Ravenfield

Ravenfield

Operation: Homestead
 This topic has been pinned, so it's probably important
𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹  [developer] 11 Nov, 2024 @ 5:18pm
SUGGESTIONS
Have any ideas for the map or suggestions? Let me know here!
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Showing 1-5 of 5 comments
Stand_Up 11 Nov, 2024 @ 9:24pm 
a version that allow helicopter and jets
𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹  [developer] 12 Nov, 2024 @ 12:16pm 
Ironically, I made this map in mind with helicopter support. After testing over 2 months, I felt they were comically vulnerable to ground attacks and didn't really add much to the map, and especially transport helicopters weren't very viable due to the open spaces leading to them constantly being targeted and not serving their purpose fully. Also, due to me being the worst at optimizing assets, flying helicopters could introduce potential FPS drop due to the player being able to see the whole map at once. But since I can tell you love aerial combat from the screenshots you post I'll go ahead and post a version with air vehicle support in the coming days.
SudoName 12 Nov, 2024 @ 11:02pm 
Here's some little things I noted when playing. As with any suggestions, these are subjective.

There's collisions for models outside the playable area of the map: HVAC units on the rooftops, police cars on the interstate ramp, and the vehicles oustide the road barrier on Kelly Avenue. Players wouldn't reach these areas during normal gameplay so you could remove the colliders to be performant.

The AC130 model still has its interior modeled even though it's never visible to the player. You could remove all these faces to save on performance.

This last one is very subjective btw
The aircraft flyover animation happens too often and can look better. You can add trail renderers as child objects to the wings to emulate the AC130 and fighter jets cutting through the air with their speed. Once the aircraft are oustide of the city, you should scale them down, disable the renderer/game object, then renable them when the animation repeats.

The model scaling is a visual perspective trick to make the aircraft look like they're moving faster than they really are and lets you disable them earlier so they're not always being rendering by the GPU.
𝐬𝐨𝐜𝐢𝐞𝐭𝐲☹  [developer] 13 Nov, 2024 @ 3:12pm 
SudoName first off, if I had as much knowledge of Unity that you and the other fellas in the Discord have, I'd be making AAA quality ♥♥♥♥. (i love u) I definitely did forget to remove those colliders and the interior of a lot of non visible map elements, I'm sure there's some other things I missed when doing my passes BUT I'm going to take all of that info into account and do some optimization passes on my off days :) I want to also post a version of the map with basically every detail prop (mailboxes, lampposts etc) being fully destructible/physics objects without destroying the performance any more than I already have. Your scripts are so good lol I made all of the destructible props with them, and honestly I probably wouldn't even have thought of making this map if you never made/posted those scripts. Speaking of, I think your "Particle System Destroyer" script (if you are the author of it) broke with the latest update. All of the props that use it fail to extinguish the effects tied to them, for now I'm just tweaking the particle systems timings themselves to kill them but yeah man. Thank you for the input, and also literally thank you for all of the modding support you do.
SudoName 13 Nov, 2024 @ 7:30pm 
When I posted that old destructible assets on the discord for all to use, I only made the 3D models and configurations. All the scripts included were from the official RF modding tools themselves or scripts from Unity's standard assets. I didn't make custom scripts at the time I posted them.

In EA27, Steel added a component whitelist to the game that disables components not recognized by the whitelist which is why the "Particle System Destroyer" no longer works. That component was originally from Unity's standard assets.

If you want to destroy the particle system more permanently, there's the "Lifetime" component that's a part of the tools pack. It counts down in seconds then disables the game object it's a component of. You can adjust the countdown yourself so it matches the lifetime of the particle system.
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