Creston wrote on Oct 10, 2011, 12:29:
I THINK the reason they disabled the tweaks is because they didn't know what all people had been tinkering with, and thus couldn't guarantee that the patch wouldn't behave weirdly with one of those settings enabled.
Disabling all the tweaks to make sure the patch is sound, and then re-enabling them again after the next patch makes quite a bit of sense.
True.
Shoveling this aside for a second, has anyone else noticed the volumetric lighting effects, and how the atmospheric affect actually multiply and dither onto the characters properly (i.e. the multiplication of the effect is directly related to distance, as opposed to a carte blanche fixed multiplier)? That's pretty badass. Added with AI/AF I can almost see someone making a game where smoke and light can actually be used effectively in a DM setting in a realistic way, rather than the cartoon-ish way we are seeing it now (COD, BF3). This effect was particularly noticeable in the mutant clean-up mission in the second wasteland hub. I was actually losing sight of things in the fog (and glare IN the fog) in a realistic way (visually). This is one of the first advances I've seen in a long while that made me sit back and say, "Damn. That's pretty cool."
"Never start a fight, but always finish it."