Roadmap For June, July, And Beyond
#141
Posted 18 June 2017 - 01:14 PM
Alex, read your private messages! October still unread!
#142
Posted 18 June 2017 - 01:22 PM
#143
Posted 19 June 2017 - 08:18 PM
InnerSphereNews, on 02 June 2017 - 05:29 PM, said:
Removal of all Premium Time requirements for Private Lobbies
With the June patch, Premium Time will no longer be required for accessing any aspect of the Private Lobby feature. Tonnage Rules, Match Time, Time of Day, View Mode, and Full Team settings will all be available.
Someone's logging back in after a looooong time.
#146
Posted 21 June 2017 - 01:26 AM
LOL'z like crazy
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Just open it up to all mechs regardless and people won't be like HUH!!!!!!!!
#147
Posted 23 June 2017 - 07:38 AM
#148
Posted 23 June 2017 - 08:26 AM
#149
Posted 25 June 2017 - 07:07 AM
Rhialto, on 18 June 2017 - 01:22 PM, said:
That isn't clipping, clipping is when a model clips into another model or part of a model and is often result of physics collider meshes not in the shape of the visual model, or animation clipping where meshes pass through each other. What you see there is the LOD (Load On Distance) for the terrain. This done to increase GPU and VRAM performance by loading a simpler model and texture in the distance. Yes it is very awkward to see shift from LOD to the main model and texture as you approach.
Edited by Eskandare, 25 June 2017 - 07:15 AM.
#150
Posted 25 June 2017 - 03:26 PM
Eskandare, on 25 June 2017 - 07:07 AM, said:
That isn't clipping
There is at the begining, laser hit an invisible wall. Also I remember months ago they incresed textures of Mechs, I wonder why there is no option to avoid this simpler model loading for those who have beefier computers.
#151
Posted 28 June 2017 - 11:09 PM
#153
Posted 30 June 2017 - 04:41 PM
#154
Posted 02 July 2017 - 06:15 AM
Peiper, on 02 June 2017 - 07:12 PM, said:
Damn you, made me reread the PGI post to see if I had missed anything.
#155
Posted 02 July 2017 - 04:37 PM
Kyrie, on 02 July 2017 - 06:15 AM, said:
Damn you, made me reread the PGI post to see if I had missed anything.
Naw, you didn't miss anything. PGI forgot to announce this stuff, along with an admission that they've neglected all of these aspects and a vow to shift the majority of their devs over to correcting that mistake, even if that means switching to the Unreal IV engine. They also have announced that they're going to allow the community to make maps to make up for the fact that the map artists have been MIA since 2016 after leaving for a special 'artist's workshop' in North Korea.
#156
Posted 03 July 2017 - 03:41 AM
Edited by BEARDOOM, 03 July 2017 - 03:43 AM.
#157
Posted 08 July 2017 - 07:42 PM
#159
Posted 11 July 2017 - 12:59 AM
#160
Posted 14 July 2017 - 12:31 PM
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