The Warhavens release timing is short, since the team is still making tweaks to the brawler, so meanwhile, fans are going to have to wait for future tests or perhaps check out our hands-on preview from last October. As described the game’s early access release timeline as short but sweet, confirmed that the game will have over five maps and potentially more than three modes at launch (the less seemed to be more approach in terms of content) and turned the door open for a possible console launch with cross-play as something always eyeing. Yi confirms the game won’t include a PvE mode. Since the source of the interview, you’ll be surprised that many of the questions relate to PC, particularly the integration of DLSS 3 and why the devs chose Unreal Engine 4, but many gameplay-focused answers, and also the content-rich answers. One with us and Nexon game director Eunseok Yi has again offered a few questions to various organizations. everytime i try to log in to it says that it needs to be restarted to instal new patch but nothink. Hopefully their engine updates increases performance.Warhaven is continuing to make its interview rounds. Hello everyone, i was too busy by editing KTA and school things, that i did not play W3 since the new patch was released and my game does not want to patch properly. If it's only minor, a Grand scale map should still be possible. Only question is how bad will HD models affect performance. So in theory a Grand Scale RTS should be possible if you reduce collisions and code it properly with Jass. The crashes and DC's have more to do with spaghetti scripts and rubbish triggers as well as trash hosting servers rather than engine. Yes there are crashes and disconnects, however if Hive is correct when i checked with them. (Hence why one could make 500 dragons in LTA with no Crash yet 500 ground units with stop the engine working) Hence why LTF never has unit lag as the engine can process low collision unit movements far far far better. There is one way around this tho, reducing unit collision to remove pressure from engine processing. Hence why when pressure is on Unit lag happens. Obviously WC3s trashy 2002 engine has trouble processing maps like LTA or AWLR, However if you pay close attention to only part it has issue processing is Unit pathing and movement. Now as for performance issue I think it's more to do with engine than PC. I mean if you make a new Grand scale strategy map totally on the new editor with new models it should work fine, nah? I mean it's 2019, if your PC can't process 2002 engine you really should re-think why you play PC games. I'm looking faward to use the reforged editor, these models even put the HD ones from my ROAR map to shame! HD maps on LTAs scale won t be possible due to performance but I'd quite like to make some smaller scale grand strategy maps based off smaller Warcraft Lore areas like Quel'Thalas or Stratholme.Ĭan't wait to see what the Night Elves or High elves look like!Ĭlick to expand.Does this mean Grand scale Strategy map such as LTA or AWLR will not be possible on the reforged at all or just that can't import it? Theres also the issue of performance, all the standard WC3 models used in LTA will be HD and thats going to put a huge strain on computers during battles of this size, and like Yousef says its going to look really ugly with the custom classic style models next to the HD ones.īut it's not going to be the end of LTA as the reforged version will come with the option of switching to classic mode, which people will do when they want to play games like LTA/LTF/Azz Wars. Sadly I don't think there is anyway in hell we are going to be able to import LTA/LTF into the new Reforged editor, the latest World Edit versions barely support maps like LTA so theres no way it's going to be compatable.
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