project is at full work :)
yeah, will see how this is going here :)
just some impressions from the dynamic weather system. i will upload soon a new statusblock on the youtube channel, (see description).
i think it was working atleast in the demo or in 1.0 release version, some things got broken or deactivated in later Patch versions, for example the energy drain for flashlight or stuff like you can regain your energy by activating flashlight and cryvision at the same time ;)
it's just a normal process if a release-date must be holded and you have way more worse things to fix.
that is looking gooood! seeing those 2 white single snowflakes a idea came in my mind: what if you hang on that power cable over the road some glowing bulps ? or is this place intentionally death and abandoned ?
dynamic weapon movement: oh boy, i love it, very nice work!
what did you mean with restored crosshair function?
file orphaned and deleted.
yeah, that's nice weather ! would love to see a Video too !
this is a harbour-storage-warehouse area :D
wild west town was really not intendet :D is it because of the mountains ?
Das mit der Seele haben schon ein paar Frauen übernommen gehabt ;)
ps.: bitte englisch posten :)
thanks bro :)
it's now all fine, PC is working, pvcf is working (more or less), and i think i will be fine in one or two weeks and again on 100%.
because i have now control over the level of darkness which every player have on their screen, no matter which gamma and brightness settings he have, i can finetune ambiences and lights and can exactly determine where he could see things without light or not, this is a very big achievement which caused some headache in leveldesign here for a year.
implentet a feature which give me control over indoor darkness-level, so players can't cheat in dark areas by just cranking up brightness and gamma sliders in options menu.
(because part of the game design is to force player to look for enlightments, like flashlight, fire, glowstick or fuses).
as side result of this new control-code i got disco-flickering fog :D
(already fixed).
actually i fix a bug with intersecting fog areas: if two areas with fog entities overlap, the second one is ignored or, much worser, is processed and store as "entry" fog values the fog settings from previous area, which leads to nonstop fog after leaving the second fog area.
this problem is actually solved (and leaded to muuuuuuuuuuch other side problems, like this disco light :D )
edit: yeah, have now a working fog-intersection or fog-staggering :)
glowstick looks bad, i will rework this.
i also was thinking about make them hold-able-in hands, like in DayZ, but it would take to much work to remove the complete grenade-code from loottables and grenade-stack, and i'm in an code-stop / feature complete state, so... it will stay like it is.
still alive :)
some things happened...
my PC broke, probably the PSU was down, no one was selling usable PSU's on Ebay, also in stores they was weighted in Gold or they sold 7 year old **** for insane prices. so, after one week i bought finally one of those old bricks just to
found out it was the Motherboard, which was broken...
i needed over an additionally week to find one for replacement.
then i got very (!) ill, layed down over 3 weeks, slowly but constantly i'm in an recovery process and since 4 or 5 days i can work 1-2 hours / day on opcl.
btw: "Guest" comments are not allowed anymore, only registered Users are accepted.
previewpic looks a little bit wrong :D
uuuuuuh, you have a heathaze overlay! nice ! i love how the far mountains wobble in the athmosphere, top-notch effect !
i also was thinking about that but i dropped it away for some reasons.
did you got the common screenshader to work or which trick do you use ?
nice idea!
but what about this: as i tried once to get a playermodel for first person, i spawned a AnimObject with model from _localplayer and set it to the pos from player, then you can animate the model.
i gave up this stuff because of an problem with non fitting animations, because the animobject got all the time third person anims which are totally different to first person anims, which was then visible on the shadow which the player throwed.
if you switch off player shadow, you lost then also the weapon shadow.
also the head which clipped trough the cam was sometimes a problem, but i think it can be solved if you have only one model for jack and remove the head and eye texture / replace them with a pure alpha one.
haha, yeah :)
in this particulary case the RPG7 was dropped by me, but yeah, why not.
especially because this building my only be found and entered by very small amount of players. the Building is hidden and also Locked.
love it ! nice shot !
the stone texture works very well with the terrainpainting, great job!
it is really strange, because in Editor it works, but the game itself, which uses a different rendering method for the engine, it is broken.
i looked yesterday in to the shadercode, and there is absolutely nothing to see and no code bridge, so i'm actually totally glueless where to look or what to do -.-
you also have never seen such effects previously in FarCry :P
maybe i have time somedays and will look into the shadercode and maybe check the ATI bridge... if this code is now working in actual Nvidia cards and less buggy...
on left side you see a hanging plane, intentionally this was swinging by the wind, but due to some shader problems with my Nvidia grafix card, i removed this stuff and make it static -.-
the thing is, that cryengines shaderpipelines have own roots for ATI/AMD and for Nvidia cards, so, if something sometimes works on one card, it is broken on the other one... multiplied by countless driver iterations since 2004 ...
so i mostly have to use the lowest common shaders which leads then to downgrades here and there -.-
lucky shot :) because this building is very hard to find and also not so easy to enter, i plan to place good loot inside :D
thank you :) inbetween it is like that: if i interact with an object which is not interactive or destructible or burnable in any way, i think it is a bug in my code :D
pvcf
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