FeLaGunD

September 5, 2007

TheArtofWarfare

Filed under: TAW — felagund @ 8:44 am

So what is TAW? The Art of Warfare or TAW is a multi-simulation gaming clan of over 500 members. We are one of the largest communities of our kind offering 12 simulations ranging from America’s Army to World of Warcraft! TAW has adapted over the years to handle the changing landscape of PC gaming, and will continue to do so for many years. TAW is unique in the way the leadership grows and runs the organization.
The power of decision making does not fall to one person but to a council called Task Force Operations or TFO. This council votes on the important issues affecting the organization and constantly strives to improve every aspect of the community.

So, now we get back to TAW FarCry. We are a single division of this big community. Although we have around 100 members, we still provide a unique experience for every player. It is difficult to describe the FarCry Division with a single word, but if I had to I would say FAMILY. I have made friends in this organization that will last a lifetime. These are real down-to-earth people that have so much more in common than a love of gaming; we respect each other and the organization that we are a part of. I think many join TAW FarCry expecting for it to just be another clan of people that play FC together. They quickly learn though, there is more here than the game. It is the people that have built this family and have kept it strong. You don’t have to take my word for it though.

TAW FarCry is very different from other clans for reasons other than the one above. One of the bedrock principles of TAW is the mandatory practice. This means twice a week for 2 hours you will show up at practice. Obviously we have excuses when things come up, but the bottom line is you are there. This does 2 major things for the organization; it provides a stability and structure that is missing from so many other clans. This allows us, with the volume of people we have, to conduct our own internal matches between squads internal to the organization Also, these mandatory practices show all the other people in TAW FarCry that you care. It shows you care enough about your teammates to make a real life commitment to TAW. We realize that this isn’t for everyone. If you are someone that is unwilling to dedicate the time, then TAW is not for you. But if you want to be a part of an organization of people that have made that commitment, TAW is for you!

So I think I have covered the big stuff, and so if you are on the fence about giving us a try, I can say the following: “Just try it”.
You have nothing to lose. If you find out TAW is not for you, you can leave anytime without any guilt or sensationalism you might get other places. Our family is always on the lookout for those that will help us grow as a community and as people, and have a darn good time playing Far Cry. Thank You.

Games in TAW:
Americas Army
Armed Assault
Battlefield
Call of Duty
Company of Heroes
Delta Force
FarCry
Ghost Recon
IL2: Sturmovik / Pacific Fighters
Medal of Honor
Rainbow Six
Red Orchestra
Silent Hunter
S.T.A.L.K.E.R.
Unreal Tournament
World of Warcraft

http://www.taw.net

July 28, 2007

Mapping Tutorial

Filed under: FarCry — felagund @ 8:44 pm

Far Cry Mapping Tutorial
by Felagund

I gonna explain how you can create an assault map since many people that start creating maps have trouble with
flags getting to work.

First we have to change the gametype to ASSAULT.

You will see left on top the gametype, if you create a new map it will be on Mission 0. Click on the green + to duplicate mission and call the mission ASSAULT. Now you select Mission0 again and click on the red cross to delete it. We have now ASSAULT as gametype.

Now we start with creating the spawn points and flag.

If you have opened the editor you will see the RollupBar on the right. If you can’t see the RollupBar click on the top on Window and click on RollupBar.You go to Objects/Entity/Multiplayer and you select ASSAULTCheckPoint. You will need the ASSAULTCheckPoint to create respawns and flags. So you create three of these and put them on the map.

First we are going toset the flag, select an ASSAULTCheckPoint and use the next settings. You will find the Entity Properties in the RollupBar once you have selected an ASSAULTCheckPoint.

Important is that the first flag gets CheckPoint_Number 2. If you make a second flag it will have CheckPoint_Number 3 and a third flag will have CheckPoint_Number 4.

Now we will create the Attack and Defence Spawn.
For both you use a ASSAULTCheckPoint, for the attack checkpoint you use the settings as in the left image, for the defence checkpoint the right image. For spawnpoints for flag 2 you change the Checkpoint_Numer to 2. For flag 3 you use 3.

To let the flags work we first have to insert a CurrentMission. You can find it also under Entity/Multiplayer. We create one and we put it above the first flag. It should be above the first flag otherwise the Radar will be displayed wrong. You can insert a message for attackers and defenders, like the picture on the left. We have to put a CurrentMission about every flag.At the end we also want a message if a team has won, so if we have 3 flags we create 4 CurrentMissions.
Now we have to link the spawn/flag with the CurrentMission. First we select an attacker respawn. In the RollupBar you will find
Input/Output Events (It is possible that you have to scroll down). Now you click on On Spawn, now you click on Pick New and you click on the CurrentMission that is above flag 1. If you did it correct you will see a line that connects the Spawn with the CurrentMission. Now you will have to capture the first flag if the attacker spawns (you have to do it for only one attacker respawn).Now we have to do the same with a flag because we want to have a second flag once the first is taken. You select the first flag an go again to Input/Output Events, Pick New, and select the CurrentMission above the second flag. Do this also to connect flag 2 with the CurrentMission above flag 3. You have to link flag 3 with CurrentMission 4, the one that most of the time displays You have won or You have lost.

In the end it will look like this:

February 17, 2007

Start LAN (no prewar)

Filed under: Uncategorized — felagund @ 1:48 pm

badge.jpg

Mapping Lag-Cycle Bug

Filed under: Uncategorized — felagund @ 1:45 pm

Manual on how to test and fix the Lagcycle-Bug

 Author: [SC]BelovedMonster

Version: 20 oktober 2005 – pre release

Introduction

The lagcycle-bug is a nasty mysterious bug that plagues several custom multiplayer maps of different gametypes. When you play the infected map you notice nothing special. However, the map you play after the infected map lags considerably. This leads often to wrong conclusions about custom maps, as it is not immediately clear what causes the lag on a specific map – it could be the bad design of the map itself, but it could also be that the map itself is good, but the map that was played right before had the lagcycle-bug. Also it is not clear what the cause is of the lagcycle-bug. This has lead, among other things, to desperate mappers who have tried to fix the bug for their map. This also applied to me, when I was working on mp_helix. The released BETA-version (called mp_HELiX_Prologue_BETA) was infected by the lagcycle-bug, and I wanted to fix it.

Luckily, it has been discovered that building a new map based on a stock map like mp_airstrip reduces the chances of being infected. This has lead also to the suggestion to fix the lagcycle-bug by building the map again from scratch based on a stock map. That is exactly what I did with mp_helix, and finally I succeeded in this. What I have learnt from this, I have put in this manual in the strong hope that other mappers can do the same. However, a warning is in order, as I cannot garantee success. The only thing I know is that it worked for me. The entire manual is written on the basis of my experience in fixing the bug for mp_helix. Any suggestions to improve the manual are more than welcome.

Overview

Roughly the following steps must be taken to test and fix the Lagcycle-Bug.

Test if your map is infected. If yes then go on with step 2 else leave this manual.

Install a new basic map that is not infected.

Now you need to export all the stuff from your infected map.

When the heightmap of your infected map has not the size of 1024×1024 then you need to resize your heightmap and (if present) resize the masks of the manual textures.

Now you need to import all that stuff into the new uninfected map.

Finishing touches.

These steps are described in this manual, but first i start with some definitions:

- i call the map that is (possibly) infected by the bug: mp_infect

- i call the new map that should not be infected: mp_new (when following this manual you temporarily have two versions of your map, the infected one and the new uninfected one.)

- i call the Sandbox editor in which you make your Farcry-maps, simply: Editor

Step 1: Test if your map is infected

Required:

a) custommap mp_urbanwar_2 is installed

b) knowledge on how to show FPS (frames per second) in FarCry (r_displayinfo 1)

I do the following to test if a map is infected by the Lagcycle-Bug:

1. Start FarCry, choose Multiplayer, [Create a LAN-server], Select your gametype (assault/tdm/ffa), Select mp_infect, [Run].

2. When your map has loaded, play for say 10 seconds in your map, then hit ESC and disconnect.

3. Select Assault, Select mp_urbanwar_2, [Run].

4. When I see that urbanwar_2 runs with FPS 60+ the mp_infect is NOT infected. When FPS is around 20 then mp_infect is infected.

Step 2: Installation of mp_basic

The quickest way to make a new basicmap that is not infected is the following:

1. Go to http://www.springcreature.net. Choose downloads. Select Far Cry Maps. Download Far Cry basicmap.

2. Run the downloaded .exe. Now you should have a directory …/FarCry/levels/mp_basicmap

3. Change the name of the directory to your liking. In the directory you can also change the name of mp_basicmap.cry. For convenience reasons I will call the map mp_new

4. Start the Editor / Load mp_new / Delete the missions that are not in your mp_infected (e.g. delete FFA/TDM when your map is an ASSAULT map) / Save / Export to Engine.

Step 3: Export all the stuff from mp_infect

Required: paper and pencil

Most things of a map can be exported with the editor. Some things however must be done manually:

Start the Editor. Load mp_infect.
Write down manual stuff

Environment

In the RollupBar: Choose Terrain / Click Environment / Write down all this data. NB If you don’t know which bars I mean, choose Window from the menu and (de-)select the bar.Lighting

In the ToolBar: Click Lightning / Write down all this data. You must estimate the 4 sliders. / Also write down the Sky Color and Sun Color.

Libraries

Open the Database view (e.g. by selecting it under the menu Window). Write down or remember the libraries you use in your map, like the animal library when you have animals in your map, or several material libraries when you use custommaterials on objects. NB. The selected libraries are loaded everytime your map is loaded.

Holes

If you made holes in the terrain: look at these holes and try to remember how big they are.

Lightmap

If you made a lightmap: write down the lightmap settings you used to make that lightmap. That is: In the Game-menu, choose generate lightmaps / write down the settings at ‘quality’ and ‘misc’ Automatic export

Layers

In the RollupBar: Choose Layers Settings / Click the small floppy disk / Choose a name and save it.

Objects

First be sure that no objects are froozen or hidden. Then select ALL objects: Choose menu Edit / Click Select All / Then Choose menu Modify / Click Save Object(s) / Choose a name and save it.

Vegetation

In the RollupBar: Choose Terrain / Select ALL vegetation groups (holding shift – choose the first vegetation group – then choose the last) / Click the small floppy disk / Choose a name and save it.

Textures

In the ToolBar: Click Texture (you are now in the Terrain Layers Editor) / Choose File-menu / Choose Export Layers / Choose a name and save it.

Heightmap

In the ToolBar: Click Terrain / Choose File-menu / Choose Export Heightmap / Choose as file-type: .pgm or .raw (NOT .bmp) / Choose a name and save it

Check if your heightmap dimensions are 1024×1024. (In the ToolBar: Click Terrain ). If your heightmap dimensions are not 1024×1024 then you must go to step 4 else go to step 5.

Step 4 (optional): Resize heightmap & texture-masks

Required: program to edit images like photoshop or paintshop-pro

If the heightmap dimensions of mp_infect are not 1024×1024 (but for instance 512×512) then the heightmap must be resized. For now I pressume the heightmap that was exported at step 3 had dimensions 512×512. Then this heightmap must be resized (or better enlarged) to 1024×1024, otherwise it cannot be imported at the following step. Also when you used one or more manual texture masks, these images must also be resized.

Resize of heightmap from 5121024
Schematically the resize looks like this:

You can load the original heightmap into Paintshop (or whatever program you use). How exactly you must do the transformation sketched above in Paintshop I do not know. I admit to be a kind of Paintshop-noob. I tried several things that looked logical, but when I tried to import the result (see next step) I run into all kind of problems. Therefor I used a manual method
Manual method

Shot explanation of .pgm -format

I used the .pgm format to export the heightmap in the previous step. The file can be opened with a simple word-editor, as the file contains only numbers. In fact it has:

- a header: starts with P2, then the dimensions of the heightmap (512 512), then the maximum height-value (65535)

- 512 lines of 512 numbers (for each position in the heightmap it has a number: the higher the number, the higher the terrain)

Changes in .pgm file

The changes you must make to transform the file from 512 to 1024 are the following:
Change the header dimensions: from 512 512 to 1024 1024

Put in 512 numbers (mostly zero, some ones and twos to keep track of things) after the 512 lines

Put in 512 extra lines of 1024 numbers (mostly zero, some ones and twos to keep track of things)

Save the new file under another name

Resize of texture-masks

When the heightmap changed from 512 to 1024, the manual texture masks (i.e. the textures that are not automatically generated but are painted manually with the layerpainter) must also change from 512 to 1024.

Start the Editor / Load mp_infect / In the ToolBar: Click Terrain / For all textures that are not generated automatically do the following:

Select the texture from the list / Click ‘Export Mask’ (located under Preview-Layer mask) / Choose a name / Save (the saved files are .bmp formats)

For all saved texture masks the same transformation must be made, as sketched at the heightmap. The difference is that the texture masks has .bmp format (they have a size of 49 MB for a texture of 4096×4096). I did the transformation with Paintshop Pro (select/copy and paste). Warning: you must be very accurate with this copy-paste-thing!

NB. Because the .bmp files are so large, you can have problems with copy&paste in Paintshop Pro: it gave me sometimes a not-enough-memory error, while my computer has 1 GB ram. Possible solution is to divide the picture in 2 and do 2 copy-pastes

Step 5: Import all the stuff into mp_new

Start the Editor. Load mp_new

Take your paper where you wrote down the stuff at step 3.

Environment

In the RollupBar: Choose Terrain / Click Environment / Input the stuff you wrote down / Hit apply.

Lighting

In the ToolBar: Click Lighting / Input the stuff you wrote down. / Hit ok.

NB. Don’t forget to change the Sky Color and Sun Color.

Libraries

Open the Database view (e.g. by selecting it under the menu Window). Open the libraries you wrote down.

Holes

If you made holes in the terrain: remake them again.

Automatic import

Heightmap

In the ToolBar: Click Terrain / Choose File-menu / Choose Import Heightmap / Select your saved heightmap and open it

Layers

In the RollupBar: Choose Layers Settings / Click the open folder button / Select your saved layers and open it

Note: if you do not import layers, then the imported objects are all going to be in the Main-layer.

Objects

Choose menu Modify / Click Load Object(s) / Select your saved objects and open it.

Vegetation

In the RollupBar: Choose Terrain / Click the open folder button / Select your saved vegetation and open it

Textures

In the ToolBar: Click Texture / Choose File-menu / Choose Import Layers / Select your saved textures and open it

Texture masks for manual textures

If you resized your manual texture masks in step 5 then: In the ToolBar: Click Terrain / For all manual textures that are resized do the following:

Select the texture from the list / Click ‘Import Mask’ (located under Preview-Layer mask) / Select your resized mask / Open it

Save your map / Generate surface texture / Export to engine / Exit the Edito

You should have now a first new version of your map that is not infected. Check if the steps you took were all succesfull (like objects etc).

Step 6: Finishing touches

Start the Editor. Load mp_new

Manual texture masks

When you resized your manual texture masks, pay special attention to these textures. The result can be slightly different from the original, because they are less accurate (e.g. you use the same texture dimension –e.g. 2048 or 4096- for an area that is twice as big). I did a sharpening of the masks in Paintshop Pro, because the resulted values after copy/paste where slightly less then the original. I also tweaked these textures by using the Layer painter in the Editor.

Holes: if your mp_infect had holes in the terrain then remake the holes again.

Lightmap: if you made a lightmap in mp_new then make this lightmap again (remember that you wrote down the lightmap-settings in step 3).

Save / Export to engine / Exit the Editor.

Test if your mp_new is infected (see step 1). It should NOT be infected!!

If you succeed then first of all congratulations!!! You can of course move mp_infect to some backup-directory and rename mp_new to your liking. Remember that the described method is based on one succesfull attempt to get rid of the lagcycle-bug. Therefor at the start of this manual, I gave no garantee for success. But… I surely hope you made it!! Comments are welcome!

Demo Badge

Filed under: TAW — felagund @ 1:43 pm

1. The 1st task is to destroy the jeep at a time specified by the instructor. 5 points: -1 point for each second off the given time.

2. The 2nd task is to destroy both jeeps 5 seconds apart. 5 points: -1 point for each second off the given time.

3. The 3rd task is to drop a bomb on all 7 squares within 10 second interval without dieing. 5 points: lose all points for dieing, -1 point per square missed.

4. The 4th task is to destroy all 12 walls only using 4 bombs. 6 points: -.5 point per wall not destroyed

5. The 5th task is to throw a bomb in each box from the top of the platform. You may only try each box once. 6 points: large square is 1 point, medium square is 2 points, and small square 3 is points

6. The 6th task is to destroy 1 section of wall not including the ends. Must have an undestroyed section on both sides of destroyed section. 10 points. (Yes it is possible) You will only be allowed 3 attempts.

7. The 7th task is to destroy all 3 wall sections with only 2 bombs from ground level. 3 points: -1point per wall section missed.

8. The 8th task has no point value, but you must be able to answer the tester’s questions regarding damage occlusion.

9. The 9th task you will begin at entry wall. At entry wall, you will be told a time that you can enter the wall. Once inside you must destroy all walls, 3 towers and a bunker. Time will end when last item is destroyed. 60 points if completed at 2 min. mark, -1 points per second after 2 min, +1 point per second faster than 2 min.

September 4, 2006

Maplist

Filed under: FarCry — felagund @ 7:38 pm

American Map Pack v1.0

am_administration
am_assault01
am_chemical
am_union
am_industry
am_security
am_blizzard
am_cascades
am_wetlands
am_river
am_rundown
am_angelisland

Australian Map Pack

Au_air assault
Au_airbase
Au_breakout
Au_Carrier
Au_Coastguard
Au_Ghostwood

Au_Harbour
Au_loader
Au_miniwar
Au_the_edge
Au_treatment
Au_urban_city

EU Map Pack v1.1b

eu_castle
eu_gorge
eu_handara
eu_helix
eu_landslide
eu_stronghold
eu_temple
eu_tese
eu_graveyard
eu_streets

Springcreature Far Cry Map Pack

mp_beneath
mp_cult_v3
mp_darkness
mp_deadnight
mp_epic
mp_expedition
mp_nalt01.1
mp_nalt02.1
mp_nalt03
mp_nffa02
mp_predator
mp_rainforest
mp_riverside
mp_serene
mp_treatment
mp_tript
Unofficial Far Cry Custom Map Pack #1

mp_arkebuto_p
mp_blood_gulch_night
mp_boxcanyons
mp_cry
mp_depot
mp_dune_day
mp_dune_night
mp_integrate
mp_MtCyanide
mp_oasisday
mp_panic
mp_railway
mp_shrouded
mp_skydive
mp_steamynights
mp_steamystorm
mp_tactic_p
mp_trade
mp_typhoon_day

Unofficial Far Cry Custom Map Pack #2

mp_arctico
mp_aurora
mp_bayou
mp_bombay_f
mp_casbah
mp_crypt
mp_cubicles
mp_cypress
mp_desolate
mp_fortmcrae
mp_galeras
mp_ibiza2
mp_monkeyassault
mp_morgue
mp_riodiablo_f
mp_rockcove
mp_shipyard_f
mp_slugworth_keep
mp_tropic
mp_urbanwar

Unofficial Far Cry Custom Map Pack #3

mp_3_archive
mp_3_bootcamp
mp_3_cascades
mp_3_chemical
mp_cubicles2
mp_3_diesel
mp_grand_casbah
mp_3_helix
mp_3_hightide
mp_3_landslide
mp_3_metro
mp_pitfight
mp_3_temple
mp_3_union

Tournament Map Pack v2.0

mp_to_access
mp_to_alcatraz
mp_to_archive_tdm
mp_to_archive
mp_to_bermuda
mp_to_cryadministration
mp_to_cryassault
mp_to_crycity
mp_to_dam
mp_to_dark_office
mp_to_escape
mp_to_eXile
mp_to_gorge
mp_to_helix_tower
mp_to_lagoon
mp_to_pier
mp_to_pistolfight
mp_to_pistolfight_v2
mp_to_savas
mp_to_storage
mp_to_stronghold
mp_to_templer
mp_to_timewar_v2
mp_to_treehouse
mp_to_village

Cvar checks

Filed under: FarCry — felagund @ 7:36 pm
pb_sv_cvar ai_update_interval IN 0.0000000014901161 0.2000000029802322
pb_sv_cvar ai_max_vis_rays_per_frame IN 50 300
pb_sv_cvar cl_display_hud IN 1
pb_sv_cvar cl_hud_name INCLUDE hud.lua
pb_sv_cvar cl_weapon_fx IN 1 2
pb_sv_cvar cl_cmdrate IN 20 100
pb_sv_cvar e_fog IN 1
pb_sv_cvar e_particles_lod IN 0.5 1.0
pb_sv_cvar e_particles_max_count IN 512 8192
pb_sv_cvar e_time_smoothing IN 0
pb_sv_cvar e_vegetation_min_size IN 0 2.2
pb_sv_cvar e_vegetation_sprites_distance_ratio IN 0.9 360
pb_sv_cvar fixed_time_step IN 0
pb_sv_cvar g_lefthanded IN 0
pb_sv_cvar g_radarrangeChangeSpeed IN 3
pb_sv_cvar g_radarrangeIndoor IN 50
pb_sv_cvar g_radarrangeOutdoor IN 200
pb_sv_cvar g_radarrange IN 49 210.5993804931641
pb_sv_cvar i_direct_input IN 1
pb_sv_cvar p_head_camera IN 0
pb_sv_cvar p_camerasmoothscale IN 5
pb_sv_cvar p_camerasmoothtime IN .6
pb_sv_cvar p_camerasmoothvlimit IN 20
pb_sv_cvar p_head_camera IN 0
pb_sv_cvar r_ColorBits IN 32
pb_sv_cvar r_DepthBits IN 24 32
pb_sv_cvar r_DisableSfx IN 0
pb_sv_cvar r_Driver INCLUDE Direct3D9
pb_sv_cvar r_hdrrendering IN 0
pb_sv_cvar r_nodrawnear IN 0
pb_sv_cvar r_vpfog IN 1
pb_sv_cvar r_volumetricfog IN 1
pb_sv_cvar r_waterreflections IN 1
pb_sv_cvar r_CoronaSizeScale IN 1
pb_sv_cvar ui_RepeatSpeed IN 40
pb_sv_cvar ui_RepeatDelay IN 200
pb_sv_cvar SCF IN 0

Coka config

Filed under: FarCry — felagund @ 7:34 pm
-- ## Edited commands:

ca_ambient_light_intensity = "0.2000000029802322"
ca_ambient_light_range = "0"
ca_EnableDecals = "0"
cl_cmdrate = "100"
cl_updaterate = "100"
cl_maxrate = "30000"
cl_installshieldversion = "48"
cl_lazy_weapon = "0"
cl_projectile_light = "0"
cl_punkbuster = "1"
cl_saveubipassword = "1"
cl_weapon_fx = "2"
cl_weapon_light = "0"
d3d9_TextureFilter = "BILINEAR"
e_active_shadow_maps_receving = "0"
e_beach = "0"
e_brushes_merging = "1"
e_cgf_load_lods = "1"
e_decals = "0"
e_decals_life_time_scale = "0.500000"
e_detail_texture_quality = "0"
e_EntitySuppressionLevel = "2"
e_flocks = "0"
e_light_maps_quality = "0"
e_max_entity_lights = "2"
e_obj_lod_ratio = "5.000000"
e_overlay_geometry = "0"
e_particles_lod = "0.500000"
e_particles_max_count = "512"
e_shadow_maps = "0"
e_shadow_maps_from_static_objects = "1"
e_shadow_maps_view_dist_ratio = "10.000000"
e_shadow_spots = "0"
e_stencil_shadows = "0"
e_stencil_shadows_only_from_strongest_light = "1"
e_use_global_fog_in_fog_volumes = "0"
e_vegetation_min_size = "2.200000"
e_vegetation_sprites_distance_ratio = "1.000000"
es_CharZOffsetSpeed = "5.0"
es_EnableCloth = "1"
ExitOnQuit = "1"
fs_homepath = ""
g_gore = "2"
g_language = "english"
g_playerprofile = "default"
g_serverprofile = ""
g_timezone = "0"
game_GliderBackImpulse = "2.5f"
game_GliderDamping = "0.15f"
game_GliderGravity = "-0.1f"
game_GliderStartGravity = "-0.8f"
i_dinputkeys = "1"
i_direct_input = "1"
i_mouse_accel = "0.0"
i_mouse_accel_max = "100.0"
i_mouse_mirror = "0"
i_mouse_smooth = "0.0"
log_FileVerbosity = "0"
log_Verbosity = "0"
mp_model = "Objects/characters/workers/evil_worker/evil_worker_MP.cgf"
p_color = "0"
p_deathtime = "30.0"
p_lightrange = "1"
p_model = "objects/characters/pmodels/hero/hero.cgf"
p_name = "$4name"
r_Beams = "0"
r_Brightness = "0.521679"
r_checkSunVis = "0"
r_ColorBits = "32"
r_Contrast = "1.000000"
r_CoronaFade = "1.000000"
r_Coronas = "1"
r_CoronaSizeScale = "1.000000"
r_CryvisionType = "2"
r_DepthBits = "24"
r_DetailDistance = "0.000000"
r_DetailNumLayers = "0"
r_DetailTextures = "0"
r_DisableSfx = "0"
r_DisplayInfo = "0"
r_Driver = "Direct3D9"
r_EnhanceImage = "0"
r_EnhanceImageAmount = "1.000000"
r_EnvCMResolution = "4"
r_EnvCMupdateInterval = "0.200000"
r_EnvLCMupdateInterval = "0.100000"
r_EnvLightCMSize = "4"
r_EnvLighting = "0"
r_EnvTexResolution = "4"
r_EnvTexUpdateInterval = "0.100000"
r_Flares = "1"
r_FSAA = "0"
r_FSAA_quality = "0"
r_FSAA_samples = "1"
r_Fullscreen = "1"
r_Gamma = "2.626667"
r_Glare = "0"
r_GlareQuality = "0"
r_HDRBrightOffset = "6.000000"
r_HDRBrightThreshold = "3.000000"
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Engineer Manual

Filed under: FarCry — felagund @ 7:16 pm

Engineer guide

When are you an engineer type?
You like the sightseeing of Far Cry, you’re not interested in all that violence of killing each other.
You like to sneak through the map without been seen and you don’t mind stealing someone’s property.

1. General

The engineer takes an extremely useful role. The engineer has a wrench to build walls, towers, guns etc. and also has bombs to be placed to destruct the same if on attacking team. He is equipped with a Falcon and can choose between a M4 and medpacks.

1.1 Abilities

The most important ability is hiding for the enemy. When you’re a player that likes to run in open field and shoot everything you see, then engineer will be nothing for you. Engineer is also a tactical role in the game. As an engineer it is the easiest to capture flags by using your speed. You also make tactical decisions each time you build something, every item you build will have effect on the game, so think before building, think about the effect it would have when it’s build. Some bunkers or towers can be used against you.

1.2 In combat

The engineer is a lot faster than a grunt, by using your speed you can avoid many bullets. When you come across an enemy you move left (or right), you’ll see that the M249 is following you, but he is slow, he comes behind. On the moment the bullets almost reached you, you jump to the other side over the bullets. Most grunts only hit on the moment that you turn side, when you have enough space you try to go as long as possible to one side. Remember that the enemy is a lot slower. When you’re out of ammo you search for some items in the map where you can hide. Use your speed, and never stand still as an engineer.

1.3 Run, you fools!

Important for the engineer is the run button. When you’re out of ammo, or when you go for a flag you have to run. When you’re attacking a flag and you’re near it, change your weapon to bombs and put bombs around the flag before touching the flag while running. I you’re approaching a flag in the bushes and there is a open space, run. When you’re afraid of an enemy, run.

2. Weapons

2.1. Wrench

Building is the general goal of an engineer. When you’re building it is the best to lay down that you won’t be in crossfire. Also it is important to know where the enemy sniper is so that you can hide behind the building box. When you have to build a long wall it is the best that you first hit all the boxes so that every part of the wall become brown. This way the enemy doesn’t know where you are located.

When you have build a gate and they destroyed it you can just hit it once with your wrench. Then you have two different gates. For one you’ll see that cars can’t come through, here you don’t have to continue building, holding cars is the most important, when you’ve build all the rest you can close it. You have also gates where jeeps can come through, here you have to build it the whole way.

2.2 Jungle Falcon

The Falcon is a strong weapon when you’re able to handle it. It is only for close range. You have only seven bullets a magazine so you have to be careful with them. When shooting with the Falcon you have to wait till your cursor is on the enemy, you have only one bullet each time so you have to hit. Don’t shoot twice just behind each other. You concentrate again for each shot, bullet after bullet till every bullet is a hit.

2.3 Bombs

When you have three walls next to each other you have to put a bomb in the middle and all three walls will be destroyed. You need only one bomb for a gate, and one for a bunker, tower or bridge. When you’re on a map where the flag is surrounded by walls you can cover yourself while touching a flag and bombing the walls in meantime by throwing the bombs around the flag, watch that you put them in all directions so that the walls are destroyed. Bombs are also useful for slowing the enemy down, if you’re in a map where the enemy spawn is in a barrack you just have to put the bombs down just in front of the door on 9 seconds. You put one bomb down on 9 and you throw the others around that area a little later, don’t throw them in the barrack because when you spawn you’re for a short time indestructible. When you’ve putted all your bombs in front of the respawn you can get to the ammobox (that is most of the time near it) and on your way to the flag or around the flag you can put some more bombs. Before you put bombs in the respawn you have to see if an enemy is killed, if nobody died your bombs won’t have effect.

2.4 M4

Why would I choose the M4?

The M4 is a standard assault rifle, it offers high rate of fire and reasonable accuracy over medium ranges. It’ll make the engineer a lot stronger if it depends on combat. The M4 has 30 bullets, this isn’t much when you’re in combat with a grunt. But together with the pistol it’s deadly against each type of player.

When using the M4 you have to shoot in bursts of 5 bullets, the weapon will go from left (low) to right (high). So when shooting 30 bullets non-stop you will be shooting in the air. On the moment your cursor is leaving the body you stop firing. When you’re out of ammo you can do two things. Or you have a place near you that can protect you to reload, like a tree or rock. So you run behind it and reload. Or you’ve shot the enemy a couple of times (you know he’s almost death). You switch weapon to pistol, you concentrate on that first shot. Cursor on the body and BOOM, one shot and he’ll be death.

The M4 is also the best weapon against snipers, the range of the M4 is big enough to reach most positions. When using single shot it the M4 even stronger, it’s also more accurate

2.5 Medpacks

Why would I choose for medpacks?

This is the most helpful item inside of a team. Whenever a ally has killed somebody with taking damage you can give him health. This way you double the live of your team. Medpacks is the best on a map where you can build a lot, on that kind of map you won’t be a person down. An engineer using medpacks will be weak in combat. But when you have a map where you can build many things you won’t notice that the engineer is weak. The engineer will be building most of the time, and in meantime will he heal the wounded soldiers. This kind of engineer has to train only on pistol, when you have a skilled pistol shooter he can even take the enemy down. An engineer with medpacks isn’t that useful on attack.

When you’re using the medpacks you have to concentrate on building. This type of engineer is a type in function of your team. You build everything and you stay available for repairing. When everything is build you go near the flag, this is a central position so that you’re close to everything (and you can retake flags). When an ally cries for health you run to him immediately. For this person it is necessary that you have a good communication, the engineer has to know where the walls are down and where they need some health.

3. General tips


- With a pistol you run faster, so when you’re sure you won’t meet an enemy you don’t have to run with M4.

- Don’t take the same way over and over.

- Reload each moment that is possible, no matter you have shot 20 or 1 bullet.

- Don’t go for ammo when you’re defending.

- Try to find a defending position where it is difficult to see you, and where you have on meanwhile a vision on an big area.

- Hide till you’re sure that you can kill a player.

- Watch your bullets, when you start shooting with bullets that miss you’re doing wrong. Flying bullets let the enemy know where you are. First bullet has to be a hit!!! - When you move in for a flag you can also wait for covering fire by watching your radar. It’s hard to take a flag in your own.

3.1 Comms

You can be a great player, but if you don’t use your comms your team won’t have a damn thing about you. It is the meaning that you are part of a team, not that you are one player. Call out every enemy you see, you’re not the only one that has to know where the enemy is, whole your team has to know. When you’re killed, say where. When you see someone, call out his location. Try to use you comms not to much, call out tango’s (not names) with a wind direction (not left or right because that will be different for each player). Also say it when you’re about to attack the flag, so that people that are close can do cover instead of running to the flag.

Engineer Training (V1.1 Revised by TawnyOwl)
How you can train yourself to become a good engineer.

1. Accuracy Training
To train your weapon skills it is best to play with the pistol first.When you’re playing a public game, just go engineer and play only with the pistol. In the beginning you won’t hit a lot, but you’ll see that you kill grunts with a pistol. A pistol teaches you to watch your bullets. You have to try to hold your cursor always on the enemy; make sure your mouse is sensible enough to keep your cursor on an enemy. When using the pistol, you will use the map better, learning how to use the map objects to give yourself cover.

How to train:

1.1 Tree training:
Choose a map, find a big tree – this will be your target. Use your pistol to shoot at the tree, try to hit it each time. Start running around the tree and keep shooting at it. Start jumping and turning and every possible movement while shooting the tree. When you see you can hit the tree almost every time, take a smaller tree. Once you can get the smaller tree every time, start to shoot moving targets.

1.2 Pistol Training:
Go in a public server and only use your pistol (as an engineer). At first you won’t be able to kill many tango’s. Try using the map objects to cover yourself. Only shoot when your cursor is on/near the tango. After a while you will be able to kill the enemy with a M249. The most important things are that you do not waste bullets, that you use the map stealthily (using the cover) and use your speed to your advantage.

1.3 M4 Training:
When you have decided to play with the M4 you will do just the same thing as with the pistol. Remember to shoot in bursts of 5 bullets. The M4 moves from left (low) to right (up). So when shooting always start at the left side of the person. When you’re out of ammo you can do two things: (1) You have a place near you that can protect you to reload, like a tree or rock. You run behind it and reload. or (2) when you see that you’ve shot the enemy a couple of times (you know he’s almost dead), you switch weapon to pistol, you concentrate on that first shot. Cursor on the body, one shot and he’ll be dead.

2. Ghost Training

You can be a ghost in Far Cry. To do this, You have to make sure nobody sees you while you see everyone. When you’re playing a game you have to watch the defending positions. Most of the time you will find they are the same; they will only sometimes vary a little. When you have an idea of where the enemy is you can search a way around them. By avoiding people, instead of killing them, you can get much closer to the flag without being seen. With practise, you can even touch a flag without being seen.

You can just train like this in a public server. You have to touch a flag without been shot. You may not shoot till your on the flag; You can put bombs down before your on the flag though, for cover after touching it. But the most important thing is that you don’t shoot and that you try to touch a flag without been shot. This way you’ll learn how to avoid enemy contact and you’ll also learn to use your team. e.g. When an ally takes a guy down that was defending a door you can sneak in together with that ally.

Hello

Filed under: Uncategorized — felagund @ 7:09 pm

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