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

you see player in third person with a attached backpack, proning:
randomly i stumble over bugs which are inside devkid since years and i never have noticed then: here the crosshair position in third person mode is not correct processed if player is proning :D

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Marek33
Marek33 - - 3,891 comments

It's much better to find bugs by yourself than having it reported by the players. It wouldn't be much a problem if it would be in Alpha or Beta testing, but it wouldn't be good if the players would find bugs like this. However, games like Fallout have tons of bugs, but they have many great mods which fixed stuff like that.

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pvcf Author
pvcf - - 4,943 comments

the worst thing about this type of bugs is, they can be fixed within 1-2 hours or less, theoretically its only a if proning then offset -2meter condition which have to be inserted, but there is so much other to do that this is laying on my buglist since weeks :(

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pvcf Author
pvcf - - 4,943 comments

aaaand fixed, needed only 10 mins :) thats the advantage of complete self written code :D
Youtu.be
but the best thing: there is a new bug which i have seen there: wooden crates catch fire by self destroying :D

hmm, seems civilians absolutely doesnt care about fire and explosions in their near :( :(

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Marek33
Marek33 - - 3,891 comments

You are really fast!

That's the disadvantage of the code. When one thing works, the other stopped working.

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pvcf Author
pvcf - - 4,943 comments

its possible that is never was working and i simply have forgotten to add explosion notifier to AI, because i was thinking the engine do this by his own, but its not the cause -.-
damn, i have to dive again into this complex KI code i have done for civilians :(

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Marek33
Marek33 - - 3,891 comments

That's a pity. It would be way better if the engine would do things like this by himself.

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pvcf Author
pvcf - - 4,943 comments

usually a explosion is triggered by a grenade which calls then in next step the AI explosion notifier.
basically as coder you can use the explosion as effect without harm or influence a AI. for example its possible to deform the terrain with explosions, you can give coordinates and z depth and create a deforming effect and remove foliage. with that system i could create fire which really removes vegetation, but it would have other disadvantages, for example every fire have then to look for nearby vegetation. a first testroutine cause a high CPU load and the real final effect by burned away vegetation is not thaaaaaaaaaaat big thing so i have left that out for the moment.
have player for that, to be really sure, long time FC2 and found that burning vegetation is not soooo epic i was thinking before...

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Marek33
Marek33 - - 3,891 comments

I see.

It's a pity that thing is no longer here, but hopefully you can figure it somehow because expect Far Cry 2 (and of course other newer games in the series) I don't remember a single game which has an option to burn stuff. Even if it's only just an effect and it's not a real burning its still better than nothing.

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pvcf Author
pvcf - - 4,943 comments

i actually have build in some burning routines, which basically and theoretically would allow to burn down many things, but there is a little problem:
you can only burn down destroyable objects. but then i would need for every such object not only the destroyable meshs and textures, i would also need burned down models and textures, which i actually dont have, so actually only vehicles and player entities can catch fire and burn down, but no wooden crates, for example :/ also wooden doors won't burn down to destroyed model.
the problem is always that every burning thing must look regulary in his near for new burnable things, also the fire must scale with objectsize and burningtime, which cause new cpu intensive routines FOR EACH object, its actually to heavy and would break some gamerules.
if its done correctly, it would theoretically possible to burn down the whole map with a single fire, which would cause in a frametime eating mess with no single frame left for playing and a complete altered leveldesign without enemies (because all are burned) :D

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Marek33
Marek33 - - 3,891 comments

That's understandable. I totally forgot that Far Cry 1 doesn't have flamethrower or any fire weapon. In Far Cry 2 there are Molotov cocktails and flame thrower. Fallout 3 and New Vegas has multiple flame weapons and New Vegas has some mod in progress which adds some great particles and effects and this is one of them. However, vanilla game has already all those textures and models which are needed when they are burned out. I don't know much about meshes, but I think that those are there too.

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pvcf Author
pvcf - - 4,943 comments

yes, you need different destroyed meshes for wooden crates for burned and exploded/shooted/destroyed.
but maybe i add wooden crates to my fire routine, if i have time, but its not really important, because it does not change the gameplay to any positive thing and i have other important things open on my to-do list :/

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