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panimala

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Posts posted by panimala


  1. These features are well implemented and slick. I really like that the squad radar is movable using the UI customizer.

    However I have some input that I hope you guys can take into consideration.

    The first release of ST_HUD had no compass bearings, and our community plays with an edited version of the current ST_HUD that removes them. The first reason for this is for you to have a reason to use your actual compass. With the compass bearings we would immediately be able to shout out "North-northeast!" and everyone would immediately glance down to their HUD and be able to face the same direction. We basically stopped using the compass item unless for super accurate directions. The second reason is that the less HUD information you are presented, the more you pay attention to the world around you. I mean I could go on even more but you get the idea.

    A difficulty option to enable/disable the compass bearings on the HUD would be greatly appreciated. There is also currently no information for what the rings actually stand for, so I made an example of what that could look like, as well one without the compass bearings.

    T0BVf1z.jpg     jpzAY01.jpg

     

    The tactical ping feature is very slick and also super helpful. Maybe too helpful! With the current implementation, I can pinpoint with laser accuracy a single window of a house when overlooking an entire town to my teammates (Does everyone in your squad get the ping or just people close to you? I'm not sure).

    I'm fairly sure the intention of this feature isn't to go for a realistic "finger pointing" mechanic, but the d_finger addon by drill was another very nice implementation. I personally use a version of that addon with a more subtle ring that looks like this:

    uetA4cz.png

    This addon implementation also means that you can only see "finger pointing" by people within a few meters next to you. With this addon, ST_HUD and the compass all have their own distinct use for particular situations without overlapping their respective function. More gameplay aspects without necessarily making the game easier.

    • Like 8

  2. The visual update has poor implications on unit visibility in shadows. Whether it be lack of harshness of shadows or the strong illumination of objects and players I do not know. The effect is the most prominent on the ghillie suits uniforms, it is very hard to blend into the jungle when the players stand out as much as they do now.

     

    Videos:

    http://a.pomf.cat/rdzawx.webm

    http://a.pomf.cat/phrbrc.webm

     

     

    Screenshots:

    nhbfmw.png

    ttxbdv.jpg

    • Like 2

  3. Honestly considering the min gpu spec needed for VR and lower resolution in the VIVE and Rift i dont think its an issue. But I'm not the best person to test with i do have a really good spec machine.

    2160 x 1200 is not a low resolution to render, especially taking into consideration that you need an absolute minimum of 90FPS to make VR comfortable. This means that even if Bohemia were to spend development time on incorporating proper VR support, doing anything than walking around in Virtual Arsenal or worlds without AI would give you sickness inducing frame rate drops. Official VR support is not going to happen with the current engine.


  4. Nice work with the mod. The only issue I've found is that the textures lack shading in certain situations, although I have no clue how that would be circumvented:

    0PIbYZ.png

     

     

     

    I also replaced the textures for my own personal version which are more subtle. They're 256px from 1024px, so there shouldn't be any aliasing or noise.

     

    0g1Z6o.png

     

    hw5VnY.pnguaAicH.png

     

    Grab my .pbo here (rename and replace): https://a.uguu.se/frsvjv_BloodSplatter.pbo

    Note: this is a replacement .pbo for version 1.01.

    • Like 2
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