Planetside

Planetside Dev Tracker




15 Feb

Comment
    /u/Wrel on Reddit - Thread - Direct

It's sitting on the backburner while we explore other options. I know some folks were excited about the addition, but I have some reservations about what it would do to the health of the vehicle game.


14 Feb

Post
    RPG_Wrel on Forums - Thread - Direct
All PC servers will be offline for the following update on Wednesday, February 15, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 4 hours. -- Extended Downtime This update coincides with a company-wide downtime that begins at 6am PT, and is expected to last up to four hours. This downtime will affect login, commerce, and authentication services. Access to forums and websites will remain possible without login. Known Issues Reticle sizes are currently affected by window resolution, causing reticles to appear especially small on 4k monitors. We're currently working on a fix for this issue. Misc. Changes, Fixes, and Additions
  • Optimized firing audio for the SOAS-20, Artemis VX26, and AF-18 Stalker scout rifles. These weapons should no longer have audio stutter while firing.
  • Fixed a reticle size issue with the NS-66 Punisher iron sights, CCLR optics (of all varieties,) and...
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13 Feb


12 Feb

Comment

Originally posted by Aikarion

That's amazing. How long did it take you to learn/master blender? Do you have any advice for others wanting to learn it?

There’s no magic shortcut to learning new software other than download it. Watch and follow tutorials and just keep using it till the features become 2nd nature so you can use them quickly without searching. Once you build muscle memory with anything is gets much faster but the ramp up is always painful. Just stick with it!

Comment

Originally posted by EyoDab

Ah, good to know! I want sure where they actually were windows, they didn't seem too transparent from this angle I know others have said this before, but I really appreciate you guys giving us progress updates like these. It helps us put things into perspective

The shield shader will be applied once it’s in the game engine. This shiny material is just for my own benefit when modeling it in blender. In game and film dev we don’t always have the same shaders in our modeling software as will be used when the asset is done.


11 Feb

Comment

Originally posted by Raapnaap

Looks nice. Do not forget to slap on a bottom mesh so that in the event this thing is constructed over a ditch, players cannot look inside from below. :)

Will do.

Comment

Originally posted by EyoDab

Those shiny bars were see, are those 1/2 way shield? Or are they cosmetic only?

Which shiny bars? The windows? The windows are shielded yes.

Comment

Originally posted by M1kst3r1

Outside looking really good, but what's inside will determine if it's fun to defend and attack.

If we get more of these larger construction pieces, it will add a lot of variety that players can get creative with.

Are there thoughts on what construction items can be "attached" to the command center? For example, roof access from and to an infantry tower.

There is a spawn room in the tower with a vertical shaft to the roof antenna for fast defense from an elevated position as well as a spiral staircase down to the roof deck from the spawn room and a grab lift to the deck from the 2nd floor.

Comment

Originally posted by Aikarion

Is Blender the company-wide software choice or a personal choice?

All the 3D artists at rogue planet use it.

Comment

Hey guys, just thought I'd share a Work in Progress shot before I head out for the weekend. I don't wanna over-do it and you get sick of me, but I think it's looking pretty cool.

Just a note though, this lighting is in blender and not in-game which tends to be less dramatic/high contrast for game play reasons. Have a great weekend!


10 Feb

Post
    Mithril on Forums - Thread - Direct
Thank you everyone for your feedback! We appreciate all your thoughts! We're going to leave this thread open for further discussions at least until the next dev letter. Once again, thank you very much!

09 Feb

Comment

Originally posted by Ceskaz

Maybe add a panel on the platform just in front of the doorway so that vehicles can't spam inside

There is a fat pillar just inside the door to function as a line of sight blocker and to split attackers as well as provide more of a choke to keep vehicles out. Same with the garage. Support struts inside will act as a porous wall to prevent vehicles from getting in but let players pass.