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There have been some questions about some changes made to buildings in the bigger cities in the 1.31 Beta: "I didn't fight in them often before, largely because of a lack of inf cover. I think that now, there are more buildings which provide more alleyways allowing you to sneak around better, but the fact that all but apparently one type of building are closed off means there still isn't much real cover for infantry - a prone ei at the corner of a building still sticks out like a sore thumb, and the fact that you can't get to any roofs is quite unfortunate...Visually, they look a lot better, and I bet when a couple of the buildings in town get blown up it will provide much better cover but I'll probably still avoid fighting there most of the time."

DEKARD: All damage states have currently been pulled temporarily for all the big urbans for performance reasons. We will soon be going back in and adding some hallways/rooms in some of the buildings, and making a new damage state for them that isn't so performance intensive. The choice to make most of them not able to enter is simply the amount of triangles it saves for performance. When we have an inside to a building  you want to not just make hallways, but put objects in those hallways as well, all this takes up polygons which will slow our performance. These also have to draw out in an LOD far out because of sight issues when an LOD pops in and out you don't want to be seen behind a couch at 75meters if you are behind it. Lots of factors went into the current decision and buildings may need to be dumbed down a little bit to incorporate an interior, it's a trade off we will need to make on a case by case basis.

Roof access is another problem as well, as fire escapes aren't a realistic solution for the current buildings. We will continue to look at ways to add rooftop access to some buildings as well during this time.
0 #9 Lerp 2010-06-03 17:33
When will you bring back the ability to climb trees and snipers?
0 #8 Szyporyn 2010-05-29 06:16
With new generation videocards there is an abundance of GPU power.
Is it because of compability with older cards that performance is a problem?
On newer cards it really should not be a problem with too many triangles.
0 #7 DOC 2010-05-29 04:09
I snuck up around the side of a building I had spotted a guy sniping from, twice yesterday, and killed them both by lobbing a grenade up onto them. Yeah, grenades apparently do kill EI.
0 #6 gagsy 2010-05-28 02:38
Hmmm paras on roofs will be hard to shift as none of the defenders will have access to the roof or any nearby roof presumably and they will not have to worry about anyone sneaking up behind them.
0 #5 DOC 2010-05-27 03:18
We like hallways at the very least too. Unfortunately we are also balancing polygons that will kill us (and you) computer wise on this scale of construction, and that remodeling all buildings to this level of complexity takes tons of resource time.
0 #4 MDundee 2010-05-23 22:07
I'd rather have hallways than incredibly pretty buildings you can't get into. And while I hate having to deal with snipers on rooftops, if they can't climb up they para in.
0 #3 wolf1330 2010-05-23 14:24
Would a box that's got a graphic of a newspaper stand, be too many polygons? adding some more objects to hide behind while in the cities might make it a bit more interesting urban warfare. Might make it a bit harder for tanks...
0 #2 SON of MAC 2010-05-22 07:08
"With the large cities often bigger than entire game maps from other games..." I knew WWIIOL:BE has THE biggest map, but I never thought of it in this perspective. So true.
0 #1 DOC 2010-05-19 03:34
We sprinkled as many of the "small town" buildings as we could in the bigger cities to offer more options. With the large cities often bigger than entire game maps from other games it is a difficult task to keep performance up.
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