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OneManArmy

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OneManArmy last won the day on July 12

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  1. this info is already collected. Maybe in future i will add in profile.
  2. score feed also shows for just few seconds
  3. it is game mode called capture the flag
  4. just look in top right corner (in killfeed) to see who you killed. why duplicate info on screen?
  5. why? notification (on your screen) shows up only when you kill someone, so what's the point of showing your username? and game already shows your username in killfeed
  6. only info which may be useful = how many players in each team. I will think about it.
  7. you can see who is in what team when you join team. Plus you can always ask in chat.
  8. Even if GG is team based, your team mates are also your enemies, because wins only one player, not team.
  9. let's think about important things. "cosmetic" improvements can wait.
  10. it requires a LOT of work. Also for better result and performance it must run on server, not on clients. How do you thing, what you will see on kill cam (in SW) when you run around with 100+ ping and enemy with 200+ ping? Yes, complete nonsense. Game must have close to perfect networking, or developer must do a lot of faking to make kill cams seem right.
  11. OneManArmy

    Code XZ2n

    it means that game can't connect to database at that moment. Check your internet connection, wait 10 min and try again.
  12. In shooter games you must kill enemies, not check who is who, what can lead to teaming in DM and other problems. Here answer is No.
  13. No, it's not possible. Old editor was working completely different way. But don't think that it was much better in performance. Maps had much more tris/verts + problem with AA + texture bleeding + unusable mesh. New editor will have more drawcalls but very low tris/verts and none of these problems. Every solution has pros and cons. Using texture atlas is better for performance, but then you can't adjust texture size for every material. Not all textures has same scale and on that 1x1 cube textures can look too small, or too big. I hope you understand about what i am talking. Not even talking about different shaders for all materials. For example, you must use different shaders on water, lava, or glass. With texture atlas and just one material it's not possible.
  14. Number of materials in editor/game will not impact size of map. In old editor was only one material for all textures (texture atlas). In new editor every texture = new material. More materials you will use = worse will be performance. But there are ways to optimize... best will be to use runtime occlusion culling (on GPU). Basically every object which is not visible by camera, will be hidden. In this case even huge maps with many materials will run just fine on low end systems. But of course you will have to think when you will make map, because if on map will be place where player can see whole map, then this optimization will fail. Of course i will add more textures in future updates.
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