Warmerise - 2.6.2
- Updated in-game player HUD
- Player HP and energy will now be shown even if inside the vehicle
- Now when spectating other players, their HP and energy will appear the same way as our player info
- Changed BrassKnuckles damage to Head: 51 Torso: 34 and Limbs: 34
- Fixed bug when spectated player name would not update in Nuke mode
- Enabled vehicle collision in Ball game mode
- Improved performance
Update 1
- Removed radar background
- Slightly tweaked player HP / energy icon and value positions
- Slightly reduced current ammo and vehicle speed font size
- Increased info messages and accumulated XP font size
- Reverted team scores background to a previous design
- Fixed bug when the game would stuck at preparation stage
Update 2
- Added radar direction guides
- Updated radar background design
- Added counter near radar, showing how many players are alive in each team
Update 3
- Fixed bug when the round in Elimination mode would not end
- Fixed bug when some chat messages would not disappear
- Fixed bug in Ball mode when XP from scoring a goal would not count (whilst having enough players)
Zeal said:I like the HUD update. What is the reason for the Brass knuckles change?
Recently, I have only seen BrassKnuckles being used once. And that one time, the player made it look really OP, sometimes killing 2 - 3 players at the spawn.
With the high fire rate (compared to the other melee weapons), players could afford missing once before hitting again, and coupled with a one hit kill to the head, it appeared really overpowered.
Thanks for the update Max! will this be next?
https://forum.unity.com/threads/multithreading-and-webgl.817986/
Update 1
- Removed radar background
- Slightly tweaked player HP / energy icon and value positions
- Slightly reduced current ammo and vehicle speed font size
- Increased info messages and accumulated XP font size
- Reverted team scores background to a previous design
- Fixed bug when the game would stuck at preparation stage
max see this: http://vvcap.com/wNxlQvRKY
visual quality also set at fastest.
see fps 15 in 16 user server. im using opera gx browser. with high performance power plan and more settings set at high performance.
i thought the issue is with my graphics card, but this is what nvidia replied to me:"the games played on any browser is handled by the Internet connection and by servers from developers."
and also: http://vvcap.com/trVZuZoUn
@Pakistan786 The game runs using WebGL, which is a relatively new platform.
Unfortunately, WebGL currently have some limitations, one of them is lack of multi threading, which limits the game to one core.
So even if you have a powerful pc, it will not use all the available resources, making the frame rate lower, compared to standalone games.
Max what can i do to fix my fps then? it's soo hard to hard well with this fps, other are much faster then me. is there any possibility i can get better fps like 40+ would be also better. but 15 is not good.
Pakistan786 said:Max what can i do to fix my fps then? it's soo hard to control recoil in a good server with 10+ users. is there any possibility i can get better fps like 40+ would be also better. but 15 is not good.
There are some things you can do to improve performance:
- Use Google Chrome (as it currently has the best performance)
- Make sure no videos, games or programs that use a lot of CPU are running in background.
Max i am running opera gx, which is running better than chrome for me. and yes nothing is running in background. everything closed. no video, no software nothing.
LightningStorm said:
lightning bro he said "Weapon hud" not "Weapon" xd
Pakistan786 said:Oh, Sorry i thought its a new wepon.LightningStorm said:lightning bro he said "Weapon hud" not "Weapon" xd
Pakistan786 said:Max said:How much RAM and VRAM (graphics card RAM) does your pc have?
http://vvcap.com/7tHWmIt1W and my laptop have 10gb ram.
Dedicated Video Memory is only 512mb, which is quite low.
With 4GB of Dedicated Video Memory and 16GB RAM I'm getting around 40fps - 60fps with 12 players, depending on the map.
As I mentioned above, WebGL does not utilize all available resources, hence the lower frame rate. It will improve once support for multi threading is added.