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Posts posted by DUST2DEATH
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Thanks
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Thanks for the kind words Jax.
@4, Maybe I'll get around to a clip at some point.
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Thanks
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Not intentional per se.
That is caused by the mipmapping, which I believe is fixed in A17.
You can also see the same effect with the vanilla wasteland texture (large orange bricks).
That effect happens with any terrain texture that has reasonably large details in it.
In the case of the wasteland texture, the bigger rocks.
I plan on changing the Radiation texture (still currently vanilla 1K) to something else so you wont have that confusion.
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**nuke**
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Thanks Gup and Hratalvi.
Yep, the mod is demanding, no 2 ways about it, or around it.
Ive tested heavy loads in what I deem one of the heavier locations being the maple forest.
With 50 zoms on screen I can maintain ~30fps+ @3440x1440p
Bring on A17!!!
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V0.3
V0.3 Available Now
[table=width: 600, align: center]
[tr]
[/tr]
[/table]
New:
Turrets
Spotlight
Cement Mixer
Rocket Launcher
Blunderbuss
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Changed/Tweaked:
Pistol
AK47
Pump Shotgun
Sawed off Shotgun
MP5
Fixes:
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Terrain-
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Asphalt
Burnt Forest
Blocks-
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Asphalt fill
orange corrugated metal
terracotta tile
woodbase
woodbase reinforced
rusty corrugated
rusty walkway iron
green corrugated metal
flagstone
rusty green panel
marble walls
stone/dirt wall
red metal panel
tarpaper
metal grate
steel block
burnt wood
blue corrugated metal
A lot of quality fixes in this one fixing various problems from roughness to seam issues. New items round out the guns and start on other base items.
Going forward should be relatively straight forward in adding only new things. I think I got all the items that needed fixes, finally!
If you cant post on the forum for whatever reason and need to reach me you can find me in discord, or the nexus posts.
Right click image - open new tab for full size
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I am limited to a 1920x1200 resolution when playing.
Will this benefit my setup, even though I don't have a 4k monitor?
Yes. Absolutely.
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Thanks for the kind words.
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New Screens of 0.2
3440x1440 in the album. Click image to jump.
Steel, Scrap, Reinforced Scrap in the first image New Cotton. Blue House.
Coming in 0.3 (no eta)
Completed gun pass, including turrets. (0.2 has a dirty pass to bring into line) These are PBR ready. A16, is, but isnt. -- All images below subject to change. Not currently consider final.
What the turret *should* look in A17*. Ive only done the base so far.
If you would like to help guide the project, or have suggestions etc. I have created a discord channel. Feel free to join.
*Optimistically looking at this to still be a thing in A17 unless nuked by TFP.
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Ive made a new album with water screenshots at 7.20AM - 12PM and 7.20PM.
12PM has comparison of vanilla water, mod with vanilla water, and then modded water.
Open images in a new tab and compare.
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Ive added the youtube clip to the OP.
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HDHQ is now available on the Mod Launcher.
Just tried this today and... wow. The game looks so much better. Thank you for creating this. The only comment I have is regarding the new steel texture. Here's a screenshot:[ATTACH=CONFIG]24947[/ATTACH]
To me the "grooves" on the spikes look like they have a green tint. I think it would look a little bit better if the grooves were desaturated and grey/black. Everything else looks amazing.
Thanks. Im pleased you like
I have added that feedback to my list to adjust as well as a couple other minor things on that texture.
What kind of performance hit you guys taking when trying this?Going to depend on res+cpu+settings
Total hit is between 10 - 15fps @ 3440x1440 on my system
4790K stock + GTX 1080, 16GB, SSD, Gsync.
BlockBundle has about a 5fps hit depending on area due to the grass changes. (more alpha, increased res from 512px to 1K).
TerrainBundle hit is really dependant on cpu seeing as its all 4K but in my testing was between 5 - 10fps.
these settings:
A lot of my testing was on uncompressed bundles, however I compressed for release to cut the download down.
Terrain Bundle is 1GB uncompressed compared to the ~450MB compressed.
I havent tested differences between compressed and uncompresssed at this end point. Earlier testing showed no noticeable difference to loading or framerates.
That may be different now I have it fully loaded up.
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Hope you like Alphado.
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With the little nuance that the server has to have EAC off. Or only the non modded player can connect.
Cheers
I figured that was a given/self explanatory.....
Anyway, if all things go well today..
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Excellent Dust2Death!!! I was wondering - is this client side only or available on servers? I'd love to pop this onto our group lol
Its all client side. The server doesnt need these files for the core HDHQ mod to work in MP.
So if one of your group for example couldnt/didnt want to run the mod, you still could and both can play together.
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Thanks all.
Hope you didn't spend all this time to be overshadowed in 3 months when A17 releasesEh, I think I'll live if they do
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Wouldnt be much to merge either into the other. I havent touched the zoms.
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Thank you and good morning!
The core of the mod is just texture changes in the main asset files so it should "just drop in" to most other mods unless you have edited the resources/block/terrain bundles yourself.
Extended only needs the SDX hook to load the unity bundles. No other Dll edits or scripts at this stage.
The Assets in Extended are heavily optimized, maybe Ive been a bit heavy handed at the moment. ( I really wanted forest(s) ).
Depending on how extensive a mod is (number of blocks added), there may or may not be enough id's currently for both together. Dont know yet.
Shouldnt be an issue in A17 however.
If what Im hearing on the grapevine about A17 is also correct then I will also have more room for increased resolution in places that I cant currently, but I wont know until I get my hands on it.
I dont think there will be any problems with other mod creators building on top/incorporating the textures/assets into their mods..
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HDHQ - Textures/Lighting/Environment
in Mods
Posted
Its all client side. As long as the server has EAC off, your players can use or not use the files and still play together.