Another quickie update.
Jeremy has been hard at work updating our base player skeleton to take care of an unforeseen issue. This has unfortunately delayed that area (again), but given the importance of getting the skeleton right, it is something we have to do.
Sucks, but there it is.
John has continued his work on various maps and map related assets. This includes re-implementing the code and assets used for interactive and destroyable doors. We plan to update this code shortly, expanding and simplifying the process, as well as improving the players ability to interact with them. In the end, doors will support incremental opening/closing, as well as partial/full destruction.
eg. Shooting out the lock or using a charge to obliterate the entire door.
With any luck, John will be able to show off his work soon…
As for me, its almost a question of what I’m not working on. This a Good Thing ™, as it shows that things are being tied together towards one coherent whole.
Adding the extra FOV variables ended up being a small part of my work there. John and I set about updating the shader and UScript behind the optics shortly after that video. The result of our efforts allows us to do much more realistic optics, as well as fake the infinite paralax you get with decent holographic sights.
Once we’ve tweaked these to give a nice effect, we’ll demostrate them in a vid.
Finally got around to creating a native version of the custom command scripts that I mentioned last year. Keys can now be to told to activate when pressed, released, held, held & released or double tapped. They can also include unlimited conditions and associated commands.
eg. To make double-tapping forward result in in a sprint:
.Bindings=(Name=”GBA_MoveForward”,Command=”Axis aBaseY Speed=1.0 | OnDoubleTap StartSprinting | OnRelease StopSprinting”)
Work will continue on them as I think of way to expand them further, with out making them exploitable.
Ladies and gentlemen, we are most certainly getting there. We may (or may not be?) a ways off still, but progress has been, and contiues to be, had.
#@*$ yeah!
-Kris