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

test:
-new action music, (*)
-new stance behaviour (can go to prone if you crouch)
-new "no-auto-reload" sniper routine in combat

(*)devkid have a new own music system, it can blend in dynamicly different music moods, like vanilla farcry, but it will NOT spoil the presence/absence of enemies, like FarCry do ^^

new bugs appeared:
-RPG does not reloaded
-FrameProfiler does not worked / show anything
-underwater VFX are gone
-music was not fading out as i leaved an area
-there is a need for a new sfx system, which lets mute birds if gunshooting is happening, like it would be in real life
-the not automatic reloading sniper lets me think i can shoot again if it stays in zoom mode, solution needed, maybe autoreload after 1-2 seconds
-sniper scope need the binocular VFX, the scope is way to overpowered
-falcon sound is boring

known things:
-terraindiving AI (leaving Inventory) .. what you see IS already the bugfix, otherwise the death bodies would be below the terrain and falling down, there is no possible better solution, sorry!

have to look if those new bugs belong to the new compiled crygame.dll which i have compiled in a virtual machine instead like i have done before, on a native running WXP -.-

edit: quick checked it, on a second testrun the effects are there and frameprofiler is working ... strange...
ok, still waiting until this 80gb file loads up to youtube...
3:35 h all in all... zzzzzzzzzzzz

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Blue199
Blue199 - - 6,971 comments

Oh wow, the gameplay looks amazing. If I can have one suggestion, however, I think you should change the blood-on-screen effect to be more blurry and "realistic", as far as I know Jack doesn't wear a windshield in front of his face, so blood wouldn't appear so clearly in his eyes and seems distracting.
Good job nonetheless!

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pvcf Author
pvcf - - 4,943 comments

thank you for your comment!
the blood was more intendet as direction indicator, so you can see where you was shooted from, and the strongness of the bloodeffect indicates the critical hit.
as i play here with godmode, you get ofcourse countless critical hits in a row which leads to that big amount of blood-effect on screen.
in normal gameplay you will see this exactly one time... mostly short before you die.
i will add blur! (there should be blur already but there were some problems with this running thing, i did not figured exactly out why some video-FX were not shown correctly in that recording session. the onliest thing what was different was, that i started the thing in window mode and switched before campaign loading to fullscreen, but non of the visual video effects i have codet care about such circumstances, very very strange).

Reply Good karma+3 votes
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