Please allow private lobbies to be made public after a 1v1 starts.
People could easily: Join a small group or 1v1; start the game....then allow it to fill with random players queuing for public lobby.
As it currently stands on PC; if there aren't exactly 6 players queuing at the same time, the match will NEVER start.
So either allow us to start a match with 2 players, in public.
Or allow private matches to be MADE public (should the matchmaker DECIDE)
Because it appears during the day, and sometimes during the evening...This game is dead.
I know other people are playing, but the remaining 2-3 (Up to 6) never get their lobby...instead have to wait for people to quit.
Since it is P2P; why can't you make public matches just start with 2 or 4 players?
Seems like a simple 1 character change in terms of code work.
Here is what we are up against:
https://www.youtube.com/watch?v=Q7Br...gxWGyF9f9wiYAA
+1 for more game modesOriginally Posted by TAW-Sharky09 Go to original post
I've been hoping at least Domination would be added. It would be perfectly fine if it would be just three objectives with a flare marker on the ground.
Thank you very much for a great list of fixes and additions, especially the terrain related glitches and the lighting budget error! I hate to have to nag about this, but can we please get some selection tool updates next time around? Particularly a way to group/ungroup objects, and a fix for the Move Mode switching to Follow Terrain, which causes headaches trying to duplicate things like custom made props that need to maintain alignment (walls, floors and dummy doors made of Generic Objects for example)
What's this about? You're saying that even with Follow Terrain turned OFF in the Editor Settings, the copied objects still follow/snap to the terrain?Originally Posted by CyberOmen Go to original post
I have had this happen constantly since the last update. Sometimes when you select an object to duplicate it, it will jump to Follow terrain, which shifts the object you're duplicating. It both wrecks the placement of the original object and, if you're trying to precisely move the duplicated object, pulls it out of line, which against the point to begin with.
@ ubi jolly charly. Hi thanks for all the great fixes in this latest update it really is apreciatedOriginally Posted by Ubi-JollyCharly Go to original postbut theres one thing i dont understand. Why a small camera issue when swimming in lakes was deamed to be more important than the camera snapping to pivet point upon object selection on consoles. I really dont get it? If there is anything you can tell me about this issue i wauld be greatfull thnx againg for the latest update and thnx to all the devs for there hard work
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You'd have to go back to the origins to find what you're looking for.Originally Posted by UnionHouse Go to original post
Because the swimming issue is a bug, while the camera snapping to pivot is how it was designed, I'm guessing.Originally Posted by sly6276 Go to original post
The feature is working, but it probably doesn't do what you expect. When you paint the terrain (with either texture or adding vegetation) and you have that setting to Off, the camera will remain still even if you paint outside of the screen.Originally Posted by Fallen-Champ Go to original post
the information on the camera auto scroll option says "when enabled the camera will make sure the cursor allways stays within your viewing area when an operation occurs! It doesnt say only textures or terain editing, that means it should apply to any operation, so it must be a bug or the information on the tool is incorrect and needs correcting and a new option to disable the camera fom snapping to pivot object point needs to be added.
Because the swimming issue is a bug, while the camera snapping to pivot is how it was designed, I'm guessing.