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

have modelled a wooden water pump and tested how it fit.
the second placed one on the right side is actually a placeholder, will replace it by another object which i have to do tonight.
please ignore also the physics and sounds of the wooden bucket, have to set it up and do also a better physic collusion hull.
but the bad things happens by the usual grenade render test at
timestamp 4.33 -.-
thats what i have to fight with if i use the cryengine1.4 a small little bit over her possibilities -.-
what you see there, is a ****** up renderstack because i add to much alphatest stuff.
as far as i have found out, it's save to play further with that after the "effect" is gone. note that this is actually the first time that i have found this

bug on this map and it seems its only on that spot, maybe it's caused by a certain plant, will see if i can track this down.
sorry for the music in background, this was a usual testplay of a scene i'm actually working on which i do 10 times a day.
switching on video recording stresses the engine very much and reduce the FPS drastically, so it's even a better test if all is working smoth or not .
thats why i also act so strange with crosshair / cam and move it unnaturally from left to right, this is to stress the renderer which all the time have to
sort visible and not visible and potential visible objects against objectes which are forced to update all the time, even if they are not on screenspace (for example big shadowthrowing objects behind player).

btw a line from log file:
"DevkidFastSave() sucessfully finished, saved entity amount: 3618 with 582666 stored values written"

entities are the destroy or movable props or enemies.
we have then additionally 692942 static objects (like stones, buildings, fences) and a small amount of vegetation :D

thats why the engine *might* be a little bit picky by doing additionally dirty things which i do there all the time .

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