Hell Let Loose

Hell Let Loose Dev Tracker




17 Feb

Comment

Originally posted by HerrFledermaus

Nice. Thanks. And raytracing adds to a realistic environment, no? Loved it in RDR2.

Such as? There are many elements in RayTracing, like shadows, reflections, GI, AO... all come with their own cost in performance and gain minor in quality. RayTracing imho would work best with scifi or contemporary styles and surfaces.


15 Feb

Comment

DLSS is on the radar, RayTracing isnt. No idea why we would even need that... nope...

Comment

Originally posted by omgiafs

My only hope is Nanite. I tried all the ways to make FPS smooth, but i have failed. Even if game starts without any stutters, after one or two mapchanges screen starts to stuttering for a split second, especially when you're running on Stalingrad map. IDK what to do.

No Nanite, no UE5.

Comment

Originally posted by Karl_H_Kynstler

Devs have said in the past that increasing player count is not going to happen.

True. Not happening.

Comment

Originally posted by Lo0seGo0se

this is still a problem for many people. has a fix been found yet?

I think its best to check PTE or see if its worked in P17.


14 Feb


13 Feb


12 Feb

Comment

Wow! You got KaTonk? Niiice!


11 Feb

Comment

Originally posted by Fortnait739595958

Coming to console in 2032!

I thought it was 2077...

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
Hey everyone,

Thanks to all who participated in last week’s PTE we held for Patch 17. We are thankful for all the feedback and have been applying this to our internal testing to ensure we have the update primed and smooth as possible for release.

A quick reminder of some of what’s included for Patch 17:
Adjusted US M4A1 Sherman Tank handling
Speculative fix for MDC (mass player disconnect bug)
Speculative fix for players sometimes spawning in with the level 1 loadout of the role regardless of their selected loadout
Various QOL items
Removed weapon sway when using binoculars
Smoother Tactical Map zooming
And a host of other gameplay improvements and fixes
Full Patch 17 PTE Changelog is here {LINK REMOVED}https://bi... Read more

09 Feb

Comment

Patch17 will get new hedges that make it visibly more clear that they are not actal hedges, but stone and dirtmounts with overgrowing foliage.


05 Feb

Comment

Originally posted by UnableToMakeNames

As has been said since the update to everyone who has this issue, reverify the game files. The devs and people who have tried this have all confirmed that fixes the issue.

True, this is indeed the solution. OP, please verify your local game content and youll be okay ;).

Comment

Originally posted by ducksaws

Let's say BF3. 64 players.

Ah, that explains it indeed. HLL has 100 players, BF 64 and using the remaining bandwidth for destruction.

Comment

Originally posted by ducksaws

How does a game like Battlefield get away with destruction?

I gotta ask, which BF are you referring to?


04 Feb

Comment

Nope... players cant just simply download double the bandwidth...

It would literally mean halfing or even more then halfing the current bandwidth requirements now and that probably also applies to the animations, shooting things, driving things... basically halfing everything that is send through the network... wheeeeeeewww...

Comment

Originally posted by pattythebigreddog

Hey. Thank you so much for the great work you guys have done! I’m not a pro dev, but I dabble as an amateur so I’ve listened to a lot of the interviews out there from you guys on the development processes on HLL. I’ve specifically heard it mentioned a least once how much would be different if you guys were to do the game over from scratch as so much has been learned from the process.

If you had the resources you have now from the start do you think you would still have used unreal?

Do you think there are other tools that would make a game of this scale and type easier to make or even increase the scale or reactivity? What would that look like?

Heeeyhey! I think game wise and global wise this is more a Q for Max.

Artwise I wouldnt pick another engine, just a more complex workflow that we have learned in all these years and are applying atm.

Unreal is a great engine either way. Plus all artists and developers and especially the programmers are very skilled in the engine itself, so another engine would require a big new learning curve for all of us.

Yes, all games out there have their own tools and own tricks. This certainly would be nice to always have for any type of game. You can see the workflows and tools in tech demos for games like environment creation tools in Ghost Recon Wildlands and Cyberpunk 2077 its famous integration of Quixel its material library, or the recent Project Titan from SideFX. These tools will take years to develop, but are always a huuuge boost in workflow and technological advancements in the entire game industry.

So, tldr, yes, there are other tools in other game...

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