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APB 3.0.7.3 Changelog


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Sometimes they glitch and come from the center of the screen.

I know what you mean. It only happens in first person and is easily reproducible when firing from behind cover (e.g. trying to exploit defenses). Doesn't really bother me, however.

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Were new tracers added in this update?

Rendering updates broke the old ones.

 

Sometimes they glitch and come from the center of the screen.

Welcome to the W3D engine...

 

post-10859-0-51438300-1481951813_thumb.png

 

This happens when there's something blocking the line of fire of the off-centered guns, like if you are standing very close to a wall. If it was fixed it would make first person worthless.

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The source of the black water issue is traced down, it happened in this latest release and not in internal builds due to rendering changes on the engine. It's not a "bug" in rendering, it's just a change to the way things are rendered and in the case of water, some different settings are needed, but I wasn't aware of those changes being required for this patch, since I wasn't informed.

 

So the water will likely be corrected by Pushwall in a future update - sorry for the eye-pain until then. Fraydo's screenshots show how it was supposed to look like.

Edited by Raap
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I didn't even notice black water. I just thought it was dark and accepted it without questions.

 

Well since I worked on it, it did stand out instantly to me, especially since it no longer smoothly transitions into the shoreline effect.  :)

Edited by Raap
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  • 2 weeks later...

I have disabled vsync, and the game is running 200fps+ but the monitor runs only 60Hz for some reason. But the game was running at 144Hz before this latest patch!

And I am used to have 144Hz at all games so this feels very laggy now :DDD

Edited by Jarza69
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I have disabled vsync, and the game is running 200fps+ but the monitor runs only 60Hz for some reason. But the game was running at 144Hz before this latest patch!

And I am used to have 144Hz at all games so this feels very laggy now :DDD

There are some code improvements coming soon that should help with this.
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