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LaughingJack

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About LaughingJack

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    Company Commander

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    Male
  • Location
    Melbourne.AU

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  1. September 2018 Recap

    yep, pretty much.
  2. September 2018 Recap

    thanks fuzzhead. then can i assume that if the enemies leave the area then you can resume spawning? would players be dumped from the spawn and have to re-select it, to spawn at? thanks mate. what i'm aiming towards is a spawn point that only spawns a player every 10 seconds and will stop(pause) spawning while an enemy is close by and then resume spawning when they are not close by, and not loose the queue of players that were waiting to spawn. cheers guys!
  3. September 2018 Recap

    To clarify: Does "disabled" mean the Spawn has been turned OFF (losing/dumping the current Spawn Queue)? or does it "pause" spawning (keeping the current Spawn Queue intact) - i ask because i don 't know all the exposed control options for the Spawn Point, ie: enable/disable, active/inactive, pause/un-pause; that sort of thing. thanks heaps @fuzzhead
  4. September 2018 Recap

    So we can draw/show radii (circles) on the map now? very cool +1 +1 Granular? Is this Enable/Disable or Pause/UnPause? update looks so awesome
  5. A Bit of Merlin on Early Access Exit

    lols. this a great thread
  6. cc// Crack Clan TV

    yeah, great vids! very well done <TwoThumbsUp> love music too!
  7. [WIP] Mogadishu Map (Black Hawk down scenario)

    hey @Xx-RAGING-DEATH-xX ....
  8. suggestion Concentric circles

    sounds like an interesting idea Smee. if they work out how to Draw 2d circles on the map, i'd love to know because i also want to use them for Cap Boundary marking, in my mod. (atm, afaik, UE4 can't draw circles)
  9. Bring Back v9 Hit Reg

    well a couple feet, yeah, and it most likely extended up to full Capsule height (assumption). yes this is an obvious glitch, i totally agree, but definitely not a 'hit-reg' issue though - it's registering quite well, your 'nade bounced back. neither were "head-shots". i agree with Dundish and TheRed above. the problem here is calling them as head-shots when they clearly were not - your bullets would have to pull left by ~100mm over that distance to hit his head. anyway, two to the neck+/or shoulder - he's prolly pretty phark'd i won't comment on the other two as i could not make out where the shooter was, the vids are of average quality and very short. however the 'through the wall' one sounded like from hard left (ie: beyond your peripheral at the time) - to me anyway. you must have a pretty good run most of the time though, considering you have only posted a minute or so's worth, total footage from what, many, many hours of playing? compared to BF's and BF:BC2, this game easily appears to have far better hit reg (my POV). PS: has anyone read the "Boom - Headshot" paper lately? i know it's prolly outdated to some degree by now but it explains quite succinctly how latency works, and all that stuff - well worth a read. (please: anyone know what i'm referring to? is it still relevant to modern engines?)
  10. [WIP] Mogadishu Map (Black Hawk down scenario)

    looks far more interesting than the original BHD map
  11. [WIP] Black Rock Beach (Vanilla & JO_mod)

    @Psyrus, @Gatzby here's a link to a vid showing the problem. > from left to right i have Scrub Bush, then small-to-large Oak Trees. it looks like shadowing not being applied correctly/evenly. no idea what's causing it or how to fix it. tried but couldn't remove link to you Gatzby, soz.
  12. [WIP] Black Rock Beach (Vanilla & JO_mod)

    i know it sux . can't work out what's going on with them - they're Squad stock. i wouldn't mind so much if they didn't turn so bright. they seem to receive shadows later than the bigger trees behind them. my biggest disappointment with the engine so far is Shadows, particularly when everything else looks so good. i know Oxygencube did that vid on lighting but i think the devs should revisit doing some basic setup stuff for the next iteration of the SDK, particularly around lighting again, but also things like asset-loading in maps versus performance, etc. - a basic set of guidelines/rules we should be following, sort of thing, would be very helpful.
  13. A better tactical map

    @Guan_Yu007: (from my POV) actually it's nearly impossible to tell an elevation using the current map type. all you have is shaded terrain - no actual elevation data. I think what you really mean is that you can see that there are bumps and dips on the map, which helps with locating yourself spatially, but you cannot possibly discern specific elevations, or differences between them - if you can i'd like to know how. also, having contour lines actually shows the true terrain form in a more accurate way that is not at all difficult to learn and requires no estimation or guesswork - if i could learn how to read topo (topographic) maps in Scouts when i was a kid, then it can't be too hard, ay? PS: topo maps can also have 'shaded' terrain, for those who struggle with standard topo. Topo maps would be my preference as well - with a "satellite" view for those that can't/don't read topo.
  14. [WIP] Black Rock Beach (Vanilla & JO_mod)

    UPDATE: Been a while - RL stuffs. So now i've been able to do some more on this map. I still don't like how some foliage is not receiving shadows (bright green) when they clearly should (not distant and in front of other shadowed trees), but i can't work out what's causing it - i'm guessing it's something Asset-related though. I'm getting from about 40, to 70/80 FPS. Vid of the first look at Black Rock Beach >
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