BTH

Operator
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About BTH

  • Rank
    Intel Ninja
  • Birthday 05/19/1987

Profile Information

  • Gender
    Male
  • Location
    Spain

Profile Fields

  • Platform
    PC gamer
  1. I found what causes the lightmap overlaps in Speedtree. The only way around I've found is to avoid setting frond count to 2.
  2. Hadn't the boner holster bug been fixed about a year ago? Also why is it such a common bug in games that objects attach to the wrong point?
  3. When it makes sense, i guess nothing.
  4. The thing is neither the video nor the marketplace page say anything about reducing draw calls. Only mention about performance that I found comes from user comments and reviews. None from the devs.
  5. It could be very useful for certain parts of my map. I don't know if it works reverse, I mean turning assets that are already in game into instances, so I don't have to remake whole map areas. Right now I am busy with speedtree. Since it works on a monthly suscription, I had to find a time where I could work on lots of trees for a month-long period. I think I will be able to make every penny count this way.
  6. It looks loads better with more assets! Keep it up! Best screenshot so far!
  7. The issue I found with Ground Branch is that when you toggle lean you can forget if you are leaning or neutral. I have always been against the screen tilting when leaning in games, but a tiny bit of tilting wouldn't hurt. Just as a means to know that you are leaning.
  8. No, it's not irritating that games are advertised this way. It is just lame. No one to punch in the face here. It's also probably in-engine even if it is not in-game, which at least is something.
  9. Got one day late to the Kickstarter. Now I'll have to pay full price for the game (dammit)
  10. ***cries manly tears***
  11. Can't really say anything bad against the trailer. We'll see the game...
  12. I think it's hard to answer to this one because we probably all don't get the same feeling or perception when firing a gun. I know three methods to simulate recoil in video games, and all three have their part real feel to it. If you shoot only to get a feel of what the recoil does, you will get something like in ARMA or STALKER games, where the gun jumps up and then falls more or less back to your point of aim. When you are shooting a sequence of many shots in a short time, that adds up and depending on how you grip the gun it should jump less and takes less time to jump back to the point of aim, that's why games with "muzzle climb" recoil feel so real. Even though recoil does not do that in real guns, the fact that you have to compensate for recoil is true. Think of games like Insurgency or Infiltration. Then we have the always hated conefire, which really isn't that unrealistic if you think that your sights are always magically alligned in video games and that when you compensate for recoil, you are actually making lateral mistakes too. Old rainbow six games had only a crosshair that changed size, but still felt quite real when firing (at least in semi-auto). Now to the A.I, what might be happening, is that they are trying to shoot the same way no matter the distance to the target. Same rate of fire, same time to aim, same movement... The distance to the enemy is generally what dictates your stress levels. Reactions to an enemy at short range will be automatic: faster and less accurate, moving while shooting and almost impossible to use any kind of sights. At longer distances one can stop and think about how to engage the target, take a second to aim and stop to fire.
  13. Nice, a bit like the Dubrovnik map in RS: Athena Sword. Keep working, mate, and don't worry about performance, you can throw in loads more polygons. It's UE4!
  14. Deeply sorry. Had to.
  15. I like the choice of music for the trailer. The Aria with scenes of violence reminds me of Raven Shield's raid on the Estate in Cayman Brac with Ave Maria playing in the sound station.