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.
daaaaaaaaamn, i tweaked the whole day the engine so blowing up the outpost will look nice and impressive, only to find out at the end, that there is a core problem in cryengine in physicsystem:
basically a breakable entity is done with two draw-slots: in the first one is the unbreaked one, in the second the breaked one.
if i now dephysicaliue the first one and draw the second one and physicalize the second one, the bug occours:
cryengine physicalized ALWAYS all slots at once. there is slot-switch in commandline structure for, but this is simply ignored and the physicroutine for c++ is NOT part of the SDK, so no chance to fix this.
i have now a plan to recode and rework the scene again, so this dull behaviour will be avoided, but this will need an additionally day of coding.
here is the recording, jump to the part where i blow up the structure and you will see it byself, its self explaining.
edit:
btw, does someone know how to clean up /remove all particles (not the emitters!) in the map ?
if i blow up a breakable, the parts are created as particles, if i do now a devkid fastload, the structure is rebuild but all the broken particles sill laying around.
the cryloader can do this trick, but i did not found out how -.-
Hm, maybe create a variable for them ? (If it possible). But it is as a variant
Damn, it seems like here will be need enough recoding to fix this problem, just finished watching a video.
I don’t know why, but it still comes to mind to create conditions for certain types of objects (the most crutch method maybe)...
my first idea was to add an additionally objectslot, but thinking twice it is meaby easier to use a hidden simple entity and sender events :/