clearingdevkid beta version release,
its the "need already patch 1.4" installed version.
if you have 1.3 pls contact me, i can provide a version for too! (would blow up the release for some additional megabytes)
coding creditz:
-pvcf
with biiig help and teaching by :
-shining, silenoz, mixer, Szczekus, (in no order)
Model & Riggin creditz:
-sniper, janzu (in no order) , others
this is for : *reciverlist hidden*
if you have questions or wishes (for example for other testlevels with different things you have seen on screenshots), please(!) use the linked forum, so i not have to write or link things again and again with pm's or email on different boards ! it eats to much time for me!
Moddb.com
list of availible testlevels:
-jerrytest
-fort (original campaign set up with devkid)
-clearing sunworks
-cleartest
-empty (included in this package)
-desserttest
-hawaii (racing mode is currently broken, speedscaler does not work (dont know why ^^ ))
first: you are NOT ALLOWED to release anything of the package before operation clearing or Enemy Territory is released. no weapons, no vehicles, no triggers, no material or particle packages.
the package have only new or reworked (~500) scripts in it. look inside the scripts to see whats changed.
screenshots are allowed and i would love to see them !
new release of devkid, whats new:
-menu (complete reworked)
-menu can show modname (just name the devkid what ever you want, only some special detections
are working for operation clearing, cleartest, clearingdevkid and enemy territory).
-sun (distance) reacts now to FPS scaler
-fog reacts now to FPS scaler
-fps scaler reacts to in-outdoor trigger
-clearingsoundspot entity is now full working and interacts with inoutdoor trigger
-daynight trigger is now extrem easy to set up: need only a radius and the two names
of fake sun (for lensflair) and for the main sun (for real light).
(note that, if no fakesun is given, the realsun also will not move! will fix that later)
AI
-civilian (first experimental handling, civilians react to player and his weapons)
--for other pipelines look in "scripts/ai/goalpipes/pipemanager2.lua , choose other behaviours and insert the name
--in the properties for civilians, medic pipelines are currently hardcoded in basicplayer.lua (search for "medic")
-medic (seems fully working ) (deactivate debugmessage in clearingworldtrigger)
-some new intresting sender commands (!)
vehicle
(clearinguniversalvehicle)
-completely redone properties structure due some engine bugs by crytec
-race pitchengine is now also activated for non racing games (simply sounds better)
(clearunguniversalboat)
-currently experimental state, use at your own risk
-countless fixes
Moddb.com
-many new commands and functions
Moddb.com
-some new weapons
--parachute
--dieger zipline
--meat
--walki talki
just walk around in the map "empty" and look around. you can switch on off effects in clearingworld trigger, its the importants trigger which sets up the whole level and gamestyle.
dynamic light is now working flawless, two shaders, destroyable, and and and, just check it
can be autoattached to entities or localplayer , same with particle effect, look for the medic !
check out the new triggers/things:
-clearingmusicplayer
-clearinginoutdoor --go in the shop
-clearingvendingmachine --set up on the platform
-soundspot --set up above the platform, reacts to day/night change and interacts with clearinginoutdoor
-ladder --now you can see yourself climbing in first perspective view
-flashlight --is now working better
-new vehicle particles from racinggame are also imported to the standart devkid, just drive and look
-new optimized physichandler, you can now set up a deactiavtion time for every simple physicalized entity
-global friction system (because in every map there is a different friction rate, dont know why ^^ (set it up in
clearingworldtrigger)
-full working salesman system for all objects /vehicles
-new hud mini icons for player -jump, fly, vehicle, walk, prone, crouch, boat, zipline, dive, missing: burning)
-for more weaponslots: collect backpack or set it up in clearingworldtrigger
-given missions are only testdummy entries ! (given on every daychange)
-you can access all new console commands and options from menu in the console, doubble click on console input line (in editor) and scroll to opcl_ ... commandlist
-note that clearingworldtrigger can override some settings on run! (minmax viewingranges, shadowdistance, sun...)
-devmode:
-F3 (in gamemode (game and editor) shows polycount and info
-"p" gives many weapons, not all and deactivates the speedscalesystem , works different for Enemy Territory!
-"o" full ammo
-"F1" switches between difficulty levels,
-@mixer check up the helicopters, they base on your jetvehicle script!
..just play and go around the map
bugreports have to be given here:
Moddb.com
one bug, ONE report! pls do not write more than one bug / thread!
next will be:
-AI spawner
-achievements system
-civilian crosshair detection (usefull ? comments please! i think that if you spot a civilian maybe his name apear or something similar ? )
known bugs:
(beside the listed ones on the link above) :
-whole global fog system is recodet (beacuse of fps scaler), so any feedback is welcome!
-non combatants (civilian) kill counter is not codet currently
-have forgotten to set up miniradarmap. if you place a pickup "mapweapon" (a holdable map) and press fire, normally a fullscreen map would apear , which shows the zoomed area where you are.
chose a map.dds in clearingworldtrigger! its currently not set!
its also important if you would like to have the minimap on screen as shown on latest screenshots
-exported game may not show all particles, (does not have copied them in to the effects.prt folder, pls press export
in editor and all is fine if you need them "in game".
building up your mod on this package is full possible.
DO NOT USE EXP scripts, first look inside the script on header, if they are commented like:
-------------operation clearing
--added: save should now work,
if you DONT see that, the exp trigger is not save/load proofed (like the original exp package!)
pls take a look on the FAQ section
Moddb.com
sorry for changed clearinguniversalvehicle, you have to set up the vehicles in your mod again :/
have fun by trying and modding
------------------
new bugs which appear after a day:
--FIXED) race engine scalemotor in betarelease does not respond)
--(FIXED) vending machine crazy mode 3d sound of cans)... seems to be played on players position and not on can pos
--(FIXED) unbound player from vehicle under water cause no weapon)so no swimm animation is viewable, only switch to a weapon and press fire does the trick.
--(PENDING) AI not unbound if vehicle is in water)and if vehicle lays on roof in flat water, so that AI head is under water, but vehicle dont. AI tries to drive all the time.
Edited by: pvcf