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Showing content with the highest reputation on 07/07/20 in all areas

  1. 2 points
    Hello all! Today will show you how to add shaders to AW. I want to thank Haswell for telling me about the program. This is very simple to install and easy to use. Important notes: - Some shaders, once enabled in game, may not let the game start after shutting it down, getting an error from the launcher. I don't know if the same happens on steam, but assume the same will happen. So I recommend testing. Enable some shaders, and then try to restart the game. To be able to start the game again, you have to uninstall the shaders, with the same program, and turn the game on again. After you can reinstall the ReShade. Update: Still not a fix, but bypasses the uninstall/reinstall thingy. If aw crashes with reshade the second time you launch it, go to your aw installation folder, bin64, and move the following files out of there(DO NOT DELETE THEM, ONLY MOVE THEM ELSEWHERE): https://imgur.com/DwEZqYZhttps://imgur.com/DwEZqYZ After, launch aw and close it again. You can now place the files back in bin64 and launch aw with reshades. This saves all presets and saves time reinstalling. Not a total fix, but works for now. - You should expect some fps drop, but a few enabled should work just fine. - Shaders affect UI. I have not found a way to not to. There are shaders that seem to target UI , but haven't found a way to make them work. Any help is appreciated. 1 --) First, we need the ReShade program. Just scroll down and you should find a large button: https://reshade.me/ 2 --) After downloading, just double-click. You should see the following: Click on the large rectangle ( 1 -> ). If you dont see Armored Warfare in step2, the you have to Browse it ( 2 -> ). A new window should open. Go to your AW folder and find bin64/armoredwarfare.exe ( 3 -> ). Just double click the exe file. 3 --) After selecting the exe file, you should get this image: Directly click on "Direct3D 10/11/12". 4 --) After you can select the shader packs you want to use. Feel free to use whichever you want. Per pack selected, a new window will appear afterwards with specific shaders you want to install. After the shaders download and instal, you can start the game. The shaders will be stored in the same folder as the exe file. Also, after successfully installing, you can change the shader’s folder path, and a few other settings. Uninstal and Update: If you want to uninstal or update the shaders, open the ReShade program like normal. Follow previous step 1, 2 and 3. After step 3, you will be asked if you want to uninstal or update. Click "uninstal" to delete all shaders, or "update" to re-download more shaders. Congratulations! You can now start the game. If you did not uncheck the "tutorial" box, you will be presented with a very small tutorial. To open the ReShade menu, you use the "Home" button. You can change this in settings. Just backspace and press the new key, or combo of keys. I also recommend adding a key bind to turn off shaders, "Effect toggle key" option. First option is to open/close the shader menu, and second to enable/disable the shaders. The following is where most modding will happen. May look different depending on what packs you selected to download, but the fundamentals are the same: The shaders you enable and edit will be saved in a preset. Currently, they are in "DefaultPreset". If you want to create a new preset, click on the + sign, top-right, and write its name. To activate a shader, click on the small box left to the shader name. When you press it, new info pops in the bottom part: In this example, I activated the "Vibrance" shade, that makes the colours pop more. In the bottom, new setting specific to each shader will be visible. Each shader will have different settings. They enable you to change how they affect the game. After selecting all the shaders you want to use, click on "Performance Mode", bottom right. This will "unite" all shaders together, which should make them run more efficiently. If you want to edit/add/remove etc shaders, just uncheck "Performance Mode" and do whatever you want to, but check again after. All should be done by now. There are a few others things in the ReShader, but these are the fundamentals. If I forgot something, I will edit this post. The following images are just a small compilation of the capabilities of this, to either make the game better looking, or something unique and fun. Have fun modding. And a small note, careful with the amount of bloom. Keep switching "Performance Mode" on/off to see how it affects the graphics. Memes: Edges only: Borderland/Anime outline: Blur and DoF: Several graphic shades:
  2. 1 point
    Right now bots want to hit hull LFP more often, but as a result they more often hit the ground, leaving the gun and other turret stuff undamaged if you position the tank properly. Hull down position? Hide LFP ? Profit.
  3. 1 point
    It is possible to use ReShade to implement a fairly seamless 3rd person zoom. This makes vehicles without native sniper view (ahem, arty) more pleasant to play, since it will be easier to hit distant targets with direct fire mode. Different vehicles also have different zoom levels in the game for whatever reason, this magnifying feature is a somewhat crude method to bring parity between low zoom and high zoom vehicles. Definitely has potential for good gameplay enhancements. Note that before ReShade the magnifying effect can already be done using nothing but Microsoft Magnifier (which comes with every single Windows installation since Win98), but it is clunky to use and suffers from input lag. ReShade has zero input lag, but the image quality suffers a bit.
  4. 1 point
    Edit: just a quick disclaimer. The information here represents my current understanding of the agro system in AW. I'm not 100% certain that the information here is completely accurate, so there may be a few things that I either missed or got wrong. If you find something that isn't written here or indicates that some of the information here is wrong, please let me know so I can update it. There was a dev article a while back (almost 2 years ago, right around the time that Heroic spec ops was released) that explained the rules for AI agro. According to the article, the vehicle that the AIs target is based on 2 things: The player in the heaviest and closest vehicle The player with the highest aggro (with aggro being generated by dealing damage to bots and deflecting the return fire according to the article) When an AI has not fired a shot and not been shot at in return, it defaults to the first setting (this can be seen when spotting a fresh AI vehicle, note how they typically face the nearest MBT even when said MBT is behind multiple layers of cover). I believe the equation that determines each player's proto-agro value takes the form of: ProtoAgro = VehicleWeight / Distance This means that a decrease in your vehicle's weight will allow you to get closer to an AI before it targets you. For example, if a player in a 50-ton vehicle is 250m away from an AI, another player in a 30-ton vehicle would need to be less than 150m away in order for the AI to decide to focus on them instead of the player in the 50-ton vehicle, while a player in a 10-ton vehicle would need to be less than 50m away for the AI to focus on them. Of course, this assumes that distance has a proportional effect on which player is focused when in is entirely possible that the effect of weight or distance is squared (placing a larger emphasis on heavier or closer vehicles, respectively). Some tests would need to be done to determine exactly what the effects of vehicle weight and distance are. Once an AI has either fired a shot (and had the shot bounce) or taken a damaging hit, the AI will change to the 2nd setting and focus on whatever player (that is currently in their line of fire) has the highest total of damage dealt to that AI and deflected return fire (I'm not sure if there are any modifiers for the total that change the weighting of the dealt/deflected damage stats). If there are no players in line of fire that have damaged the bot or deflected a shot from the bot, the bot will go back to the first setting. It is worth noting that each AI has a separate agro counter, meaning that agroing one bot will not agro any nearby bots (although they will still try to shoot you if you get spotted and have high agro on them). As far as I can tell, agro will only ever go up, which means that deflecting a several thousand damage worth of autocannon AP from single AFV in an MBT will all but insure that the AI that fired those rounds will never attempt to attack a player that isn't you (as long as it can continue shooting at you). If you break contact with the AI, it will immediately begin attacking the player with the next highest agro total that it has line of sight on (like that TD that got a bit too close and got spotted while shooting up the AI), but will go back to attacking you if it regains contact with you. What does all of this mean? If you want to minimize the damage you take from bots: Let someone with armour be the first one spotted, they can deflect damage and will draw more agro with every shot they deflect Try to shoot at the bot that the tanking player is shooting at, they are drawing more agro from that bot than the others Don't outpace the agro drawn by the player tanking the damage, otherwise the bots you shot up will try to shoot at you instead. It is easier to outpace the agro for a bot with low DPM (e.g. Challengers) than it is to outpace the agro for a high-DPM bot (e.g. Termi or T-15), so pick your targets carefully If you start taking fire, fall back and let the bots go back to shooting at the player who was tanking damage. You can take this time to relocate to a position where you will be less likely to be spotted or will be able to better support your team for the next stage of the mission Conversely, if you're in an MBT and want to minimize the damage your team takes from bots: Make sure you're the first one spotted, any shots you deflect will make the bots that fired them less likely to shoot at your teammates Focus on the bots that need to die, this will make them less likely to shoot at your teammates when your teammates decide to shoot at it Do not break line of sight with the bots if any of your soft-skinned teammates are spotted, otherwise the bots will start shooting up your teammates If a bot starts shooting at someone else, shoot it to draw its agro back to you
  5. -1 points
    This stuff has ACTUALLY been going on! Not that I can do anything about it, except bitch about it. BUT, for a game that has been on for THIS long, to have SO MANY "Technical Defects"? YEARS AFTER it came out for Beta Test? COICINDENTALLY, whenever I said or did something the Moderator didn't like. Sometimes, ten times in a row, within minutes of each other?
  6. -1 points
  7. -1 points
    Gee! I WONDER why you People did that? Because you DIDN'T like OPPOSING VIEWPOINTS? IS RUSSIAN WAY! CRUSH ALL OPPOSITION! Oh yeah guys, The mods are BOOTING me from the server after almost every battle! And, booting me at random intervals just for shits and giggles, apparently. I have been under various accounts, a thorn in their side since AW started. so AW DON'T like me much...... matter of fact, my FIRST account got PERMABANNED! Yup, I screwed up THAT bad! And I have been speaking out against their tactics and favorite mode of play PvP, at EVERY opportunity. Merely DISAGREEING with "them" gets you on their "shit" list! You Do it OUR Way, or WE CRUSH YOU! That's AW's motto!
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