KevinLancaster
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Posts posted by KevinLancaster
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Perhaps the RPG could have more splash damage in comparison to the LAW as he didn't receive the homing ability instead of the pistol.
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25 minutes ago, FRAYDO said:
If this song ain't in this map's jukebox I will be offended.
This map calls for a Zorro thief someday.
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It was the sidebar image:
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4 hours ago, Pushwall said:
Never said the RPG-7 was homing. Besides, if we ever get a new weapon model for the rocket soldier, it most likely will be something that can track, so this is a good opportunity to test how well that'd work.
If the RPG Soldier wasn't improved, was taking away his pistol just part of a general adjustment of the class?
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North by Northwest was missing a map image yesterday, also the player listing on the main page doesn't seem to be sorted in any order.
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Pressing H gives you a help pop up but last I checked after the update that added it, for some reason it was unbound by default.
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Any news updates coming soon?
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Couldn't they be generated upon request, with a captcha to prevent botting? Many of those players don't seem to come to the forums.
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The medals and achievements tables could be sorted alphabetically, since the entries seem to be in a random order at the moment.
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From Twitter, Nod has to be unlocked (at least in the pre-alpha), loot crates and in-game currency purchases:
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On 14/02/2018 at 5:39 AM, Raap said:
You got to scale the material UVW coordinates according to the most likely angle of view. A roof in this case is mostly viewed from an air unit or from a nearby mountain looking down. This means you need to scale up such locations a bit more, otherwise they will appear to be extremely over-tiled. Also note that, when you edit a texture by renaming and overwriting it, you actually affect all of the meshes in the game that use that texture. This is something APB already had an incident with with recent electronics changes; The textures were replaces across the game and in a lot of locations they no longer looked right.
You're right about the War Factory door needing a polish pass though, the current live version uses a texture that itself has a shading problem that the creator did not resolve (the darker spots on the door).
The four textures used the same base texture so I used the same method of tiling for all as a compromise in case it looked strange in places. Which meant yes it looked overtiled in some places but also meant it didn't look completely off in others. The War Factory didn't really have a particular angle that was workable with at the moment since you aren't that commonly hovering directly above it, the same texture is tiled four times over the roof so you can't redirect lighting on the texture properly, and if you are standing on top of it you're too close to see the whole thing.
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The aesthetic issue could be reduced if you had a straight staircase that was rather steep, but that might make them unclimbable. For taller buildings perhaps the stairs could go to a secondary level surface before there being another set rather than straight to the roof.
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Maybe construction scaffolding / fire escape type staircases on the sides of buildings, so you aren't just shot off when you reach the top of the ladder?
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War Factory Door and Roof
Edits of War Factory door and roof textures to tile better. Results vary.
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Submitter
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Submitted02/11/2018
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Category
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16 hours ago, Pushwall said:
I'm sure people don't want to see that plastered across their screen every time they touch or fly over a rooftop or even happen to be between rooves (like in the Refinery third floor interior which is at the same height as the walkable sections of the roof - and is also an infantry spawn point). There's a reason I keep application of that text to a minimum. And it'd be annoying for people who don't frequently use their own rooves, to instead see that after they've dragged a flare all the way across the map. Perhaps it could instead be printed when you "buy" the flare (which would need a script update).
Isn't it possible to set the hints to show only once, as there's a reset hints checkbox in the Extended Options section?
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Couldn't the in-game hint text be used like it is when you get in a Yak?
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Is it possible to block flares on roofs somehow?
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If the Power Plant had more function other than as a support structure at the moment it would be more necessary to destroy, since in the RTS it was essential for base defense, unit build speed, and as a prerequisite along with the CY for starting a base at all. I also think in some of the games low power caused building damage, which could be an interesting mechanic to add. Maybe tying the CYs and PPs to Engineers and Technicians somehow? You would always need multiple of them in RTSs and while the maps don't have that much space maybe the PP damage could be tied to CY repair rate and more than the radar; in addition the Spy could have the ability to slowly drain power without damage or announcement until it hits zero making his abilities that much more subversive.
The bots seem much better this update.
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I wanted to keep v-sync on due to the game having no frame cap in the menu and the maximum core usage as a result, however in-game it seems to cap my maximum framerate at 30 and causes drops below. Is there a performance level you should be able to make before turning on v-sync?
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Quote
We also want to let you guys know that there is an SDK available for the community. Anyone is welcome to download the SDK and make maps or contribute small personal mods. Here is the link: https://gitlab.com/w3dhub/a-path-beyond-sdk
How long has that been available?
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Something happening?
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Siege and Hostile Waters Check-Up
in W3D Hub Discussion
Posted
Is it possible to have the exit location be above the vehicle so that you would land on top of the sub/ship?