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 AuthorOnline
pvcf - - 4,943 comments

dont watch it, if you aren't interested in developing routines & stuff ;) it's really boring!

for developing a special firestreaming engine (just to prevent spawning and removing all the time new fireentities), i needed a method to let fires burn down very fast, so i created a new fastforward engine.
this video shows a little test in a testmap.
this fforward engine is now also very usefull to quicktest walkingroutes from AI without waiting all the time :D
if a entity is burning and set its model to a pile of ash, the entity ask his own z-position in world by shooting a ray to bottom and ask how far away the hitpoint is, and what the hit is for a thing, if its terrain or brush or another entitiy. if its a brush or terrain, a pile of ash will be created.
this prevents spawning piles of ash in air if stabled entities burned down.
to visualiz the routine, i can press a key and you see the ray and hit effect.
this simple routine needed about 10 hours of code.

the onscreen fastforward effect is done in the game, its NOT an videoeffect which i have added later.

also i removed a little bug i have had added lately: by let down a holded object i have had added a little impulse, which was to strong in last build, so it was very very difficulty to stable crates, this is now fixed.

its unbelievible how much "stuff behind" is needed for a little spreading fireengine. the streaming for fireentities, lights and particles is already prepared and can now done next, thats what the fastforward routine was for.

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Blue199
Blue199 - - 6,973 comments

man, you put so much work into this, damn

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pvcf AuthorOnline
pvcf - - 4,943 comments

yeah, so a spreading fire routine draws a damn bunch of problems behind which i was not expecting -.-
and the point was not to get a spreading fire, the pont was to get a nice and smooth and very thrustfully spreading fire, so the player and i as coder have all the time the feeling to control exactly what happens.
if this is not the case, the player would leave it alone and additionally the engine would crash very fast.
now i understand why such routines are only very rare used in games. they are way to problematic.
however, i have solved all thos problems.

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Raygoza
Raygoza - - 1,639 comments

Since those problems have been encountered so many times even in different games, why aren't solutions reused by people since there must have been other cases elsewhere?

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pvcf AuthorOnline
pvcf - - 4,943 comments

every code is totally different and need special develepoped for the actual circumstances.
every engine in every iteration is different. nearly no gamestudio shares the code of their engines.
and even if i do this, it will be 300% harder to search and take all those firethings from my engine and port it to another than just recreate them new from scratch.

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