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1. Weapon Melding Glitch. - in Technical Support/Bugs [original thread]
I get this most often when I switch weapons while falling - the hands drop away once enough falling speed is built up, and if I'm switching during that, I almost always get a meld. Amusingly, I had a submachine gun/nanohive meld. Shot at people wi...
- by Bradende - at 2013.07.16 04:00:00
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2. [New Bug] Z-Culling rendering issues. - in Technical Support/Bugs [original thread]
Well, I was trying to be polite about it before, since CCP blogged about how it's awesome and whatnot. The SSAO optimizations that were implemented in UPR1.2 deal specifically with depth calculation. I've seen LAVs hide in walls, too - from railg...
- by Bradende - at 2013.07.10 15:04:00
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3. [New Bug] Z-Culling rendering issues. - in Technical Support/Bugs [original thread]
Yup, stairs, floor - basically any structure. I've noticed it with terrain only rarely, but sometimes even terrain, too. It's distinct from the render distance issue - there are certainly enough threads on that, and it effects more than just snip...
- by Bradende - at 2013.07.09 22:52:00
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4. [New Bug] Z-Culling rendering issues. - in Technical Support/Bugs [original thread]
While that's certainly true, the severity of the issue with 1.2 went from kind of tolerable to extremely impairing. In fact, just about any outpost with a floor cannot be attacked from above.
- by Bradende - at 2013.07.09 15:38:00
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5. [New Bug] Z-Culling rendering issues. - in Technical Support/Bugs [original thread]
New in Uprising 1.2: When looking at the little ants to squish through a sniper scope from a slightly elevated position from as little as 200 meters, players are partially or completely obscured by the floors of many structures. It frequently appe...
- by Bradende - at 2013.07.03 08:59:00
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