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Posts posted by =VG= Fastjack
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1 hour ago, Connor said:
This is just a discussion. Nothing more, nothing less.
TEDF has a good point.
Why =VG= should implement new scripts to give the long loaders the same benefit as the short loaders? Is it our task to fix that?
Go to the Dev's and ask them for help or start a nothing more nothing less discussion in their forums?
We had already enough Bullshit talking from the Devs because of SCRIPTS and we where accused of breaking server licenses.
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What's the max size for an map? Can BF3 go up to 4 km or higher?
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Bump ....
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Can you all stop that downvoting etc. now ??? It will only hurt us at all.
I think it's better we close this thread now because Melon already gave a final answer to this.
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10 hours ago, =VG= Sausag3 said:
Lets hope next you don't have to turn into some sort of super human swimmer and swim for nearly half an hour lol!
I hope well. I was close to get it.
https://www.youtube.com/watch?v=M7ZbmCTc0Ig
Edit : The link could not be embedded because an error occurred on www.youtube.com.
Can someone tell me who is the the guy in the middle? There are 4 seats (not including the bench seats).
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Why not this weekend?
...... and next time, i will capture the fucking SOC
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5 minutes ago, =VG= 0100011000101 said:
thats normal...queen, michael jackson
and cherbring out more records since they're dead^^cher is still alive but looks like dead...^^
You forgot 2Pac
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Sorry for not joining but i was so tired and dead as fuck. I wake up 3 hours after event and still feel dead as fuck.
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Engineer please.
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Was about time oman. Welcome back.
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56 minutes ago, RizlaQc said:
ok sorry
No, no sorry. I like music in trans. Remember Lashkar Valley, 45 Golden Days and Rammstein. Sometimes, music helps alot to have fun if you use it in a good manner and not trolling around with it.
Here my wishlist:
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On 12.6.2020 at 1:54 PM, Rabbit said:
Wow thats a way bigger mesh for fools road than I expected.
I think if you spend at least 24 work hours on the map you could expand the navmesh to the maximum by morphing Terrain (preventing tris clusterfuck), turning overgrowth into staticobjects to remove some of them(reduce navmeshtime), adding here and there some cool stickies, cutting of the combatzone with walls and Melons new method and taadaaa. Fools road and navmesh in each GRID.
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@Melon:
Watch out by fools road. There is a place where bots try to walk up a hill but the hill is to steep and many bots will stuck there. I killed there once 26 bots with only ONE grenade.
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Welcome back.
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Tetra (Socom). Want to blow up things.
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I want minisub
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6 hours ago, =VG= Melon Muncher said:
So making a map with bots has a size limit to the amount of ground the AI can cover before the game crashes. the size varies map to map with things like whether it is a forest, urban or desert map. making bots move on water counts for nothing because there's nothing for them to avoid.
As a general rule of thumb, a 1km can have bots on 100% of it, 2km is 40-60% and a 4km is 15-20%. This is why maps have a lot of areas that you don't play coop on especially 4km maps like shijia, Vadso or saaremaa always focus on the same areas.
You can get some extra percentages for 2k and 4k Maps when you prepare the staticobjects.con for the navmesh process in a special manner. 2k Maps can have also nearly 90% playarea but it depends mostly of how many tree's (vegetation) you have on the map.
For excample, the combatarea edges get tesselated and creates an amount of triangles (poly's) where they arent needed.
Ecxample: I placed walls as combatarea and placed the original combatarea a Little bit outside of the walls. All edges was straight navmeshed without small poly's at the edges.
Here a Picture of one edge of the CombatArea (CA) without walls.
Here one CA Edge where i used walls.
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PR has also the feature with random rally points. Mapper (guy who create the GPO) can place mutliple rally points and at roundstart, the gamemode logic would pick some of them randomly like ammocaches.
I dont understand why this never got used in coop.
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You would load a map and wouldn't know what assets you have or the bots get because you would have multiple mainbases.
In AAS4 you can have max. 9 routes. If the other system is posible you could have at least 20 routes +++
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1: for both?
good for Project Reality coop, so for the game itself
Quote2: probably yeah one game mode, but I would image random flags within a mesh are fine
All flags must be placed on Navmesh. That's a requirement.
Quote3: do you mean random flags or the ability for a server to choose with flag route?
Multiple flagroutes in the GPO (seperated by layers) and the python picks a random layer. Not controlled via mapvote or other voodoo. So not predictable.
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I had in deployment a similiar situation in a transhelo.
We got heavily damaged and the pilot made an emergency landing. As the chopper touched the ground i pressed E to exit the chopper and suddenly i was in the middle of the chopper and got crushed.
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I think you can reporduce it by doing the same again. I believe you was waiting exactly where the spawnpoint was and than the Namer spawned and didn't crushed you.
Or try to crouch under the Namer and stand up.
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Can the driver or you or who in gods name was involved reproduce this?
Try to get out of the Namer when his back is parked at a wall or whatever (like trying to block the exit hatch).
[serverside script] restrict named squad creation & asset use
in Suggestions
Posted
I dont feel offended. There also no harsh tone from me. I'm only saying all things straight out without turning left and right. English isn't my native language.
You know what happened in the past? Dont think so. Isn't so that we never tried to make things better.
It's only about that the Devs should fix those issues and not community X,Y,Z. There are ways to reduce drastically the loading times for everyone.
Overhauling datastructure and not pack every factionstuff into the same zip.file is a good solution. Why your rig must load all stuff that isn't needed on the map?