Planetside

Planetside Dev Tracker




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.

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...

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27 May


04 May