Deledrius wrote:I rely heavily on the developer console we have in MOULa to debug Age building (and the better flymode and independent camera mode), and the fact that we can launch the engine directly into the Age I'm testing makes it so much nicer!
Sounds nice ! I never experimented with these, to be honest. But then, I never experimented with the new engine either - except when playing on Gehn, of course. I should do that someday
I also rely heavily on Drizzle to automate some tasks - repaging or renaming PRPs, for instance. And Drizzle is limited when it comes to MOUL PRPs.
Deledrius wrote:The KI hacks might not work the same though, since the KI was made drastically different between games
Oh, the interface comes from the KI, but it's not tied to it. It's a duplicate of the KI's PRP, so even on a different game with a different KI, it would still work fine. (... I actually wanted to take control of the KI's interface to avoid messing with PRPs, but in the end my script and xKI.py where fighting over which was in control. In the end I duplicated the PRPs, which allowed me more control over the various text fields).
The only issue is that the two new PRPs used still rely on cross-Age references, for instance for the textures and materials (since that's the original behavior of the KI). So when doing a MOUL version, we might have to cut these references since I think the pagenumbers for the GUI are changed.
Deledrius wrote:a Waveset can have a list of SceneObjects that are buoys
Hmmm, sounds cool ! Will see about that.
GPNMilano wrote:Swim2D will get replaced by one system that controls both underwater and surface swimming and switch between the surface swimming visual and the foggy underwater visual which will also tie into the sound effect system to mimic muffled underwater sound
OH YES. I'd love to see that, would be great for Fan-Ages (plus, seeing normally while underwater always felt very strange to me).
Annabelle wrote:Why did you put 3 layers of palms up there on the hills? I think we aren't supposed to explore that part so I was wondering is there a wanted effect by adding up layers like that?
Err, I wanted it to feel like a forested area up there, but it could be that some of the trees can't be seen from the beach. Maybe I should have brought them closer to the cliff, or something.
Annabelle wrote:You should maybe consider putting a collision around the leafs on the ground. It's always weird to not bump into such visuals. I can understand for little plants like the ones found in Delin for example, but with greater plan it's odd. Maybe just small collisions covering the height of those plants.
True. I'll put a small collision around those, but I don't want to feel like you're standing on a paperthin leave either, or be completely unable to run through those.
Annabelle wrote:À part de tout cela, ton âge est bien fait. J'aime bien aussi l'autre âge qui fait paysage lunaire, "Protagen". Continue comme ça !
Merci beaucoup !
Protergen was more an experiment than a real Age, to be honest, although it did look good, in its own way.
Deledrius wrote:An item on my wishlist/todo is a modifier that activates some very simple bone deformation to plants/grasses when a physical collides with them. It does wonders for immersion and doesn't need to be very complicated.
+1. On a similar topic, I also wish I could use the Wind Modifier used in Laki'Ahn for my palm trees. The Age is very static and needs more animations.