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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opcl lvl snow video 2 comments (Games : Far Cry : Mods : FarCry Operation Clearing : Forum : Talk about the Game Operation Clearing : opcl lvl snow video 2 comments) Locked
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pvcf
pvcf Germany
Dec 20 2012 Anchor

new things:
advanced weaponhandling (look how it looks while running, standing, climbing...),
new preview of ironmode (sorry, was to lazy to give the correct angles and positions
of this weapon during ironmode, but its now basically now full working, no idle animations in

ironzoom, but weapon recoil and lazyness, feels good :) ).

soundroutine for props: they have a impact sound for bullets or hits, a fall impact sound
and the usual move / scrape sound (like in original FC).
pls take care for the barrels and their sounds in the movie.
you can adjust the prop sound depending on weight, that means you can pitch down the sound
for heavy weight items if you have only one sound for wooden crates. the routine alters than
additionally a random little frequency offset and volume change so that all sounds have different
noise.

automatic indoor particle management (no fog and snowfall indoors automaticly)

devkid now knows if its opcl-indoortrigger or visarea-indoor (for intern scalecode use only)
level is WIP but its a little bit more developed than in the previous video.
it seems its even in "touristmode" extrem hard. its because the alarm system.
if a AI have initiated a alarm, very strong forces appear (the guys in green army clothes).
the usal way to solve that is to find the power suplay for alarm, the alarspeaker itself
or the guy who is running to the alarm button.
however, the new intense levelstructur needs some new finetuning of all the AI, maybe
i need also more destructable barriers XD

you may ask why there is so intense fight action, which was not in FarCry: its because i have
codet a friendlyfire detection, which now makes sure that AI's wont kill his mates in dense fights.
sorry for shooting all on daylight, see screens how it looks at night :)
also sorry for not punching the windows with hands in pieces, have simply forgot it XD
sorry also that all AI shoot with the same weapon, its still WIP.

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