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Post by JRavens on Aug 31, 2018 16:40:35 GMT
>One idea is to try it modded FC3-style - solo, no HUD, and a self-imposed limit on available weapons.
Yeah I think that may be the best way to deal with it... only restock and adjust weapons at crates. That's how I was playing the last time I played although I never worked up to completely shutting the HUD off. That was also before you could disable the AI so I think that would make a difference as well since you can't be rescued or rely on coordinated head shots.
I wonder if the saves can be manually backed up with Ghost Mode? Kinda the way we do with Far Cry and just have subdirectories where the save files are... if it doesn't keep a cloud save then maybe one could force save after a mission was completed (and only then) and restore only if you died to some random bullshittery. Provided one could have the mental willpower not to restore when killed fairly by enemies. Maybe only keep one and overwrite it or delete previous ones... not perfect. Dang wish they would allow shutting off that permadeath :/
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Post by JRavens on Aug 30, 2018 18:03:53 GMT
I tried tinkering with it many moons ago, but it seems to be built on a version of the Assassin's Creed engine (forge? I can't remember the name) and there were scarce few tools available. Like all Ubisoft projects this one was also an "offshoot" branch and so had it's own custom modifications to the code making it even more obscure as it was distanced from established AC games which meant even less tools worked with it. In fact the only tool I could find would extract only some files and of those I could only clearly identify image files like parts of the UI or textures for the models... and not even all of those.
I would have loved to try tweaking it, but couldn't find a way to read any of the files much less repack them :/
I've not checked to see if anyone else has made any progress on it or written any new tools to use with it.
GRW also seems VERY tied into being online only play... and I reckon Ubisoft has made more updates to it than any other game so far. I think it is the poster child for their "games as a service" since we are now into a season 2 of additional content (then again I don't play R6 but they seem to get quite a lot of additional DLC and whatnot)
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Post by JRavens on Aug 28, 2018 17:24:50 GMT
>PD = perma-death Oh duh. Yep I gotcha. Well if Ghost Mode is ONLY playable with permadeath then that is just plain dumb. Not because it isn't realistic (it is), but because it's a video game (and one with poorly implemented physics and scripting) you can EASILY die by accident or by means which you have no control about. Like you said I think most want the options without that particular one. They need a toggle for that (or yet another separate mode ). Actually it mystifies me as to why all of these features weren't implemented as toggle options. Ubisoft just cannot figure out how to make games customizable for the player PS - I remember Primal having an option for survival mode where it would allow an "extra life" whenever you hit certain campaign milestones so at least there was SOME kind of way to avoid one random death each "section" of the campaign. Maybe they could have done something similar with story missions. Also would have been great if each death the resistance pulls you out and patches you up (you respawn at the closest safe house) but it's a big hit on resources and if you don't have enough then it's game over. Hmmm taking the resource thing further I wish the game would of had some costs involving them so you have a reason to collect beyond skill tree purchases. Something like... I dunno.. spitballing: Medicine - revives / respawns (or meds for team mate revives and all 4 resources for respawns) Fuel - vehicle drops Comm tools - recon spotting Food - no idea... slowly degrades over time to represent food and drink needs? penalty for civilian deaths? (sorry I killed your papi here have a cake!). Switch this to Ammo and cost us each time we restock at a weapons crate. Hell ammo, chemicals, intel or anything makes way more sense then "food" for buying skills anyway
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Post by JRavens on Aug 24, 2018 16:59:53 GMT
No I haven't, but I saw some videos a few weeks ago about it. It seems very close to what most of would prefer (things like play without squad mates, only swap weapons at ammo crates, full clip reloads, etc.). Be interested to see what others think retrying the campaign using Ghost Mode.
What is this "PD" you speak of?
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Post by JRavens on Jun 11, 2018 7:42:25 GMT
>I used a different method than what you describe.
You can change the entries in the encounter XML files, but it won't completely eradicate every instance of something as those entries are only random spawns. Anything hand placed in the world will remain the same. I used that method for the eagles (changed mine to crows), but there were still certain eagles which were hand placed on the map as well as ones called by LUA script (for example there is one that would always appear near the waterfall as well as a large percentage chance for one to spawn via lua while you were hang gliding).
Not that it is necessarily a bad thing. Sometimes you don't want every instance of something removed.
I did use that method to make buggies and hovercraft more common as well. I also added the snowmobile as a random spawn and reduced the amount of buzzers you come across.
Also in FC3 I was able to use the encounter files to add pirates to the post liberated areas which was handy as even back then players were annoyed at how enemies would disappear from the map (Ubi never learns *sigh*)
The one thing you can't really do is alter elements of a scripted spawn encounter. So you can remove the convoys, but you cannot change the convoy trucks into Tut Tuts nor change the guards into snipers, etc. That is all handled within the individual encounter .fcbs and they do not convert correctly with the existing tools (so they are most illegible)
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Post by JRavens on Jun 11, 2018 1:56:02 GMT
YESSSSSSS
Waiting for this one for years... probably still years to go (sigh), but we're getting closer!
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Post by JRavens on Jun 10, 2018 23:16:42 GMT
Division 2 first gameplay trailer:
As we all know Ubisoft is NOTORIOUS for downgrading products and the first Division was VERY different after release and significantly downscaled. I can say however that having played quite a lot of the first Division that everything in that trailer concerning combat and the UI (including the map which they got blasted for faking in the first Division trailers) is very, very much like the Division that is available now. The environment settings like lighting, etc may change (ok will almost assuredly change), but the core of it is probably close to how it will look and play.
Having said that The Division is a bullet sponge, cover shooter... to the point that I think the enemies shown in the new trailer are purposefully much weaker than they will be in the actual game.
The setting of playing in Washington DC and being able to play in bright Summer instead of the snowy winter of NYC appeals to me a lot. My wife and I spent our honeymoon in DC (not Cancun or Hawaii) so I love that setting.
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Post by JRavens on Jun 10, 2018 23:08:10 GMT
So far this has me almost more excited than anything else at E3
If you watch past the cinematic trailer they bring out the creative writer (who seems like he may be American or Canadian which is a bit of a surprise as Techland previously was just using the team from Poland - it looks like they are reworking Dying Light 2 to capitalize on NA and EUR sales) and after a quick bit of talking from him they show actual gameplay footage so stick around for that.
Some great features are on display and being promised:
1) New Setting - described as a "modern Dark Ages" this setting is more European in flavor and *almost* has a medieval vibe to it. It looks much different than the Middle Eastern city Harran from the first game.
2) Improved Parkour - In the gameplay they show leaping onto a rope and swinging, sliding down that rope, jumping onto the side of a moving vehicle and kicking a guy off a ledge. It all looks great though obviously this is a pre-alpha so we know better than to believe anything 100%
3) Player driven choices - I hope they aren't overselling this (of course they probably are), but they are promising significant and meaningful player choices that affect the environment and setting with over 100 different choices you can make during the game. Hmmm...
Overall though with how good the last DLC was for the first Dying Light and how much FREE DLC they have added I do kind of believe in Techlands desire to provide a great product and so unlike a lot of these types of E3 pre hype I do think this game will be a lot like what they are showing. They do not typically over promise on content and I was very pleased with the first game which to me is about as close to a Far Cry game as you can get without actually being a FC game.
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Post by JRavens on Jun 10, 2018 22:57:05 GMT
Hello JR, I know your work from way back. I commend you for the crazy amount of time and work you put into Rook & Wonderland, and all your Far Cry mods! Since you are most likely the authority on Far Cry modding, did you or anyone you know of ever figure out how to make things spawn in place of other things? Not replace one for the other, but make one of the same or another type spawn a different spawn item? Thanks. Do you mean items or enemies? Either way yes there are a few ways to replace one thing for another. Perhaps the easiest is simply changing an ARK file. Just swap the IDs for objects though obviously swapping a barrel for a car could cause all kinds or issues and even crashes therefore it's best to swap similar sizes and types of things - i.e. vehicle for vehicle, weapon for weapon, enemy for enemy etc. If you mean encounters then there are a number of encounter .fcbs under \generated\encounters\ these can be examined via hex editor to determine for example what is a monkey, or a random glider spawn or a pirate roadblock, etc. Simply swapping these numbers around was a trick I used to randomize vehicle spawns in Return to Rook Island for FC3. There are other ways of course. Each game has it's own methods of using various files to generate encounters. If you can work out what files and what numbers you can alter the spawns (a method I used with partial success to lower Eagle spawns in FC4) To eliminate one thing and have multiples of the same thing is a bit trickier than simply switching two things around. If you don't want eagles (ever) and only want crows then you need to make a copy of the crow .ark and rename it to the number of the eagle and also give it the black eagles ID number inside the .ark effectively turning and eagle into a crow. Same thing if you wanted to eliminate all jet skis for example just make a copy of a RHIB boat and swap the name and internal ID number to be that of the jetski. It takes some practice and not everything will work 100% perfectly since you are forcing the game to do things that were not intended. Perhaps the funniest moment in all my playing of Far Cry games was when I added patrol boats to randomly spawn in jungle areas (along with monkeys, etc). As I ran around Rook Island the game was spawning them above sea level (it normally does this out of sight and the boat drops a meter or so into the water... probably to ensure that it interacts with the water plane correctly)... anyway as I was running around there was all this crashing as boats literally spawned outside of my vision and kept crashing to the ground because they were spawning much higher than they should... I had intended the player to find a rare beached boat in the jungle and think "how did this get here" instead it was literally RAINING boats all around me - some even tumbling and sliding down hills. It was pretty funny and unexpected. Anyway that idea got quickly scrapped LOL
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Post by JRavens on Jun 9, 2018 23:16:25 GMT
E3 is right around the corner! Should be a lot of interesting new games announced. To celebrate Ubi has most of it's games marked down from 66%-80% off. Sadly FC5 season pass is NOT on sale (and FC5 Gold/Deluxe/Steelbox are all only 25% off). Still there are some great deals on Splinter Cell (check the Splinter Cell bundles as there are some good ones there) and a few other things. If you never tried the Division it's down to around $10 and several of the AC games are very inexpensive. Finally if you haven't tried GRW OR if you HAVE and don't have the season pass you can pick either of these up for a decent savings. All of the deals can be found here: store.ubi.com/us/e3-sale/Of particular note (just in my opinion of course): AC Origins 50% off = $29.99 / gold edition = $49.99 AC Origins Season Pass 50% off = $19.99 (Most of the AC games are 60% or 67% off) FC1 or FC2 Fortune's Edition 60% off = $4.00 each FC3 BD 60% off = $6.00 FC4 60% off = $12.00 / Gold Edition = $24.00 FCP 60% off = $20.00 / Apex Edition = $22.00 GRW 67% off = $19.80 / gold edition = $33.00 GRW Season Pass 67% off = $13.20 GRW Fallen Ghosts 67% off = $4.95 (this is an absolutely great deal if you only want Fallen Ghost) Splinter Cell Collection 71% off = $26.09 (this is a really good collection though you can buy the games individually if you want as they are all on sale) The Division 80% off = $10.00 / Gold Edition = $18.00 Watch Dogs 2 67% off = $19.80 / Gold Edition = $33.00
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Post by JRavens on Jun 9, 2018 6:54:21 GMT
Sorry I don't have FC4 installed at the moment.
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Post by JRavens on Jun 8, 2018 16:21:00 GMT
Unfortunately Janne's site seems to be down. I'll try to see if there is some alternate place to get it...
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Post by JRavens on Jun 6, 2018 5:20:57 GMT
Yeah I hate to say it, but this was a poor first impression of the season pass... I don't think it bodes well for the next 3-4 months I'm so surprised that so much effort went into adding new content (even new weapons, animals and vehicles) and so little was done to flesh it out more. I really expected there to be a few story missions (rescue teammate A, rescue teammate B, take out area big badguy / fortress, get to the choppa!). Stunned that this is essentially a very long "journey" map from arcade. I... just do not understand the decision making at Ubisoft. They go 3/4 of the way and then just drop the ball. And not just once, but sadly most of the time
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Post by JRavens on Jun 4, 2018 22:41:19 GMT
Apparently you can now play the first DLC Hours of Darkness (the Vietnam DLC) if you have the Gold Edition or Season Pass for Far Cry 5. Hat tip to mlleemiles for the review link below: www.gamewatcher.com/reviews/far-cry-5-hours-of-darkness-review/13033Their verdict? "FAR CRY 5 - HOURS OF DARKNESS VERDICT Have you finished Far Cry 5 and want a slimmed-down, brain-free, complication-less version of it? Then Hours of Darkness is for you. No story, no missions, no stores, few vehicles, barely any dialogue, cutscenes, or characters - just you, an open map, and people to kill and blow up. That’s it. There are things to find, but essentially, this DLC is all about the shooting. Normally we’d be all over that, but it’s also very bland. The map has very little of interest, everything looks washed out and identical, and we were bored very quickly. Oh, and enemies only offer a challenge once they start cheating and spawning behind you. If you already own the Season Pass for Far Cry 5 give it a go, but we doubt you’d want to buy Hours of Darkness separately. Save your money for the far more fun sounding zombie and alien expansions." Ouch!
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Post by JRavens on May 28, 2018 22:36:37 GMT
I did a thread on Reddit as well and have several folks over there testing the changes as well so we can get a good sample of different players. >What do you think about the RP to unlock weapons issue? Well it's not JUST the weapons that unlock. Each "stage" also changes what enemies can spawn and is also (rarely) a requirement for some missions... as well as those oh-so-WONDERFUL capture cutscenes ( ) so it's important to still have the three different tiers (technically 5 ties as there is stage 1 which is no RP and stage 5 which is after killing off the Lieutenant for the region) The way I set it up now is to really push up to the next stage you will need to either undertake story missions or a mix of liberating outposts and destroying cult property. It's really not different than vanilla - all we are actually doing is stopping the artificial inflation that comes from running around wreaking havoc on the random spawns. If you want the next set of weapons you'll have to be willing to push the story ahead by playing story missions and freeing outposts. The side missions I just can't see giving 200 RP for doing a Clutch Nixon stunt. It makes no sense to me. The stunts should be to unlock the various unique skins they give and for the perk points and cash. Same thing for most of the silly side missions which only award 100 RP each anyway (the equivalent of destroying 1 silo). You will now need to do 2-4 side quests to get the same RP reward as in the base game. Story Missions + Outposts + Cult Property I am leaving set as per the original game as these three things should be the primary way of attracting the cults attention against your actions. I'm not sure it's in a perfect spot yet, but feedback has been pretty positive so far.
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