Quote: "Why is everyone suddenly getting this impression? Just cause my to-do list is growing doesn't mean I'm actually all that excited, DarkAI is something I've worked with for awhile now and if I can just find the right places to put things it should be rather easy to setup. Some people are amazed by the features we're putting in, and, well, alot of my DBP projects had them from the start (okay, except bloom, that one's a killer)"
You do realise taht we are all on a team and it's not a contest to see who can do what and get more recognition.
If you are having troubles finding an area to put the code in, just ask one of us... we've all been through every section of the code many times, and although some thigns are easy to do OUTSIDE of the source (like my Water and Bloom), you may find that because of the way FPSC was coded, it may not be so easy, and things can go wrong.
Thigns for Ply to talk about/explain in more detail:
-The console sliders
-Weapon Physics
I see that my console hasn't been fully covered and/or some people just didn't watch the entire vid.
Here are the things that are CURRENTLY included in the console, organised by which Tab they appear in.
Water Tab:
- Water Level
- Choppiness of Water (Effects how wavy the water will be)
- Fresnel Bias (Effects how well the reflection can be seen versus how well underwater can be seen)
- Fresnel Scale (Effects the "circle" area around the user which also effects how well the reflection can be seen... i.e. the reflections further away can be seen better while the water directly under you shows the refraction of what's under the water)
- Water Scale (Effects how MANY waves there are... so setting this to 0 will make it appear as though it's almost glass)
- Water Refraction Color (Been covered and should be obvious

)
- Water Reflection Color (Colors the Reflection objects)
Bloom Tab:
- Bloom Width (Effects how blurry the bloom effect will be)
- Bloom Brightness
Fog Tab:
- Fog Distance (Effects how far away from the camera the fog will be. Does not effect visibility underwater)
- Fog Color (Obvious. Color for above water fog)
- Water Fog Distance (Effects how far away the fog underwater is from the camera. Does not effect visibility above water)
- Water Fog Color (Obvious. Color for underwater fog. Matching the color for Water Fog with the Water's Refraction color will cause a brilliant "glow" of that color

)
Env. Tab:
- Ambience (Effects the overall ambience of the level)
- Ambience color
[/Tab Explanation]
As of right now, the Ambience only seems to be effecting dynamic objects and not the entire scene. It shouldn't take long for me to fix it, but it's on my list of things to do before getting back on track with the things that were originally planned for Lemur.
Regarding weapon physics, I, too, have wanted to have that for a while now, but unfortunately we would LIKE to finish in the middle of the coming month, and Iw ould like to make it clear that this is NOT a request thread for Lemur. You can put some ideas out, but they will not all be accepted. As for weapon physics, I would love to work on that, however, everything else planned for Lemur must be accomplished first! (I would like for you to keep this in mind, Airslide

)
Object Physics seem to be handled differently than weapons, though. I'll take a look into it when I can. (Airslide, you can consider this added to MY list. Please continue work on your current objective

)
The one and only,
~PlystirE~