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Gatzby

Alpha 15 Released

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< Crashing after most rounds (never an issue prior)

< The game is starting to look very...outdated graphics wise

< Nil performance upgrades

< Tutorial was short, sharp and we'll done

 

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For the future. The word Comrade is almost never used. Even in the USSR, this word was used only at important events. (and it’s not worth seeing the shit from the HBO to think that people here say "Comrade" through every word, and everyone poured vodka while people from the KGB are hiding behind the back). ¬¬

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Posted (edited)

huh... strange decisions about grass patches on maps... don't know what to think about them... yeho and gorodok were my favorites maps, they had very good vibes... I hoped that other maps will get to that standard. Now they simply look plain and outdated.

 

First time i spawned i thought: "...huh, did BF2 maps had more grass then here?"

 

sorry for rant, maybe i need more time to get used to changes... On the other hand, great job with training mission, new vehicle, all new TC setups and more. Great work there! It's nice to see patches coming out more often!

 

Edited by Disco

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It still works near flawlessly on Linux, and there's at least one guy (me) playing it via Steam Play.  If anyone on the dev team sees this thank you for putting the time into this to make it work!

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A really great new feature is the AAS flag status change notification that overlays everything else.

 

Like I said previously I really dig the changes in landscape materials on Kohat and the way they blend at a distance with basically zero tiling. That said, it would be nice if the rock cliffs up on the ridges coming out of the main bases had textures that matched the landscape because now both the light and dark cliffs look really out of place.

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Posted (edited)

I like all these map updates in general, but Yehorivka and Fool's road looks way worse now. Yeho is too brownish and with all this variegated vegetations makes me feel like i play in a cartoon. Previous version was like a late fall, this version looks like a summer on a terraformed Mars.

And all this yellowish fir-trees on Fool's... They must be ill...

Edited by Schuschpangewehr

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Scout car seems to be bugged. Emptied 3 mags into an MRAP on Logar and it just drove off with no smoke.

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49 minutes ago, fatalsushi said:

Scout car seems to be bugged. Emptied 3 mags into an MRAP on Logar and it just drove off with no smoke.

I've had this issue too, with both shooting a Scout car with an MRAP, and shooting an MRAP with a Scout car. I've had instances of shooting a 30mm BTR with a Stryker on Skorpo and no noticeable damage happening either. 

From what I've noticed, it's usually when both vehicles are at differing elevations and across distance. I have a feeling it's something to do with damage output at varying ranges and the angle of the projectiles when hitting armor with it's own sloping. Might be a bug with how it's calculated, or it could be intended.

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9 hours ago, Dubs said:

Might be a bug with how it's calculated, or it could be intended.

I hope it’s a bug, because it would make no sense otherwise.

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On 7/15/2019 at 11:08 PM, Gatzby said:

Added the BMP-1 ZU-23 Anti-Air Variant. This variant basically replaces the turret on the BMP-1 with an external, manually operated ZU-23 Anti-Air Autocannon

I love this part.However the ZU is still withought any aiming option but only guess shooting and correcting there for still mostly useless.

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While the new foliage looks good, i think the grass density and draw distance didn't need to change, it was one of the better visual things about the game gameplay-wise.

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Posted (edited)

@gatzby 

¿Es este el hilo correcto para reportar errores? si es así

Si ayuda, lo dejo aquí;)

Podrían corregir lo siguiente:
Cuando la bala de cualquier tipo de arma. Cuando dispara la bala, cuando golpea la pared, la tierra o un enemigo, el polvo no está bien representado, esto es muy importante porque sirve como referencia y Tienes que ver el polvo correctamente en el mismo lugar donde impacta el proyectil.

 

Importante GLICH :$!!

Otra falla que veo es cuando mueves las armas apuntando (no importa si te mueves suavemente) con miras telescópicas con un retículo como ACOG, etc. Casi no puedes ver las líneas de alcance de la retícula, y es imposible saberlo. donde tienes que disparar, debes permanecer quieto para poder disparar 400 metros, de modo que la línea negra de la retícula no se vuelva imposible de rastrear, a veces transparente. Hace que tenga que hacer mucho con el monitor y forzar una gran cantidad de visión. Mirar el objetivo en cualquier dirección que apunta hacia la retícula tiene el efecto de una imagen fantasma.

 

Lo mismo ocurre con la niebla en la mayoría o no en todos los mapas, ¿es por el rendimiento o para limitar el marskman y los tanques para alcanzar un alcance mayor? realmente ves al enemigo con un tanque o un tirador y puedes derribarlo con una decisión porque ves una silueta, pero lo que has dicho tiene que forzar mucha vista y molestar, una niebla más sutil en los mapas que requieren para el diseño, pero otros lo dejarían lleno sin niebla sería genial;)

Es muy agradable tener que calcular dónde cae la bala es un gran mecánico, y el tema de la niebla frondosa lo limita mucho para el gran juego que es.

 

También los misiles guiados, rpg, etc. a 50 metros a veces no impactan con el medio ambiente.

 

GLICH FATAL:

En narva hay un fallo fatal que puede romper totalmente la experiencia del juego. Exactamente en los edificios más altos del mapa, les dejo algunas imágenes que valen más que mil palabras. :S Muestras:

Alerón

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JdB8f8B.jpg

 

Saludos, hasta la próxima.

 

 

 

Edited by xxptamo7xx

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Hey Devs!

We are arrived to the A15. Nice work! But in your game no physics to vehicles. Stop do it more bight and shiny vehicles. Do they physics good. Let to your players shot over above barriors. This problems even stronger problems in your game. Fix thoes problems first. Fix the hitbox silde and caracter slide what we see non the screen.

So fix this problems because even inportant then any new veichles or maybe helis in the next version. By this physics the helis...

thx for reading!

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