Looking for Farcry impressions from the community

  • Thread starter jizzmirk
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Originally posted by Tom M
You'll absolutely need 512 to run this game but as he said it doesn't look good with integrated video. Click on the properties of "My Computer" and look in the hardware/device manager for what is under display adapters. Post back with what it tells you is in there and we'll make a more informed opinion.

can you explain it more in detail on how to go to that section because I'm ain't getting it.

My Windows is in french so I don't understand all of your terms.
 
I'm not sure but isn't this extremely high system requirements thing just a sign of horrible programming on the part of the programmers? Case in point, look at UT2K4. My friend's 2.4ghz with a radeon 9600xt and a gig of dual channel ddr will run it at a smoothe 80fps at max graphics quality. On the other hand, his rig can barely get 24fps running Halo for pc when running at 800x600 resolution. Both games have similar graphics, similar map sizes yet one takes faaaar more resources than the other. Why?

My athlonxp1900+ with 512 megs of single channel ddr and a radeon 8500 will run ut2k4 at insanely high frame rates (halfway between a radeon 9200 and a 9600) and it'll handle splinter cell pandora tomorrowat max graphics with almost no slowdown (about 25-36fps). Again, splinter cell pushes computer graphics pretty hard yet it runs smoothly on a system barely built to take that kind of punishment. All these games have amazing graphics...so why does farcry tax the system so much? It's making me afraid to go in the direction of that game only because I want to run under mid to high settings and judging from what you people are saying, minimum may be too taxing for me.
 
Originally posted by Div is back
can you explain it more in detail on how to go to that section because I'm ain't getting it.

My Windows is in french so I don't understand all of your terms.
right click the my computer icon > select properties. From there, select choose the tab for Hardware. In the middle of the screen, the right button should be device manager. From there, find your display adapter.
 
no way a 9600XT with just a 2.4 is running 80FPS with all options on full. (Pako hit "~" and type \r_displayinfo just to see.) Unless he's running it low res.
And Halo has issues with ATI cards becuase it was based on the Xbox code which is Nvidia based (obviously.) Most console ports aren't particularly well optimized in most respects anyway. My old GF3 ran Halo perfectly and my newer Radeon does it marginally better.
 
Originally posted by Tom M
no way a 9600XT with just a 2.4 is running 80FPS with all options on full. (Pako hit "~" and type \r_displayinfo just to see.) Unless he's running it low res.
And Halo has issues with ATI cards becuase it was based on the Xbox code which is Nvidia based (obviously.) Most console ports aren't particularly well optimized in most respects anyway. My old GF3 ran Halo perfectly and my newer Radeon does it marginally better.

Will do...I'll let you know what I've been getting. By the way, when I was running 1600x1200, I was inside the building. As soon as I got out of the buiding (a new map/level), my framerates dropped to a stuttering hickup. So....back down to the 1280x1024 where it ran smoother before.

BTW - Halo doesn't like 2gb's of Ram. You are better off running with 512mb's than 2gb's for Halo, and the same is true with other games as well. I just found this out this past weekend when I upgraded my machine to 2gb's of DDR400. Needless to say, I can't have memory problems like that so I dropped it back down to 1gb. Life is good again.
 
I searched for what you told me and I think I came up with the right thing but I'm not sure. I found that I had a icon for a graphic card and mothercard. The graphic is a VIA/S3G KM400/KN400 and the mother well it doesn't give any info it just says the ressources it takes.
 
You would be best getting a new card, get an ATi Radeon the best you can afford, I have a GeForce FX, which is good enough but I believe the top spec Radeon's are better now. You xan pickup RAM cheap now so try and get some more of that, see if you can push to 1 gig of it, that and the Ati card will mean your gaming experience will be greatly improved.
 
I don't think that ATI offers any non AGP models for their cards, but you never know. Your board is integrated so it probably won't have any AGP slots available (Nvidia makes some PCI cards, like the 5200) and after looking up your chipset I see that it's commonly used in Laptops, which if that is the case you probably shouldn't bother with it.

There isn't a wealth of info available on your board, so I would try this:
If you want a good tool go to Futuremark and download the free 3dMark 2003 If it runs all the demo on that (even if it drops to 5-10 fps in the troll cave, space and nature it's ok) you should be fine.
 
Originally posted by Tom M
I don't think that ATI offers any non AGP models for their cards, but you never know. Your board is integrated so it probably won't have any AGP slots available (Nvidia makes some PCI cards, like the 5200) and after looking up your chipset I see that it's commonly used in Laptops, which if that is the case you probably shouldn't bother with it.

ATI does have pci cards available but they're tough finds through the company. It would be easier through third parties. It shouldn't be difficult to find a radeon 9200 in PCI format. Higher models are available but they won't provide a huge improvement in performance I think.
 
Originally posted by emad
ATI does have pci cards available but they're tough finds through the company. It would be easier through third parties. It shouldn't be difficult to find a radeon 9200 in PCI format. Higher models are available but they won't provide a huge improvement in performance I think.

Interesting, I didn't realize that, thanks (not that most of us will ever really need another PCI Video card ;))

oh and Pako:
\r_displayinfo 1 works better when you type the 1 ;)
 
Originally posted by Tom M
Interesting, I didn't realize that, thanks (not that most of us will ever really need another PCI Video card ;))

oh and Pako:
\r_displayinfo 1 works better when you type the 1 ;)

Oh really? Dang...good thing I haven't had time to try that yet....I would have spent days, well hours, to figure that one out....or atleast to read this thread again.

Maybe tonight in between putting in the GFCI in the bathroom and updating a clients site, I'll get some Farcry in. ;)

What level are you on now?
 
I read Gamespot's GeForce 6800 video card impressions - sounds like something that may be able to keep up with this game.

I talked about this game with a friend of mine who is a game animator. The only thing that we didn't really like was the ragdoll physics to the dead bodies.

The bodies seem too light when they are interacted with (shot, stabbed, run over) and the joints seem to lack harder restraints and end up with a larger range of motion than seems normal.

But for all I know, that's what a dead body reacts like - I've never had the opportunity to poke a dead body in such a manner. :)
 
Originally posted by jizzmirk
I read Gamespot's GeForce 6800 video card impressions - sounds like something that may be able to keep up with this game.

I talked about this game with a friend of mine who is a game animator. The only thing that we didn't really like was the ragdoll physics to the dead bodies.

The bodies seem too light when they are interacted with (shot, stabbed, run over) and the joints seem to lack harder restraints and end up with a larger range of motion than seems normal.

But for all I know, that's what a dead body reacts like - I've never had the opportunity to poke a dead body in such a manner. :)

I would agree that the ragdoll effect seems a little "anti-gravity"-ish at times. Dead weight would seem to be heavier. Another weakness is when barrels hit the water. They just 'klunk" without slowing down in the water. There are definately some flaws, but as I said before...I hope it's just a taste of what's to come.

I've uploaded some additional screenies...
http://www.blueonion.net/forum/viewtopic.php?p=155#155

:cheers:
 
Here's some good info:
FAR CRY SINGLE PLAYER DEMO TWEAKS, CHEATS AND MODS
-- Info gathered by Mocib
-- Originally posted on the Official Far Cry forum
-- Far Cry community help forum
-- Official demo FAQ
-- Official system requirements
-- Various mods for the single player demo @ FarCry HQ

UPDATED/EDITED: 20:13 2004.03.17 (CET+2)

These are all copy/pasted, not my inventions. Kudos to the makers... and of course to Crytek for making Far Cry :)

All of these are tested with this configuration: (* = not able to test)

ASUS A7N8X NFORCE2 (NFORCE v3.13)
AMD Athlon XP 2600+ 2083MHz
1GB Samsung 333MHz DDR CL2.5
Creative 3D Blaster 4 Ti 4400 128MB DDR (ForceWare v53.03 WHQL)
Creative SoundBlaster Live! Value


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HOW TO ACCESS THE CONSOLE

While in game, hit the tilde key (§) to enter console (the key left from 1-key, below ESC).

HOW TO SEE YOUR FPS

Type \r_displayinfo 1 (press TAB for \) in console (0 = off). That command displays performance statistics such as frames per second, number of polygons in scene, etc..

TAKING SCREENSHOTS

The screenshot key is F12 and they are saved to "\Far Cry Demo\" folder as .jpg's.

If you want to play or take screenshots without a visible weapon and a HUD, then type \cl_display_hud 0 in console, use the "GOD MODE, ALL WEAPONS, ALL AMMO, MAX HEALTH"- cheat from this page, enable all weapons cheat and finally choose a weapon without a skin. Just for kicks, you can also type \ca_nodraw 1 in console to make all the playermodels disappear.


--------------------------------------------------------------------------------

HOW TO DISABLE THE MOTION TRACKER

Make a backup copy of "MoTrackerLayer.lua" file in "\Scripts\Default\Hud\" folder. Then edit the file like this:

StayTime=0
FadeTime=0
FadeOutTime=0
TrackerSize=0
MaxTrackeSize=0

TrackSpeed=0
MaxTrackedobjects=0

After that the enemies are not tagged anymore when you use the binoculars.

VARIOUS DOWNLOADABLE MODS INCLUDING WATER REFLECTION FIX

FarCry Mods

SHARK/JEEP/DYNAMIC LIGHTING FIX WITHOUT A MOD

Go to console and type \sys_spec. If it's zero type \sys_spec 1 and launch a new game. Saved games will not update.

TWEAKING THE PARAGLIDER

Use this tweak with the "PARAGLIDER + HUMWEE" mod found on this page.

Make a backup copy of the "Paraglider.lua" in "\Far Cry Demo\Scripts\Default\Entities\Vehicles\", then open the non-backup and change the following variables in the boat_params={ section:

Turn = 45 -- I like this a little higher than the default 30, I think
Speedv = 1000 -- Put this wherever you want, 1000 is what I like
Stand = 20 -- Makes the transition back to flat gliding smoother, after diving/rising
TiltTurn = 0.06 -- Makes it so that the glider doesn't tilt to the side when you turn... you can leave it like that if you like the tilting, or find a happy medium)
TiltSpd = 1.0 -- Set all 4 of the TiltSpd vars to 1.0
DownRate = 0 -- This makes it so that there is no gravity effect, so you can always glide around
BackUpRate = 2000 -- This is for gaining altitude quicker, when pressing move backwards button
BackUpSlowDwnRate=0 -- I'm not completely sure what this is supposed to do, but strange things happened when the value was other than 0
UpSpeedThrhld = 0 -- Same thing here... just set it to 0 ;)

Feel free to tweak any of the vars to see if you can get a more desired flying experience... If you want to go back to normal settings, delete the "Paraglider.lua" and rename the backup copy back to "Paraglider.lua".

FIX FOR SHOOTING THROUGH LEAVES ETC.

Go to "\Far Cry Demo\Scripts\materials\". Look at the .lua files which say: mat_grass, mat_grass_dry, mat_grass_tall, mat_grass_wet, mat_leaves_np, mat_leaves. Those files are the ones we are going to change with Wordpad, Word, Notepad or whatever you prefer.

Open 1 up, doesn't matter which one. Scroll down and you should see something like this:

gameplay_physic = {
piercing_resistence = 15,
friction = 0.6,
bouncyness= -2, -- default 0
no_collide=1,

Change the piercing_resistence to 0. So it should look like this:

gameplay_physic = {
piercing_resistence = 0,
friction = 0.6,
bouncyness= -2, -- default 0
no_collide=1,

Do that with all the files, save and enjoy :)

FORCE PS2.0 ON A GEFORCE FX

The game has a "special NV3x PS2.0 path" in it. You need to start the game in developer mode (add -DEVMODE to the demo shortcut) and then type \d3d9_nv30_ps20 1 in the console.

This produces prettier graphics (in certain areas) but makes the game run a bit slower.

SWIMMING/ATTACKING SHARKS

This replaces the fishes and birds with sharks. Put z_sharks.pak to your "\Far Cry Demo\Levels\Fort\" folder and delete any previous mods in that folder.

You need to make sure your "Environment Quality" and "Special Effects Quality" are set to high or very high.

EIGHT-WHEELER

This replaces the buggy with a giant eight-wheeler "HEMTT" vehicle.

Put xhemmt.pak in the "\Far Cry Demo\Levels\Fort\" folder and delete any previous mods in that folder.

Put hemmt.pak in the "\Far Cry Demo\FCData\" folder (DON'T delete that "models.pak").

3RD PERSON MODE

Right click "Far Cry Demo" icon and edit the target line like this "\FarCryDemo\FarCry.exe -DEVMODE", click "Apply" and "OK".

Download and replace this file in "\Far Cry Demo\" directory.

Press F1 in game to change view
Press F4 for fly mode
Press "p" -- give all weapons and "o" -- all ammo

In console: \thirdpersonrange 1-7 distance from player.

UNAWARE AI

With this tweak, the enemies etc. won't notice you. Open "\Far Cry Demo\systemcfg.lua" and put in these lines:

ai_ignoreplayer = "1"
ai_soundperception = "0"

Make the "systemcfg.lua" as read-only if you want the settings to stay.

ENABLE ALL CONSOLE COMMANDS

Right click "Far Cry Demo" icon and edit the target line like this "\FarCryDemo\FarCry.exe -DEVMODE", click "Apply" and "OK".

CHANGE WATER LEVEL

Go into "\Far Cry Demo\Levels\Fort\" and make a copy of the "level.pak" file. Next, open the non-copy in WinZip and extract the files to a temp folder. Open up "leveldata.xml" in Word, Word Pad or whatever. Change the "WaterLevel" value to, for example, 100 and the water level will be just below the fortress (original value is 16). Now, save and repack those files with WinZip and rename it back to level.pak. Replace the original file in "\Far Cry Demo\Levels\Fort\" directory with the new one and you're done.

But, there's a catch... after using this water mod the paraglider + humwee mod etc. won't work. However, if you first change the "WaterLevel" back to 16, then delete all the paraglider mod files except "Paraglider.lua", then start the game, quit it and finally copy the needed paraglider files back to their folders. After that, you can do some flying again :)

MAKE HELICOPTERS IMMOBILE

Backup "Far Cry Demo\Scripts\AI\Behaviors\AIBehaviour.lua". Open the non-backup file of "AIBehaviour.lua" and look for these lines:

Heli_path = "Scripts/AI/Behaviors/Vehicles/Helicopter/Heli_path.lua"
Heli_patrol = "Scripts/AI/Behaviors/Vehicles/Helicopter/Heli_patrol.lua"
Heli_goto = "Scripts/AI/Behaviors/Vehicles/Helicopter/Heli_goto.lua"
Heli_transport = "Scripts/AI/Behaviors/Vehicles/Helicopter/Heli_transport.lua"
Heli_attack = "Scripts/AI/Behaviors/Vehicles/Helicopter/Heli_attack.lua"

Once found, delete those lines, and those lines ONLY! Save. If you want the helicopters back just delete the "AIBehaviour.lua" and rename the backup copy back to "AIBehaviour.lua".

ANISOTROPIC TEXTURE FILTERING

Set anisotropic filtering to "Application-controlled" from the control panel of your video card. Next, open "\Far Cry Demo\systemcfg.lua" with Notepad. Find d3d9_TextureFilter = "TRILINEAR" and change it to d3d9_TextureFilter = "ANISOTROPIC". Then, find r_Texture_Anisotropic_Level = "1" and change the value to 4, 8, 16 etc. Now you have aniso in the game. Make the "systemcfg.lua" read-only if you want the settings to stay.

ATTN: AF is very power hungry and makes the game run slower.

ANTIALIASING

Set antialiasing to "Application-controlled" from the control panel of your video card. Start the game and go to Options > Video Options and set the AA level.

If you have problems enabling AA, here's how to do it (works with my GF4 Ti, don't know how it's with other cards). First, set your desired AA level from the video card control panel. Then, edit "\Far Cry Demo\systemcfg.lua" like this:

r_FSAA = "1"
r_FSAA_samples = "x" x = same AA level as in the video card control panel

ATTN: AA is very power hungry and makes the game run slower.

GLARE

\r_glare 1 makes the scenery to have glare (0 = off).

This effect can particularly be seen with the \r_rendermode 1 command. The way this works is quite realistic. An example: if you stare at glaring white beach sand you'll notice that "your eyes" get used to it and you can see more detail. Very cool effect, IMHO :)

PARAGLIDER + HUMWEE

***EDIT: Fixed so that works also with the newer demo & Added a non-reflective version*** It should rock 'n roll now :)

Instead of spawning in the zodiac, you'll spawn at the height of 800 feet with a glider right below you.. I couldn't make it so that you'd already be hanging in the glider, so you'll have to press the use key in the beginning. I also replaced the buggy with a humvee.

Download either...

xglider.pak OR xglider_nr.pak and models.pak

"xglider_nr.pak" doesn't have the reflection patch, and the "xglider.pak" comes with the reflection patch. Place "xglider.pak" OR "xglider_nr.pak" into "Far Cry Demo\Levels\Fort" AND models.pak into "Far Cry Demo\FCData"

BODIES THAT DON'T DISAPPEAR

Type \p_deathtime 9999 in console and bodies will not disappear for a loooong time (30 is original value). You can also add p_deathtime 9999 to "\Far Cry Demo\systemcfg.lua" and make the file as read-only if you want that setting to stay.

REMOVE DAMAGE AREA

Free roaming anywhere on the map, does not make you immortal, god mode does ;)

Replace "\Far Cry Demo\Scripts\Default\Entities\Others\DamageArea.lua" with DamageArea.lua

UBER BUGGY

Uber 'Aqua' Buggy with more speed and underwater roving at land speed! Replace "\Far Cry Demo\Scripts\Default\Entities\Vehicles\buggy.lua" with Buggy.lua.

To stop the choppers after they have started firing at you out of bounds, press ESC and save game by typing \save_game savename. Then load the game byt typing \load_game savename and the chopper should only hover above you now. You will then be free to roam the level.

SNIPER RIFLE ULTRA ZOOM

36x and 48x zooms. These numbers do not show up on your scope *yet*, however it does zoom in that far. While looking through the scope, it also does not sway AT ALL!

Replace the file in "\Scripts\Default\Entities\Weapons\" with THIS ONE: AW50.lua

TRUE DYNAMIC WATER REFLECTION

NOTE: This requires at least DirectX 8 level video card so, for example, GeForce 4 MX can't do this...

Go into "\Far Cry Demo\Levels\Fort\" and make a copy of the "level.pak" file. Next, open the non-copy in WinZip and extract the files to a temp folder. Open up "mission_fort.xml" in Word, Word Pad or whatever.

Press CTRL+F to find this line: Water="TerrainWater_OnlySky"

Delete the _OnlySky part so that it looks like this: Water="TerrainWater". Now, save that and repack those files in a .zip and rename it back to "level.pak". Replace the original file in "\Far Cry Demo\Levels\Fort\" directory with the new one and you're done.

Now EVERYTHING will be reflected in the water... your own body, trees, rocks, smoke, explosions... whatever. Everything will be seen in the reflections. It's really amazing.

SUN REFLECTION ON WATER

Type \e_water_ocean_sun_reflection 1 in console, but it does not work if \r_waterrefractions is set to 1, not with my GF4 anyways... So, type \r_waterrefractions 0 and the sun should now be reflected on the water.

SOLUTION TO THE MISSING SHARK AND BUGGY PROBLEM

Go into \Far Cry Demo\Levels\Fort\ and make a copy of the "level.pak" file. Next, open the non-copy in WinZip and extract the files to a temp folder. Open up "mission_fort.xml" in, Word, Wordpad or whatever. Click "Edit" > "Replace..."

Put this into "Find what": SkipOnLowSpec="1" Put this into "Replace with": SkipOnLowSpec="0"

Do "Replace All" and save. Now play the demo and enjoy your all new shark, jeep, and a lot of other cool stuff!

GOD MODE, ALL WEAPONS, ALL AMMO, MAX HEALTH

Replace "\Far Cry Demo\Scripts\Default\GameRules.lua" with this.
And replace "\Far Cry Demo\Scripts\MenuScreens\Ingame\InGameSingle.lua" with this.
Start game, press ESC and your menu now has options for all weapons, all ammo, max health and god mode.

USEFUL CONSOLE COMMANDS

\ca_drawbones 1 -- Display bones used by skeletal animation engine
\hud_panoramic 1 -- Use with cl_display_hud 0, play in letterbox mode for a movie-like experience
\e_terrain_lod_ratio -- Set to 1 or less to display more detail in the terrain far ahead
\meminfo 1 -- Display interesting information about game modules and memory consumption
\r_stats 1 -- Display info on current shaders and textures
\r_rendermode 0 -- Normal mode
\r_rendermode 1 -- Use "soft light" renderer for a dreamy effect
\r_rendermode 2 -- Use "cold colors" renderer for a realistic effect
\r_rendermode 3 -- Use "cel shaded" renderer for a cartoony, XIII-like effect
\r_rendermode 4 -- Use "ultra contrast" renderer if you want to ruin your eyes because you can't see anything
\e_water_ocean_sun_reflection 1 - Enable cool effect of sun reflecting in water
\r_waterreflections 1 -- Already enabled by default, consider disabling it to boost fps
\r_waterrefractions 1 -- Disabled by default, enable for refraction effect in water
\save_game savename -- Saves the current game into the file AnySaveGame
\load_game savename -- Obviously, loads save game AnySaveGame from disk
\start_frame_display -- I'm not even gonna try to explain what's going on there, lots of cool renderer stats
\start_frame_profiling -- Remove stats shown with start_frame_display
\w_recoil_max_degree 0 -- For you ladies out there, disables the recoil of all the guns
\w_accuracy_decay_speed 0 -- Another one for the mouse-handicapped, gun accuracy remains steady while firing
\e_deformable_terrain 1 -- It will take the rocket launcher to do it, and only in open terrain, not near trees or buildings. It won't do a huge hole like GeoMod did either, but it shows it is possible in this engine :)

\d3d9_TripleBuffering
Default 0, set to 1 for tripplebuffering.

\e_detail_texture_min_fov
Default 0.550000
I have a feeling this changes texture quality to the lower quality alternative when they are not in your angle of view.. i will try it however to see if i can get rid of the distance low detail textures.

\e_lod_ratio
Default=1.000
It's a level of detail ratio, like the terrain one i tried earlier (which causes quite a frame rate drop when looking at distant terrain i should add) i'm hoping it will change the level of detail of something else.. textures, vegetation? or perhaps all of these things including terrain.. and other commands change the lod seperately. Anyway, like the terrain LOD, anything below 1 should enable the highest detail.

Mocib here... tested this and the higher the value was the more detail became visible in the scene.

\e_motion_blur
Default=0
Values from 1-7 change blur type

\e_obj_lod_ratio
Default=10.00000
YESSS!!! FOUND IT!! this is for vegetation lod ratio!! aha! lowering the value should make vegetation stay high detail at further distances.. so no annoying pixelated trees 60m away.

\e_obj_view_dist_ratio
default=55.000
similar thing.. perhaps this has more to do with what i want, and the obj_lod_ratio makes them the highest detail 100% of the time.. this looks like it can just adjust what distance objects go low detail at.. strange seeing when using my binoculars i found trees usually went low detail at around 55m.

\e_objects_fade_on_distance
default=1.000
I guess on 0 objects will remain visible all the time.. that's gotta hurt performance at long range distances.

\e_rain_amount
default=0.00000
amounts between 0-1 controls the density of the rain.. i wonder if setting a value will cause it to rain where it's not meant ot doubt it, but would be great if true.

\e_sprite_min_distance
default=8.00000
Another vegetation related one.. this should set the distance at which objects turn into sprites.. which is probably for me the most annoying thing about the vegetation.. some sprites are hirrobly low detail, and objects can change to sprites at like 50-60m.. which is very noticable.

\e_terrain_lod_ratio
Default=2.0
Setting to 0 will dramatically increase the LOD of terrain at distances.. but it will cost you.

\e_terrain_merge_far_sectors
Default=1.000000
Render far heightmap sectors as one mesh.. I guess turning this off could increase visuals of distant terrain.. only, with the above command, poly count is certaintly high enough.. hell my frame rate drops to 25FPS when looking at distant terrain with the ratio below 1.

\e_terrain_single_pass_vol_fog
Default=0.000000
Use single pass volumetric fog on terrain where possible.. could up fog amount if you want to increase performance.. looks like there is no fog by default. That's gotta be a first for games like this!

\e_terrain_texture_mip_offset
Default=0.000000
Allows to reduce terrain texture resolution by selecting more low mips from texture file.. I would have thought this was on by default.. maybe texture detail is a seperate thing. Hopefully I can turn that off too.. as terrain 70-100m away looks like a game from 1997 ;p

\e_vegetation_sprites
Default=1.000000
Activates drawing of sprites instead of distributed objects at far distance (just brilliant) will try deactivating this! Can see my frame rate now :)

\e_vegetation_bending
Default=2.000000
Hmmmm, havent seen any trees bend myself.. in a video I did, from rocket..

\e_vegetation_sprites_slow_switch
Default=1.000000
Orient 3D vegetations and sprites to much each other.. not exactly sure on this.. I guess it has something to do with the switching between objects and sprites.

\e_vegetation_sprites_texres
Default=0
Sprite texture size modifier. 0 - no scale, 1 - scale 2 times down and so on.

\e_water_ocean_tesselation
Default=0
0 - default tesselation, 2 - high tesselation, -1 - select automatically depends on per pixel projection support ... tesselation, that have something to do with refraction? or more of the roughness of the water on the surface.. hehe surfs up!
 
Wow, just picked this game up, it's fantastic...but so hard!
 
***Light spoilers ahead, but nothin beyond the manual most likely.***

yep, you'll be well acquainted with the load up creen (which thankfully goes really fast when you begin from a checkpoint after dying.)
Basically you need to abandon your run and gun tactics and pre-plan/think any attacks on bases. Use your binocs to scout (which puts each enemy on your radar permanantly) and decide which might be the best direction to assault from. Stealth is always the best tatic, and if you happen to find a silenced weapon, use it. It's not as pwerful, but you can take people out one at a time without being swarmed.
And lastly, bind the alternate fire modes to a key and make use of the Humvee's rocket launcher. (the PT boat too.)
 
I tried pressing b for the binoculars but they don't seem to come up...:| I've passed the bit with the m4 guards and picked up the gun and health, and got to a tower with a shack on it where there is a little stream passing...after that I shot a guy on a little wood structure, he fell off (it was quite funny), then a heli reared out, I heard some guys yelling fire in the hole, then BOOM...So smart!
 
Originally posted by DODGE the VIPER
I tried pressing b for the binoculars but they don't seem to come up...:| I've passed the bit with the m4 guards and picked up the gun and health, and got to a tower with a shack on it where there is a little stream passing...after that I shot a guy on a little wood structure, he fell off (it was quite funny), then a heli reared out, I heard some guys yelling fire in the hole, then BOOM...So smart!

Make sure you've actually picked up the binoculars, you dont have them by default. or maybe you've changed the key for it in the config.
 
Where do you get the binoculars? I probably either missed them in one of the huts or I haven't reached them yet...:embarrassed:
 
First Level, there's a hut that you have to go to. There's actually Binocs in a couple of different buildings in the beginning. Getting binoculars is actually one of the first objectives I believe.
 
Originally posted by DODGE the VIPER
Where do you get the binoculars? I probably either missed them in one of the huts or I haven't reached them yet...:embarrassed:
After the first group of huts and the dock you walk a bit farther up a hill to a hut with i think a radio in it and you can see the enemy camp across the water. It will be the flashing point on your radar.
 
Ah, just read the FAQ to find out where the binoculars are. Thanks guys :) It's the hut where it autosaves at the top of the hill. This game seems so suspensful to me...
 
Wow... I started playing FarCry a few days ago and I'm extremely impressed. I have to say though, that those monster things scare the crap out of me. I wonder who would win in a fight against them... Aliens or Predators from those series of movies?

This game is just hard enough to keep me on my toes. The hardest part so far for me was the area where you have to escape into the vents with guys repelling down from airplanes. It drove me crazy until I figured out how to get past that.

The graphics are incredible too. If Half-Life 2 looks even half as good as this then I'm not going to see daylight for a long time when it comes out.
 
Originally posted by Matrixhasu77
Wow... I started playing FarCry a few days ago and I'm extremely impressed. I have to say though, that those monster things scare the crap out of me. I wonder who would win in a fight against them... Aliens or Predators from those series of movies?

This game is just hard enough to keep me on my toes. The hardest part so far for me was the area where you have to escape into the vents with guys repelling down from airplanes. It drove me crazy until I figured out how to get past that.

The graphics are incredible too. If Half-Life 2 looks even half as good as this then I'm not going to see daylight for a long time when it comes out.

You got the Crytek bug. :)

I have to agree with the HL2 statement! So much to do, so little time.
 
Originally posted by Pako
You got the Crytek bug. :)

I have to agree with the HL2 statement! So much to do, so little time.
Heh... Remember that Call of Duty Screenshot in the Russian Apartments that you took of all the guns? Well, I managed to get this one yesterday. Thats how they landed after I shot them. I shot another that landed between two doors and sat there twitching his head back and forth even though he was dead. I got a screenie of that too.

I have a few others too. I may post them later.

I have to say though that on my 1.7 Ghz AMD system with 1 gig DDR 400 Ram and 9600XT that it runs flawlessly at 1024 x 768 on medium settings. I would bump it to higher settings but I don't want to make my system chung.
 

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I'm running through this game a second time through using the "devmode" cheats (man, having unlimited sniper rifle ammo is pretty fun).

The only thing I can't get to work is invincibility in god mode. I'm using the adjusted devmode.lua file and I can get all the weapons and ammo (all that I'm really interested in), but I'm still susceptable to damage. Anyone out have their god mode working properly?
 
What hotkey is binded to activate God mode.If it's END then change it to Backspace by editing the .lua file with wordpad.Scroll alll the way down and make sure it looks like this:

function ToggleGod()

if (not god) then
god=1;
else
god=1-god;
end
if (god==1) then
System:LogToConsole("God-Mode ON");
else
System:LogToConsole("God-Mode OFF");
end
end
Input:BindCommandToKey("#ToggleGod()","backspace",1);

This works for me so it should work for you aswell.
 
I was getting fooled. When hitting the [backspace] key, I'd see the message "God 0" which I took to mean "not on." Add to that the fact that I was still taking damage and I thought it just wasn't working. So I played about half the game just using the cheat to give me 999 ammo then turn it off. Then I realized that the 0 was simply the counter for how many times you would have died...
 
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