yes this is the sad part of the game, there's not really any navy
there are ships, but you can't buy them, though if you're so inclined you can get on them and poke around.
the military navy does exist but you can't steer the ship.
you can't own any ships.
the sea is generally off limits.
you can swim yes, you can ride on boats, but that's about as far as it goes.
what can I say, for a game that has just about everything else something had to be cut, navy just isn't in the resources and test groups have literally "no" demand for it, not one has asked for it.
so, lacking anything to talk about I'll post out some bugs we're working on for shits and giggles
intel mobo's don't like us, Nvidia for all the support they've given us still has some issues with using havok physics from intel go figure
their stupid cuda system is annoying to implement any recognition for
we finished the ageia physics card programming before the buyout so it's still there if you have one, it's relatively bug free
we're having some object consistency issues, in reference to bullets specifically, they just disappear sometimes, after about 150 players are connected if everyone fires at the same time about 3 to 5 of the bullets will simply disappear for no reason, our engine as designed apparently thinks they hit a target or is overwhelmed and thus the oldest data is pushed out to make room for new data and simply has no follow through
or a combo of both
we've found in single player situations where the same will happen at random, we've narrowed it down to an artifact in the dynamic weather system, specifically in relation to wind/breeze
when it collides with another wind of an opposite direction it essentially makes an impenetrable solid, and if you shoot into it the bullet disappears
we've fixed it as of recently, but multiplayer, well we have to rewrite the script a bit to add priority tags to bullets to go over various other objects, such as a can for example
thankfully this isn't the first instance and after the third time this sort of thing happened we implemented a system to quickly update files of the same type with these sorts of things
so all minor objects, such as cans, newspapers, distributed particles/ chunks of buildings, will be given low priority
bullets have high priority along with character sprites, gun sprites, grenades, etc...
medium priority is reserved for large chunks of buildings, any massive object in terms of size, weight, and effect
tanks for example would be in this category, as would airplanes, and an entire building, or a building falling over
we'll probably separate this a bit into various other categories between low and medium, and between medium and high
so that tanks and planes are higher priority over buildings
we'll probably have to add in relativity to these tags so that if a building for example were to be pushed out of code then it would be one that's not near anyone or in anyone's immediate visible area, and obviously not currently being effected by anything
but I hope and pray that such a thing never happens, because in order for that to happen, all low priority objects would be pushed out of code first, and there's a lot of them
right now we're working on resource management
we've found ourselves extensively overextended on our demands for 100% settings
and the priority tags we have right now are in relation to settings on %, like 10% for example would remove most of the low priority items so that when you blow up a wall you get little more than a cloud of smoke, and little debris
for 100% settings, in blowing up a wall you would have the most realistic smoke, area effect damage on anything within the effective area of the blast, exact amount of debris based on all variables, appropriate response from any witnesses, shock wave, any fire that may come from the explosion, any windows that might break from the sound or shock wave, and anything that might be effected by the debris, and the sounds, etc.. of all of the responses listed including any breaking windows, etc...
and lets say that at the same time, someone is swimming in the ocean, you'd have the right consistency of the water, the right reflection of the sun and swimmer, dynamic waves, appropriate visibility, etc...
and at 100% settings all of this is applied simultaneously without any drop in frame rate
and obviously seeing that someone swimming in the ocean has no effect on you blowing up the wall, it's irrelevant and completely "unreasonable" according to some
so the current 100% setting, is being moved to 110%
and 100% will now be just the stuff related to the explosion "metaphorically"
on the plus side, we're applying this to all levels of settings, and thus allows lower end computers to play the game at higher settings than before.
other than that, our audio department has been working overtime to make sure that the audio sounds just as it should at the right distance and if anything is effecting it, then it's heard as such
and also things like if you're next to an explosion, then you "might" go deaf if the normal person would go deaf from such an experience
or if you only go slightly deaf, then what you hear is affected as such
that and our music is coming along amazingly
we have some of the most talented composers you don't even know you knew, but if I were to say the games they did then you might be overwhelmed
needless to say, it wasn't easy to get them but was entirely worth it
hopefully you guys will like it as much as I do
test groups so far have been amazed by it
but they're all suck ups and brown nosers so far anyway
so if anyone is alive long enough to read this, drop a line
else I'll assume the world is dead
in that case I'm just talking to myself again
and that never ends well
I get in an argument then I woke speak to me for a few months then start hitting myself when I'm drunk and then blame it on myself after I apologize only to end up screaming at myself
but that hasn't happened in 10 years