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

Youtu.be
so i was talking that i'm busy with code... nearly 10 days... this is the result.
ok, what we have here:
real civillian NPC. they walk randomly in the world and have attachements, which they will drop if someone hurt them. this attachements are then converted into loot, that means generic pickups, and THIS can be also things like food, stuff or , shown in the video, a rucksack, which expands player weaponslots and are attached to player.
civilians/NPC's run also away if they get hurt, nearby civillians, which see this, run also away and try to hide (the green boxes are brushed objects with "hide" flag set).
there are also a lot of new soundroutines, every attachement have real physics and own fallsounds and own use-sounds (usesounds if player picks them up and use them in any way).
this loot is persistent and will survive a save-load operation. NPC's will forget after some time the troubble and behave then normally and generate new loot. this is all done automaticly and does not need any interaction by the mapper/leveldesigner. just place the NPC, choose the model and select a object as attachements (4 body attachements plus the usual, if needed, weapon / equipementdrop package). so, he can also drop money, for example.

next we see the new breakable entity (wooden crates and red firebarels) behaviors:
if a burnable barrel gets shoot, a flameparticle is spawned at hitposition, so you can see immediately the desired effect.
it have also now soundroutines for burning and will spend diffuse light at evening, night or indoors.

player can now better control picked up things: there are two release modes: use key, which release the object at his current holded position, so its now possible to stable very perfect and exact, it will be also possible to build own walls or whatever.
if player press fire instead of use key, the holded object will be thrown away with current maximal playerforce, this is a RPG value which is calculated out of player health, strenghtness, training and stamina.

the throwed object can cause damage on the impactpoint and can so interact with environment, you see it as i have thrown some crates to NPC's and how they start yelling and try to avoid beeing hit by the crates.

i know its not so perfect like in GTA but its actually that what i could do with cryengine and devkid in the time i have had for. its okay and will do the job, i hope.
btw, the yelling and claiming soundroutine by civillians is automaticly choosed for male and females by the used keyframe animations,
if its a female animation, a female soundtable is used.
it's the first time that i have connected so massively my routines to interact with eachother, and it seems it works almost flawless, except a timer and randomizer bug if the record video button was pressed, i actually absolutely dont know why and how the randomizer and timer is compromized by MSI afterburner, it also affects the self flying ability of burning explosive barrels, but you will
see it byself in game.
it seems msi afterburner change some things in framehandling with my new AMD 6950. it was not the case with my AMD4850 and AMD5770...
bugs i have seen first during recording:
-random sound bug (yes, there IS a routine which asks if a voice was used just right bevore and chooses then a different one, NOT working with Msi afterburner running, straaaaaaaaange...)
-destroyed pieces from wooden crate after throwing have had negative hit impact vectors, will look into it.
-NPC's are way to healthy in this test setup, they should die by two bullets from pistol and they will in final game.
-civillians usually also react if they see the player which a weapon in his hands, the devkid engine tells them also if its a harmless weapon, like a melee weapon or if its a bulletweapon,
the NPC's can then react on different ways, this is currently switched off in this setup and i spawn instead debug messages, just to see if all is working like it should.
-wooden crates does not drop loot by destroying them (have to look what happens, can't be anything hard ;) )

i need the player-weapon recognition system for many things, for example some trader does not allow a player with a dangerous weapon in his hands in his near and react then, for example
they can then tell his mates to shoot down the player or simply deny selling stuff.
and yes, all this is not planned, its already working since one or two years and does not need any much interaction by the leveldesigner/mapper, just connect a sender event on the message (see player with bulletweapon) --> BeEnemy, thats all ;)
(needed only by traders! civilians or guards react automaticly, no need for any connection of senderevents ! )

download in much better quality:
Reflex-studio.com 180mb

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Marek33
Marek33 - - 3,890 comments

Amazing stuff! It's similar to GTA, but there were only a few things which can drop from them.

That's a great addition! When I have some bodies, shells or even armors from enemies (Vanilla game) they will disappear after the loading. The only thing which is not so great is those armors (too many shells can take some framerate and too many bodies too) because I could save the armor, which gives 100% and I could take those who gives 10%, 20% or 30%.

Nice work! Lighting is one of my favorite things about the graphic. Also, those breakable entities are very nice.

That's a very good thing to hear!

My thoughts exactly. It's a real miracle to see all of those things which you showed us so far and even with those engine limitations its still a perfect work.

Maybe you have some older version and it causes some problems. When I had some older version and I installed Service Pack 1 (on Win7) none of my games work and I don't know why, but after a few minutes I close MSI Afterburner and I immediately know that was the problem. MSI is a great company, but MSI Afterburner has some problems.

Perfect! It would be strange to go to the shop with a weapon in the hands.

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pvcf Author
pvcf - - 4,943 comments

thank you very much :)
in devkid all loot, pickups and drops are persistent, also dead bodies. in vanilla game dead bodies are deregistered by the engine to save cpu cycles and therefor the engine can't save them to disc.
in devkid even dead enemies are active, because its possible that they can convert into zombies after some time, its possible that they simply sleep or just reserved for a later reinforcement, if leveldesigner reset a area after some time (i included this feature to avoid death open worlds).

particle effects like bulletshells or breaked pieces are not persitent and will automaticly removed by the engine after some time.

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Marek33
Marek33 - - 3,890 comments

You welcome.

It's great to hear that, but, I'm not sure about the frame rate. Vanilla game has that limitation with bodies and shells which is actually a very good thing because it can take a lot of framerate. For example, if you have over 1000 or 2000 shells it really takes some framerate.

I mean the loot and not the broken pieces or bullet holes.

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pvcf Author
pvcf - - 4,943 comments

i'm aware of the particle amount of shells and i simply does not allow such things.
for entities like AI: this was really a bad CPU killer, therefore i have programmed some years ago a entity streaming in devkid which process only the entities around the player in a given radius. this engine is extreme complex and 1000 times harder than it sounds, but finally it seems to work, i have finetuned this engine since years and can now have ~3000 - 5000 entities in the map instead of maximum ~50 like in original farcry (which process only about 10-15 at the same time: if you reach such a "entity" spot, you should kill them, otherwise you activate them and the FPS will break in pieces if you walk further without killing and deregister them and reach the next "spot".
the amount of 3000-5000 in devkid is only caused by a to big table, it takes noticable millisseconds to parse this table, because every single entry have the whole function table of the entity inside, so i handle there big amounts of memory segments.

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Marek33
Marek33 - - 3,890 comments

That's a very good to hear! I always preferred higher framerate (even if I had to lower some details).

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pvcf Author
pvcf - - 4,943 comments

*cough* *cough* , i did not provide high framerates :D i provide framerates which allows it to play at very high qualities on my ancient CPU with 25-30 FPS, but i did not know how other CPU's handle the drawcalls.
the last comunity FPS measure with fort-map showed that i have still good power in comparison.

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Marek33
Marek33 - - 3,890 comments

I know that it really depends on the PC, but I mean the thing with the AI because you wrote: “this was really a bad CPU killer, therefore i have programmed some years ago an entity streaming in devkid which process only the entities around the player in a given radius.”

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mvxlnm
mvxlnm - - 552 comments

Wow, amazing
Good work :)

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pvcf Author
pvcf - - 4,943 comments

thank you too :)

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Szczekus
Szczekus - - 380 comments

No wonder people are more interested in your mod that with mine ;)
Good stuff!

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pvcf Author
pvcf - - 4,943 comments

thank you!
about intresting: you do byself extrem great stuff!

getting interest in my mod was a long long way ;)
i keeped posting stuff even if no one was responsing for months, and i will do it further. basically i do this mod for my personal taste and fun, but i let participate the comunity and give it then to the comunity.
inbetween i got here very very intresting hints, tips and ideas to implement intresting things.
this video, btw, shows a intresting thing which is not mentioned very often: i can check simply the pure gamemechanics with non story behavior: i can invest in such empty environment more time and have more fun doing things than in some other complete mods with story.
analyzing then, WHY this happens, and try to port this into the actual real map i'm doing, is then always the next step.
for example: as far as you have shoot a burning hole in a barrel, grabbed it and throwed it into a bunch of civilians which start to yell about...> epic feeling and you instantly forgot about grafix and environment and search for the next barrel :D
if i can get THIS feeling into a map WITH nice environment, WITH story and WITH big exploration part, it SHOULD (i really hope so) be a replayable thing, and that is the goal: make the game something more than a tagpoint checkwalk.
and i try to show this spirit here (and i hope this is recognized by the audience so far :D )

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Szczekus
Szczekus - - 380 comments

>>make the game something more than a tagpoint checkwalk
;(

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pvcf Author
pvcf - - 4,943 comments

i use tagpoints, but in different way as usual. i found out, that tagpoints in a open world kill the exploration part totally. you look only to radarmap and the tagpoint and walk straight. if you dont have a tagpoint, you have to start to look to the environment and the given text hints (thats why i have the message board!).
but now it comes: every missiontrigger have the possibility to show, after a given time, depending on difficulty level, the tagpoint which belongs to the mission. lets say you got a mission: search the hut on north direction, follow the street (very simpel, no tagpoint given). if player then does NOT reach the desired goal (hut) within, lets say 10min (where the way should need 2 minutes), the tagpoint appear on radar.

and tagpoints in a tube-level design are useless...

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DyNaM1k_Official
DyNaM1k_Official - - 215 comments

wow, just... wow

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pvcf Author
pvcf - - 4,943 comments

hello and welcome and thank you for your comment, Bomtvare :)

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