Vasily.B 529 Posted August 11, 2016 I noticed player speak now very quiet, radio sounds very quiet sometimes, and sometimes normal loudness (like on stable). 1 Share this post Link to post Share on other sites
danktech 17 Posted August 11, 2016 Looking for a copy of Dev 1.63.137431 build, to test why I had such great FPS with it and my GPU was running great too. Since then back to same performance I had. Didn't make a backup of the folder before I updated it to next build. So I'm hoping someone will have it and let me dl it please. thanks Share this post Link to post Share on other sites
lsd 147 Posted August 11, 2016 Any chance of Pacific specific turrets being added for CSAT? There are no statics for this faction to quickly put down. Share this post Link to post Share on other sites
dragon01 902 Posted August 11, 2016 I just noticed that Apex factions can be used for manning "sites" (using modules from "sites" category, which allow you to automatically generate some basic personnel for a location). Are the relevant modules supposed to be deprecated, or was that an oversight regarding a feature that turned out not to be used much? In fact, I believe "sites" modules need some attention. I recently watched an old tutorial (dating back to the alpha) and site types other than "Observation Post" and "Base" are still broken. The modules don't accept mod factions, either. It seems like they could be an useful feature if they worked right. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 11, 2016 Tweaked: The Physx was updatedCan we get more details on this? Entire library update (if so, what version is it now?), or just a fix related to the crash issue? entire library set, fixing several crashes among other issues 5 Share this post Link to post Share on other sites
2nd ranger 282 Posted August 11, 2016 The strategic map is very dark now. Is this because of the visual upgrade? After a quick look at the function, it seems like the daytime map gets its colours from the world it is displaying. It could use brightening up a bit. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted August 12, 2016 The strategic map is very dark now. Is this because of the visual upgrade? After a quick look at the function, it seems like the daytime map gets its colours from the world it is displaying. It could use brightening up a bit. It's probably a signalling strategic map. Cheers 8 Share this post Link to post Share on other sites
R3vo 2654 Posted August 12, 2016 It's probably a signalling strategic map. Cheers Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted August 12, 2016 It's probably a signalling strategic map. Cheers haha okay i think #flaregate has been exhausted :) Share this post Link to post Share on other sites
Vasily.B 529 Posted August 12, 2016 I'm most frystrated about this brighter area around the player - i saw on older gameplays it wasnt present before Visual Update. Share this post Link to post Share on other sites
dragon01 902 Posted August 12, 2016 EDIT: Sorry, wrong thread. Here's the right post: Overall, it seems like the "Visual Update" was a downgrade for anything but Tanoa. If anything, they should have kept the old lighting system and have the new one as an option for jungle maps and the like. As it stands, things are either too bright or too dark. I also noticed that vehicles display a strange bug if you spawn in them or move the camera inside them in Eden. The outside becomes very very brightly lit, as if it was overexposed. Share this post Link to post Share on other sites
Varanon 892 Posted August 12, 2016 Tweaked: Players will now un-deploy if they cross the deployment limit while prone Honestly ? Why the hell would you want to do that ? So now, instead of having a stable firing position, you will constantly have to re-deploy just because you were scanning around and reached the deployment limit ? Sorry, but really, why ? 13 Share this post Link to post Share on other sites
laxemann 1673 Posted August 12, 2016 Honestly ? Why the hell would you want to do that ? So now, instead of having a stable firing position, you will constantly have to re-deploy just because you were scanning around and reached the deployment limit ? Sorry, but really, why ? I'm with Varanon. 2 Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted August 12, 2016 Unneeded change that serves no purpose. Any specific reason to introduce the redeploy while prone? Cheers 1 Share this post Link to post Share on other sites
Bamse 223 Posted August 12, 2016 Can only agree, that sounds like a weird way of doing things. With none of my bipods irl am I forced to fold them up when I try to turn wide, but I do hit a "wall". It's good as is :) 1 Share this post Link to post Share on other sites
Greenfist 1863 Posted August 12, 2016 It doesn't un-deploy on my end. Was the change reverted already? Good call. Share this post Link to post Share on other sites
Vasily.B 529 Posted August 12, 2016 Why you are changing another good working system instead of fixing already reported bugs? Dont make players life harder please. Choppers, please fix those choppers.... 1 Share this post Link to post Share on other sites
Freghar 73 Posted August 12, 2016 EDIT: Sorry, wrong thread. Here's the right post: Overall, it seems like the "Visual Update" was a downgrade for anything but Tanoa. If anything, they should have kept the old lighting system and have the new one as an option for jungle maps and the like. As it stands, things are either too bright or too dark. I also noticed that vehicles display a strange bug if you spawn in them or move the camera inside them in Eden. The outside becomes very very brightly lit, as if it was overexposed. The "HDR" change in 1.60 indeed broke flares, lights, flashlights, chemlights, etc. - they are now nearly useless. And when you try to "fix" them by increasing brightness/intensity in the configs, they become super bright and intense in a smaller radius, but very faint across a distance, like there was a fixed circular barrier between the two. Share this post Link to post Share on other sites
dragon01 902 Posted August 12, 2016 Not only that, it seems that they managed to break the "low" HDR setting completely. The issue with vehicles I mentioned is much reduced on "standard" setting, but "low" is completely unusable. The lighting system in general really needs to be fixed. Not a fan of automatic undeployment of bipods, either. That's one thing nobody here asked for. Why did they put it in instead of working on more pressing stuff is beyond me. 2 Share this post Link to post Share on other sites
Vasily.B 529 Posted August 12, 2016 Nobody knows Not a fan of automatic undeployment of bipods, either. That's one thing nobody here asked for. Why did they put it in instead of working on more pressing stuff is beyond me. 1 Share this post Link to post Share on other sites
en3x 209 Posted August 12, 2016 Automatic undeployment would make as much sense as "automatic jump out of vehicle when standing still." I have a key to undeploy/jump out if I want to I don't want control taken away 3 Share this post Link to post Share on other sites
bad benson 1733 Posted August 12, 2016 didn't know where else to post this. so here it goes: i've been trying to make the refract shader work and had problems with it on characters. once the character stops moving it turns white-ish. once you start moving again it looks as intended again. now i was wondering, if it was my material since i had seen Kiory show some experiments with it in alpha. but then i checked the boot camp character pbo after noticing that none of the vr soldiers have that refract effect anymore and it seems like while there is a back up of an rvmat that actually uses the refract shader the actual models use a new one that doesn't use that shader, which explains what i saw ingame. and that backed up material that uses the refract shader has the same behaviour like all of my own set ups. which is turning milky once the character stops. so my theory was that the visual update (or an earlier one) broke the shader partly and thus materials using it where set to not use it anymore. basically what i'm asking for is a confirmation before i waste any more time trying settings. i know it's a total niche feature but i just need to know if it still works or not. thx in advance. 1 Share this post Link to post Share on other sites
HorribleGoat 1473 Posted August 13, 2016 didn't know where else to post this. so here it goes: i've been trying to make the refract shader work and had problems with it on characters. once the character stops moving it turns white-ish. once you start moving again it looks as intended again. now i was wondering, if it was my material since i had seen Kiory show some experiments with it in alpha. but then i checked the boot camp character pbo after noticing that none of the vr soldiers have that refract effect anymore and it seems like while there is a back up of an rvmat that actually uses the refract shader the actual models use a new one that doesn't use that shader, which explains what i saw ingame. and that backed up material that uses the refract shader has the same behaviour like all of my own set ups. which is turning milky once the character stops. so my theory was that the visual update (or an earlier one) broke the shader partly and thus materials using it where set to not use it anymore. basically what i'm asking for is a confirmation before i waste any more time trying settings. i know it's a total niche feature but i just need to know if it still works or not. thx in advance. Would also like to know if the refract shader is all bonkers since I too spent quite some time trying to figure it out. For those interested : My compiled notes on testing the shader Share this post Link to post Share on other sites
bars91 956 Posted August 15, 2016 Automatic undeployment would make as much sense as "automatic jump out of vehicle when standing still." I have a key to undeploy/jump out if I want to I don't want control taken away Who at BI is responsible for handing out such stupid and unwanted tasks to devs for "fixing"? Same as with openable ramps for ViV and abscence of more pressing fixes that take a workday combined. max. Share this post Link to post Share on other sites
lynx 13 Posted August 15, 2016 There has been some confusion regarding changes in deployment while prone. First of all, that was false changelog entry, it made it in changelog, but never in development branch itself. I apologize for confusion. Why are we even thinking about it? Developer that originally made whole deployment possible feels it can be further enhanced, however at this point this is in experimental phase and may not happen at all. Feelings here will of course also have an impact in case we will consider changes to current mechanics. I also would like to ensure you that it is lower priority and main focus is indeed on other, more pressing, tasks. 13 Share this post Link to post Share on other sites