Friday 24 January 2014

Player Start Marker Settings & Sounds

Work

Found some issues with the Standalone Saving when different levels where submitted so had to spend half a day sorting that out. Works much better now and here is another Rift shot for you Rifters, created by saving out a simple level then adding RIFTMODE=1 to the SETUP.INI file.


I spent most of the day however on the Player Start Marker properties, so now you can set the speed of the player and the fall hurt distance which both work fine. I still need to improve the sound effects for leap, land, hurt and die, and I need to add some suitable player HUD damage reaction when you fall too far to back-up the hurt sound and impact.

I also have an inbox with about ten TODO items in there, but none of them are on my Reloaded Priority A task list so they will just have to wait ;)

Not sure if I will do some work at the weekend as it's been a packed one I think. Rift, Standalone, LOD fixes and two key prototypes out the door is not bad for five days. I have some PC's to augment/repair, an attic to carpet and a nice LONG walk planned either SAT or SUN, so we will see how much Play and how much Work prevails.  Hopefully I can get to 'research' Assassin's Creed III which dropped on the doormat a few days ago.

Play

Only did 1.4 miles today as I was picking my car up from the nearby garage and of course I was on wheels coming back which halved my journey. I would have gone out again, but it was seriously raining and I did not want to drown the doggy.

9 comments:

  1. Will you add an option on the starter marker, so we can costumize the weapon, when we choose one for the player? I sometimes want to increase the dammage, but in order to do that, it must be a weapon picked up.
    Also, how about giving us some options, when creating a new map? Like choosing if it's flatt or has hills, if it has water or not, that kind of stuff, and then generate the map with that options.

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    1. I dont know about making weapon damage an option in the player marker since the weapons are handled separately.

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  2. Thumbs up again Lee! Thanks for everything - can't wait to turn my head around to take in the maps! The Jan 31st release is going to be one outstanding update!

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  3. Anjo, it is possible to choose a flat map or hilly map already, just check out the main menu. You can also edit the ini file to make a super flat level with a low poly count, although I haven't tried this yet. As long as your water is not visible, it shouldn't slow the system any. More options for the map would be nice though, a strength option for raising and lowering land would be fairly useful to make fine tweaking easier, at the moment it is quite fast and difficult when trying to smooth anything out.

    I am wondering after dabbling a little into scripting if it is possible yet to spawn items or npc's yet? I have looked but not seen anything obvious :) Oh, and is it possible to set how long a message prompt lasts for? Is it possible to reverse animations also? Finally, is there a way to detect if you are running or walking or jumping, and if you have shot an entity? Sorry for all the questions, but I am keen to get playing with scripting :)

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  4. Never got excited about a working door till today. Lol.

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  5. hey lee m8, nice work so far :). I have been thinking and would it be possible you think to have a extra editing tool used in 3d edit mode, that is a horizontal terrain editor? so we can tunnel into hills/mountains making tunnels without the need for models or something? would be the same as the normal terrain editor in all respects just horizontal layout in 3d mode?? also wouldn't hurt to remake the hurt and heal zones for say rest areas and radiation zones and alike?. have a great weekend m8.

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    1. The kind of terrain tool you describe requires a type of terrain known as voxel terrain. This type of terrain is generally far slower to render than normal heightmap terrain (the kind Reloaded uses) and can be extremely difficult to implement. Unfortunately, as cool as it would be, we won't get voxel terrain in Reloaded any time in the foreseeable future and probably never.

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  6. I had a idea of maybe making a option to start terrain as all water and then build your way up so its easier to make islands ..? it would be just as easy now to flatten terrain and make mountains . It would just add a easier way to make oceans(:

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  7. It was on our shortlist for a sort of terrain wizard, but Construction Kit work beat it to the punch :) For now, you'll just have to have fun making the terrains the old fashioned way ;)

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