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Everything posted by RoundShades
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Thank you for the fantastic idea. Didn't consider free infantry swapping, just the refill delay, and the purchasing free infantry repetitively is like free-refill.
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Don't forget to enjoy your vacation I will I forgot about that, but now remember hearing that before. Yeah. You do that man. Have fun, don't focus too hard on all this. Didn't want me to make a working minimap save of otherwise identical version of TombRedux and it's env-package meanwhile, so it can make it into the patch if there's still time? Or do you want to do that yourself? I asked Yosh if he is building patch now and told him the minimap can make it in if he/you/I want to slip it into the package and world properties.
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From what I am lead to understand, the purchase for it is just greyed out like Airdrops, for up to 8 seconds after obtaining a refill. The free infantry swap for equal health, is a nice touch. Great job fixing the ship before it even touches water, we don't want it to sink right out of port...
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I think he's referring to the shadows being very squared, not random black spots in the landscape ( I can't spot them ) @Yagi, the rocks have 3 LOD's, if you move far up the LOD3 state will be triggerd. Try forcing LOD0 in the mesh' properties and then take another screenshot. That'll get rid of the squared shadowing produced by the rocks. If that fails too, you might want to set the lightmapresolution of those rocks to 64 and rebuild lights @ production level. Don't forget to force LOD0 when taking screenshots again though. It happens when using PlayFromHere so I am thinking it'll do it ingame for a lot of people. Thommy might need to look at a lot of those suggestions just for cosmetic sake. Ask for the actual minimap, I just blended the lines best I could by hand, and will be posting the minimap file here shortly in an edit. Center coordinates are x1230 y90 z0* and scale is based of #08 on Airstrip from Islands and thus is 41200 (USE 50000 because it was way off for some reason). I got it to work for me, but it renders really super unhelpfully dark. I have original layers, so LMK if I should resize so it's closer to 41200, or to make it brighter. https://drive.google.com/open?id=0BxV7t ... E5NRUs5cmM
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I am going to work around this for now, but I am quite literally having formed visibly separate sections appear on landscape in the shadowing of lit mode (doesn't appear in unlit). I will take a picture real quick before going on. It is exactly what is happening on this thread I googled. And holy shit it's Neilson and Havoc89 in the thread, circa 2011. Wonder if either of them figured this out... https://forums.epicgames.com/threads/80 ... -artifacts Below, you can see the unedited capture of the overhead. For some reason, even in PlayFromHere, these damned squares of standing out landscape appear. They go away if you stand at very certain places on their edges, which is how I am able to get some of them to go away. However, they are going to cost me a LOT of time taking multiple pictures to put together a full image out of...
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Sorry, the board attachment quota has been reached
RoundShades replied to Ryz's topic in Feedback & Bug Reports
Dafuq? I just tried it yesterday for a minimap file. Now it's fixed? That's just wonderful -
Ehh, hopefully they put you through to the right people. Legal teams in general probably won't want to recognize this, history or no. Now, it reaching a dev leader to one of the many teams, who use their own contact to a legal team, can inquire about permission for an individual request. Just in case they get back to you asking whom you wish to contact. EALA I hear is no more. If they have any residual staff from those teams, who were dissolved into other teams, i'd inquire about that.
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I agree with this. The same bridge concept could also be applied to Lakeside linking cliff paths creating an extra infantry route. Lakeside doesn't need it. Would increase the amount a defense needs to cover. Field, I am not against a hanging rope bridge or other suspension bridge. However, to be fair, they didn't "make the map worse". It is exactly the same, assuming you weren't glitching before. If you were glitching before, then here's a protip: Don't. About Spawn Delay: Just to inform you, RypeL didn't intend to make this harder for a losing team. Score-Events that are to-come, are supposed to inversely affect spawn delay. Basically the idea is, a winning team, takes longer to redeploy their dead, than a losing team. That way, the losing team have a larger opening to push back. Both to get healers back on their field tanks, and to react to a building under attack.
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If the minimap doesnt make it, it's not that great a shame. Small update for next patch next month. I need to make an entirely new one. I will tell you scale I based it off, and center coordinate, and you can mount it and tweak it until it fits. The scale is supposed to be 41200. According to Kenz3001 video. So you can try 39900 but if it makes things a bit too small you know how to adjust it (increase the number).
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I don't like the idea with the playerbase the way it is. However, it would be optimal to make the PUG server into this when not in use for the PUG, so veterans can freely use it when 1-2 PUB servers are already full anyway. Just leave the password the same as it is during the PUG, and veteran players can know it and communicate it to other veteran players. No additional moderation except the complexity of a really easy password, as Ryz said. "If you don't know, then you don't go." All you have to do, is be at least a little bit of the way in the loop, to figure out how to get in.
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Okay... so... I have been working on a minimap. First time was rough, was sick anyway so was going to pick this up in the morning. Still wanted to take the rough draft, mount it, and get some practice with it and see how far I was off (probably a lot). So, this is as far as I got on the Minimap. Points: Tunnels were sloppily placed in transparency, the overmap itself is actually probably precision-scaled though, unfortunately since you can't get the same top-viewport zoom twice in a row, you usually have to start over if you fail to get all pictures needed in the same setting. The main problem, is when I did go to test this, seemingly through no fault of my own, it simply did not want to show up in the HUD in Play-From-Here. What I Did: 1) Used "Rx_Minimap.psd" from Kenz3001 video on Minimaps. As listed below, I also followed instructions. 2) Obtained shots using a scale point. This is not in question right now so trust I did it right. 3) Collected them all up in a copy of Kenz3001's file, layed atop one another, with a top-layer that had a pink cross shape at canvas-center. 4) Canvas size was originally 2048 and never changed. 5) Saved first, as a PSD, then as a TGA, then as a PNG. All 32bit (PDN doesn't have an option for 32 on PSD so I assume it was smart enough to autodetect 32 as desired setting). 5) Imported it to Content Browser, saved in environmental package for Cnc_TombRedux, as a UI texture. 6) Opened World Properties, and set it in Minimaps as World Texture. First tried 0,0 location, then tried location of node used in centering images. Entered size as 41200 as per video. 7) Play-From-Here, Minimap was still empty. 8) Saved Current Level, Play From Here, Minimap Still Empty. Any idea what is going on? I will try to make a better quality one tomorrow (might try to make without-tunnels and keep pictures stored separately of tunnels to add after working), if I am feeling better. Perhaps get answers tonight if someone is interested (has anyone made a custom map with minimap for it yet?). Lesser a problem, is the shadow on the right side of the center-rock. Some sort of shadowing artifact, Kenz3001 video said caused often by cascading lighting, but was unable to find a light to modify to rid myself of it. Lesser concern only because I can blend it away in photo editing. [EDIT] Found the light that causes it and how to change it.
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Lakeside: Taking Nod from the rear
RoundShades replied to Lostalot's topic in Feedback & Bug Reports
I would not mind this. Visible or not, it should be obvious not to fly in that direction, it's a blockade if I ever saw one. -
Would be a slightly more elegant way of doing it. Most of the time it wouldn't matter because you aren't switching from free infantry. Rest of the time, it would be an added nerf of not having a Bar or Ref (otherwise you could just purchase hotwire).
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You basically take a backup-save of the map, and delete the surface until you can see the tunnels from the sky. Then, you either simply paste it overtop if what was above isn't terrain anyway (canyon/field tunnels), or you overlay it transparently onto the existing top paths (goldrush/complex tunnels). You just need SDK to take top viewport screenshots, and paintdotnet with a PSD plugin if you need a free alternative to Photoshop. I can do yours next if you like.
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Did you not read? "Damage done to building armor decreased 50%, damage done to building health increased 500%." You HAVE to damage building health to get a kill, and the overall reward of a insta-building-kill is exactly the same score, except now armor gives less credits and score, and scratching health rewards a pretty chunk of credits and score, and the death still rewards as well. If you damage the health from 100 to 0 and get the kill, you get way more score than you used to while just armor gives much less, and you get a hefty credit reward too. As it should be. Try it. Ask for Field, the walls either need to be a "wall" or not. It can't be some arbitrary blockade that you can still sneak over top of, that only helps the veteran players feel good about themselves. If a new player looks at a wall, they have to be able to say to themselves "yeah, that looks like it was meant to be climbed". So either put blocking volumes to prevent climbing it, put a narrow ramp on the side-lip so it doesn't require fancy tricks to know you can climb it, or remove the wall altogether. Don't give it some obscure trick though, and call it a "stalemate breaker", a bug is a bug is a bug. That is like calling the siderocks on Walls you can b2b on, a "stalemate breaker".
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I am working on the MINIMAP right now, just grabbed the minimap psd and a psd plugin for paintdotnet. Anyone else need a minimap or instructions to do their own?
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If it's artillery or something, feel no shame in putting projectile-collision blocking volumes in up high at the artillery arc midway point.
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Nothing wrong with stealing ideas from RA, they technically occur in the same timeline in one of the multiverses or something (?). Some of these might even be decent as score events. Though their "activation" would be a feat of scripting.
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Always bumrush if you have either cost or counter advantage. If you are an SBH, and see a low Sydney, dump SMG into her, worse case scenario, you trade 400 for 1k. If you see a hotwire and their Bar is down, dump SMG into her, if you get that kill it's irreplaceable.
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Throw c4 upwards on top of vehicles, they can often be impossible to disarm standing from the sides on level terrain.
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Would love to see you around again. 11/10.
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Was considered, but currently a returning player gets his own credits back. If they are donated, if they lost connection or whatnot, they would return broke as a joke.
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As did I. Took me a while to figure what you asked though. Glad you are back on track.
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It was well organized, don't get me wrong, and it also wasn't like one team was completely unable to form together. It just seemed, that when both teams threw dps balls at each other, one specific team scored a kill on a structure first, while the other was just sending their attack out. I could ponder on the ramifications of life as we know it, but I rather just work on feeling better like Agent chose to. Honestly, there were at least 5 players I recognize from PUG matches playing PUBs during the time of the PUG, and we made an IRC post so IDK why they didn't move to the PUG game. Not really questioning that much either, xept the fact that when next week rolls around in full organization people are going to be clawing and kicking at each other for a seat if it's limited, when ones like today have low attendance just due to the absence of like 5 people. I mean, the attendance, the organization, and the fact that if someone isn't here to use judgement then it seems like it splits into a stomp. At least last 2 weeks seemed that way. Did Team-Tony win even 1 match, even after rebalance? (me leaving if anything left an opportunity to move SOMEONE across teams, but my guess was they retained their top players on their team even after rebalance)
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Feature Suggestion: Cockpit View
RoundShades replied to 2535261486's topic in Feedback & Bug Reports
How so? If you wanted to play with all 3, it would be the slightest bit more clunky, but not very. To switch one, you just hold, to switch the other, you press-release. You can switch either at any time. It would be seldom that you need to panic-switch from cockpit to 3rd person, a lot more likely you'd need to switch more quickly from cannon-view to any-other view.