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KevinLancaster

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Posts posted by KevinLancaster

  1. 4 hours ago, Pushwall said:

    It is very difficult to line up the port side of a gunboat or heaven forbid a destroyer with a pier, shoreline, NY etc while also making sure the very middle-left of your ship also has no space between it and the shore for your infantry to fall into, compared to just ramming said docking area with the stern of your ship. Figuring out just exactly where along the very long length of the port of your boat you will pop out would be a turnoff too. Having the exit be at the stern, which is much smaller, also makes it a lot easier to tell if your exit zone is lined up perfectly with what may very well be a very small piece of land to exit on.

    Exiting at the stern also ensures that players with a combination of lag and impatience will not accidentally eject into deep water if they hit E one too many times while trying to get into their boat. A problem that subs don't suffer from because they have shallower docks that, when you accidentally eject, just allow you to get right back into the sub.

    Exiting at the stern also means that boats docking at their own NY will occupy less space, leaving them far less likely to block purchase spots whereas exiting from the side could leave a boat potentially blocking both the gunboat and destroyer purchase spot at the same time.

    You're really only going to make a mistake with exiting boats once, and when you consider that the only way to enter a freshly bought boat is from the stern (both in the regular and advanced ANY) it shouldn't be too much of a stretch for people wanting to get out to assume that you get out the same way you get in anyway.

    Is it possible to have the exit location be above the vehicle so that you would land on top of the sub/ship?

  2. 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?

  3. 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.

  4. 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?

  5. 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.

  6. 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?

  7. Also more information about the launcher sidebar disappearing, it looks like it's due to the Community News only refreshing once you've selected a game, since it doesn't display when you first switch to the games tab. The refresh seems to cause the focus to switch to the hidden news section.

    image.thumb.png.f57fa1f4bcfd7ec5f0c2c33389d53932.png

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