Let me know what you think. This is only for rapid file guns on vehicles for the most part.
This includes the Walker, Ranger, and Skyguard right?
Walker yes, Ranger and skyguard no, they use a different projectile
Anything on Dalton render distance being limited by particle quality? http://youtu.be/h0d5O68gHHg
Waiting for code to have time to look into that for me
Looks like faction color tracer are messed up. Sometimes white, sometimes red and sometimes pink. Especially noseguns Btw which setting affect tracer quality. I have graphic high, texture ultra, particles ultra and effect high, but still they look really bad.
How were you testing this? So I can look into it... (eg faction, vehicle, weapon, first or third person)
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While I would love to do that... I have no good way to do so. Burness is out today, but if he is in tomorrow I can have him put that together. All of that is set on the design side and I have to individually look each weapon up.
Mostly Vanu. Especially nose guns and assault rifle in third person. You cant actually see your own tracers as a teardrop..or can? Btw sounds on walker, and other AI/AV vehicle weapons have echo like hammer smashing anvil (CLANK), when they fire from first or third person. Maybe it has to do something with it.
Pulled up a few vanu nose guns and everything looked okay. Exactly vehicle and weapon this is happening on?
Is there a reason why you can't see tracers on your own bullets?
Only gun I can see tracers on is vulcan, yet when someone shoots me with whatever gun it's like fireworks
The projectile, and generally tracers, are moving directly away from you. This means that the smallest area of the projectile and tracer are all you can see. It is like looking at a pencil straight on verse from the side.
What about the Kobalt?
The kobalt is a negative
Way back when the tracers had a morse code effect (lack of a better term). They were pretty cool to see. Was that too much of a gpu bottleneck?
I may play with trying to get some of that back in, behind the particle quality settings, but they were originally removed for performance reasons. A lot of people would like to see it back, so if I can make it optional it seems like a good thing to do.
Does distance from the player affect how much data about the gunfire burst gets forwarded to the player? It may be just me, but I found the further an enemy is, the less accurately the tracers model the shots being fired. Is this an illusion?
I am not certain, but I think what you are asking is that it seems like at a distance your tracers don't always accurately depict if you are hitting a player or not. There are a couple things going on that could cause this depending if you are the one being shot or doing the shooting.
First the actual projectiles you see are just visual representations, so while your projectile looks huge in the distance (like 3X the size of a player so that you can see it in the case of the changes I just made) it is not the actual size of the projectile being used to solve for a hit or not.
Another possibility is if you are the person being shot at, tracers really only help you figure out where the person is, as hit detection is done by the person doing the shooting. It is possible to see a tracer hit you and be okay, while the one that clearly misses you is a one hit kill. It all depends on the other client.