Planetside

Planetside Dev Tracker




17 Aug

Comment

The livestream replay will also be available shortly.


16 Aug

Comment

Originally posted by FLESHPOPSICLE

so just to clarify your definition of indecency includes asking questions about the game and asking if someone was banned?

Challenging moderation is against the guidelines. https://forums.daybreakgames.com/ps2/index.php?threads/forum-guidelines.752/

If you have concerns, please send them along privately.


15 Aug

Comment

Originally posted by FLESHPOPSICLE

Are you guys gonna go lighter on the banhammer this time now that radar is gone?

Edit: for reference

No. Be decent.

Comment

Originally posted by InappropriateSolace

This time, please, for the love of god;

If you hand out free daybreak-cash, use one of the many functions twitch has for raffles or picking a random user. Simply holding up a sign with codes is really irritating and a very outdated method.

We have upgraded our sign-holding system!

Comment

Originally posted by ALN-Isolator

Is critical mass just an addon to combined arms or is combined arms final as is?

Combined arms is still in development, not directly related to tomorrow's stream or the next update. More details on the stream.


07 Jul

Comment

Originally posted by Pan_Drzewo

It can appear on galaxy buldogs too.

yeah, they are the same asset. Got repro on this and fixed in internally this morning.

Comment

Thanks for the heads up, I'll take a look.


30 Jun

Comment

Originally posted by [deleted]

[deleted]

It is all based on the rig you are running, but that is why I put the higher impact FX on high... so you can opt of of them.

My comment was more directed at the fact that it was not capturing the effect in all its glory. By all means run the settings that make the most sense for you.


29 Jun

Comment

Originally posted by SonofFink

I was hoping for sparklers, but we got freedom popsicles

5/10

Where are the high particle settings? :-(

Comment

Originally posted by [deleted]

I always thought it was a problem with the loadout interface being bugged and that's it. When I'd actually deploy, the MSW would be wearing the gun camouflage I'd selected even though the loadout screen showed it wearing my armor camouflage. Didn't know it showed on my screen as my selected gun camouflage and showed on other player's screens as what I'd selected for armor camouflage.

Probably the most I've ever written the word camouflage.

Billbacca sent this my way and I just got it fixed. It is too late for the small patch that is coming this week, but the next content patch should have it for everyone.


23 May

Comment

Originally posted by Hell_Diguner

DEV RESPONSE

Lies

Here you go. Problem solved!


22 May

Comment

Originally posted by FischiPiSti

Nobody mentions the gatekeeper is SPINNING AGAIN?! This is the most important dakka change ever, thank you based /u/billbacca or /u/ps2-bishop or /u/_sherman or whoever did this

No problem. I hate to see those animation go to waste if they don't have too.


09 May

Comment

Are you just running forward and then stopping here? This gets me repro for the broken fingers issue I have been looking for, but I don't get the flipping or closed fist. The closed fist is only being used on reverse wield knifes, which is why the knife is flipping around. It is playing the wrong run animation for that knife.

If you have any ideas how you got this to play let me know so I can fix it. Thanks!


28 Apr

Comment

Originally posted by McKvack11

that firing animation looks dope

/u/_sherman any chance to get the TR pin move while firing?(this thing https://gyazo.com/afebc4bd2d6c7b2ad9a78cb38be1b727)

also when reloading cougar the long reload only changes magazine without moving back the bolt. Worked a some patch ago

Hey, sorry for the delayed response...

Thanks for the heads up about the cougar, I'll take a look. As for the TR pin, it is possible, definitely. I'll take a look at that too and see if there is an easy way to get some of those animating!


21 Apr

Comment

Originally posted by 9xInfinity

The partial combined arms patch notes rebalance tank armor/guns/resistances to a new system/paradigm. Tanks all lose their armor values, but their guns/other AV all do reduced damage to compensate. The skyguard was not included in the current round of changes and so its damage is abnormally high at this time.

I read this and went to double check. Against an MBT, the Skyguard time to kill is equal to or longer on PTS than it is on live. Same with a baseline Sunderer and a Harasser. Against a Lightning in a few cases the TTK does get shorter but it doesn't immediately appear to be a significant amount.


11 Mar

Comment

Originally posted by VORTXS

Any idea why it kills everything then have the explosion effect? It seems to do it whenever it's more that 5 people attacking it.

In short, no I don't.

I assume it has something to do with how design data is interacting with code and not syncing with the effect. I am sure you are thinking "Of course dummy" but as I said, don't know why it is doing this as I only did the art side of the explosion.

Comment

Originally posted by brtd_steveo

/u/_sherman nioce splosion :P

Thanks. I like make things go boom.

Doing that effect and the Orbital Strike explosion were both pretty fun.


03 Mar

Comment

Originally posted by FateJH

as if the bullet is hitting an invisible wall

For what it's worth, there is an invisible wall there.

Yes there is and that is what he is seeing. Its a long standing issue with those invisible walls that requires code support.