TASK FORCE BLACK - HUD FUNCTIONALITY - BETA

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
1,866
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Nov 1, 2010

Testing the new HUD for "Task Force Black" a Crysis modification : http://www.crymod.com/thread.php?threadid=65222

Systems include:

1: Ammo / Clip Count
2: Grenade Switch / Count
3: Weapon Select
4: Fire mode Indicator (single/auto/grenade launcher)
5: Hit indicator
6: Explosion FX on player
7: Compass
8: Dynamic PDA system (pan/zoom/reset/map/objectives/military icons)
9: On-screen waypoint markers including distance to marker

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:

Uploader Comments (Fortran580)

  • hey dude, a few suggestion, since this is beginning to look like an epic simulator, could you consider adding:

    1)a mild head bob

    2)-9.81 for g in .XML

    3)air resistance (by default is 0 m/s^2 which is the deceleration force) Air resistance proportional to speed of bullet squared approximately. I can calculate a value for you if you are interested in adding it.

    I already saw your ricochet video. Cant wait to shoot down range and have my bullets bounce of the floor

  • @Aryanpars Hey man, thanks for your comment. Yes gravity is already in-place for the rounds, we already have head bob (see the first gameplay vid :) ). Might have another look into the air resistance although I am not sure if at the range we are planning the average engagements on it might make much difference. Thanks for the suggestion though appreciate it !!

  • very nicley done! are you the only 1 working on this mod? i like the weapon sound

  • @edike thanks mate, I have a three other people assisting with various things including modelling and AI systems. Its quite a low-key job this time around to keep a short and rapid development time.

  • @Fortran580 damn only 4 people working on this mod and u got a lot of things done already...good job! how big will the map be?

  • @edike the levels height-map is 4096x4096 however this is mainly to create the illusion of distance, the main centre of the map is where the level will be created and will combine both linear play with wide open multi-approach areas to break it up.

see all

All Comments (8)

Sign In or Sign Up now to post a comment!
  • @1PATRI0T Yeah the green icon is the player, at the moment the zoom function is a little buggy, still trying to iron that out, it would be preferable to always zoom on the player. As for the zoom level it maintains whatever level you were last zoomed to so hopefully when I fix the tracking it wont be a problem. There is also a mouse driven zoom using scroll and the mmb to pan which is a standard engine driven behaviour for Crysis but I am just trying to make the PDA functional in itself.

  • The faded green icon on the PDA - was that your location in reference to the objective? Can you set the default zoom level on the PDA to your liking? seems tedious to have to zoom all the way in again every time you pull it up. nice gadgets, though.

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more