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Far Cry Anyone?


JohnE
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Heading to Gamestop after work with the intention of picking Far Cry up. My Gamestop is really light on PC games, so I have no idea if they'll actually have any copies of it in stock today.

 

If they don't, I'm sure I can find some other things to spend my money on this afternoon though. :green:

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Wow. Color me impressed so far. The game runs much smoother than the demo did, with everything maxed out.

 

The story is kind of flat (After only a half an hour of play) at the moment, since I'm not really sure what the hell is going on. But supposedly it picks up in just a little while.

 

The graphics are phenomenal. Texture quality, the amount of foliage and little things (bird, insects, etc.) really add to the game. Sounds are excellent too, although the voice acting is just so-so. AI of the computer seems good too, with the mercenaries acting together and communicating with one another.

 

I'm still stunned at how the game runs. After the demo I was sure even my rig would chug along, but they've really worked out that issue.

 

Haven't tried multi yet, maybe later if SC:PT doesn't take up too much of my time tonight.

 

Can't really say just yet if it's the greatest single player FPS since Half-Life, but it's damn good so far.

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I'm still stunned at how the game runs. After the demo I was sure even my rig would chug along, but they've really worked out that issue.

 

Cool. That's good to hear. I was able to run it in high pretty comfortably but maybe now I can jack it up to very high and get away with it.

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I'm still stunned at how the game runs

 

Same here, even with the 9700 pro I'm playing with everything set to High, 1024X768 4XAA and 8XAF (both of which are more important to me than stunningly high resolution in this game) and everything is moving along wonderfully and looks downright jaw dropping. Now If someone would get me my 9800 pro................. ;)

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Now If someone would get me my 9800 pro

Why did I KNOW that was going to come up? ;)

 

Anyways... I think I need to change the difficulty level down a bit. I'm still on the "Tutorial" level, and riding around in the Dune Buggy, and dying. A LOT.

 

The physics system in the game is very impressive too. I love the ragdoll effects! Maybe we can try to get a multiplayer game going, if enough of us get Far Cry. It seems like it could be a lot of fun!

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Well after playing through about half the game I can only say, WOW! This has to be one of the best FPS's I've ever played. It seems to have nailed that undefinable something for me that makes a game great. My impression of the game keeps going up the farther into it I play which is rare. I haven't had a shooter suck me in so completely since Halo debuted on Xbox. Good stuff!

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Not great but far better than average, IMO. And yes the horror element is pretty cool. I've actually had a few "jump out of my seat" moments. All the elements of the game really seem to have come together well. I'm very impressed so far.

 

Edit - And let me add that performance is amazing. The demo really had me worried but they must have worked day and night to get this thing optimised. IT runs adn looks fantastic!

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  • 1 month later...

I don't know how much this improved in performance between the demo and the full version (everyone says it has to some extent, at least) but I'm stunned. I've just upgraded my box from an Athlon 900 with GeForce 2 Pro, to Athlon 2600+ with GeForce Ti200 and 512Mb RAM. And its stuttery as hell.

Looks like memory, actually - either because the card only has 64Mb, or the box has a 'mere' 512Mb.

 

This thing's requirements are evil. Still, at least I get some semblance of smoothness between the stutters; 3DMark03 has whole tests that do single digit framerates, and some bits won't even run...

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  • 3 months later...

Please someone tell me two things. First of all how exactly does Uwe Boll continue to get work directing:

 

http://imdb.com/title/tt0400426/

 

Combine that with his directing BloodRayne and Alone in the Dark and you have a man that has the capability of destroying any chance for a good movie out of potentially good IP.

 

Second question: How in the world does the guy net Naomi Watts, Ben Kingsley etc. to work in his movies! These are quality actors that I am almost 100% sure will be utterly wasted.

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Originally posted by FutureVoid@Aug 16 2004, 04:16 PM

Please someone tell me two things. First of all how exactly does Uwe Boll continue to get work directing:

 

http://imdb.com/title/tt0400426/

 

Combine that with his directing BloodRayne and Alone in the Dark and you have a man that has the capability of destroying any chance for a good movie out of potentially good IP.

 

Second question: How in the world does the guy net Naomi Watts, Ben Kingsley etc. to work in his movies! These are quality actors that I am almost 100% sure will be utterly wasted.

I know how:

 

MONEY

 

and lots of it.

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  • 2 months later...

Here is a link for it:

 

http://www.fileshack.com/file.x?fid=4787

 

Along with a list of changes:

 

Fixed a crash with the ForkLift when loading some levels.

* Fixed a bug that prevented levels from loading after saving in a previous level.

* Returned surround 5.1 sound option to the menu.

* Fixed a mounted weapon traverse problem.

* Fixed problems related to shaders1.pak and scripts1.pak not being removed on installation of the patch.

* Fixed a delay relating to tagging enemies in binocular mode.

* Normal Map Compression. Requirements: NVidia: Geforce FX Family or better, ATI: x800 card or better. This feature is disabled by default. To enable it, type r_TexNormalMapCompressed 1 in the console after loading a level. Enabling this feature during the game may take some time - the PC may appear to freeze. This variable will not be saved when restarting the game. Enabling normal map compression will have prolonged execution the first time running through a level due to initial compression phase occurring in real time through the level. Subsequent reloads of the same level will yield better performance and therefore we recommend that you run any benchmark twice and to take the second of the two runs for benchmarking purposes since this most closely represents the usual user experience.

* SM 3.0 and SM 2.0x are now enabled by default when graphics settings are set to ‘Very High’. To see performance increases you must have Direct X 9.0c installed.

* Improved tangent-space calculation to improve bumpmap quality.

* Anisotropic filtering disabled for some textures (light-maps, several lookup textures, fall-off maps) for increased performance.

* When attempting to connect to PunkBuster regulated servers, make sure you are not running with –DEVMODE enabled. Run the Farcry.exe itself (not a shortcut) if you are unsure.

* If you are kicked from a PunkBuster enabled server with the reason “No packet flow???, make sure the Windows XP internal firewall is disabled.

* Improved syncronization in multiplayer.

* Fixed bug in leaning with different player classes.

* Fixed an invisible wall exploit in mp_freighter.

* Please ensure you have your graphics cards latest drivers installed.

 

People are reporting some very nice gains in performance due to the enabling of Shader 2.0x and 3.0 along with the changed noted for anistropy. I'll definitely be downloading tonight. Wouldn't mind playing through the game again (which reminds me I have to add it to my list of completed games this year. :tu: )

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It figures that they'd patch it the day after I start playing it. ;)

 

This patch also features all of the changes in the officially recalled 1.2 patch (though hopefully without the problems that caused them to recall it!):

 

Patch 1.2 change log

 

Current changes:

 

* Made the run speed about 15% faster

* Made sprint last 30% longer

* Adjusted damage to vehicles

 

(vehicles now survive longer in multiplayer and behave consistently between

weapon damage types) Bullet damage can be disabled by ?g_vehicleBulletDamage?

cvar: 0 = no bullet damage (default), 1 = bullet damage; this works only in MP.

MP vehicles can get the same damage from every kind of bullet (no distinction

between sniper rifle and the deagle), this value is set by ?dmgBulletMP?

variable inside ?DamageParams? table of the vehicle.

 

-buggy, humvee and gunboat can be destroyed with one rocket.

-bigtruck can be destroyed with three rockets.

 

-buggy and gunboat can be destroyed with 100 bullets (if g_vehicleBulletDamage

= 1)

-humvee can be destroyed with 150 bullets (if g_vehicleBulletDamage = 1)

-bigtruck can be destroyed with 500 bullets (if g_vehicleBulletDamage = 1)

 

-vehicle damage code cleaned and made more consistent.

 

* If punkbuster is not installed the "punkbuster enable" togglebox will not be

disabled

* Fixed a number of serious issues with headshot detection

* Ported a number of sensitive routines into non SDK sources

* Fixed some issues with ladder animations appearing odd to other players

* Added quicksave support for single player (still in process)

* Fixed bug where players name tag didn?t show up

* Fixed bug where console would accept letters as variable states

* Fixed a number of ladder related issues

* Fixed error with warning message in connection dialogue

* Fixed a significant number of bugs relating to quicksave (~100 bugs)

* Fixed a connection dialogue error

* Fixed an incorrectly localized HUD message

* Fixed bug with server shutdown dialogue error

* Addressed a number of issues with the server list UI

* Fixed bug causing cancel button to stop working

* Server create sessions are now saved

* Fixed a bug causing game freezes when player joins and player rotates

* Fixed a rendering issue with Radeon 9600 graphics cards

* Fixed Punkbuster crash when switching from punkbuster online server to

hosting LAN server

* Fixed issue with punkbuster icon not showing up in the server listing

* Fixed random crash relating to punkbuster server listing info

* Fixed issue with punkbuster refusing connection to a server that is destroyed

and then re-hosted

* Fixed a number of crash problems related to punkbuster server creation with

non-dedicated servers

* Fixed issue with punkbuster enabled in multiple server profiles

* Disabled e_vegetation_min_size in multiplayer (used as cheat)

* Added optimizations for character effects including invulnerability shader

* Added optimizations for scoreboard performance. Scoreboard no longer updates

fields that have not changed

* Fixed issue where radar would not be drawn correctly with certain game type

changes

* Fixed framerate issue when player touched assault ammo pickups

* Fixed issue with password protected servers not removing password after

restart

* Fixed issue with spectators not being able to hear ambient sounds

* Fixed message printout for multiplayer statistics (was only working with

log_verbosity 1, not it works with 0 (default) as well)

* Fixed listplayer on the client (was only working on the server)

* Changed multiplayer scoreboard system for less bandwidth and easier

extendibility

* Fixed bug in scoreboard that reported ping incorrectly by a factor of 2.

Pings now appear correctly (half the old values). Note: ping is still the same,

the output value was inaccurate)

* Fixed check in server/client version check (now you cannot connect to servers

with old network code)

* Fixed bug in submitted Punkbuster ID causing random CD Key hash to be

generated. Global ID unique to CD keys is now parsed correctly.

* Added MultiplayerUtils:OnChatMessage a script function which is called on the

server for every chat message (to enable saving out chats)

* Made several changes to improve network packet scheduling

* Separated multiplayer and single player weapon code better functionality with

mod developers and support for changes to MP balance without affecting single

player.

* Made a number of changes to multiplayer weapon parameters, outlined below:

 

All weapons ? Increase accuracy while standing still by 25%

Made the medic packs give 50% more health for the engineer class

Reduced rocket launcher clip to 1, no change to lethality.

Increased MP5 damage by 30% with full auto, 50% increase with semi-automatic

Adjusted AG36 damage to head and torso.

Reduced AG36 grenade radius.

Increased OICW accuracy by 30% when zoomed.

Reduced OICW grenade clip to 3 with max carry of 3 in the gun and 3 in reserve

Increased Pancor damage slightly

Reduced P90 damage by 10% and reduced max range by 25%

Increased lethality of mounted weapons.

 

* Improved detection code for player name tags, fixed issue causing name tags

not to appear if crosshair was on arms and legs

* Fixed collision detection on the dedicated server with different arm position

because of different weapons. Hit detection is now more accurate.

* The record console variable was marked as protected because it opened up some

cheat possibilities.

* Fixed a bug that sometimes caused players hit by a buggy not to credit the

driver with a kill

* Fixed a number of issues with discrepancies between player cameras in 1st and

3rd person

* Fixed a crash relating to Rcon commands with dedicated server

* Fixed bug with FarCry MOD version number being incorrectly displayed as 1.0

* Reworked a number of installer issues

* Fixed a number of bugs relating to Linux dedicated server porting

* Fixed bug causing mercenary reinforcements to behave incorrectly

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