I tried that recently. It basically turned into jello cubes, appearing and disappearing
until it filled the bottom. then the fill property limit took over and it just stayed at that level.
I agree with what @Riamus posted. A water poi at the top emulating an erupting spring,
Jason Booth water shader for the flow because it adjusts to the terrain vertex changes, and
a poi water catch at the bottom. It would be visual but you could only gather water from
either pool.
I tried that recently. It basically turned into jello cubes, appearing and disappearing
until it filled the bottom. then the fill property limit took over and it just stayed at that level.
I agree with what @Riamus posted. A water poi at the top emulating an erupting spring,
Jason Booth water shader for the flow because it adjusts to the terrain vertex changes, and
a poi water catch at the bottom. It would be visual but you could only gather water from
either pool.
I was pretty skeptical about using shaders to simulate waterfalls before watching that guy's videos. I mean, it's still inferior to full-fledged fluid simulation, of course, because it couldn't be used for deep, flowing rivers due to its lack of actual depth.
But for thin, trickling streams and vertical falls it seems like this type of shader effect could work. At least, for hand-made maps...
Unfortunately, I suspect it would be extremely difficult to adapt RWG to use shaders like this in any kind of logical way. It would take major changes to the procgen algorithms to know how, when and where to place waterfalls along river paths -- and that's assuming we ever get procedurally-generated rivers instead of the stamp-based rivers we have now.
Only if faatal gets his wish and rivers move from being stamp-based to procgen. Rivers currently don't follow terrain topography at all. Not only that, but rivers currently lack support for elevation changes along their length. Trying to apply the physics-based shaders in those videos to the rivers we have now would be like putting lipstick on a pig. It would be pointless because it wouldn't look any better than the basic "waves" animations that water uses right now. Physics-based shader effects need elevation changes in order to simulate gravity's effect on water.
The only way I could see it working with voxel-based water blocks would be if TFP ditches the river stamps and generates river paths procedurally, and also allowing rivers to follow elevation changes in the terrain. But that introduces HUGE problems... water blocks placed on slopes "flow" downhill by default, which means that map generation itself would require major changes to avoid all the rivers from draining into lowlands areas, leaving empty river channels and flooded plains. If they allow river sources to function like springs so that the rivers never run dry, then the entire map will end up flooding with water eventually. So then we need some way to drain water to keep that from happening.
Riamus suggested special generator and drain blocks for making waterfalls work. But what happens when someone takes a shovel to the river bed? The entire thing falls apart because it relies on cheap tricks. We can't ignore the dynamic, voxel-based nature of the game world. Any solution has to work with the possibility of dynamic terrain changes.
It just keeps getting more and more complicated the longer I think about it, and the more complexity we add, the less likely it is that we can get it to work well for RWG maps. A simple solution might be to simply deactivate the water block physics to prevent any of that from happening. So we wouldn't have to worry about rogue rivers flooding the map or anything. We could then give them fancy shader effects. But then we go back to the lame, static water we had years ago. I'd hate to see that happen.
That is the way I was thinking. But I don't know the texture and data limits as they
are streamlining now.
A strange throwback conversation I had with a friend regarding virtual reality from
lawnmower man, when we got home. If you can fool the senses, to the mind it becomes real.
That's why I loved the Matrix plot.
The way i applied that principle before, I duplicated a waterblock before water got worked
on but replaced the texture with sand in the desert, instant quicksand in sub-biomes complete
with water sounds, of course it turned to jello moulds as i damaged it. Have not tried since.
So I figured it's basically a textured layer for a misdirect, over a clone of water properties,
mainly just the ability to gather using a container...ok...Jar since its on a slant, which I haven't
figured out yet, but add the water sounds when interacted with and for all intent it is water
suspension of disbelief. Since it follows terrain vertex it may continue to function correctly.
That's one of the things that old water shader didn't do, damage cause the shader to pick it's
own generation direction per block face.
Side note: instead of a deep dive recreation, think like this water in this game is a reactive property,
a passive property, a texture and a visual. Any block can emulate water in the voxel world, and still
retain it's solid integrity.
Is there any plans to make zombies attack?Other animals instead of carnivores. I know dire wolves hunt deer but like I could see ferals hunting deer at night or something
Okay, so what is the priority for zombies then? You hadn't included bandits in their attack priority; you just said corpses them players. Do zombies attack corpses then bandits then players, or bandits then corpses then players, or corpses then players then bandits? I'm not asking if they defend themselves if a bandit attacks them, but what is their target priority?
The corpse AI task comes first. Targeting what they see next, which can have multiple types and the types are sorted by distance, so it would be bandit if closer or player if closer (I did not check to code if doing exactly that now, but it will do whatever we want to make it do).
It's better than what I thought about posting, I was going to make a joke about faatal loving his wife so much that he purposely put code in so they don't eat her
As stupid and juvenile as it was...we miss the turds being in game. On our server with me and my 2 older brothers...you would randomly get hit by turds base building, out looting anywhere out of the blue...sigh...the good ol' days
As stupid and juvenile as it was...we miss the turds being in game. On our server with me and my 2 older brothers...you would randomly get hit by turds base building, out looting anywhere out of the blue...sigh...the good ol' days
Last winter me and my brother decided to do a winter biome base, cuz as snowboarders we love winter and snow and the fun we can have at any not expected moment.
At some point we did a small 1x3 blocks walls with clay blocks and started a snowball fight ingame, till death. We still do it, even among the creatures and zeds among. Laugh is the least we have.
Turds were just a cool thing to have, reminding the days of fertilizing soil to plant stuff.
Indeed, good ol` days !
P.S. Aye, GPMinion, have you tried PvP with snowballs ? That`s what will make you a good player !
Last winter me and my brother decided to do a winter biome base, cuz as snowboarders we love winter and snow and the fun we can have at any not expected moment.
At some point we did a small 1x3 blocks walls with clay blocks and started a snowball fight ingame, till death. We still do it, even among the creatures and zeds among. Laugh is the least we have.
Turds were just a cool thing to have, reminding the days of fertilizing soil to plant stuff.
Indeed, good ol` days !
P.S. Aye, GPMinion, have you tried PvP with snowballs ? That`s what will make you a good player !
I don't understand why though. I mean, fertilizer is a nice mechanic in that it's more immersive for those who like farming maybe.
But adds nothing new or exciting to the game. It's just another useless time sink in my opinion.
I prefer the bonus you get with fertilizer coming instead from investing points in LoTL. That's what that bonus is representing after all. You're better at farming, and you learn to use fertilizer on your crops so that you get a better yield.
As stupid and juvenile as it was...we miss the turds being in game. On our server with me and my 2 older brothers...you would randomly get hit by turds base building, out looting anywhere out of the blue...sigh...the good ol' days
I had no idea how my friend got a fancy toilet in his base(noob at that point), but i knew i had like 20 poops on me, so i put them all in there. He was like "who pooped in my toilet before i could!" lol
I don't understand why though. I mean, fertilizer is a nice mechanic in that it's more immersive for those who like farming maybe.
But adds nothing new or exciting to the game. It's just another useless time sink in my opinion.
I prefer the bonus you get with fertilizer coming instead from investing points in LoTL. That's what that bonus is representing after all. You're better at farming, and you learn to use fertilizer on your crops so that you get a better yield.