Hmm... the skulk was rather obvious, but the fade was darn hard to see.. Try to get a host for some video... hopefully 1.04 will be out before you get to it, but just in case <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I still say, if its that close to 100% why not just make it 100%? That would moot anyones attemt to boost gamma for easier skulk spotting. I mean if it really is like those screenshots from unit, it may as well be 100%, no?
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
Still trying to figure out a way to get the demo to convert over to an AVI, with the balance of resolution and small filesize. As noted, it's a LOT more noticable when you're moving, even if the alien is perfectly still. Also, those crops were after a 66% resize down.. the Skulk is even easier to see, much less with <b>its</b> idle-animation, even if you're standing still. About the only hope you really have of not being noticed by someone with a vid card running in 32-bit, is a dark room with a lot of background 'noise' motion. Sometimes even not then.. hiding out as a Lerk on Eclipse, in the Comp Core hive, soon as a group of Marines wandered into the room, *bam*. And I was settled in the far shadow. So either I was up against some high-gamma Marines, and/or the Cloaking doesn't work as intended.
Toss it up to 100%.. at least at Level 3. Only way to be sure (that the gamma-boosters won't just circumvent it entirely). As an added bonus, Sensory just might work its way out of its dead-last place in the build order. Toss back on the line-of-sight hitscan Parasiting (no damage, just tag) and it might even have a chance against Defense Chambers for first-built. Or at least have a good leg up to be in the second-built slot.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Toss back on the line-of-sight hitscan Parasiting (no damage, just tag) and it might even have a chance against Defense Chambers for first-built <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Maby make SC cloak themselves too? and you have to get up pretty close for them to decloak? Maby too good that?
When the observer is in motion, it should be easier to see a cloaked 3d object than it is in a screenshot.
Although, I'm not that bothered - it's not like this will ruin the sensory chamber for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->.
If what talesin says is correct about the new cloaking setting in at the same speed with 3 chambers as it used to in 1.03, why cant the last chamber provide full cloak? It would be just the same as the old way but with a better 1 and 2 chamber effect.
I shall fight the urge to pick at it further from now on... gaah...
Comments
I still say, if its that close to 100% why not just make it 100%? That would moot anyones attemt to boost gamma for easier skulk spotting. I mean if it really is like those screenshots from unit, it may as well be 100%, no?
Lets wait n see...
Toss it up to 100%.. at least at Level 3. Only way to be sure (that the gamma-boosters won't just circumvent it entirely). As an added bonus, Sensory just might work its way out of its dead-last place in the build order. Toss back on the line-of-sight hitscan Parasiting (no damage, just tag) and it might even have a chance against Defense Chambers for first-built. Or at least have a good leg up to be in the second-built slot.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Maby make SC cloak themselves too? and you have to get up pretty close for them to decloak? Maby too good that?
When the observer is in motion, it should be easier to see a cloaked 3d object than it is in a screenshot.
Although, I'm not that bothered - it's not like this will ruin the sensory chamber for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->.
If what talesin says is correct about the new cloaking setting in at the same speed with 3 chambers as it used to in 1.03, why cant the last chamber provide full cloak? It would be just the same as the old way but with a better 1 and 2 chamber effect.
I shall fight the urge to pick at it further from now on... gaah...