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

damn, even i have created this i lost 16 lives by killing those 3 bastards :D (plus two additionally ones which not on the screen)
difficulty level: simulation :D
and it's not like that they simply eat bullets like crackers, they die by 2-3 hits, depending on the hit-zone.
it's so strange: you start playing, the first one is spotting you, a littel shooting, nah, not serious problems... he yells around, his comrades join in, and after some short action, they are death, and i think "damn, that was not really hard" ...forgetting to watch the godmode counter :D
seem's this part or nearly the whole game is not playable with my loved "rambo" style :D
better grab some comouflage and hold your breath, jack!

it's fascinating: i have setted up the enemy squads with different characters each: some really PLAY rambo style against you while other ones tries to sneak around you, catching you from behind. because you focus totally to the 1-2 rambo ones, you totally lost focus to the sneaking bastards and get rip your *** off faster than you expect :D

i totally love the AI in farcry !

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Marek33
Marek33 - - 3,890 comments

Far Cry 1 has definitely one of the best AI in games. Unfortunately, most of todays games are still not even on the FC1 level.

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pvcf Author
pvcf - - 4,943 comments

yeah its thrue, but it's not so easy like it sounds, the guide to place a good working AI squad is very long for FC1, they need a perfect environment, specified hiding and seek spots and then every squad member must be good setted up to interact with each other and need a group-leader.
if the group leader died, each squad member will then operate at his own will, but even that is most more impressive than most other, actual games, even in crysis the AI was not setted up correctly.
inbetween we know why:
there was no ident team who create both games: several members /artists / designers/coders were swapped between project at random will by guys with strange views on project developement (lets call them "managers" ).
this result in many broken things, 3-4 different coding languages alone in farcry, each with sometimes 2-3 different coding design.
or the totally broken AI conversation which was totally not working because of to large AI sightrange because of to powerfull playerweapon with even to long shoot range which result in the binocular with motiontracker and akustic "zoom" :D

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Marek33
Marek33 - - 3,890 comments

It's definitely not easy since making AI itself requires a lot of work. And that's one of main reasons why bots are no longer in 90% of games (and probably Far Cry 1 doesn't have them too because of that).

That's very interesting. Thanks for that info!

Yes, I notice it too, but only sometimes.

Btw: I don't know if I forgot to write that comment or probably the YouTube doesn't approve it, but here is a full list for Far Cry 1 Trailers ( Youtube.com ) and where can I download original FC1 Fort demo (with the gas grenades)? There are huge problems with comments on YouTube and even I get a very good comment and I have to approve that it's not spam. But when someone says some mean words to others, that's completely OK.

EDIT: YouTube doesn't show it like I was thinking and I don't know why. Probably because of the link (which is on YouTube and that's a very bad for all of those spammers and scammers can spam their stupid stuff, but I can't link a single video list).

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pvcf Author
pvcf - - 4,943 comments

wow, many thanks for that link list, will watch it tonight!
the farcry pre beta (?) demo with gas grenades was maybe only given away in germany by a pc papermagazine with a cove r CD (!), if i remember right. (but i'm not sure about that, maybe it was a temporary download hosted by crytek self).
the gas grenades were totally overpowered, imagine a green smoke which simply killed all AI, there must be also a trailer somewhere which shows this.
i remember i throwed in map FORT the gas grenades in the closed rooms, heared some "cough cough aaaaaaaaargh" and the room was "cleaned" :D it feeled way to overpowered and reduced the gameplay fun drastically, so they turned them into the smoke grenades, which nobody use :D
(maybe also german law would not be really amused about poisen gas grenades and the game would not be on sale because of that).

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Marek33
Marek33 - - 3,890 comments

You welcome!

Well, they should be like that. However, in later parts of a game they would probably be completely useless since the enemies have gas masks.

I use them frequently and in some mods it would be impossible to complete without them (+ with some mods).

Probably yes.

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pvcf Author
pvcf - - 4,943 comments

oh, really, you use smoke grenades ?
damn, have had to reuse smoke grenades in devkid for molotov cocktails, because it was not possible to add a additionally grenade -.-
so we have frags, blend, molotov and glowsticks, plus stones or screw's.

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Marek33
Marek33 - - 3,890 comments

Yes, since they help a lot of mods like Catalyst Aftermath or Singularity.

That's OK, since I like Molotovs more.

What are the blinds? And there will be glowsticks (I don't remember them)?

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pvcf Author
pvcf - - 4,943 comments

blend = blinds, and glowstick's are new, crytek didn't get them to work, and didn't developed them, but i do :D
there was "only" a reserved glowstick grenade slot in code and the model for in objects folder, but no scripts and no functions for.
basically you throw them and they will enlight the room and you (you are now full visible for enemies). after some time they burn out, light radius increase then constantly.

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Marek33
Marek33 - - 3,890 comments

Thanks and great work!

Yes, I remember how it was in Crysis 1, but it was only in the first mission (maybe in some later ones as well, but I don't remember it).

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DyNaM1k_Official
DyNaM1k_Official - - 215 comments

Judging from my playtime in dark souls series I shouldn't go too crazy hahaha. Love hard but fair games and it sounds like AI is going to be really good. great job

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pvcf Author
pvcf - - 4,943 comments

the strange thing is: the AI looks very weak at start, which leads you to play more rambo style, which THEN leads to this godmode counter :D
but it's totally different to, let's say "Farmer Jack2", where the AI kills you instantly, even before you have seen or recognized them really (first level, autumn canyon).

in the map i will release first, is it better to sneak around them and let them like they are, alive :D BUT, if you come back later they wait for you and then things go worse :D :D

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Admer456 Online
Admer456 - - 826 comments

Since there's a V55 sniper rifle, I'd suggest noscoping them. You probably don't have a crosshair, but who needs one anyways?

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pvcf Author
pvcf - - 4,943 comments

in no scope view you already don't have a crosshair, in scope and zoomviews you have, BUT, i have a real ballistic bulletsystem, which the VSS take use. it's VERY (!) difficult to get a precise shot even with scoped zoom and crosshair.
i was never satisfied with the sniper weapon in vanilla FC, which was a install ray kill gun.
now the enemy can simply walk away during the bullet is flying in his direction, the bullet also is heavily affected by gravity and loose energetic power calculated on flying distance.
together with a harsh bulletshell management it's now a real challenge: it can make extrem fun to play with it, but you need many experience, which you can't really obtain because you will never find enough bullets: i bet you will always spare your 4-5 rounds for critical situations / fight down enemy snipers.
btw: and this is also a new and veeeeeery important element:
depending on how fast you can shoot down such a sniper, the pickup ammo amount is calculated out of his rounds he shoot to you. if you are to slow, you didn't get enough bullets "back" from him by killing him with your sniper gun.
this is a very nice motivation for very detailed preperation and investigation before you really start to fight down something.

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DyNaM1k_Official
DyNaM1k_Official - - 215 comments

That's all so awesome!

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pvcf Author
pvcf - - 4,943 comments

thank you :)

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Marek33
Marek33 - - 3,890 comments

Sorry, but this isn't a call of duty style of a game.

That's perfect pvcf! I always hated how the enemies have the same amount of ammo. Also, can they run out of ammo (which would be a great thing)? I think only Mafia 1 has that feature and of course Bf games, but that's only because they have multiplayer.

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pvcf Author
pvcf - - 4,943 comments

thank you!
hm, i was really thinking about that, but that would mean i have to give enemies a big amount of rounds, so they can give you a good fight, which THAN means, you pick up to much bullets from them. i also would have to insert the early planned rearmend system, crytek have planned that enemies must run to a armory or a place where they can restock.
i know this would give another gameplay element but its not worth all the effort:
the gunplay of farcry is actually good as it is and i did not try to fix something which is'nt broke!
so the actual decission is following:
enemies have unlimited ammo, but have to reload their weapons after every round, weapons are already full reloaded if they are idle, but mostly in holster position.
the ammo pickup of enemies will be calculated from their shot amount, but it have to be tweaked, its not so easy, because i need exact control about player bullet amounts to keep fun at a good level. to much or to less amunation will kill the gameplay.
i also experimented now for 4 months with realistic reloadsystem by the player, that means ammo which is already in weapon will be lost if you reload (insert a new mag).
and even after 4 months of heavy play i'm still not used to be aware that i lost my ammo in my gun :/
so maybe i kick this feature out and let it like it was before: reloaded ammo is added and only the amount which is needed is subtracted from ammo in pockets.

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Marek33
Marek33 - - 3,890 comments

That's very interesting. It's a pity that they don't implement that.

Yes, it's better if it stays that way since it could break some other things.

I see. Well, it would be good if you can implement that, but it's not likely needs so it doesn't need to be there.

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pvcf Author
pvcf - - 4,943 comments

there is also a problem that player could then endless restock himself at such reinforcement points, or simply snipe that position or prepare this with explosives, which will kill enemies AND steal enemies their restock possibilities AND force enemies always to run back to that point, so gun&run; would always work for player.
i think they have throwed that away because of those reasons, it would simply kill the shooter gamemechanic even if it sounds cool at first look.

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Marek33
Marek33 - - 3,890 comments

Unfortunately, you are right in this. It would be a great addition, but also some players could easily abuse this system.

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pvcf Author
pvcf - - 4,943 comments

be honest: all players would abuse this system :D
the same like godmode: is it possible, you WILL use it sooner or later ;)

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Marek33
Marek33 - - 3,890 comments

I would probably use it to my advantage if there would be a lot of enemies and new one would come (just like in Clear Sky).

To be 100% not really. Godmode is fun, but it takes the good feeling after defeating some boss or completing a hard part of a game if I would use the Godmode. So, I wouldn't use it.

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pvcf Author
pvcf - - 4,943 comments

hr hr, so you will be fine with devkid :D its not possible to get godmode in final release :D

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Marek33
Marek33 - - 3,890 comments

That's absolutely fine with me. However, why it will not be available? It's really strange to see such an easy thing, don't have in the final release (or in the Alpha, Beta).

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pvcf Author
pvcf - - 4,943 comments

forbidden by me ^^

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Marek33
Marek33 - - 3,890 comments

I see.

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