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PostPosted: Thu Jan 22, 2015 6:57 pm 
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ok I could reproduce it, having a 1-hand secondary item in use (pistol/medikit), then switching to a 2-hand secondary (riot/sandbag) and the object rotation is wrong.


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PostPosted: Fri Jan 23, 2015 4:52 pm 
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^cool. I tried last night but when I made an effort I never got it and when I did it I was too late to pay attention to what I had just done.

Returning to the Thread Subject Overall:

Is it possible to put in some "Player Priority" over the AI on Ladders? We're getting A LOT of comical and frustrating moments lately with some concentration of Player Squad AI all clustering at a ladder base as a few of us go up and we get pushed out of the way, or get on, go up, then immediately fall off because they were first. I know it's always been like this, maybe it's just more players with more Player AI in action following people.
Basically if you could just give players the ability to override AI on ladders and push them out of the way like they have pushed us out of the way for so long. Or have the AI spread out like they do now when a vehicle is full or crowded, because this crazy Squad AI clustering near ladder bases seems very much like it was with AI clustering around a vehicle to get in.

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PostPosted: Sat Jan 24, 2015 2:44 am 
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It also appears that when using Squad Chat incoming messages show as the Green Team Chat Icon and not the Squad Chat Icon. So you can't tell if someone is responding in Squad Chat, it creates some confusion and you don't know if it's a private conversation or not.

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PostPosted: Sat Jan 24, 2015 10:48 am 
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JackMayol wrote:
ok I could reproduce it, having a 1-hand secondary item in use (pistol/medikit), then switching to a 2-hand secondary (riot/sandbag) and the object rotation is wrong.

Hmm, doesn't seem to be this one directly, it doesn't happen single player or on a server just by doing this.

EDIT: actually was trying pistol -> sandbag which works, but medikit -> sandbag doesn't.

EDIT: and actually now it doesn't work with pistol -> sandbag either, so something happened there.

EDIT: oki, think I fixed it, thanks!


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PostPosted: Sun Jan 25, 2015 5:08 am 
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This double ledge in East Base of Fridge Vally, SW corner. If you climb up inside the marked square it either causes wild desynching or sometimes launches you an additional 3-5 stories into the sky, then you desynch to the ground or something. Just on the south(?) side, feels south, where the double ledge is. The lower one is too narrow. Or registers as too narrow.


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File comment: Only inside the box.
Oddity Fridge Vally Roof Ledges East.jpg
Oddity Fridge Vally Roof Ledges East.jpg [ 56.34 KiB | Viewed 16984 times ]

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PostPosted: Tue Jan 27, 2015 9:10 pm 
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I've been seeing this a lot on the grass and trees. Looks like post-processing popping in and out?
It not constant, but some areas or slow movement I see it more and more. Is this another settings issue?
Not sure what to describe it as, cell-shading popping on and off?


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File comment: Just pops on and off sometimes as you're crawling or sneaking around. It may be more, but in heavy combat I am too focused to notice it as often.
Oddity PostProccessing.jpg
Oddity PostProccessing.jpg [ 53.24 KiB | Viewed 16975 times ]

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PostPosted: Wed Jan 28, 2015 8:42 am 
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Opt_0 wrote:
I've been seeing this a lot on the grass and trees. Looks like post-processing popping in and out?
It not constant, but some areas or slow movement I see it more and more. Is this another settings issue?
Not sure what to describe it as, cell-shading popping on and off?

Seems something goes wrong with the render queue when that happens. Where is that screenshot from?


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PostPosted: Wed Jan 28, 2015 9:27 am 
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pasik wrote:
Seems something goes wrong with the render queue when that happens. Where is that screenshot from?


map11


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PostPosted: Wed Jan 28, 2015 9:49 am 
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At that place, is there anything else but terrain and grass?

I think something weird happens in the game when it doesn't have something (I don't what, static geometry?) to render. In northeast Keepsake Bay, the ground starts to flicker between as what seems fully under shadow and not, when there are no e.g. rocks, trees, buildings, to render. Maybe these things are related.


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PostPosted: Thu Jan 29, 2015 1:13 am 
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pasik wrote:
Opt_0 wrote:
I've been seeing this a lot on the grass and trees. Looks like post-processing popping in and out?
It not constant, but some areas or slow movement I see it more and more. Is this another settings issue?
Not sure what to describe it as, cell-shading popping on and off?

Seems something goes wrong with the render queue when that happens. Where is that screenshot from?


These screens are from the Final Map (Copperhill Down?) Around the southwest edge. Although I have seen it on other maps too. Like I said not constantly, but I do see it. I'll try to keep my eyes open for it more often.
(And of course I haven't changed any settings in a long time- other than the shadow bias issue I was having due to my settings.)

pasik wrote:
At that place, is there anything else but terrain and grass?

I think something weird happens in the game when it doesn't have something (I don't what, static geometry?) to render. In northeast Keepsake Bay, the ground starts to flicker between as what seems fully under shadow and not, when there are no e.g. rocks, trees, buildings, to render. Maybe these things are related.


^Okay. I'll see if I can help narrow it down to some of these details. Basically a place with only grass and terrain may be the issue or some way related to shadow issue? I'll keep my eyes open for any patterns related to when it occurs.

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