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.
Testing the new Inventory in "Real world". Also there are some bugs like placed a light switch inside the doorhandle proxy and many many other you did not notice, sorry, i'm to lazy to explain and list all. (for example the door bug or light goes off on jump bug ect )
however, it seems to make fun atleast :)
sorry for bad quality and enlightment in youtube -.-
Amazing work! The video showcase is great, destructible stuff also and the quality is also great! However, I don't get why you said that it's a bad quality. It's not a perfect quality, but it's still way better than a lot of other YouTube videos which I have seen,
it looks on my monitor like the screenshot, maybe with more contrast, depending on the brightness/contrast slider inside farcry options. this values have no impact on recording, but atleast you will be surprised how good it's then looking on your machine in comparison to the screenshots and videos :)
I see and I'm looking forward to the release!
FarCry
This style reminds me game in steam: Rising World.
Still like it(your work), and at the same time it's looking nice.
It is interesting to the horror of what will be in the release. It's good that you are still working on the project!
Ah, would to mark some details of course :D
The lamps do not have enough beams, also some shadows from fixtures :)
ah, you mean missing ripples from the light cases throwing ?
will test it :) we can do this with a lightshader which throws a alphatexture around, so no real shadow is needed.
shadows are totally turned off actually in that indoor section, they looked, hmm, strange.
i work every day many hours on it, have solved the light-off-jump bug and the close-open door bug, added a fusebox to give a silent turn-off alarm method. currently i have a bug: AI will shoot trough closed door, i actually dont know exactly why.
i think it may have to do with the wood_p material (pierceable), which lets pass bullets trough, but a) the door should be destroyed by that b) AI should not can see trough the door, have to find a solution for both things.
also the fastloader does not work in that map, have to investigate today which entity cause that, i tend to the clock (which btw shows system time, if no daynight cycle is activated) :D
10/10, perfect, like the other prison corridor. Keep on! :D
thank you and i do :)