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.

Add media Report RSS key selector beta test ingame (view original)
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pvcf Author
pvcf - - 4,943 comments

sorry for the horrible quality, youtube converted it and colors, blacklevel and contrast was gone -.-
Youtube.com
but it's not soooo important, it was only a recordet testing, so i see what to do next (mostly flashlight handling during key operation and soundevents for selecting / changing)
so please dont expect some intresting gameplay.

testing, if it's still working in a heavy load environment (and not only in my testmap ^^), and what happens if it's dark, what happens if flashlight is on and so on.
you see, there is some additionally finetuning needed.
you hear also the new swinging door soundroutine, which was very hard to implement, because basically there is no "bIsSwinging(speed)" condition, which i could use for, and there is no such one function, because i have programmed this entity from scratch byself and never was thinking about realtime sound which must take respect of speed and collusion states and some other things.

i also test the new elevator, which is now full controlable with only ONE single trigger with exact ONE sender event: GO ! the original way which crytek left us was a horrible construct of many triggers which have to activate and deactivate other ones depending on lift-state.
i was so sick about this that i spend some time into it.

i also show some indoor / outdoor soundroutines: note that the cave is for the engine exact the same place like 2meters in front of it: creating such indoor scenes was very hard, so i created a special indoor-trigger,
which is connected with a area: the result is the cave!

about blacklevel in cave: at start its totally dark, and this is intended to be so! if you dont have a lightsource, its black.

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tnlgg
tnlgg - - 343 comments

Good work there.

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pvcf Author
pvcf - - 4,943 comments

thank you! will work further a little bit, i also will overwork the bulletshell drop sounds (material and in-outdoor). currently i'm always ****** off from this sound :D

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Sir_Lancevrot
Sir_Lancevrot - - 76 comments

it's cool!

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pvcf Author
pvcf - - 4,943 comments

thank you :)

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ice_trey
ice_trey - - 1,106 comments

make the chute have the English flag, for obvious "Bondish" reasons lol ^_*

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pvcf Author
pvcf - - 4,943 comments

hehe, i fear that this kind of humor simply would be to "much". i try to make the gameplay and world as serious as possible. remember: with a little tweak in options menu you can style your HUD and the game to be a hardcore militaristic survivel simulation ^^

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HFCR
HFCR - - 501 comments

Kai, to what extent locations are big ? crashes occur often?

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pvcf Author
pvcf - - 4,943 comments

i didnt understand the extent locations question very well, could you try to be a little bit more precise ?
about crashes: i have no map or scripting crashes.

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HFCR
HFCR - - 501 comments

phrase: "to what extent", mean: "inwieweit".
I just surprised about size of locations, because I think its very very big, or it is uploading after every in real gameplay own passing about 1024x1024 ore some more 2048x2048:)

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pvcf Author
pvcf - - 4,943 comments

hm no its just a total stuffed out 2x2k area where you can access about ~80% of the map, even all mountains :)

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