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Electricleash

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Posts posted by Electricleash


  1. Lots of good smaller niggles fixed in todays changlog. Good to see :) .

     

    Edit:

    • Added: NATO (Pacific) variant of the Quad Bike - Appears to only be a config change not a new tropical vehicle texture as the note might suggest.
    • Fixed: It was not possible to operate the doors in Garage Shelters - Thought this might refer to the ability to open the garage doors on the Blue warehouse building but I believe it actually means a fix for the 'impassable' door of the building with ivy growing on a wooden trellis.
    • Like 1

  2. Getting weird shadow bugs for the ornamental tyres around Tanoa. The shadows appear through the landscape and other objects.

     

    tyrebug.jpg

    Was just about to post the same find, it's pretty obvious so suspect they know already, but It's specifically the shadow on Land_Tyre_01_F that has the issue.

     

    5mr7fH3y.jpg

     

    EDIT: Seems to be related to where the tyre is on the z axis, so for example if you move a placed object version of the tyres on the ground then raise it up in the z axis all tyres on the map will have their shadows moved down in the z axis.


  3. I would like to add for consideration, a change to the loudness of footsteps based on:

    • Stance (Crouching is quieter)
    • Speed (walk is quieter)
    • Player/AI awareness mode (stealth mode is quieter).

    I'm finding when creeping through the jungle with AI team-mates in stealth mode, there is a disconnect between the whispering of orders, and how loud our movement sounds are particularly in first person.

     

    It comes through as a thud, thud, thud in the headphones, and seems decidedly un-stealthy.

     

    I'm aware that the new footstep sounds, mentioned above, may change this to some extent, but that would appear to be only for Tanoa, and I believe this would need to be a game-wide issue (Altis/Stratis also).

     

    E

    • Like 8

  4. Looks very nice!

     

    Any plans for incorporating drag/carry animations?

    Definitely would like to see this return, it really added a sense of 'heroism' and bravery, running into the firing line to save a downed comrade.

    You could link it into a series of steam achievements (if you care for steam achievements...) or a medal system, (I think Kydoimos was working on a while back).

     

    A pity it's not usable with AI team-mates.

    • Like 3

  5. Apex Weapon feedback:

    Generally happy with everything I've seen.

    Beyond what some have already mentioned, I would like to add that I'm personally Incredibly happy for the inclusion of black versions of these guys:

     

    p62R9W5L.jpg

     

    It's something I've been aching for since release! My OCD feels nicely soothed...

     

    ... with that in mind, should the art and config dept. feel so inclined to add black counterparts to these original weapons:

     

    TYsBZxqF.jpg

     

    ... and these scopes:

     

    AO3Nw6s5.jpg

     

    It would indeed be most excellent!

    Some inventory icons could perhaps see some love especially the NVS scope which has the incorrect icon:

     

    jXU73OQl.jpg

     

    And generally the icons from early development attachments seem to have a white pixel line around them.

     

    Many thanks

    E

    • Like 2

  6. Also not a fan of the new main menu implementation.

     

    The top menu isn't too bad, might just need getting used to, but the big central buttons just don't work for me at all.

     

    I guess they could work to focus new players but from my point of view as a minimalist, this just messes with the 'Feng Shui'.

    Also obscuring the background tableaux.

     

    Maybe an option to turn off the central boxes for more seasoned players would be a good compromise?

    E

    • Like 1

  7. The metal ladders used on the red warehouses are not currently present in the Eden editor.
    They could prove very useful for roof access to the higher buildings.

     

     

    UnyiSTLR.jpg

     

    The IR_Tents seem to be in the wrong category in Eden, they should logically be under

    Structures (Tanoa) - Military not Structures (Altis) - Military

    Took me a while to find them initially. They're also missing their icon.

     

    Really all the military tents including the camouflage nets should be filed under Structures - Military

     

    usK7UkTK.jpg

     

    They're really nice, would be good to see some Arid versions somewhere down the line.

    Such beautiful places to camp around the Islands how about some civilian paint jobs on those tents! ;)

     

    bsJlKxt0.jpg

     

    E


  8. Hi all

     

    I started tonight, playing around with editing some textures, with a notion to re-texture (Black) the sandy coloured NVS scope and correcting it's icon (which is still a black version of the ARCO!)

    It's something that's bugged me for ever, and I figure I'd use it as a little project to ease me in to learning texturing.

     

    PtCLhW4l.jpg

     

    I've had this notion, however, that there might actually not be any hidden selections for scopes and attachments, thus explaining why no-one has actually done this previously.

    I figure I would hold off going into config and packaging things before suddenly discovering I'm on a wild goose chase.

    I just wondered if someone in the know could enlighten me and possible clue me in to any pitfalls I might encounter assuming I can proceed.

    Thanks

    E

     

     

     


  9. Some thoughts:

     

    Could have it as a stairwell or lift transition?

     

    • While the transition is in effect, hide the player model and disable simulation for the duration.
    • Screen fade to black,
    • Play (to the transitioning player only) the sound of someone running up/down stairs or a lift (lift music?)
    • End the transition an appropriate number of seconds dependant on the height of the tower block.
    • At each end have a short time delay before the player can 're-enter' the stairwell, to prevent any potential multi-player exploits.

     

    E

     

    Edit: Further thought, all the triggers could be laid down throughout the islands and set up in the Eden editor and then exported as an Eden Editor composition, should make it super easy for folks to add to any mission.

    • Like 4

  10. Good to see the prone animations sorted.

    Now just looking for the fix for:

     

     

    Greenfist - Last Sunday at 7:09 PM
    Another minor anim annoyance: 1. stand up, 2. lower weapon, 3. crouch. The weapon will rise by itself. 
    Doesn't happen if you're moving.

    Just the main weapon affected, and also happens for the reverse of the quoted action repro.

    E


  11. 1° RC 1.60 is running quite stable on my Pentium G4500/GTX 750Ti testing rig and that's great

    2° I haven't be able to get back the beautiful moon light at full moon I had previously ... it's ... well ... pitch black.

    Perhaps I haven't found the right 'splendid' Visual parameters and that's annoying.

    No the moon thing is annoyingly how it is now, apparently folks asked for darker' nights so now they're black!

    I've had to adapt the mission time of some of my night scenarios, to reproduce the original conditions.

     

    Animation Bugs:

    MK18 reload animation when prone and prone adjust down; the trigger hand does not release and move to push forward the charging handle.

    Seems fine in adjusted side left/right and sniper sit down. No Mods, always reproducible.

     

     

    can all the transitions for unarmed get fixed? (forced prone)

     

    like sprint-cross + inventory

    like sprint-cross and turn, and double tab w (bit hard to repro

    Lot of issues with unnarmed,

    Just walking forward (W) both upright or crouched and pressing inventory (I) will initiate the prone > get up > open inventory animation, but close the inventory window, 'dance'.

     

     

    Greenfist - Last Sunday at 7:09 PM
    Another minor anim annoyance: 1. stand up, 2. lower weapon, 3. crouch. The weapon will rise by itself. 
    Doesn't happen if you're moving.

    Yep seeing these too, though only seeing it with main weapon not pistols.

     

     

    Ezcoo - Last Saturday at 8:52 PM
    Isn't anyone elses character falling down constantly really? It appears all the time in dev branch to the point that it makes me want to throw my screen out of the window
    Run past something -> character falls down
    Run towards something -> character falls down
    Make a turn -> character falls down
    It's like he had drunk a bottle of ouzo! lol

    I don't think being in proximity to objects makes a difference.

    Think I've got the repro for this one:

    Just after you've started sprinting forward unarmed (W+SHIFT) in my case, press in quick succession = D>S>A or A>S>D.

    It make take a while to find the sweet spot for repro, but once you get the knack it should happen every time. It happens unintentionally all the time!


  12. Thanks for the confirmation. I am running this one without any addons (well just FHQ CombatMode) and I was going nuts with it :)

    Sounds like the same issue as I reported a few weeks back and have been following it up.

    Related to the implementation of the new respawn screen (see my posts in the dev topic)

    DarkDruid is looking into it. I've narrowed a rpro down to autosaving and then loading that autosave.

    It occurs in all official showcase missions.

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