What graphics drivers are they using, have they tried the different fullscreen modes in the video settings (requires restart)?
What graphics drivers are they using, have they tried the different fullscreen modes in the video settings (requires restart)?
In Play-Custom Games you can either join an existing Time Trials match if there is one in your selected datacenters or click the Create Lobby button, select the mode Time Trials and select a map, you can also select which type of physics you want to play by pressing the More Settings button and then select physics in the row near the top of the list (if you're looking at the Custom Games list you can check what physics a match is using by hovering over the i button, if it's gray it's using the Diabotical physics if it's yellow it may be using Race, Vintage, and/or other settings)
I will try my best to get this redone natively sometime in October.
We've noted this and waypoints as suggested.
Thanks. We are pushing a fix for this now as v358c.
In the final scoreboard of a match there's a thumbs up button next to each player
For now to play the Wipeout maps in Aim Arena you can use these commands in the commands box
game_mode: ca;
game_wipe_out_mode: 1;
Just call them packets like everybody else does, nerd!
Ah, actually appreciate the nudge. It's a confusion that I've been dealing with for a long time. Packet and package are the same in my native language :)
Since James talked about FireFrog's 100/100 goal I realize why we're getting so many small reddit asks so quickly. He probably just scans the sub looking for requests that can be fixed by simply changing a number in the code (FFA starting at 4 players for example).
Hey, I didn't do that, I wasn't even aware of it until I read the patch notes. We do have a small team, I'm not alone doing all this or anything like that :) (I'd name the programmer in charge of the masterserver but I don't think he'd like that).
Also we mainly scan the subs to see what people is most frustrated about. And this is probably a good chance to encourage people not to read the patch notes as a reflection of our priorities. Sometimes important things are being worked on in "the background" for long periods of time before they are finally released. Sometimes unimportant things are worked on because they are adjacent to something else that is being worked on and it becomes convenient to do so. Sometimes small things are fixed because non-programmer people in the team are in a position to do so without taking time from programmers. Sometimes we just see somebody asking for something with a ton of upvotes and we realise that maybe we made a mistake not prioritising ...
Read morecan we get the ability to have seperate binds for weebow and rail? so taht it actually fells like a unique weapon rather than just some shitty downgrade
We'll try to get this done next week. This weekend we are going to focus on some spectator issues for the tournament.
/gg
as a forfeit console command when playing DuelAny word on this getting fixed? With the game's matchmaking being as f**ked as it is below 1500 (I literally haven't beaten a single ranked opponent in weeks; the occasional unranked keeps my SR high enough that I never fall to face players at my level), being able to at least get out of the ridiculous stomps that are about 80% of my games quickly would be really nice
Sorry, that sounds frustrating. We've brought it back and fixed the original issue, it'll be back in 358 in a few hours.
Seems very consistent?
Initial rockets are hitting the side of the stair, shielding opponent from the splash.
Follow up rocket it is hitting the top of the stair, and there is direct LOS from the impact point to the target, so they get hit by the splash.
That being said this situation should be fixed. A small edge shouldn't shield the target, and explosions hit go through these tiny blockers.
Correct, this is working as intended as per the current implementation, the splash volume is very simply projected hemispherically. When you fire at the horizontal quad of a stair-step this hemisphere faces up, when you fire at the vertical quad this hemisphere faces you. I've now brought it up as a design change and we are OK with "modernising" this. I imagine we are going to create ramp-shaped envelopes for the stair pieces that any splash-creating projectiles will collide against instead of the normal collision hull complex and that will give you a more intuitively oriented hemispherical projection of the damage without affecting how things currently work when splashing around other convex accidents.
The slight problem with this is that if you are shooting sideways alongside one of these stairs there's now going to be this invisible right triangle that splash projectiles would collide against, but this situation should be rare and we can probably avoid this by making sur...
Read moreStream: https://www.twitch.tv/2gd
VOD: https://www.twitch.tv/videos/751686561
++ coach spectate first person – queue with coach – request coach – coach rewards – coach rating – ping system – coach voip