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.

crate stable
embed
share
view previous
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
pvcf Author
pvcf

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.

Reply Good karma+2 votes
Marek33
Marek33

Nice feature!

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

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.

Reply Good karma+2 votes
tnlgg
tnlgg

Sounds interesting.

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

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.

Reply Good karma+2 votes
projektariel
projektariel

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! :)]

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf

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.

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: