Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.
video
devkid breakable entites with new burn down and explosion option.
-sounds alpha / unfinished / placeholders
-particle effects (fire, explosion) are placeholders for testing routines
Nice,i love it.
You can shot it,then throw at enemies.
thank you!
i currently experiment with "rocktjump", : what happens if you hold it in hands during exploding ? :D rocketjump!
testing actually more the "holding" and "release" routines, and they dont work very well for breakable entity, it seems the bbox physical mesh size is different in comparison to simple entities, so i have to create a own fallbackroutine for breakable entities, so that collusion and holding offset is better calculated. damn, this new burn-down routine draws things behind i never was thinking off -.-
the problem is, that the holded thing is dephysicalized (otherwise player would be catapulted around the world), and i must aks the virtual meshsize and calculate mathematically if it would theoretically collide with the world on crosshairpos, and exact THIS is not working with breakable entities -.-
Looks great! Luckily I saw the alpha version and I think that it was good, but in beta it takes more time for barrels to explode. Also, you should check the explosion effect which has ProjectX because they would fit the barrel explosion much more.
Btw: You should check your profile and your mod page.
thank you! i currently add routines which delay the explosion by random and add more intresting imuplse and rotation, have had to add a "fligh control" code which prevents a spinning on place and crashing into the ground, the barrel must fly around, and explode then and "infect" other barrels (what the actual version i'm sitting in front, already do :D ).
i don't wanna rip out particle effects from another mod, but thank you for mention it, will take a look if i find a video!
That's interesting. I will look forward to seeing it.
I don't mean to rip it from that, but to make it “similar” to that.
Unfortunately, here are many mods which port content without asking. If it is only their personal mod, it's OK, but if they want to release it, they should get a permit otherwise their mod could be easily deleted.
daamn, still have had no time even to start a new particle effect for this explosion, will post next days why... have had some code orgia behind me because of the breakable entity and interacting with environment / AI -.-
Take your time. Rushed mods never end well (maybe expect very few examples).
the "problem" is, that i (have) developed last days routines which i actually not need for the first release, but they are urgend needed for a future release, so its a little bit frustrating: make things which are not necessary for the first release :/
but it seems its done :D
That's good to hear! Hopefully its done and we will see it soon.
its done to 99.9%, almost perfekt :) must "only" create some new sounds for and model some nice little things so i can show it better. sounds will take about 2 hours, little objects, hmm about 2-3 hours. set up the scene and recording also 2 hours, so i hopefully can it show tomorrow :)
Nice! It's great to see more and more progress.
Sometimes I don't believe that You make this mod alone.. o.O Very good job mate!!! I'm looking forward to see more new stuff :D
thank you!
i have done some new code in breakable which affected AI (throwing breakable to AI, which leaded in new codemess -.- , will show it maybe end this week :) )
+ for that :)