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ok, one hour work and it now first checks if its a player entity, if yes, "old" weapontable detection routine is called, if no, it gives a signal.
unfortunately it will now also react on wooden things thrown trough, but i think this is ok for now.
atlaest it gives now a signal if you throw your weapon trough, and that is what count.
you can now also throw a barrel through and it will trigger signal, which gives additional new tactical options :)
once inside the game i hopy you can ignore low res textures :)
the best thing: i never was a fan of doom :D
and they managed to **** off real doom fans and disappoint guys like me, who would just love to throw and eye in to it :D :D
i try to make the indoor areas as nice as possible with my abilities :)
the initial swell is always very high to start "just for a not really needed door" .
i hope so, i try to design it that way, atleast i can play it byselft :)
thank you :)
thank you very much :)
i will test if this is possible, theoretically it should not really care if its a player entity or any other entity.
the problem is, that then the contact code is not working, which automaticly activates the entity, so i have to update it every frame, but i will see.
the metaldetector asks for the playerentity which is passing it and steps trough his weapons, and give signal if a weapon if found.
reading out phyis material names is also possible but this is much more complicated, because it have be done with a thrown ray and getinstant hit.
bascically there is no real lua command to get the material out of a cgf.
first test of fresh programmed metal detector test entity.
it's not perfect as you can see at the end: basically player can simply throw the weapons through or behind and collect them after the test :/
will see what i do against this method.
well done, well done :)
thank you for that nice release :)
now i walk and watch all the time to the minimap instead to the world in front me :D
thank you for the nice credits :)
this minimap is a addition which was demanded since... 10 years or longer :)
i was totally dissapointed by the design of the doom SP level. was looking not like it was builded for some technically reasons by the citicens, it looks like it was builded by a mapdesigner to have a 3D jump&shooting;-puzzle shooter without any sense and reason. absolut no immersion, no exploring fun and every place looks like the same because of always the same material shading system and leveldesign...
and wtf, NO RELOADING :D :D :D :D ahahahah :D :D
and did you have seen how and where collectable things were placed? its more like mario bros leveldesign, but this was looking more real :D
a gun nearly the size of 30% of the screen and you need two headshots to finish thin creatures :D :D :D
as i remember the metaldetector idea was invented by you on the airfield entrance section :D
the most intresting section is below this place :D (bunker door picture)
thank you, Marek33 :)
I draw and place every sign individally for each situation. For example this one: If you didn't notice it and walk through, a Alarm is triggered.
But you the player won't be warned with onscreen messages or something like that, its all by your own, if you take such signs serious during gameplay or not :D
ladder is ofcourse climbable, you can use nearly on EVERY place on the map the z direction of the level by climbing or jumping. for example its nearly possible to reach *every* roof from all buildings and climb through the highest mountains, nearly every point of the map and mountains you see is reachable. (i only forbid it sometimes if it would break some riddles and designed walking ways).
i will place collectable goodies so player is motivated to explore really the whole map.
about material based shader: the best example is the actual Doom: damn, it looks nice, buuuuuut, all the metal looks identically, just a little bit colored. thats so strange, unreal, plastic.
i actually like this type of shader more than the actual materialbased shaders from acutal engines. i can't exact describe why, but this looks more "real" and not all is glowing in the sun and it does not look so much like plastic all the time.
those little yellow sign on the door fence... needed about 1-2 hours for :D the idea is (or will be), that alarm by a metal detectio unit will be triggered if player passes this door with a weapon.
this alarm will cause the plant security to leave their shelters / barracks, so it will be much harder.
but atleast its players choise what he do. there are actually 4 complete different ways to enter this area with each result in different gameplay inside this construction side.
worked endless hours on this bunkerdoor, but finally it was worth it :)
just amazing! and all done with vanilla objects and textures!
i'm also impressed about your shadow works in that scene, well done! are they stable or flickering or are they baked in to the lightmap ?
yeeeeees, thats how it should be :) well done !
uuuuuh, niiiiiiiiiceeeeeeeeee :) 10/10 points, damn, i love the blinds!
nice shot, well designed urban area :)
they are mostly Lisa's work :) i hope i meet her again :)