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MarcoC_._Crytek
03-29-2004, 09:59 AM
Hi modders, I'm Marco Corbetta from the Crytek team and during the last weeks I've been working on the MOD SDK. While we are waiting for the MOD SDK to be released (there is only legal paperwork left) from time to time I'll answer questions about modding on this forum (I see that Tim Partlett is already doing a good job answering questions related to the editor manual http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif )
One thing however I'd like to tell right now is that the SDK will indeed include plugins, source code and documentation for the exporters we used here at crytek, so you will be able to write a plugin, exporter or converter for your favorite file format or others modelling packages - don't worry about that.
Meanwhile take your time to get familiar with the editor and scripts http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

P.S.: JetEngineDr and Pirhana: I sent you a PM.

MarcoC_._Crytek
03-29-2004, 09:59 AM
Hi modders, I'm Marco Corbetta from the Crytek team and during the last weeks I've been working on the MOD SDK. While we are waiting for the MOD SDK to be released (there is only legal paperwork left) from time to time I'll answer questions about modding on this forum (I see that Tim Partlett is already doing a good job answering questions related to the editor manual http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif )
One thing however I'd like to tell right now is that the SDK will indeed include plugins, source code and documentation for the exporters we used here at crytek, so you will be able to write a plugin, exporter or converter for your favorite file format or others modelling packages - don't worry about that.
Meanwhile take your time to get familiar with the editor and scripts http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

P.S.: JetEngineDr and Pirhana: I sent you a PM.

xardy
03-29-2004, 10:01 AM
k i have made this mini mod but for some reason when some1 creates a server with it and you have the mod the game will still say the mod is unknown what have i done wrong? you can download it at www.zigma-base.com/MPfun.zip (http://www.zigma-base.com/MPfun.zip) i just added all singplayer characters to mp and added 2 new assault classes......

btw its a fast download

http://www.zigma-base.com/forums/templates/subBlack3dBlue/images/logo.gif
www.zigma-base.com (http://www.zigma-base.com)

Rampancy
03-29-2004, 10:10 AM
This is excellent news. The support Crytek is giving the community is fantastic. Your hard work is definitely appreciated.

As far as modding is concerned, are entirely new gametypes going to be possible with the SDK? Can we get in there and augment the already impressive AI?

Also, I understand that the physics are taxing on bandwidth and processing power, which is why there are no real physicalized props in multiplayer maps. But what about LAN play? Would more simultaneous physics simulations be feasible in an environment like that (as opposed to the internet). Or is it still something that's pretty far off in terms of technology?

MarcoC_._Crytek
03-29-2004, 10:39 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Xardy:
k i have made this mini mod but for some reason when some1 creates a server with it and you have the mod the game will still say the mod is unknown what have i done wrong? <HR></BLOCKQUOTE>

I downloaded the file, tried to run a server with your mod and I can see it, "mp_fun" is listed in the MOD type. Make sure you have the same version installed on both machines - if the entire server line is greyed out, means the client can't see the server for some reason (a firewall or soemthing?), or there is a version mismatch (are both machine running the patched or un-patched version)? In the next patch there will be a version number in the servers list.

<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Xardy:
This is excellent news. The support Crytek is giving the community is fantastic. Your hard work is definitely appreciated.

As far as modding is concerned, are entirely new gametypes going to be possible with the SDK? Can we get in there and augment the already impressive AI? <HR></BLOCKQUOTE>

you can already do this now without the SDK, all AI scripts are there in source format in the scripts.pak. Scripts and Sandbox is all what you need to augment or modify AI behaviours. Of course the SDK will include additional documentation for AI and other parts of the game.

wolfclanwolfen
03-29-2004, 10:51 AM
Hi Marco, thanks for throwing in to the forums along with Tim. As has been said, it's great to meet some of the team on the ground and even better to get some of their advice. Hope you will be able to get some positive stuff out of your new "students" here as well....

"He 'ad a bang off 'im like 'ole peoples underpants"
http://www.clanmkp.com/wes/wolfensig.jpg

xardy
03-29-2004, 10:59 AM
k thx man. t was prob something with the version. and keep up the good work. btw will it be hard to code on coop mode? i have heard of people that tryed to make maps with ai that the ai is only vissible at the server host and not at the client.

http://www.zigma-base.com/forums/templates/subBlack3dBlue/images/logo.gif
www.zigma-base.com (http://www.zigma-base.com)

Alpharaptor64
03-29-2004, 11:00 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Rampancy:
This is excellent news. The support Crytek is giving the community is fantastic. Your hard work is definitely appreciated.
<HR></BLOCKQUOTE>
I agree, if things keep going the way they are, this is going to become one hit game. (Like it already has not http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif )

thedudemanguy
03-29-2004, 11:18 AM
quick question - could you give advice on a way to add bump mapping to a layer? for instance I want to see how the grass looks with bump or perhaps a different shader but I'm going back and forth through the textures interface in sandbox, different script files, etc... and can't quite seem to get it right yet.


and btw, awesome that the sdk is coming out so quick, I'm already having the time of my life with sandbox. can't thank you guys enough!

JTTimmay
03-29-2004, 11:31 AM
Is there any kind of ETA on the SDK to come out. Soon I hope. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Thanks
Timmay
Webmaster of
HalfLife-Mods.com (http://www.HalfLife-Mods.com)
Team Lead of
Jedi: Timeline (http://www.jeditimeline.com)
Public Relations Manager of
Half-Life Radio (http://www.HalfLifeRadio.com), Stargate SGC (http://sgmod.hl2central.net), Jurassic Rage (http://jurassicrage.halflife-mods.com)

x.TheCounter.x
03-29-2004, 11:32 AM
hi MarcoC_._Crytek,

nice to see you here http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Great job, รย* hope the SDK will be released soon, all the modteams are waiting for it.

I have a question, will there be updates of the SDK? Newer versions or something else, in the future.

http://www.ofp-center.com/banner.jpg

MarcoC_._Crytek
03-29-2004, 11:34 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by thedudemanguy:
quick question - could you give advice on a way to add bump mapping to a layer? for instance I want to see how the grass looks with bump or perhaps a different shader but I'm going back and forth through the textures interface in sandbox, different script files, etc... and can't quite seem to get it right yet.
<HR></BLOCKQUOTE>

best way to learn is to see how it is done in other levels, for instance in the Fort map I believe there a section just before the jungle, right after the beach, with bump mapped grass.


<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by thedudemanguy:
and btw, awesome that the sdk is coming out so quick, I'm already having the time of my life with sandbox. can't thank you guys enough!<HR></BLOCKQUOTE>

yeah, I hope is coming out soon http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

ta_erog
03-29-2004, 11:45 AM
hi MarcoC_._Crytek,

It is great that the Crytek is so in to the MODing community!!

so, In waiting for the SDK to come out . . could we get some guidance on average polygon numbers for common objects?

Character models
Weapon models
Vehicle models
and a general idea of what is considered High-poly and to be used sparingly and when to use LODs

IE, the general Polygon budget for the game so we can start making game ready models in anticipation of the converter.
(I also understand that using the Polybump tool you need 2 models, one high one low . . I am looking for the ball park low polygon numbers)

Thanks,

MarcoC_._Crytek
03-29-2004, 11:47 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by x.TheCounter.x:
I have a question, will there be updates of the SDK? Newer versions or something else, in the future.
<HR></BLOCKQUOTE>

Yes we will try to keep the SDK and community support costantly updated, even though it largely depends on the community feedback...that means the more modders/mappers making FC mods etc., the higher the chances of SDK updates http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

x.TheCounter.x
03-29-2004, 11:49 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MarcoC_._Crytek:
Yes we will try to keep the SDK and community support costantly updated, even though it largely depends on the community feedback...that means the more modders/mappers making FC mods etc., the higher the chances of SDK updates http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif<HR></BLOCKQUOTE>

Wow, thats great news, i'm sure there will be many modders, i love the lua scripts and the editor, its so easy and powerfull, you can do just everything you want http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

Thanks for your answer & time http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

http://www.ofp-center.com/banner.jpg

MarcoC_._Crytek
03-29-2004, 11:59 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by ta_erog:
hi MarcoC_._Crytek,

It is great that the Crytek is so in to the MODing community!!

so, In waiting for the SDK to come out . . could we get some guidance on average polygon numbers for common objects?

Character models
Weapon models
Vehicle models
and a general idea of what is considered High-poly and to be used sparingly and when to use LODs

IE, the general Polygon budget for the game so we can start making game ready models in anticipation of the converter.
(I also understand that using the Polybump tool you need 2 models, one high one low . . I am looking for the ball park low polygon numbers)

Thanks,<HR></BLOCKQUOTE>

ok you can look at the polygon counts etc. of all objects with the model viewer. Where is the model viewer? The editor itself is a model viewer! Associate all .cgf files with bin32/editor.exe - then just double click on any of them and it will launch the model viewer - from there you should be able to look at the polygon count, materials, and many other things , although it may be necessary for animated models to first extract them out of the pak with the corresponding .cal and caf files. You can get the exact polygon count numbers used in FC from the model viewer.

Pelezo
03-29-2004, 12:15 PM
Hi Marco,

There are a few modifications that are using a FPS/RTS aspect, we at TFW [http://www.theforgottenwar.com], and empires [http://www.empiresmod.com]. My question is do you think this would be possible with the SDK? Will there be a menu editor and such?

Thank You,
Eric M. Pelezo

http://www.theforgottenwar.com/images/misc/team/signatures/pelezo.jpg

[ The Forgotten War ] - [ Project Leader ]
[ http://www.theforgottenwar.com (http://www.theforgottenwar.com) ]
[ irc.gamesurge.net/tfwmod ]

xardy
03-29-2004, 12:18 PM
editing the menus is pretty easy. Will the polybump tool be releasd with the sdk? and will we be able to use any amount of polygons on the high poly model or while whe need to stay under a certain amount?

http://www.zigma-base.com/forums/templates/subBlack3dBlue/images/logo.gif
www.zigma-base.com (http://www.zigma-base.com)

thedudemanguy
03-29-2004, 12:29 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pelezo:
Hi Marco,

There are a few modifications that are using a FPS/RTS aspect, we at TFW [http://www.theforgottenwar.com], and empires [http://www.empiresmod.com]. My question is do you think this would be possible with the SDK? Will there be a menu editor and such?

Thank You,
Eric M. Pelezo

http://www.theforgottenwar.com/images/misc/team/signatures/pelezo.jpg

[ _The Forgotten War_ ] - [ Project Leader ]
[ http://www.theforgottenwar.com ]
[ irc.gamesurge.net/tfwmod ]<HR></BLOCKQUOTE>

should be able to do all that in lua. people don't realize that everything in the game is done through transparent scripts... just take them out of the pak files and edit them in any txt editor... pak is just like a zip BTW so use an uncompression program to open it

ta_erog
03-29-2004, 12:42 PM
"The editor itself is a model viewer!"
Thanks, That is some great info!!

Are there any other guidelines we should follow? Multi objects, contiguous objects, single sided planes, etc . . looking for limitations and guidelines so we don't have to remodel.

Niteshiftt
03-29-2004, 12:52 PM
Hey MarcoC, i was wondering if there is a way to convert the models from the game to say 3d Studio max, the reason why i want to do this is to make kewl wall papers and stuff http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Thx

Chris aka Niteshift

GreatTriscuit
03-29-2004, 02:00 PM
indeed... developer involvement in the community is always the hallmark of a quality game... but enough with the brown nosing and on to the questions! http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

could we get some kind of flow chart or something, showing when exactly the various scripts are actually loaded? I'm havin' a bugger of a time trying to figure 'em out, and it'd help if I knew exactly what I had to do to get the game to recognize a change.

Socket-man
03-29-2004, 02:27 PM
Can you tell us exactly what plugins the SDK will have?

Also, the phrase "documentation for the exporters we used here at crytek" concerns me. Does that mean the SDK wont have an exporter, and just documentation on how to write them?

FDan
03-29-2004, 03:42 PM
Heya MarcoC...
my first question is not really about modding. Since i used Lua in one of my hobby projects, I'm really interested to know if you used wrappers like ToLua or LuaBind to port your classes to LUA or if you wrote your own wrappers (i used Luna with some modifications) - because i really try to find out the structure behind the scripts (or: which parts are coded in cpp).

my second question: are there any tools included to create a hud in a more userfriendly way? i implented my own hud in the fort demo (in fact just other textures) and i had to restart farcry for ~30 times only because i had to change the texture map and screen coords by hand untill it looks like i imagined before...

thanks in advance for your time and and nice move to stay in contact with the community http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif

FDan

www.Pandora-Forces.de (http://www.Pandora-Forces.de) - FarCry Modification

InkyPerson
03-29-2004, 03:49 PM
Sounds good. http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Emp_duke
03-29-2004, 10:44 PM
1) Will we have access to all of the dll's?

2) Can we write our own dll's?

http://www.dukecg.net/empires/sigs/forum_sig_03_duke.jpg

firemanZ
03-29-2004, 11:48 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MarcoC_._Crytek:
Hi modders, I'm Marco Corbetta from the Crytek team and during the last weeks I've been working on the MOD SDK. While we are waiting for the MOD SDK to be released (there is only legal paperwork left) from time to time I'll answer questions about modding on this forum (I see that Tim Partlett is already doing a good job answering questions related to the editor manual http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif )
One thing however I'd like to tell right now is that the SDK will indeed include plugins, source code and documentation for the exporters we used here at crytek, so you will be able to write a plugin, exporter or converter for your favorite file format or others modelling packages - don't worry about that.
Meanwhile take your time to get familiar with the editor and scripts http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

P.S.: JetEngineDr and Pirhana: I sent you a PM.<HR></BLOCKQUOTE>

thanks good news indeedhttp://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif. I have a mod related question, i hope you can answer it.

Our mod is somewhat a action adventure/fighting game. So we really need to use a console controller(PS2) to convey the type of gameplay we couldnt with the standard keyboard and mouse.

Would it be possible for my programmer to create his own driver for the PS2 controller and with the aid of the SDK , use the controller to move characters in Far Cry? Or is this something Crytek needs to code into the Cry Engine core?

We are using this USB adapter:

http://www.lik-sang.com/search.php?query=EMS+USB2

I hope you guys can make it happen or provide the technical info for my programmer to add the controller support!

thanks for posting on the board http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

MarcoC_._Crytek
03-30-2004, 01:53 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by thedudemanguy:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Pelezo:
Hi Marco,

There are a few modifications that are using a FPS/RTS aspect, we at TFW [http://www.theforgottenwar.com], and empires [http://www.empiresmod.com]. My question is do you think this would be possible with the SDK? Will there be a menu editor and such?

Thank You,
Eric M. Pelezo

http://www.theforgottenwar.com/images/misc/team/signatures/pelezo.jpg

[ _The Forgotten War_ ] - [ Project Leader ]
[ http://www.theforgottenwar.com ]
[ irc.gamesurge.net/tfwmod ]<HR></BLOCKQUOTE>

should be able to do all that in lua. people don't realize that everything in the game is done through transparent scripts... just take them out of the pak files and edit them in any txt editor... pak is just like a zip BTW so use an uncompression program to open it<HR></BLOCKQUOTE>

TheDude you're 100% right - in fact in FC, you're able to modify the entire gameplay with Notepad: the lua scripting language system in FC is as powerful as it is simple to use.

MarcoC_._Crytek
03-30-2004, 01:54 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Socket-man:
Can you tell us exactly what plugins the SDK will have?

Also, the phrase "documentation for the exporters we used here at crytek" concerns me. Does that mean the SDK wont have an exporter, and just documentation on how to write them?<HR></BLOCKQUOTE>

no, that means you will get the plugins AND the documentation http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

MarcoC_._Crytek
03-30-2004, 02:08 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by FDan:
Heya MarcoC...
my first question is not really about modding. Since i used Lua in one of my hobby projects, I'm really interested to know if you used wrappers like ToLua or LuaBind to port your classes to LUA or if you wrote your own wrappers (i used Luna with some modifications) - because i really try to find out the structure behind the scripts (or: which parts are coded in cpp).
my second question: are there any tools included to create a hud in a more userfriendly way? i implented my own hud in the fort demo (in fact just other textures) and i had to restart farcry for ~30 times only because i had to change the texture map and screen coords by hand untill it looks like i imagined before...
<HR></BLOCKQUOTE>

You don't have to restart FC, you can keep FC running, modify the scripts and then drop down the console and type:
#UI:Reload()

A few notes here:

- in -DEVMODE only, you can execute script code from the console; if the line is preceeded by #, it will be executed as script code. You could theoretically even insert an entire script directly typing it from the console.

- in fact, the function UI:Reload() is a script function, calling C++ code, which re-initializes the UI system...if you browse the UI scripts you will find out that the same function is used in a couple of places.
In this case the UI system needs to call some c++ code to reset everything properly (videos etc.) but it could have been a pure Lua script function as well (i.e. without being bound to c++ code).
We wrote our own wrappers to bind lua and c++ code.

Emp_duke
03-30-2004, 02:33 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MarcoC_._Crytek:
TheDude you're 100% right - in fact in FC, you're able to modify the entire gameplay with Notepad: the lua scripting language system in FC is as powerful as it is simple to use.<HR></BLOCKQUOTE>

Yes but, correct me if i'm wrong, going by the dll's, we won't be able to:

-edit animations
-edit fonts
-edit netcode (which is pretty hardcore, but for a mod such as Empires and The Forgotten War, we may need access to this)

Again, I could be horribly wrong and we can do all this via lua's.

http://www.dukecg.net/empires/sigs/forum_sig_03_duke.jpg

MarcoC_._Crytek
03-30-2004, 02:33 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by GreatTriscuit:
could we get some kind of flow chart or something, showing when exactly the various scripts are actually loaded? I'm havin' a bugger of a time trying to figure 'em out, and it'd help if I knew exactly what I had to do to get the game to recognize a change.<HR></BLOCKQUOTE>

the script main.lua is the first one loaded, which in turn loads a bunch of other scripts (look into the file). Many scripts though are loaded on-demand, i.e. when the entity using it is spawned or loaded. If really needed I could generate some kind of log file listing all .lua files loaded for one of the levels included in the game...

MarcoC_._Crytek
03-30-2004, 02:42 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Emp_duke:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by MarcoC_._Crytek:
TheDude you're 100% right - in fact in FC, you're able to modify the entire gameplay with Notepad: the lua scripting language system in FC is as powerful as it is simple to use.<HR></BLOCKQUOTE>

Yes but, correct me if i'm wrong, going by the dll's, we won't be able to:

-edit animations
-edit fonts
-edit netcode (which is pretty hardcore, but for a mod such as Empires and The Forgotten War, we may need access to this)

Again, I could be horribly wrong and we can do all this via lua's.
<HR></BLOCKQUOTE>

for editing animations and fonts, in FC you don't need to modify any DLL.
For changing netcode of course you need the C++ netcode, but the low level network module code is not gonna be part of the public mod game release anyway (especially because, as you can guess, of mp security issues).

Elfenheinrich
03-30-2004, 02:52 AM
hi MarcoC_._Crytek,
did you read my private topic with you?
Could you give an answer to this one: http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=112105592&m=670103313

MarcoC_._Crytek
03-30-2004, 02:58 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Elfenheinrich:
hi MarcoC_._Crytek,
did you read my private topic with you?
Could you give an answer to this one: http://forums.ubi.com/eve/forums?a=tpc&s=400102&f=112105592&m=670103313<HR></BLOCKQUOTE>

I did, and I forwarded your message to the MP guys - hope they will start to post on the server admin forum soon.

Elfenheinrich
03-30-2004, 03:04 AM
THX

sieurs3
03-30-2004, 03:43 AM
Hello MarcoC_._Crytek,

i have some questions. I'm interrested to create Helicopters, airplanes and tanks to use for a player in farcry. My first question is: Do you think it's possible with farcry ?

I've studied the code for the paraglider and it's not easy to read. Can you give me a short (if possible) tip how to chnage it thant i can use it nearly a airplane. To start from the ground and fly around ?
I think its not easy and its not really done with a short tip. But may be you can give me an advice witch way i should go.

Thanks forward !

P.S.: Good job !

AcousticToad254
03-30-2004, 04:11 AM
Hi Marco,

I have a question about the class selection screen, how would I go about creating a new icon for the classes without one being replaced, I added a scout class but it overwrites the engineer class and the engineer overwrites the Sniper class.

Is there any way around this without the SDK? I mean i have found the file that needs editing but could you explain how the position numbers work?

Also, thanks for taking your time to come here to help us and great work on the game http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Thanks,

Toad.

XyZspineZyX
03-30-2004, 04:14 AM
Hi Marco

Good to see we have some Dev activity on these forums unlike some, cough Gearbox's cough.

&lt;IMG SRC="http://12.22.230.41/MicroTech/Hosted/Files-A/PostalDude2.jpg"&gt;

Krenzo
03-30-2004, 05:38 AM
This is great news for FarCry modding. I was hoping that the official SDK would include source code for dlls. With this, you guys have solidified your place in modding history. Frankly, I was worried that I'd be having to try to implement our mod entirely in LUA which is not something I really was looking forward to. Yes, LUA looks great, but there's no substitute for getting into the actual code of the game engine. Plus, LUA's usage will only improve now that we will be able to tell how LUA interacts with the dlls. I have a few questions however. You state that the network dll won't be opened to the public. I completely agree and understand why. However, will it still be possible to modify what is communicated to players over the network to some degree? Also, what is this talk that physics and AI isn't transmitted over the network to other players? Is that true?

http://www.dukecg.net/empires/sigs/forum_sig_03_krenzo.jpg

Niteshiftt
03-30-2004, 06:21 AM
Hey MarcoC, not sure if u seen mine so here it is

[Orginal Post]
i was wondering if there is a way to convert the models from the game to say 3d Studio max, the reason why i want to do this is to make kewl wall papers and stuff
[/Orginal Post]

Thx

Chris aka Niteshift

http://www.battlefield-angels.com/forum/photos/get-photo.asp?photoid=829

Cioffi
03-30-2004, 06:27 AM
Hey Marco, whaaats happening...

We need you to go ahead and release the MOD SDK so we can see whats out, and about.

Yeah.

Nostradamus92
03-30-2004, 07:26 AM
got two questions for you...first of all...vehicle editing...i want to have a vehicle, that has 2 engines in each end of it, and controlls basicly like a chopper...now i am guessing that the places where the thrusters are, is defined in the 3d app/on the model...but how does it work so that i tell what happens when i for example press forward?

also is there a way to make your mod well choosable, without copying the entire game into a new folder? perhaps just so you can start from an end...would give a lot better overview.

thanks for your contribution to the community http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

------------------------------------------
Fighting for peace is like ****ing for virginity

Mangapork-"the CryEditor makes me mess my pants."

xardy
03-30-2004, 07:56 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by AcousticToad254:
Hi Marco,

I have a question about the class selection screen, how would I go about creating a new icon for the classes without one being replaced, I added a scout class but it overwrites the engineer class and the engineer overwrites the Sniper class.

Is there any way around this without the SDK? I mean i have found the file that needs editing but could you explain how the position numbers work?

Also, thanks for taking your time to come here to help us and great work on the game http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Thanks,

Toad.<HR></BLOCKQUOTE>


download my mpfunmod i have added 2 new buttons, its not hard just replace the coords a bit of the buttons and your done

btw im trying to use the motiontracker sepratly from the binoculars , is there a easy way to do this? and can a player spawn with the nightvision and heatvision with him? becaus i want to implent these 3 in a mod.
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DrJeckyl723
03-30-2004, 08:53 PM
can we sticky this maybe?

http://www.ForGamers-ByGamers.com
News, Information and Reviews for gamers BY gamers.

moose-HuBBa
03-31-2004, 01:40 AM
I have some mod questions also =)

The Game:RenderRadar() function, is that hard-coded? I would like to adjust how it renders but can't seem to find that object & function.
Reason is that i wish to draw a different style of compass and scrap the entire radar alltogether. I have actually solved it now but thats a fairly "ugly" hack.

If you wish to add new commands/binds. What is the structure for doing this? Just some quick hints on where to bind, where to connect and so on would be very useful.

Also, i've had a few problems making new entities. I can make the pickup, but i can't see the connection between say the PickupBinoculars.lua and the Binoculars.lua code. Ie. i can make new objects, but i can't make them actually do anything. This i guess is related to the previous question about binding things.

Regards,
HuBBa
Coder @ http://www.special-operations.tk

DEADSANCHEZ
04-28-2004, 05:06 PM
marco, so from what i understand this game actually uses normal mapping? or a kind of bump mapping (hieght maps)?

Huggy_B
04-28-2004, 06:28 PM
Hey Marco,

I've been whining about this thing I would like to call a bug... but maybe you know a workaround.

I have tweaked a lot of settings in my tweakmod, such as trhowing 50kg rocks, blood smear effects and gun adjustments. Everything works... until you load a game for a second time. Every custom lua I made that is related to weaponsparam.lua gets ignored and the standard weaponsparam.lua of FarCry is loaded! That means that after a second load my mod works half.
Weapons like rocks and handgrenades still work, but they are not mentioned in weaponsparams.lua, so that's how I figured.

Huggy_tweak.zip (http://home.planet.nl/~burck010/host/HuggyB/Huggy_Tweak.zip)

There is a workaround to make it work... if I replace the original weaponsparams.lue of FarCry with my tweaked one, and then load the mod... after a second load my tweaked custom lua gets loaded again. So it must load weaponsparams.lua from the FCdata folder after a second load it seems.

Can you do anything to help this?
(in Huggy_Tweak you can throw extremely heavy rocks and shoot extremely fast with the Falcon/Deagle.... load a savegame again and see the Falcon in the orginal FarCry state again. But you can still throw heavy rocks)

prodikal
04-28-2004, 07:39 PM
Marco man I feel sorry for you if you are the only one fielding all the questions lol.

Here is my main question although I think it ties into the helo/plane question from earlier. Will there be a wiki or anything telling the coders what parameters and method signatures there are to use. Like for instance in Bf to make a vehicle there were engines and you could fairly easily define number direction and thrust of them to make anything from boats to planes. as a side effect physics were a little jacked up IMO. In farcry however all i see is engine for like cars etc... and boat physics for boats and the glider. I can see where the boat physics tie in for planes but not for getting the planes off the ground or making helos. Anythoughts?

BryanNOVA
04-28-2004, 10:44 PM
As far as support for the modifications for far cry goes, what can we expect. There are many modifications looking to become huge players, and how will you support the "bigger" modifications compared to the little ones. Such as will the bigger ones be able to access stuff before the general public can?

Marco.C.
04-29-2004, 06:27 AM
Huggy_B,

We will include the fix for the problem you've found in the upcoming 2nd patch.
Thx for the report.

bruce531
04-29-2004, 06:47 AM
http://img2.imageshack.us/img2/6257/FarCry46.jpg

Do you think it is a bug Marco?

bruce531
04-29-2004, 06:55 AM
And why AI never roll and lean ingame? I have seen them done that in trailer.

smeekers13
04-29-2004, 10:37 PM
^-^ bump?

seanp789
05-07-2004, 09:15 AM
Hubba,

I havent worked with radar yet so onto the next question. For bind take a look at devmode.lua, some perfect examples there. Here are a couple. You have to create a function first then jsut bind the command directly to a key. There are a couple other things u can bind keys to but im not as familiar with those.

As far as the binoculars go, You have to make a new pickup item, a new weapon item, and another .lua for the \HUD\. Dont forget if you dont assign the new item directly to a weapon slot on pickup, you will have to bind its use to a key. hope that helped.

Input:BindCommandToKey("#GotoNextSpawnpoint()","f2",1);
Input:BindCommandToKey("#AllWeapons()","p",1);
Input:BindAction("SAVEPOS", "f9", "default");
Input:BindCommandToKey("#System:ShowDebugger();", "f8", 1);



<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by moose-HuBBa:
I have some mod questions also =)

The Game:RenderRadar() function, is that hard-coded? I would like to adjust how it renders but can't seem to find that object & function.
Reason is that i wish to draw a different style of compass and scrap the entire radar alltogether. I have actually solved it now but thats a fairly "ugly" hack.

If you wish to add new commands/binds. What is the structure for doing this? Just some quick hints on where to bind, where to connect and so on would be very useful.

Also, i've had a few problems making new entities. I can make the pickup, but i can't see the connection between say the PickupBinoculars.lua and the Binoculars.lua code. Ie. i can make new objects, but i can't make them actually do anything. This i guess is related to the previous question about binding things.

Regards,
HuBBa
Coder @ http://www.special-operations.tk<HR></BLOCKQUOTE>

Sceprax
05-12-2004, 12:41 PM
Maybe we could use some information.
Like has Ubisoft decided to cancel the SDK, or has Discreet stopped it from releasing?

We know Crytek has a SDK ready, probably full of documentation right now, because they had loads of time. Other organisations are blocking further progress. I want to know which one.

DreamWraith
05-18-2004, 05:31 AM
Tell me who is standing in the way. I will assemble my Super-Elite Master SPECOPS Incursion Fighting Force (S-ESPECOPSIFF), to search out and assasinate all who stand in the way of an SDK release, and if that does not attain out goal, we will then infiltrate the Crytek offices via HALO drop from a C130 and extricate the SDK package from studio and wisk it away to a secluded location via Black-Hawk Extraction.

edit: for grammar.

w00t.

Now- just say the name of the person(s) in the way.

==================================================
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Community Manager | 2D Artist for Renegade X: The Dead 6 (http://www.dead6.net)
Web Developer for RenEvo Software and Designs (http://www.renevo.com)

SlaveZer0
05-18-2004, 12:10 PM
Greetings Marco I have one simple question.

How long do I have to wait before I get my code to use polybump I sent for it a few days ago and would like to know because I'd like to start testing my modelling techniques with it pretty sharp-ish

Regards.

Kridian
05-18-2004, 06:12 PM
Hmmm, now I'm anxious to hear sieurs3's question about aircraft and if it's taxing on the gameplay? hmmmmm.

Lo.TekK
05-18-2004, 08:43 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Kridian:
_sieurs3's_ question about aircraft and if it's taxing on the gameplay?<HR></BLOCKQUOTE>
I reckon how well it works is more a factor of design than on the engine?

thedudemanguy
05-18-2004, 10:55 PM
yeah i think the limitation with aircraft would be more aesthetic then anything... the engine isnt cleaned up enough from above... you'll see skybox, detail map draw in... with a little work i'm sure this could be overcome

XPGeeos
05-19-2004, 12:19 AM
/me taps foot impatiently for SDK release http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif