Other possible 'cheap' solution would be to enable multiple shadow_control entities in a map, one per area separated by area portals. This would require a trace along the vector of the light_environment angle to see if it hits a skybox texture, but would at least prevent the situations we get where indoor shadows are falling in completely the wrong direction. Either enable dynamic shadows to be cast by light sources other than light_environment, or institute 'fallback' diffuse shadow directly under object if not directly lit from sky light. Sv_autosave should disable map-specific autosaves too.īetter progress bar for bzip2ed fast map downloads.Īddition Add a percentage complete display? Also do not make the progress bar wrap many times (make 100% the end).īetter handling of dynamic shadows to prevent shadows in indoor spaces being cast in inappropriate directions for lighting conditions. When an explosion in near the player the player is ragdolled(somewhat) and pushed away.This including first-person views. In this the player entity would be more interactive with it's environment. Orribilus 05:16, 25 September 2012 (PDT) Dynamic Player If I'm not mistaken, Valve has implemented physics-based animations starting from Left 4 Dead's Source engine. Valve is planning to add more physics-based animation to their engine, and this would be an excellent addition. The solder will try to get back up, and if it succeeds, it should be limping if the knee is damaged enough. For example, if you were to shoot a combine soldier in the knee, it should make the knee move, maybe even knocking the soldier over. This would also help add realism to combat. What should happen is that the NPC's head moves and the NPC reacts to return their head to its original or ideal position. NPCs should be able to be hit by an object and that object will move the ragdoll, but the NPC will react and reposition itself.įor example, if you were to throw an object at an NPC's head, currently the object just bounces off and the NPC doesn't react. 7.19 tools/blocklight fade defined by brush dimensions.7.17 More branch paths for path_track entities.7.15 Subtitles/Closed captions in multiplayer games.7.13 Merging some "map property" entities in the worldspawn one.7.12 A 'parent' property for weapon entities.7.11 A slight different behavior for game_player_equip entity.7.10 An 'ammo' property for game_player_equip entity.7.8 Every entity should have an OnSpawn output.7.1 An Entity/Command for reading variables.4.6 Preserving groups of brushes tied to entity.A new piece of DLC, titled "No Step Back," is expected to be released later this summer. Motorization levels can also be improved to make supply delivery more efficient. A handy new map mode will be released that promises to make it easier for players to see where the supplies from their hubs are going. More specifically, the effort is now being made to allow supply to be less cumbersome. Lately, the devs have been focusing on the subject of supply. Even though they are now in the midst of their summer break, there's always still plenty to discuss when it comes to upcoming features. Updated Jby Mark Hospodar: Fans eager to stay current with all the latest buzz concerning Hearts of Iron IV should always check the dev diaries. The common denominator among them is that all deserve some serious attention from fans. Some make the experience more realistic while others are purely fantastical in their settings. These types of mods add and/or change so much of the vanilla content that it often feels like playing a completely different game. The total conversion mods are arguably the best of the bunch. RELATED: Mods That Were Even Better Than The Original Game From bug fixes to UI enhancements, mods have all the bases covered. The Steam Workshop is teeming with a plethora of top-notch content that adds even more replayability to a game that is already quite addictive. Games developed by Paradox Interactive fit hand-in-glove with mods.
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