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Far Cry 1.34 source code (2006)

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131–140 of 547 posts

Re: Far Cry 1.34 source code (2006)

#131

Earlier quoted context omitted.

Removing these proprietary parts can actually be a lot of work or potentially impossible without a major refractor, especially if they're foundational to gameplay, like a physics engine.

It can just “ERROR file physicslib.h not found”. Nobody says open source code must compile or work.

You need to remove all the calls to the SDK too.

Re: Far Cry 1.34 source code (2006)

#132

Earlier quoted context omitted.

Have you compared it to screenshots from Far Cry 1, or to your memory of the game? Far Cry 1 was a beautfiul game, absolutely, but the new iteration clearly does look a lot better than the original.

They peaked at far cry 2 and it has been down hill ever since

There's a lot to be admired by Far Cry 2: the environmental mechanics, the introduction, the lighting effects, the gritty and exotic atmosphere... but to me it was not a fun game. Not in the way that Far Cry 1 was fun.

Re: Far Cry 1.34 source code (2006)

#133
post #15

maybe someone is trying to cause trouble for archive.org by putting such clearly violating content on there

I think in the US they would be protected under section 230. Which is a reminder to is all (in the US) of why section 230 is so important.

Re: Far Cry 1.34 source code (2006)

#134

Earlier quoted context omitted.

Old engines are very far from the current way is doing things. You might learn a lot, but you won't learn what you need to program modern games

I wonder how many people still program modern game engines? Sometimes it feels like everybody just take the newest release of the Unreal Engine and drops assets and scripts into it. Just to be clear, I am not saying that there are no alternative engines, just that these things are so complex that there are very few people, who dare to compete with Unreal.

The "scripts" you talk about dropping into unreal engine are fully fledged c++ programs.

Re: Far Cry 1.34 source code (2006)

#135
post #89

Let's see how many antipatterns: - Multiple inheritance - Over-abstraction - Excessive identifier prefixing and suffixing - Use of friend - Use of bit fields instead of bools - Inconsistent mixture of custom and built-in int types - Direct storage of pointers instead of reference-counted containers - Custom (and likely broken) _smart_ptr - Cancerous coding style that adds too many lines - Functions with 7+ arguments…

Makes me think I shouldn't care as much about perfect code and best practices and focus more about actually shipping things.

It matters 17 years later if you’re still in the same code base.

Re: Far Cry 1.34 source code (2006)

#136
post #12

I remember when Far Cry came out. Around the time, Doom 3 and Half-Life 2 were the most anticipated games for quite a while, mostly because they promised graphics far ahead of anything released so far. But as they were delayed multiple times, Far Cry stole a lot of their thunder when it came out months before them, with similarly impressive graphics. We don't see technically ambitious PC exclusive games like this any…

Huh? That doesn't seem right. We absolutely have ambitious games on pc that bring generational leaps in graphical fidelity. Like the Witcher 3, which was absolutely stunning when it first released. Similarly (although originally a console exclusive) Red Dead Redemption 2 looks incredible on PC. We also have releases like Hellblade: Senuas Sacrifice which pushed the limit of what was possible to achieve with limited r…

Witcher 3 is 8 years old and considered an old persons game. I learned that the hard way when I tried talking to my nephew about video games.

In all seriousness, most of your examples I would consider part of the previous era of gaming, which ended with Fortnite’s explosion. Hyper realistic games will continue to be developed of course, but the overall industry trend is moving towards mobile-friendly graphics, which presents its own set of technical challenges.

Re: Far Cry 1.34 source code (2006)

#138
post #12

I remember when Far Cry came out. Around the time, Doom 3 and Half-Life 2 were the most anticipated games for quite a while, mostly because they promised graphics far ahead of anything released so far. But as they were delayed multiple times, Far Cry stole a lot of their thunder when it came out months before them, with similarly impressive graphics. We don't see technically ambitious PC exclusive games like this any…

Huh? That doesn't seem right. We absolutely have ambitious games on pc that bring generational leaps in graphical fidelity. Like the Witcher 3, which was absolutely stunning when it first released. Similarly (although originally a console exclusive) Red Dead Redemption 2 looks incredible on PC. We also have releases like Hellblade: Senuas Sacrifice which pushed the limit of what was possible to achieve with limited r…

Parent comment said PC-exclusive, Witcher 3 and RDR2 are examples where the PC port came out way after the console release and they are both fairly old games at this point.

Re: Far Cry 1.34 source code (2006)

#139
post #2

I wish companies would just opensource really old engines for educational purposes. Maybe take game assets resize everything to 1/10th so that it looks like sht but can still be used as placeholder. Would boost the pipeline of talent for the entire industry

I guess the best way woul dbe to regulate that. If you want to sell any software (including firmware) you have to deposit the sources and encryption keys into some state-owned repository. If you decided to stop maintaining the code it would be released into public domain after some reasonable grace period (e.g. 5 years). That would solve many issues including excess e-waste.

Re: Far Cry 1.34 source code (2006)

#140
post #45
post #27

Earlier quoted context omitted.

Elder scrolls games are very moddable and people have made total conversions and map extensions. That didn't prevent the sales of newer TES games based on slightly improved engines and slightly better assets (fan-made assets are often still ahead of the official ones, but it takes years of refinement to get to that point).

That and things like Counter Strike / Day of Defeat that started as mods had a large number of maps back in the day. 99% of them were shit and weird experiments. The ones that did rise to the top eventually got incorporated into newer versions, and indeed became games in their own right. DOTA as well, started as a mod for Warcraft 3 and eventually spawned a franchise. Trying to capture ALL the value (in this case the…

I always wonder what happened with Ambrosia, they had a good library of games that they could update and could still sell but they just disappeared suddenly.
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