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thanx for the warning, i wanted just download and test it .... now i better go away ^^
wow, nice shader, good enlightement !
ok, will do this also, thank you for your exact advise :)
actually i was thinking, that simply nobody is intersted in, because i already filled the tagsection with farcry and mod and so on, but it seems this have no real belongings :D
done! thank you for the hint :)
about the codec crash at the grass: it's youtubes fault, i uploaded it two times, a 1.7gb and a 1.4 version, both have the crash in the grass ...
it seems i'm not very good in youtube-fuu -.-
i actually needed a break from scripting so i decided to look further whats possible with displace bump and normal mapping in terrain in cryengine 1.4, here is the result after 2hours.
it's a little bit tricky and i think this is only 50% of the effect you can reach, i think.
i'm also not happy with the static specular reflecting of the water in the mud, i think there must go more :)
will look tomorrow into it :)
btw, sorry, i have done a mistake in recording, so it appears stuttering, even if its show such high FPS: the recording was limited to 30 fps -.-
:P i actually invest much time to make it possible that player can drop collected keys -.- (it's harder than it sounds, because usually i have only the door-unlok ID stored in a player table).
so, probably no one will ever never drop a key or a keycard once he have collected it, and i must crack my brain to find a way to enable this -.- (because it would just feel "akward" if some elements from the itemstack would be dropable, and some not ...)
what did you plan with that ? a new game? or new terrain for your game?
yes, i'm aware of such possible possibilities, but my goal was never to be a coder, i just wanted to implement some gamemechanics which i was missing in farcry, and to 90% it was achievable with lua. so the chance that i stop coding totally if i have finished the devkid, which is the corebase for my mod, is very high :/
show what you have :)
i must say that i never have planned this inventory in that functionality. i only wanted to have a possibility to manage the attachements helmet, shield, camou, backpack and pockets more visualized, because that feature of devkid was not really visible in first personview ingame.
that is also one of the mainproblems of coding now: its inbetween a mess of code and even if i typed in all: reading this feels reading a code from a unknown person. i even can't often remember what i have done there, why and when.
but i'm used to write very structured and readable code with massive lines of comments and switchable debugcode which logs really tons of infos so its possible to track what happens.
and only the possibility of reload running scripts ingame have made this possible: i simply reload the inventory.lua script if i open the inventory in game, so i can add code and debug on runtime without restarting all the time and ofcourse compiling is never needed for lua stuff. without that trick it would have needed ~10 months instead of 2, or it would be (more liekely) simply impossible to do it at all. i understand now, why in all games the inventory is a table with icons. the free rotating 3dmodels cause ---problems :D
but one thing which usually inventories have, is a thing i avoid wisely: the grid+slot system, where a weapon needs more grids than a grenade, for example, and sort this then automaticly ... wuaaaaaah :D
last week the inventory for the itmes like grenades, keys, keycards and free collectibles got very nasty, because i loop in a table, which adds the stuff to the inventorytable, have to rename and resize and resort byself and have to count similar collectibles to same autonamed tableslots, this was very braindestroying :D
i wish i could do c++ like i can do lua. i dont understand why i can't learn c++ as fast like lua, very strange.
to be honestly: i'm even not able to explain all the problems to myself which occour often simultaniously.
for example: today i added the possibility that i can drop a handgrenade from itemstack to the lootstack... and the routine which sorts the weapons in weaponslots, which have really NOTHING to do with, cause now scriptcrashes.
and i can tell you, even if i add very very big parts of debugging texts and routines, the inventory code is about 10.000 lines of code which i hacked in in a rush in ~ 2months without any idea what i'm doing :D
it's hard to understand what i have done there and why it was working for some weeks today, not anymore :D
and dont think i have a plan what i do, i never learned coding / programming or any programming language, all what i do is mostly try and error, and if i have a problem, and google for it, i can't use the solutions: mostly i dont understand it or they simply use lua math and sort commands which are not supported in cryengines 16 years old lua interpreter (lua is the programming language which is used by crytek for the frontent).
testing the implemented itemstack inside the inventory.
it actually does not support drag a item back to loot, and it seems i also totally forgot about the payment and salesman system, which i have to insert into the inventory too for all loot objects and allso for dropable itemstack objects, so it's then possible to sell items back to someone using the loot section, baaaaaah, there is so much to do.
sorry for the strange contrast and enlightement, youtube always reconverts the colors and this strange colors and contrast is the result -.-
believe it or not: i have had to recode cryloader.
actually the itemstack auto adds all pickups / collectibles which have a texture given, so engine knows, mapdesigner wanted it that they appear in players inventory. that pickups are marked as "picked".
back in time somewhere at crytek was thinking, deleting "picked" items from map if player load a savegame, would be a smart thing, and gives back 0.0000000001 % cpu resources.
this was ofcourse not documented, not mentioned and this part is also ofcourse not in the SDK (the code we got to look in).
so i needed literally DAYS to find out exactly what happens and why items disappear sometimes and why my own designed devkid fastloader have to respawn items from scratch, even if i'm totally was sure they ARE laying around, but just hidden.
ok, this is now solved. back to work...
now i have to enable the drop back, sell system, sort the drawing of descriptionwindows (that will be difficultier than it sounds), because actually some items "shine" trough the transparent window -.-
than i have to create descriptionwindows for all items, add ammo description in weaponslots and redesing all descriptionwindows a little bit, i'm not very lucky with the actual style :/
added and working!
btw, nice Monitor ^^
ah okay, so you avoid the whole weapon switch on demand problematic and the max wpn ID problem too :)
i forgot about because i actually reverted from that system because i need those animations on all levels and it's a little bit uncomfortable to load always all SEQs, but i still have some in too :/
the mess began as i decided to change timings in a SEQ, it was akward to change it then in all maps.
i'm sorry that i'm always the one who pointing to the weak spots, but i know such problems because i already was running in it before :D
simply increase the resolution by factor 4 but dont exceed 2x2k.
then generate mipmaps, now the lowest quality should still have acceptable quality.
btw, how did you change the decals for a weapon? is this a special shader and if yes, could you show me how to set it up in 3dsmax material editor?
and are you sure that decals are working if all is set to low ? as far as i remember decals are not always rendered, depening on quality settings. so its maybe way more easy to use a simple diffuse texture.
hint: dont use "press space to continue", it's better to use "press use key to continue", becaue it's more convient with the userinterface, _localplayer.cnt.use_pressed nil or 1 to detect it.
for one pda / text: keep in mind that the max wpn ID amount is 49 ...
but there is a way to change the wpn texture on the fly, should be more comfortable.
the easiest way would be to fake the real thing: have ONE pda weapon, and after activate animation, if the PDA is on a exact defined point on the screen and does not shake, take the wpn away and show instead a HUD dds texture which shows the hand+pda+text.
but it will still look akward because the lighting / shadow which a real weapon recive is then different and the user will notice the switch, even if it have the exact same dimension and position (which will maybe a problem for diffrerent screen resolutions, but i dont know this exactly).
so do you have then different PDA's for different text's or did you have managed to change weapontextures on demand ?
(i understand it so that you have a weapon (pda) and the textscreen is the weapontexture? ).
if it's like that, be sure to check als the game in texture quality low, so mipmap2 is used, if it's still readable ! increasing massively the resolution helps, btw!
looking good :)
nice! could you explain what we see? is this actually a 3d model which is really hold by hand (a weapon) or is this a complete prerendered picture including the text ?
could you tell some more about?
is this a complete new character or did you managed to reskin a existing one ?
added and working
i need your help :)
accidentally i tested the new inventory (which i'm still working on-.-)
at a different resolution, which resulted in a bad positioning of
all the 3d models on screen (back pack items, weapons, loot),
depending on the resolution.
so, i have invested the weekend to create a working (!) FOV code for
farcry, which capture those resolutions:
1.5 = 1440x960
1.5 = 1920x1200
1.25 = 1280x1024
1.3 = 800x600
1.3 = 1024x768
1.3 = 1280x960
1.77 = 1280x720
1.77 = 2560x1440
1.6 = 1280x800
1.66 = 1280x768
1.6 = 1400x900
1.6 = 1680x1050
2.3 = 860x360
2.3 = 1720x720
2.53 = 2560x1080
2.3 = 3440x1440
is here anyone with a TFT resolution which is not in that list?
if yes, please respond and post it (the resolution you have, not the format), so i can add the needed code for and probably change some things in the inventory menu for this. actually nearly every resolution ratio need
own inventory menu object helpers, which i have to create in
3dsmax. would be nice to do this asap so i can go forward
with the mod and finish the inventory in near future.
it looks very impressive, is it made by hand? in which tool ?
> They are now able to rotate, but the lock didn`t work, so instead of
> being script only , it`s possible to rotate them by mouse by accident.
what ?!? :D the buttons ROTATE accidentally ?!? wtf ? whaaat ? :D
looking very good :) did you plan a global menu design switch or something like that or did you split the mod ?
> Send help .___.
? did you need a medipack ?
haha nice :)
btw, i'm impressed about the shadows and the reflection in blood on ground, is this still vanilla GTA3 SA engine ?
i think i will play all maps so i can find unexpected behaviors, which does not happens in my maps but here we have "wrong" setted up maps: for example i have totally different weapons, and vanilla maps AI fighters are ofcourse stuffed out with vanilla equipement packs, with weapons which are simply not existend in devkid, and i try to keep all running without script crashes, and maybe with a alternativ, replaced weapon, WITHOUT touching the cry files.
this is actually the case, but actually some AI have then simply no weapon, i try to fix that later :)
hmm, guess the mapname ? naaaaah, it's to easy, or ?
usually you dont see this map from this pespective, but it was a good test to see how cryengines max vegetation draw distance is... this is it...
just by flying with a cheat to such high positions uncovered some "bugs" which have to be solved: like: god mode is enabled, but player fly in a "damage-area". this areas are set by cryteks leveldesigners around the suggested phads, so player does not leave the area (yeah, no open world, even if you think farcry is open world -.- ) .
so, what happens with godmode?
a constant deathhit impulse to player which a constant red-blurred screen, screams and hit impulses, which totally negotiates the expected god-mode behaviour :D
--> fixed , but all this needed time, but it have had to be done.
ps.: yes, godmode 557, it's the real count, if i test some things, i do it serious :D
believe it or not, here i was lucky that i died and all the new third person death cam with dropped player equipement around death player worked properly :D
still working very hard on the inventory, actually i create the boxtexts and descriptions for ammo pickups and will add next a additionally
itemstack, (beside the attachables, weapons and loot).
however, inbetween i have played for testing purposes the farcry campaign with devkid, so i can find bugs and unexpected behaviour (and hell yeah, found a lot of :D ) which i can fix. here some screenshots from, maybe it's too easy for asking: Guess the Mapname ? :D
btw.: the bugs u try to find are some kind of special nature: maybe you have seen already in a video that i have a ingame menu for "devmode",
its a cheatmenu where you can change things on the map, lets say just remove all enemies. and a new bug is then: how react a helicopter which is in fight with a flying player if the gunner AI is missing due to this cheatcommand (it gave simply script crashes).
or what happens to a exploded non devkid vehicles like zodiac, if player do a devkid fastload if player is flying with cheatmode in a crygame savetrigger spot ... such crazy unexpected things... it's not possible to think before such things unless they happens by accident and playing wild around -.- however, i always can fix this things but it always leads to this: testing and playing 30 min: write down ~ 5 unexpected things and then i have to try to reproduce every single thing by a clean start. if i can do this, wich mostly need also additionally 60 minutes for each of the 5 bug items on the list, i can start trying to insert testroutines so i can atleast locate the 2-5 scripts which can possible the source for and then the real debugging code session will start, which then can take 1hour up to 2 days... for one (!) of the new 5 bugs on th elist.
and remember: it started with a 30 min testplay just for fun ...
i have new musics yes :) they are dynamic arranged depending on situation, but i dont use the "music" spoiler system which crytek have used in farcry, i have coded a new one.
so now you dont hear from music if you have killed all enemies in near and you dont hear from the musictheme if someone have spotted you!
i change the musicstyles some seconds AFTER real action happened. this was very tricky but it makes the gameplay much more immersive.