This member has provided no bio about themself...
i'm pretty sure the original vehicle cannons are processed like that, maybe you search first where this is processed and look why your cannon does not trigger this!
btw, i dont know why but i have the feel that this vehicle was made for x-isle, not for FarCry...
z pos must be increased a little bit, just compare it with the preview screen right beside this screenshot :D
in the wpn script ( i think basicweapon client:OnDamage or Server or both) must a little line included like:
if shooter == self and target == self then return; end
i think it maybe must also in the vehiclecommon OnDamage routines.
actually working further in inventory and expanded it to the weaponslots, this was the first test what happened if i simply enabeld to give the weapons to mousecursor :D
because i will fix this in next minutes i quickly pressed record :D
and now: what i have repaired:
ofcourse i inserted correct nonstatic sightdistance values. first i have removed the doubbling out completely but it have had noticable bad influence of fight experience with KI.
so i simply recodet that whole part and save/load routines.
then i dived into the AI weaponresponce script: there is a script which all weapons (not weaponparams.lua!) where the sounddetection is taking his values for each weapons out: there was a bad mix of wrong values which was sometimes faulty by factor 10 or 100 or even bigger. (in both direction, down and up).
by inserting the camouflage system, i have had to dive deeper in the KI view-system and finally could hook up a event for all individual KI for OnPlayerSeen and OnSomethingSeen and so on.
usually the OnPlayerSeen gives ofcourse a teammember signal and place a beacon to playerposition, so all KI-teammembers knows where you have been spotted last and can then react due their settings (which is still the best on the market!).
i "simply" interrupt this depending on camouflage level from player :D
and the best thing: this totally does not influence my AI lightsystem (i have inserted routines, which scale dynamicly all the times the AI sight distances depending on dynamic light environment or sun or water or indoor or playerflashlight or fire or glowsticks), and it also not influence the AI sound perception :D
that means: if you lay covered 100% camouflaged in front of a KI and do a noise (which is now really working with my above mentioned sound table settings), he KNOW there is something and investigate.
and now the best thing comes: i track this, let run timers and if the KI does not find something after some time, i send a interrupt signal, and let AI walk back to his last known point and let him proceed his work/task/patrol/talk ^^ this was so missing in vanilla FC !
first please note, that the whole KI handling is not delivered as code, all following is coming out from may experience with
cryengine and stupid testings and new code routines which brought up things to daylight.
the problem is a combination out of 3-5 different things.
first you must know, the entity sight system may (i'm not sure) be done with throwing rays, every entity AI throw every ms
a amount of rays in front direction. the lower the quality setting, the lower the amount of rays and then ofcourse the angle between every ray increase on distance. that means, the AI sight system is working (as far as i have tested it out), only on very close ranges, let's say ~20 meter.
to prevent ray spamming, i think there is a distance clamp with value from params sightdistance in each AI properties which the mapper have to set up.
that means, if you 101 meters in distance of a sniper, which have a sightdistance of 100 meter, he can't see you, and if you
then enter the 100 meters, he still can't see you probably because the chance that you stay in a open ray angle is very high.
if you come closer, the chance rises that a ray may hit you.
(practically then the hearrange will come in, 90% of KI player detection is done with sound... BUT: )
the mapper does not knowed that, and simply have given the snipers absurd high viewingranges, like 10.000 meters, even
of maps with a squaresize of 1000 each :D
but non snipers (mercenaries on foot) act to hard with that values, so they HAVE to work with sightviews of lets say 70 meters.
so the teamcommunication comes in and a dirty hack of a coder:
once a sniper or a teammember have seen the player, ALL(!) KI sightdistances doubbled their values.
that gives a better hunt the player feeling and worked fine ... unless the engine have triggered a savespot :D
then the doubbled sightdistances was saved.
if you then die and load this game, the status "infight" for teammembers was loaded, and then they doubbled the already
doubbled sightdistance, because the programmer was lazy and doubbled the properties value and was to lazy to create a non static value for each KI :D
so, this was the first big problem, (which was not so noticable in vanilla levels because even if you dont notice it: the levels was mostly corridor designed and every teamsquad was mostly killed by player if player have entered and leaved that area!
then came patch lvl 1.4 :
you may know how AI triangulation work:
if the mapdesigner wanted a brush to be a not AI trough visible stativ object, he have to set a Hide flag in params for each brush.
this was done and is also in the patch 1.4 maps, buuuut, it seems, it's actually not enough to do then a new AI triangulation and all is fine: you have to generate first the terrainsurface once new.
maybe the AI triangulation pool have to be merged with the vegetation hide flag table, and this is only generated if you to that terrainsurface generation new^^. and if this table is not in memory, the brush triangulation seems not correct processed. (i'm still testing this out!).
all this bugs, work-arounds and lazyness leaded together in the isntant KI onehit kills trough the whole map and even for player not visible brushes / plants / trees :D
that means: KI's can see after some time over the whole map, through all brushes and always tell their teammembers where you are. and you only could survive some time because the weapons and KI have a "working" range, but not the sniper weapon, this have absurd high values which leads then to the instant hit-kills :D
hmm not sure about GTA:SA, i dont remember exactly, but the cam was fixed as you say ?
In opcl / devkid you can use the cam in 360 degree area, so it's sure you can track where you got shooted from (and i dont have this bug like Vanilla FC where Snipers can see and shoot you over the half map :D have fixed that. this was a intresting combination of bug and mapdesigners fault vs AI programmer lazyness :D if you like to know more about, just ask and i explain :) )
just to break the posting "stupid inventory developement pictures"-combo: this shot was taken on player death: cam goes then in third person and moves slow away, the screen blurs out, use key brings up the load menu.
but you can still watch and inspect (as long as you like) from your cam what happens around you, what AI is doing, where they was and how they react after they have got you.
its possible to move free with mouse around the player, pressing fire reduce the cam distance to 2m and then the cam moves again slow further away.
ps.: got this bastard bug solved which have make me busy last week :D
the pure code from the fastloader script have ~4000 lines of code... oO
thanks Bro :) i didnt have seen 3Dsmax since ~4 weeks and i can't wait to finish this scriptingshit and go back creating nice things :)
Still not dead :D
sorry for showing this stuff still in a developer map / environment.
Working since several weeks everyday 4-10 hours on the mod. and ONLY on the attachements, Inventory menu and fastload integration.
i stumbled over some very unexpected Problems, and every new Problem (...bug) which i solve, brings up atleast 2-3 new problems or bugs. one example:
all what you see in the Inventory menu, is not real: the rotating objects are real objects, but once attached to the playerpuppet, they are ...gone... the attachements on the puppet and on the player (the model in Inventory is not the player), are loaded to that puppet as "child" models into seperate slots. if i draw them back to the backpack slots, i have to create on the fly the new rotating models.
but now the new problem comes:
if i now draw them to the dropzone, and leave, the attachements will be spawned new as attachements, filled with the stored values / properties and all is fine. if i then save the game and do a fastload, the items will be loaded, but mostly stay invisible and i dont find the trick to awake them.
i have created special routines which reads out the entity which is in front of crosshair, and the invisible ones are even not recognized by
cryengine itself. so far so buggy as expected if i would have done a mistake, but is not:
if i now leave that area, lets say more than 200 meters and come back, the items are then correct initialized, visible and can be readen out with that
the (not so) funny thing: the leave area and come back works only if the devkid entity streamer is active. I (!!!) have totally programmed this and i
totally know what this routine do, basically unhide and rephysicalize. and ofcourse i do all this stuff on that fastloaded attachements, but ... no reaction...
this type of problems appears actually since weeks, every day, together with the bugfix vs newbugs amount i mentioned above.
but i come closer to an end every day.
the hardest thing i have solved today, was a also unexpected problem: during fastload i step trough the ID's of existing entities in the map and load then
for this things each the stored data from (fast)savefile.
buuuuuuuuuuuuuut: i stumbled over a ugly thing: the attachementdrops which are in the savegame, does not exist in a fresh started map, so i spawn them
on the fly during fastload. sounds like a plan, ey? buuuut, not so fast little padawan: unfortunately cryengine gives "random" ID numbers to fresh spawned
items, which always start with 65200. so, the chance, that in the savefile a entity with the same ID is existing, was even on that little map 100% .
that means the new on the fly spawned attachement loads then the stuff from an total different entity, lets say a door or a fuse (ok, it was a fuse, because they are also spawned on the fly).
so i have written today very complicated routines, which first step trough the savefile and collect all ID's into a table. then i do the spawn of the attachement and then i look which ID the new spawned attachement have: if this ID is in the savefile table, i have to spawn again the same attachement, delete then
the previous one an compare it again with the savefile ID table. and then do this in a loop until i have a new, origin entity with new ID.
this **** took about 19 hours (find and track the problem ~12 hours, code the routine 2 hours an 5 hours to get this bugree running).
and this is only ONE problem / bug which appears out from nothing and unexpected.
i stay tuned ...^^
complete in lua, but inbetween 5 weeks of work, several thousend lines of code and future modders will have a problem by inserting new entities: if they use uncommon variables they must added in to the fastsave and fastload routines in common.lua, it's not handled like the farcry save and loader inside the entity with a own functio :/
the fastloader works like the standart farcry loader and restores all entities to the state where they was saved, but it need only 2 seconds max, instead of 30sec or even minutes on big maps. also the load savegame can't crash the game to desktop if a memory problem occours, the fastloader does not change the memory amount, it replace basically "only" all entity values and spawns fresh entities if needed and insert there then the values.
yeah, but look at the size of the waterfall: this amount of water must be reasonable coming from the top of this little hill ;)
and maybe add some "source" where the water comes from, maybe a little bit higher rock behind?
it is the grass:
the grass looks like its been mowed every 2 weeks to have a perfect garden grass, and this is what keeps me irritating on a mercenary outpost :D
looking good!! , but something is "wrong" in this scene, but i can't exactly spot what. it's some of the buildings vs nature/grass placement / infrastructure.
maybe it's simply the grass, which looks like a "fur" placed between the objects. naturally i would expect there destroyed grass because mercs walk not the phads. also some crete rubbish is missing, also wires to the lamp, fences around, and crates, watertanks.
please dont get me wrong, this scene is looking very good, but some kind of surreal, like a moviescene and not like a real used outpost by mercenaries.
looking great :) maybe some fog around the waterfall ?
>the alt+tab to windows would result in a 3,5BG memory leak... like wtf???
oh, maybe i do have forgotten to tell you: this bug happens as far as i have seen at w7 and not wxp (i could not test it in w8 and w10 ).
maybe it helps to avoid the bug. for example: are you 100% sure that you have closed the file after reading the string and are you sure you read it only 1 time ?
btw it's nearly impossible that its 3.5 gb, because on FC32 the 3gb switch for 64bit OS is not working, so the max addresssegmentation and space which the OS is giving to FC32.exe is 2gb at max. so it might be a serious OS error too, which is involved in that bug.
nono, it was my fault, the code is 100% by me, there is no slot-drop system in cryengine at all :D
i'm currently stuck in the HUD pictograph integration from the new attacheable items. i have to tell the user that attacheable item is in backpack or directly weared (no backpack) and how this influence the movement speed and i dont wanna show texts and numbers all the time. so creating and redesigning the hud takes a lot of time and ideas (redesign in code, not visible design, this is ok for me).
the asphalt texture seems way too low tiled, especially in comparison with that nice sidewalk and grate textures.
yep, it's nearly impossible to contact them. but on the other hand: i'm sure they have now, 8 years later, no real problem if some stuff they created for their farcry mod, is used in an actual MOD with proper credits!
> and none of FC2010
oh, ok, on the screen above the palm trees looks like ripped from fc2010.
with email, i have done this 2008 as i have started my mod, i have contacted a lot of modders who recently have released a mod and have had always luck and all answered.
ofcourse they all didn't knowed how far OPCl will go so i contacted them as totally newb and they all respond friendly and even if they have written in mod description that they dont wanna share their stuff to comunity without special permission, all said yes, you can use it for your mod and wished good luck :D
so i'm in a big debt to deliver something really good and dont waste their stuff i use.
in return i will share my created stuff to comunity as well, simply my sight of the world and how it should be :)
but it's important always give credits, so i have then written in the scripts the correct credits each.
but inbetween it's something about 5% of stuff i use from other released Mod's, maybe a little bit more, but it's not anymore so important in size than it was at start.
The majority now is specially done for OPCL.
especially Djxa have forbidden to use any stuff from FC2010.
i personally use 3 (!) plants from her and got a special permit from here. i also asked matto and platinum gold for usage of a weapon model i use from them.
but to be honestly it is usually standart that all things which are released in MODS to the comunity is for the comunity and free to use for all :)
for me it looks like its done by his own!
btw i did not have a trading system, i have only a system which simply let cost items money if modder want and also let demand a name of a living salesman which have to be in near, THEN a simple bye or bye not message is visible, no trading.
but mixer have released a multiple choise dialogue system which i have build in for Enemy Territory.
i even did not understand whats going on here :D
but i did not see any resources of OPCL and none of FC2010 so i also did not understand whats the topic behind this oO
but even if: all opcl stuff is free to use after release, so what ...
it's not an entity, it is a hardcoded particle spawner, if you talk about the splash effects on player weapon.
but i dont know how the rainstripe effect on screen is done. it could be a rendershader with a layer.
> Wow, thanks for the tip!
you are welcome :)
> Is it the same way Storm is realized?
i have no idea how this was done, its not part of the lua section, and i also did not use it, so i'm not very familiar with it.