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.
ReportRSSFarcry Gamestar Pre Releae Video August 2002
Thank you very much for sharing this video! It's a pity that, they haven't used that crashing effect at the end since it looked amazing. At least they should keep the guided Rocket Launcher since that was very helpful. Also, it's very interesting, to hear their voice lines which are interesting. Furthermore, the Surface Penetration, is also interesting, but unfortunately it's not that widely (or at all) used in the campaign.
I've found a script that may be related to the visual (target indicators identical to the old binocular target indicators) and audial effects (notice the beeping) of a guided rocket launcher. It is located in Scripts.pak\SCRIPTS\Default\Hud\TargetLocker.lua
the scripts for guided rocket are still in, i stumbled over this routine 3 months ago as i searched for a possibility to get 2D coordinates out of 3D world cordinates.
my thinking was, the rocket guide routine use a routine which do the opposite, creating 3D coordinates out of 2D cursor pos, but (beside that THIS routine IS availible and working), the rocket louncher crosshair is fixed always to screen middle point.
as far as i remember there is also a mounted (Boat)gun with that mode as secondary firemode working in the game, but i dont know if it's used in the campaign.
unfortunately no, i looked yesterday in the registered vehicle rockets and they didn't have it. maybe it's a secondary firemode from OICW which i can't test because i have deregistered this wpn in devkid, or it's a non used script at all which i found by searching *.lua for a textstring which do unproject 3D coordinates.
i will maybe look today again and post here if i found it again.
ok, i think it may (?!) be the mutantrocket.lua, where .Properties.bShootSmartRocketsForward have to set to 1 and .Properties.bDumbRockets have set to 0, but i actually can't test it, if you do, report back :)
but i'm totally not sure about, because as i have tested it i didn't changed the script, i simply gave that weapon to player and it was working out of the box (rocket flied to crosshair).
edit: oh, it's mutantrocket with a addition by mixer called --MIXER: Player-side/AI side missile guide , so you need probably this one to enable the guidance for player too.
This is what I have understood from it: Everybody stay sharp. One of the targo cases, has been damaged and Unfortunately, I couldn't understand further, since there was that gas sound and shooting.
Oh, that "targo cases" thing is so strange. I can't really know what they say here.
Yeah. So sad we have no such voicelines from that point of development
A VERY valuable and info-rich video footage of pre-release FC.
Reupload from a deleted channel.
Thank you very much for sharing this video! It's a pity that, they haven't used that crashing effect at the end since it looked amazing. At least they should keep the guided Rocket Launcher since that was very helpful. Also, it's very interesting, to hear their voice lines which are interesting. Furthermore, the Surface Penetration, is also interesting, but unfortunately it's not that widely (or at all) used in the campaign.
I've found a script that may be related to the visual (target indicators identical to the old binocular target indicators) and audial effects (notice the beeping) of a guided rocket launcher. It is located in Scripts.pak\SCRIPTS\Default\Hud\TargetLocker.lua
Thanks and It was probably re-used in the Classic Far Cry, since its in the Far Cry 1 Classic Mod.
the scripts for guided rocket are still in, i stumbled over this routine 3 months ago as i searched for a possibility to get 2D coordinates out of 3D world cordinates.
my thinking was, the rocket guide routine use a routine which do the opposite, creating 3D coordinates out of 2D cursor pos, but (beside that THIS routine IS availible and working), the rocket louncher crosshair is fixed always to screen middle point.
as far as i remember there is also a mounted (Boat)gun with that mode as secondary firemode working in the game, but i dont know if it's used in the campaign.
Thank you so much for the info!
Can you say in which scripts they were used?
unfortunately no, i looked yesterday in the registered vehicle rockets and they didn't have it. maybe it's a secondary firemode from OICW which i can't test because i have deregistered this wpn in devkid, or it's a non used script at all which i found by searching *.lua for a textstring which do unproject 3D coordinates.
i will maybe look today again and post here if i found it again.
ok, i think it may (?!) be the mutantrocket.lua, where .Properties.bShootSmartRocketsForward have to set to 1 and .Properties.bDumbRockets have set to 0, but i actually can't test it, if you do, report back :)
but i'm totally not sure about, because as i have tested it i didn't changed the script, i simply gave that weapon to player and it was working out of the box (rocket flied to crosshair).
edit: oh, it's mutantrocket with a addition by mixer called --MIXER: Player-side/AI side missile guide , so you need probably this one to enable the guidance for player too.
I wonder what a voice from the radio said when the player was wandering through the underground complex?
This is what I have understood from it: Everybody stay sharp. One of the targo cases, has been damaged and Unfortunately, I couldn't understand further, since there was that gas sound and shooting.
Oh, that "targo cases" thing is so strange. I can't really know what they say here.
Yeah. So sad we have no such voicelines from that point of development