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23082019

Onboard a train en route to Stansted. It’s been rather difficult to maintain a stable signal the past several days, let alone one that’s consistent enough to attend to all of my work: I’ve spent the past several days in a state of continuous disorientation due to all the transit and I haven’t really found the time to get work done, although I think for what little time I’ve had so far I’ve made decent progress.

I’m not sure how I’m gonna handle entries for the duration of this trip – whether I’ll update them as the opportunity arises – but for now I think what I’ll do is log per diem and then once I return home I’ll do a more comprehensive cumulative write-up in a single dedicated entry, focusing on points of note. 

Anyways…

The door now has a proper caster, as well as a dedicated animation (for both the player and the door itself) for opening and closing it. There are also sound effects as well, although at this stage they’re more just for prototyping than anything else.

+ Implemented proper shadow caster for door

+ New animation for door (door and player)

+ New sounds for opening and closing doors, and attempting to open locked doors (not used so far)

+ New sounds for footsteps on grassy, hard and muddy surfaces

+ Created new script “sound_play_pitch” for repeating sounds with on-the-fly pitch changes (ie, footsteps)

+ Created new script “sound_lowpass” to shift between regular and low-pass audio.

? Renamed “sound_play” to “sound_play_3d” for more precise description

? Stones, sticks and tall grass are now automatically deleted if in contact with interiors to prevent clipping

? Changed the shadow mask on the cabin to more accurately reflect visibility via a window in the front

? Being in an interior now also displays a cutout of the front wall, specifically highlighting the location of doors and windows

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