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Everything posted by WhiskeyTangoFoxX
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Brilliant idea, why didn't LO think of this before? oh wait....
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Is it allowed to edit/remove audio files?
WhiskeyTangoFoxX replied to FranGT's topic in General Discussion Archive
In general, file edits are against the ToS, so no, removing or changing the audio files is not allowed. -
No.
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Define "basic pathing." Any pathing that isn't just simply what APB civilians already do is by definition not simple. Any free-form path finding is complex and requires an absolute butt load of level design work
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The "AI" in APB is ridiculously basic. It can only travel on preset paths, and if knocked off this path (crashing into a car) they are completely incapable of even finding their way back onto it. An AI that just swarms a player is likely not too complicated either, but it would have to be able to do a lot of things that they cannot do at all atm, which includes stuff like: Open doors, climb ladders/walls, respect collisions of the world and props in their pathing, car jack players (so that you can't just sit in a car and insta win) and a whole pile of stuff I can't even think of right now. In general, PvE is off the table for the foreseeable future, APB has a LOT more pressing concerns to work through than adding a buttload of systems for a zombie horde mode
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Polygon count / Texture size increase?
WhiskeyTangoFoxX replied to Snubnose's topic in General Discussion Archive
With that we get back to the other point, which is that increasing the texture res is a MONUMENTAL undertaking. There are several hundreds of textures that would need to be completely remade from scratch, and there'd be absolutely no guarantee that the aesthetics would remain the same, considering that the artists that made the original textures are long long long gone. It's also entirely possible that some items don't have their source high-poly models left anymore, which would just further increase the already absolutely massive workload. Not to mention that any artists working on this would obviously not be able to make new content. -
Polygon count / Texture size increase?
WhiskeyTangoFoxX replied to Snubnose's topic in General Discussion Archive
The only thing with texture resolutions that you can do is doubling, otherwise they stop being a power of 2 and that's bad for mipmapping. As for whether or not it's in VRAM or normal RAM is a good point, however, even if the likelihood of this ever happening is very low, it IS possible, so it needs to be accounted for. Additionally, 5GB of RAM for something that right now takes only a bit over 1 is a very massive step up in memory usage, which again, is just character and car textures, no models, none of the other graphics or memory things required to run the game. This is the price of APB's insane customisation, it's very expensive on the memory front, be it VRAM or just RAM. -
Polygon count / Texture size increase?
WhiskeyTangoFoxX replied to Snubnose's topic in General Discussion Archive
Considering that characters alone would take up 2.5GB of VRAM (not including cars at all) I do think it would be a pretty big concern. If you include cars (assuming everyone has their personal car spawned) that'd be at least 5GB of VRAM spent *only* on customised assets, no environment assets, no UI, no graphics buffer. It's a much more substantial thing than people realise. The customisation data being transferred/stored on the server is minimal, The theoretical maximum on a single item is 5000 sets of data (50 symbols @ 100 layers each), but the customisation limit will hit loooooooooooooooooong before you can hit the theoretical limit. -
Polygon count / Texture size increase?
WhiskeyTangoFoxX replied to Snubnose's topic in General Discussion Archive
Short answer: No, this will never happen. The way APB's character creation works is something called morphs. In order to increase the mesh resolution of characters you would need to remodel and retexture every single item from scratch. It's a huge amount of work for almost no payout. The real issue is texture resolution, but that is even less likely to change any time soon. All textures would need to be remade, and there are literally several hundred. but even aside from the level of dev work needed, there is the issue of how APB's system works. Every character has 2 textures, both at 1k resolution. These take up 4mb each in memory. if you were to double the texture resolution (2k) the memory requirement increases quadratically, so 16mb of memory per texture. this is a MASSIVE increase in resource requirements, it would be the same as increasing district pop to 320 (aside from the networking issues.) TL;DR because of how APB works, no, this won't happen, at least not in the foreseeable future. -
From yesterday's thread. As for collisions of names that are both in active use, we have not been told yet, though I can see it going something like oldest character keeps the name. We'll likely find out soon
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My understanding is that ping is gonna be part of the matchmaking calculations. That's how almost all online shooters work, and there is no reason to think this will be any different. This is an example image that isn't even made by LO, those locations are not representative of where servers will be.
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With the release of Blender 2.8 and the highly anticipated Eevee viewport and render engine, it is now time for me to push out the updated rendering tutorial (accessed here) as well as the brand new Eevee-only character materials. These materials have several major improvements versus the cycles-compatible material, which can be viewed in the change log at the end of the post. Material link | updated generic characters As with all major overhauls, there are bound to be issues. if you encounter any with the tutorial or the new materials, please either PM here on the forums, or preferably send me a DM on discord (Whiskey#4737) Material change log:
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[Showcase] Character Customization
WhiskeyTangoFoxX replied to Desumanu's topic in Breakwater Galleria (Creations/Fan Art)
Finally decided to post my crim designs I've been making.- 383 replies
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I miss the days when there a large amount of mid-range skilled players. They have either all left the game, or gotten better over the years. Playing non-competitively (i.e. using weird guns, non-meta playstyles, etc) is just asking to get your patootie wiped off of the face of the earth, especially if god forbid you turn gold and need to play in silver districts for a dozen or so stompings
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Photorealism is basically impossible to achieve with the quality level of APB assets, things will just look uncanny af. I generally use post processing effects that come with the Eevee renderer in 2.8, but I also don't particularly try to be realistic with my work. Jenz technically hasn't updated his OP, but NR is blocked by EAC, though the old BattlEye workaround works for EAC as well
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Even if LO would add Open Conflict again (which they almost certainly won't in the foreseeable future), it will suffer from the same problem it did for literally years before LO removed it: Nobody plays on those districts. Open conflict is an awful mess, the only people who actually enjoyed it are the ones who liked preying on the unfortunate bronzes who stumbled into the district, no knowing what it really is.
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[Showcase] Symbol Customization
WhiskeyTangoFoxX replied to vsb's topic in Breakwater Galleria (Creations/Fan Art)
Absolutely fantastic work, I love these so much -
I mean if you're jump shooting at 20m you aren't likely to survive so I don't really see that as an issue :v
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Do you have a time machine? Because in this timeline you can't jump scout anymore. aside from that quick switching was cancer and it's good that it's gone.