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  #321  
Old 09-22-2012, 07:28 PM
The_WOZ The_WOZ is offline
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Thank you! Thank you! Thank you!

Separated settings for ground and air padlock make me a happy groundpounder
  #322  
Old 09-22-2012, 07:36 PM
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True widescreen support at last, the holy grail, thank you very much indeed.

One question, i didn't see 1920 by 1200 in the options, will you still be able to force through the conf.ini, with no ill effect?
  #323  
Old 09-23-2012, 01:18 AM
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Feathered_IV Feathered_IV is offline
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Good God. Speechless!
  #324  
Old 09-23-2012, 01:27 AM
TelluricSummer TelluricSummer is offline
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Fantastic DT.

Great News again! Many many Tkx!
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  #325  
Old 09-23-2012, 02:44 AM
Zorin Zorin is offline
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Quote:
LOD_0 polycount:

1. Smaller bombs/rockets (below 200kg) - up to 200 triangles.
2. Medium bombs/rockets (between 200 and 1000kg) - up to 300 triangles
3. Larger bombs (1000kg and larger), torpedoes, guided bombs, etc. - up to 500 triangles.
Are these old guide lines still valid? Just asking if there is a point in bothering with submiting the updated ordnance meshes or if they still need to be dumbed down to 12 year old standards of game design.
  #326  
Old 09-23-2012, 02:46 AM
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Quote:
Originally Posted by fruitbat View Post
True widescreen support at last, the holy grail, thank you very much indeed.

One question, i didn't see 1920 by 1200 in the options, will you still be able to force through the conf.ini, with no ill effect?
I was thinking the same thing...only because that is the native resolution for my monitor. 1920x1200 is not a 'strange' resolution and is used by many players.

Can you tell us if that resolution will be supported?

Aviar
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  #327  
Old 09-23-2012, 03:35 AM
IceFire IceFire is offline
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Quote:
Originally Posted by Aviar View Post
I was thinking the same thing...only because that is the native resolution for my monitor. 1920x1200 is not a 'strange' resolution and is used by many players.

Can you tell us if that resolution will be supported?

Aviar
One would hope. I much prefer the full 16:10 aspect ratio over 16:9 as you find on many monitors (mimicking TVs).
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  #328  
Old 09-23-2012, 09:45 AM
BadAim BadAim is offline
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4.12? Looks more like 5.0 to me! Thanks for all of the hard work guys.
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  #329  
Old 09-23-2012, 09:50 AM
Blaubaer Blaubaer is offline
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Quote:
This time we'd like to share a few features in the GUI and in flight.
Gorgeous! Thanks for your work. Don't let us wait too long for it.

Regards,
der Blaubär
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Last edited by Blaubaer; 09-23-2012 at 10:02 AM.
  #330  
Old 09-23-2012, 10:50 AM
SaQSoN SaQSoN is offline
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Quote:
Originally Posted by Zorin View Post
Are these old guide lines still valid?
You can add 100 triangles to each figure, if it's absolutely necessary. Also, note, that this numbers are given for 2-sided material usage. Therefore, if you are using doubled polygons for 2-sided surfaces instead of 2-sided material, you can count only one side of such surface.

You may also use 512x512 textures, instead of 256x256, but similar ordnance models should use same texture. Alpha channel may be used, if needed.

Quote:
Originally Posted by Zorin View Post
Just asking if there is a point in bothering with submiting the updated ordnance meshes
The models should be submitted in 3DS Max format, each model should contain all LODs and other standard stuff. I believe, everything was described in the text, from where you got this requirements.

Quote:
Originally Posted by Zorin View Post
or if they still need to be dumbed down to 12 year old standards of game design.
In order for the whole game to have consistent look, all models for it should be made under the same (or, at least, very close) standards, no matter how old are they.
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