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.
ok, the pile of ash replacement routine is working almost flawless and also already supported by devkids fastloader. now the cryengine loader have to learn about, then i need a routine which throws a ray to ground and measure the distance, so i can use this also for models which are not correct lined up in 3dsmax, so the pile of ash does not hover in air or is placed below ground.
then i have to code a system which does not throw away burned down fires and spawn always new ones if needed. it would be better to reuse / stream fires like i do actually with footprints and tiredecals.
on screen you already very heavy debugging routines for fire which i have had to wrote last days, so i know how far away or how near is the next fire and can react to the origin fire (increase his size instead of spawn a fire on same position or nearby or just take the farest away fire instead spawning a new one if maxfire amount is exceeded and so on.)
i finally dephysicalized the pile of ashes because it feels strange if player moved up by walking over ash. this alse prevents me from douing the material routines for, which also saves time.