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dannyboyle

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Everything posted by dannyboyle

  1. ¿DO YOU THINK THE RELEASE OF NVIDIA's PHYSX AND FLOW OPEN-SOURCE CODE CAN CONTRIBUTE TO DRASTICALLY IMPROVE THE PHYSICS ENGINE OF ENFUSION ENGINE FOR DAYZ? I hate that this game doesn't have gore like dismemberments, Dead Island 2 has an amazing engine in that aspect, in terms of breaking glass, or when you hit a zombie it swings or gets half stunned by a kick, I think Dead Island 2's melee design is almost perfect, especially the kick to push the infected out of the way. In DayZ running over an infected with a vehicle feels like playing Gess Who? Where you knock over a token instead of running over a human, there's no real physics, it feels horrible. The environment has no destructible elements with physics. e.g. fences that break, poles that fall down if you collide with them, being able to drag the body of a dead animal with a rope to a truck, or a slab of ice that can break if you step on it while carrying a lot of weight on your back or if two or three players step on it at the same time it breaks. I've said the basics, but a decent physics engine can open the door to some very interesting things, the problem is that DayZ fails in that aspect. At the beginning the physics don't have to be mind-blowing in everything, but so be implementing basic improvements to make the game feel more real and fun, the ragdoll for example is essential, it's fucked up that in that respect DayZ feels like a playstation 1 game. ¿Do you think the release of this code could change things and implement it in Enfusion? https://github.com/NVIDIA-Omniverse/PhysX
  2. I think that in Europe there are no crocodiles, but I prefer that before they work on a system for birds, add insects, for example in a tree.
  3. Hello! In the game when the player's vision comes into contact with a collision, be it a wall, the ground, a streetlight in front of the player, etc... an autocontrast occurs, it is automatically intensified, this autocontrast causes it to be increased by modifying the scene's default illumination, anyone looking at the ground will have noticed this. Here I shot a scene showing how the lighting is screwed up by aggressive autocontrast. I do not mind a little contrast to illuminate a little, even the contrast when looking at a wall does not bother me, it gives the effect as the view gets used a little to where it focuses, even at night it bothers less because the scene is illuminated a little giving a little the effect that the pupils dilate to see a little better, but during the day it is hateful to look at the ground and see how the whole scene is illuminated in a very aggressive way modifying the contrast that comes by default. I think there should be an option to control the intensity of the autocontrast, to intensify or reduce it manually, or simply Bohemia should reduce it to the maximum, at least that of the ground collision which is the most aggressive. For example, in forests I'm fine with autocontrast, or when it gets almost too late, but during the day it destroys the default contrast of the game, I think that the autocontrast should be configured better, especially when looking at the ground, which is when the color of the whole scene changes just by looking down a little.
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