DIRTY BOMB UPDATE: Version 19039


(MrFunkyFunk) #41

Overall a pretty good update:

  • basic crosshair customization: it’s nice to finally have the dot, I hope we slowly but steadily get more integrated UI tweak options like that one with future updates.

  • waterloo last obj: I don’t know if I’m the only one but I like the mid-stairs removal and the overall work done on the bombing spots (crates, mg reposition, smoothed ground without borders and level variations of a few pixels (a detail that really makes it helps the flow imo), etc).

  • camden: lovely art pass. I was a bit afraid of the direction with the previous half-done version but now with the big picture it will be a stunning map.

  • nades: is it me or is there something wrong again on this version (aside the placeholder sound that made me check the ground to see if I didn’t step on a mine), they feel too “light”.

  • ammo stations: allelujah! It was too convenient and fops wasn’t played much since last update. Now it really feels like they belong to the group and are required as medics are. For some it might be seen as a forced trick to promote teamplay but I bet with time we’ll see more intelligent group gameplay.
    So far I like the change, I hope it’s not coming back (or if it needs to be it must be a non-hotspot located side obj with limited supplies, or extremely low recharge rate, that can be constructed by a team and demolished by the opposite one with basic fire arms/explosions or C4)


(Runeforce) #42

The carry objective on Camden bugged out on me yesterday. I accidentally pressed the wrong button when I was about to pick it up: I pressed the throw a grenade button. Straight after throwing the nade, I pressed the correct button and picked the carryable up. But my rifle was there (was a medic) instead of the carryable and I could shoot. The text said that I had the objective. I ran ahead and delivered the carryable.


(rookie1) #43

On noooo…Its the BEST part ! Have to stay!


(INF3RN0) #44

Camden 2nd obj underground is a bit pointless. I’d love to see it have a third exit somewhere behind or inside the obj. Other than that the latest reduction seems reasonable, but will have to play more to confirm.


(pulley) #45

i actually like the underground thing. At Public it seams useless but i thing it will work out great at Competition!


(rookie1) #46

Oh and i want to add that I loved the small wind effect with dust lifting in some aeras.Nicely done!
In WC in the bell foundry the light coming from the roof and reflecting on a Bell is very nice also .
Been looking for few spider webs in there didnt find any …snif!

[QUOTE=rookie1;443045]Nice things in this patch but didnt play it yet .this week end i will
I Flew most of maps except camden here what I think:

-movement : really like the backward speed now also the run and jumping realy feel like Im jumping forward gaining few steps;Fell good with the movement to me :slight_smile:
-Reloading or shooting while running feel much better would like a tad less slow down…but pretty good now
-Nades seem ok
-all weapons at first look feel ok to me

-air strike seem not center to the marker look like its shooting too much to the right (have to test more )
-Amo stations : I miss them would like to see one in choke points (could do a station with limited amo inside)

  • lights on char not sure if they ok (blur)

Maps :
many spots in waterloo and LB are too bright now (LB research interior is one of them)
-WC attacker EV aera ligthing is not as best as it was …imo
-Waterloo new routes and configuration look interessting ,cant say nothing didnt play it yet
-Canary Wharf:: liked the tubes configuration will be fun to run around these tubes.
Gates should be made to be more usefull ( i like the open/close possibility)
really like the map config but last obj need some work ( aera is awesome but for a last obj its need to be improve )
I didnt play it since few weeks but i can tell looking at it
-Camden look real nicer all the time …
Second objective : still not in love with it (buildings addition defender side )
The new doors position at the wagons= I like.
The electrical gate new route …not sure if the switch should be more on attacker side … the idea of it is nice but would like it to be somewhere more
strategically important

one spot Too bright in LB


[/QUOTE]


(pulley) #47

View Bobbing and Sprint Fov can now be Enabled/Disabled in the Game Menu
Game Post-Process and Menu Post-Process can be Enabled/Disabled in the Game Menu

would be nice to have the config commands for them!

One Frame Interval
Added One Frame Interval setting to video options menu
Enabling this (default) increases performance
Disabling this reduces input delay

Whats that for in detail?


(Kendle) #48

[QUOTE=pulley;443103]
One Frame Interval
Added One Frame Interval setting to video options menu
Enabling this (default) increases performance
Disabling this reduces input delay

Whats that for in detail?[/QUOTE]

You should really disable this, no idea why or how it does what it does but mouse / aim is (for me anyway) hugely more responsive with this disabled.


(Smooth) #49

[QUOTE=pulley;443103]One Frame Interval

Whats that for in detail?[/QUOTE]

http://udn.epicgames.com/Three/SystemSettings.html

OneFrameThreadLag
I Whether to allow the rendering thread to lag one frame behind the game thread.[/I]

To paraphrase one of our programmers:
By having this enabled (default setting) the render-thread is updated 1 frame after the game-thread. The goal of this is to help prevent delays in the game-thread adversely impacting the framerate. A side-effect is that user input isn’t ‘recognised’ (shown on-screen) until a frame later.


(pulley) #50

but what is it for XD I dont get it. How can something enable increase performance but disabled reduce delay? lol?


(Mustang) #51

Urrm, not sure it can be explained any more simply than that…

EDIT: Ahh I guess crosspost FTW. :slight_smile:


(pulley) #52

[QUOTE=Smooth;443106]http://udn.epicgames.com/Three/SystemSettings.html

OneFrameThreadLag
I Whether to allow the rendering thread to lag one frame behind the game thread.[/I]

To paraphrase one of our programmers:
By having this enabled (default setting) the render-thread is updated 1 frame after the game-thread. The goal of this is to help prevent delays in the game-thread adversely impacting the framerate. A side-effect is that user input isn’t ‘recognised’ (shown on-screen) until a frame later.[/QUOTE]

ah ok. thx mate


(pulley) #53

and the cfg cmd for that?


(Mustang) #54

OneFrameThreadLag, as Smooth said.


(Smooth) #55

It’s not something that can be changed on the fly, it’s found in the Default/ShooterEngine.ini as OneFrameThreadLag.

Not sure about the other settings you asked for.


(pulley) #56

ah ok big thx


(spookify) #57

Great Changes!

I like the Movement and the DOT cross-hair. Little small and I loss it while strafing.

I think the next patch ROF should be decreased with DMG increase. ET and RTCW had it right with 3 headshots. I dont know if my spread is still a little off while strafing or if its the laggy euro server but still doesn’t feel right. Please note that I think the TTK at close range is perfect! I can 5 dink with the medic gun just like 3 dinks in ET. However Mid Range is still wonky and I think its still the spread. Does anyone else notice this? I am all for more testing and feel we are on the right track.

Menu options are great to see kills and everything! Just need Acc and HS’s I will be a happy camper!

PS - Is anyone going to be on the USA servers tonight! I finally have nothing going on!! Other then dumb Diablo 3 runs Boring! I need a shooter!

Any word on a menu item for M_Pitch?


(kilL_888) #58

why did you change the knife animations? specifically the left hand animation? i found the original animation extremely cool. was it too distracting?

also, my gpu is at 100% usage. i play on low settings (every option disabled or set to low). my framerate is nice of course but 100% gpu usage may shut down your gpu if not cooled properly. i recently cleaned my cooler, so my max temp now is only 70°c, instead of 80°c+ when it will ultimately shut down.

edit: also, is it possible to add an option to disable screenshake/viewbob while reloading?


(JTheJackal) #59

[QUOTE=spookify;443131]Great Changes!
I think the next patch ROF should be decreased with DMG increase. ET and RTCW had it right with 3 headshots.
[/QUOTE]

I’d like this, too. Feels a little wrong just now, though it might just be me.


(Ashog) #60

Sounds like great updates.

I guess grenade fuse placeholder isn’t yet a grenade timer sound? When can we expect them to appear in-game? Like it’s not the hardest thing to program?