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 - - 4,943 comments

after 3 weeks i finally found some hours time so i created this section of the map. this video is just a little preview peek of the mansion which i have done this weekend.
its NOT real gameplay, i cheat like hell and the whole AI is not correct set up here. also the maingoal is INSIDE the mansion, which is currently total empty XD

you can temporary download this video in real HQ quality as avi with x264 codec : Reflex-studio.com 521MB because of the large size and the fast outdating contend i will delete the video soon, so be quick if you are a intrested follower.

I'm very open for comments about gameplay settings: sniper and hiding spots, puzzles and intresting AI behaviours and patrouling routes.

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NSF001
NSF001 - - 265 comments

Is there any suppressed weapons available?

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pvcf Author
pvcf - - 4,943 comments

currently not. but i will supress a pistol, this would make sense: weak but silent and ideal for destroying light sources. but i will NOT allow to use silencer to machineguns.
also it will not be possible to add/remove the silencer. (it have some technically problems in AI noise recognition which i'm really to lazy to dig in, dont have the time and silencer would kill to much gameplay).

Reply Good karma+3 votes
Didjay
Didjay - - 215 comments

The pretty shadow effects ... congratulations on your hard work

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pvcf Author
pvcf - - 4,943 comments

thank you Didjay for the compliment !

Reply Good karma+2 votes
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Description

Please Notice the Physic Impulse System which i have coded: Weapon and Melee close Combat. It depends Always on WeaponImpactForce,Distance, or, in Melee, by PlayerFitness and Training and Health.