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Everything posted by BrandonBranderson
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Will we one day, ever see these in game?
BrandonBranderson replied to Keshi's topic in General Discussion Archive
Maybe they could update that a bit instead of just being a Half Brick with a Nokia skin. They could make it look like a Galaxy Note 7 and make it an incendiary grenade :3 -
Thanks for the explanation of the RPM bug, I had no idea what was causing it, but it happened all the time and got a little annoying lol. Yup G1 removed most of the Vegas' tire smoke in an odd attempt to optimize. Now you can just see a little bit when drifting, but it used to smoke a little during the 1st gear burnout too, and a lot when drifting. I remember being really disappointed when I read that in their patch notes because no other cars smoked like the Vegas did and that little bit at take-off just seemed right for doing a burnout. They were also more dense, full clouds of smoke mixed in with the current flat looking puff sprites. I just gotta ask... How the hell did they break the alignment on the Blue Steel trucks?! It happened to my car IRL, but it just doesn't seem like it should be able to happen in game without being done on purpose... A good t bone from a T-25 (though they may have had a bit too much power back then) would be enough to knock a dump truck over. Now because of their insane amount of mass they are an unstoppable brick when they get up to speed. Looking back at all these senseless changes makes me really wonder if drinking was encouraged in the G1 office during business hours. Or maybe it was all the boss' orders and everyone was just afraid to tell him that he's dumb?
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Back to Game. My Experience ! ! !
BrandonBranderson replied to Akratos's topic in General Discussion Archive
Little Orbit is doing awesome so far. This weapon balance thing is really their first big screw up, whereas with G1 it was damn near constant. Best part is Matt Scott, the CEO of Little Orbit, took full responsibility for rushing the balance patch that made shotguns op and said it won't happen again. It was all done in an attempt to make shotguns more reliable with the game's poor netcode causing hits to not register, but in turn it made them a little too reliable at much longer range than intended. They're working on fixing them right now. If you're playing APB on a HDD try turning off indexing. Once I did that my game started running much more smoothly. -
Yup that's something that plagued my renders for a while. Extremely dark scenes and only one light source. Then I was looking up tips on how to improve the look of a scene and somebody suggested to use 3 lights with a dim light behind the subject and it ended up improving the look of the render by a lot. With Daz it's a lot easier to get natural lighting with Nvidia Iray though. Daz's Iray engine uses a kind of light that diffuses and bounces like real light and not just points for light sources, so more often than not I end up using a light panel instead of an invisible point that emits light. The downside of this is that if you don't let it render for long enough, it'll look like it has a weird film grain on it, and Daz can take a long time to render if it's a complex scene. I didn't use 3 point in the render I posted previously though since the lighting in that one was already provided by the street lights in the scene itself.
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Will we one day, ever see these in game?
BrandonBranderson replied to Keshi's topic in General Discussion Archive
Using Nitro 3 on a wheelchair will show your character chugging like 10 5-hour energy shots. Chance to flip over backwards if you're doing it from a standstill. -
Looking better! But he still has a face that says "I just had multiple strokes, please end me". Face posing seems to be your weakest point, so maybe try using this chart as a reference to get more natural facial expressions: Other than that, he doesn't look like plastic so that's an improvement. His hair looks like cotton candy but you're aware of that so that's fine. Over all it's a big improvement over your previous works.
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Yes exactly, and yeah the sounds are all kinds of messed up now too. The current Vegas sounds like the engine is about to die, while the old one sounded throaty and powerful. That little pitch shift made a huge difference. I noticed that with the Vegas (normal not 4x4) the reason it rockets off in 2nd gear is because it spends its entire 1st gear doing a burnout, and the tires finally catch by the time it gets to 2nd gear. But since they removed most of the tire smoke particles from the Vegas, the only indication we have that that's happening is by looking closely at the rear wheels when taking off. There's also the bug where the Vegas (Normal and 4x4) will get stuck around max RPM, and to get the sound to go back to normal, you need to either make a complete stop, or push it to the next gear by hitting max speed.
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Stop looking at APB as if it's real life. Look at it more like an action movie. APB was never intended to be realistic, it was meant to be fun. Car surfer should either stay as-is, or remove it entirely and just let everyone car surf without a mod and reduce accuracy while on a moving car based on its speed.
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LO first legendary ... looks like zero effort.
BrandonBranderson replied to MartisLTU's topic in General Discussion Archive
I like the look of both versions. Just be happy that they finally added a new type of secondary. -
Maybe they could just revert vehicle physics and stats back to the way RTW had them before G1 messed them up and just make it harder to flip vehicles from there. Start over and tackle the problem from a different approach. The only problem I noticed about driving back then was how easy it was to flip a car, and G1's solution to that was breaking the ones that were the easiest to flip. The Fresno was the only big change that didn't really have any negative side effects. That used to be one of the easiest to roll over. I remember vehicles also having better grip back then too.
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Will we one day, ever see these in game?
BrandonBranderson replied to Keshi's topic in General Discussion Archive
Can we stop worrying about what needs to be completed first or what should take priority? That bit is up to LO anyway. We should focus on the ideas that the op actually mentioned. On topic: -I'd like melee weapons if they're done right. It'll be difficult to figure out a good way to implement them in APB, but I'm sure they could come up with something. Maybe treat them like a burst fire weapon that has a damage dropoff to 0 at the very end of the weapon and a recoil pattern that follows the swing animation? I'd love to see this cause a lot of physics force on the death ragdoll. -The minigun could work the way Hexerin said pretty well. -They said that they're working on a few new maps, but they didn't say if one would be a full sized district or not, but one of them is going to be the old run down hotel that has screenshots floating around of it. -G1 said a long time ago that Motorcycles wouldn't be possible on the current engine, but maybe on 3.5. If I remember correctly they said that anything with more or less than 4 wheels doesn't work on the current engine. -I want wheelchair obstacle races in Asylum. -
Yes please. An opportunity to make low end vehicles not look like boring mid-2000's shit would be great.
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Any idea when? Edit: Just checked, it's up on Armas now on JMB 21 https://www.gamersfirst.com/marketplace/ingame/product_details.php?storetype=g1c&gameID=20&catID=61&subcatID=152&productId=6080
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Yup, that's the Showstopper "Thunder". It's the legendary version with tighter spread and slower fire rate. There's also a non-legendary version with a long barrel but there's not much info on it. It's not in OTW.