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DancZer

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Everything posted by DancZer

  1. First on my small bugs list is the popup dialog which appears during the game and takes away the control(No entry, class not found, etc).
  2. DancZer

    Apex - Tanoa - Window Glass.

    Work as it should be.
  3. In some cases when I respawned to a point which was in the forest, my avatar flew up and I died again. This happened only if the respawn point was in the forest.
  4. I voted no. I don't want it till they can't make slide in, slide out animations and the collision with the ramp. I think it's more immersion breaker if the vehicle get inside the opened ramp without collision. Edit: The best would be to drive in and Action menu->"Secure". But they don't have the technology yet.
  5. DancZer

    LOD Discussion

    As i know the engine uses the "engine load" factor, when it's calculate which LOD should it display. Am I right? As you turn around the lower LOD is loaded and the better LOD after. Is it possible that small peaks (due the loading) when you turning rapidly, changes the LOD calculation in the wrong way? I'm just speculating. If they can filter those short peaks, it would enhance the LOD switching further.
  6. DancZer

    LOD Discussion

    It is lot better than before the BI fix for short: BIx! :D Thank you!
  7. The truth is that human eye is very sensitive to moving object. It's an evolution thing. If the object is flickering you can think that something is moving there, but in reality it isn't. That's why lod blending would be very useful.
  8. DancZer

    Tanoa discussion (Dev-Branch)

    What is the current status? BI should do something or guys at Steam or nobody and we just have to wait?
  9. DancZer

    LOD Discussion

    This unpredictable effect what we see. I think it shouldn't change this frequently for all object. Especially for static non moving objects like tree, buildings.
  10. DancZer

    LOD Discussion

    Yes! https://feedback.bistudio.com/T81246 This is something i really expect in Apex. There will be a lot of vegetation and if they will be flickering it would be really disappointing.
  11. DancZer

    Quick Play (dev branch)

    I think it would be better to ask the user if he want to join to an empty server or not, wouldn't it? The feature is for quick play. You can't play e.g. CTF or SC alone.
  12. DancZer

    Limping - Feedback

    Are you planning to add injury feedback animations to other poses? Like prone(move only with hands?) or kneeling?
  13. DancZer

    Quick Play (dev branch)

    Nice feature. I think the player count would be also helpful. E.g.: if i want to join to 30-40ppl ctf or 6-10ppl.
  14. DancZer

    Targeting improvements

    That's the case, that's why they did it. To make it precise and deadly.
  15. DancZer

    Targeting improvements

    If you are upgrading the A-10 main gun targeting with CCIP, then implement the target hold feature too. Please! https://youtu.be/lOVJo1eldUs?t=3m44s The AH-99 gunner view should be a gyroscopic stabilized view shouldn't it? As i remember it's not stabilized.
  16. What we can expect from Opus in terms of scalability, stability or responsiveness? Edit: Opus presentation
  17. I agree. It is strange especially when you switch to AT or AA from rifle. Maybe they will tweak it and this is only the first iteration. If we want to kick ass, then the switching behavior should depend on the slope of the terrain too. If you moving up to the hill you probably have to stop to switch to launcher.
  18. Hi BI! Sometimes when the unit running inside the building they appear outside the wall and when his position get updated he disappear. This issue is exist with your avatar too. On the left side i visualize how it's working now. On the right side, how it should be. The correction should happen before the rendering of the frame. I know that is not that simple, but this issue has major impact on the gameplay. It could reveal units position inside the building. Are you aware of this issue? Could you estimate when it's get fixed? Apex or post Apex or maybe never? Are you planning to fix it? More examples coming. Feel free to add. Edit: Maybe it's just for me, because sometimes i have <20 FPS.
  19. Khm. If you haven't noticed it changed a lot since release and with Eden updte will be the best since OFP. Yea, it's still not perfect but the guys working hard and we are thank you for them to making these kind of features post release for FREE! Thank you!
  20. Would be possible to calculate what to do next before the actual waypoint? If the AI will move further anyway? Eg.: Whit waypoints MOVE->MOVE->MOVE->MOVE->CYCLE the expected behavior is that the AI move over and over and do not stop. The stop & go makes the AI behave very robotic and unnatural. This video is speeded up to make the issue more obvious: I made a ticket about this issue 1,5 year ago which get assigned exactly 1 year ago :D http://feedback.arma3.com/view.php?id=20184
  21. I agree. Maybe if we would able to create objects locally on each client there wouldn't be any network traffic. And because the seed will be the same, the interior would be the same too. Is this command create object on every client and synchronize it?
  22. Talking about populating buildings with objects, i had an idea 1,5 years ago which may have a potential now with this new command. Basic concept is a module which generate and destroy objects inside a building(radius, object count params). The building composition should varie by the building id as a randomization seed value. This would guarantee that if the player return, the same interior will be generated.
  23. Could you play with the cricket(environment) volume a bit. It's too consistent over the time, no matter what happens around the player and where the player goes. IR the cricket would stop chirring if something loud happens or if you move near them.
  24. Good point! I always have to google the way to use modules. What to synchronize. Some kind of ingame description would be very helpful. Ingame html page defined for the module? Or small Youtube videos just like community guides?
  25. GTX 970 with power draw rated at 148 W maximum R290 with power draw rated at 275 W maximum
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