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

lol i have had to recode the ******* fire routine the last two days again. but inbetween she is working better. tomorrow i will insert a FPS detection into the fire routine, so that the fire particles updaterate scale down if fps falls below 30 or 60 fps.

actually the fireroutine detects automaticly which materials a entity have in near range. if she (the fire engine) thinks, it is burnable, than she will try to ignite the entity.
this depends if the entity is in near. if the entity was thrown INTO a burning fire, the entity will be marked as burn, change texture to burned one and the firesize will be increased. then the entity get firedamage (this is a new damage sort) until it will break / destroy. then the fire will decrease in size back and burn down.
if the entity is in NEAR of a fire, then the fire sends proximity firedamage to it, the amount of damage depends on distance to fire.

the new damage routine will now add firedamage and count the amount of gotten firedamage. after a certain value, which will be also automaticly set, the entity will be start burning / catching fire. 
the player have the same problem, but he can regenerate his firedamage amount by leaving the area and waiting. there is no hud information on screen about players firedamage and how close he is to catch fire, but as he player gets hurt in really near of fire he take this on his own risk.

with that "slow" spreading fire the whole system looks much more naturally, two days before a entity which got contact to fire started immediately burning. this was cool but not perfect. now, the engine asks for material and the existent fire can react and can be feeded :)

you see on this screen how a tire, which i have thrown near to a fire, got heated until it captured fire, started burning and how the also developed new onscreen informationsystem for developing tell me what i currently spotting with the red aimdot, if its destroyable, burnable, if its burning and so on.

please note that this all reacts also with water and with weather system / if it's raining.

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