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valdark

Question to Hicks regarding explosions (follow up from twitter)

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I had asked on Twitter a few days ago whether the changes we have seen to lighting (proper shadows and no longer casting light through walls) would also change how explosions were handled in regard to how damage is distributed.  

Currently explosions seem to have been reduced in radius because they go through walls.  

Can we hope to see them returned to their larger radius but with cover working to avoid damage due to the progress made with the engine?

Edited by valdark
typo

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How do explosions sound particularly in the distance with the new sound engine?  Are those fixed? 

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On 11/7/2016 at 2:27 AM, valdark said:

I had asked on Twitter a few days ago whether the changes we have seen to lighting (proper shadows and no longer casting light through walls) would also change how explosions were handled in regard to how damage is distributed.  

Currently explosions seem to have been reduced in radius because they go through walls.  

Can we hope to see them returned to their larger radius but with cover working to avoid damage due to the progress made with the engine?

Well, explosions themselves are tied to the damage system and not the engine. That said, the gameplay programming team does have plans to improve explosions with the new damage system.

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3 hours ago, Hicks_206 (DayZ) said:

Well, explosions themselves are tied to the damage system and not the engine. That said, the gameplay programming team does have plans to improve explosions with the new damage system.

I must admit the collision programming team is getting much better. Things have been improving very well since .45

Did the new engine help make it easier? i believe the same would be cows walking into the fences.

 

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Thanks for the reply.  I was hoping the light calculations for the explosions could be piggybacked to tell the system where in the radius to apply damage.  Since explosions have a light component anyway it was my hope that this could serve the dual purpose of cutting down on server load and simultaneously apply damage only where obstructions did not exist.

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