PA Titans PTE 94157 is now available

Discussion in 'PA: TITANS: General Discussion' started by wyao, April 25, 2016.

  1. Gorbles

    Gorbles Post Master General

    Messages:
    1,832
    Likes Received:
    1,421
    FINALLY DOWNLOADING.

    Between this and Deserts of Kharrak getting a huge 1.2.0 update I really have too many games to play (I rounded out my Batman titles last week too with Lego Batman 3 and Arkham Knight).
  2. lokiCML

    lokiCML Post Master General

    Messages:
    1,973
    Likes Received:
    953
    I've been saying that since the alpha. PA and PA:T needs the support up to 8K resolution at least but I don't think that's going to happen.:( In order future proof it and then they could have a high resolution mod or DLC.:)
    martianhunter likes this.
  3. theseeker2

    theseeker2 Well-Known Member

    Messages:
    1,613
    Likes Received:
    469
    does the game not support the resolution or is the scaling just awful?

    regardless, industry adoption of 4k is going to be obnoxiously slow (or maybe it'll stop like 3d tvs) because nobody bothers with UI scaling.
    martianhunter likes this.
  4. carn1x

    carn1x Active Member

    Messages:
    389
    Likes Received:
    156
    The GUI scaling is very buggy, sometimes it's tiny, sometimes it's just right, can't figure out how to make it consistent. Also the majority of the UI and background go completely black when creating a new lobby until something loads after 10-15 seconds or so and then UI goes back to normal. So its not like the engine simply doesn't support the resolution, it's just really odd behavior.
  5. lokiCML

    lokiCML Post Master General

    Messages:
    1,973
    Likes Received:
    953
    You can crash PA (C & T) when using a 4K display. You get a error in the logs. (...Fatal error 'parsley'...)
    https://wiki.palobby.com/wiki/Crashing_while_playing_full_screen_on_4K_monitor

    It's not really future proof.:(
  6. radongog

    radongog Well-Known Member

    Messages:
    638
    Likes Received:
    295
    Hope these issues will be fixed before the build become a release version.
    And well, after these surprise-PTE in general I won´t loose hope too soon... :D
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    They aren't adding custom commanders, they're making it so that server mods can add (rather than replace existing) commanders.
    Last edited: April 27, 2016
    ace63 and Nicb1 like this.
  8. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    For me that is adding custom commanders the same.
    martianhunter likes this.
  9. cdrkf

    cdrkf Post Master General

    Messages:
    5,721
    Likes Received:
    4,793
    Well I would say that amounts to the same thing- with this you can create a commander, then add it into the game using a server mod. Said commander would then be visible by all players in the game?
  10. Nicb1

    Nicb1 Post Master General

    Messages:
    1,010
    Likes Received:
    1,286
    Yep that would be the case. (Since the server mod is sent to all the other players upon connecting).
    cdrkf likes this.
  11. veep

    veep Member

    Messages:
    45
    Likes Received:
    54
    ace63 and radongog like this.
  12. radongog

    radongog Well-Known Member

    Messages:
    638
    Likes Received:
    295
    A must-have to be integrated, as it makes it ways easier for newcomers to get into share army!
    ace63, stuart98 and veep like this.
  13. reptarking

    reptarking Post Master General

    Messages:
    1,321
    Likes Received:
    1,577
    my comp is currently in 6 pieces and idk where I placed my power supply....... fml. I wish I could play.
  14. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    @mykey95 Could you include in those possible patches of the pte, the no default system? I´m sure that is one of those things everyone hate and could only be seen as an improvement.

    Did you change the que up keybind?? It seems shift no longer lets you que up, control does.
    And this is with the default keybinds. It seems to only affect the building que up.
    Last edited: April 29, 2016
    mwreynolds likes this.
  15. cptconundrum

    cptconundrum Post Master General

    Messages:
    4,186
    Likes Received:
    4,900
    Shift is still the same as it always has been for me.
  16. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    For me it isn´t. Maybe a mod quirked but I don´t know which could be.

    Once again, the so tedious seraching begins...
  17. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    As a side note. For this pourpuoses there should be afuntionality for disabling all mods at once.
    martianhunter and ace63 like this.
  18. carn1x

    carn1x Active Member

    Messages:
    389
    Likes Received:
    156
    You are aware of the `--nomods` command line parameter right? I guess you may instead mean a button such as "Restart with no mods".
    Ksgrip likes this.
  19. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    • Having to use a command line does not really subtitude a button in the community mod manager. If the only thing it require is a button, i'm sure it wouldn't be hard to implement.
  20. carn1x

    carn1x Active Member

    Messages:
    389
    Likes Received:
    156
    Implement by mod!

Share This Page