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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
FarCry0037
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
pvcf Author
pvcf - - 4,943 comments

test for a bunch of props ...attachements, breakables, explosives, simple entities, firesystem, inventory and how all work and interact together.
i use this map also to set up all props with fitting physics and sounds and remodel things or fit textures so all look and feel and work together.
I'm also very very proud about the devkid fastloader: this map is absolutely the total worst case, because all those props are destroyed and altered/change models during gameplay and it seems all are really correct restored.

about the unexpected death... i have no idea...
especiall the long bloodstrain on ground... this happens usually only if player is zombiebyten / infected, which can not happen on this map, because there are no zombies...

about the burned player death: i dont know what happened, but the player should have turned to black burned skin/clothes. maybe i have forgotten to import a needed materialib in this map.

then i see a bug: sometimes props only give fall/contact sound if they have had already one contact / falling down event, will look what happens.

ah, by watching it again, i see the hut have the values and stats from motocycle helmet, have to change that too. thats what this tests are for.

Reply Good karma+3 votes
Blue199
Blue199 - - 6,971 comments

STALKER-y

Reply Good karma Bad karma+2 votes
pvcf Author
pvcf - - 4,943 comments

the blue metal box ? :D

Reply Good karma+2 votes
Marek33
Marek33 - - 3,891 comments

Great work like always! I like to see, how much stuff can be destroyed, especially the concrete stuff.

About the unexpected death: I think it's the barrels, since in Crysis 1, if you run into the barrels like that, with maximum speed, you get killed. And since Cryengine 1 and 2 are quite similar, the speed has probably caused the death.

Also, how did you implement NVIDIA Soft Shadows?

Reply Good karma Bad karma+3 votes
pvcf Author
pvcf - - 4,943 comments

> ince in Crysis 1, if you run into the barrels like that, with maximum speed, you get killed.

what? that explain something... many thanx for this hint! i think this is really the cause !
something is wrong with the player physichull, and if you "dive" to fast in a physic hull from a entity, they intersect/dive each other, but the engine gives also contact events, and maybe the physic part can not exactly determine the correct speeds of both objects and masses because of the intersection, and insert crazy values, which leads to heavy damage to one or both of them.
there is also sometimes a problem with automatic generated physichulls. the 3 blue blastic barrels with yellow top are not modelled by me and have therefore no extra physic hull, so cryengine generates one by loading the meshs into the memory, but sometimes they are then not correct "closed" and may have holes or bad edges.
i will remodel those barrels too.

> Also, how did you implement NVIDIA Soft Shadows?

it's not the exact soft shadow code from nvidias partner program.
i developed the devkid shadow system on AMD cards, but i also tested it some weeks and months with nvidia cards and i experienced a total different shadow behaviour.
long work short conclusion: if you wanna have the same shadow quality on nvidia cards which you have on AMD cards in cryengine1.4, you have to switch on this setting.
this setting switched ON at AMD cards cause a doubble CPU load from shadowthread.

so, it's NOT that AMD can not have the nice shadows, it's exact the opposite: if you like to have the same shadow quality on NVIDIA cards, you have to use this switch.

but it's also worth to mention, that shadows cause nearly no GPU or CPU load with a NVIDIA card in CE1.4 (in devkid?), but have dramatically performance impacts on the AMD cards which i already have tested. On AMD cards it seems the CPU have to process the drawcalls for the shaderprocessing, but i'm not totally sure about, because i dont know if i was possibly in a CPU or GPU bottleneck as i have developed this routines, it was some years ago.

it was needed to dive extreme deep into the shadow system because i use always realtime shadows and enlightment and original farcry tend to extrem shadow flickering which is totally annoying (you see this in the video if some gastanks are burning ).

Reply Good karma+2 votes
Marek33
Marek33 - - 3,891 comments

You are welcome! Now, when I think more about it, there was a mod called Project Far Cry, which has quite a lot of bugs, but it has much faster character, and I think (I'm not completely sure) that I had that issue there too, so it has to be in the Cryengine 1 too.

I understand and it's interesting that it causes double CPU load, when the CPU could be from Intel. Also, it's interesting that the AMD has better shadows in this case.

Yes, I have seen it there.

Reply Good karma Bad karma+3 votes
pvcf Author
pvcf - - 4,943 comments

> Also, it's interesting that the AMD has better shadows in this case.

i have to be more exactly here: AMD cards have better shadows with the settings i have done in that special case. you can reach the same quality on nvidia too, but with (twice times) increased settings (shadow bluramount for example). this increase of values have a performance impact on AMD cards, but not on NVIDIA cards.

> that I had that issue there too, so it has to be in the Cryengine 1 too

this bug is even in Source Engine, but there without adding damage to player. it's there possible to catapult player out of the mapbarriers by throwing a entity to the feet and let this intersect with playermesh.
i think all 3D engines with physicsystem might have this bug, it's because objects are not solid basically, the physic hull is wrapped around and once two objects stick together / intersect, the physicroutines just went crazy and tries to solve this problem by "pushing" out each other, which then result in to much microcollusion and added impulse events, maybe at each frame.

Reply Good karma+2 votes
Marek33
Marek33 - - 3,891 comments

I understand and thanks for the explanation!

Indeed, the YouTuber ‎DeSinc has a lot of interesting videos where he uses those hacks to complete the Half-Life 2 much faster.

Reply Good karma Bad karma+3 votes
pvcf Author
pvcf - - 4,943 comments

you are welcome !

yeah, those physic jumps are actually also (very seldom) possible in devkid. i managed to get this two times to work by ~20 tries. the problem is, that the player is than catapulted to high altitude ( ~50meters) and get then a solid fall damage on landing :D
i was also not able to control the catapult direction, and i have thinked about to implement a routine which catch up such physic anomalies and avoid such prop-jumping.
but actually i tend to let it in, because i think the one or other guy will have had fun by figgure out how to do this with which prop and try to break some map barriers to reach spots which are usually "forbidden".
and because i dont have deathzones like vanilla have, there is probably some additionally exploring fun included.

especially combined with parachute "weapon" or dieger zipline weapon it could be very funny :D

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: