FarCry 2
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
I'm rather enjoying it, 16% into Act 1 though, I keep doing bar missions and random assassination ones, always a good laugh.
Also, the M79 is a behemoth. I expect the phut when it fires, I expected a bang afterwars, what I didn't expect was the resulting colossal boom and explosion, actually had a proper "holy shit" moment, first time a game has done that in quite a while. Also left me grinning like a fool
The grenade belt gives you 2 more throwable grenades as well as 2 more M79 grenades. It's pretty much an essential buy.
Also, the M79 is a behemoth. I expect the phut when it fires, I expected a bang afterwars, what I didn't expect was the resulting colossal boom and explosion, actually had a proper "holy shit" moment, first time a game has done that in quite a while. Also left me grinning like a fool
The grenade belt gives you 2 more throwable grenades as well as 2 more M79 grenades. It's pretty much an essential buy.
Patch tiem go!
Here's hoping it won't fuck up the save games
Here's hoping it won't fuck up the save games
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Far Cry® 2 v1.01 Update
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- Fixed Dolby 5.1 support for most sound cards.
- Fixed mission objectives marker after a loading a save game.
- Fixed for difficulty level not changing health when updated.
- Fixed Jackal Tapes and Partner Tapes pages.
- Fixed Field Manuals not unlocking after game mode change.
- Fixed glider key remapping.
- Fixed keyboard controls remapping in single mode that didn't carry into multiplayer mode.
- Prevent a buddy from getting stuck when healing him while receiving damages.
- Fixed stats of favorite weapon not properly reset between loaded save games.
- Fixed the mortar moving the player through wall.
- When creating a dedicated server with PunkBuster enabled then close it to create another but this time with PunkBuster disabled, PunkBuster will still be considered ON, on this new server.
- Display server's IP address in lobby, beside the match’s name (for direct IP join to work)
- Fixed a problem where a player could get stuck (and couldn’t get killed) after pressing the interaction key while wounded and getting rescued by a teammate at the same time.
- Fixed vehicles not being respawned if they were never used.
- A ranked match that is already started will not be listed in the match list.
- Fixed users not being able to see a match if the host switched match mode after a rank. Prevent the host from changing the server setting in a Ranked Match through the console.
- Fixed a glitch that could make a player invisible to another.
- Improved match start conditions. Ranked games can now also start if the player max is attained and everybody but the host is ready.
- Fixed if a user has too many user maps and tries to enter the map rotation menu in a Player or Ranked match, he would get disconnected.
- Fixed incorrect check for negative values when adjusting diamond count.
- Fixed a problem where a player would render through objects if healing a wounded playing while being wounded at the same time.
- Fixed players with same name by using identifiers instead of names.
- Always validate the diamond pool after class upgrades, reset or rank up to avoid getting more diamonds than the player is supposed to for his rank.
- Fixed reload not being interrupted on the host when a client picks a weapon while reloading.
- Fixed crash when creating a LAN game without a network cable.
- Fixed a random crash when joining a game.
- Fixed to make sure game is minimized in order to show the website when clicking on ubi.com
- Fixed crash in editor when deleting many objects in very rapid succession.
- Fixed crash in editor during parsing of the map headers.
- Fixed a random crash that could happen when pressing ESC to cancel a Benchmark run.
- Added CPU Intensive benchmark test run.
- Allow launching the Dedicated Server Launcher in command line.
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
Okay, this game does rock.
Spoiler moment!
That made me angry, good angry, I've never gone off and glee'd for being given a task, , then approached that task with righteous fury and cold determination. I just got really into it, felt like I was in the zone.
The game actually managed to provoke a proper emotional response, a game hasn't done that for me before that I can recall.
It was just so satisfying to.
Normally characters in game don't provoke that sort of emotion, more of that "you're meant to feel love/hate/etc for X", FC made me actually feel it.
That alone (well, and the 'splodes) has made this game win.
Spoiler moment!
Spoiler:
Spoiler:
The game actually managed to provoke a proper emotional response, a game hasn't done that for me before that I can recall.
It was just so satisfying to
Spoiler:
Normally characters in game don't provoke that sort of emotion, more of that "you're meant to feel love/hate/etc for X", FC made me actually feel it.
That alone (well, and the 'splodes) has made this game win.
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- Throbbing Cupcake
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- Mr Flibbles
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- Location: belgium
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- Throbbing Cupcake
- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
Damn straight.buzzmong wrote:*geek boner*
I was confused as to where all the extra peeps came from then realised I'd been set up and got really fucking angry. I took great pleasure in putting a bullet through the dudes head, then riddling his corpse with my pkm. I think in the end I hacked/shot/blew up nearly all the leadership figures through the rest of the game because of the anger from his betrayal.
You'll enjoy the ending buzz!
Revenge of the UT effect?Stoat wrote:I'm not sure they couldn't do that before. They're either dumb as fuck or superhuman, with no middle ground.
It's really not hard to produce an AI that easily owns you or an AI that wanders around like a raped chicken, but developers just don't bother with proper bots and attempt to justify it with "OMGHIGHLY ADVANCED MULTIPLAYER" (one thing they cannot do in FC2.)
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- Morbo
- Posts: 19676
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
C:\Documents and Settings\[username]\My Documents\My Games\Far Cry 2\Saved Gamesfabyak wrote:Can anyone tell me where FC2 hides the save games? I suspect it could be chewing through a damn big chunk of disk space
Edit: Jesus Berk, that's the 3rd time you've managed to post exactly a minute before me in the past few days.
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- Morbo
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- Mr Flibbles
- Posts: 4957
- Joined: August 10th, 2006, 10:58
- Location: belgium
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
I'm actually half and half on the game, what's there is good, but there isn't enough variation, therefore I'm on the fence of calling the game average but well polished or actually good.
Take for instance the armoury missions, you have to do them to get the guns unlocked, but quite frankly, 8 (or is it 10?) destroy the convoy missions become incredibly dull.
They could have easily spiced it up with a "destroy the cache" or "Assassinate a rival dealer" just for a bit of variation in the missions rather than 8 (|| 10) the same. Yeah, the convoys tie in with the dealer "plot" and ethos, but even so, repetative missions != fun.
Same goes for the Underground missions for the malaria pills, they're identical, a small bit of variation would have been nice, and I don't suspect it would have been too difficult to script one or two in either, perhaps a kill the guards and liberate a prison/holding area affair, or rob a truck of medical supplies etc...
On the flip side, I've done nearly 50 of the 57 guardposts, I've got 112 of the 221 diamond boxes, and I only need another 4 or 5 jackal tapes.
Take for instance the armoury missions, you have to do them to get the guns unlocked, but quite frankly, 8 (or is it 10?) destroy the convoy missions become incredibly dull.
They could have easily spiced it up with a "destroy the cache" or "Assassinate a rival dealer" just for a bit of variation in the missions rather than 8 (|| 10) the same. Yeah, the convoys tie in with the dealer "plot" and ethos, but even so, repetative missions != fun.
Same goes for the Underground missions for the malaria pills, they're identical, a small bit of variation would have been nice, and I don't suspect it would have been too difficult to script one or two in either, perhaps a kill the guards and liberate a prison/holding area affair, or rob a truck of medical supplies etc...
On the flip side, I've done nearly 50 of the 57 guardposts, I've got 112 of the 221 diamond boxes, and I only need another 4 or 5 jackal tapes.
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- Throbbing Cupcake
- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
The only thing holding you back is your ingenuity!
I completed them all in different ways, some similar but all different. Sniping the driver at extreme range, parking a car filled with ieds in the way, rockets, m79 to the bonnet, stealing it and driving it into a river, ramming the truck and shooting everything with the big ass gun, trapping it by killing its escorts in a narrow pass then burning it and so ion. I found pushing myself to new and more dangerous ways of completing them was great fun.
I killed one assassination guy by standing in front of his car so he tried to ram me, he rammed the tree behind me as I moved and killed himself in the impact.
I completed them all in different ways, some similar but all different. Sniping the driver at extreme range, parking a car filled with ieds in the way, rockets, m79 to the bonnet, stealing it and driving it into a river, ramming the truck and shooting everything with the big ass gun, trapping it by killing its escorts in a narrow pass then burning it and so ion. I found pushing myself to new and more dangerous ways of completing them was great fun.
I killed one assassination guy by standing in front of his car so he tried to ram me, he rammed the tree behind me as I moved and killed himself in the impact.
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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