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Engine v.136, Media v.104
*Bastille*
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Tried running as administrator, and yes tried several times in a row, seems to keep downloading the same client update. I'll try a full re-install and see how that goes.

cheers for the replies fellows


EDIT:

Thanks for all the pointers guys, got it worked out with a full reinstall.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Apr 5, 2011, 11:56 am Last edited Apr 7, 2011, 11:04 pm by Bastiel
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Bastiel said:
Tried running as administrator, and yes tried several times in a row, seems to keep downloading the same client update. I'll try a full re-install and see how that goes.

cheers for the replies fellows


I had the adminstrator trick not work for me one time in the past.  I had to re-install the game and that worked.
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vet wv pvp5 pvp3 pvp4

Posted Apr 5, 2011, 12:07 pm
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So has anyone been PVPed yet?
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vet wv elmsautumn e2g ww

Posted Apr 6, 2011, 5:23 am
The Paranoid Tourist
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It's not on yet, Sting.

...though people may have been under the old rules...
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Apr 6, 2011, 5:30 am Last edited Apr 6, 2011, 5:30 am by The Paranoid Tourist
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me and gm met near bl.... was most enjoyable
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Apr 6, 2011, 11:56 pm
*sam*
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goat starer said:
me and gm met near bl.... was most enjoyable


Did you remember your flask of Earl Grey tea?  :rolleyes:
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 7, 2011, 8:19 am
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The Nerf really wasn't that heavy to be honest, TG's from the same guys I posted in that other thread (180 heavy sniper 3) will still hit you at roughly 110 - 120m...

I assume the CC can go a bit further than that.

...
...

Meanwhile, the same people on an HCR only gets 130 range, those things are pathetic :rolleyes:
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Apr 7, 2011, 11:31 am
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*sam* said:
goat starer said:
me and gm met near bl.... was most enjoyable


Did you remember your flask of Earl Grey tea?  :rolleyes:


Its Tinker who goes on Picnics

I let him live after he paid me 4 million dollars to save his buzzer. I then agreed reparations for mental anguish caused of 4 million dollars.

we then all had a nice glass of Pimms and went on our way!
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Apr 7, 2011, 2:50 pm
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For me I've just noticed that first shot accuracy is horrible, but sustained fire acc builds up really fast, so I guess it just means a few more rounds wasted really.
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vet wv

Posted Apr 7, 2011, 3:48 pm
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*sam* said:


3. Bullethole decals! Watch your cars get torn to shreds!


Hoping it's just an oversight that can be corrected, but no bulletholes applied when watching recordings?

Also. I know it's a huge undertaking, but these really show the need to do a major project and remap skins on all those cars that use mirroring in their skin map. Bulletholes look silly symmetrically applied to both sides of the car...

http://i198.photobucket.com/albums/aa248/anomaly1k/Darkwind/mirror.jpg
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vet wv combat1 combatL1 paintladder pvp5 sssc deathrceL1 pvp4 zom race1 semiprocombat deathrce1 raceL1 pvp3 pvp2 ww pvp1 paintball santa2 gwped4,16,10

Posted Apr 16, 2011, 2:59 pm
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So are these new textures that have bullet holes in them or are the bullets being added as decals on a second layer on top of the original textures? The second method would be far more effective than the first, and in fact would allow the use of a randomizer to place bullet holes in random locations (but on the correct facing). If it's the first method then the bullet holes will always be in the same place. Also, using the second method, it could later be expanded to use scorch marks when hit by Flamers, and other weapon-specific decals.
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vet wv

Posted Apr 28, 2011, 8:08 am
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d0dger said:

Hoping it's just an oversight that can be corrected, but no bulletholes applied when watching recordings?


I'll check that.. wasn't an oversight, and I assumed it would work.

d0dger said:

Also. I know it's a huge undertaking, but these really show the need to do a major project and remap skins on all those cars that use mirroring in their skin map. Bulletholes look silly symmetrically applied to both sides of the car...


Hmm... would it be better in the short-term to disable bulletholes for those affected vehicles?
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Posted Apr 28, 2011, 10:23 am
*sam*
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Triferus said:
So are these new textures that have bullet holes in them or are the bullets being added as decals on a second layer on top of the original textures? The second method would be far more effective than the first, and in fact would allow the use of a randomizer to place bullet holes in random locations (but on the correct facing). If it's the first method then the bullet holes will always be in the same place. Also, using the second method, it could later be expanded to use scorch marks when hit by Flamers, and other weapon-specific decals.



They're decals yep, blended with the base texture. The positioning is exactly as you suggest.
There aren't actually individual layers maintained, each decal (including the 'dirt/rust' layer, and player-uploaded decals, league badges etc.) is blended together into the live texture on the vehicle.

There's already scorchmarks too, by the way, whenever a vehicle is hit by a flaming weapon or when it's on fire.
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Posted Apr 28, 2011, 10:26 am Last edited Apr 28, 2011, 10:27 am by *sam*
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*sam* said:
Triferus said:
So are these new textures that have bullet holes in them or are the bullets being added as decals on a second layer on top of the original textures? The second method would be far more effective than the first, and in fact would allow the use of a randomizer to place bullet holes in random locations (but on the correct facing). If it's the first method then the bullet holes will always be in the same place. Also, using the second method, it could later be expanded to use scorch marks when hit by Flamers, and other weapon-specific decals.



They're decals yep, blended with the base texture. The positioning is exactly as you suggest.
There aren't actually individual layers maintained, each decal (including the 'dirt/rust' layer, and player-uploaded decals, league badges etc.) is blended together into the live texture on the vehicle.

There's already scorchmarks too, by the way, whenever a vehicle is hit by a flaming weapon or when it's on fire.


Great!
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vet wv

Posted Apr 28, 2011, 10:42 am
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Quote:
Hmm... would it be better in the short-term to disable bulletholes for those affected vehicles?


IMO Its noticeable, but I think less than if those vehicles had none at all. They still look cool. You just have to shoot the car more so theres so many bullet holes it makes no difference  :cyclops:
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Posted Apr 28, 2011, 10:46 am
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Bastiel said:
Quote:
Hmm... would it be better in the short-term to disable bullet holes for those affected vehicles?


IMO Its noticeable, but I think less than if those vehicles had none at all. They still look cool. You just have to shoot the car more so theres so many bullet holes it makes no difference  :cyclops:


Is it possible to have mirroring on for the texture, but not for the decals?
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vet wv

Posted Apr 28, 2011, 1:30 pm
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No, the decals are actually done as modifications to the texture..
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Posted Apr 28, 2011, 1:47 pm
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*sam* said:
No, the decals are actually done as modifications to the texture..


I guess I'm a little confused. I have no experience working with graphics so that's not surprising. lol

As I understand it, this is what happens: The positioning is determined by a randomizer, and after the position is determined, the bullet hole is blended into the texture (sort of a modified texture generated on the fly?) and applied to the vehicle. This texture is then mirrored.

So... what if the randomizer ran twice, two blended textures were generated, and then one applied to the left side, and the other to the right side?
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vet wv

Posted Apr 29, 2011, 12:22 am
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Not quite Tri. What really happens is that the model is referencing the same part of the JPEG texture twice, once for each side of the car. Creating two textures and referencing each of them would be an insane amount of coding, since the UVW mapping on the model is built from scratch in the engine.
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Posted Apr 29, 2011, 1:31 am
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I noticed that the bullet holes on the Wurzel chassis seem unnaturally large. I don't know if this is an easy fix but I think they should be shrunk a bit to stay in scale.

Edit: These were all HMG or MMG bullets.

http://i1087.photobucket.com/albums/j461/Apmaddock/Picture3-1.png
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vet gateautumn gwextrav raceL1 wv e2g0,2,0

Posted Apr 29, 2011, 2:00 am Last edited Apr 29, 2011, 4:20 am by The Paranoid Tourist
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