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Post by bontainer on Aug 18, 2015 10:39:15 GMT
Maybe we are a bit unfair against the FC programmers.
I can`t remember when I had the last crash of FC4 or FC3, I am not even sure if there ever was one (but those i made myself with modding). With all the Bethesda games (and I really love them) I felt myself blessed if I did not have a crash in one day. I always have Quicksave on the KP0 key, because the games crash so often. And not only in the modded stance also totally unmodded, stability isn´t something "typical" for Bethesda.
So in that regard its totally relaxing playing FC games, because you KNOW that it will not crash.
Using the same system and engine again, what`s wrong with that. If you know something works, why change it (HELLO THERE MICROSOFT!!!) if it has potential enough to be upgraded.
There is also the fact that we look too much into the innards of the game. Maybe for someone programming them, with a real frontend, it looks totally different, and last but not least, why change a functioning file structure if it works? And we would not be here and discuss this, if FC4 had had a new engine and structure. Modding FC4 is only possible because JR could use his FC3 modding knowledge, and the tools form FC3.
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Post by bontainer on Aug 18, 2015 11:01:30 GMT
There might even be a third A52, or better second ACE in the game. At least there are 2 FCBs, and I found an ACE OF SPADES. <Generic disLibItemId="7840532237495" Name="Assault rifles/ACE OF SPADES" hidGUID_Legacy="{906C9709-10B8-45E6-8A64-AD4CA19E86F0}" hidSingleObject="0" bCanBeShared="1" hidName="Assault rifles/ACE" disId="1883" locidItemNameId="200442" shpcatCategory="255" shpscataSubCategory1="181" shpscatbSubCategory2="113" shpitpeItemType="66" shpisubtpeItemSubType="255" locidDescriptionId="200451" locidBuyConditionId="-1" locidRecommendedUse="627011184" locidLockText="194319" bIsSingleHanded="0" locidWeaponTypeText="283781" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7851067657744" fRotationSpeed="0.2" fRotationAmplitude="0.03" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="14" UnlockOnMissionComplete="MIS_040_MAIN" UnlockFromScript="" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="0" bVisibleInInventory="0" bShowCurrentCount="0" sShopIconName="ACE52" sHudIconName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="1" sULC_Name="" wikiItemId="1249" sStatStringToUpdate=""> <WeaponStatistics iAccuracy="7" iDammage="6.5" iRange="8" iFireRate="6.5" iHandling="5.5" iStarRating="4" iStarRatingBonus="0" /> <DefaultPositionOnScreen vectorDisplayDefaultPosition="0.01,0.44,0.26" DisplayDefaultAngles="17.31,5.29,97.6" vectorDisplayDefaultPositionWithSilencer="0.01,0.44,0.26" DisplayDefaultAnglesWithSilencer="17.31,5.29,97.6" /> <CategoryPositionOnScreen bDisplayAsDefaultItem="0" vectorDisplayDefaultCategoryPosition="0,0,0" DisplayDefaultCategoryAngles="0,0,0"> <DefaultAttachmentsNames> <DefaultAttachmentName Name="" /> </DefaultAttachmentsNames> </CategoryPositionOnScreen> <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866563593402" /> <ShopTypeData shptypShopType="2" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866563593402" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> </ShopTypeDatas> <PositionOnFullScreen FullscreenpAngles="0,0,90" vectorFullscreenCenterOffset="0,0,0" /> </Generic>
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Post by JRavens on Aug 18, 2015 13:08:07 GMT
ACE of Spades was an experiment by me to add a new signature weapon. I was trying to see if it was possible by using an existing weapon, but later I realized that it wouldn't work and I would need a separate archetype file for it (this one was sharing the ACEs archetype file)
What I should have done was taken a cut items archetype file and copied all of the ace stuff into it and used that. I also would need to a free ID number. That one is using 181 (shpscataSubCategory1="181"). Not sure if the game accepts that.
Here is what I think is needed for a new weapon (using ACE as an example)
A weapon file A weapon PROPERTIES file A shop entry An ID entry in that other F2DC3EB0D60674B3.maybe.rml file
All of those need to point to each other properly. That JUST gets it into the game. If you want attachments they all have to be properly listed in the weapon & weapons property file and have their own shop entries (though these can often just be copy/pasted from other similar weapons - I don't think these need to be unique). Then there is at least one other file to adjust the HUD icons for attachments - 8B1CD7C7A93F1F18.maybe.rml
A LOT to take into consideration... it can be done, but it's not easy.
The sticking point for now is a limited amount of "ID" numbers to use for shpscataSubCategory1. Not any old number will do. There must be a file somewhere that lists all of the eligible ones and you CANNOT reuse them because it causes crashes. We also have only so many shop entries to steal (although there are at least a dozen cut ones maybe more) and also a limited amount of cut archetypes to steal (not as many I think)
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Post by mikeweeks2346 on Aug 18, 2015 18:26:06 GMT
"I can`t remember when I had the last crash of FC4 ..."
two night ago; the dreaded freeze followed by white screen, then black as the audio continuing to "run."
Other valid points to be sure in the overall aspect of this specific environment; but when you come from a programming background (of a different era and industry naturally - where standards were established because you most likely weren't going to be the same person looking at the code in the future) - you can't but react and wonder out loud about how this (these?) game(s) are coded.
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Post by bontainer on Aug 18, 2015 19:23:40 GMT
Talking about crashing, I just had one, too... should not have brought up the topic (Bonatainer avoiding spilling salt, chasing away a black cat, trying to repair the mirror with superglue.....) well....
Btw. when the audio continues, just wait, after max. a minute the game will continue, trust me.
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Post by mikeweeks2346 on Aug 18, 2015 19:28:21 GMT
Just wait out the blank screen... interesting indeed. Thanks.
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Post by JRavens on Aug 18, 2015 20:21:00 GMT
While I have not personally had... ahhh no nope not going to say it. Not going to jinx it. I have of course crashed the game with mods... or rather my attempts to mod LOL. I would say though that while it's far more STABLE it's a LOT more glitchy. I think it's very aggressive on memory management unlike say Skyrim and that leads to Skyrim crashing more. On the other hand there's been many times far cry has caused an entity to stop moving or get stuck in a loop or just simply disappear all together. One of my favorites that happens quite often is I will come up on a soldier or civilian gutting an invisible boar while the boar corpse sits 5 feet behind them and as I approach the boar suddenly teleports into the correct spot. Well ok then. That's a neat trick I've also had creatures drop under the terrain and all sorts of odd things. Outposts that can't complete because an enemy has gone missing, but the game still thinks he's there (and maybe he is but just crouched under the ground or a rock somewhere LOL) Maybe I'm lucky but those sorts of things only happen in Bethesda games to me when I have lots of mods loaded. I DO however give Ubi credit that you can run from one end of the world to the other in any of the Far Cry games and it's pretty seamless in terms of everything loading and running well. They have an amazing engine that really does a great job with a HUGE open world environment. Other than RPGs they were the first to do this in a really big and beautiful way. In regards to using the same system and engine over I have no problem with that. My big complaint is they didn't change the CONTENT enough. They wanted the game to make sense to anyone that has played Far Cry 3 and I get that, but I feel they stayed too close to it by replicating the same weapons, animals, vehicles, etc. There's *enough* new content for it to be a new game - yes, but just enough. If they had just done a different set of weapons and tried not to replicate the same animals it would have felt a lot less of a carbon copy. There were a lot of really interesting ideas in the shop file that got tossed out - baboons, lions, pythons, and red pandas all sound really cool (and more importantly really DIFFERENT). I think in the kit files were other stuff too like tarantulas as well... They gave us new stuff I just wanted more of it and less of the same. sigh I'm just getting picky I guess
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Post by mikeweeks2346 on Aug 18, 2015 20:45:14 GMT
Besides the "incidents" mentioned by JR; I've been cataloging where to locate stuff within the game world as I've done for FC3 - and what's interesting is to pick up something automatically (say body armor) that wasn't placed correctly, and thus is not visible. Haven't come across a lot, but there are a few.
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