Far Cry's apparently gettin a "Gravity Gun" too

Far Cry doesn't reflect in the sniper scope, it magnifies what is already seen. Source can do this (magnifying glass in Kleiner's lab) easily. However, it's wrong - you should see an inverted reflection in the lens, you wouldn't see through it.

The reason you don't reflect everything behind you isn't an engine limitation in either case. 3D engines employ what is known as Frustrum Culling - everything outside the player's POV isn't rendered (basically, everything behind you). You really don't want to be rendering everything behind the player as well as what they can see in front of them. Hence HL2's use of cubemaps and Far Cry's magnification to simulate the lens effect.
 
bizzy420 said:
so where are all the great farcry mods?
also, the crytek engine is nice, but its not as scaleable as the source engine. thats why ppl with 5700's are enjoying halflife2, but not farcry.
im just glad i got a high end system to run both engines at full power.
Come on, the cryengine is new so there wasn´t a community at all. It has to grow and IMO it takes much time to develop a mod. The modders have to learn the new engine instead of dealing with a new incarnation - in terms of half life 2 and hammer.

If the maps of far cry would be as small as half life 2 levels it would run as hell. I hated the long tunnels of half life 2. There was always just one way, other doors were closed...Gordon can defeat a big strider but isn´t able to destroy a silly, wooden door.

:(

@Topic: 4 new videos of the far cry gravity gun. See the post of aarbro [ Written on 29.11.04, 00:39]. IMO ragdoll has to be fixed.
http://www.crymod.com/index.php?templateid=showposts&fid=10&tid=1384&CR=31&RL=20#8349
 
Baal said:
I'm really starting to think CryEngine is very much superior to Source.

Far Cry is not a better game than HL2 by any means..but Far Cry looks so damn good in everyway. There are a few things Source has over CryEngine, for example refraction of objects in water, as well as facial animations. But Shadows, and outdoor water looks much better in Far Cry, as well as the Sky is beautiful. Also the TRUE reflections in the Sniper Scope is very impressive. I'm sure Source is capable of that..but they didn't implement it in CS: Source..

I dont think thats really anything to do with the engines features though. For example the water shader is simply that, a shader. Most games support that now-a-days, even Halo 2 has water that reflects. As for the "True" reflections, as PMR said, its not a reflection at all, just a magnified image through the lens.
The only thing the CryEngine has over Source is its ability to render dynamic shadows. Source can do the same thing (Bloodlines has dynamic soft shadows) but not out of the box like the CryEngine does.

As for vast and detailed landscapes, we can't compare the engines because no one has seen anything like that done in the Source engine to compare it to. But that doesnt mean it can't.

And schoppi, that wooden door remark isn't a great basis for an argument when comparing engines. For one, its more of a design decision then an engine limitation. And you can say the same thing about Far Cry. Take the third level for example. If you try to boat around to the other side of the island, an invincible blackhawk spawns and kills you in 1 shot. I remember turning on cheats in the demo of that level and disabling the blackhawk to find that there was nothing but empty land around the otherside.
 
Sparta said:
And schoppi, that wooden door remark isn't a great basis for an argument when comparing engines. For one, its more of a design decision then an engine limitation. And you can say the same thing about Far Cry. Take the third level for example. If you try to boat around to the other side of the island, an invincible blackhawk spawns and kills you in 1 shot. I remember turning on cheats in the demo of that level and disabling the blackhawk to find that there was nothing but empty land around the otherside.
That wooden door wasn´t a basis to compare the engines. I just wanted to give an example for the tunnel level design of half life 2.
Of course the map has always an end and those ends are designed with high mountains, water...or just a closed door.
IMO it wasn´t a design decision to use so small levels in half life 2, it is a limitation of the source engine and the actual cpu/vga power.
 
Actually, it was a design decision.
 
Pi Mu Rho said:
Actually, it was a design decision.
Maybe the linear gameplay and the scripted events were a design decision. So the gameplay gets more exciting instead of having a world to explore. But the small levels aren´t a design decision, nobody likes it to watch a loading screen every ten minutes . I don´t think that anybody goes so often to toilet :)

Fary cry was like...load the level...and play the level.
Halflife was like...move a bit, load ..move a bit..load more.... Load...load...load...
 
When Half-Life was being developed, Valve opted to have the levels split into several smaller maps so there was never a point where the player was sat waiting for the next part to load.

They continued in the same vein for HL2 (although obviously, load times are longer) - hence the lack of a loading screen or progress meter between maps.

As for linearity - Far Cry is just as linear. You have your start point and a bunch of set, scripted objectives. In Far Cry, you just have more choice as to what physical route you take.
 
Pi Mu Rho said:
When Half-Life was being developed, Valve opted to have the levels split into several smaller maps so there was never a point where the player was sat waiting for the next part to load.
They continued in the same vein for HL2 (although obviously, load times are longer) - hence the lack of a loading screen or progress meter between maps.
It would be best if the world could be loaded dynamicly like it does in Metroid Prime. I know that would be very difficult cause you have to develop it for different hardware but the world gets so much more believable.
 
schoppi said:
It would be best if the world could be loaded dynamicly like it does in Metroid Prime. I know that would be very difficult cause you have to develop it for different hardware but the world gets so much more believable.
True, but it does beat out waiting 4 minutes for a level to load in some games, compared to a 10 seconds.
 
I'd Like to reiterate:

EVERY GAME SHOULD GET A GRAVITY GUN!!!
 
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