somesangheili 111 Posted June 16, 2016 Don't think this has already been mentioned...but there is an area on top of the 'small wooden pier' that has interior sound occlusion Share this post Link to post Share on other sites
toysoldier 35 Posted June 16, 2016 Yeah, I imagine CSAT special forces looking more like this or this than this. :) They look more like this :P Share this post Link to post Share on other sites
djotacon 190 Posted June 16, 2016 I'm pretty curious what army you served in that have "cleaning service" in a war situation - lol? I remember the tanks/APC's was really messy just driving to our training area (was radio mec. in a tank battalion back in the 80's) and you should have seen my uniform and boots :) /KC I'm pretty curious too to know in what world that you live. In the real world a simple vehicle with his registration number covered with dirt can be stopped by the police usually because this vehicle may be a stolen one. In a war situation is even worse because a can be identified as hostile vehicle by friendly forces - if the vehicle cannot use the radio and his identification is too difficult because dirt -... This complaint has sense - not at all - in a dust enviroment with no roads like "lithium" route in Afganistan, but in Altis, and Tanoa this is not the point. To me this is a "hollywood" aproach to hyper-realism not a reality in the warfare where a simple error can be difference between a perfect storm scenario. In a big compound the maintence service of the vehice includes a cleaning service before the mission, but if you need this kind of "realism" I suggest create your own textures covered with fake bullets holes, dirt, mud, and blood to add more "realism". Share this post Link to post Share on other sites
djotacon 190 Posted June 16, 2016 They look more like this :P Jason of Friday 13 approves this. 1 Share this post Link to post Share on other sites
ziiip 1 Posted June 17, 2016 But he doesn't quote his system specs, or his graphic settings, and there's plenty of video's out there now that would show quite the opposite of what you're describing. Everyone knew well in advance Tanoa would be very demanding on the GPU's ;) The settings are a mix of very high/ultra. 1 Share this post Link to post Share on other sites
das attorney 858 Posted June 17, 2016 I've been experiencing freezes on Tanoa. The game halts, then resumes. Checked rpt and saw the following (which iirc was an issue on Stratis/Altis some time ago) Really cool map though - reminds me of Chernarus in how it plays :) 2:23:53 VM busy 4154118144 B (reserved 197156864 B, committed 3956961280 B, mapped 189718528 B), free 140718080 B 2:23:53 Small mapped regions: 26, size 126976 B 2:23:53 Virtual memory total 4095 MB (4294836224 B) 2:23:53 Virtual memory free 122 MB (128880640 B) 2:23:53 Physical memory free 9990 MB (10475388928 B) 2:23:53 Page file free 5470 MB (5736521728 B) 2:23:53 Process working set 2949 MB (3092267008 B) 2:23:53 Process page file used 3498 MB (3668332544 B) 2:23:53 Longest free VM region: 4194304 B 2:23:53 VM busy 4183478272 B (reserved 197156864 B, committed 3986321408 B, mapped 219078656 B), free 111357952 B 2:23:53 Small mapped regions: 26, size 126976 B 2:23:53 Virtual memory total 4095 MB (4294836224 B) 2:23:53 Virtual memory free 149 MB (156667904 B) 2:23:53 Physical memory free 9988 MB (10473435136 B) 2:23:53 Page file free 5468 MB (5734617088 B) 2:23:53 Process working set 2938 MB (3081273344 B) 2:23:53 Process page file used 3500 MB (3670237184 B) 2:23:53 Longest free VM region: 4194304 B 2:23:53 VM busy 4156018688 B (reserved 197156864 B, committed 3958861824 B, mapped 189718528 B), free 138817536 B 2:23:53 Small mapped regions: 26, size 126976 B 2:23:53 Virtual memory total 4095 MB (4294836224 B) 2:23:53 Virtual memory free 147 MB (154243072 B) 2:23:53 Physical memory free 9988 MB (10473455616 B) 2:23:53 Page file free 5477 MB (5743992832 B) 2:23:53 Process working set 2940 MB (3083681792 B) 2:23:53 Process page file used 3502 MB (3672666112 B) 2:23:53 Longest free VM region: 4194304 B 3 Share this post Link to post Share on other sites
USteppin 2 Posted June 17, 2016 Will the placement of objects be getting a once-over before release? There is a disgusting amount of objects slightly out of place or buildings that are clipping through each other or trees clipping into them that makes the whole thing feel very amateurish to me. 1 Share this post Link to post Share on other sites
subunit 31 Posted June 18, 2016 Ive spent a number of hours wandering around and shooting up Tanoa now and in general I'm impressed. I think the team struck a good balance between performance, gameplay, and aesthetic considerations. The sound design is really excellent. I would like to encourage the devs to consider making the bridges destructible. There are a lot of mission possibilities that come out of this. Tanoa would be a perfect map for a pontoon bridge asset. 6 Share this post Link to post Share on other sites
danil-ch 165 Posted June 18, 2016 Structures (Tanoa) - Airport Control Tower Your character may stuck in the doorways 1 Share this post Link to post Share on other sites
chortles 263 Posted June 18, 2016 I would like to encourage the devs to consider making the bridges destructible. There are a lot of mission possibilities that come out of this. Tanoa would be a perfect map for a pontoon bridge asset. Unfortunately as of a week ago the prognosis was "Probably not, especially the larger ones, due to keeping the AI path network in tact." Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 18, 2016 Also thank you for turning off the snakes and rabbits script on Tanoa. Share this post Link to post Share on other sites
jcae2798 132 Posted June 18, 2016 Is there anyway to add an extra meter or so to open doors? I seem to get stuck in them when they open toward the character. Seems to be very glitchy. Share this post Link to post Share on other sites
killzone_kid 1331 Posted June 18, 2016 Also thank you for turning off the snakes and rabbits script on Tanoa. Probably unintentional Share this post Link to post Share on other sites
subunit 31 Posted June 18, 2016 Unfortunately as of a week ago the prognosis was "Probably not, especially the larger ones, due to keeping the AI path network in tact." Huh. Does this mean AI should be able to path across bridges? Not seeing too much of that. Share this post Link to post Share on other sites
joostsidy 685 Posted June 18, 2016 Light Strike vehicles have red dust on tires, which looks off when using these vehicles on Altis/Stratis. Hopefully a more neutral solution is possible (since they have body textures suitable for other terrains)? 1 Share this post Link to post Share on other sites
icebreakr 3159 Posted June 18, 2016 Not sure if bug or a feature: a trunk with a rock and a plant combined. :) on a footpath on SE part of the map leading south from a "town with a long bridge". Share this post Link to post Share on other sites
joostsidy 685 Posted June 18, 2016 on a footpath on SE part of the map leading south from a "town with a long bridge". Why didn't you just make a screenshot from the editor with the coordinates automatically at the bottom. Maybe this is easy to find, but I read it as 'in the jungle somewhere in the south' :-P Share this post Link to post Share on other sites
icebreakr 3159 Posted June 18, 2016 Sorry, found it during the MP COOP squadnight... with enemy creeping in on our small unit =) 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 19, 2016 Probably unintentional hope its remains 'bugged' then :) 8 less scripts running on the client machine, sounds good to me Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted June 19, 2016 Huh. Does this mean AI should be able to path across bridges? Not seeing too much of that. They do use the bridges. At least the vehicles try to, and most of the time infantry too, although sometimes they try to go under Share this post Link to post Share on other sites
froggyluv 2136 Posted June 19, 2016 Probably unintentional Dont trust^^^ *packs Holy Hand Grenade* Share this post Link to post Share on other sites
jw custom 56 Posted June 19, 2016 Not sure if bug or a feature: a trunk with a rock and a plant combined. :) on a footpath on SE part of the map leading south from a "town with a long bridge". Hehe :lol: Share this post Link to post Share on other sites
killzone_kid 1331 Posted June 19, 2016 hope its remains 'bugged' then :) 8 less scripts running on the client machine, sounds good to me It still works for fish. Share this post Link to post Share on other sites
Guest Posted June 19, 2016 La Rochelle aerodrome : concrete plates aside of airstrip give damages to planes when they roll on them, making these concrete plates useless. Share this post Link to post Share on other sites
joostsidy 685 Posted June 19, 2016 Also thank you for turning off the snakes and rabbits script on Tanoa. I heard that they deactivated the script, because the snakes can open all the doors, even of the unenterable buildings.. ;-) 1 Share this post Link to post Share on other sites