Planetside

Planetside Dev Tracker




03 May

Comment

Originally posted by Erilson

/u/DBPaul

This reminds me, a few months back, you mentioned porting interpolation technologies to reduce lag with hits on livestream. Is this happening with this next DX11 update?

Negative. We want to turn it on at some point, but we needed to fix DX11 patch issues before we address it and run some tests.

Basically player position/orientation updates are the packet we send the absolute most, so we want to make sure any changes to those don't explode the amount of data we send/receive.

Comment

Whoops! Fix for this coming in the pipes. Warpgates should not be able to be overpopulated XD


30 Apr

Comment

A couple crash fixes plus the deployed sunderer terminal being fixed. We are working on a much larger patch that will require downtime right now. Meanwhile the server crashes and unstable warpgate issues are now fixed. We are working as fast as we can.


20 Apr

Comment

Nice catch. Looks like we need to take a closer look at all these maps we are exporting.


18 Jan

Comment

Originally posted by VORTXS

They fixed that last patch I believe, u/dbdrew forgot to change one thing and fixed it.

Yep it should be fixed now.


10 Jan

Comment

Originally posted by ncbwilson

Hi Roxxlyy will this include the flag to revert the construction xp as well?

This will fix the construction xp happening on decaying targets, yes.


09 Jan

Comment

Originally posted by current1y

Construction repair farming is back. Seems like a rollback with sprinkles.

The construction repair farming came from a single object, because of a single experience flag not being set. No rollbacks.

Comment

This update was not a rollback, it was an update. See Paul's comments on https://old.reddit.com/r/Planetside/comments/ae8etx/so_what_was_wrong/ednkqm2/


10 Dec

Comment

I did something similar to this earlier this year and upgraded from a 4690k to the 8600k. With a little (lazy) tuning, my chip was able to hit 4.6 GHz easily on air w/ a Hyper 212 Evo. Temps usually hovered around 65-70 C. On water with the same clock speeds and a 240 rad it sits in the low 40's. (I could probably push it ever further, but I'm lazy haha). So far my experience with ps2, the 8600k has made the biggest improvement in larger fights. With medium to high settings @ 3400x1440, I rarely see drops below 90 in most fights with some large fights pushing high 60's. Everywhere else it's usually a stable ~120.

Tldr; I did the same thing 4690k -> 8600k and I'm very happy with it. Hope this helps!


22 Nov

Comment

Originally posted by Iridar51

Just a whole ton of animation work would be involved.

How much animation work, exactly? Kind of a brag, but I was able to create animations for pistol dual wielding mod for XCOM 2 in three weeks or so. And I'm an amateur.

A lot of animation work. It is a new wield type so there would need to be custom locomotion animations (passive, active and ADS stances, as well as jumps, falls, and lands), reloads, deaths, firing recoils, additives for aiming, custom vehicle animations, hit recoils, etc. And that is just the actual animation work. There also needs to be the animation network support for handling all of these new animations. It also has to be done for both first and third person for everything I just listed. Looking at the video I am sure you have a sense of this stuff, it is just a in a larger scale than XCOM. It is quite a time investment to do this right.


16 Nov

Comment

Originally posted by Hell_Diguner

You can bind anything to the control key in-game. Pretty sure I set one of my push-to-talk keys to control at one point in the past. Maybe the 'disable indicator interactions' default can be unbound, and cannot be rebound? This was added the same time as construction, and the new controls for manipulating construction objects originally had some hard-coded keybinds that didn't play nice if you rebound wasd to something different (eg: I use esdf). /u/db_zant

I suspect you're correct and you clobbered this keybind when you had your push-to-talk bound to the ctrl key. I'm not sure why it isn't appearing in the list of keybinding options in the settings, but it's something I can look into tomorrow.

In the meantime, I have a few workarounds that might be able to help you out: First, It looks like either left or right control will allow you to click through allies on the minimap. If you haven't bound anything to your right control key give it a try and see if that works for you.

If not, you can try fiddling with your keybind file in the PlanetSide install directory (mine is C:\Users\Public\Daybreak Game Company\Installed Games\PlanetSide 2). If you have a shortcut on your desktop just right click > open file location and it should take you to the directory. Once there, follow these instructions:

  1. Close out your game.
  2. Locate InputProfile_User.xml and open it up in a text editor.
  3. ...
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11 Oct

Comment

Originally posted by Aloysyus

/tell not possible, no options in /joinchannel. How does that even work?

my /joinchannel squad is on "false" but works both in textchat and voicechat.

This Tells misbehaving is a bug and will be resolved shortly.


06 Jul

Comment

Glad to hear that you are enjoying the construction overhaul! However, I feel your pain friend. Like you I am also color blind and those pesky no-deploy zones are very hard to spot. Rest assured though, this is definitely on our radar :)


13 Jun

Comment

Originally posted by lordsteve1

Lol. We tested this on Koltyr last night. Managed 10+ kills with two rounds shot into a line of our squad, then got kicked from the server. Good times!

Please tell me you recorded that haha

Comment

Glad you're enjoying them! Fixes for the TR/VS attachments are already in the works.

Comment

Originally posted by halospud

Working as intended.

This makes me happy ( ͡° ͜ʖ ͡°)


05 Jun

Comment

Originally posted by [deleted]

[deleted]

I'm aware, and I've been working on fixing that already. Should be ready soon.


18 May

Comment

Originally posted by MissAtley

Ehh... I guess you guys found the bug. unfortunately people are using this to have one person place a repair module under a silo/object then have their friend place the silo then when the silo finishes building you can then "place" the module you were previewing under the silo and bam, invulnerable silo that is ruining the game fairly a lot recently.

This Placing construction modules inside of other construction elements this way is fixed on PTS and should make it to live soon :)


07 May

Comment

Originally posted by uzzi38

I believe u/db_zant is the guy to summon for this kind of thing?

You are correct, I am indeed the guy. I just got this working and it's making it's way to internal testing as we speak.


03 May

Comment

Fingers alone get my 10/10. We just need to combine this change with another to add grief when damaging yourself and we will have the NC playing much better as a team in no time.