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The mod development was dormant for a long time because I lacked coding help. Much to my surprise, I got some help from 3up and Alligator Jack this weekend. The last two major bugs are fixed and I'm preparing the mod for release.
I released a movie and some new screenies which you can look at while you wait: Movie: http://www.gamershell.com/download_17969.shtml Screenies: http://www.gamershell.com/pc/project_x/screenshots.html |
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Far Cry Moderator![]() |
Hey Doc,
Glad to hear you got the help you needed, looking forward to the final version, it would have been a real shame if this didnt get released... CuZ |
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I know than I'm a real noob by asking this, but is there a SP part to this mod? And if yes, then what is the ratio between SP and MP?
50-50? 20% SP and 80% MP ? Any other ratio? |
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Looks like it's a military secret requiring a level 5 security badge... [sarcasm] LOL, you guys are too talkative! [/sarcasm] ************************************************ Originally posted by bjmarler1: ''There's a sucker born every minute'' - P.T. Barnum. Unfortunately UBI is counting on that all the way to the bank. |
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Far Cry Moderator![]() |
Actually its G14 classsified...
Seriously though, there are 20 pages describing the mod, with around half a dozen vids, what would you rather Doc do, crank it out, or spend the time answering questions If I can help, then he will make corrections if required: It started out as an MP mod. Areas of the MP mod evolved into the official patch 1.4. What remained unpublished were the reworkings of the SP game that most of the vids show... Dont know if he is releasing the MP side, as it was still significantly different to Patch 1.4... Shouldnt be long now... unless of course he fell asleep again |
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@xoops- It will be released as both SP and MP though MP physics has had very limited testing and will be considered extremely beta.
@Rizno- Stop n00b...just stop. @Cuz and all- After not messing with the mod for quite a long time, I've played through SP campaign fully twice + other testing this week looking for bugs and fixing as I go along. I've spent the last 3 days trying to get one fixed, but it's just not going to happen without C++ modifications. I'm going to make the readme/changelog and prepare the mod for release today. It should be available for download later tonight/tomorrow. Stand by... "Stand by he says...that's rich!" |
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I haven't read through all 20 pages and don't really know what this mod is all about, but if it helps the FC community then cool. Doc, you are more than welcome to use eXc server for any MP testing, just give me a shout.
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I really appreciate the offer Drake, but to be honest I'm quite tired of testing. It's time to get it out. I'm sure there will be things I missed, but I can release patch fixes as necessary/if I can fix it. I'm also hoping the modding community will help fix things that I just don't have the ability to do.
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Far Cry Moderator![]() |
Hey Doc,
Although I joined this party late, i like to think that along with the few diehards, we have ridden this roller coaster for way more than our money was worth! AFAIK, and apologies if I am wrong, with the exception of PlatinumGolds "Delta Sector" and the final release of XTv3, this is the last hurrah, for Far Cry (Original and best...) Regardless of some very ill advised things you have done, I cant think of a single person who has tried to give more to the Far Cry community... Even though we have had our fall outs, I will never forget the back to back 24 hour shifts the two of us did to get 1.4 to Crytek! If its C++ u need, I hope people like Aligator Jack and maybe Ghost can help? As discussed in our (Polishing Weevils) recent interview with Crytek, its an area the community ended up weak in with the late release of the C++ SDK, but having seen what they have done for XT, these guys are the dogs appendages... Pls guys help close the chapter... Anyway, asuming that this is legal since it is hosted by utubby, a semi final tribute ahead of the final release! http://www.youtube.com/watch?v=k6ERe23kSBM Think the lyrics apply to all of the few remaining but it felt appropriate here... CuZ |
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Thanks for the kind words Cuz and I'm happy to finally announce the release of Project X 4.4. It's been a long time since 3.3 and I honestly didn't know if this one was going to go public. Though it may be very late in the history of FC, I thought all the work put in by numerous people shouldn't go to waste. With that, here's the change log:
Project X v4.4 release notes: Both SP and MP: This version of PX merges Sean Ellis' great mod "The Cry Effect." This introduces: -A bullet time effect aptly named "The Cry Effect" -New particle effects -Many sound enhancements -Better special effects. -6 New weapons added. New single shot modes for P90 and Pancor shotgun. -Added new rocket launched proximity mine. -Added hands as melee weapon to use. Though much of the scripting remains the same, some of it was changed to suit other functions of PX. Additionally, some sounds were changed and some textures were enhanced for better visuals. SP changes: -Added physicalization of weapons and various objects. -Fixed the AI to hear the impact of the proximity mine and they now walk towards it setting it off. -Added energy timer to the CryEffect. It only stay on for a limited time now and the amount of energy needed to activate it is increased with your chosen difficulty level. For Easy difficulty, you only need 20% or greater energy. For Realistic, you need at least 95%. -Enhanced blood effect texturing for more realistic gore level. -Changed some terrain textures for more lifelike look. -Many skyboxes changed to look better with HDR enabled. -Modified vegetation textures to revert closer to originals. The forest is much less yellow now. -Many user interface graphics updated including menus, font, loadscreens, save points, etc. MP changes: -Added physicalization to ammo and health packs. -Changed most weapon stats to patch 1.4 levels. The exception is the M249 which performs somewhere between patch 1.33 and 1.4 levels. -Removed Benelli shotgun. --------------------------------------------------------------------------------------- Known Issues: Both SP and MP: -The new gauges for the vehicles require textures to be set at medium or above. SP specific issues: -In order to have hands as a melee weapon, you must give them to yourself in DEVMODE. Several different methods were tried to have players spawn with hands automatically but I ran into C++ constraints (conflict with Xplayer.cpp.) Once you have the hands, you do not have to play in DEVMODE. -When you have your hands enabled and you walk up to a weapon not in your inventory, it still prompts you if you want to drop your hands for the new weapon. -The new weapons in the game have to use old drop models in order to be physicalized. -The Uzi model does not drop. -Cooler level: Sometimes two of the engineers spawn dead. -Catacombs level: Sometimes one of the mutant spawns dead. -River level: There's an script error in the first fight between the Fat Boy and mercs. The mercs are invincible. You have to bypass this fight. -The AI sometimes go prone in the water and are able to survive indefinitely. MP specific issues: -Due to the file structure with the new scripts, making a .pak file for the mod cannot be done any more. Therefore a dedicated server is no longer supported. You can create Internet servers from desktop PC builds though. -Weapon selection/kill icon errors. -No sounds when throwing C4 and med packs. -No sound when swinging wrench. -New physicalized objects sometimes disappear into corners or edges of objects. This looks to be engine related. -The new vehicle gauges interfere with bottom HUD messages. and download link. There's also a bunch of new screenies here. I hope you all enjoy, Happy Fraggin', Doc |
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Having Tested,
a previous release of this MOD, I have anxiously awaited the final release of the MOD for quite sometime............. I havent been involved with the Multi-player portion of the community for quite a while, but the couple of times I had played served only to remind me as to why I now prefer single-player alot more now............. Sadly, when I did finally play a game in MP, I was bombarded by allegations of Glitcher, Cheat etc............ Hopefully this will help fill more of my FarCry SP playing time, because without MODs I probly would be playing FarCry at all.......... So Thanks to all who worked on this MOD, Im looking foreward to a few FIST Brawls............ C Ya, J_REB......... . |
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Wow Johnny_Reb is the first person I've ever seen glitch a forum! Have you no shame man?!?! I'm going to put this up on our server in the next few days, once people get a chance to DL it. Thanks Doc.
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A few questions about ProjectX 4.4 for sp.
1) I have an X800XT running on Omega drivers, will I be able to utilize the HDR effects? 2) I assume the sp for this mod still works with patch 1.33 and does not require 1.4? 3) How do you enable hands in Devmode? 4) Once hands are enabled, do they occupy one of the 4 weapon slots? Thanks |
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Hey Six Guns,
1) No. Only the x1000 series of cards are capable of HDR as it requires SM3.0. 2) To be honest, I haven't tested the final product on 1.33 though much of the development was done on 1.33. 3) You give all weapons. 4) No. |
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Hi Doc!...glad this MOD is finally out...been waiting a long time to play it...downloaded v4.4 from GamersHell. Love the new textures, weapon sounds, new weapons and explosions etc...Great effort
My Rig: AMD 64 3200+ (Newcastle) MSI K8N Neo Platinum 1.5 GB Corsair PC 3200 CAS 2.5 XFX GeForce 6800GT SoundBlaster Audigy 2 WD Caviar 80 GB SATA HD Aerocool Aeropower the Black/Silver Line 450W PSU NEC CD-RW Drive Lite-On DVD-ROM 3.5 Floppy Drive Windows XP Home SP2 |
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Hey Cryfan,
Thanks for the kind words. I've never had the issues that you are describing about the clipping and the next level not loading. I'm hoping you created a new profile just for PX as the scripts change a lot of things. Also, what patch are you running on and how did you get there (what patch order did you install?) Did you try typing \level pier in console? You can adjust the length of the CryEffect by editing TheCryEffect.lua. You were spot on when you said it lasts about 10 secs. Change the number in the two formulas that say 10000 frames to 30000. If you want unlimited CryEffect time, set all TheCryEffect.MinActivationValue=0. |
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OK, after playing up to the first part of Treehouse I can say I really like this mod. For a long time I resisted trying K9 Vision as I thought it would be too much for my system, but this plays pretty good despite my vid card not being too good at high texture loads.
I stayed at the settings I normally use except no AA. I had only very slight hitching, but no worse than I normally do in some parts of the game like certain spots in River. There was quite a bit of lag in one spot where I snuck to the cave opening of Research (right when the mercs were dying from my shots). I had to take them all on from there. The lag was probably due to me taking the new AI for granted and gettng them all activated at once. I'm about to go back and play some more after lowering everything one notch. To tell you the truth I don't miss not having HDR because the textures, saturation levels and even the lighting already look more enhanced. I caught myself marveling for a moment at the nice hues added to the clouds in one level, really amazing and lifelike. I haven't even tried the CryEffect yet, as I don't know how to engage it. The added AI is really cool, makes it a whole new experience and much more challenging. Great, great mod Doc and all others whom worked so hard on this. It's like a late Xmas gift from some of the Far Cry community's best. I got so worked up with the new merc AI I was giggling at their tenacity, nice change of pace. Man the mercs down in the forest before you get to the main camp in Pier really come to get you once you start shooting. You can now hear every bullet hit the ground around you too, very cool. I'll have to do some FPS bench testing but I'm not sure I'll be able to make videos with this mod on my current system. Perhaps if it plays OK at the new settings though. Thanks again guys, the Far Cry community has truely been blessed with this creation. Oh, one more thing, since I'm behind on all the Project X trivia, is there a FAQ sheet somewhere that explains all the things you can do with it? Like is the wrench usable to fix anything, how to engage all the features, etc? |
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Wow Six Guns, thx. That post makes the work feel worthwhile.
In the root of the Project X mod folder you'll see two Word documents that tell how much blood was spilled...err the features of the mod. One is by Sean Ellis, the other is mine. Thanks again. Glad you're enjoying it. Happy Fraggin', Doc |
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OK,thanks Doc, been shreddin' with the carriable mini gun. I didn't even see it until the Steam level, really packs a punch!
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