did they update the roadmap today? i noticed credits is at the bottom of MS1?
Roadmap
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Jeytav wrote:
Not yet but if they do it will be between now and 3 hours ahead
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brandonb21 wrote:
Jeytav wrote:
Not yet but if they do it will be between now and 3 hours ahead
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Jeytav wrote:
And they also added:Dynamic Light texture control
Message Board: Notice-, Error,- Warning and information system
Credits Menu
Navigation system
Efficient Collision Handling with particle systems like rain
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I hope they fix the ground texture for when when the corn is harvested. The texture that is shown in the mudd video looks bad in my opinion. Also the ground textures get's streched out when the ground is transformed, maybe this is something we'll have to live with because their is no good way to fix this but you can always hope for it?
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I just hope this won't be one of those games that people will forget about. Certainly I won't because I check on it every day To live with this amount of patience is difficult but I'm managing lol. I think when they release the EA it will be worth the wait. MBB is doing a fantastic job but I do agree that once in a while a update would be nice. But maybe they're so busy and fall asleep in front of their computer, wake up and remember they slept in the office last night instead of home lol. What I do like is that the community is positive and keeps the forum alive and that makes the wait easier aswell. Well done MBB and well done community. Soon we will all play MP together and come back to the time we had to wait for ages to play this amazing game
The post was edited 1 time, last by Lee01Mr ().
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11-05-17 Current/New % Old % Seed tut 65% BGA Filling tut 60% Telehandler 55% 40% Steam support 50% Dynamic fill planes 60% 50% Modding Tut 0%
They added BBCH-Scale - phenological development stages of plants.
6 leftThe post was edited 1 time, last by Jeytav ().
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they posted on their Facebook page in the visitor posting section, that their will be an update this week. i also posted this in the alpha forum thread.
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New stuff added to the road map:
Graphics Options
Radio & Sound Options
Gameplay Options
Controls Settings
The rest of the additions are User Interface entries and I'm not sure if these are new, but they are at the bottom of the roadmap-milestone page which usually means they are new additions but I honestly can't remember if I have seen these before
Main Menu (lol)
Map Selection
Vehicle Shop & Fleet
Staff & Employees ( @masterbrain you kinda made a slight typo on this one in the roadmap. But it's okay, I still love you :wink: )
Animals
Missions, Tasks & Calendar
Finances -
Hello, could you add this in the roadmap :
- Passenger script
- Hand on the steering wheel*
- Script of entry into the vehicles* (if it's quite fast)
And an easy way to display the fps to find the good graphical settings.
Thank youThe post was edited 2 times, last by Taco29 ().
- Passenger script
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Taco29 wrote:
Hello, could you add this in the roadmap :
- Passenger script
- Hand on the steering wheel
- Script of entry into the vehicles
Thank you
Hand on the steering wheel:
I don't need it.
a) you don't usually hold the hand in one position in RL, if you switch to GPS pilot you can rest your hands out of the steering wheel.
b) I liked more the wiev from the cab without the hand on steering wheel in FS
c) in my opinion, there was unnecessarily more work with adding this script during modding (it was in FS, maybe here in CnC will be modding soluted by easier way - can't judge for now)
Entering vehicle animation:
I don't need it.
a) even if it's nice for the first sight, but after some time is it rather annoying, cause you have to wait until slowly climb to /descend from cab. (experience from FS - I was not only one who removed these script from tractors which we used, if this script was presented)
b) animation can cause problems, Jeytav explained it somewhere in other thread I think.
On the contrary, I would like to see possibility to climb the ladders - not just like the animation (of course only if possible to implement to the game), I mean climb ladder to the combine cab, or the aft ladder for providing maintenece, refuelling, cleaning of the combine (if manual maintenance will be added in final release of the game).
For the explanation of climbing/descending the combine cab. It was the last solution of my last edit of Lexion in FS .
I set the exit point right next door the cab, so after exit you stood on the platform above the front wheel, then you stepped forward and jumped down like you run down the ladder. And during entering I could jump up the platform and then enter the cab. It was closest to the reality for me at the moment.
Now if there could be possibility to climb the ladder in CnC. You could climb and then open the door and enter the cab and on the contrary exit the cab and descend the ladder. Thats what I would like to see most, in this case.The post was edited 1 time, last by Dylan81 ().
- Passenger script
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I agree with @Dylan81 those scripts always annoyed me and I always deleted them from mods, because I would be faster in and out of a tractor irl than in the game and the hand animation is obsolete to me because I play with a steering wheel. But even when i didn't have a steering wheel I didn't like the hand, there is just some uncanny valley weirdness about it.
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I totally understand how 'animations' get old very quickly .... (there is a space sim in development that comes to mind) ....
Some like 'em, others tire quickly with them.
A sim setup configuration menu option to turn on and off various features (animations and scripts eyc) is absolutely something I hope MBB can consider.
Then we can each setup our game experience to suit ourselves.
S!Go Handy & Give 'er Lolly -
Would be nice with a passenger script.
I'm not so keen on the animation scripts mainly because they usually end up looking awkward and tend to glitch.
They have a hand script for the AI which is perfetly fine because you usually only see them from a distance which means you don't see all the small glitchy and stretching issues, but when you look at them up close you'll usually see some glitching and stretching of the hands/arms which is not something that's pleasant to look at.
If they can make the entering/exit animation look and happen at the same speed as in far expert 2017 then I would welcome it with open arms if not then a simple walking up/down the steps and then teleport into/out the seat would be fine with me. If they do do that then I want the ability to climb in/out from the back window as well! because sometimes that's the only way in and out when trying to attach an implement
So yes to passenger script. No to hand on the wheel script and yes to enter/exit script if it looks like in FE17 or it's a simple walk up/down the steps and teleport into/out the seat.
@Dylan81 The issue I was talking about was the hand/body gestures/language of AI when interacting with them but yes it also applies to any other animation of living animals(humans, dogs, cats, cows, dragons, aliens). -
I wonder if the modding toolkit will let us import skinned characters (you who do 3D animation of characters know what I mean), and bring in FBX, BVH or similar formats to animate the skeleton. Now that would be awesome.Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070 -
OlaHaldor wrote:
I wonder if the modding toolkit will let us import skinned characters (you who do 3D animation of characters know what I mean), and bring in FBX, BVH or similar formats to animate the skeleton. Now that would be awesome.
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Wonder if we need to purchase the engine in order to make mods, or how they plan on this part.Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070 -
Purchasing the engine? to get a license is quite expensive.
But I thought, Correct me if I'm wrong. everyone can download the engine (unreal 4 right?)
Quoting the website of Unreal 4.
UE4 is free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products.
So the engine itself is free to use and so is the editor for it. Its quite a download though. But you can download it for free as stated above.
So modding wise, I don't think it will be hard to get it to work. Tools are free to use -
OlaHaldor wrote:
Wonder if we need to purchase the engine in order to make mods, or how they plan on this part.
To make a good game takes and patients and timeThe post was edited 1 time, last by samgun95: Correction of my facts ().
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OlaHaldor wrote:
Wonder if we need to purchase the engine in order to make mods, or how they plan on this part.
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Bennieboy53 wrote:
Purchasing the engine? to get a license is quite expensive.
But I thought, Correct me if I'm wrong. everyone can download the engine (unreal 4 right?)
Quoting the website of Unreal 4.
UE4 is free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products.
So the engine itself is free to use and so is the editor for it. Its quite a download though. But you can download it for free as stated above.
So modding wise, I don't think it will be hard to get it to work. Tools are free to use
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I would wait for official announcements about modding and not predict any things and not spread rumors. We shall see how it's gonna be.
It would be a little nonsense to have to buy some program for modding. -
Bennieboy53 wrote:
Purchasing the engine? to get a license is quite expensive.
But I thought, Correct me if I'm wrong. everyone can download the engine (unreal 4 right?)
The reason I asked is I just want to know what requirements there are to make mods. I wish @Memphis could give us some info.
Specific file formats for export from our fav 3D modeling software? Axis orientation? (3dsmax Z up or all the rest Y up?)
If there's specific file formats needed for import to the engine, will there be a standalone app or plugin for specific 3D apps? (in all honesty I prefer a standalone app, not everyone uses Maya or Max)
Texture formats?
PBR? If so, spec/gloss or metal/roughness?
What's the process of making a mod work?
How do we make maps?
I'm so excited I just can't sit still.Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070The post was edited 2 times, last by OlaHaldor ().
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OlaHaldor wrote:
I use Unreal Engine myself. This game is not made with Unreal. Don't take this the wrong way, but I think things would've looked very different if it was Unreal, visually, while some features might not have been possible to do at all (or with a lot more time than they've already spent with the engine they use now).
The reason I asked is I just want to know what requirements there are to make mods. I wish @Memphis could give us some info.
Specific file formats for export from our fav 3D modeling software? Axis orientation? (3dsmax Z up or all the rest Y up?)
If there's specific file formats needed for import to the engine, will there be a standalone app or plugin for specific 3D apps? (in all honesty I prefer a standalone app, not everyone uses Maya or Max)
Texture formats?
PBR? If so, spec/gloss or metal/roughness?
What's the process of making a mod work?
How do we make maps?
I'm so excited I just can't sit still.
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I'm ready to take on a new hobby, that's all. Making mods also keep me on my toes to learn new techniques and find solutions to problems I may meet at my job on a daily basis.Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070 -
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I just spent the whole day trying to get into how to make a map for Farming Sim 17. What a mess! The included video tutorials barely scratches the surface (like.. literally.. leaves you hanging with no explanation on how to get the map working). Documentation is lacking a lot.
I've had to look through about 3-4 hours of videos on YouTube, only to find most of the stuff they show doesn't really make the map playable, only looks good in the game engine.
@masterbrain I have high hopes about this for C&C! More user friendly. Easier to get started from a blank map. Easier to iterate and try out ideas before going too deep with detailing.Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070 -
OlaHaldor wrote:
I just spent the whole day trying to get into how to make a map for Farming Sim 17. What a mess! The included video tutorials barely scratches the surface (like.. literally.. leaves you hanging with no explanation on how to get the map working). Documentation is lacking a lot.
I've had to look through about 3-4 hours of videos on YouTube, only to find most of the stuff they show doesn't really make the map playable, only looks good in the game engine.
@masterbrain I have high hopes about this for C&C! More user friendly. Easier to get started from a blank map. Easier to iterate and try out ideas before going too deep with detailing.
I really hope CnC is easier to get into, because GE is not very user friendly or intuitive for someone who's not working with computers every day. -
Making roads was the first thing I looked into. By the looks of it, main roads (those with asphalt and yellow and white markers) are basically 3D models, just like any other building or tractor. That was the easiest part and I got that done quickly.
I'm stuck with fields. I have removed them from the map, but they still show up in-game when I start the map. It's as if there's something left behind, and I have no idea what or where to look for it.
After today I'm humble and fascinated at how others can create maps for this game. Let alone, I'm confused yet fascinated how the devs of Giant Engine can work with such a tool at all.
I know one thing for certain: this wouldn't fly in a 3D animation or VFX studio (what I work with on a daily basis). The devs of such tools wouldn't be there for long.. It must be artist friendly!Workstation: i7 5960x | 128GB RAM | GTX 1080
HP Omen Laptop: i7 6700HQ | 16GB RAM | GTX 1070 -
Yeah GE is not easy to get into, but once you get the hang of it it's not that bad and there will be a learning curve to the C4 engine, but that engine offers so much more and doesn't seem to have nearly as many limitations as GE.
@OlaHaldor Are you using the same savegame or are you using a brand new savegame? I know this is a bit off topic, but the field texture is saved in the fruitgensit.gdm file and that file does not get updated in the savegame folder but again this is way off topic so if you need some help feel free to @ me on discord -
Has the roadmap been updated at all? I had a quick look through, there still appears to be 6 ms1 to hit but wasn't sure about the rest, kind of lost track
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General information regarding modding in Cattle and Crops:
A handful of questions about modding popped up in a few threads: How does MBB support modding and when can be modded? For MBB, modding is an essential part of Cattle and Crops and good games/simulations in general. Together with the community, we want to develop and enhance CnC into a multifaceted and realistic product.
From the start we’ll give you the tools and technology you need to implement your mods into the C4 engine. You could already see the editor in our devlog Cab Control in two minutes. These are exactly the tools we use for some parts of the development. We think you should be able to bring your mods into the game as early as possible.
We are eager for your creativity and what you will do with the editor and its script-and shader-interfaces.