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i can say it would not be soooooo hard to include this as gameplay mechanic :D i think i would need ~4-6 hours for :D
reason would be: eating ^^
you are really welcome, Marek33 !
btw.: plants remodelled and work now like expected :D
ah, yes, the back-bouncing player.
is it a catapult back effect or is the back bouncing not so noticable ?
generic outdoor shot which shows some technically issues i have with polgyondraw count.
indoor shot from a old cinemy which now is used by the commandeur of this island.
thank you Marek :)
you are faster than i can comment what i have posted :D
this one was just a self-remembering that i still not have redone that plant model, its still have a collide phys mesh -.-
very intresting concept and look!
i have a techically question: what happens if you move with a carried object close to a wall ?
the map looks good! parks and city environment is important for exploring :)
you start again from scratch ?
i'm currently debugging new found bugs regarding save load game behaviour , also do some sound coding which is really important.
than i will start again on that tower :D
thank you! i think i will work a little bit further on it, because i'm not satisfied how the tower reacts if i hit the lower part, you remember the discussion and hmmm, its not what i would expect :/
yes, the angles are wrong, but i decided to use it like that because it looks good, if i would use realistic angles, there would be no lit at all. hmm, i would have to rotate the building, maybe that would also make more sense with the big doors :D
some tests how breakable tower react under heavy load environment, the problem with the hovering pieces is gone since yesterday (this video is 3 days old and still have this bug).
full quality download
middle qual youtube
you hit exactly the point: it would break some designed gamerules / walking routes.
but if i let access only some it would feel false, because how should i explain to the player "this is usable" and the other one, looking exactly the same, "is not usable" ...
i fear it will result in "not accessible at all" ;(
i hope so, but we will see, maybe it will be a bug mess or a FPS desaster :/
thank you man :) i sometimes play with the idea to make all those electric wires usable as ziplines :D
thank you too, Bomtvare :)
thank you Marek33 :)
better quality :
the video shows how user can now adjust hud icons and how each item will interact by triggering an event on screen depending on menu adjustings.
its much harder than it looks :D
fixed, epic new routine inserted for :D will record a short video for menu, i'm now satisfied with :)
it's exact like you have described it, it looks "ok", but realisticly i would expect then a destroyed basement and a slowly falling down from the topsection, but i will see if i have the time for.
i'm currently stucked in the hud icon menu fader, all is working but the icons are not visible anymore :D and i have no idea why :D
yes, i absolute hate "dead" environments which not react to player or which block player with invisible barriers or with constructions which scream all the time "i'm here only to be a barrier".
thats the good thing by making a own mod: i can do it like i want and like it should be :D
i think i can fix the 0:30 physic bug, thanks for pointing it!
actually the tower IS destructible from down, BUT it will break in to the same amount of pieces, that means it can look strange or false. maybe i have to separate the metal beam holder structure from the top construction and connect them the top structure with a "make rigid body active" event, but i fear i'm to lazy to separate the tower structure, because its much more behind than it looks: it needs shadowhelper, it needs invisible physic hulls and they all need a special names-sheme, but maybe i will take the time and try it.
download as avi in best quality and 60 HZ:
download as avi in best quality and 60 HZ:
i second that !
after some hours of coding, which results in adding about ~6 lines of new code and about 6 hours of modelling in 3dsmax with try and error (to fit the new code routines), i made this : destructible guardtower without no noticable CPU load :)
tried also routines by crytek which are used for destroying the gunship or the routine which is used by exploding vehicles: but they reduce the framerate for ONE exploded tower to ~30%, no chance to be usefull in a heavy load environment.
this one is now done complete in the GPU and processed by shaders and i'm a little proud of it :)
it was very very hard to keep the destroyed model standing, physicalized and have stable shadows from and spawn all the little parts automatcly out from model and let them fall down physicaly correctly without beating the CPU, very very hard ^^
inbetween i often was thinking: "ok, stop it, its impossible"...
have actually started to "Open" nearly every point of the map for exploration, but i have still some "corridor" segments in it, where i can force the player to interact like i have designed it, but player can now always choose when and how he try those sections and always can go back and get new/other equipement.
i try to make really every thing accessible and make them nice, atleast for a picknik :D
infront of a very deep canyon, this place is one of the most hidden places or nearly not really easy to find :D
the rope can be used to climb down and access another area without passing some guards.