Announcement

Collapse
No announcement yet.

0.1.7.1 Update posted 1/26/2017

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #31
    Originally posted by code187 View Post
    How do i create a custom match with the lightning rifle?

    I cant seem to find the create custom match section nor the add mutators section when creating a match.

    If you have not found it yet, its in the right upper corner.

    Comment


      #32
      Very interesting update, good job guys!

      From the few hours I spent last night the first things I would say are:
      -the new Lighting rifle concept is really nice
      -flak feels superresponsive!
      -the respawn time penalty is still too long (please consider changing it)
      -still have mixed feelings for the Grenade Launcher

      I will be back soon with further comments
      Last edited by cave; 01-24-2017, 05:57 AM.

      Comment


        #33
        My feedback (initial thoughs):

        *it's time for a blood/gore option (gibs/skeleton - lol - are distracting for me)
        *no OOOOOOOOOOMPH sound after a kill (or give us an option to turn it off: really, who wants it????? PURE LAME STUFF)
        *where on Na Pali ( ) is the option to remove the HUD damage numbers?
        *where on Na Pali ( ) is the option to disable crosshair animation on pickup ammos/weapons/powerups?
        *put some 25% / 50% / 75% anchors in sound/music volume sliders
        Last edited by hekoone; 01-24-2017, 06:51 AM.

        Comment


          #34
          Originally posted by Astech View Post
          If you have not found it yet, its in the right upper corner.
          Thanx yeah i did already find it. Lightning rifle is FUN!
          Join the community Facebook page
          https://www.facebook.com/pages/Unreal-Tournament-4-Community/302380673298678

          Comment


            #35
            Game freeezes @start using the Intel HD 530.

            Code:
            [2017.01.24-09.55.58:445][  0]LogWindows:    0. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
            [2017.01.24-09.55.58:445][  0]LogWindows:    1. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
            [2017.01.24-09.55.58:445][  0]LogWindows:    2. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
            [2017.01.24-09.55.58:445][  0]LogWindows:    3. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
            [2017.01.24-09.55.58:445][  0]LogWindows:    4. 'Intel(R) HD Graphics 530' (P:1 D:1)
            [2017.01.24-09.55.58:445][  0]LogWindows:    5. 'Intel(R) HD Graphics 530' (P:0 D:0)
            [2017.01.24-09.55.58:445][  0]LogWindows:    6. 'Intel(R) HD Graphics 530' (P:0 D:0)
            [2017.01.24-09.55.58:446][  0]LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:4 
            [2017.01.24-09.55.58:446][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
            [2017.01.24-09.55.58:538][  0]LogCollisionProfile:Warning: Profile (Pickup) - Custom Channel Name = 'GameTraceChannel8' hasn't been found
            [2017.01.24-09.55.58:538][  0]LogCollisionProfile:Warning: Profile (ProjectileOverlap) - Custom Channel Name = 'GameTraceChannel8' hasn't been found
            [2017.01.24-09.55.58:643][  0]LogAssetRegistry: FAssetRegistry took 0.0939 seconds to start up
            [2017.01.24-09.55.58:645][  0]LogPackageLocalizationCache: Processed 4 localized package path(s) for 1 prioritized culture(s) in 0.001550 seconds
            [2017.01.24-09.55.58:656][  0]LogInit: Selected Device Profile: [WindowsNoEditor]
            [2017.01.24-09.55.58:656][  0]LogContentStreaming: Texture pool size is 1500.00 MB
            [2017.01.24-09.55.58:663][  0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
            [2017.01.24-09.55.58:669][  0]LogNetVersion: GetLocalNetworkVersion: CL: 3266142, ProjectName: unrealtournament, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 3743966726
            [2017.01.24-09.55.58:699][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
            [2017.01.24-09.55.58:784][  0]LogSlate: Using Freetype 2.6.0
            [2017.01.24-09.55.58:785][  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
            [2017.01.24-09.55.58:785][  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
            [2017.01.24-09.55.58:892][  0]LogMoviePlayer: Initializing movie player
            [2017.01.24-09.55.58:934][  0]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
            [2017.01.24-09.56.00:285][  0]LogUObjectArray: 39759 objects as part of root set at end of initial load.
            [2017.01.24-09.56.00:285][  0]LogUObjectAllocator: 8746016 out of 0 bytes used by permanent object pool.
            [2017.01.24-09.56.00:285][  0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
            [2017.01.24-09.56.01:054][  0]LogEngine: Initializing Engine...
            [2017.01.24-09.56.01:071][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:077][  0]LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 6 channels at 48 kHz using 16 bits per sample (channel mask 0x3f)
            [2017.01.24-09.56.01:086][  0]LogInit: FAudioDevice initialized.
            [2017.01.24-09.56.01:086][  0]LogInit: Texture streaming: Enabled
            [2017.01.24-09.56.01:141][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:162][  0]LogPerfCounters: FPerfCounters JSON socket disabled.
            [2017.01.24-09.56.01:922][  0]LogBlueprintContext:Display: Creating blueprint contexts for Local Player ' UTLocalPlayer_0 ' of Game Instance ' UTGameInstance_0 '
            [2017.01.24-09.56.01:922][  0]LogInit:Display: Game Engine Initialized.
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.PostProcessAAQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LightFunctionQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.ShadowQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.Shadow.MaxResolution' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DistanceFieldShadowing' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DistanceFieldAO' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DepthOfFieldQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LensFlareQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.SceneColorFringeQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.BloomQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.FastBlurThreshold' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LightShaftQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.Tonemapper.Quality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.BloomDirt' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.RefractionQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.TranslucencyVolumeBlur' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.MaterialQualityLevel' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.ReflectionEnvironment' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'foliage.MinimumScreenSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
            [2017.01.24-09.56.01:923][  0]LogConsoleResponse:Display: 
            [2017.01.24-09.56.02:117][  0]LogInit:Display: Starting Game.
            [2017.01.24-09.56.02:145][  0]LogLoad: LoadMap: /Game/RestrictedAssets/Maps/UT-Entry?Hat=?Taunt=?Taunt2=?Character=?LeaderHat=/Game/RestrictedAssets/Blueprints/BP_LeaderBeret.BP_LeaderBeret_C?Eyewear=?GroupTaunt=?HatVar=0?EyewearVar=0?Name=Player?VersionCheck=1?Rank=1500
            [2017.01.24-09.56.02:247][  0]LogLoad: Game class is 'UTMenuGameMode'
            [2017.01.24-09.56.02:423][  0]LogLoad: Took 0.277381 seconds to LoadMap(/Game/RestrictedAssets/Maps/UT-Entry)

            Comment


              #36
              Originally posted by Tropheus View Post
              Awfull update. Played 10 mins and thinking about uninstall for good. From the preview video it looks like copy of Overwatch, just terrible. Then I saw the new sounds and I was thinking am I playing game for 5 years old? Are the devs got insane or are they trying to steal few players from cartoon games?

              This game have nothing common with UT world, right now at US time 50 ppl online, what a joke.

              Seriously devs stop making game worse and start to work on proper UT, aka Unreal and Unreal tournament 99 theme. Flak barrels and Link sounds are just so bad. It breaks any immersion real UT fan could have.

              I really hate the route this game is going, into cartoon joke game. All versions of UT4 so far was not succesfull, the player base is not interested in this game and was allways low like barelly 100-150 players online. With updates like this and childish style you won't get more ppl, kids doesn't care about UT, it's nothing cool or hyped to spark interest for them.

              It's too hard to learn the maps with all the lift jumps, wall dodges and slides for new players so get rid of them all. Veteran players allready can run all maps with eyes closed if you add all the jumping then new players are getting roflstomped even more and they will never catch up.

              I am really dissapointed with devs and how they rape Unreal tournament legacy.
              Agree on 1000%

              Comment


                #37
                Originally posted by hekoone View Post
                Game freeezes @start using the Intel HD 530.

                Code:
                [2017.01.24-09.55.58:445][  0]LogWindows:    0. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
                [2017.01.24-09.55.58:445][  0]LogWindows:    1. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
                [2017.01.24-09.55.58:445][  0]LogWindows:    2. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
                [2017.01.24-09.55.58:445][  0]LogWindows:    3. 'NVIDIA GeForce GTX 1050 Ti' (P:0 D:0)
                [2017.01.24-09.55.58:445][  0]LogWindows:    4. 'Intel(R) HD Graphics 530' (P:1 D:1)
                [2017.01.24-09.55.58:445][  0]LogWindows:    5. 'Intel(R) HD Graphics 530' (P:0 D:0)
                [2017.01.24-09.55.58:445][  0]LogWindows:    6. 'Intel(R) HD Graphics 530' (P:0 D:0)
                [2017.01.24-09.55.58:446][  0]LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:4 
                [2017.01.24-09.55.58:446][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
                [2017.01.24-09.55.58:538][  0]LogCollisionProfile:Warning: Profile (Pickup) - Custom Channel Name = 'GameTraceChannel8' hasn't been found
                [2017.01.24-09.55.58:538][  0]LogCollisionProfile:Warning: Profile (ProjectileOverlap) - Custom Channel Name = 'GameTraceChannel8' hasn't been found
                [2017.01.24-09.55.58:643][  0]LogAssetRegistry: FAssetRegistry took 0.0939 seconds to start up
                [2017.01.24-09.55.58:645][  0]LogPackageLocalizationCache: Processed 4 localized package path(s) for 1 prioritized culture(s) in 0.001550 seconds
                [2017.01.24-09.55.58:656][  0]LogInit: Selected Device Profile: [WindowsNoEditor]
                [2017.01.24-09.55.58:656][  0]LogContentStreaming: Texture pool size is 1500.00 MB
                [2017.01.24-09.55.58:663][  0]LogBlueprintUserMessages:Warning: DEBUG: LocalNotification DefaultPlatformService NOT FOUND
                [2017.01.24-09.55.58:669][  0]LogNetVersion: GetLocalNetworkVersion: CL: 3266142, ProjectName: unrealtournament, ProjectVersion: , EngineNetworkVersion: 2, GameNetworkVersion: 0, NetworkChecksum: 3743966726
                [2017.01.24-09.55.58:699][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
                [2017.01.24-09.55.58:784][  0]LogSlate: Using Freetype 2.6.0
                [2017.01.24-09.55.58:785][  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                [2017.01.24-09.55.58:785][  0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
                [2017.01.24-09.55.58:892][  0]LogMoviePlayer: Initializing movie player
                [2017.01.24-09.55.58:934][  0]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
                [2017.01.24-09.56.00:285][  0]LogUObjectArray: 39759 objects as part of root set at end of initial load.
                [2017.01.24-09.56.00:285][  0]LogUObjectAllocator: 8746016 out of 0 bytes used by permanent object pool.
                [2017.01.24-09.56.00:285][  0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
                [2017.01.24-09.56.01:054][  0]LogEngine: Initializing Engine...
                [2017.01.24-09.56.01:071][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:077][  0]LogInit: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 6 channels at 48 kHz using 16 bits per sample (channel mask 0x3f)
                [2017.01.24-09.56.01:086][  0]LogInit: FAudioDevice initialized.
                [2017.01.24-09.56.01:086][  0]LogInit: Texture streaming: Enabled
                [2017.01.24-09.56.01:141][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:162][  0]LogPerfCounters: FPerfCounters JSON socket disabled.
                [2017.01.24-09.56.01:922][  0]LogBlueprintContext:Display: Creating blueprint contexts for Local Player ' UTLocalPlayer_0 ' of Game Instance ' UTGameInstance_0 '
                [2017.01.24-09.56.01:922][  0]LogInit:Display: Game Engine Initialized.
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.FullScreenMode' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.PostProcessAAQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LightFunctionQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.ShadowQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.Shadow.MaxResolution' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DistanceFieldShadowing' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DistanceFieldAO' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.DepthOfFieldQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LensFlareQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.SceneColorFringeQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.BloomQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.FastBlurThreshold' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.LightShaftQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.Tonemapper.Quality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.BloomDirt' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.RefractionQuality' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.TranslucencyVolumeBlur' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.MaterialQualityLevel' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'r.ReflectionEnvironment' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:922][  0]LogConsoleManager:Display: Setting the console variable 'foliage.MinimumScreenSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetBySystemSettingsIni'
                [2017.01.24-09.56.01:923][  0]LogConsoleResponse:Display: 
                [2017.01.24-09.56.02:117][  0]LogInit:Display: Starting Game.
                [2017.01.24-09.56.02:145][  0]LogLoad: LoadMap: /Game/RestrictedAssets/Maps/UT-Entry?Hat=?Taunt=?Taunt2=?Character=?LeaderHat=/Game/RestrictedAssets/Blueprints/BP_LeaderBeret.BP_LeaderBeret_C?Eyewear=?GroupTaunt=?HatVar=0?EyewearVar=0?Name=Player?VersionCheck=1?Rank=1500
                [2017.01.24-09.56.02:247][  0]LogLoad: Game class is 'UTMenuGameMode'
                [2017.01.24-09.56.02:423][  0]LogLoad: Took 0.277381 seconds to LoadMap(/Game/RestrictedAssets/Maps/UT-Entry)
                Freeze point is here:

                Comment


                  #38
                  just want to say that damage numbers are welcome addition (but there should also be a switch to turn it off for people who do not want it)

                  still required:

                  - faster weapon switching (near instant would be cool - this is arena shooter after all)
                  - fix performance (it is atrocious atm)
                  - fix mouse aim/look - it feels heavily filtered/smoothed/laggy whatever you want to call it, literally makes the game unplayable after playing titanfall2, bf4, quake live or reflex
                  - add more ammo to shock
                  - nerf flak heavily to the point it is only usable at really short range (as it should be)
                  - nerf rocket launcher (too big of a hit area and damage dealt + make the rockets faster)
                  - link gun is a mess and needs complete overhaul
                  - add more maps or skin existing ones (would love to see deck16/32 skinned on this new engine)
                  - sounds are still over the place and need heavy work (all of them)
                  || MSI H77MA-G43 || Core i5-3470 3.2GHz || DDR3 16GB Kingston @ 1600MHz, CL9 || Gigabyte G1 GTX970 || 2xSSD + 1xHDD || 520W Seasonic SS-520GB || Acer 27" XB270H 144Hz || Mouse: Logitech G403 Wireless || Keyboard: Vortex Pok3r RGB MX Nature White || Windows 10 Pro 64bit ||

                  Comment


                    #39
                    Originally posted by hekoone View Post
                    M
                    *no OOOOOOOOOOMPH sound after a kill (or give us an option to turn it off: really, who wants it????? PURE LAME STUFF)
                    It seems linked to announcer volume (set it to 0 and no more OOOOOOOOOMPH after a kill)

                    Comment


                      #40
                      Originally posted by Brawkoli View Post
                      It took me a minute to get the hang of Flag Run, but man that is a really fun gametype and not something I've seen in other games before. Lots of good ideas in there like the rallying stuff. Loving this new update.
                      Glad somebody appreciates it.
                      I personally couldn't care less about Flagrun.

                      Comment


                        #41
                        Originally posted by SnowballWr View Post
                        Lightning Rifle - i kinda expected a cool Sniper reskin, like the LG from 2k4 so i was a bit disappointed, but the new functionality is interesting so it really feels like a new weapon that fits the game. Not sure i like the zoom charge though. The design is ok but the scope hides too much of the weapons body shape in first person. I am pretty sure, that the weapon will look a lot better ( from POV ) with smaller scope or no scope.

                        BTW speaking about new weapons, how about you convert the bio to acid flamethrower ? The game lacks flamethrower type weapon so ...

                        Flag Run - seems cool. Not sure i will stick with it but i will give it a chance.

                        But again - the spam feels a bit too much. The flak and rockets are really annoying to go against. That rocket instakill is just too annoying. You really should reduce the rockets hitbox size and damage. And to compensate increase the speed of the rockets. Would be better for larger maps.
                        Again the same problems with the weapons:
                        -link overheat still sucks. If you really want to limit primary so much just make it burst fire.
                        -shock combo size is too big ( a lot of area denial ) and ammo is not nearly enough. Combos are fun, limiting them for the sake of balance is bad way to fix things imo.
                        -rockets and flak feel like close proximity instagib weapons that do not require that much aiming ... it is way too easy to instakill people with them.
                        -the minigun alt still sucks. How about a finisher functionality - a fast projectile that does a lot of damage ( spike maybe ? ), but to activate it you have to shoot primary for ... some time. Like a charger that is charged while shooting. The longer you hold primary the stronger the alt will be.

                        Dodging still feels unreliable.
                        Weapons switch speeds are still too slow ... but i guess that feedback is pointless to give ...
                        unfortunately, this kind of feedback is ignored.

                        Comment


                          #42
                          Hmm. With suggested 375.70 driver i have much better performance. But little choppy frame rate is present, especially on textured maps.
                          Last edited by sunflowers12; 01-24-2017, 09:32 AM.

                          Comment


                            #43
                            The servers need to be fixed. When you play offline compared to 30 ping it feels like 200 ping. Apart from that its a good build
                            Join the community Facebook page
                            https://www.facebook.com/pages/Unreal-Tournament-4-Community/302380673298678

                            Comment


                              #44
                              About the performance, for me is perfect with an i3 6300+GeForce 1050 Ti (Using High preset, no AA).
                              A little discovery: you can already try the DX12 renderer, see additional command line arguments field (add -DX12)



                              Yes, it's working if you don't mind an error exiting UT

                              Comment


                                #45
                                Originally posted by hekoone View Post
                                Freeze point is here:
                                Update: found a trick
                                Disabling the main GPU in Windows Device Manager solves the freeze and I can play with the iGPU (why use it? For the sake of curiosity and testing ), so probably it's a Windows problem with multiGPU (there's some news about in these days).

                                Comment

                                Working...
                                X