Planetside

Planetside Dev Tracker




03 Mar

Comment

I noticed this when I was online yesterday as well. I don't know what changed that caused this to break again, but I already made a note to look into this. Thanks for the report.

Edit: I should also say that the main issue I noticed with it was I got a huge FPS drop from it. Close range will still give you blinding like effects in some cases (usually a slow coast into a turret like this). It is part of the constraints with the tools I am working with. Namely wanting a pilot to see explosions in third person view but not first person.


27 Feb

Comment

Originally posted by SHINYREDBULLETS

Pillbox! Repair Zone is directly under the terminal :)

Thanks! I think I noticed and fixed that one :-)

Comment

Originally posted by SHINYREDBULLETS

Awesome! What a boss :D

If you're able to answer - is it possible / are there any plans to turn those "socket" looking marks on top of the Bunker into actual snap-to locations for other modules? There's a few that would look/feel really kinda correct, such as the turrets :D

That is the intention of those points. If/when that will be made available is another question.


24 Feb

Comment

Originally posted by fingerback

Can we get pedestrian bridges added as construction deployables?

That is already on an internal construction objects idea list. We have been slowly making the objects that are on that list and releasing them. If/when it will be done, I don't know though.

Comment

Originally posted by Quartz_Hertz

:(

Glad it's not more common then.

From the sound of this, additional sockets will likely only make it harder to place modules, and not fix the issue you want addressed here. I am going to leave the module sockets alone for now, as making bases harder to build bases is not the goal here. If we are given reproducible steps to get modules underground, then we/I can look at what can be done to stop it.


23 Feb

Comment

Originally posted by SHINYREDBULLETS

@_Sherman Hey dude, any chance of doing a quick pass on the activation locations for repairing the construction items? Some of them are way off. I mean, way off....as a few quick examples -

Gate Shield wall thing; repair zone is not located at terminal up stairs, it is actually in the center of the gate area and generally easier to "catch" when you're jumping and on the 'out' side.

Vehicle Spawn Bay; repair zone is not located at terminal but in center of vehicle spawn block.

...i'm sure there's another couple but can't remember right now! :)

I'll get those two addressed today too. If I notice others I'll get them too.

Comment

Originally posted by VORTXS

but the bunker is only floating cause each point is above and below the actual ground like it requires.

unless you mean something else?

More points have been added that will force the bunker to be on the ground and not be a ravine bridge/ceiling.

Comment

Originally posted by Quartz_Hertz

Were you able to address skyshield modules that are sunk below the ground about 10m?

Also, if it's not too much to ask, could we get a list of construction object dimensions? I really enjoy planning and building bases, but creating workable mockups is tough w/out accurate structure dimensions.

I did not address the skyshield module, thank you for bring that up. Assuming I can fix this with sockets (I think I can) it will be done today though!

Comment

I updated the sockets that check for valid terrain yesterday for the bunker, pill box, VP gen, infantry tower, silo and garage. You should no longer be able to get floating construction objects, like the bunker here, when this is patched out.


25 Jan

Comment

Originally posted by Aloysyus

/u/_Sherman

The new tracers are great on ultra, unfortunately they still don't look so good on high although they are aligned better. Problem is i can't use ultra particle settings due to the "black wall" bug you will see in the video. It happened with the old smoke and didn't change when you reworked the smoke a while ago.

My settings are in the video description.

I took a quick look at this. Like /u/sixoo bellow, I didn't get the same "black wall" you show in the video. The hard part about this is that everything you are showing here in this clip are the exact same particles but in different settings. All I have control over is what is actually drawn in the settings (eg. add this particle if settings are high or better, don't have this particle if settings are low, etc). The discrepancies here are all code side issues. I can see about getting a shelved alternate version of smoke (for grenades) in the game (as I would like to get it in anyway) and that might solve the "black wall" issue. The tracer not aligning on high and lower settings though, as far as I know, is entirely code.

Edit: Sixoo rocks for figuring out this is a Graphics Quality setting issue. I can see i...

Read more

16 Jan

Comment

Auto-turrets do not have a DarkLight.

The file shaql found isn't hooked up to anything.

It's just an idea we were kicking around that there could be a variant turret with a darklight on it, that would probably do less damage or have some other drawback.


18 Dec

Comment

Originally posted by shaql

placing/resupplying Spitfires does not seem to cost resources

Not supposed to.

I'm guessing you saw the entry I added to the deployable cost map. That was a test and it actually doesn't do anything.


15 Oct

Comment

Originally posted by Shiladie

Can we get full notes on it then? Right now it feels like the ZOE nerf hammer again, which is a terrible feeling. Just because something needs to be nerfed, doesn't mean you should take it to the point of being unusable, as you've done frequently before.

Magriders rely on their secondary weapon a lot more than the other MBTs, especially when in close range for situational awareness. With the lethality of being near infantry, the only way to not get gibbed by C4 is to stay at that longer range with room to maneuver.

Personally I believe the result of these nerfs will be a large decrease in magriders, with the growing trend of repair sundy balls continuing. So expect repair sunderers to be nerfed a few months from now...

Full notes posted here. https://forums.station.sony.com/ps2/index.php?threads/ppa-changes-on-test.204621/

The direct damage removal was an intended change, but it looks like some of the fields on the Harasser version were missed.


22 Aug

Comment

Originally posted by [deleted]

Oh man, I loved Airwolf.

Me too. I remember watching the one episode where Airwolf got shot down and I was devastated.


13 Aug

Comment

The flight model is working as intended. Yes it is different, yes it is slow, yes there is no leaving hover mode. But this doesn't mean it is the final flight model or speed, so please give feedback. It is intended to feel more helicopter like and make more use of the vertical thruster compared to other aircraft.

Resistance to small arms was set incorrectly. That is fixed internally. I think that was the only egregiously incorrect resist. So if the feeling is it is too weak in against other weapons, then provide feedback about those weapon types specifically.

Edit: Clarification.


08 Aug

Comment

Originally posted by Wrel

I believe you folks were asking on the official forums for feedback regarding what weapons and role we'd like the Valkyrie to serve. Has that feedback helped shape the future of the Valkyrie to any noticeable degree?

We've made some adjustments based on that feedback but it has mostly influenced our long term goals with the Valkyrie. The main thing is we really want to give it an awesome and unique mechanic beyond some new guns and rumble seats. Unfortunately something like that wouldn't make it in time for our targeted launch.

A lot of that feedback was also the same as some of the ideas we had planned for a Galaxy update. It might make sense to give the Valkyrie something unique and then give the Galaxy something else to further differentiate the two aircraft. When the Valkyrie is live and in the hands of players for awhile, we might have a better idea and more feedback on what those should be.


27 Jun

Comment

Originally posted by INI_Fourzero

Thank you. Looking forward to their answer.

Vulcan (as well as some other tank balance concerns) is something we've been discussing, but we don't have any details on what might change to share yet.