other game engines). however, this is now gone and you did not notice this streaming anymore, but this also needed some hours today.
the destroyable simple entity routine is now expanded by a physical impulse routine, if you watch the video closer, you see falling objects (barrels, props, wooden banks) which break in pieces if they crash on ground: they have standed prviously on top of the wooden structures, by destroying them, they now react physically correct and start then their own destroy routines, just watch the video.
now it seems it looks all naturally and "feels" right and it all goes automaticly: just place in editor, thats all.
russian song :D
Destructable environment is great. But we need to think carefully. If it's only way of A to B, it shouldn't be broken so much.
its still possible but very very hard. atleast i'm not the leveldesigner who not punish players for errors. if player really wants to destroy his way, the way IS destroyed. there is no mercy.
its part of the leveldesign that player keep track for his own possible routes and does not destroy for example wooden boxes which he need to move and stable to climb a wall.
Amazing work with destruction! It looks great before but now it’s even better!
thank you marek! today i found out that i have switched off bumpmaps totally so the textures looks very poor (boat, rock, weapon).
That looks awesome. I think it would be even more epic if you could send an airstrike there.
this is an intresting option! because this map is designed as replay area with mapreset after each round, such things are possible in a round :)
I feel sorry for cpu
Q6600 @ 3ghz from 2008... easy :D