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Old 2008-12-19, 18:30   #41
Threedroogs
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Default Re: [Statics] New Fields

nice! looks great.

Ingame name: StrkTm Pygar

Eggyweggs...I would like to smash 'em!

http://www.youtube.com/watch?v=x3-E3xuQtqI
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Old 2008-12-19, 19:27   #42
Engineer

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Default Re: [Statics] New Fields

Hell yeah!

With all of this progress, 1.0 will be so great that I could skip the next releases.
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Old 2008-12-19, 20:03   #43
=Romagnolo=

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Default Re: [Statics] New Fields

Quote:
Originally Posted by [R-DEV]Rhino View Post
no it just means there are higher priority stuff I need to be working on.
Like..... ?




Quote:
Originally Posted by NyteMyre View Post
Looks nice,
Kinda reminds me of those screenshots that Invasion 1944 for Operation Flashpoint usually released. (they had some nice flower/grass fields in their mod aswell)

Example #1, Example #2, Example #3, Example #4.

LOL at the Halftrack roll !
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Old 2008-12-19, 20:45   #44
CodeRedFox
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Default Re: [Statics] New Fields

Quote:
Originally Posted by =Romagnolo= View Post
Like..... ?
Making fastrope movies.



"apcs, like dogs can't look up" - Dr2B Rudd
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Old 2008-12-19, 20:49   #45
MAINERROR
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Default Re: [Statics] New Fields

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
Making fastrope movies.
Nah wrong, making fast ropes!
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Old 2008-12-19, 21:42   #46
M.Warren

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Default Re: [Statics] New Fields

Quote:
Originally Posted by [R-COM]Outlawz View Post
Finally no more game play issues with undergrowth fields \o/

I do think that maybe a smaller version of the grass patch would be useful, in those Qwai screenshots you can notice that it's actually a bunch of round grass fields stuck together
Murphy's Law: If it's stupid but it works; it's not stupid.

Quote:
Originally Posted by [R-DEV]Rhino View Post
a smaller version would mean you would notice the "honey cone" effect even more. We feel that its a very little thing compared to how many advantages this gives and all in all, gives it colour variation which at most levels looks good, just when your look from high up down looks a little odd but still, fine for the most part.
That's the exact kind of effect we need. Inconsistancies are best suited for grassy areas because we wouldn't want players to stare at the grass and look for a singular means to identify if an enemy soldier is in it. The harder the better.

Concealment and cover is the key to any infantryman. Something that's always been missing from out PR experience for some time. It appears our soldiers will have a chance to perform better now against armored units.
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Old 2008-12-19, 22:16   #47
Skodz
Default Re: [Statics] New Fields

Very nice, I love these long draw distance field. We want more of it.
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Old 2008-12-19, 22:19   #48
agentscar

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Default Re: [Statics] New Fields

Looks waaay better than the old ones.Great work as usual Rhino!
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Old 2008-12-20, 06:56   #49
evya
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Default Re: [Statics] New Fields

awesome work! great news about the drawing distance
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Old 2008-12-20, 07:45   #50
DeadSmile187
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Default Re: [Statics] New Fields

Quote:
Originally Posted by [R-CON]MAINERROR View Post
Nah wrong, making fast ropes!
loled on that



"We're surrounded. That simplifies the problem!"
"You don't hurt 'em if you don't hit 'em."
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