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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level recruiting (the city level) have been stretched to doubble size because i found a trick to do this without wasting the memory :)

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level recruiting (the city level) have been stretched to doubble size because i found a trick to do this without wasting the memory :)
i also finished the dessert village which is outside the city and have done some low vs very high quality tests during all daytimes, just to be sure that the mod looks good in all states on all systems.

both upper screens are taken on "LOW" settings, which also saves much memory to be sure it runs on low spec systems.

driving trough the half map from the new city location, harbour, main city, airport, dessert, mountains = 14km. i also think since some days about a "unlimited entity" routine, which provides much props on streets around player like in GTAIV,, i think i know a trick to realize that but i will see how i can handle that and how it will be looking.
also i recodet the original farcry vehicle collides with AI behaviour: in original farcry a AI dies immediately (even if you drive veeeeeeery slow and touch him with a "bing" ) :P now the AI get physically crashed away, hurt and is very angry XD
btw, i'm thinking about to insert a "weapondrop on hit" routine and would collect some meanings from YOU, the reader ;)
would it be good if player let fall his weapon if he got a very strong hit or was touched by a grenade shockwave ? or even the same for AI ? or maybe only on highest (simulation) difficulty level ?
next question to discuss: AI aiming skills depending on AI -health status ?

would be nice to read your opinions :)

Comments
Dieger
Dieger

good work! now how some 20 minute gameplay video? I WANT TO SEE THIS!!

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pvcf Author
pvcf

hmmm, okay :)

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ScureHD
ScureHD

"would it be good if player let fall his weapon if he got a very strong hit or was touched by a grenade shockwave ? or even the same for AI ? or maybe only on highest (simulation) difficulty level ?
next question to discuss: AI aiming skills depending on AI -health status ?"
- Both good. IMO, isnt that important. Realistic isnt always better for games...

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pvcf Author
pvcf

> Realistic isnt always better for games...

i second that!

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Didjay
Didjay

Always a pleasure to see your progress. A work of great technical quality.

Every encouragement ! :)

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Zafer233
Zafer233

I second that! Allot of work to be realized by the consumer versus currently developed games such as Half-Life. It is the fact for currently that game and it's maps, mods, and separate publisher spin offs enjoy. This mod or higher status now is changing and improving upon the base engine's texture files, coding, mapping, and hard coded work that seems unchangeable.

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pvcf Author
pvcf

thank you pals XD

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Ambient_Malice
Ambient_Malice

It looks very, very interesting.

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pvcf Author
pvcf

its a good motivational push to get some friendly comments, you are welcome, Ambient_Malice :)

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