#Environmental/Terrain damage for explosives
1 messages · Page 1 of 1 (latest)
Will be obviously very hard to add
Not necessarily, doesn't have to be large holes.
Even small ones
It would make explosions more realistic and could in theory prevent 100s of grenades from sliding across the floor continuously.
There is a problem with people spamming grenades constantly and the grenades constantly ending up in the same spots.
They will have to rework all the terrain
Anti grenade trophy
And what do you think that means?
By that, I mean that they will had to add terrain levels or some sort of that shit.
It probably will be possible in buildings
That doesn't mean they have to individually change all hills, models and other stuff, it honestly wouldn't take long to implement.
like the idea, would probably fuck with maps unfortunatly and be really complicated to add
How would you know?
Because that is not how logic works.
Oki could have some really fucked up Spaghetti code that makes it super hard to implement
They already have different names for the models and textures of ground, soil, walls, everything. They could pretty simply implement a feature which changes the properties of a select group of terrain to allow it to be "dented" by explosions and other things.
It would really not be as hard as you make it seem.
If your reasoning for not liking a suggestion is that you think it would be hard to implement for the developers, especially when you're not a developer nor know what would need to be done to implement the change, then I find it unreasonable for you to dislike my suggestion.
It would honestly fuck with balancing a bit since maps are not made with that in mind, meaning they will have to be changed drastically to take that into account
It is a lot more work than it seems
No not really, this is more of an issue with how grenade physics work rather than a terrain one
Besides, antinade trophy exists
Tell us how easy it is then
Give me access to the source then and I'll do it.


Tell me you have never worked with software without using those words 
He is a highly trained proffesional
Make your assumptions and laugh at me all you want, it's not that difficult of a change to implement.
I’m just asking how easy it is as you keep saying that.
Your making it seems like it’s just a quick little light switch flip.
Well if I would have access to the source code I could tell you the exact answer.
Not gonna happen Chief
Okay then why ask a question you know I can't answer accurately?
I'm saying that it is not impossible to make this change, and that it would be a cool change to the game.
There you go.
So. With out seeing any code, you know how easy the change will be? Get out of discord and go print money for yourself
It wouldn't have to be large dents to terrain either, just something more realistic than just an explosion without a lasting mark.
Simmer. C is being very kind
You are embarrassing yourself, I didn't say I knew how easy the change would be. I literally just stated the opposite.
👍
I said I knew that it was not as complicated/difficult as the person I replied to made it seem.
I will say though. I personally would like to see something like this in the game though.
But maybe in the future. If we have like bigger explosions
Yes, something like that is what I'm thinking about.
Ahh ok
Blast marks would be cool
Yes, that and possibly small temporary dents in the ground as well.
Ye, blast marks are a good idea
Blast marks should be pretty easy 
As well would be good to have bullet impact holes
That was my point yeah, and I don't think it would be much harder to implement the ground slightly changing below the blast mark/radius either.
Some mfs pc
Just make them turnable
Shrimple as that
I think bullet holes would be far too performance expensive and wouldn't fit the blocky style of the game.
Me after getting a 220 euro 3090 ti
Had a morning meeting, but want to apologize for being a combative twat. I've been arguing with people about how anti cheat works way too much 
It's okay.
- It's a Unity game, you can reverse engineer it (and people on this Discord already have)
- Already implemented in the voxel game mode.
Terrain Deformation is indeed possible, but will cost more performance and its too late right now to implement that to game design. That feature will only hurt game and wont improve anything.
- Terrain resolution is low. 2x2 km terrain use 512x512 to 1024x1024 pixel heightmap, its mean that one hole from shovel or explosion will be at least 4x4 meters.
That will look awful from both visual and gameplay wise. + A lot of vehicles also will stuck after 15 mins of gameplay.
2.From Design side we would need to make a logic with surface you can modify/destroy , so roads/cliffs/gravel under buildings wont be able to have craters that will lead to exploits to bug under structures.
Will be a lot of cases where are many non destroyable objects will levitate at same place without touching terrain after explosion.
- We build many systems around static terrain, from grass spawning to server side physics.
That another reason to dot add terrain deformation at current state.
Maybe in theory in future we can make 3D models of craters that can be spawned after strong explosion and instead of going deep inside terrain, it will pop up from terrain that can give extra cover in some cases.
Sounds nice
What about blast marks from explosions?
Like this
currently cannot use decals , its super buggy.
Rush decals for example does works for some users , but didn't work for other users and reasons of that is unknown.
Ah ok
You should clarify the title to be *Visual damage to terrain"
It should definitely be a future goal at some point
like drg type damage