I don't know, I am neutral (like switzerland) :-)
I don't know, I am neutral (like switzerland) :-)
This is a stone from the bavarian forest!
It is not my responsibility what your imagination makes out of this stone.
Thanks for the hint. We added an option to enter the IP.
There are already commands. Here from the homepage:
Open the console via F2 and then enter them.
setGodMode(b: boolean);
setBuildMode(b: boolean);
setNoTarget(b: boolean);
setFly(b: boolean);
setDebugMode(b: boolean);
setGravity(b: single);
addItem(name: string; amount:integer);
iwanttogotothesurface;
newday;
breakfast;
midnight;
printCurrentPosition;
addAbility(name: string; amount:integer);
loadMap(name: string);
loadSynMap(name: string);
disconnect;
suicide;
quit;
„boolean“ means you can use „true“ (on) or „false“ (off).
Example:
=> setGodMode(true);
„single“ is a number:
„integer“ is a natural number: 1,2,3,4,…
„string“ is a text
Example:
=> addItem(‘Iron’, 64*10);
This will add 10 blocks of iron.
=> addAbility(‘gameabilities_learningpoints’, 40);
This will add 40 learning points.
If you do not see nothing different our job is well done. We reduced the number of polygons by the factor 10 in order to improve the speed!
I already made a lot of designs for the buildings. Still thinking about the algorithm which creates the layout of the cities.
Thanks for your support.
Recipe trading is a good idea. Will keep it in mind when adding NPC's.
The new speed of the engine allows us to add more features like buildings, better enemies, NPC's and multiplayer. It is the prerequest to a lot of cool stuff.
1. The algorithm tries to find a road with minimal overall gradient. That can't be seen in the overview map clearly, but it is really fun to walk on them.
2. The names are generated by a rule based system. So there are about 32000 different possible names. Will perhaps improve it further.
3. Of course. All new models are made with Blender and can be imported by using a simple xml script. The models can be included via Java or via our own visual programming language. We plan to make a tutorial on this when we created all parts of the plugin system.
4. The minimum specs: We try to reduce them as much as we can by creating a new voxel rendering system which will be much faster. Our goal is to reach 60fps on a 5-6 year old computer. When the new rendering system is finished I will post new minimum specs (for now we simply do not know).
I created a gun firing and hand granate animation for him :-). No just a joke. He will be peaceful.
It is definitely one option to control the placement of beds or chairs via templates. But I will need to playtest it when the levels work.
That's a good idea. I will use the dungeon generation algorithm to create cities. Let's see: I need support for thin walls and different templates (I mean templates for houses). Yes this should work.
With the new equipment mode I meant that you can also equip shapes and cloths. Thats from a programmer perspective. I could of course make something like a shield and sword combination but for now I plan to add more present day weapons.
And thanks for your hints on the third person mode. I actually only throw a ray from the FPS camera a few meters back and then place there the Third Person Camera. I will think about how I can make it on the shoulder and still allow correct aim.
Are the animations the problem or the hands in general? Would it be better to add black gloves?
No the guy who is charge for all computers at my university :-(. By the way: The bug has been corrected!
Thanks!
Thanks for the hint. I already created a small house. But yes you are correct the buildings should not float in the air. And I plan to overwrite the terrain generator.
Thanks my friend!
That sounds cool. But how would you use multiple sense cones from a gameplay perspective? As I also do the AI programming I am glad that my monsters only have one eye.
I am only using multiple sense system (not cones) when it comes to different types of senses at the moment. So I am using one sense receiver for audio input and another for video input.
I hope I can also use the editor to create the AI. I am currently experimenting with Goal Driven AI. Ok for the fish it is not so important but for NPCs it would be great.
This is only a testmap for the game AI! This is no voxel map. It was made in a normal level editor.
Here is the link to the Steam site:
The demo on Steam is much more up to date. Did you downloaded it there?
Did you cycle throught the different block types with the right mouse button. And you can also equip a shape in the inventory. Then you can construct different cubes or ramps!
We know about Depth Map based SSS. But it is not needed here as the leafs are very thin. But for humans we will perhaps use this technique.
I uploaded the new version to the unstable branch. Press F2 in the game and then type "setThirdPerson(true)". This will enable the third person view.
Use "setThirdPerson(false)" to disable this. I will connect it to a key when I have a better model (today I created the main character with the name "Lisa" in Makehuman. It looks very good!)
bsf_mistau
Michael joined
Hi, I am the creator of StaudSoft's Synthetic World.