Planetside

Planetside Dev Tracker




07 Jun

Comment

Originally posted by olischober

/u/DBPromptCritical can you help maybe? char name is olischoberx

Welcome back! It looks like you are getting the dreaded BattlEye Corrupted Memory #0 Error. The FAQ says:

BattlEye detects that your game’s or system’s memory is not what it is supposed to be. 
Close all unnecessary programs running on the system, scan your system for viruses/trojans/spyware and check your RAM for possible defects (using tools like Memtest86).
If that doesn’t help a full repair reinstallation of your system is likely needed.

I would suggest starting there and let me know if anything changes.

Comment
    /u/Wrel on Reddit - Thread - Direct

You can spawn on any spawn point within 200 meters of you near instantly, so if this happened to you, it sounds like a bug. Do you happen to have any footage I could take a look at?


06 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by set_flo

Can confirm your update fixed it. Played for 2 hours post update without a single issue for my platoon members or myself

Cheers.

Comment

Originally posted by Azereiah

it's a known thing that reinstalling can fix performance after a patch sometimes, so perhaps this is just an extension of that issue?

I think the ones you are referencing were from strange/custom settings in UserOptions.ini causing poor performance once we switched to DX11. Might help here (and if so we'd love to hear about it), but seems less likely

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    /u/Wrel on Reddit - Thread - Direct

Looking into it now.

Are these issues exclusive to Cobalt, or is anyone else having this happen as well? Please reply with your server and character name.

UPDATE: We've deployed an update to Live, please restart your client and let us know if you crash any more after that point. https://twitter.com/psnicto/status/1136748473988968448

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by Vivinet

Still a lil sad that a fix for NSOs not getting repair ribbons isn't here, but there are some welcome bug fixes nonetheless!

Fairly certain this should be fixed now, despite not being in the patch notes.

Comment

Originally posted by Taltharius

Got disconnected from Connery at the end of it, but I managed to run the tool linked by Erendil for about 15 minutes or so. Here's a copy-paste of what it recorded: https://pastebin.com/GWHgpXSR

Something is definitely not right. This is your route to Las Vegas - about 5,500km

Shaw is routing you all the way to Equinix Chicago and handing you off to Level3 (with plenty of packet loss) to take you back to Las Vegas.

 

Shaw is part of internet exchanges in Seattle and San Jose - both of which would be much faster into Las Vegas. Perhaps they are doing some extended maintenance. It might be worth an email or phone call to their ...

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Comment

Originally posted by ddraig-au

So if I'm running a VPN to minimise the hops to Connery, I want to set my exit node to Las Vegas, and not San Diego? I think it's currently set to Los Angeles

To be fair, the difference between all of those locations is only a few hundred kilometers. I suppose the closer you can get to Switch the better.

Comment

Originally posted by Taltharius

What could have caused the sudden doubling of my average latency values, on the day that the issues were supposedly 'fixed'?

The issues we fixed were related to packet loss within the Las Vegas datacenter. Losing packets, especially those that keep the client and the server in sync, would cause the "Server Latency" value in the UI to jump to ridiculous values (tens of thousands).

 

It's difficult to guess what particular issue you are having, but I recommend running a traceroute or following the advice given below and let me know what your route looks like (via reply or PM).

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by acknjp

Awesome patch, Wrel!

Not really related to this patch, but are god rays are still going to be fixed in the future, or are they just abandoned at this point? It's already filed in issue tracker, but not responded by DBG people yet.

That's pretty low on the priority list at the moment, but ideally it comes back.

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by Mustarde

Awesome patch notes! Keep up the changes and refinements to spawn system revamp and I think we'll be in a good place soon.

these locations have all been standardized to roughly 1 minute capture times.

Is this a tacit admission to the failure of vehicle/construction capture bases? Seems like a good concept, but has not been adopted by players and is basically ignored.

Is this a tacit admission to the failure of vehicle/construction capture bases?

Pretty much. The only time these places generate fights (opposed to being happenstance) is when someone who enjoys construction has already built a base there. Since that group of players is much smaller than the players that want to get to fight at the next lattice base, we're reducing the capture time so these areas can be moved through more quickly. At the same time, players who do decide to build construction on these areas can still add value to those areas. So, win win.

There are some other adjustments I'd like to make in the future, mostly to deal with infiltrators back capping in the middle of an open field, but I'm still putting together my thoughts on that one. Other alternatives are more feature rich, but maybe I'll talk about them once I get some prototyping done.

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64.37.174.142 is the address of one of several gateway servers that host players on Connery. They are physically located in Las Vegas.