Xx-RAGING-DEATH-xX Posted March 10, 2016 11 minutes ago, wetblue13 said: Thanks Roy! Great work guys, keep it up. Love the info, hopefully these shut up the haters on steam complaining about vehicles. "Amen to that;brother!"...;-) No more tears, it has been written in stone... Share this post Link to post Share on other sites
sentienthaze Posted March 10, 2016 Thanks for sharing with us Roy, it was very interesting to read and it gives us some insight! If I may be so bold, I think you should have posted this in january to give the majority of players a better understanding of the pushed date for implementing vehicles, but definitely better late than never! Share this post Link to post Share on other sites
NotBrad Posted March 10, 2016 13 minutes ago, sentienthaze said: Thanks for sharing with us Roy, it was very interesting to read and it gives us some insight! If I may be so bold, I think you should have posted this in january to give the majority of players a better understanding of the pushed date for implementing vehicles, but definitely better late than never! Don't worry, they'll come out, eventually... Muahahahahahahaha!!!!! Can we expect a video at least showing off what they can do right now? Similar to the one with the foliage bending? Share this post Link to post Share on other sites
gunbattle Posted March 10, 2016 so therefore...vehicles are a long way off...are right around the corner...??? Share this post Link to post Share on other sites
Commisar92 Posted March 10, 2016 Very interesting read. Looks like they have gotten the basics out of the way Share this post Link to post Share on other sites
Monk Posted March 10, 2016 So I suppose fastropes will be somewhere in 2017-2018? Share this post Link to post Share on other sites
Kopets Posted March 10, 2016 Didn't get what was the deal with pawns. In UE4 documentation handling it looks fairly simple https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/PossessPawns/Blueprints/index.html https://www.youtube.com/watch?v=ikcOYLkQsxU Share this post Link to post Share on other sites
flexAUT Posted March 10, 2016 (edited) thats how I want a devblog to be. a lot of in depth information with a few pics. (ofc a video always is nice, but isn't necessary or available for every single topic) btw. i really want to say that you guys are doing an exceptional good job on keeping the community up to date. keep up the good work! Edited March 10, 2016 by flexAUT Share this post Link to post Share on other sites
EA_SUCKS Posted March 10, 2016 cool, almost there... Share this post Link to post Share on other sites
RoyAwesome Posted March 10, 2016 1 hour ago, Kopets said: Didn't get what was the deal with pawns. In UE4 documentation handling it looks fairly simple https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/PossessPawns/Blueprints/index.html https://www.youtube.com/watch?v=ikcOYLkQsxU Mostly with code we've already had written, nothing wrong with UE4. You can write code that assumes that your possessed pawn will always be of a certain type. This manifests itself in simple issues like casting to your type without checking if the cast failed. But, it also manifests itself in very hard issues like weapon's recoil patterns being an animation that relies on the Soldier skeleton. Share this post Link to post Share on other sites
Pyle_DK Posted March 10, 2016 I'm still HYPED!!! cant help it :D Share this post Link to post Share on other sites
scubbo Posted March 10, 2016 great read, looking forward to part 2 thanks for sharing! Share this post Link to post Share on other sites
Dundish Posted March 10, 2016 (edited) You probably already written part 2 but can't show us cuz all the spoilers. :D Edited March 10, 2016 by DundA Share this post Link to post Share on other sites
NotBrad Posted March 10, 2016 When I saw this page, nearly jizzed in my pants... Share this post Link to post Share on other sites
NotBrad Posted March 10, 2016 Hyped for the update now! Share this post Link to post Share on other sites
carmikaze Posted March 10, 2016 21 minutes ago, NotBrad said: When I saw this page, nearly jizzed in my pants... wtf????? Share this post Link to post Share on other sites
NotBrad Posted March 10, 2016 They pulled it down right after I posted, kind of suspicious... Share this post Link to post Share on other sites
carmikaze Posted March 10, 2016 14 minutes ago, NotBrad said: They pulled it down right after I posted, kind of suspicious... Lets hope for the best Share this post Link to post Share on other sites
Dundish Posted March 10, 2016 (edited) 9 minutes ago, NotBrad said: They pulled it down right after I posted, kind of suspicious... They just trolling us :) ;) Or you... Edited March 10, 2016 by DundA Share this post Link to post Share on other sites
mastah4 Posted March 10, 2016 14 minutes ago, NotBrad said: When I saw this page, nearly jizzed in my pants... Its fake. The article id should be higher than 86 Share this post Link to post Share on other sites
Pyle_DK Posted March 10, 2016 1 minute ago, mastah4 said: Its fake. The article id should be higher than 86 I dont hope so It makes me angry! you dont wanna se me ANGRY!!! ......oh yearh you cant se me. :D Share this post Link to post Share on other sites
Noxxid3 Posted March 10, 2016 1 hour ago, RoyAwesome said: Mostly with code we've already had written, nothing wrong with UE4. You can write code that assumes that your possessed pawn will always be of a certain type. This manifests itself in simple issues like casting to your type without checking if the cast failed. But, it also manifests itself in very hard issues like weapon's recoil patterns being an animation that relies on the Soldier skeleton. When was Alpha 4 released? I totally forgot the date it was released. Share this post Link to post Share on other sites
Sahara Posted March 10, 2016 V5 will be a content/bug free update. V6 should have Vehicles. Share this post Link to post Share on other sites