Planetside

Planetside Dev Tracker




25 Feb

Comment

Originally posted by aaalllen

Way back when the tracers had a morse code effect (lack of a better term). They were pretty cool to see. Was that too much of a gpu bottleneck?

I may play with trying to get some of that back in, behind the particle quality settings, but they were originally removed for performance reasons. A lot of people would like to see it back, so if I can make it optional it seems like a good thing to do.

Comment

Originally posted by fredrikpedersen

What about the Kobalt?

The kobalt is a negative

Comment

Originally posted by youngavlol

Is that the current live tracers or the new ones on PTS?

PTS has the new tracers. Live remains unchanged.

Comment

Originally posted by youngavlol

Awesome. I miss the beauty that the game had before the optimization passes and now that I have a machine that can handle it, I would love to have the option to have it all back. The tracers are a huge step and I see a lot of promise coming from you guys lately. I hope it's a trend that keeps up, as it makes me feel better about the insane amount of money I've dumped into this game since launch.

A side note on the new tracers, will they be more visible in the first person? That is currently (aside from aesthetics) the biggest issues with the tracers on live. Even with my graphics cranked all the way, it's pretty hard to see my tracers, while in the third person they appear fairly vivid.

I feel that they are more visible in first person, particularly at distance and at night.

Comment

Originally posted by drbluetongue

Is there a reason why you can't see tracers on your own bullets?

Only gun I can see tracers on is vulcan, yet when someone shoots me with whatever gun it's like fireworks

The projectile, and generally tracers, are moving directly away from you. This means that the smallest area of the projectile and tracer are all you can see. It is like looking at a pencil straight on verse from the side.

Comment

Originally posted by SneakyBadAss

Mostly Vanu. Especially nose guns and assault rifle in third person. You cant actually see your own tracers as a teardrop..or can? Btw sounds on walker, and other AI/AV vehicle weapons have echo like hammer smashing anvil (CLANK), when they fire from first or third person. Maybe it has to do something with it.

Pulled up a few vanu nose guns and everything looked okay. Exactly vehicle and weapon this is happening on?

Comment

Originally posted by [deleted]

[deleted]

While I would love to do that... I have no good way to do so. Burness is out today, but if he is in tomorrow I can have him put that together. All of that is set on the design side and I have to individually look each weapon up.

Comment

Originally posted by SneakyBadAss

Looks like faction color tracer are messed up. Sometimes white, sometimes red and sometimes pink. Especially noseguns Btw which setting affect tracer quality. I have graphic high, texture ultra, particles ultra and effect high, but still they look really bad.

How were you testing this? So I can look into it... (eg faction, vehicle, weapon, first or third person)

Comment

Originally posted by z3lp

Anything on Dalton render distance being limited by particle quality? http://youtu.be/h0d5O68gHHg

Waiting for code to have time to look into that for me

Comment

Originally posted by 0verload1

This includes the Walker, Ranger, and Skyguard right?

Walker yes, Ranger and skyguard no, they use a different projectile

Comment

Originally posted by Lampjaw

Oh I don't doubt it. I'm surprised projectile objects don't have some basic properties like duration, speed, effect, color, size, trail, etc so they could be adjusted on the fly. I'm guessing the new code options makes it a lot easier to work with?

Our effects are not dynamic in game. There are things that I could quickly alter, but dramatically new looks are not quick. I also don't have "low" setting particles and then "high" setting particles, they are all the same asset. If I can find out exactly what I have to work with there, or get code support for defining what can and can't be played based on settings, then there would be more flexibility.

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Let me know what you think. This is only for rapid file guns on vehicles for the most part.

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Originally posted by Lampjaw

That sounds really cool. Paging /u/_Sherman!

That does sounds pretty cool. Redoing all of our tracers would be a ton of work, and the trails are the expensive part that I can't go to town on (without new code options to make them optional). It could be a road map feature though...

Comment

Originally posted by youngavlol

If it would be at all possible to have a graphics option that completely reverts the changes that impacted tracers and other particle effects from O:MFG, many of us who have good rigs (most of the players from what I can tell, just not the ones complaining about performance) would really appreciate it.

Also, PhysX used to be a thing, any word on whether that might ever be reintroduced or not?

I am all for giving you guys back the pre-O:MGF effects assuming it is behind an options menu. I don't know what kind of code work that would entail though, and my guess is that neither PhysX or this would be trivial. I can ask about it though, you're definitely not the only one asking.

Comment

Originally posted by kenken2k2

dear sherman, is darker nights on the schedule of your working board too ?

That is a Bill thing, he handles the sky files now

Comment

Originally posted by _BurntToast_

Man, if we had an option to return tracers to their launch state (teardrop plus persistent trails), I would be a very happy chappy.

Yeah, unfortunately the persistent trails are very expensive performance wise.

Comment

Originally posted by Arashmickey

Any chances of making VS projectiles even more like lasers?

I know you can't reduce the travel time of the actual projectile, but can you make a visual effect of a laser with instant or 0 travel time, and add a pulse of light moving through each beam that represents the velocity and actual damaging part of projectile? If not for standard rifle fire, then maybe as a visual gimmick for future weapons?

Example: Independence Day laser - the light beam does nothing, the pulse does all the damage.

Alternatively, can you make the tracers linger for a little longer, but not as long as lancer rounds, or slightly randomize when they fade? Maybe on higher gfx settings only?

Example: Terminator 2 burst fire, versus Termin...

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I like the ideas. Hopefully we can see some of this with the planned code support for new weapon/projectile behaviors. Tracers lingering longer is harder for performance reasons. I am looking into what kind of flexibility (if any) to put some of this FX stuff behind the settings menu. Again, just have to get together with code and see what I can do.


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.