RE: CMRT - Ghostly footsteps in the water
The difference is that hedges and walls are permanent structures while the ripples on the water are not. They already have code for engine smoke exhaust - ever notice that when you loose sight of a moving vehicle the exhaust trail you had already seen stays (and slowly dissipates as expected) but no new smoke gets added. The ripples are in the same category.
That is the one criticism I have for the way BFC manages things: you can never tell when you post an issue on the forum if the right people have been informed on the inside. Occasionally someone will say they reported it or Phil will say they know but most of the time you have no idea. The classic example that I use whenever I talk about it is the "way-points around bridges" problem. I reported it way back in 1.01 time frame and just assumed it would be looked at but it never did and then people would bring it up and I would share my workaround so they could keep going. It was like the fourth thread and over a year later that someone complained in a rude and obnoxious way that someone from BFC slapped them down saying they had no idea there was this issue. I was flummoxed since it has been discussed over and over on the forums. It turns out it was only a problem for ATI card users with newer drivers and because no one on the test team could reproduce it they never passed on the problem. But instead of tell us that on the forum - silence. Once we found out they could not reproduce the problem, those that could chimed in and the common denominator was found in a couple of hours. Worse one of the options in the game could be flipped and the problem was fixed.
So you guys did the right thing by bringing it up and keeping it on the front page until you got confirmation that it was being looked at.
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