Planetside

Planetside Dev Tracker




23 Feb

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


31 Jul

Post

Hello everyone. I saw a few posts about the screen obstruction that could happen when using the new air tracers in first person. Is anyone still seeing that in the last day or so? Code would like a reproducible case to try to fix this, but I personally never saw it in my testing... so if you know how to make it happen, let me know!

Thanks.

External link →

12 Mar


04 Mar


02 Mar


26 Feb

Comment

Originally posted by Bennyboy1337

Do the canisters on the side eject when you reload? Looks pretty sweet regardless.

It would be cool to do something like that, but then they would have to magically pop back into the gun. The whole permanent dual wield thing...

Comment

Originally posted by archont

Does distance from the player affect how much data about the gunfire burst gets forwarded to the player? It may be just me, but I found the further an enemy is, the less accurately the tracers model the shots being fired. Is this an illusion?

I am not certain, but I think what you are asking is that it seems like at a distance your tracers don't always accurately depict if you are hitting a player or not. There are a couple things going on that could cause this depending if you are the one being shot or doing the shooting.

First the actual projectiles you see are just visual representations, so while your projectile looks huge in the distance (like 3X the size of a player so that you can see it in the case of the changes I just made) it is not the actual size of the projectile being used to solve for a hit or not.

Another possibility is if you are the person being shot at, tracers really only help you figure out where the person is, as hit detection is done by the person doing the shooting. It is possible to see a tracer hit you and be okay, while the one that clearly misses you is a one hit kill. It all depends on the other client.


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)