Hi.

Took my time for some visual stuff.
For example the Problem of npcs on path. They didnt spread enough on path walking.
SuperKu gave me some lines to modify the pathfinding with.
A great difference in npc moving now.
I also added blending between some animations like idle to walk.
Dismemberment also further improved.
Npcs using now some simple obstacle avoidance besides the pathfinding.

Working on new weapons and npcs now. Again, did not much on Level, maybe this Weekend. Everytime i start building the Level i end up Scripting something grin

First new weapon is the double pistol. Pressing fire once fires first gun, press again fire to shoot second gun. Feels like Cowboy wild west Action when holding fire. grin
Yes, specular channel is a bit high right now

Maybe next is some remote bombs, like in Duke Nukem 3D. Cause i wanna have explosions in game, not only via debug-button wink


Two new Zombie npcs ( both have two Skins, but for now every Zombie has only one Skin set ):
Of course all different Zombies share the same controller - functions.
- Pictures deleted from hoster frown -

Made a workaround for some animations like eating to have better collision.
Mop eating:


Some dev Infos:
Ragdoll / mesh collision info


Pathfinding and oa main stuff




Greets

Last edited by rayp; 11/23/18 00:17.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;