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

ONLY A RECORDET technical test!!
(it's boring, don't watch it unless you really care about developing)

interactive interface for breakable entities, simple entities, interactables (fusebox)
all crossover with weapon and flashlight and hands

-all interaction bases now on two keys: use key or fire key. thats the whole interface. basically the engine knows now all the time whats on and whats possible or not and map the actual possible interaction to usekey or fire. i've tested it now for 2 weeks and it feels always natural and you never have to learn new hotkeys or look on the keyboard to search for a key.

-new hud symbols which shows now absolut thrustworthy the possible interactions
-engine knows now everytime what player really is willing to do (mostly :D )
-engine scales now interaction power from player to the object's size, weight and type.

breakable entitie knows now if its destroyed by a bullet or explosion or by throwing with falling damage
and can now decide if he spawns only broken parts or also additionally damage particles.
damage particles are spawned by the rack/server components if they got shot.
particle and broken parts have now also correct direction vectors (this was hard...)

flashlight spawns a breath effect, weapons have them also, but weaker.
can be switched off in menu.
flashlight and breatheffect can and have to be setted up for each map, because every map have his own "darkness" level and flashlight and breatheffect interact different with each map.

flashlight have now 4 light emiting states (automatic done) : indoor, outdoor, (different if flashlight is the active holded weapon or the passive) , all take also care if day night change is done and
switch off shadows at night. indoor trigger can do this also if designer want it.

automatic choose of all needed animations without blocking the player like it was before with the SEQ animation system. animations are now done by "handweapon", which is automaticly switched on and off. seems to work absolut stable and thrustworthy.

this solved also the problem of disapearing flashlight if a SEQ animation was played, you see now in the room that the spot stays (only the breath effect disapears for 0.5 seconds for technical reasons).

oh, you still reading this ? are you a modder? here is the object folder with the server PC racks i made, static and breakables, as you like:
www.reflex-studio.com/clearing/racks_breakables_pvcf.zip 9mb

max files and textures included.
breakables usage:
others/breakables ...

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Marek33
Marek33 - - 3,891 comments

I care about developing and also about physics + destructable environment in games.

Perfect work like always! Also, a great solution for the throwing stuff!

No, I'm not a modder, but I love physical entities and destructible environment in games and I'm interested in what you write.

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pvcf Author
pvcf - - 4,943 comments

thank you! the main task was, have the grabbing, throwing, stacking and releasing of carried stuff total under control. and it is... finally :D i'm totally happy about! sure, it was to 90% the same since 2 years but now its really really usable.
only a main problem with carried object collusion could not be solved to 100%, because i must dephysicalize the object by carrying, otherwise the player would be catapulted away (as you can see gitches in HL2 where the players can jump backward with a holded barrel trough the mapboarders :D ).

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Admer456
Admer456 - - 826 comments

1680x1050? If I connected my laptop to that monitor, my laptop would fry itself. :/

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pvcf Author
pvcf - - 4,943 comments

this is my second monitor, 16:10 i think. i have also a 4:3 one right beside, so i'm always sure my automatic hud scaling for radar and stuff works. you will never notice at which resolution i have done the screenshots :D i'm very proud of it :D

btw.: lowering the resolution to, lets say 800x600, gives not any additionally single frame ^^
cryengine1.4 is totally CPU limitated here with my AMD6950, before i used a 5770 which was noticable slower ( ~20%), but even there: no matter what resolution you drive.

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Admer456
Admer456 - - 826 comments

So, even if I force FC1 to launch at 640x480, it will not improve my laptop's performance?

I think I noticed that before. I tried Far Cry in 800x600 and 1280x800. There was a tiny difference in framerates. 15fps here, 15fps there.
Hmm... may I know what's your processor/CPU? I'm curious. :)

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pvcf Author
pvcf - - 4,943 comments

you may look carefully this sceenshot mokup i have made:
www.reflex-studio.com/clearing/fc2010_training.jpg

this shows my different CPU's and GPU's on the same setting and place over the years.
the xeon e5450 @3.2ghz with amd6950 is my current rig.
a actual system, lets say a i7700k with good overclocking should be twice as fast in farcry and especially OPCL (farcry is so lowpoly that there should be no performance problems nowadays :D)

>So, even if I force FC1 to launch at 640x480, it will not improve my laptop's performance?

as far as i have tested on my system: yes, no difference. but maybe very very weak GPU's can take profit of very small resolutions.

i'm totally curious what the spec's of your laptop are ?

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Admer456
Admer456 - - 826 comments

> farcry is so lowpoly that there should be no performance problems nowadays
Not true. Constant 120 000 polys is high-poly for my laptop. :)

Well, my GPU is worse than the GT 210, so it would probably... you know. Intel HD Graphics 3000 perform much better, compared to my laptop's GPU, too.

Anyway, here are the specs:

OS: Windows 7 32-bit
CPU: Intel Core 2 Duo, T7500, 2.2GHz, dual-core
GPU: integrated Intel GMA 965 Chipset (a.k.a. Intel GMA X3100 Mobile)
Memory: 2GB of DDR2 RAM
Storage: 160GB laptop hard drive, 5400rpm.

I think it will run better if I install Windows XP, but: 1. It's too late. 2. Some newer programs don't support XP.
I could also make a dual-boot setup (2 operating systems on 1 laptop) but I only have 12GB of free space. :(

My future system will have:

OS: Windows 7 64-bit and Windows XP (either dual-boot or virtual machine)
CPU: Intel Core i3-6100 (maybe later I will get an i5-6400)
GPU: AMD RX 460 (this card will crush my laptop's GPU xD)
Memory: 8GB of DDR4 RAM

I wonder if rendering the "terrain surface texture" is possible in 8k. People normally generate it in 4k. But with extra RAM, this might be possible, right?

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pvcf Author
pvcf - - 4,943 comments

> I wonder if rendering the "terrain surface texture" is possible > in 8k. People normally generate it in 4k. But with extra RAM,
> this might be possible, right?

i'm not sure. even cryengine theoretically and practically support a max resolution of 8k, i got even crashs with some 4k textures which are used in the world for a vehicle in fc2010.
(strange thing: in fc2010 it's working as far as i have seen, its the buggy texture).
maybe i try to render my world in w7 64 bit with 8k and see if its worth the effect. actual screenshots are rendered with 1k (!) terrain resolution and looking very ok'ish :D

> Not true. Constant 120 000 polys is high-poly for my laptop

wtf , really ? cryengine eats up ~60k polys only for a weapon and pure sky without nothing.

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