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1- swimming underwater system
I took a bit of a stab at setting up a stepping stone for this, by allowing for the player to actually submerge under without instantly dying. Preben was generous enough to also include his awesome underwater visual shader to this. We packed it together and its now officially in GG. However, it is not swimming. So the SPACE bar to float was thrown in (i hope temporarily) to allow for the player to move upward. some serious work is still needed in this area to actually call this swimming. So basically the answer right now is no, but it is indeed possible with editing the player global controls LUA file.
2- fully working particle system
The community has dome some fantastic work with the particle system. It, however, is not part of the UI like it was in FPSC (underutilized). Here is a look at the particle LUA commands:
StartParticleEmitter(e)
StopParticleEmitter(e)
ParticlesGetFreeEmitter: emitterId = ParticlesGetFreeEmitter() -- where emitterId is the index of the particle emitter
ParticlesAddEmitter:
ParticlesAddEmitter(emitterId, -- create a particle emitter with the following parameters..
animationSpeed, --
startsOffRandomAngle, -- 0 no, 1 yes
offsetMinX, -- All these look really daunting if you aren't aware of how particles systems work
offsetMinY, -- but basically they are all ranges of values between which the created particles
offsetMinZ, -- will spawn with or with, so for example if you specify a minimum x offset of
offsetMaxX, -- -100 and a maximum x offset of +100 then all particles generated will be given a
offsetMaxY, -- random starting position within that range of either the player position or an
offsetMaxZ, -- entity position (if using the ParticlesAddEmitterEx variant, see below)
scaleStartMin, --
scaleStartMax, --
scaleEndMin, --
scaleEndMax, --
movementSpeedMinX, --
movementSpeedMinY, --
movementSpeedMinZ, --
movementSpeedMaxX, --
movementSpeedMaxY, --
movementSpeedMaxZ, --
rotateSpeedMinZ, --
rotateSpeedMaxZ, --
lifeMin, --
lifeMax, --
alphaStartMin, -- Alpha range is 0 .. 100, i.e. 0 = invisible ... 100 = fully opaque
alphaStartMax, --
alphaEndMin, --
alphaEndMax, --
frequency -- frequency with which particles are spawned in milliseconds)
ParticlesAddEmitterEx: Same as ParticlesAddEmitter with 4 extra parameters (i.e. following the frequency parameter)
entityid, -- particles will be spawned at the location of the given entity ( or -1 )
limbindex, -- particles spawned at limb if applicable ( or 0 )
particleimage, -- specified imageFile value will be used ( see ParticlesLoadImage )
imageframe -- for custom images specifies number of frames ( 64, 16 or 4 )
ParticlesDeleteEmitter: ParticlesDeleteEmitter(emitterId) -- where emitterId is the index of the particle emitter
ParticlesLoadImage: Example imageFile = ParticlesLoadImage( "effectbank\\particles\\flowerpuff.dds" )
Allows dynamic loading of custom image files which can then be passed into ParticlesAddEmitterEx
Note: sprite sheets have to be square, e.g. 2x2 or 6x6 (4 frames and 36 frames respectively), maximum
size is 64x64 (4096 frames)
ParticlesLoadEffect: Example effectId = ParticlesLoadEffect( "effectbank\\reloaded\\decal_basic_additive.fx", emitterId )
Changes the shader effect used for a given particle emitter
-- the following commands allow on-the-fly altering of specific particle creation parameters
ParticlesSpawnParticle( emitterId, xPos, yPos, zPos ) -- forces the emitter to spawn a particle at the specified position
ParticlesSetFrames( emitterId, animationSpeed, startFrame, endFrame )
ParticlesSetSpeed( emitterId, movementSpeedMinX, movementSpeedMinY, movementSpeedMinZ,
movementSpeedMaxX, movementSpeedMaxY, movementSpeedMaxZ )
ParticlesSetOffset( emitterId, offsetMinX, offsetMinY, offsetMinZ,
offsetMaxX, offsetMaxY, offsetMaxZ )
ParticlesSetScale( emitterId, scaleStartMin, scaleStartMax, scaleEndMin, scaleEndMax )
ParticlesSetAlpha( emitterId, alphaStartMin, alphaStartMax, alphaEndMin, alphaEndMax )
ParticlesSetAngle( emitterId, xAngle, yAngle, zAngle ) - Euler angles
-- the '0' parameters below are not yet fully implemented in the engine, basically they are placeholders for the future
ParticlesSetRotation: ParticlesSetRotation( emitterId, 0, 0, rotateSpeedMinZ, 0, 0, rotateSpeedMaxZ )
ParticlesSetLife: ParticlesSetLife( emitterId, lifeMin, lifeMax, maxParticles, 0, maxPerFrame )
-- maxParticles default is 100, maxPerFrame default is 50
-- This command mimics a basic wind effect, all particles will be effected by this ..
ParticlesSetWindVector: ParticlesSetWindVector( windX, windZ ) -- values are X & Z units per frame
-- unless specifically omitted sith this command
ParticlesSetNoWind( emitterId ) -- All particles created by the specified emitter will not be affected by wind.
-- This command mimics a basic gravity component
ParticlesSetGravity( emitterId, startG, endG ) -- values are Y units per frame
3- inventory system
This is possible using sprites and images and handling them in LUA. There has been some great examples of this on the forums. Especially in the WIP section.
4- lightning system
We now have spotlights (new info if you have been away that long). We dont have dynamic shadows still, but there was a glimmer of hope with a proposal from Preben. We are not sure if that work has continued.
7- is ladder climbing and eventually parkour system possibles?
Using the method synchromesh suggests is best, its something a couple AAA developers used back in the old N64 days as well. But if you want something more complex than using the climb angles, you'd need to use LUA:
Would take an incredible amount of work for someone to incorporate this directly into the player controls. but if it were to happen it would probably be based to work off the metrics of the EBE heights.
Fun little snibbit from the past from The Next
Quote: " Posted: 28th Feb 2015 04:12
As an additional bit to all this, ladders are on the list of things we would like to see added to the engine.
"
8- and why no great modelers on the forum create any flashlight with hands model to use in our projects?? LOL
The hands would have to be the same as the other weapons hand models. There however is nothing stopping you from commissioning anyone of our great modelers for this. Even EAI. Most engines do not come with such asset additions. That is mostly community-generated.
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