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About FluffyQuack

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  1. Modding support no longer planned?

    I just watched a couple of streams of people playing public games, and I didn't see any signs of a cheater and no one was talking about cheaters. If it's as bad as PUBG then it's certainly hard to tell.
  2. Modding support no longer planned?

    One important point I forgot to include in the OP: Even without releasing modding tools they have to do the work to ensure mods can't be used on official servers. UE4 games dynamically scan for files from any existing PAK archives and load those files (and this is how mod support works for UE4 games), and these PAK archives are extremely easy to edit in PUBG (they aren't even encrypted). I did a quick search on some CS forums and there are only occasional complaints about cheating. So while it has cheating (it's pretty rare to see a game manage to eradicate all cheats), it doesn't sound like it's remotely as bad as it with PUBG.
  3. Modding support no longer planned?

    CS: GO is the most competitive shooter right now and that has a modding SDK. If handled correctly, modding tools don't have to mean a bigger security risk.
  4. Just saw this interview where Brendan Greene talks about modding support (modding talk starts at 16:05): Modding support was talked about many times during 2017 and Brendan Greene kept saying that's something they were planning to add. If they've now decided to scrap those plans, that's extremely disappointing. Modding support can add so much more variety to a game, and modders can also do a great job finding exact causes of bugs in games and even implement flawless fixes for them (check out the massive unofficial patches for every Bethesda game as an example). It's true that it's a security risk completely opening up a game, but there's a couple of things to consider: - UE4 has always been 100% open source. Unless Bluehole is doing massive changes to how core loops function in the code, then this damage has already been done. - UE4 games with modding support never expose the source code. If Bluehole adds in the same type of modding support, then the only exposed "code" would be Blueprint, and low-level code should never be in Blueprints anyway. It's also disappointing seeing as this is how Brendan Greene started his development career and created the BR genre to begin with. He got his start by hosting his own servers and making mods for games like Arma 2. And in this interview he's saying they're considering to not allow either.
  5. I only found one video testing damage dropoff, but it's very old (so before the ballistic overhaul at launch) and the test wasn't as exhaustive as I'd like to see. If you know of multiple videos on the subject, I'd like to see them.
  6. Not sure how many partnered players roam the forums, but in case there are, anyone who would be willing to host some sessions for the purpose to test mechanics? Specifically, I wanna test exactly how much damage decreases based on distance (I'll test different guns, different ranges, and different armour). And then I'll make a video and/or post a thread with the results.
  7. A dynamic range option means adjusting the volume range of all sounds in the game. A smaller range will lower the volume of loud sounds while increasing the volume of quiet sounds. This can be useful if you're playing with a lot of noise around you, if you have to play with a really low speaker volume, or if your speakers aren't up to the task. Most games feature an audio setting like this (it usually switches between settings explaining what situation it's designed for: hi-fi, tv speakers, headphones, night mode, etc). In the case of Battlegrounds there's no setting for this, so you're forced to play with a full range. The really loud sounds in the game are REALLY loud (gunfire, driving in a vehicle, and the entire intro sequence with the plane). But on the flip side, there's extremely quiet sounds you wanna be able to listen to (like footsteps). I find playing with a high volume to be really uncomfortable (even with a medium volume, I find myself muting the entire game each time I'm on the plane), but that means hearing footsteps is near impossible. I know a lot of people favour realism and I imagine that's why the developers decided to make vehicles and gunfire extremely loud, but for people who prefer to play with a lower volume I think this would be a nice feature.