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  1. #1

    Issues still existing with FC4.

    1) Sometimes the sound goes off. I don't know if its sound driver's issue, but I don't have any update for my sound card. The game music plays & the other sounds too. However the sounds of footsteps, weapon switching, etc. sometimes reduce drastically. This happens once in a blue moon when I lauch a game from desktop.
    2) When I use a sniper rifle from a long range at the alarm the game doesn't not displays 2 of 3, etc disabled. When I approach closer to the outpost the game shows the maximum number of alarm still active, if I disabled one from a close range or by pressing E.
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  2. #2
    Originally Posted by Prince_Of_Persia Go to original post
    1) Sometimes the sound goes off. I don't know if its sound driver's issue, but I don't have any update for my sound card. The game music plays & the other sounds too. However the sounds of footsteps, weapon switching, etc. sometimes reduce drastically. This happens once in a blue moon when I lauch a game from desktop.
    2) When I use a sniper rifle from a long range at the alarm the game doesn't not displays 2 of 3, etc disabled. When I approach closer to the outpost the game shows the maximum number of alarm still active, if I disabled one from a close range or by pressing E.
    With regard to item 2, sniping the alarm boxes from long range before I start my attack is my standard tactic and I have never seen the problem you mention.
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  3. #3
    I do occasionally, but not often, experience a sound bug were I can't hear my footsteps at all and certain sounds are muffled up. It always happens when I start the game but I can fix the problem immediately by simply fast traveling to another outpost.
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  4. #4
    GiveMeTactical's Avatar Banned
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    I just learn something new... I never knew you can disable the alarms from a distance! LOL . I gotta go try that on FC3

    My friend is also rid of this audio bug and while we figured out that fast traveling to another outpost fixes the issues this is just a temporary bandaid at best because when you are near the quest mission, it is a pita to have to start from the outpost and get to where you were before.

    Another of those potential bugs that could easily be fix had they beta their game... talk about pirating the game when they do the same thing to paying customers. Meh.
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  5. #5
    Frag_Maniac's Avatar Banned
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    I have also had the thing where the number of enabled alarms left does not show, but it may have been that I turned off hints and tutorials in the Interface menu to stop being interrupted by the tutorial popups. Either that or one of the latter patches may have broken that feature.
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  6. #6
    Originally Posted by Frag_Maniac Go to original post
    I have also had the thing where the number of enabled alarms left does not show, but it may have been that I turned off hints and tutorials in the Interface menu to stop being interrupted by the tutorial popups. Either that or one of the latter patches may have broken that feature.
    Infact even I have disabled all the hints and things in FC4. I want to play this game in hardcore mode. If I shoot an alarm from a distance with a gun, the game doesn't shows a hint that 3 out 4 alarms are remaining (which it should). As soon as I approach close to the Outpost, the game shows 4 alarms remaining. I am duh, I have disabled it already...
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  7. #7
    t1du's Avatar Junior Member
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    I still can't save my game without it crashing. We're going on two weeks now
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  8. #8
    Frag_Maniac's Avatar Banned
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    Originally Posted by Prince_Of_Persia Go to original post
    Infact even I have disabled all the hints and things in FC4. I want to play this game in hardcore mode. If I shoot an alarm from a distance with a gun, the game doesn't shows a hint that 3 out 4 alarms are remaining (which it should).
    Personally, I don't see how they can call that a hint. It's more like a tactical reminder or verification. You can easily see how many alarms an outpost has just by mousing over it's icon on the map. What you can't always see though is whether the alarm is actually broken if say for instance an explosion happens near it.

    To me a hint would be more like what the loading screen tips say, only instead onscreen at certain times, like telling you the elephant can distract and kill on the first outpost.
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  9. #9
    Originally Posted by Frag_Maniac Go to original post
    Personally, I don't see how they can call that a hint. It's more like a tactical reminder or verification. You can easily see how many alarms an outpost has just by mousing over it's icon on the map. What you can't always see though is whether the alarm is actually broken if say for instance an explosion happens near it.

    To me a hint would be more like what the loading screen tips say, only instead onscreen at certain times, like telling you the elephant can distract and kill on the first outpost.
    So okay thats a hint for you, well this is for me. The point is not that, the point here is the messages which are shown is incorrent and the alarms sometimes don't get disabled.
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  10. #10
    Frag_Maniac's Avatar Banned
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    Suffice it to say I just don't like remaining alarms status updates being lumped in with those god awful huge, game stopping tutorial messages. I'm pretty sure most after one play through want to turn off the tutorials, but many probably want to retain the other info. They shouldn't have lumped them together. That's all I'm saying.
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