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have today removed the green stuff but keeped all the props and trash and tweaked the random soundspot so all the dogs and crows yell less often now in this area.
AI handling: look at the scene where I and AI are reloading simultaniously, and i think its a good Idea to surround him by running on the other side of the beton fence... and the AI "think" and do exactly the same with better timing and raised my godmode counter by rushing ME at the end of the beton barrier with a fresh reloaded weapon :D i absolutely LOVE the KI in CE1.4+
spent today ~4 hours to "green" out this scene with mass of trees, grass and bushes, pls look the actual video and compare byself :)
and what i should say... i like this one more ... -.- it gives a better ambience/athmosphere than the natural version, so i will kick out all the "green" stuff :D
download the avi in better quality and without advertising here:
spent today ~4 hours to "green" out this scene with mass of trees, grass and bushes, pls look to a older screenshot and compare byself :)
and what i should say... i like this old one more ... -.- it gives a better ambience/athmosphere than the natural version, so i will kick out all the "green" stuff :D
beside this you see some tests here with AI handling, shadows, day/night , ambience sound (which sucks).
this shot demonstrate perfect the difference to previous shot... and ofcourse it looks "nice", but its not the mood i need here, so i will kick out all the green stuff -.-
ah, yes, much better! AF filtering off ?
hmm, hard to judge because the old one is shooted with sunlight reflection from other side and texture looks almost the same, however, this one looks more sharper / crispy, but its the same texture ?
great achieve :)
very good :)
pls check always save and load capability if you add entities, so you know where it comes from. its nearly impossible to debug a complete mod with all entities.
---> tracking :D
would be awesome to see a whole hill covered with that mixture and see the FPS :D
i like it but what is this for a strange glow and why it looks blurred ?
thank you for your nice words :)
yeah, it also does not have all props, like in the video. the video shows the most recent version.
sick of posting all the time stuff from one single level, where operation clearing have 9 maps over all :D this is one of them: level snow, a nice building from outside, ofcourse you can go in (see previous picture).
you can also watch a little video from this level:
generic indoor room, i try always to give every room a "sense". i absolutely dislike empty rooms with a single crate and a shelve with a amunation box stored in.
btw, this is a 2years old screenshot and you see the planned weapon skill system, where i have worked very, very long time at ... unfortunately its currently deactivated due to some engine limitations (missing sourcecode from crytek).
so i will probably dont have weaponskill training :(
my plan was to individualize a player weapon by trainable things like accurateness and reloadspeed.
only reloadspeed is working, accuretness not.
but its also now deactivated (i think its not much enough to call it "trained skill" and show it like that at hud.
very nice renderer settings, top of the notch!
nice blue distance fog, gret work!
i like the water and the warm environment color, good that you have eleminated the purple sand color from old builds, now its really perfect colored, keep it up!
the map is big but there are "only" 4-5 big camps where you really could need them. funny would also be if a helmet reduce crash/collide damage to player if he drive a motorcycle or a bike :D
the random item spawn is currently really awefull to set up, i should code something unique which makes it really easy so every item decides byself if and where it should be spawned. the problem is not the appearing or disapearing, the problem is, that i as leveldesigner need exact control over the amount of each item (and position) so i can tweak the difficulty or the gameplay better. its not so easy like it sounds.
up to now i decide it like that: in this area is a wrench, but it have 3 random positions, where it can be, and at gamestart a random generator will hide two of them.
that's a intresting point ! you may know, that "dunia", is a cryengine port something arount 1.8, which already have the new ce2 (crysis) shader, shadow and multicore system, which we with ce1.4 didn't have. but the renderer, animationsystem, entitysystem and texturehandling are quite similar. ofcourse crytek have build in in every new version nice new postprocessing effects.
but honestly all was count atleast is interactivity and leveldesign, the bling bling grafik will be only recognized the first playing time unless you get used to be. btw is this the point where Ubisoft includes always his towers which have to be climbed, just to give a little bit interactivity :D
hui, that is looking good ^^ i love the nice blue lensflare effects, what is it? a shader or particle ?
beside that: the shader and bumpmap quality is really nice, is this SM3 ?
you squeezed out the maximum possible look from vanilla farcry environment, congratulation!
would love to live in such a green surrounded city :)
:D i like his name :D
tracking like your first one :D welcome back :)
about difficulty: the difficulty already influence the chance of AI hit player probability dramatically, so i think adding this also to helmet protection would lead into some kind of armor cheat.
(at lowest difficulty AI really have biiig problems at aiming to player, even if you stand still in front of enemies.)
i also think that helmet player is a nice thing, next question would be the availibility. i currently tend to place only one or two single helmets on the map, so its a real lucky event if player find it. (knowing the map doesnt help, i have a random item spawn system if i like :D )
thank you very much for your contribution, Marek33 :)
hmmm, different helmets... not (yet) planned. (i even did not have thought about :D )
about the amount: protect against 60 headshots? that would be a 600 hit (remember the ~10 percent) goal, which player get. (but infact after 3-4 hits he is usually death).
i was thinking about, hmm...,lets say 1-3 headshot protectings, depending on bullet energy. (one sniper, 3 pistol, 2 mg), for exampel.
what did you think ? any other comments ?