Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Who is making the updates?? Are they falling from the sky? Please stick to the facts Knsgf.
Hyce had a video on it, but Keume isn't interested, and convincing him is rather difficult.
Yes, you are right. I was refering to the 'dev being gone from the project.
Sometimes, a tunnel is the only way go from point a to b. And yes they did exist in 3ft railroading.
If we just show the devs that we really want them, they should give in eventually. Tbh i don't really think it's about stubborness.
It's simple really. Would you want a railroading game with tunnels, or a railroading game without tunnels?
I think keume should share our opinion regarding this, but there's a lot more to it than just "making tunnels possible.
*IF they decide to make tunnels, i don't think we would see them anywhere in the near future. But we can always hope.
Edit:
It would be nice to see an updated roadmap from the devs, or what they're planning. At least some kind of statement. What are we going to expect, you know?
That's actually an important point you raise. Tristan figured out HOW it could be done, but did note even at the time that it would require some serious framework adjusting, and even then it wasn't a perfect answer. The 'tunnels' that they'd figured out weren't perfect, and could create situations of world holes (where you could fall out of the map) in some areas. What Tristran presented was more a theory on one of the possible methods to do it, but not a specific "how to".
There were quite a number of things which you see coming up here from time to time, which were more ideas that were being tossed out there, options to handle in game limitations, and such, which really weren't what many of the players thought they were. In that it was an idea, or concept, but never really got far beyond that. Just spitballing various options to see what might have stuck or worked.
Unreal plays faster than Unity, Where Unity stands out is physics based systems. In everything else like graphics quality, scripting, and multiplayer, Unreal is the better system.