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.
by debugging the devkid spreading fire routine, i stumbled over a very dirty editor bug from crytek, which may explain strange level.cry file distortions, which nearly every mapper have exposed in his mapping career in sandbox.
if you edit a entity library in databaseview and export it to your modfolder, then the xml tag will be false! instead of
<EntityPrototypeLibrary Name="name"
it will have the wrong
<MaterialLibrary Name="name"
the trick is, to do "save modified", then the xml will be saved to farcry\editor\entityLibrary, you have to copy this then to your mod in the same phad.
(or change in the xml with a texteditor the head-line).
i'm not sure if this is actual only a cosmetical problem, but lately i got three times on a map, where i have edited and changed such a library,
memory corruption inside the level.xml where a .dds phad line was changed to a very long special charset signs which prevent the editor next time to
load this map. (however, editor reported then the line and its easy to repair that corrupted line, but it's ofcourse a bad sign if such things happens)
this problem is actually only for the entity library, material and particle are working correct, but i don't have tested the other libs.
pvcf
Amazing finding!
I hope that you will be making games one day. And hopefully meanwhile there will be some studio, which will actually care about their workers, since the last few years it's mostly worse and worse.
caring about own workers is not as easy as it sounds. as studio you have to pay your workers each month but the money from publisher depends on milestones. if bugs occour (and they will...) milestones are not always to reach and then the money will not be paid in time to the studio or will decreased in amount and if the project is finished, the workers have also be paid, its very very difficult. you can calculate with 8.000 - 10.000.- $ / worker each month. so, if you have only 10 worker... you do the math what you have to get for money each damn month. and the milestones are usually 3-months and publishers always try to find ways to delay paying, because they have often ~3-5 or more simultaneous projects and the publisher try to get their money from bank or credit institues or some other "intresting" ways, which also often not work or get delayed. it's very very very complicated unless you are rockstar, valve or blizzard or ubisoft or EA.
That's true, especially if it's a small company. However, I mostly mean publishers like Activision Blizzard, Electronic Arts, Konani, Warner Bros, Take-Two Interactive, Ubisoft and others, who have more money than we could ever imagine.
the middle and higher management from those companies are not related to game producing and the needs for it like in smaller companies.
thats why we have in such big companies those strange things happens like what we see nowadays (microtransactions, totally stupidiness in gameplay like autoheal, automap, autocover, autoglowpickups, drawing outlines from enemies behind walls... you name it).
Yes, I know and fully agree. However, the autoheal isn't that much of an issue, since even the S.T.A.L.K.E.R. has autoheal. Of course, it's much slower, but it has. And luckily there is autoheal in Metro since I wouldn't like one certain section in the Last Light.
In a nutshell, there are a lot of weapons, and you can sell all of them, so you will earn enough bullets (currency) that you can buy anything later in the game. Plus, with the safes which also has a lot of bullets, you can use those bullets for shooting enemies since you will have so many of them.
I have that bug every time a want to save particles and material libraries, what i do is export in desk and then move to the folder and replace it.
you are right! in particle and material "save modified" do not work / does nothing and we have to use "export".
i was used to do that this way also on entity lib and there the bug is even worse, but it seems it crash some level data in memory :D