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Tanoa on Dev Branch ( a what do you think of it thread )

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Posted: Fri Jun 10, 2016 9:52 am     Super secret spam barrier
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@Goodson there have been confirmed issues with steam and tanoa. I'm guessing the message you get is a point toward it fixing it. The issue is apparently fixed on steams end just might take a bit for them to propergate the fix to clients and their servers.
I would assume Dev branch will have images in it for tanoa regardless of dlc purchase just to promote it, but then prompting users to purchase the rest of the files via DLC.
You'll get there soon I'm sure, it's marvelous.

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Posted: Fri Jun 10, 2016 9:53 am     Super secret spam barrier
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Melonfish wrote:
This map is going to eat my graphics card.
It looks very intensive, however I am loving the engagement ranges, that is going to be a serious close in meat grinder. You'll be able to perform some fab ambushes including claymores and AP mines with proper setups and firing arcs.

Even though I've got a pretty decent setup, I'm still going to set my view distance to 1k. I imagine most engagements will be quite close quarters anyway.


Posted: Fri Jun 10, 2016 9:55 am     Super secret spam barrier
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Melonfish wrote:
This map is going to eat my graphics card.
It looks very intensive, however I am loving the engagement ranges, that is going to be a serious close in meat grinder. You'll be able to perform some fab ambushes including claymores and AP mines with proper setups and firing arcs.






We need a mod that lets us mount the claymores on trees, at head height

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Posted: Fri Jun 10, 2016 11:11 am     Super secret spam barrier
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I'm finally in! :D

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Posted: Fri Jun 10, 2016 4:33 pm     Super secret spam barrier
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The fps are surprisingly good when you're running around the jungle. Defintively nowhere near as bad as N'Zwisaasgas....
It's probably due to the fact that they've finally added occlusion culling to the engine in one of the #RoadToApex updates and Tanoa's trees are setup to use that (while most modded maps/objects wouldn't be). I can't even imagine how bad the fps must have been without that xD


Posted: Fri Jun 10, 2016 5:33 pm     Super secret spam barrier
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Holy hell, Goodson; Genuinely thought the first two were photo's at first glance

Amazing screens


Posted: Sat Jun 11, 2016 7:43 am     Super secret spam barrier
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For those on Dec branch BI have also released an update to AI driving they should be a lot less likely to crash.


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Posted: Sat Jun 11, 2016 6:05 pm     Super secret spam barrier
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Two new features added to dev branch:

  • Squad Radar (basically a built-in version of ST HUD)
  • Tactical ping (allows us to 'point' at things)

Quick video to show it:



Posted: Sat Jun 11, 2016 6:21 pm     Super secret spam barrier
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Not really a fan of that tactical ping. Think I prefer the ace one that we currently have. I'm intrigued does the ping go to everyone in you're group or is it just the people in close proximity to you?


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Posted: Sat Jun 11, 2016 6:24 pm     Super secret spam barrier
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Andy1 wrote:
I'm intrigued does the ping go to everyone in you're group or is it just the people in close proximity to you?
 

Good question. I'd have to test this with a few people running dev branch (and the same version).

*sweetly calls for Serjames*


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