Posts by _Sherman

I like the ideas. Hopefully we can see some of this with the planned code support for new weapon/projectile behaviors. Tracers lingering longer is harder for performance reasons. I am looking into what kind of flexibility (if any) to put some of this FX stuff behind the settings menu. Again, just have to get together with code and see what I can do.

Yeah, unfortunately the persistent trails are very expensive performance wise.

That is a Bill thing, he handles the sky files now

I am all for giving you guys back the pre-O:MGF effects assuming it is behind an options menu. I don't know what kind of code work that would entail though, and my guess is that neither PhysX or this would be trivial. I can ask about it though, you're definitely not the only one asking.

That does sounds pretty cool. Redoing all of our tracers would be a ton of work, and the trails are the expensive part that I can't go to town on (without new code options to make them optional). It could be a road map feature though...

Let me know what you think. This is only for rapid file guns on vehicles for the most part.

Our effects are not dynamic in game. There are things that I could quickly alter, but dramatically new looks are not quick. I also don't have "low" setting particles and then "high" setting particles, they are all the same asset. If I can find out exactly what I have to work with there, or get code support for defining what can and can't be played based on settings, then there would be more flexibility.

Walker yes, Ranger and skyguard no, they use a different projectile

Waiting for code to have time to look into that for me

How were you testing this? So I can look into it... (eg faction, vehicle, weapon, first or third person)

While I would love to do that... I have no good way to do so. Burness is out today, but if he is in tomorrow I can have him put that together. All of that is set on the design side and I have to individually look each weapon up.

Pulled up a few vanu nose guns and everything looked okay. Exactly vehicle and weapon this is happening on?

The projectile, and generally tracers, are moving directly away from you. This means that the smallest area of the projectile and tracer are all you can see. It is like looking at a pencil straight on verse from the side.

I feel that they are more visible in first person, particularly at distance and at night.

PTS has the new tracers. Live remains unchanged.

The kobalt is a negative

I may play with trying to get some of that back in, behind the particle quality settings, but they were originally removed for performance reasons. A lot of people would like to see it back, so if I can make it optional it seems like a good thing to do.

I am not certain, but I think what you are asking is that it seems like at a distance your tracers don't always accurately depict if you are hitting a player or not. There are a couple things going on that could cause this depending if you are the one being shot or doing the shooting.

First the actual projectiles you see are just visual representations, so while your projectile looks huge in the distance (like 3X the size of a player so that you can see it in the case of the changes I just made) it is not the actual size of the projectile being used to solve for a hit or not.

Another possibility is if you are the person being shot at, tracers really only help you figure out where the person is, as hit detection is done by the person doing the shooting. It is possible to see a tracer hit you and be okay, while the one that clearly misses you is a one hit kill. It all depends on the other client.

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