Beta Restoration Project is a mod for Far Cry aiming to restore the cut beta content of the game which includes enemies, weapons, levels, vehicles and more.
the basic idea of video player was a random video player, so you would see different videos as menu background.
but the routine did not work and crytek also did not deliver different videos. maybe the time was short at release :)
btw lately i was diving deeper in screenlayer effects like damageblur and the blur damage routine for poisen gas grenades is still in the lua part, active and working :D
did you could reactivate the poisen gas grenades ?
there are also still the enemy voicerecordings for ("cough cough") :D
but i remember from the beta that the gas was way too overpowered.
and it would be intresting to see if the mask wearing indoor guards were not affected by gas :D (was not testable in the beta, you know, it was only the one fort map).
please type "cough" into google picture search and you will see, i'm to lazy to search the wav files in the loca data.
> There were lots of maps in the beta. You are probably talking about the demo
hmm, yeah. i have had soemthing of a demo which was not the 1.0, it was more or less a german only beta, but only the map "Fort".
i remember a different hud than in 1.0 release, stable weapon boxes, (no autfading). i rememer poisen gas grenades and correct KI reaction to and wav files (and was totally ****** off later in 1.0 release as this was turned into smoke grenades -.- ).
yeah, but this are the idle sounds. for example the russian voiceactors have done there a great job, they have recordet singing and humming :D very nice! but as far as i know the whole idle voiceacting for enemies are not very well implemented, you hear them nearly never. atleast those idle wav files are not mastered correctly and are incredible low at volume.
i already have normalized them but i did not have found the time to implement them correctly. woudl be way better than the "radionoise" as idle sound which is actually working -.-
Yeah, I surely remember those idling sounds in Buka's localized version.
Honestly, I never noticed radionoise from enemies and thought it was coming from some other source.
no, this was my invention, but honestly i did not have rememberings to the itemsystem in this special beta demo.
but there is no hint in the gamefiles that the bino was other than a item. it's to deep integrated in playerstats, player save system and in the game renderer, because it's "only" a renderlayer which change massive the camera FOV.
this results in distance outfaded AI is not drawed, as far as i remember.
good point...
there are some strange things: first of all: it has (on my sys) a july 2005 date. second strange thing: it have a type="weapon" definition. no other weapon have this, and, type as constructor is overwritten in a c++ routine which sets type always to classname, this is a strange bug which i found out lately. lets say if you look in delaytrigger, and there stants type = "trigger", and you ask then for type, you get "delaytrigger" as answer ^^ .
also the binocular have unusual functioncalls which prevents basic weapon calls.
so, my theory is, this is a early 2003 proof of concept script, but the scriptdate itself deny this theory.
then maybe someone have simply tried bino as weapon and they did not have the time to finish it with all models, melee attacks and third person holding animation type and model...
crytek have (and have had) a constant swapping of human resources philosophie over all projects, and maybe the one who was thinking bino as weapon was used in the crysis team or simply was not informed about the item system.
you can ask the same question about the flashlight! atleast there is a flashlight in the sdk as rigg, if i remember right.
but hey, its that point where guys like us start modding :D
aaaaah, i know what happened. have taken again a closer look into this script.
there is no animation and firemode and weaponparams definition, which is urgently needed to get a weaponscript running.
that means this was written before the final weaponsystem, which we had, was created.
second: there is a deactivated "player weapon store" routine.
that means, if you draw the bino, the actual player weapon is stored and restored if you switch it off.
THAT means, binocular was never planned as physical weapon which needs a slot, because there you did not need such weaponstore ^^
and THAT means, someone smart came along and said: "so why we should have that bino as weapon with weaponscript, if its not a weapon? " " lets make it correct!" and they implemented the hudlayer system.
someone simply forgot then to delete the unused script or let it for modding purposes in.
>july 2005 date
I also have late dates set even for old files in 1.4. Nothing really strange. The actual date is 21.01.2002.
It would actually be nice to see binocular first person model in use instead of just switching layers.
yeah, i needed very long time to achieve this, especially this nice zoom mode and the screendistortion.
i decided to have bino as weapon with slot needed because player can expland slots up to eight, so it is on his own to decide what to carry and what not.
flashlight is inbetween also a "weapon" which needs a own slot,
but once activated, it can "holstered" or "mounted" so you can use a weapon, but then the light amount is decreased.
This is the menu when you select "play video on background" option.
Once I've found a cutscene similar to menu's original "fly around" demo video on the Volcano level.
It was probably to be included as an another background video. It is likely incomplete as it is quite short and loop is not seamless.
the basic idea of video player was a random video player, so you would see different videos as menu background.
but the routine did not work and crytek also did not deliver different videos. maybe the time was short at release :)
That's exactly I wanted to tell, but I couldn't formulate it properly.
btw lately i was diving deeper in screenlayer effects like damageblur and the blur damage routine for poisen gas grenades is still in the lua part, active and working :D
did you could reactivate the poisen gas grenades ?
there are also still the enemy voicerecordings for ("cough cough") :D
but i remember from the beta that the gas was way too overpowered.
and it would be intresting to see if the mask wearing indoor guards were not affected by gas :D (was not testable in the beta, you know, it was only the one fort map).
No. I didn't even finish glowsticks
Uhm, what "cough cough"?
There were lots of maps in the beta. You are probably talking about the demo
> Uhm, what "cough cough"?
please type "cough" into google picture search and you will see, i'm to lazy to search the wav files in the loca data.
> There were lots of maps in the beta. You are probably talking about the demo
hmm, yeah. i have had soemthing of a demo which was not the 1.0, it was more or less a german only beta, but only the map "Fort".
i remember a different hud than in 1.0 release, stable weapon boxes, (no autfading). i rememer poisen gas grenades and correct KI reaction to and wav files (and was totally ****** off later in 1.0 release as this was turned into smoke grenades -.- ).
Ah, just cough. Weren't the sounds already used in game?
I remember gas grenades in FC as well.
> Weren't the sounds already used in game?
yes. they are connected with poisen gas damage event, same like the player gas damage event (blur-onscreen effect).
I remember some npcs coughing during idling
yeah, but this are the idle sounds. for example the russian voiceactors have done there a great job, they have recordet singing and humming :D very nice! but as far as i know the whole idle voiceacting for enemies are not very well implemented, you hear them nearly never. atleast those idle wav files are not mastered correctly and are incredible low at volume.
i already have normalized them but i did not have found the time to implement them correctly. woudl be way better than the "radionoise" as idle sound which is actually working -.-
Yeah, I surely remember those idling sounds in Buka's localized version.
Honestly, I never noticed radionoise from enemies and thought it was coming from some other source.
it's some kind of radiotransmitting noise. every grunt have this as default entry. it's in sounds\radiovoices\rchatter1-4
I know this anyway.
And have you seen script of binoculars as weapon?
no, this was my invention, but honestly i did not have rememberings to the itemsystem in this special beta demo.
but there is no hint in the gamefiles that the bino was other than a item. it's to deep integrated in playerstats, player save system and in the game renderer, because it's "only" a renderlayer which change massive the camera FOV.
this results in distance outfaded AI is not drawed, as far as i remember.
But what about Scripts/Default/Entities/Weapons/Binoculars.lua?
good point...
there are some strange things: first of all: it has (on my sys) a july 2005 date. second strange thing: it have a type="weapon" definition. no other weapon have this, and, type as constructor is overwritten in a c++ routine which sets type always to classname, this is a strange bug which i found out lately. lets say if you look in delaytrigger, and there stants type = "trigger", and you ask then for type, you get "delaytrigger" as answer ^^ .
also the binocular have unusual functioncalls which prevents basic weapon calls.
so, my theory is, this is a early 2003 proof of concept script, but the scriptdate itself deny this theory.
then maybe someone have simply tried bino as weapon and they did not have the time to finish it with all models, melee attacks and third person holding animation type and model...
crytek have (and have had) a constant swapping of human resources philosophie over all projects, and maybe the one who was thinking bino as weapon was used in the crysis team or simply was not informed about the item system.
you can ask the same question about the flashlight! atleast there is a flashlight in the sdk as rigg, if i remember right.
but hey, its that point where guys like us start modding :D
aaaaah, i know what happened. have taken again a closer look into this script.
there is no animation and firemode and weaponparams definition, which is urgently needed to get a weaponscript running.
that means this was written before the final weaponsystem, which we had, was created.
second: there is a deactivated "player weapon store" routine.
that means, if you draw the bino, the actual player weapon is stored and restored if you switch it off.
THAT means, binocular was never planned as physical weapon which needs a slot, because there you did not need such weaponstore ^^
and THAT means, someone smart came along and said: "so why we should have that bino as weapon with weaponscript, if its not a weapon? " " lets make it correct!" and they implemented the hudlayer system.
someone simply forgot then to delete the unused script or let it for modding purposes in.
Nice work in understanding the scripts! Very informative.
>july 2005 date
I also have late dates set even for old files in 1.4. Nothing really strange. The actual date is 21.01.2002.
It would actually be nice to see binocular first person model in use instead of just switching layers.
Moddb.com
:D
Wow, that's amazing! FC's default binocular should operate like this (but still not take place in weapon inventory)
yeah, i needed very long time to achieve this, especially this nice zoom mode and the screendistortion.
i decided to have bino as weapon with slot needed because player can expland slots up to eight, so it is on his own to decide what to carry and what not.
flashlight is inbetween also a "weapon" which needs a own slot,
but once activated, it can "holstered" or "mounted" so you can use a weapon, but then the light amount is decreased.
This is an insane amount of work. Thank you providing quality content to the FC1 community.
you are welcome and i also love your work and i hope you stay tuned :)
Thank you! Check out the new article please if you didn't!
doubblepost