• Content count

  • Joined

  • Last visited

About joe_mcentire

  • Rank
    Bean King

Profile Information

  • Gender
  • Location
    Where there are no kangaroos

Recent Profile Visitors

5554 profile views
  1. Shirley, you can't be serious. I very much agree that it's easy to get used to and rely on it but i do not think that it is a requirement. there can be other ways i strongly believe. How about an automatically initated dynamic zoom for when you stop, stand still and stare into the distance for x seconds. This triggers your dynamic zoom mode and you can carefully watch with enhanced vision, a movement or a cooldown after y seconds (decreasing focus) and you are out, the view goes back to normal...? It makes sense to somehow reward the use of ingame objects like binos
  2. Man... the wait is really gruesome and i really never ever want to see a game so long in early access, but your engine has really come a long way. i am not sure if i speak for many but i think this is very relieving footage for anyone (still or again) interested in this game. Was one of the people opposed to the magnifying eye since i can think of and somewhat still are, i also expect to see some sort of soft trade-off for the people in favor of that feature to be implemented. So here a simple proposal just off the top of my head: Remove the dynamic zoom BUT use spots or dashes (in various degrees of e.g. opacitiy) to indicate moving objects in the distance which might be only revealed with the dynamic zoom feature otherwise....but might be too complicated for what it actually adds to the table. :D
  3. !!! can please - for the love of god - someone post pictures. is this what i think it means?!
  4. @Sumrak you speak in your Q&A about how shuffled interiors or more variety in interiors were an option. Has there already gone some work into that concept? It sounds to be a quite reasonable idea with (hopefully) minimized effort. I do also think about two concrete examples which were shown to us over the last years: procedural color changes and small object interaction So i guess both mechanics could also be applied to buildings and their interiors?
  5. interesting. so can we also expect harvesters then :P? On a different note: the overhaul has blown more then some fresh air into chernarus but what is still missing is that: would also endorse the recent discussion about that at reddit
  6. have to agree with@OliverPlotTwist here. it's a bit like seeing someone playing PokemonGo. players become literal zombies when they scavenge with their inventories open. It's really just an exploit due to the fact that the game has up to now a somewhat broken loot-spawn system. loot spawns in objects or under them and in all kind of places. In a way you are forced to do the ol' 'ventory scavengeroo at times. @OneStep what you also have to consider is the fact that you make a mockery out of the night and dark lighting in general. You can and will simply cheat away this impairment by using the inventory all the way. Have you ever seen someone take out a torch or chemlight and crouch to look for loot under a table or chair during night? Me neither... I think the whole idea of this implementation IS to get a way from as @PeterNespesny said a "pixel-hunt" for loot. It makes life so much easier. it also adds a natural sense of peripheral awareness which was - before VR - not really possible to adequately reproduce in games. think about that scenario in real life: do you go to a door and have to look and focus precisely on the door handle in order to get that thing open? no, your peripheral awareness tells you where to place your hand. You might need a quick look to analyze the type of door handle to figure out if you have to turn a knob or push a handle. Now look at the gif below That's exactly what i just described above: look at the handle (more or less) and then "peripheral awareness" sets in; you can move your cursor some way off the handle into the door and still open it. imo it makes sense in both ways: take away a certain clunkiness and enable ease of use and enable a sense of realism by adding a certain amount of peripheral awareness. cheers
  7. To all of these some input from my pov: @PeterNespesny the current implementation seems to be as - if not even more - immersion breaking as a "simple" highlighting contour. One idea could be something like your implementation but only just appearing briefly and then quickly fading away into obscurity. the best thing to describe it maybe is something as you saw in Heavy Rain: Of course not so pronounced, and far more subtle. The notification could then look more like a thought or an impulse to trigger further action of the player character. In addition I would keep the notifications on a somewhat basic level; where it is reasonable: "ammo", "firearm", "weapon", "fruit", "food"... for most items. In any case, this addition will ease alot of pain in many scenarios such as opening and closeing doors while in a hurry... @Sumrak you speak of increased detail and new vegetation. quick question there: does this also include smaller props similar to - let's say - fungi? from the top of my head: hornet's/wasp's nests, anthills, scalable cobwebs even..? @Andrej i would really consider to give zeds a real human feel. heavy breathing, unintelligible mumbling and babbling, crazy giggling, sudden clear moments: "Son, is that you?!", crying and moaning in agony, shrieking and screaming from pain and aggression, smooth and rapid transitions into different moods.
  8. O_o it doesn't hurt to dream, does it?
  9. Bunkers or even cellars or basic sewers might be possible at some point, considering that VBS2 already had this:
  10. really like the idea, of areas with dense, high crops to hide/flee into etc. problem might be how to consider this in the rendering distance
  11. hej thanks for the opportunity! Given the time and resources, do you think rivers (moving or running bodies of water) will find their way into the engine, eventually? Given the time and resources, do you think having and creating cave/mining/underground systems will find their way into the engine, eventually? Have you ever thought about randomizing certain places and areas with different sceneries upon one or more server-restarts? Kinda like how cars or helo-crashes spawn but maybe on a bit wider scale? e.g. a certain road passage, once being blocked with fallen trees, then again with a random crash of one or more vehicles, then again spawning with roadworks. or e.g. a church, once locked with dead piles of bodies inside, then again with an abandoned camp, etc. Do you plan to breath more life (pun) into your coastal villages, towns and harbors? They are predestined for all kinds of eerie sceneries but have remained lackluster for the most part so far. Like the small "fisher village" of Skalisty Island? Aren't we supposed to smell the fish there when walking between its shacks and cottages? I'd think about all kinds of stuff, such as abondoned piers, small fishing boats narrowly strung together, piles of fishing nets... soo much good stuff :)
  12. i always thought about a threefold division of the animation-trees for players and also their interaction with the environment: slow/quiet <-> normal <-> hasty/noisy So you offer basically three options to every interaction leading to different reactions and implications of/to the environment/npcs - too simplify it dramatically: one animation but with three different speed-multipliers, say x0.5, x1 and x2 Where would you see ) the feasibility of something like that in regards to the current phase/state of the project and the engine? ) theoretical limitations and downsides? ) practical limitations and downsides?
  13. hej, will also take the chance to list some points from the reddit wiki: feel free to share thoughts, feelings, emotions, confirmations (negative or positive ones) and or anecdotes regarding animations concerning...
  14. can you take at least some time and read title and op's post (or even the 2nd which is from the person who's going to answer our questions), please?
  15. hi and thanks for the opportunity: the world of chernarus becomes more and more detailled and inhabited with wildlife but what still is missing is also an environment that feels alive are we ever going to see static objects getting their generic (or player/npc triggered) animations or animation trees? flags waving and flapping, wind turbines/wheels rotating in the wind with corresponding intensity shrubbery trees moving when npcs and chars stride through them chain-link fences moving when a char hits them etc. generic animations of static objects' getting destroyed (fence --> fence slightly damaged --> fence heavily damaged --> fence destroyed) etc. team/dual animations and animation trees animation can be (conditionally) triggered by one person and a second might be able/needed to accept/decline the animation trigger helping each other over a fence carry person carry heavy loot with another person etc. can you (BI) imagine to provide a very rudimentary animation(-tree) editor at some point down the line, to allow easy access for modders? will doors always just open wide and loot just disappear from the vicinity and appear in our inventory... ...or will we see a hand reaching to a door pushing/pulling or a hand reaching to an item/container and putting it in the backpack? will we at some point have animations to allow the interaction with e.g. this fence (destruction, deconstruction, climbing) cheers