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

Youtu.be
download in high quality
Reflex-studio.com 345mb

video shows the mountains in better shape than before and the pictures can't justify the real feeling you have wandering around.
also the multimeter can be seen in action, it have two modes, bio and radiation detection.
devkid engine have also build in a anomalie detector which sounds and works exactly the same like in s.t.a.l.k.e.r. , so for this there will be no gadged needed.
because it makes INCREDIBLE fun to ride the bike downhill, i have to invest more work for better routes without crashing and falling all the time :D
you see also that there are routines missing which play cry and wind sounds if player is falling from high spots, was not needed before.

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Olku_
Olku_ - - 2,074 comments

i was about to write "cough stalker cough" and then i saw your comment :D

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pvcf Author
pvcf - - 4,943 comments

the radiation detection was developed out of the biodetection, which was invented by me for OPCL. the sound is standart sound for such devices, stalker use it too. often its not needed to invent good working things new. maybe i show later in another video the anomalie detection system, THIS is absolutely invented and first seen in stalker :D altough i have codet anomalies from scratch byself and also the detection system, a little credit can go te me too :D

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Marek33
Marek33 - - 3,890 comments

So this is how it works. Very good work with that detector and great nature!

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pvcf Author
pvcf - - 4,943 comments

thank you very much, Marek33! i have answered you more detailed in our detector conversation about the problem we spoke.
i'm very proud that you like the nature :)

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Argoon
Argoon - - 1,078 comments

holy?! the detector is huge compared to the hand. :D I thought they already had scaled down the radiation detection tech.

BTW fantastic job. :)

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pvcf Author
pvcf - - 4,943 comments

believe me or not: this radiation detector whas inspired by a real volt - energy multimeter, which i have laying around here, and it have this size. but ofcourse the texture from panel is not really sensefull for a radiation detector, but hey, it actually does the job :)

thanx four your warm words :)

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Raygoza
Raygoza - - 1,639 comments

When walking in water streams maybe make the player move wth the stream a bit, so if you go along the stream you go faster and against you go slower both relative to your own speed on ground.

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pvcf Author
pvcf - - 4,943 comments

nice idea, will see if this is possible / how i could realize that. (you know, the waterstream is only a texture trick ;) )

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Argoon
Argoon - - 1,078 comments

Hum, some ideias, one you could put a bunch of triggers on the river, that when the player entered them you would change the player speed, the triggers would run a particular LUA script that would change it on a particular direction, direction that you would manually tweak depending on the river. Second make it so the player controller, by means of collision detection or ray tracing, detected the river polygons as "river" (like the way player detects diferente ground materials to change steep sounds) and when it did the player would call a script doing the same has the one using triggers, this one seams the most robust and well implemented of the ideas.

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pvcf Author
pvcf - - 4,943 comments

thank you for your suggestions ! yeah, i already have watermaterial detection, that means i know when player is in a water volume or step on a mesh which material is "water".
but this river is a mixture of both. i think i have to solve this with a gravity like trigger, i have had the same problems with particle effects (waterripples) on this river: they have to change the direction evey ~10 meters because the river is not straight ahaid one direction, so i need some gravity triggers with a range each 10meters.

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