Raap Posted January 30, 2017 Report Share Posted January 30, 2017 (edited) Purchase a Destroyer, be sure to observe the spawn location - instant pop with no spawn effect. Not sure about regular War Factory vehicles, and aircraft don't need it due to their cinematic entry. I really think we could do with a properly well done spawn and de-spawn graphic and sound effect. Nothing extreme or vehicle-specific, but something universally usable, or at least easy to re-create. You're probably going to have to look at the spawn effect logic and see what effects can be tied to it (most likely this will require code support). Edited January 30, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted January 31, 2017 Report Share Posted January 31, 2017 I really think we could do with a properly well done spawn and de-spawn graphic and sound effect. Nothing extreme or vehicle-specific, but something universally usable, or at least easy to re-create. You're probably going to have to look at the spawn effect logic and see what effects can be tied to it (most likely this will require code support). I realize that I'm out of my territory of knowledge here, but it seems to me that a cinematic could be used like that no? Like the helicopters do, but different? Just thinking out loud. ¯\_(ツ)_/¯ 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 31, 2017 Report Share Posted January 31, 2017 I really think we could do with a properly well done spawn and de-spawn graphic and sound effect. Nothing extreme or vehicle-specific, but something universally usable, or at least easy to re-create. You're probably going to have to look at the spawn effect logic and see what effects can be tied to it (most likely this will require code support). I realize that I'm out of my territory of knowledge here, but it seems to me that a cinematic could be used like that no? Like the helicopters do, but different? Just thinking out loud. ¯\_(ツ)_/¯ The helicopter fly-in animation is rather simple. Adding cinematic effects for say, a ship being created or a tank, that would involve a lot of work, and I don't think the War Factory logic allows for unique spawn effects - at the moment. Also keep in mind that you don't want to delay the pace of the game by forcing players to watch these effects every time they purchase something. So I think keeping it simple is key here, a clean, universally usable phase in and phase out effect for spawning and de-spawning (via script). Anyhow, just my 2c. I'm not the one who has to look into the programming feasibility of this. 0 Quote Link to comment Share on other sites More sharing options...
Cain Marder Posted January 31, 2017 Report Share Posted January 31, 2017 (edited) Idk why, but for me winter maps always had a charm Edited January 31, 2017 by Cain Marder 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 31, 2017 Report Share Posted January 31, 2017 Idk why, but for me winter maps always had a charm I absolutely hate how this engine cannot properly light some object types, look at that Service Depot standing out like it doesn't belong in the scene. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted January 31, 2017 Report Share Posted January 31, 2017 Well it is directly under a street lamp.... 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted January 31, 2017 Report Share Posted January 31, 2017 Well it is directly under a street lamp.... Do I need to explain how light works? 0 Quote Link to comment Share on other sites More sharing options...
Cain Marder Posted February 1, 2017 Report Share Posted February 1, 2017 Lol, I see what you mean but anyway, it still looks nice, I think the players would pay more attention to the bigger picture than stare in confusion at the oddly illuminated repair pad 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted February 1, 2017 Report Share Posted February 1, 2017 (edited) Lol, I see what you mean but anyway, it still looks nice, I think the players would pay more attention to the bigger picture than stare in confusion at the oddly illuminated repair pad You'd be surprised at which little things can put players off. Now of course I'm not under any delusion that W3D players come here for current-era graphics, but there is dated graphics, and then there is graphical errors. If the intend is to pull in more players, then you want to make sure you at least try to solve bugs, or hide them. In this particular case, in the event the lighting cannot be resolved for that object type, the remaining option is to move the source of light and object further apart, which will reduce the light intensity on the SD. Edited February 1, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
OrangeP47 Posted April 2, 2017 Report Share Posted April 2, 2017 From today's event, though not April Fools related. I really enjoyed our mini wolfpack of Longbows as Soviets today. 0 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted April 10, 2017 Author Report Share Posted April 10, 2017 3 Quote Link to comment Share on other sites More sharing options...
Popular Post ChopBam Posted April 13, 2017 Popular Post Report Share Posted April 13, 2017 6 Quote Link to comment Share on other sites More sharing options...
FRAYDO Posted April 14, 2017 Report Share Posted April 14, 2017 lmao 0 Quote Link to comment Share on other sites More sharing options...
AZ-Stalker Posted April 20, 2017 Report Share Posted April 20, 2017 TSR coming through... whops, wrong screenshot thread. Oh well, move over APB. Nod stole enough GDI vehicles to mount a game-winning assault right back at them. Do we have a screenshot thread for TSR? 3 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted April 22, 2017 Author Report Share Posted April 22, 2017 2 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted April 23, 2017 Author Report Share Posted April 23, 2017 Damn. Played almost all day. Grenade of faith. 1 Quote Link to comment Share on other sites More sharing options...
Raap Posted April 23, 2017 Report Share Posted April 23, 2017 Seems Siege's non-air based performance was fixed, judging by today's match. Apparently the script overload from the map secret was causing more harm than anticipated, ohwell! 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted April 23, 2017 Report Share Posted April 23, 2017 Bahahah, moonsense's tag 0 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted April 26, 2017 Report Share Posted April 26, 2017 Soviets lost their flame towers early on and had to improvise their defense. 2 Quote Link to comment Share on other sites More sharing options...
Killing_You Posted April 26, 2017 Report Share Posted April 26, 2017 Also lots of shenanigans stacking stuff in mid air. 2 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted April 26, 2017 Author Report Share Posted April 26, 2017 Nice defense! Also, grenadier rush 3 Quote Link to comment Share on other sites More sharing options...
Raap Posted April 28, 2017 Report Share Posted April 28, 2017 Scenes like this make me wish W3D featured more advanced fog capabilities. 0 Quote Link to comment Share on other sites More sharing options...
OrangeP47 Posted April 29, 2017 Report Share Posted April 29, 2017 2 hours ago, Raap said: Scenes like this make me wish W3D featured more advanced fog capabilities. To make it harder to see when your rush gets stopped? 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted April 29, 2017 Report Share Posted April 29, 2017 (edited) 10 hours ago, OrangeP47 said: To make it harder to see when your rush gets stopped? Hah, no not at all. It's just that the sandstorm only affecting the lower area of that level makes it look pretty cool, and I wish we had more advanced fog features to help improve levels. We use fog a lot in W3D, it's present in every single level, largely due to being required in order to hide the draw distance "clip plane", but also for gameplay purposes. It'd be one of those improvements with wide-scale benefit. Edit: Go google "volumetric fog" for some examples. Edited April 29, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
OrangeP47 Posted April 29, 2017 Report Share Posted April 29, 2017 Yeah, I know what you were getting at. I just wanted to snark in case anyone though that mammoth rush got your team anywhere Honestly, after looking through that archive posted a few days ago, and the fact that I haven't played much of the Gamma era, I'm impressed at how far we've come. Conceptually, I'm no slouch when it comes to game design, even if my coding skills are a bit lackluster, and it boggles my mind how an engine that old and that wonky can be upgraded so much. 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted April 29, 2017 Report Share Posted April 29, 2017 (edited) 2 hours ago, OrangeP47 said: Conceptually, I'm no slouch when it comes to game design, even if my coding skills are a bit lackluster, and it boggles my mind how an engine that old and that wonky can be upgraded so much. The exact how's and why's are best left answered by someone like @jonwil since people like him have handled the engine since the beginning. Edited April 29, 2017 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Silverlight Posted May 2, 2017 Author Report Share Posted May 2, 2017 So I was waiting for @SilverShark's ranger around the corner... And he decided to fly... 2 Quote Link to comment Share on other sites More sharing options...
moonsense715 Posted May 2, 2017 Report Share Posted May 2, 2017 Your attachment is broken. 0 Quote Link to comment Share on other sites More sharing options...
Einstein Posted May 2, 2017 Report Share Posted May 2, 2017 2 hours ago, moonsense715 said: Your attachment is broken. Odd. I saw it working yesterday. It contained Totd in an upside-down ranger next to a dead silverlight 0 Quote Link to comment Share on other sites More sharing options...
OrangeP47 Posted May 3, 2017 Report Share Posted May 3, 2017 One of my own from today. I really liked the formation driving CK and I had on our way to finish off the Soviet Base. Though kind of a lame game for some late joiners, it was actually kinda back and forth. Sorry I had to cut out of the next map early, as my internet went to hell and back shortly thereafter, as it tends to do. 0 Quote Link to comment Share on other sites More sharing options...
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