FINALLY! Please Anton, don't forget the CS Gas! I've wanted the tear gas to actually have an effect on Sosigs for as long as I've know it existed in the game. Maybe it could really confuse them and blind them or something.
Glad to see smoke being reworked. It always felt like sosigs could see me through it no matter what. Makes me curious though if flashbangs will get tweaked too, they don't do much for the player when a sosig tosses one at them.
I straight up thought that nothing was even implemented regarding sosigs seeing through smoke, I thought it was just a "haha lose a point" and hazard for the player
I just had an idea: what if you made a gun themed escape/puzzle room. You have to find hidden bullets and/or guns to trigger puzzle elements (buttons, maybe cut a rope that's suspending an object) in order to progress. I haven't really been keeping up with this game, but I remember being able to shoot a shotgun shell out of a flare gun, breaking the flare gun. So you could design a puzzle where you have infinite ammo, but you have to keep finding flare guns to progress the puzzle. Idk, could be fun, but maybe there isn't enough ways to make it work without getting repetitive.
The Sosigs vomiting gives me nostalgia.. ... in that it reminds me of Turok: Evolution, where you can use a poison weapon on enemies that does the same effect, making them vomit to death over time.
My bug sense tingled when you went to put the sosig in the poison gas, thinking "if I were demonstrating this, this is when it wouldn't work" I can't wait to be able to trust and thus use the smoke effects more in game!
The toxic barrel reminds me of the poison arrows from Turok Evolution. I think it would be fun to have a poison dart gun that has a similar effect, maybe a new round for the medic's syringe gun?
I love the changes, the only thing i wish is that squarels were able to spawn commonly in holds, so i can use them more tactically. In the hallways its pretty hit or miss if i can use them at all.
@@JackFoxtrotEDM Clever use of occlusion culling and non-complex geometry. That's why most videogame trees have flat leaf textures with a transparency mask.
he showcases gameplay through the unity editor, because it’s easier. this makes the performance significantly worse on his headset but as you can see his pc can run fine
As the video was playing and you was showing the grenade adding blind effect I was thinking man, it'd be great if Anton could do one with that sleep effect he made a while back, then bam, you crack out that mustard barrel, I think I love you man!
Yeah! My exact thought as a way to fix it was just to have two spheres, one for collision and one for blocking sight that matches the shown spheres. Just makes sense.
@@Firomusalso, if other people are in the room with you and having a conversation, that would cause all sorts of problems with anything stealth related.
another things to note is like the giant tree on the steakhouse lets the sosigs see you through it. But of course you cannot see them back so you just have to blindly shoot through the tree
Fantastic changes! I really love how thoroughly you explain things. Would it be possible to add the mustard gas to the cs gas grenade? I feel like that'd be closer to its actual effect.
You rule. I wish more devs were like you. I need to get the vr headset on again. Robocop gold auto-9 with very high level chips and new game+ has me hooked recently. I love H3VR also though.
This game cannot be ported to the Quest. If I ever do something for standalone it will be a brand new piece of software built for the formfactor and technical constraint.
I dont know if you see my last answer. Here: "Several weapons received exclusive videos containing different variants with different magazines and calibers, the Kriss Vector only had 1 caliber included and neither its stock nor the color are correct. The Kriss Vector has calibers such as: 9mm, .45ACP, 5.56 and versions with and without a tactical rail on the side at the front of the weapon. You don't need to include all of this if you don't want to, but only the 45ACP version is at least a 9mm, just pay a little more attention to the weapon and correct the model with the wrong stock plss ;-; " thank you for your attention.
hey @Anton Hand, would you mind taking a look into competition shooting handguns like custom glocks and double stack 1911's with cut out slides. maybe just adding rmr support and some pistol compensators would be amazing
One thing with the various smoke grenades I've found a bit frustrating is that the CS Gas grenade only works as a regular smoke screen. With this new system it could actually incapacitate sosigs like it should. Too many times I've gotten it in T&H but barely used it because it was just half functional smoke like 4 other smoke grenades xwx
Hi Anton, I couldn't help but notice the smoke and gas has a kind of lacking spread and uniformity of cloud that regular smoke gives, I bet if you changed the bottom of the smoke cloud's collision box to something mostly flat or slightly concave and had a sharper curve at the edges of the flat about a quarter of the way up the height of the sphere, this would cause them to stack or slip off eachother, you'd need to mess around with the size of the outer cloud to remove gaps after the change but I think you'd get more satisfying smoke. A sidenote but if you also added say 3 distinct shapes to the smoke getting more warped as it disperses and have even a semi animated transition that would help a ton with the look and someone's interaction with it. Lastly an ignorant person's suggestion but you could probably save resources by having the status effects produced by a given cloud to apply it's status in a single rectangle or a few polygons that auto resize based upon the outline of the furthest spread spheroids that have a maximum drift distance set just incase their physics bugs and a rogue cloud tries to fly away. Tying the suggested 3 transitioning shapes for spheres to the smoke fade time and the overall intensity of the smoke/gas's could save resources by determining multiple effects by one calculation. Hope something was useful, love the game and thank you much.
Is it just me or do handguns take way more shots to kill, you had to shoot that first one like 5 or 6 times to put em down, i kinda like it, you know what alwase kills in one shot, the C8 canadian carbine.
For reference i know 9mm used to one tap to the dome. And I've found myself having to 2 tap the grounded sosigs, it makes the rifles feel really strong and pistols feel like a utility, it feels great swaping between targets to keep them knocked down and taping the grounded ones for kills.
@AntonHand that makes more sense, its really fun to bounce between targets as your taking a capture point. And the 9mm and lower smgs are uber satisfying now, 3 head shots and they pop.
what if the player is the one completely inside the smoke bubble? you can solve it with two raycasts I guess but for other smoke behavior such as damage you will still need the collider detection either way so might aswell use it.
What about some syringe dart thing that you can use to extract the contents of the containers and inject into the Sosigs by shooting at them? It would have various effect on the Sosigs and the player himself when injected :P
I know the smoke grenades being transparent would hurt performance, but could it maybe be an optional setting that's off by default? Even if it's like buried in the options menu with a warning next to it, using it just for fun in ranges and such would be cool.
No. Again. I have a 4080, and a single smoke grenade with transparent smoke knocks me out of 90fps in a simple scene. There is no machine that can run it smoothly
i kinda want to play tnh with dead sosigs not exploding or disapearing. Would be cool to see the pile of them i made and maybe it could be cover. I know its not possible but itd be cool
Glad this wasn’t the sosig fart update. Also vision spheres should hopefully be very cheap because all spheres are cheap, just one radius it needs to check and only against vision raycast, not dynamic collision.
I know it's a long shot, but have you ever considered using reinforcement learning to train the sosig AI? Maybe you could train them to use different weapons effectively. I was just suggesting because I kept imagining how funny it would be to be hunted down by a hyper-intelligent hot dog lol