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.
i'm curring implementing easy riddles like that crate stable and thinking about a function for "wave reset".
"wave" is a function which i have implemented yesterday: its now possible to restart the map with a different (1 of 9) set of AI, i call this AI-wave. a level-reset should maybe also be done, for example repair all broken things and set them back on origin startposition, but i'm not really sure about: maybe it would be funny to start the next wave round with the already "penetrated" map.
but the important thing, which especially belongs to this screenshot is: such easy riddle should be untouched, i think nobody likes to do such things again and again and again.
one word to the "waves": it will also be possible to have a different gamestyle at different wave-rounds, for example a pur stalker round with real anomalies (complete working and implemented since i have posted the pripyat videos and screenshots), or a zombie wave, or a combine round.
Nice feature!
i hope so :) and its only one additional trigger to place, which 9 sender events. if i call event 3, all other waves (1,2 and 4-9) will be hidden, and 3 unhidden. thats all. every AI have a wave section in properties where you can check/uncheck his wave probability. i think its easy enough.
Sounds interesting.
this map is designed to be played again and again as tube map. so i need afcourse by every new run a different set of enemies, first test with the new wavetrigger seems its working, also with the entity/AI streaming system. there was also a problem with the HIDE option: this stopped drawing the AI, but they was still processed, so i have had to remove them also physically from that map coordinates and set them back at unhide command to his origin spawn points.
Incredible work you're doing there, Kai, didn't think that there is still so much potential left in Far Cry 1, keep up the good work! :)
[Wahnsinns-Arbeit, die du da ablieferst, Kai, hätte nicht gedacht, dass noch so viel Potenzial in Far Cry 1 steckt, mach weiter so! :)]
thank you :)
i think the potential from editing possibilities is the same like actual cryengine ports have, and more. this good old engine here lak's only some renderfeatures, multiprocessing and a texture streaming code :(
but i'm fine with the achievable grafik (just look FC2010...), its absolutely ok for me. i doesn't also understand the actual discussion about "low" grafik in Homefront2 (cryengine3.4). all what count is gameplay and leveldesign.