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Far Cry 1.34 source code (2006)

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Re: Far Cry 1.34 source code (2006)

#536
post #219

I remember that the initial levels of Far Cry 1 were amazing jungle/beach scenarios that enabled a lot of different strategies for overcoming the smart human enemies. The last levels, however, were all inside claustrophobic buildings with weird monsters running around. If all levels had the feeling of the first ones, it would be my favorite game of all time.

Those early levels where you fight against humans in a tropical setting were the best part. Every Far Cry game that came after, emulated those first levels, and scrapped not monsters in hallways.

Re: Far Cry 1.34 source code (2006)

#538

Earlier quoted context omitted.

FC1 lost its fun with the mutants. FC2 never stopped being fun to me, because it was essentially a giant open world game of Thief: get from A to B without being detected (since enemy patrols respawned, there was no point killing them).

> (since enemy patrols respawned, there was no point killing them) This is the main thing that made it not fun for me, lol. There really is no point in partaking in random combat in the open-world. It's always better to run away or sneak past them. Fine in a stealth game, but FC2 didn't have great stealth mechanics beyond crouching and staying far away from enemies.

I thought it simulated reasonably well the dynamics of a lone gunman on a mission in a civil war. It seems to me the only way to navigate such warzones would be stealth or disguise.

All the other FC games are stealth games too, BTW. The later FC games made it even more explicit, with bonuses for never setting off alarms and so on.

Re: Far Cry 1.34 source code (2006)

#539

Earlier quoted context omitted.

Usually the argument goes that it would take time/money to rewrite the parts they don't have rights to, but simply deleting those parts and releasing the (now broken) code would be much better than nothing. Of course this assumes they kept track of who owns what code in the first place. Probably a bad assumption in the case of games particularly.

> Of course this assumes they kept track of who owns what code in the first place. Not only that but for any large company to release code somebody in engineering needs to look at it to at least know what all is there, the legal department needs to assess the risk of potential liability, then which license to release it under needs to be decided. Finally, somebody in a senior business role needs to sign off on doing…

This would all be a lot easier if copyright itself had more reasonable term lengths.

Re: Far Cry 1.34 source code (2006)

#540
post #287

Earlier quoted context omitted.

Perhaps you could just rename the function names, structure fields, etc, to something different but similar? e.g. instead of ps3_fly_up(...) you'd rename to something a bit more generic like sdk_float_up(...) or something like that. It could require a bit of creativity and some work but with a sufficiently-intelligent IDE it'd just be a one-time rename per function name + structure name + field name.

A console game will have hundreds if not thousands of API calls, particularly in the io/gfx code

A good IDE can rename thousands of calls in a single command.
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