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The short answer is that, with all of the proposed mod tools, we could pretty much add anything to the game if 1) it's supported by the Stingray engine, and 2) allowed under the terms of the to-be-announced EULA.
What makes it into 'approved mods' is also yet-to-be-decided, but we know it won't include cheats and griefing. Unapproved mods could still be anything covered by 1 and 2, they just won't talk to Fatshark's backend for items, cheat protection, and unlocks.
Everything but the engine code. Essentially all gameplay is written in lua, so all that would be available. I have no ETA for this though. Hopefully it will be when the Workshop goes live (aiming for late april), but I'm starting to get worried it won't get done in time.
Is that stuff too deeply nested into the engine to get into via lua?
If I can create a mesh object from a set of points, I can probably go ham from there
That's not quite possible, though it is possible to spawn units (models with physics, materials, etc) wherever you want during runtime.
Well, this dims my hopes a little, but I'll certainly be keeping an eye on mods and seeing what others are doing
Real question is how efficient would it be to do that at runtime in current engine, plus whether AI can actually handle such levels without pre-generated navmesh.
I imagine that best viable option would be to have level randomizer features akin to Left 4 Dead 2 where certain parts of the map had roadblocks that opened/closed randomly during each playthrough giving people _slightly_ different path each time.
Whether or not the AI can handle a dynamic environment for pathing is a good question.
The problem with level randomization like L4D2 is that it still felt the same, I never noticed the different paths to any significant degree.
It's certainly worth investigating.
I wouldn't be surprised if the level generation required a series of baking steps, which wouldn't be accessible from the game engine itself.
If its simply not possible to ever allow it, then I am sad, but I can look at these other lesser approaches and see how much of it would be viable.
Given that would be 100% on lua side you'd know when it's done so it's okay to "start" the level.
While you could certainly approach it the way you suggest, I suspect there will be loss of visual quality.
Vermintide 2 is a beautiful game, the models, textures, and lighting are all on point.
It would be ashame to lose that quality for dynamic levels is all.
If the engine/tools are any decent or flexible it would be entirely possible to get decent visual quality using only dynamic lights and whatnot however performance cost of that would be way higher than for a traditional map.
Global sun shadow has both dynamic and static shadowmap. I assume dynamic one is created once at runtime for static objects at given resolution and then just kept in memory.
Dynamic sun shadow applies for everything that isn't 100% static so probably it would be "possible" to compensate using it if you had your game set up at high values for the shadowmap resolution.
Local ligths are packed into two atlases, one i assume is current one which consists of lights are being updated for given frame and cached ones which aren't being updated. Resolution is determined for entire atlas so each light only takes a portion of entire atlas resolution which depending on amount of visible lights can severely cripple their fidelity.
Technically it should be possible although it's not something i would really recommend.
Also it occurred to me that game is using Umbra. I'm not sure but usually it requires a separate scene to be exported to support occlusion properly.
Firstly i don't know whether creating that will even be supported in mod tools due to licensing and secondly even if it is, i doubt it will work well with stuff generated at runtime.
Procedurally making levels isn't impossible, it's just a very big challenge, otherwise we would've done it already :) (we have some procedural elements, but they're very limited and rely heavily on handcrafted logic and hand placed assets to work).