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New Vision Modes Not Final - Feedback


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#41 GranoblasticMan

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Posted 22 March 2013 - 02:05 PM

I really don't understand how a mistake like this could happen in a professional development team unless you're not using proper revision/source control.

#42 Ranzear

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Posted 22 March 2013 - 02:24 PM

View PostGranoblasticMan, on 22 March 2013 - 02:05 PM, said:

I really don't understand how a mistake like this could happen in a professional development team unless you're not using proper revision/source control.

Considering that's exactly what he admitted to in the OP... yes?

#43 Foster Bondroff

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Posted 22 March 2013 - 02:49 PM

To be honest. Don't fix em out. The situation with both modes only half added is better than the "magic thermal mode" available before.

#44 Roland

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Posted 22 March 2013 - 03:01 PM

So is this actually in the game or what? Cause my thermal looks like it always has.

#45 Targetloc

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Posted 22 March 2013 - 03:24 PM

View PostRoland, on 22 March 2013 - 03:01 PM, said:

So is this actually in the game or what? Cause my thermal looks like it always has.


http://mwomercs.com/...56#entry2109856

#46 Stainless Steel

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Posted 22 March 2013 - 03:35 PM

View PostMatt Newman, on 22 March 2013 - 10:17 AM, said:




It's a shame that your budget doesn't extend to licensing Elvis to play over those loudspeakers visible on that Hero Highlander at the 21 second mark. (I recall that the budget for adding Viva Las Vegas into Fallout:Las Vegas was going to be more then the entire music budget for the game)

#47 Vapor Trail

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Posted 22 March 2013 - 03:49 PM

Have to say, the video was pretty nice.

#48 Vapor Trail

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Posted 22 March 2013 - 03:56 PM

View PostStainless Steel, on 22 March 2013 - 03:35 PM, said:

It's a shame that your budget doesn't extend to licensing Elvis to play over those loudspeakers visible on that Hero Highlander at the 21 second mark. (I recall that the budget for adding Viva Las Vegas into Fallout:Las Vegas was going to be more then the entire music budget for the game)


Wonder if they can afford some Queen?

Edited by Vapor Trail, 22 March 2013 - 03:56 PM.


#49 Brothergrimm

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Posted 22 March 2013 - 06:04 PM

View PostMatthew Craig, on 22 March 2013 - 12:52 PM, said:


Ever tried to get an artist to use git :P


One, successfully actually - but not a scientific sample. Some git GUI's are quite good now. If set up correctly they just have to do is push and pull, with someone upstream handling merges.

I admit I am failing with office workers though, but that has more to do with there being no diff for excel files worth a damn.

#50 Vapor Trail

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Posted 22 March 2013 - 09:41 PM

With a big enough cattle prod you can teach a bear to dance.

I figure artists would be easier. :P

#51 and zero

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Posted 22 March 2013 - 11:30 PM

Hm. Neither vision mode has reverted back to normal for me. Now i cant see anything on river city night. An atlas killed me at close range and it looked like god had descended to cut me down (entire atlas blinding white in thermal) :P

#52 Corvus Antaka

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Posted 22 March 2013 - 11:31 PM

ty for updates like these.

#53 Budor

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Posted 23 March 2013 - 02:59 AM

Current thermal is how night vision should look ^^

Posted Image

I do like the range restriction on it:
Posted Image
Posted Image

#54 Sable Dove

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Posted 23 March 2013 - 09:41 AM

Proof the devs are out of touch? During testing no one used thermal? This is Thermal Warrior Online. Thermal ought to be the default vision mode.

I'm kidding, by the way.

In seriousness though, just take the thermal as it was (the newer, unfinished one), increase the range, and slap a green tint on it and that's nightvision. All thermal needed was to show enemy mechs more brightly.

#55 Ialdabaoth

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Posted 23 March 2013 - 04:04 PM

View PostGranoblasticMan, on 22 March 2013 - 02:05 PM, said:

I really don't understand how a mistake like this could happen in a professional development team unless you're not using proper revision/source control.


That's what happens when you do a 'hotfix'. Hotfixes almost always happen outside the revision/source control loop, because there's so much pressure to get them out the door.

#56 Bagheera

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Posted 24 March 2013 - 12:13 AM

I miss the days when NV was grayvision.

#57 Gremlich Johns

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Posted 24 March 2013 - 07:45 AM

here is a link to a bunch of thermal night vision view images.

When I was on the XM-1 project in 1980-1981, we could spot jackrabbits at 2,000m. See people's teeth at the same distance.

1980's technology.

#58 Rippthrough

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Posted 25 March 2013 - 05:57 AM

It's a good job they aren't finished, because you could snipe better in night vision mode than you could in thermal or normal.

#59 Jagdt

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Posted 27 March 2013 - 04:14 AM

View PostMatt Newman, on 22 March 2013 - 10:17 AM, said:

Ah the Joys of the Hotfix!

So as some of you have noticed the new vision modes are half implemented.What do I mean by half?
The Shader that the modes use got compiled for the patch on April 2nd and slipped into the hotfix yesterday. The other half of the Vision modes is in the rendering code that control that shader. so the vision modes you are seeing are not the final product.
Matt N

I actually liked the concept of having a black & white thermal; much more "Apache Gunship" thermal view. There are some things seriously that need to be done. The same with "Night Vision Green" ... Do you know why NVGs for INFANTRY are green?
Because they need to run on battery power. Green phosphors can put out more visible differences for less juice.

You're sitting on top of a 20 ton reactor, it's not going to grunt at 100watts for a decent thermal / nvg display.

I can drive across the river and talk to some old friends at FLIR Systems and say "Hey, this is what thermal should look like, right?"
This is how NVG should look...
http://www.flir.com/.../view/?id=59323

And this is how thermal -does- look.
http://www.flir.com/...d=639&col=55835

#60 Mechteric

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Posted 27 March 2013 - 05:47 AM

View PostGranoblasticMan, on 22 March 2013 - 02:05 PM, said:

I really don't understand how a mistake like this could happen in a professional development team unless you're not using proper revision/source control.


Having worked in a "professional development" environment where we had weekly releases and the potential for hotfixes its very understandable to happen. Thing is that generally it only happens once and then the team implements something so it won't happen again (hopefully). If you've never experienced this then of course you wouldn't understand.





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