• PLAYERUNKNOWN'S BATTLEGROUNDS V2- Stream Honks
    2,793 replies, posted
[QUOTE=Zeos;52657735]The game's audio system seems super fucky in general.[/QUOTE] Sometimes you don't hear any footsteps at all, then you die.
[QUOTE=Zeos;52657735]The game's audio system seems super fucky in general.[/QUOTE] I've kinda got used to the way bullet sounds work now but this shit is just broken.
[QUOTE=GHOST!!!!;52656887]I think they need to just sit down and start optimising the game and doing bug fixes, there's already enough content for people to keep playing it, clearly, so optimisation and bug fixing would be a good thing to do at the moment.[/QUOTE] That's generally not how game development works. Bluehole has stated several times now that they have several different departments working on different things. The people making new guns aren't the people working on vaulting. The people working on vaulting aren't the people working on optimization and bugfixes, etc etc.
Two things happened. First I stopped seeing the explosion and smoke effects and later the sound got super broken where occasionally I hear a step from 300m away. Oh well. [t]https://cloud.plaster.pw/u/17.09.07-22.17.22.png[/t]
[QUOTE=Kiamberm;52658478]That's generally not how game development works. Bluehole has stated several times now that they have several different departments working on different things. The people making new guns aren't the people working on vaulting. The people working on vaulting aren't the people working on optimization and bugfixes, etc etc.[/QUOTE] Are the guns they put into the game even original? Wouldn't be surprised if they took them off the asset store as well.
Managed to get a triple roadkill by ramming a UAZ just as the occupants were getting out.
I hope multiple bug fixes does not include crouch jumping. Without vaulting to replace it, the gameplay becomes too linear
[QUOTE=Ricenchicken;52658676]I hope multiple bug fixes does not include crouch jumping. Without vaulting to replace it, the gameplay becomes too linear[/QUOTE] It will make fighting in cities a lot worse that's for sure
[QUOTE=Ricenchicken;52658676]I hope multiple bug fixes does not include crouch jumping. Without vaulting to replace it, the gameplay becomes too linear[/QUOTE] The list included crouch jumping unfortunately.
[QUOTE=Hogie bear;52658982]The list included crouch jumping unfortunately.[/QUOTE] No, why, WHY. Where is this list?
[QUOTE=Hogie bear;52658529]Are the guns they put into the game even original? Wouldn't be surprised if they took them off the asset store as well.[/QUOTE] They're from the asset store. [url=https://www.unrealengine.com/marketplace/animated-fps-ak47-assault-rifle-pack]Heres the AK, all they added was the rail to the dust cover which is what you would never do with a AK74 (which they call a 47)[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-fps-black-market-guns-pack]The Micro UZI[/url] [url=https://www.unrealengine.com/marketplace/military-m9-pistol-pack]The M9[/url] [url=https://www.unrealengine.com/marketplace/animated-marksman-variety-pack]The M4.[/url] [url=https://www.unrealengine.com/marketplace/animated-sks-rifle-fps-weapons-pack]The SKS.[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-assault-rifle-variety-pack]The SCAR from here, they recoloured it.[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-fps-g18-pistol-pack]The Glock, they edited the mesh to add in the built in compensator.[/url] [url=https://www.unrealengine.com/marketplace/modern-weapon-attachment-pack]The sight attachments other than the x8[/url] Basically, 80% of the ingame weapons comes from [url=https://www.unrealengine.com/marketplace/profile/Ironbelly%20Studios%20Inc]Ironbelly Studios Inc[/url] and I'm fairly sure they hired the guy behind it to keep the style going. Oh and fun fact, the M16 in this is actually an M4A1, they modified it to look like an M16. [editline]8th September 2017[/editline] Oh and the Groza, I'm 100% sure is the AK74U with the mesh modified, the textures match too well.
[QUOTE=Reagy;52659711]They're from the asset store. [url=https://www.unrealengine.com/marketplace/animated-fps-ak47-assault-rifle-pack]Heres the AK, all they added was the rail to the dust cover which is what you would never do with a AK74 (which they call a 47)[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-fps-black-market-guns-pack]The Micro UZI[/url] [url=https://www.unrealengine.com/marketplace/military-m9-pistol-pack]The M9[/url] [url=https://www.unrealengine.com/marketplace/animated-marksman-variety-pack]The M4.[/url] [url=https://www.unrealengine.com/marketplace/animated-sks-rifle-fps-weapons-pack]The SKS.[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-assault-rifle-variety-pack]The SCAR from here, they recoloured it.[/url] [url=https://www.unrealengine.com/marketplace/aaa-animated-fps-g18-pistol-pack]The Glock, they edited the mesh to add in the built in compensator.[/url] [url=https://www.unrealengine.com/marketplace/modern-weapon-attachment-pack]The sight attachments other than the x8[/url] Basically, 80% of the ingame weapons comes from [url=https://www.unrealengine.com/marketplace/profile/Ironbelly%20Studios%20Inc]Ironbelly Studios Inc[/url] and I'm fairly sure they hired the guy behind it to keep the style going. Oh and fun fact, the M16 in this is actually an M4A1, they modified it to look like an M16. [editline]8th September 2017[/editline] Oh and the Groza, I'm 100% sure is the AK74U with the mesh modified, the textures match too well.[/QUOTE] Well in the theme of asset flipping, here's the latest asset! [media]https://twitter.com/PUBATTLEGROUNDS/status/906020825521831936[/media]
[QUOTE=Cuon Alpinus;52659865]Well in the theme of asset flipping, here's the latest asset! [media]https://twitter.com/PUBATTLEGROUNDS/status/906020825521831936[/media][/QUOTE] finally a new global rifle
[QUOTE=Scratch.;52659922]finally a new global rifle[/QUOTE] Yeah, tired of the guns getting added to something I manage to acquire once every 8 games or so.
[QUOTE=Reagy;52659711]I'm fairly sure they hired the guy behind it to keep the style going. [/QUOTE] "They Guy" is a company between 11 and 50 people [url]https://www.linkedin.com/company/2303730/[/url]
[QUOTE=Cuon Alpinus;52659865]Well in the theme of asset flipping, here's the latest asset! [media]https://twitter.com/PUBATTLEGROUNDS/status/906020825521831936[/media][/QUOTE] I wouldn't call PUBG an asset flip game considering it has actual gameplay unlike most Unity games.
[QUOTE=Nomad;52659960]I wouldn't call PUBG an asset flip game considering it has actual gameplay unlike most Unity games.[/QUOTE] The entirity of the Erangel topology was also handcrafted as well The next one just uses World Engine
[QUOTE=Nomad;52659960]I wouldn't call PUBG an asset flip game considering it has actual gameplay unlike most Unity games.[/QUOTE] i mean yeah it's unfair to compare pubg to the standard asset flip but that doesn't change the fact what they're doing is literally asset flipping not that i have a big problem with it tbh
[QUOTE=Cuon Alpinus;52659865]Well in the theme of asset flipping, here's the latest asset! [media]https://twitter.com/PUBATTLEGROUNDS/status/906020825521831936[/media][/QUOTE] guessing its going to be a low tier dmr, below the sks?
low damage single fire AR that only takes mags and sights meh maybe I'll think about picking it up.
So when can we expect to see the PTRS-41?
[QUOTE=Hogie bear;52658982]The list included crouch jumping unfortunately.[/QUOTE] Have they stated this upcoming patch notes? I know they included crouch jumping as a bug on like a "what's down the road to do" list
[QUOTE=Ricenchicken;52660333]Have they stated this upcoming patch notes? I know they included crouch jumping as a bug on like a "what's down the road to do" list[/QUOTE] I see tweets about it from not battlegrounds in response to it being patched it's out there somewhere
[video=youtube;mBSK1Aw-x7Y]https://www.youtube.com/watch?v=mBSK1Aw-x7Y[/video]
What's the point of that video? just watching it makes my aim worse.
[QUOTE=WillerinV1.02;52659978]i mean yeah it's unfair to compare pubg to the standard asset flip but that doesn't change the fact what they're doing is literally asset flipping not that i have a big problem with it tbh[/QUOTE] Wait hold on. I'm pretty sure the definition of asset flipping is just buying assets, making a rudimentary shitty game/ cookie cutter game with said assets with as little effort as possible, then trying to sell that for cheap. [URL="https://www.youtube.com/watch?v=1m6XTfn34Bw"]Here's an example of an asset flip[/URL] PUBG is anything but that. They just buy licenses to models for their game from a different company.
Had a nice moment in a game yesterday where my squad were hiding in a house and we had another squad coming for us who were much better equipped than us, I managed to wait for them to run into the garage and then I hopped out one of the windows behind them and managed to get 2 of them before they realised. We all survived and got some nice shit, shame shadowplay is such a temperamental shit as I would have liked to see a replay.
[QUOTE=WillerinV1.02;52659978]i mean yeah it's unfair to compare pubg to the standard asset flip but that doesn't change the fact what they're doing is literally asset flipping not that i have a big problem with it tbh[/QUOTE] Do you even know what asset flipping means? PUBG isn't asset flipping, they're buying and using assets as intended. That's how an asset store works.
[QUOTE=simkas;52661010]Do you even know what asset flipping means? PUBG isn't asset flipping, they're buying and using assets as intended. That's how an asset store works.[/QUOTE] Kind of hard to justify this when they still have so many problem areas/inconsistencies related to asset flips, though. For example, the player models have individually modeled eyes and mouths, and are theorized to be rigged for speech. It's only a handful of extra tris and textures, but it adds up. The big deal though, is the inconsistency in vegitation. [url=https://www.reddit.com/r/PUBATTLEGROUNDS/comments/6yiq8g/this_game_has_fantastic_tree_rendering/dmntllk/]A video (and comment posts) are worth a thousand words...[/url] [quote] They are the template Speedtree trees for Unreal Engine. [url]https://store.speedtree.com/product/desktop-tree-package-ue4/[/url] The victim is hiding either behind a London Plane or American Sycamore tree scaled to 200% in size. The autolods are also the default distances when you bring them into the engine. Every single piece of foliage in the game is either a Speedtree tree, from one of the marketplace foliage packs or from the free Unreal Kite Demo project. It's quite funny. One tree will be 2,500 polys, and the tree beside it is 80,000 polys.[/quote] [quote] You can use premade assets just fine, it doesn't show a lack of care and can save a lot of work, what you can't/shouldn't do is to "just use them" like we have in the game. You are supposed to retouch them to fit your needs. So player model should have the mouth removed and eyeballs detail removed, poly counts on objects should be brought to a standard across the board, LOD standardization... But even the most basic things, like object scale, are all over the place, so it seems the map building itself was made by several teams scattered without much oversight or general guidelines. Time will tell if they can fix all of these.[/quote] The tree LOD problems and polycount inconsistencies are very typical asset flip behavior.
Why don't they flip a P90 then, I like those.
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