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

no worries, still working ;)
also have done debugging and immersion coding. also have tweaked the devkid fastload for saved games: the idea: i load only things, which are really touched by player or by the entity streaming system.
this reduces the loading savegame time from 9 seconds to 7 seconds. (it is a huge map, with thousends of entities (~somewhat around 5-6000 actually).
today i have made a recording session for the jacks-one-shorter routine, where he basically comment situations / interactions.
i have to cut the soundfiles in next time and create the coding for, and then i will see if it was worth it or totally waste of time and effort :D (as usual).
inbetween i also finetune the map, things like replace lamps by some centimeters so the riddles (especially in start section) are easier to solve.
i also fixed last time some new horrible bugs.
one of them is intresting: the good old physic-mesh-catapulting. you maybe know it from half-live play-troughs, where the playermodel intersect with entity-mesh's, and when the source engine (or here, the cryengine), tries to solve that corruption by catapulting out the upper mesh, the player model was catapultet in to air.
lately i have had this bug also in cryengine (in devkid) with all the physicalized entities.
i now have inserted a code, which a) can catch some behaviour and b) switch off player damage at this case for one cycle.
a) is switch-able, so you can re-enable the pyhsic catapulting but you can have the invulnerability for one cycle. (but if you then get landing damage from a high fall, you are still screwed).

the result from this bug is very noticable in gameplay: because all over the world is laying physicalized stuff around, and if you walk over it, player model stutters in z -direction or get catapultet in to air, sometimes only some centimeters, but (veeery seldom), also nearly hundret meters!
now this is captured which results in a better "weight" feeling from player movement (thats how i actually describe the result of the bugfix).

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eikson
eikson - - 274 comments

Your dedication is inspiring

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pvcf Author
pvcf - - 4,943 comments

Thank you for your comment bro :)
this mod is my baby, i do it so, that I WOULD LIKE to play it... and my personal expectations are ... maybe a little bit high :D
i really play it byself, every day (by testing), and this since years ... so i can and have to focus on gameplay and immersion, because i know the story and the maps, so those things does not trigger me :D

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HFCR
HFCR - - 503 comments

looks atmospheric ;)

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pvcf Author
pvcf - - 4,943 comments

it should be a worker shelter, you never mind how ugly it was the last months :D

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HFCR
HFCR - - 503 comments

Heh :D

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F4Qs
F4Qs - - 272 comments

great work, looks like a stalker zone

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pvcf Author
pvcf - - 4,943 comments

thank you :)
yeah, stalker setting is the goal! (old east-european style)

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