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Re: Ballistic Bro Changelogs Discussion

Posted: Sat 26 Apr , 2014 8:39 pm
by Aberiu
Incendiary ammo inflicts view flash upon the target and makes them stand out
Yeah, for 3-4 seconds. Considering the magazine capacity and reloading time, not worth it.

Re: Ballistic Bro Changelogs Discussion

Posted: Tue 29 Apr , 2014 4:27 pm
by Butcher
Azarael wrote:Freon
Fixed a bug which caused players who joined as spectator cough michie cough cough michie cough to be immune to the Esc->Communication muting.
With this fix, Esc->Communication muting should work perfectly.
For the optimum LDG experience, we recommend pressing selecting Michie and checking all four checkboxes in the muting options.
Have a great day.
.= Adim Segregation? nooooo way!
We can give Michie your private email address, cell phone, landline, post address, PObox ,as also he can continue sending you PM's ....let's ask Izumo for it... Maybe this would make you very happy! you've made a chat friend! troll2

Just wondering.. What about if he would write some racist bullshit in the chat, and no "adim" reads it?

Re: Ballistic Bro Changelogs Discussion

Posted: Tue 29 Apr , 2014 4:45 pm
by Azarael
I'm sure that not everyone will have Michie muted.

Re: Ballistic Bro Changelogs Discussion

Posted: Tue 29 Apr , 2014 5:53 pm
by iRobot
I can finally mute all of the admins

e---e

Re: Ballistic Bro Changelogs Discussion

Posted: Tue 29 Apr , 2014 11:14 pm
by Eiforia
WebAdmin will save us :>

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 30 Apr , 2014 12:00 am
by iZumo
iRobot wrote:I can finally mute all of the admins

e---e
Nope, you can't. Admins are mute protected

troll2
Butcher wrote:We can give Michie your private email address, cell phone, landline, post address, PObox ,as also he can continue sending you PM's ....let's ask Izumo for it... Maybe this would make you very happy! you've made a chat friend! troll2
http://www.michigan-sportsman.com/forum ... hp?u=18460
.=

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 30 Apr , 2014 3:28 am
by Michie
Izumo_CZ wrote:
iRobot wrote:I can finally mute all of the admins

e---e
Nope, you can't. Admins are mute protected

troll2
Butcher wrote:We can give Michie your private email address, cell phone, landline, post address, PObox ,as also he can continue sending you PM's ....let's ask Izumo for it... Maybe this would make you very happy! you've made a chat friend! troll2
http://www.michigan-sportsman.com/forum ... hp?u=18460
.=
Silly Rabbit. You unleashed the Dogs :lol:

Re: Ballistic Bro Changelogs Discussion

Posted: Wed 30 Apr , 2014 8:53 am
by iZumo
I don't know who is the dumbass here, confirming that it's actually you there.
trollface

Re: Ballistic Bro Changelogs Discussion

Posted: Sat 03 May , 2014 2:23 am
by Michie
Izumo_CZ wrote:I don't know who is the dumbass here, confirming that it's actually you there.
trollface
Izzy your easyier then an old girl friend on a Saturday night :lol:

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 05 May , 2014 6:38 am
by Aberiu
Further Akeron fixes
I like your weapons.
Not sure if you need this kind of feedback or not, but still... When I opened Akeron in UEd out of curiosity, I noticed that you used 4 textures as huge as 2048x2048 for it.
Aside from being completely unnecessary, this size also contains another hidden danger for a texture artist which you should be aware of. When you start texturing it, you might easily fall into polishing very small details which later will be invisible in game, wasting a lot of effort to no purpose and possibly ruining the overall concept with something that might look nice when close but will appear dirty when viewed from a distance.
This is actually already happening. If you move a bit from your weapon model in UEd you might notice that your textures appear flat and most of the scratches and painted details are almost unnoticeable.
Image

Take a look at this, for comparison:
Image

What you see here is a 11k tris weapon model with a single 1024x1024 texture, because weapon texture LODs in UT3 are restricted to this size. Of course there's also some normal mapping involved, but you can recreate this look in UT2004 by baking shadows on the diffuse and lights on the specularity mask.
You don't need that much pixels to achieve a similar result. 1x 2048x2048 is more than enough. Try symmetry, it will help you save a lot of texture space.

I also recommend to avoid uv splits on convex edges, because since you're baking a lightmap from a lowpoly mesh you will get these edges too sharp.
Image

And the last thing: your textures lack padding between the uv shells. This causes black seams on uv splits which become more visible on mipmaps and lower detail settings.
Image