This member has provided no bio about themself...
yes, the video shows it, the healthbar is constantly decreasing (as long the player does not wear somtething protective).
first ingame test of radioactive zone. seems i have to fade in the effect instead of switching it on ^^
player does not wear any suit or protective things.
this is the first effect, all other environmental damagetypes (exceptof fire) have no effect code yet. i needed nearly 2 days to develop this screeneffect which can simulate some type of radiationsickness and which does not interact with all other possible screeneffects (that is always the hardest part in such new things).
about the strongness of the effect: i recode it now so it will fade in and get worser the longer you stay in.#
what i would like to discuss:
would it be more immersive if this effect is NOT played / viewable and you just loose energy and without the multimeter you does not know why ?
would this be better for immersion ?
let's say: the visible effect appears only, if you wear a protective suit (and his electronic assistement systems get some distortion...).
if you does not wear it, you will loose health and player breath more like he was running all the time and will not recreat stamina in addition, so it's on players turn to find out what happens (watch the signs or hold and check from time to time the multimeter, which eats up a backpack slot)...
any suggestions ?
edit: yes, OPCL is additionally a survival simulation.
edit2: no, after leaving the radiationzone, player will not suffer and keep radtiation sickness. i dislike the "malaria" system from FC2 ^^
thank you :)
ok, i make this sign destroyable :D
so you can hate a simple pond :D seriously: i have to think how to handle radiactive areas for the player. i'm not sure actually if i allow in this map clothes / if it makes sense to let player suit all the time a protective suit, it is not the maingoal in that map.
have to rethink that radioactive stuff in this particular map.
oh sry, i did not want to show this in this map :/
please ignore Spoilers :D
yes, since i have posted the problem with the broken GPU i have had replaced it two times, it was more than 4 years ago :)
thank you :)
the horrible thing is: once you have seen it with active postfx it looks so "poor" without -.- and i was all the time thinking this map was looking good :/
test of a new inserted menu option which user let decide if he wanna have some motionblur and Dof post processing FX.
Needed some time to implement, because it needed modifications in crygame.dll and some scripts, also the editor needs some tweaks so mapdesigner have the option to create areas where this effect is forced off and this needed special overlays in menu to tell that the user, also crysave and devkid fastsave needed changes so the engine is updated correctly after loading a saved game.
it's really horrible what is sometimes behind such a "simple" slider in menu...
btw, spended the last day trying finding nice values for effect depth and
finally it turned out, that there are no final perfect values, so everyone
can decide byself if it fit's his personal taste.
thats why i invested some time and ported it to the interactive overlaymenu.
i know what you have seen before as video :D
nice work !
baaaaah :D OPCL looks better :D
thanks ! i experimented yesterday for about 4 hours with that effect, looking if i can really offer that effect for players and i'm still not sure.
so atleast it is probably better to build in to the menu a slider where users can choose from off to on with free adjustable strongness.
the problem with that strong effect is, that you simply would not see far away enemies, which is not intendet in gameplay :/
yeah, nice menu background :D
thank you bro:) atleast it was marek33 who has given a shout about the boring old texture :)
thank you! i needed nearly 3 days until i got this texture final and working in this map -.-
is it not possible to use a commonspecular bump shader to achieve that effect? (i'm not familiar with HL shadersystem, that's why i ask)
i changed the airfield ground texture so i have a less boring empty ground.
this is the old version:
This is the usual Menu effect with realtime Rendered Game as Background
i have a bug in devkid: if i turn off HUD with cheat, go to menu and cklick on resume game, i get this visual shader ingame.
not to shady :D
i actually thing if i add this (much less effect) all the time to the game if user activate it in options :/ ?
hell yeah! was a looooooooooooong long way to achieve this.
i even have stolen the idea from delayed explosion and dancing barrel from HL2 :D
testing the new debugged fireengine, it can now correct interact with metal barrels which have explosive fuel and can spread correctly.
i also worked a little bit on the grabinterface, so it's now easier to place entities after carrying a little more better than it was before.
all in all it looks now easy and natural, (spreading fire, feeding the fire and so on).
btw, holding a burning thing even one second longer results in burning player :D
the final destroyement of shelter: i was curious why it looked and behaved so strange... script bug. (yes, fixed as you read this ).
and the script error from explosion is fixed, thats how it looks and how explosion interact with fire and viesa vie
honestly i thing both are great!
i was simply to lazy to write it down in first reaction text :D
maybe you can create a second curtain which is drawn to the side and place it on left side from the left window.
the wooden texture from the between windows placed furniture should match the nice wooden textuer from table.
nice one ! and damn, the window is pure porn, nice work!
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 -.-
thank you :) yeah, it's my baby and some things have to be done "right", otherwise the immersion is immediately gone...
all "soft" materials can burn and all can spread fire :D
was a long, loooooooong long and hard way.
i do not use HDR rendering, even if it looks alike, i also did not use cryteks FakeHDR, i use a own thing, which works with vanilla Renderer and where i have full control indoors and outdoors.
so, what is your idea ?
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:
-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
omg, this looks so bad im comparison with the actual version :D
and as i have posted this, i was already thinking, it looks good.
that gives me always the tickling feeling, that every other scene could also improved like that ... :/