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.
hmpf, the buggy burning chair: the burnt material is added to the wrong hull (the physic hull), i tried to change it today and this was the first test... .... failed
the explodable barrel: damn, i have a routine which checks materials, if they are burnable, and metal is ofcourse not, BUT... everyone expect that this firebarell will react to a fire... so... i have some work to do here -.-
ps.: how i stumbled over the burned chairbug first: three days ago i found out, that the chair on his origin placed position (closer to the campfire), catched fire and started firespreading.
and honestly i'm to lazy to insert a special routine for campfires which does NOT allow to spread themself around.
test from toilet, where i solved following problems:
-black particles
-falling ceiling lamp does not gives anymore playerdamage
-broken urinal particles stuck in the wall
(they still stuck there but atleast they look now awefull -.- )
see also the cryengine renderbug as i throwed in the Frag from outside... unfortunately that's probably one thing i can't solve, but it happens veeeeeeeeeery very seldom.
ps.: yes, i heared the wrong (way to big) soundradius from broken toilet watersplash
things i forgot to mention:
i worked yesterday several hours to find and eleminate a bug which does not let the player take the explosive firebarrel ... this was a arkward bug: literally *everything* was take and usable, but NOT all those firebarrels. i was going crazy and have had to dive deep in my entity streemingengine and have had to create testmaps and testroutines.
last but not least i found out why it was forbidden: the grab routine thinks, that barrel was still hidden by the devkidentity streamer... which was ofcourse NOT, because it is viewable and physicalized...
it have a hidden flag set, you can see it as i switched on the entity inspector... it is still set...
i invested some hourse to debug that and i'm 100% sure that this should NOT happen, but it is... so i rewrote then the hidden condition in grabroutine and ask for an similar boolean, which do also the job.
this is one of the mysterious things which does not let me sleep :D
ah, yes. i have to change the collusion hull from campfire, it looks very strange that i can place the barrel on top of it :D
Its kinda cool that the plastic chair burns.
all "soft" materials can burn and all can spread fire :D
was a long, loooooooong long and hard way.
Honestly this is all just amazing work you are doing there, thank you for it! :D
thank you :) yeah, it's my baby and some things have to be done "right", otherwise the immersion is immediately gone...
Excellent work like always and I'm looking for more development news!
thank you too Marek33 :)
i will see what i can do :) tbh i was thinking the engine is final since weeks and now i stumble again about such bugs and glitches -.-