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Showing results for tags 'vegetation'.
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It is time to implement the possibility of destroying trees and shrubs in Squad! Give us the opportunity to drive over or blow up the vegetation. You can simply implement this: All vegetation is set to endure an amount of newtons before it goes from being static to falling with physics. Each vehicle adds newtons, which are calculated from the weight of the vehicle + speed. Trees: 2 parts. A stump + the rest of the tree. Modeled so that they look stripped apart, separately, but attached on top of each other so it looks like a whole tree, until it falls. Only the tree-part is affected by physics. When a vehicle that is heavy enough and has high enough speed and hits the tree, the tree falls at the same time as the vehicle gets a speed reduction / stop. By too little Newton force, the tree moves a bit, at the same time as branches / leaves fall down. Shrubs: Works the same way. Larger shrubs are torn off, while smaller ones are partially flattened. Leaves and branches should also fall down if projectiles hit the upper part of the tree. Gives a good feeling when you see that the leaves are falling while bullets are flying over our heads. Of course, everything is replicated in real time and stored throughout the round. Later on, fences and other things that are easily destroyed.
Hello Squids, So I recently built a new rig, upgrading from my GTX 950m laptop to a Ryzen 5 2600 + RX 580. The game runs great, but I am experiencing flickering/shimmering, most noticeably on foliage at a distance. The only way to prevent the flickering is to use TAA, but TAA causes ghosting and distorted optics. So far I have tried: Clean install drivers, Clearing PCI slot of any dust/debris, Modifying radeon settings to use in-game, override and enhance, and just about every configuration of radeon and in-game settings I could think of. Video of issue (The compression from upload has made the issue less obvious.) https://drive.google.com/file/d/144c4iGYjlNd31x4WC2DmrKlFCc3JPTBq/view?usp=sharing
Zeroid posted a topic in Feedback & SuggestionsMovement in bushes should come at a cost, if technically feasible. This suggestion might be more applicable to games with a lot of bush, like Post Scriptum. It seems a bit mental that I can rush a position, by running length ways through a hedgerow. That said, this could be quite annoying if implimented... but... I shouldn't be able to rush through a hedge for 100M...hmmm extra stamina drain might be the least annoying fix... just want to ensure realistic movement around the battlefield, unless soldiers typically sprint through hedges and bushes... perhaps pressing the spacebar is required to penetrate said bush/hedge, to get to the other side... hmmm
I'm confused as to why shadows have been removed from plants and grass, at least on 'Chora'. I noticed this a few weeks ago, but didn't want to bring it up until at least another update was released. Well the latest update is now out, and the patch notes even mention some improvement to Chora - and yet the shadow are still non-existent. Please, please someone tell me this isn't a permanent feature!? Here's how it used to look: https://drive.google.com/file/d/0B4XUU8htYOS8Uk4ybjNoeHo4alU/view?usp=sharing https://drive.google.com/file/d/0B4XUU8htYOS8TWI1TXlKWlg1N1U/view?usp=sharing Here's how it looks now: https://drive.google.com/file/d/0B4XUU8htYOS8SXJnMU96QjVCbGs/view?usp=sharing https://drive.google.com/file/d/0B4XUU8htYOS8QXBRX0VlV3VVLUk/view?usp=sharing
Rayyaan posted a topic in Feedback & SuggestionsThe Idea is About Realistic or 'Balanced' Vehicle Handling Realistic = REALISTIC Balanced = BALANCED FOR GAMEPLAY From personal observations (and I'm sure other people might agree) it seems that PR (and probably ever other FPS) never had realistic vehicle handling regarding the terrain. Forgive me if I'm wrong but I'd like to give some practical examples from PR: Vehicles can essentially drive up huge steep hills at speed which wouldn't be possible (issue is further enhanced by 'shift' boost) Vehicles can drive incredibly fast regardless of the terrain (in real life different terrain would cause different speeds, maybe I'm wrong on this 'observation') Vehicles generally speed around on and off road with little resemblance of what is the norm in combat driving (usually vehicles are only maxed out in speed when retreating, maybe a mil. advisor can affirm this or the likely hood of reaching top speeds or the conditions neccessary to do so)So to summarise, here's what my suggestion might include in practice: Slower AccelerationTerrain resistance implementation/unique terrain acceleration propertiesSlower speed in general for certain vehicles, just because a vehicle can drive so many mph/kmph in real life doesn't mean it is driven that way with added weapons, armourment, cargo, personnel, terrain, weather and mechanical conditionsNo 'Boosting' for vehicles without an after-burner or some similar IRL featureTerrain that is severely resistant to speed (might be snow for instance)Speed Limited Terrain where it is not possible to reach past a certain speed limit (possibly with side effects of going too fast)My suggestion is about the concept. I included some ideas with the concept. Realistic Vehicle Handling *Might* Be Too Much For A Game Balanced Vehicle Handling Would Be An Obvious Nerf of Vehicle Handling (in comparison to PR)