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  • 2 weeks later...

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Question: how can I fully disable runtime shadowcasting on static props? (csgo)

In order to get adequate (sun)lighting, some roofs have been set not to cast shadows - this worked fine when the roofs/ceilings were func_brushes, but now that I'm replacing some with static props, I'm noticing that although the compiler lets light through, in-game it seems to be ignoring the tag & overlaying real-time shadows anyway

[edit] disabling shadowdepth fixed it

Edited by ThunderKeil
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  • 2 weeks later...
12 hours ago, blackdog said:

You given a try to Lumberyard? Seen it’s becoming open source?

Lumberyard is just a customized fork of Cryengine.

Cryengine is actively developed, updated and maintained; they also switched to revenue-sharing where Crytek takes only 5% of revenues generated by each game built with CryEngine, only after revenues have passed $5,000.

And Lumberyard is owned by Amazon, another good reason to avoid it.

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14 hours ago, blackdog said:

You given a try to Lumberyard? Seen it’s becoming open source?

the only thing I've seen about lumberyard is that amazon forced its developers to use it & that cost them years of development time because literally not one person liked it

was not compelled to look into it more deeply

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3 hours ago, will2k said:

Lumberyard is just a customized fork of Cryengine.

Cryengine is actively developed, updated and maintained; they also switched to revenue-sharing where Crytek takes only 5% of revenues generated by each game built with CryEngine, only after revenues have passed $5,000.

And Lumberyard is owned by Amazon, another good reason to avoid it.

 

1 hour ago, ThunderKeil said:

the only thing I've seen about lumberyard is that amazon forced its developers to use it & that cost them years of development time because literally not one person liked it

was not compelled to look into it more deeply

Like I said, Lumberyard is just going open source and was actively developed until now, and I guess community will do further.

Of course I trust Crytek more than anyone else with a tech coming from there, but they haven’t managed to release updates as people expected or promised.

 Wouldn’t think revenue was important @will2k, thought you were just playing with a scene not a proper game. Anyway was just interested to know since it’s the same underlying tech.

@ThunderKeil not sure about Amazon Studios, I know there are a couple articles detailing the problems, I think I read one and most of the blame was on poor management, atm I don’t remember particular things on the tech, although I can imagine that when you try to use one engine for every type of game, you’ll struggle. Also devs get used to things so it’s imaginable that they would rather use UE or Unity. I think there was a similar problem in EA when they started using Frostbite for everything (NFS the Run was the first notable non-BF game using the engine if I’m not mistaken) and the toolset wasn’t  mature yet.

Edited by blackdog
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