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Old 01-25-04, 06:21 AM   #205
Radiator
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Default Game Physics

Lovely looking game, but does anyone else think it feels like you are on the moon or something physics wise... ?
Gravity seems a bit wrong, and you "hang" in the air when you jump...

Maybe I'm just used to QuakeIII physics now, but they do feel "right" unlike this...
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Old 01-25-04, 06:41 AM   #206
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Default Re: Game Physics

Quote:
Originally posted by Radiator
Lovely looking game, but does anyone else think it feels like you are on the moon or something physics wise... ?
Gravity seems a bit wrong, and you "hang" in the air when you jump...

Maybe I'm just used to QuakeIII physics now, but they do feel "right" unlike this...
i see what u mean about when u jump, its a bit odd but then again farcry isnt supposed to be like q3 so...

also imo the environment looks to unspoiled it needs a bit of imperfection cos atm it looks unatural.
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Old 01-25-04, 09:50 AM   #207
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Quote:
Originally posted by Viral
Some other interesting/useful commands:

\d3d9_TripleBuffering
default 0, set to 1 for tripplebuffering

\e_deformable_terrain 1

havent tried it, but apparently it wont work.. i have seen terrain deformation in far cry videos.. so hopefully it will be in the full game.

\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.

\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
i posted this before.. but i wasn't sure of the default.. setting to 1 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!

Still many more i have to filter through.. in the meantime im going to test these and see how pretty i can make far cry while slowing my frame rate to a halt in the process Well.. at least i know this game will test future hardware for years to come i dont even thing next gen cards will allow me to enable all this and run the game smooth, even with my current settings.
Thanx, I place a few in the sytem.cfg and now i can play with v-syn AND triplebuffer, making the file, "read only", keeps the changes
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Last edited by Skinner; 01-25-04 at 10:15 AM.
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Old 01-25-04, 11:11 AM   #208
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Quote:
\e_sprite_min_distance
default=8.00000
i cant change this one .
it says it cheat protected!

on different matter i saw a Third person view command in the playercfg.lua file ??
i set it to "1" but nothing changed . still in fp view!
is it possible to play in 3rdperson view or in veichles at last ??

Last edited by SH64; 01-25-04 at 12:19 PM.
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Old 01-25-04, 12:39 PM   #209
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the playercfg.lua your looking is from the "leak"
the one from single player is different.
If you play in -devmode and after changing it to thirdperson = 1
you can switch the 3rd person by hitting f1
just read through the script it has a bunch of functions bound to keys.
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Old 01-25-04, 12:47 PM   #210
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500 mb download and 15 mins of gameplay
I am disappointed. I mean gfx/gameplay was OK but I expected something better from such a BIG download.
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Old 01-25-04, 01:57 PM   #211
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Any one know how to active Record command in console? I tried type "record xxx" in console. but frame remained as 0.
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Old 01-25-04, 02:18 PM   #212
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Quote:
Originally posted by mao5
Any one know how to active Record command in console? I tried type "record xxx" in console. but frame remained as 0.
all console commands including record can be used by activating devmode

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Old 01-25-04, 02:21 PM   #213
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Quote:
Originally posted by indio
all console commands including record can be used by activating devmode

Thank you very much
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Old 01-25-04, 04:27 PM   #214
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Quote:
Originally posted by indio
the playercfg.lua your looking is from the "leak"
the one from single player is different.
If you play in -devmode and after changing it to thirdperson = 1
you can switch the 3rd person by hitting f1
just read through the script it has a bunch of functions bound to keys.
great suggestion!


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Old 01-25-04, 05:51 PM   #215
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Does the vegetation & grass we see in Far Cry is using VS_2.0 ??

Last edited by SH64; 01-25-04 at 05:59 PM.
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Old 01-25-04, 08:38 PM   #216
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Quote:
Originally posted by SH64
i cant change this one .
it says it cheat protected!

on different matter i saw a Third person view command in the playercfg.lua file ??
i set it to "1" but nothing changed . still in fp view!
is it possible to play in 3rdperson view or in veichles at last ??
That one is useless anyway..

\e_lod_ratio
\e_terrain_lod_ratio
\e_obj_lod_ratio

are the main ones for increasing the detail of things in the distance.

The first seems to change the level of detail of most things at a distance, ie there is a certain tree i tested on that turns into a sprite at 55m, with this doubled, i cant find a piece of land to stand on to see the tree turn into a sprite, but im guessing it doubles (110m).

The 2nd really ups the poly count of distant terrain. I have a command to display everything's wire mesh, but i'm not sifting through to find it now.. with it enabled you can see the poly count is up to 5 times as high on distant terrain. 0.1 is the highest detail.. and 2 is default. I found 0.5 gives a good balance, but still drops my frame rate when looking at distant terrain around 5FPS. I found the best way to notice the difference is to look at the small island with the hill on the west inlet. stand on the shore of where the path leads into the forest and look at the two 'small' islands.. with 2 they look triangular and smaller.. with anything below 1 they look like they do up close, a bit larger, rounder and smoother.

The third really ups the detail of distant objects (mainly vegetation) it's not all that usefull, but does make the game look a little prettier.. mainly just ads contrast and difference to distant vegetation adding more variation etc.
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