Post by AncientxFreako on Oct 15, 2015 13:06:49 GMT
Well, my game never had a problem going with a 1600x900 monitor resolution, with the in-game setting set to 768x1024. With that the visual of the game pretty much had everything looking just a little shorter and wider, and with buildings and landscapes it didn't look bad and was barely noticeable. But with the 'mechs it's the most noticeable but I have come to prefer the look because it makes the 'mechs look stocky and tough as opposed to tall and lanky. So I guess my point is that I think the changes may ultimately be a matter of taste and not affect gameplay, and that if there's really nothing that can be done about it then it's acceptable.
Actually, scratch that. Gameplay can be affected and here's one example: In my game when you're piloting a "chicken leg" mech such as the Madcat...if you're trying to dodge lrms by running in a perpendicular direction to the lrms...the back "stabilizer" of the chicken leg tends to stick out more and get clipped by the lrms as they fly behind you. This would happen sometimes under normal resolutions but it happens more often with the "wider/shorter" resolutions. And it's because of this in my weapons mods I've made two adjustments: I've decreased lrm's ability to turn tightly by just a little, while adding to their velocity, which basically decreases the instances of this happening. And, I think this is a good choice in light of the fact that our little project is coming to fruition, there are mostly wider/shorter resolutions.
The only real time this kind of effect or any other kinds of resolution based visual effects would be an issue would be in multiplayer games where players have different screen resolutions which could create gameplay advantages, but these days multiplayer games are a very rare thing. For example, one player could be aiming a shot of dual UAC20's at the higher part of a mech's torso but that target player's screen resolution might have his 'mech a little shorter and the shot ends up going over his head for a miss. Conversely, one player who's screen resolution is one of the newer ones, short/wider, could be lag-shooting ahead of their target who's screen resolution is normal (tall/thin) and they end up aiming just a hair too far ahead for a miss.
But, ultimately these will just have to be acceptable issues, just like lag was an acceptable issue back in 'mech3 multiplayer's hey-day.
To me advancing screen resolutions is a step forward for modding 'mech3, regardless.
Actually, scratch that. Gameplay can be affected and here's one example: In my game when you're piloting a "chicken leg" mech such as the Madcat...if you're trying to dodge lrms by running in a perpendicular direction to the lrms...the back "stabilizer" of the chicken leg tends to stick out more and get clipped by the lrms as they fly behind you. This would happen sometimes under normal resolutions but it happens more often with the "wider/shorter" resolutions. And it's because of this in my weapons mods I've made two adjustments: I've decreased lrm's ability to turn tightly by just a little, while adding to their velocity, which basically decreases the instances of this happening. And, I think this is a good choice in light of the fact that our little project is coming to fruition, there are mostly wider/shorter resolutions.
The only real time this kind of effect or any other kinds of resolution based visual effects would be an issue would be in multiplayer games where players have different screen resolutions which could create gameplay advantages, but these days multiplayer games are a very rare thing. For example, one player could be aiming a shot of dual UAC20's at the higher part of a mech's torso but that target player's screen resolution might have his 'mech a little shorter and the shot ends up going over his head for a miss. Conversely, one player who's screen resolution is one of the newer ones, short/wider, could be lag-shooting ahead of their target who's screen resolution is normal (tall/thin) and they end up aiming just a hair too far ahead for a miss.
But, ultimately these will just have to be acceptable issues, just like lag was an acceptable issue back in 'mech3 multiplayer's hey-day.
To me advancing screen resolutions is a step forward for modding 'mech3, regardless.