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Re: Trespasser VR / Trespassing

Posted: Tue Oct 19, 2021 12:10 am
by Draconisaurus
Well this is pretty neat. I'm short on time to read the blog, but I'm glad you've returned to work on this! I was getting an impression lots of people were watching your mod, and have been waiting for the next updates.

I do agree with TI that the Trespasser-sourced foliage looks a good deal better. I personally don't care for other game's foliage anyway, so I'm no good to ask on that part. For the mod moving to VR, I think Trespasser deserves to have a development for that, and I look forward to reading about it. If I ever have VR myself, it's not for some years in the future...

Re: Trespasser VR / Trespassing

Posted: Fri Jun 17, 2022 12:10 am
by s13n1
New video up:


Re: Trespasser VR / Trespassing

Posted: Fri Jun 17, 2022 7:02 am
by tatu
This looks really amazing! While I personally have little interest of VR, this is some really quality work. :D

Re: Trespasser VR / Trespassing

Posted: Fri Jun 17, 2022 11:30 am
by Double_G
s13n1 wrote:New video up:

https://youtu.be/B5w0wjHO1Ho
Great to see that you're still working on it. I had a crazy idea that you might not like. Would you be willing to post occasional narrated video updates where you walk us through some of the changes and just talk about what you are currently working on, what you want to work on next. Kind of like your blog posts but in a video format. This might not be your thing so feel free to disregard my idea.

Re: Trespasser VR / Trespassing

Posted: Sat Jul 16, 2022 4:22 am
by s13n1
Velocity based sound interactions have really helped it feel more alive.

Footsteps aren’t quite where I’d like them, but they’ll do for now.

Weapons and their sounds are just placeholders.

New GrassFlow2 system and Amplify Imposters for any static object that’s 20-30 meters away. Imposters have come some ways since Trespasser, with blending between frames for smooth angle shifts, making them almost unnoticable.