Lavamike
Posts: 10
09:24 PM 30/06/2009 |
Another suggestion, about the weathers. Mainly the fog and the sandstorm or blizzard or whatever the weathers are with all the big fog and sand and whatnot, you know what i mean. They are wayyyy to intense... We had like a combination of fog and sandstorm once and if your in a dark room looking outside just hurts my eyes. Sometimes the fog itself hurts my eyes... It's really annoying and hard to see anything as a marine or an obscurity. Unless you get the blood lust where you can see them red.
I'm not saying they should be removed but I think the intensity of these storms could be decreased by some.
-Mike
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
03:00 AM 01/07/2009 |
it is meant to be hard to see, but also the sandstorm and blizzard are meant to be rare occurances. The fog intensity is random also. Somtimes it may be worse than others.
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SpiderGat
OBSessed
Posts: 244
03:10 AM 01/07/2009 |
We had the level that rains + heavy fog on one map. That alone increased the average round time by OODLES! Because neither side could see eachother xD. Was pretty funny though. And I've never had 2 weather occurences at once other than the rain that is built into that level.
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Snakelet
(xfire: snakelet)
OBS Dev
Posts: 1330
06:33 AM 01/07/2009 |
Yep, weather effects do not overlap, other then the default constant weather that some levels have (Wetworks, Downpour). So you won't see a sandstorm whilst it rains, or lightning in a blizzard (which could be cool)
In a dark room looking out problem cannot be changed, its due to the way the engine handles lighting, its like it tries to simulate your iris or something (Bloom or something similar, I don't know the technical terms). All I know is that yes, when in a dark room looking out, it is very bright, but I do not believe it is something that we can fix.
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ZyG|underkill
(xfire: skaterjbennett)
Posts: 24
05:23 PM 01/07/2009 |
I actually like the weather. Adds to the difficaulty. I don't however like how long the fog lasts. Not a big deal thought.
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