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  1. 29 points
    Finally! We’ve got a 0.7 build that is stable enough and without critical issues, so we can start testing it. Bear in mind, that this is just after switching engine versions and rewriting how our netcode works (more information here), so expect it to crash a lot and to have bugs. The list of known issues is going to be shortened very soon, we’ve just added it so you don’t waste time on reporting bugs we’re already fixing. We’ve got a lot of work to do to get 0.7 to a state that is playable enough to push to Live servers, so everyone that can should help us test this version, especially over the weekend. We’re going to gather a lot of data and we will also be playing to make sure all big issues are fixed next week and only smaller problems are left to iron out. Thanks for being patient, but this change was the biggest one since 0.3, and we want to make absolutely sure that it will be at least as stable as 0.6, and preferably more. Engine update doesn’t come with a lot of content, but it will let us improve the game a lot more in the long run. Now, as for what is in the update, we’re adding daily challenges! It’s still a bit rough, but that’s why we have PTE. You can complete challenges every day and get rewards for them. There’s also new lighting. It’s a lot more realistic and eye adaptation works properly now, but it might need tweaking. Let us know how you like it and what we should change. We’ve also added new VOIP system, because the old one was not good enough. This is also something we need as much feedback on as possible. As usual, send us your crash reports and make sure to leave your feedback on the forums, so we can get to it easily and plan changes accordingly. Thanks for playing! PTE 0.7 Patch Notes [KNOWN ISSUES] Crahsing - set 'Meshes' to LOW to make this less frequent, Packs (Ammo/Health/Equipment) randomly don’t spawn when tossed, UAVs mark dead enemies, Markers show up late sometimes, Players drop copies of their weapon at random, Taking leader by requesting orders is not working, Grenades spawn to the left of the camera, It takes a second to load the weapon into player hands, Crashing and performance issues, No Berlin TDM or Warzone for now (map issues), [FEATURES] Daily Challenges added - this is still an early version!, New VOIP system [Default: hold “~” (tilde - next to 1)], New Unreal Engine version - 4.21, Replication Graph implemented, New lighting, New KIll Screen, New Vehicle HUDs - still Work in Progress, Sight profile preview in the menu - you don't have to play inside a match to see how it looks, [IMPROVEMENTS] Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions), Added VAB - a Mobile Spawn Point variant, so it’s different for each team, Added synchronization status on loading screen for debug purposes, Added location debug info on screen for better bug reporting (community suggestion), Added Vehicle Kill Assist (community suggestion), New Equipment meshes for UGVs, Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical, A lot of adjustments and improvements, Per attachment camos now have icons, [BALANCE] Increased Heli Drone Rockets Battlepoints cost, Decreased Heli Drone HP (600 to 450) - now it’s 1 tandem RPG hit, Decreased Heli Drone rocket PODs' ammo capacity, Vehicles speed, acceleration, turning and HP rebalance - now the differences between vehicles are more noticeable, Attachment prices have been adjusted to better fit the progression system, Attachment modifiers have been reworked to better reflect differences between individual attachments, Weight difference between barrels of different lengths has been increased, Weight difference between magazines of different capacity has been increased, Additional changes coming soon, including a horizontal recoil multiplier on grips, Moved resupply packs to between capture points, [BUGFIXES] Fixed shooting between rounds on TDM, Fixed rebinding X button, Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell, Fixed direction prioritization when exiting a vehicle, Hundreds of other bugfixes.
  2. 22 points
    This week we're bringing first look at some of Patch 0.6 features. There are few Warzone mechanics improvements, new strike, weapons, and character customizations. There are also stability and performance improvements. We're hunting in-game freezes, most of them are eliminated. There are also some adjustments in Recon game mode. Remember that you will see Recon servers in the server browser, but only people that are on the list can get in, so please don't report this as a bug - it's not. Here is the list of changes for today's patch on the PTE. PTE 0.6 Patch Notes [Content] M4A1 is finally here. SA80 - British bullpup assault rifle, Ajax - British Armored Fighting Vehicle, British soldier uniform, [GAMEPLAY] New spotting system, Radio commands are converted to the radial menu system, Weapons balance pass, Game modes balance pass, Next bunch of heli drone tweaks and improvements, [WARZONE] Mobile Spawn Point - a special vehicle that allows all team members to spawn on it, [TWEAKS] New on-screen tips.
  3. 20 points
    Kept ya waiting, huh? We've got some more stability changes in this small update, in line with our focus on fixing the crashes as the first priority. We think that most of the crashing issues should stop after this update, but some still might lurk under the surface, so keep vigilant and keep sending us the crash reports. They not only let us fix them faster, but also let us know where the most frequent problems occur, so we can prioritize better. We're currently in closed Recon testing and we've just came back from IEM 2019, both of which took away some of the time. Now we can focus back on crashes, bugfixing and - last, but by all means not least - optimization. Patch notes might not look very appealing, but this update does make a difference in game stability. As usual, please don't hesitate to send us your feedback and let us know if you're having issues after the patch. 0.4.3 Stability Patch Notes [BUGFIXES] Fixed a few crashes related to object serialization, Added a nullptr check that otherwise resulted in a crash, Fixed one garbage collector crash that occurred due to bad variable UPROPERTY setup, Fixed a few other crashes.
  4. 19 points
    It's been a while, but we've got the most stable update yet ready for you. We think we've fixed 99.9% of the crashing issues introduced by 0.3 patch and now it should be getting better and better as we go. We're gearing up for the 0.6 Warzone Patch, so treat this one as a maintenance update more than a proper update. This doesn't mean we didn't add stuff to the game, though, so let's check out the patch notes. Update 0.5 Patch Notes [GENERAL] Added warmup to Warzone matches - no more waiting on the deployment screen for the match to start, New mini map and map overlay (optimized and more reliable) - still WIP, but much better, Added VOIP prototype - set it up from Steam Friends client to test, French localization, Another batch of optimization changes, New lighting on Moscow and Warsaw, [GAMEPLAY] Time To Kill tweaks: lower base damage, higher limb damage. This means slightly longer, but also more reliable TTK, Artillery damage tweaks, [IMPROVEMENTS] Added more loading screen messages, Added option for camera to keep vehicle rotation in roll (X-axis), Added VOIP UI under [TAB], Server browser improvements: added colored game modes, fixed checkbox click area, Added pitch and tilt widget for air vehicles HUD, Added "Server Info" tab in ESC Menu, Tweaks of camera shakes from rockets, Added version checking (won't let you play with old game client - there were a lot of crashes from people that didn't update their game), Scalable Warzone HUD, Added missing gibs to several armors, UAV visibility after detection, Tweaks to drones collision damage, Added cooldown param when player shoot in burst mode (tool for balancing), Added speaker icon in squad mates panel, Optimized loading of uppers on TPP weapons, Optimized ticks for audio components, [LEVELS] Warsaw: Mall main entrance, budex cloth collision / invisible wall fix, Warsaw: Collision fixes, Warsaw: Penetration fix for small kiosks, Warsaw: Props penetration fix, Warsaw: Max draw distance tweaks (low spec PC friendly), Warsaw: Removed broken grass-foliage actor. Repainted grass on the whole Warsaw level, Warsaw: Vertex paint fixes, Warsaw: Draw distance fixes, Warsaw: Additional grass fixes, Warsaw: Fixes for level streaming from drone perspective, [BUGFIXES] Resolved a bug with ThermalvisionWidget showing incorrect status, Fixed wrong grenade icon, Fixed people on quad not getting a flashbang effect, Fixed uv for German flag (it was flipped), Fixed an issue with the Monster Grip, Customization tag fixes for the [REDACTED], Fixed impact zone placement in air vehicles, Fixed aiming offset for Combat Drone machine guns, Correct shell particles for Combat Drone machine guns, Removed one extra ammo when reloading for Combat Drone rockets, Potential splash damage fix for RCWS heavy cannon and grenade launcher, Added some missing translations to the server browser, Correct widgets net role check - should reduce map desynchronization problems, Fixed some statistics counting, Fixed random kicks to warmap after being punished, Ammo in mag bugfix, Chat fadeout after entering an empty message, Fix for guided projectiles, Healthbar fix, Penetration fixes, Fixed destroy packs not being damaged by explosions, Fixed floating dead soldier markers, Fixed vehicle not synchronized, Fixed a bug that causes mouse to disappear after looking on the scoreboard, Weapon country code fixes, Fixed small letters on post loading screen status, Fixed grenade display in combat drone, Some suppressor sound fixes, Customization compatibility fixes, Fixed camera moving to the left when recoil was added, Fixed tablet staying in the player hand after using strikes, Fixed RCWS seat not showing player names properly, Fixes in the rail of MSBS-B, Changed way of loading ScopePostProcess, probably fixing the disappearing thermal / IR effects on scopes, [CRASH FIXES] Possible fix for GameObjective-BeginDestroy crash, Crash fix for OnItemEquipped, Probable fix for crash during [REDACTED - Recon specific], Fixed crash related to occluders, Potential fix to the crash of PhysX, Fixed destroy pack crash/desync, Fixed another destroy packs crash, Fixed crash on player spawn, Possible crash fix related to skins, Possible grenade OnContact crash fix, Possible crash fix for OnItemDrop, Fixed a crash caused by dead player skulls on the map [the one under M], Countless more possible fixes for crashes, [TOOLS] Added customization data to crash reports to see correlations between attachments and crashing.
  5. 18 points
    Soldiers! We're proud to present to you 0.6 Live patch. This one adds two (!) new maps, one that you saw already in the form of a prototype and one brand new one. We've got a massive Warzone rework here, with mobile spawnpoints, the leader being able to spawn on their squadmates, helis flying over the heads, bullet penetration being set up on all levels, jamming and UAV improvements, more neutral vehicles on the maps and a lot more. New weapons, new customizations, and maybe most of all: stability and performance. We've focused on making this one as good as we can make it and it shows. World War 3 runs much better now and the instability issues were mostly resolved. This doesn't mean this is as good as it gets, far from it - we can still do a lot and will continue to improve on the performance aspect as well as gameplay. Let's dig in! 0.6 Patch Notes [CONTENT] New Outdoor Warzone map: Smolensk, New Outdoor Warzone map: Polyarny, New Weapon - M4 MWS, New Weapon - SA80 - British bullpup Assault Rifle, New Vehicle - Combat Heli Drone, New Vehicle - Ajax - British Armored Fighting Vehicle, New Vehicle - Typhoon BCV, New Uniform - British Soldier, [FEATURES] New spotting/ping system, Commo rose (radio commands are also converted to the radial menu system), Mobile Spawn Point - a special vehicle that allows all team members to spawn on it, Spawn system improvements, Warzone Overhaul, Bullet penetration rework, New localizable in-menu info slider, [GAMEPLAY] Bullet penetration multiplied by 2, Ammo count balance pass, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates so each of them has its own characteristic, Some small tweaks in Ajax damping and handbrake action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, 30mm, 35mm and 40mm bullets damage tweaks - they will score one hit kill only with a precise shot, Repair Kit is now regenerating main health instead of armor, Added quick options for performance changes, Adding optic mechanics to Lewiatan and Battle Robot drones, Beryl nerf (decreased accuracy, increased horizontal recoil), SA80 buff (lowered first shot vertical recoil multiplier), Shotgun buff (MCS and Vepr received additional damage for 15 and 10 meters respectively), 7.62x39 ammo damage nerf, SMG & Pistol damage buff, MCS damage buff, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, RPG Frag warhead blast radius increased - should be more effective at wounding over a large area, Weapon weight tweaks, [IMPROVEMENTS] New on-screen tips, Added VoiceChat input to settings, Adding new destruction blueprint for Quadrocopter when shot down by player - it should no longer explode when shot down, Radial menu setup for all game modes, Neutral vehicle placement and balance - Warzone maps, BTK info added to every weapon, Fixed menu character scale, Moscow Warzone - fixed neutral vehicle spawn near C1, Changed blood impact scaling with range, Loading screens refresh pass, Added new map textures, Removed and reworked some props on levels to make gameplay and player movement more fluid, Buggy, Quad and Mini UGV's cameras now follow the body pitch and yaw, Various small improvements, Buggy and Quad cameras now follow the vehicle rotation, Increased Quadrocopter's hitbox, Added quality presets: Best Performance, Balanced, Best Quality, Added seetings: fog toggle, Low Shadows setting now disables shadows completely, [BUGFIXES] Hitreg fixes - removed desync between server ADS and client ADS, Hitreg fixes - server-side check fixed, should reduce dusting and head glitches a lot, Fixed aiming offset when changing to side optic while reloading, Improved data management. Should eliminate infinite loading screens and long loading times - more testing needed!, Fixed magazine funnels colliding with the drum mag on the AK15, Armor piercing info + minor SA80 attachment correction, Fixed a problem with Vepr's barrels, Vepr built-in iron sight correction, Cleaned some compatibility between attachments in customization, Fixed disappearing capture point marker while objective has been changed, Better refreshing for color and visibility of markers, Fixed markers update after settings changed, Fixed invisible world position markers, Fixed size of markers when visibility is changed, Fixed marker size when the texture is loaded, AK15 handguard name fix, Foliage for a low quality fix, High magnification scope flicker fix, Lod fixes on concrete slabs mesh (disappearing shadow on LOD), Squad leader border fix, Fixed battlezone leaving on the warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Fix character stuck in the air when used remote drone, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), Fixed 0 health bug after spawning at RCWS, Fixed a bug that made it impossible to use some gadgets, Jamming fixes, Fixed Osprey Chest textures on low quality settings, Fixed a bug that always kicked players after 6th punishment, Fixed a bug that made it possible to use gadgets, strikes and grenades as a passenger in the vehicle, Fixed a bug with incorrect player position while sitting at RCWS, Fixed a bug with being killed by touching vehicles, Fixed too big laser dot size, Fixed problems with a character getting stuck when deploying on vehicles, Fixed problems with spawning on vehicles sometimes sending the player to the main base instead, Fixed cooldown value visibility using Repair Kit, Fixed minimap chunks not updating when possessing strikes, Fixed marking enemies and vehicles on the map sometimes not working, Made punishing players from another team impossible, Jamming yourself no longer provides BattlePoints, Fixed icon showing that gadget is not available, Fixed character noise manager while team has been changed during the game, Fixed character sometimes being drawn after death, Fixed no AWOL message when being in RCWS, Probable fix for auto spawning, MSBS Emblem issue correction, Thousands of map collision, texture, mesh, lightmap and particle fixes, [AUDIO] Tweaks to player movement sounds, Nonverbal pain expressions, Turning footsteps fix, Player suppressors sound is now quieter, Moscow Reverb fix, Weapon mix, Snipers sounds, Forest Reverb, Death expressions, Low Health sounds, Abrams engine fix, Fixed audio for local character on health change, Hit notify sounds for armor types, Jammer noise fix, New sound for medkit drop, Vehicle repair station sound, Fixed available strikes radio command playing too frequently, Breathing and heartbeat added, Repair Station should play a sound when a vehicle is being repaired, Regeneration platform fix, Fixed bug with wrong materials sounds during movement, Some new outdoor sounds for weapons, RPG reload and equip sounds, Lots of minor sound fixes, Distant explosion sounds, RCWS 2D sound, Corrections for footsteps notifies, Better TPP foley, [OPTIMIZATION] Markers optimization pass, Continuous mesh, material and shader optimization work, User FOV setting is no longer saved each time weapon synchronizes, only when it's changed by the user, Added PlayerController caching, Removed unused log in tick, ESC and returning to previous option instead of removing the entire widget, Special modes for different wheels simulation while proxy meshes are enabled (vehicle suspension optimization), Character tick module loading optimization, Removed saving settings to file on BeginPlay() of PlayerContoller, Cached marker pointer, Disabled occlusion checking for restore component, Weapon tick optimization, Disabled calculating weapon targeting blend for simulated clients, Removed unnecessary meshes, Cascade shadow setups, Mesh draw setup, Streaming Layers Setup, Stationary light changed to static, Added loadout local loading, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Small animation system performance improvements.
  6. 18 points
    Another one! We're racing to get 0.6 done before it hits Live servers, and this one has a few cool fixes and improvements to talk about. Main one is hitreg fixes. Thanks to our community bughunting (Rozmo and Lugresky leading the charge on finding problems), we've isolated and fixed a bug with hitreg that potentially is responsible for 99% of the problems we've had left after the last patch. We still need to make sure and test it properly, but preliminary testing shows great promise. Another one is penetration fixes. We've found that some buildings on Smolensk didn't work with the current system, so we've updated it to take into account how those are built. Thanks to that we should have all the tools to make this system work as intended finally. There's a lot collision and other map fixes in this one as well, along with some minor performance improvements (especially on low settings). PTE 0.6.4 Patch Notes [BUGFIXES] Hitreg fixes - should reduce dusting and head glitches a lot, Fixed battlezone leaving on warmup, Fixed vehicle disappearing when replication is paused, Fixed phantom Battlepoints for switching team, Fixed battlezone leaving effect when spawning on RCWS, Fixed visible collision for phosphorus grenade, Penetration fixes - new building setup, increased its effectiveness, Fixed a problem with penetration for a very small objects (fixed RPG Nets penetration), Heli Drone vs 30mm projectiles fix, Fix character stuck in air when used remote drone, Loading screen fixes for Polyarny and Smolensk, Fix character rotation bugging out sometimes after vaulting, Change damage out of battle zone to current health (you can no longer drive away in the MSP), [GAMEPLAY] Ammo count balance pass, Adjustment of cap zones - A1, C1, C2 on Smolensk, Airstrikes now receive bonus BP for destroying vehicles, Tweaking all AFV speed and acceleration rates. So each of them has their own characteristic. Also some small tweaks in Ajax damping and handbreak action, Additional points for destroyed vehicles - exceptions for Quad and Buggy, [IMPROVEMENTS] Added missing stairs on Smolensk, Added new map textures, Polyarny and Smolensk Warzone loading screens added, Polyarny and Smolensk vaults fixes, Removed spawning of particle effects on playable character for performance and to eliminate freezing on being shot, Fixed freezing when new player is loading in, Multiple collision fixes on Polyarny and Smolensk, Small animation system performance improvements, Polyarny - B1 marker position adjust, Foliage and draw distance tweaks for low settings on Smolensk, [AUDIO] Fixed available strikes radio command playing too frequently, Breathing and heartbeat fix for vehicles, Leviathan engine fix, Repair Station should play a sound when a vehicle is being repaired, Thermite grenade sounds, Regeneration platform fix.
  7. 17 points
    Here we go again! After the 0.7 technical update, we can now start sharing content we've been working on during the technical work on the engine. Easily the biggest one is the new Breakthrough game mode, about which you can read more here. It's a very dynamic, quick-paced mode, with no time to stand around. Your split second decisions matter and one soldier can win the game with a good plant or last second defuse. It's available on all Warzone maps, some of them in the Large variant - so you'll be fighting in places that are normally not available in Warzone - like the school and train station on Warsaw or shopping mall on Moscow. Important: Breakthrough is going to have the Retreat mechanic expanded in the coming weeks to make it something unique and cool. Supporting this game mode is the new infantry HUD. It's not finished yet, the Strike Bar, Chat, Kill Feed and Score Feed are going to be refreshed as well, but it works a lot better and has a couple new features, like markers on the compass and animated icons with progress bars for gadgets. The respawns are also a lot better finally, but bear in mind that there's a few things coming to the respawning system during the time in PTE that will make this a lot better (like marking people that you can't spawn on and possibly people under fire being marked as dangerous spawns). Let's all test the new game mode, especially when it comes to spawn placement, station placement, possible exploits and overall balance for attackers and defenders. [KNOWN ISSUES] There's no warmup on PTE (so testing is easier) - this means that Breakthrough match balance will be skewed, If clicking Deploy on another player doesn't do anything, keep trying - this means that the game didn't find a suitable spawn for around them. If this happens on a point, report! PTE 0.8 Patch Notes [CONTENT] New game mode: Breakthrough, New Infantry HUD (WIP), Napalm Strike is in, [BUGFIXES] Fixed spawning in a wrong place when there's no space to spawn around selected player, Fixed being able to look inside a building with Mini Done gadget, Fixed lasers staying while throwing grenades, Other bugfixes.
  8. 17 points
    Another one! We've decided to change some stuff again due to player feedback we got yesterday - we all want 0.6 to be the best experience, so one more day is definitely worth it. Some small, but vital changes in this one! PTE 0.6.8 Patch Notes [BUGFIXES] Sometimes another player icon was not visible, Heli-Combat Drone is now on cooldown so you can't spam one after another, Fixed level up screen, Marking enemies and vehicles on map was not working sometimes (again), Probable fix for auto spawn, [GAMEPLAY] Removed some additional neutral vehicles on maps, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, Improved damage dealt by RPG and tank shells vs Heli Drone, Heli Drone HP decreased by 25%, Tweaking Leopard2 speed in reverse and custom turbo force, Tweaks in Abrams speed curve, Tweaking T72 speed in reverse and custom turbo force, Adjusting capture points to enable capturing by vehicles + minor vehicle placement adjust, Buggy and Quad cameras now follow the vehicle rotation, increased Quadrocopter's hitbox, [IMPROVEMENTS] Enabling option where buggy and quad camera takes vehicle rotation in FPP mode, Events for updating settings on ui while Quick Quality has been changed, Warsaw map textures update.
  9. 16 points
    Two in one week? We're getting there! 0.7 is just around the corner, so we need all hands on deck to test it. We invite everyone that can join us to the PTE Party tonight, 10pm CEST - we've had a lot of serverside optimization work done, so we need as many players as possible. Servers are set to accept 60 players per match, so let's have some fun! PTE 0.7.4 Patch Notes [KNOWN ISSUES] Some people might experience not being able to get into the menu, we're investigating, Challenges are completed by default, Some problems with VO (missing from menu, only Englihs working), [GAMEPLAY] Changed reload hold time to change ammo type to 0.4s down from 1.0s, Changed flashbang time to 7s make them more useful, Added per barrel curves intended to alter the damage/distance relation, Added vertical and horizontal recoil as modifiers to weapons, Added map marker to refill stations (WIP), [BUGFIXES] Warsaw Warzone is back in the rotation, Fixed jumpskipping reloads, Fixed being unable to leave MSP after spawning on it, Fixed grenade replication issues, Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn, Fixed crash in inventory system, Fixed JDAM particles, Fixed guided missiles tablet retraction animation after a rocket view, Fixed artillery invisible for owner, Fixed gadget sounds playing multiple times on single use, Fixed Commando driving capabilities, Fixed crash in Vehicle Ammo Widget, Fixed shooting Antitank Turret on Leviathan not spawning explosion particles or sound, Fixed circles drawn on the map after a strike, Fixed Commando Turret gib, Added lowers back to SCAR, Warsaw - Collision fix inside one of tunnels, Warsaw TDM - Fixed stuck point under entrance stairs, Berlin - Collision fixes and range of fire damage fixes, [OPTIMIZATION] Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen, Reduced throwable gadget net update frequency 10 times, Optimized paused connection RPC sending, Weapons will now replicate every 10 frames, [AUDIO] Enemy Tails attenuations improvements, Fix for random lowpass, Fix for player barks jumping channels, [MISC] Lower and muzzle attachments descriptions added, Blocked barrels without front post on M4 ironsight, Added challenge event for order completed by squad mates.
  10. 15 points
    This update is aimed mostly at stability, but we improved some things and fixed a few bugs as well. We've also added more community emblems to the game, available only from a code obtained from the creator / clan. You will have to reapply this code again on Live servers once 0.7 gets there. For safety, don't redeem codes on Live before it happens, it might break your profile. From the gameplay side, we've figured out a way to keep shadows working in dark areas so people don't get an unfair advantage by running low shadows. We did it this way earlier to make lower end GPUs work in WW3 and have better performance at the cost of fairness, but we never intended it to be left this way, and with current performance improvements, we figured that it's time. That said, this change is coupled with disabling per object shadows on low and medium settings to offset the performance hit. In our testing the difference is less than 1fps on low end machines and on both AMD and NVIDIA GPUs, but that needs further testing on different machines. So in short, you will loose shadows on your character, but they will look better overall, there will no longer be an advantage when running low shadows and it won't impact performance noticeably. We've also added a long awaited map rotation to the game. Now every time you end a match, all players that are left in the game are queued for another game of the same game mode, but different map. The system first looks for a game that is not empty, to fill it up, but if the number of players looking is bigger than the number of free slots, it will push everyone to a new, empty game. PTE 0.7.2 Patch Notes [KNOWN ISSUES] Grenades can get desynchronized between server and client and land in different spots, Ammo/Health/Equipment packs still can disappear, [CONTENT] Added a few Community arm patches (hidden by default), [IMPROVEMENTS] Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality, Added map rotation to the ending of the game, [NETWORK OPTIMIZATION] Decreased replication rate for own equipment and capture points, Slowed down with player state replication, Added dormancy for support capture points, [BUGFIXES] Attempted fix for LOD switching related bug that causes ~95% of all crashes (needs confirmation), Voice chat - speaker icon for local talker, BCV and VAB speed and acceleration, Laser dot don't stay on the surface after character death, Fixed rerolling challenges duplicating them, Fixed grenade offset on start of local grenade simulation interpolation, Increased gadgets starvation priority, and lowered relevancy distance, Fixed Moscow loading screen misaligned throbber, Fixed audio engine crash on Berlin TDM, Fixed collision for RPGs on Berlin TDM, Fixed disappearing bushes on Berlin, Fixed some exploit points on Berlin TDM, Fixed broken/dissapearing destroy packs on Berlin TDM, Other minor fixes.
  11. 15 points
    A very humble list of features I believe WW3 needs... ...I'm not sure where to begin so lets just dive right into this We need a grapefruit attachment for all Assault Rifles and RPG's. AR's and RPG's only. Very important. A new strike that can be activated and used from your tablet by pressing the "69" key. This strike will allow you to play fortnite. Canada DLC - Montreal (just think about it). A paint ball gun that does 3 damage per paint ball (this will add some much needed color to the warzone). Toilet paper because war is shitty W E R E W O L V E S Unicycles to add just a splash of verticality. Obviously we need a WW3 mobile version ASAP. A game mode where everyone is out of ammo and you can only throw guns at each other. There needs to be a gadget that lets you hack the enemy VOIP and speak to them. Soldiers get hand to hand combat training, right? WW3 martial arts when? A magnifying glass attachment that will do damage if you aim it at another player long enough. "Burn your enemies like ants" - Sun Zoo (That guy knows about war) C A R T W H E E L S A skill progression where our soldiers actually get better. For example - you reload your gun 1,000,00,0000,0,00,0 times and then you can reload TWICE as fast (that's the only example I have, sorry) Yellow sunglasses Slide Kicks I'm not sure how this would work but an option to use dead players on the battlefield as meat shields. Okay, maybe that's too much....scratch that Okay that's all I could think of.... thanks, I guess
  12. 15 points
    Hey there, we've got a batch of fixes and optimization for you. Let us know if you find any new places that need fixing on our two new maps and let's have fun over the weekend! PTE 0.6.3 Patch Notes [OPTIMIZATION] Removed unnecessary meshes, Cascade shadow setups, Mesh draw setup, Streaming Layers Setup, Stationary light changed to static, Added loadout local loading, [GAMEPLAY] Heli Drone HP nerf 20%, Quadrocopter doesn't deal explosion damage anymore when shot by down an enemy, Bullet penetration multiplied by 2, [IMPROVEMENTS] Rearranging covers on Smolensk, Fixed menu character scale, Thermite & Phosphorus setup, Road fixes on Smolensk, Moscow Warzone - fixed neutral vehicle spawn near C1, Changed blood impact scaling with range, Proper default config for Heli Drone, Baked lights in production quality for Polyarny, [BUGFIXES] Possible menu crash fix, High magnification scope flicker fix, Collision fixed on bus on Polyarny, Fixed streaming for pipes on Polyarny, Lod fixes on concrete slabs mesh (disappearing shadow on LOD), M416 handguard fix, Squad leader border fix, [AUDIO] Moscow Reverb fix, Weapon mix, Snipers sounds, Forest Reverb, Death expressions, Low Health sounds, Abrams engine fix, Fixed audio for local character on health change, Hit notify sounds for armor types, Jammer noise fix, New sound for medkit drop, Vehicle repair station sound.
  13. 15 points
    It's happening! We're finally ready to show you the two new maps we've been working on. Remember - those are not yet 100% done, the optimization is not there yet - as with everything, things are bound to change and improve over the coming months. Please let us know about any issues you encounter on those new maps - especially when it comes to collision and sneaky glitch spots. We've also finally fixed a big bug with hitreg - after this update shooting should feel much better. It was related to quickscoping fixes, which in turn made ADS spread calculation not work properly. There are also some cool changes in footstep audio, textured Mobile Spawn Point and a lot of other improvements and fixes - just see for yourself. PTE 0.6.1 Patch Notes [GENERAL] New Warzone map: Smolensk, New Warzone map: Polyarny, [AUDIO] Tweaks to player movement sounds, Nonverbal Pain expressions, Turning footsteps fix, Player suppressors sound is now quieter, Fixes for radial menu sounds, [BUGFIXES] Hitreg fixes - removed desync between server ADS and client ADS, Fixed aiming offset when changing to side optic while reloading, Improved data managment. Should eliminate infinite loading screens and long loading times - more testing needed! 2 possible crash fixes, Fixed magazine funnels colliding with the drum mag on the AK15, DMG Nine-Mili bullet speed fix, Swaped MRAP meshes and texture for proper ones, Armor piercing info + minor SA80 attachment correction, Fixed a problem with Vepr's barrels, Vepr built-in iron sight correction, SA80 default magazine correction, Cleaned some compatibility between attachments in customization, Fixed disapearing capture point marker while objective has been changed, Better refreshing for color and visbility of markers, Fixed markers update after settings changed, Fixed invisible world position markers, Impact grenade particle fix, Fixed size of markers when visibility is changed, Fixed marker size when texture is loaded, AK15 handguard name fix, Foliage for low quality hotfix, Disabled selecting yourself in Squad radial menu, Capture points are on Radial Menu list only while really exists, Minor replication fixes, [OPTIMIZATION] Markers optimization pass, User FOV setting is no longer saved each time weapon synchronizes, only when it's changed by the user, Added PlayerController caching, Removed unused log in tick, ESC and returing to previous option instead of removing entire widget, Special modes for different wheels simulation while proxy meshes are enabled (vehicle suspension optimization), Character tick module loading optimization, Removed saving settings to file on BeginPlay() of PlayerContoller, Cached marker pointer, Disabled occlusion checking for restore component, Weapon tick optimization, Disabled calculating weapon targeting blend for simulated clients, [IMPROVEMENTS] Added VoiceChat input to settings, Adding new destruction blueprint for Quadrocopter when shot down by player - it should no longer explode when shot down, Radial menu setup for all game modes, Neutral vehicle placement and balance - Warzone maps, Radial entity attack defend only available in Warzone, Proper HUD for MRAP, Reducing Max speed in reverse gear for MRAP, BTK info added to every weapon, Adjustment of radial menu for quick and intuitive use - first pass, Voice chat default input as tilde ( ~ ).
  14. 14 points
    This one is a biggie, with a LOT of very important fixes and improvements, namely for the vehicle hit registration and behavior. We're nearing 0.7 hitting Live and fixing the most important bugs at a fast pace. Currently we're working on making sure the vehicle hit detection works properly (we've seen some issues with the Heli Drone) and that replication is still working well while reducing server CPU usage. Once that's done (and any bugs we find over the weekend are fixed) we can push 0.7 to Live and start on 0.8. [KNOWN ISSUES] Markers are moved to player feet, [CONTENT] Moderator patches added, [BUGFIXES] Fixed hit direction being broken on damage indicator, Fixed a crash related to voice barks, Fixed remote missiles use being delayed a few seconds, Fixed character clipping into walls when using alt, Fixed challenge completed notification, Fixed replication on objects not setup for replication graph, Fixes for SCAR left hand position, Fixed squad list not updating correctly, Fixed valid vehicle hit registration being rejected by server, Fixed replication rate for flying and land vehicles (choppy movement), Fixed teleporting marker of enemy soldiers, [IMPROVEMENTS] Clipping while prone vastly reduced (needs extensive testing), Vehicle hit validation leeway increased.
  15. 14 points
    Hello soldiers! Here we have another update with some new stuff to test. We've got a new weapon, vehicle, grenade and winter camouflage skins. There is also a bunch of improvements and bugfixes. Also, issues with getting stuck at authenticating screen should be solved for Asia. PTE 0.6.10 Patch Notes [GAMEPLAY] New Vehicle - Commando 4x4 New Weapon - M417 New Grenade - Impact New Camos - Winter Packs with resources are now spawned in special places on maps [BUGFIXES] Sounds bugfixes Level streaming and soldier falling under map bugfixes Fixed length of minimap available after calling UAV [IMPROVEMENTS] More battlepoints for destroying vehicles with Airstrike Drones and Air Strikes balance improvement "Fog Enabled" option replaced with "Volumetric Fog" changing between better quality and performance Improved world-space icons visibility (shadow added under icons and texts) Improved loading screens Better vaulting over Destroy Packs Dropped weapons stays on ground for longer time Separated headshot and killing headshot marker color Mouse scroll in vehicles changes ammo Ally soldiers icons are now visible through level (same way as squad icons) Giftcodes system added Bullets penetration tweaks Better collisions of dropped weapons Fixed not working lasers Longer visibility of marked soldiers Better player suppression sounds
  16. 14 points
    Here are the patch notes for 0.6.6 on the PTE. We've had some server problems and this patch is a bit late, but we're still going to be okay for the next week. We've added some small features and fixed a lot of bugs and minor issues with maps, collision and other aspects of the game. There was also a small balance pass to even out the weapon usage for 0.6 Live. PTE 0.6.6 Patch Notes [KNOWN ISSUES] Problems with vehicle suspension - those are fixed, but won't be here for the weekend. [FEATURES] Repair Kit is now regenerating main health instead of armor, Added quick options for performance changes, Adding optic mechanics to Lewiatan and Battle Robot drones, [GAMEPLAY] Moved capture zones A1 and A2, balancing team 0 base on Smolensk (this is only a test!), M4 nerf (increased horizontal recoil), Beryl nerf (decreased accuracy, increased horizontal recoil), SA80 buff (lowered first shot vertical recoil multiplier), Shotgun buff (MCS and Vepr recieved additional damage for 15 and 10 meters respectively), 7.62x39 ammo damage nerf, SMG & Pistol damage buff, MCS damage buff, BTK data fixes in menu, RPG Frag warhead blast radius increased - should be more effective at wounding over a large area, Weapon weight tweaks, Smolensk - minor battlezone fix and adding quads near bunker, Attack Heli Drone rotor's core part now can be shot at, Removed the Thermite, Impact and Phosphorus grenades from menu (they're not ready, will be in 0.7), [BUGFIXES] Fixed problems with character getting stuck when deploying on vehicles, Fixed problems with spawning on vehicles sometimes sending the player to main base instead, Fixed cooldown value visibility using Repair Kit, Fixed ranks not working in customization menu, Fixed minimap chunks not updating when possessing strikes, Fixed UCAS-D is removing all player/vehicle markers, Fixed many destroypacks on Smolensk and Polyarny, Fixed many collision issues on Smolensk and Polyarny, Fixed many vault issues on Smolensk and Polyarny, Over 200 minor material, landscape, lightmap, shadow and texture fixes, Fixed marking enemies and vehicles on map sometimes not working, Made punishing players from other team impossible, Jamming yourself no longer provides BattlePoints, Fixed icon showing that gadget is not available, SA80 long barrel weight correction, Fixed character noise manager while team has been changed during game, Fixed character sometimes being being drawn after death, Fixed no AWOL message when being in RCWS, Probable fix for auto spawning, MSBS Emblem issue correction, [IMPROVEMENTS] Removed and reworked some props on levels to make gameplay and player movement more fluid, Buggy, Quad and Mini UGV's cameras now follow the body pitch and yaw, Improved MRAP's performance while climbing hills, [AUDIO] RPG reload and equip sounds, Lots of minor sound fixes, Distant explosion sounds, RCWS 2D sound, Corrections for footsteps notifies, Better TPP foley.
  17. 14 points
    0.5.3 brings a lot of the bugfixes we are trying to prioritize, with crashing issues being number one. We've made some progress, but we need your help to detemine if those fixes really helped. We're going to host a get together this Saturday at 9PM CET for an hour on the PTE- focused on finding more problems and crashes for us to fix next week. We've also added the French localization and made more changes to the TTK, so make sure you check it out and let us know how you like it before we push it to live. PTE 0.5.3 Patch Notes [GENERAL] French localization, TTK Tweaks vol 2, [FEATURES] Added version checking, Scalable Warzone HUD, [BUGFIXES] Fixed destroy pack crash/desync, Fixed another destroy packs crash, Fixed crash on player spawn, Fixed 3 another random crashes, Possible crash fix related to skins, Possible grenade OnContact crash fix, Possible crash fix for OnItemDrop, Penetration fixes, Heli drone shooting in front, Ammo in mag bugfix, Chat fadeout after entering empty message, Fix for guided projectiles, Healthbar fix, Ammo display in heli combat drone, Fixed destroy packs not being damaged by explosions, Fixed floating dead soldier markers, Fixed vehicle not synchronized, Fixed a bug that causes mouse to disappear after looking on scoreboard, Weapon country code fixes, Fixed small letters on post loading screen status, Fixed grenade display in combat drone, Some suppressor sound fixes, Customization compatibility fixes, [MISC] Added descriptions for Heli weapons, Heli stats for guns and ammo setup, Heli menu display.
  18. 13 points
    We've got a small patch for you, with a lot of important fixes and one, very important feature: HORNS. You can use horns on the Quad and the Buggy by pressing left mouse button - so no more excuses for getting ran over by friendlies. We've also changed the Heli Drone price to be more in line with it's power, and made some balance changes to weapons. M4 should now be obviously less useful over large distances, while M416 will be clearly superior in this regard; M4's higher rate of fire should still make it the better weapon for close ranges. SA80 should be handier due to better CQB performance, lowered weight and easier control in full auto. As always, let us know how you feel about those changes and how they play out. Update 0.6.2 Patch Notes [FEATURES] Horn sound for quad and buggy, [GAMEPLAY] Increasing bullets needed to destroy optics on drone RCWS, [BALANCE] Heli Drone price increased from 2500 to 4000, Magazine amount tweak, Slightly increased M4 MWS horizontal recoil, Marginaly decreased M416 horizontal recoil; SA80: rate of fire increased from 770 to 780, SA80: slightly lowered vertical recoil, SA80: weight slightly lowered, [BUGFIXES] Fixed dying scream in Polish voicepack, Fixed missing sounds on destroy packs, MRAP - spawn on other seat when RCWS is destroyed, Fixed collision problem near heli on C2 on Smolensk, Fixed ADS blur ending sharply instead of fading out, Fixed XP progress bar on summary screen, Fixed markers interaction while near enemy or usable item, Fixed typos in repair kit, Destroy pack manager crashing, Car alarm fix, Fixes for foliage draw distance and imposters on Polyarny, Fixing issues with B1 cap zone and minor vault fix, Fixed indestructible vehicle armors, Skin material load crash fix, Fixed play sounds and effects not spawning for guided projectiles, CCA rail fix for Beryl, Foliage draw distance fixes, Fixed camo material on RCWS for UGV, Various fixes for collision and environment bugs, [IMPROVEMENTS] Quick settings will no longer change resolution for Balanced and Best Quality settings if the resolution is 1080p or higher, Fixed missing throbber on loading screens, Added overlay to Polyarny loading screen, Added statistics saving during game - you won't loose progress if disconnected or if you left the match early, Smoother suspension for wheeled vehicles, Announcer VO probability tweak, Disabled radio command for certain strikes.
  19. 12 points
    Just a quick one before the weekend. One information: if you experience crashing a lot, try lowering down Meshes in the Settings. The most "popular" crash is related to LOD loading, which is not happening as often on lower settings. It shouldn't impact game looks a lot, just lower memory usage (it uses lower quality models for objects). PTE 0.7.1 Patch Notes [IMPROVEMENTS] Reduced dropped weapon lifespan to 30 seconds, Added an array for always loaded assets - for making sure markers are always loaded, Added counting vehicle shots fired and hit to statistics, [BUGFIXES] Fixed taking leader by requesting orders, Fixed UAVs marking dead bodies, Fixed not displaying statistics during first launch, Fixed disappearing bushes on Berlin, Rebaked destropacks on Berlin, Fixed exploit points, Removed not ready / unnecessary items, Fixed bug with relational challenge events.
  20. 12 points
    Hi there! We're happy to report that the Free Weekend patch is ready and should be available on the servers now. Remember that some patches, just like this one, require us to restart the servers, so it could take some time. It's a bit bigger than expected, but that's a good things - not only the new players will have something to check out! Update 0.6.5 Free Weekend Patch Notes [GAMEPLAY] New Vehicle - Commando 4x4, New Weapon - M417, New Grenade - Impact, New soldier camos - Winter, Winter Digital, Uraghan, Woodland, Camogrom LE, Olive, Disruptive Pattern, Flectarn, Shadow, ICU, Partizan Spectre, French uniform added, Packs with resources are now spawned in special places on maps, Decreased the penetration values across the board - values are now much closer to real life, Dropped weapons are now visible for 90 seconds, Tweaked the UAV timings, [IMPROVEMENTS] Added an option to enable and disable GPU Buffering - it should improve GPU performance up to 30% with the cost of tiny input lag, Default vehicles on Polyarny now have winter camo, More battlepoints for destroying vehicles with Airstrike, Interaction with other players is now based on collision with body, not only marker - you can request anything just by targeting collider of the player, New default settings for marker colors and other, Multiple HUD clarity improvements, Drones and Air Strikes balance improvement, "Fog Enabled" option replaced with "Volumetric Fog" changing between better quality and performance, Disable muzzle flash fire when silencer is on, Improved world-space icons visibility (shadow added under icons and texts), Improved loading screens, Free look camera in Heli Combat Drone will now keep body pitch rotation, Better vaulting over Destroy Packs, Removed marker of a vehicle while driving as a passenger, Separated headshot and killing headshot marker color, All ally soldiers icons are now visible throughout the level (same way as squad icons), Giftcodes system added, Bullets penetration tweaks, Better player suppressors, Better collisions of dropped weapons, Fixed not working lasers, Longer visibility of marked soldiers, Better player suppression sounds, Tweaks to vehicle movement speeds and overall handling, 4 configs are now visible per page in the menu, New West and East default configs, [BUGFIXES] Fixed a configuration bug that lead to some players being unable to connect to the game, Sounds bugfixes, Fixed problem with passing damage to vehicle - you should no longer be able to destroy vehicles by shooting damaged RCWS, Level streaming and soldier falling under map bugfixes, Fixed how long the minimap was available after calling in UAV, Fixes for muzzle positions, Fixed crash reporter not working, OTV crash fix, Updated item stats for airstrikes, Multiple vault fixes, Minor fixes for loading screen scaling, Fixed MCS reload issue, Fixed markers flickering when marked with instant and impulse UAVs at the same time, Fixed Berlin B2 not being capturable from within the Mobile Spawn Point, Fixed language selection on welcome wizard, Welcome wizard now waits for server confirmation before letting you proceed (fixes getting stuck in the wizard), Multiple crash fixes, including server crashes, Hundreds of small texture, collision and other fixes, [MISC] Changes to strike naming for more clarity (for example: Loitering Ammo is now called Suicide Drone).
  21. 12 points
    As we wrote in this week's Weekly Report, we're going to publish an AMA with questions from the community. There's been a lot of questions that we're constantly replying to and it would be easier both for us and for everyone from the community to just link to a page with the most up-to-date answers instead of replying each time. Post your questions this week (this topic will be closed on Sunday at midnight CEST). Answers to the questions and updated FAQ will be posted about a week later so we can take our time to make sure to have satisfactory answers. Questions should be related to the game and our company, but they don't have to - this is Ask Me (us) Anything after all. Questions that are not related to the project, however, will have lower priority and might get cut if there's a lot of submissions.
  22. 12 points
    Here we go with another one. This patch is making some serious changes to vehicle hitreg and some other aspects of the game, so we want to test it on the PTE before pushing it to Live, to avoid any problems. Anyone that can, please help us test this feature, it should make the Heli Drone register RPG and bullet hits properly. We are aware of the Heli Drone being hard to shoot down, but it might not be so OP once you can actually hit it - so let's test it! Nice. PTE 0.6.9 Patch Notes [GAMEPLAY] Airstrike rebalance: prices and damage (Hellfire and Stormbreaker), Decreased bonus points for vehicle destruction, [BUGFIXES] Hit registration from characters also applies to vehicles - Heli Drone should be now hittable with RPGs, Waiting for level to load after spawn - Vehicle will not simulate physics in time of waiting, shouldn't fall through the world, Fixed crash on strike drop, Vehicles can no longer drive on surfaces that character can't step on, Fixed VOIP audio volume slider not working in settings, Incorrect positioning of sounds, Added walkable slope to radar curb that was blocking player movement on C1 on Smolensk, Added new material to collision meshes for correct grass footsteps sounds on Berlin and Warsaw, Some fixes to Juno Grip availability in customization, Fixed applying skins on Boxer, Fixes for Leopard 2 PSO armor Updated Buggy's collision so it can't climb walls while driving backwards, Fixed flickering markers, [IMPROVEMENTS] Loitering Ammo camouflage, Quadrocopter now can fly through the windows on Smolensk, Added extra covers on Smolensk, Created some additional magazines for better fitment, Proper HUD naming for vehicles, [OPTIMIZATION] Maximum texture size reduced on all levels for objects that had it set too high, Added simplified version of bushes on Polyarny, Foliage draw distance fixes and other fixes on Polyarny. Collision and stream distance fixes on Polyarny, Removed unnecessary props, [OTHER] Deleted engines customization option (it wasn't doing anything), New military nets on Smolensk.
  23. 12 points
    Another fast one, this could be it. Make sure to report any game-breaking bugs you find so we can fix them before 0.6 hits live. PTE 0.6.7 Patch Notes [BUGFIXES] Fixed crashing occuring when calling in strikes, Change damage out of battle zone to current health instead of fixed value, Disabled collision for leaves on trees (fix for rockets blowing up on leaf contact), Fixed UAV noise generation still running while UAV is leaving map, Fixed wrong vehicle icon for squad leader, AK derivatives ironsight fix, Fixed ragdoll not hiding after character is spawned and replication is paused, Marker positions fixed for resolutions other than 1080p, [IMPROVEMENTS] Slight improvement of Responses radial menu to prioritize the "thanks" command, Replaced smaller trees with destroypacks on Polyarny, Loading screens refresh, New minimap distances, Additional neutral vehicles added (BTR and T72), Soldier marker interaction distance is now 150 meters (from 30 meters), Low settings of Shadows is now 0 - means, that low will not display dynamic shadows, Added a setting to toggle fog visibility, Defended point will stay marked as an objective after it's taken by the enemy, Removed cooldown blocking system from repair kit, Weapon dropped on the ground now stays for 30 seconds, [OPTIMIZATION] Attachments are not occluders anymore, Lowered polygon counts on various meshes, Fixed vehicle proxy static mesh calculations while no static mesh present, Foliage cull distance setup, [BALANCE] SA80 recoil slightly reduced, Vepr shotgun close-range damage buff, [AUDIO] G38 toggle firemode sound, Fixed muffled sounds after dying, Vehicle doppler effect added, Fixed vehicles being too squeaky.
  24. 12 points
    Here we go with next bunch of improvements to 0.6 version. In this one, we have focused on improving our new maps (Polarnyj and Smolensk). We were working on performance, collision fixes and general graphic improvements. We have also added destroy packs on Polarnyj. There are also multiple bug fixes. Most important are for mobile spawn point. We're also working on new minimaps. PTE 0.6.5 Patch Notes [BUGFIXES] Fixed 0 health bug after spawning at RCWS, Fixed a bug with flickering scopes, Fixed a bug that made it impossible to use some gadgets, Jamming fixes, Thermite granade fixes, Fixed Osprey Chest textures on low quality settings, Fixed a bug that always kicked players after 6th punishment, Fixed a bug that spawned players in wrong seat on RCWS in Mobile Spawn Point, Fixed a bug that made it possible to use gadgets, strikes and grenades as passenger in vehicle, Fixed gadgets requests from radial menu, Fixed a bug with incorrect player position while sitting at RCWS, Fixed a bug with being killed by touching vehicles, Fixed too big laser dot size, [GAMEPLAY] Adjusted battlezone and base placement on Smolensk, [IMPROVEMENTS] General Polyarny improvements, Vaults improvements on Polyarny, Added destroy packs on Polyarny, New textures for Berlin minimap, New textures for Warsaw minimap, [TWEAKS] Tweaks for camerashakes from MQ8C rockets, 30mm, 35mm and 40mm bullets damage tweaks - they will score one hit kill only with precise shot, [AUDIO] Fixed bug with wrong materials sounds during movement, Some new outdoor sounds for weapons, Better sounds for M4 MWS.
  25. 11 points
    It's finally here! 0.7 took a while, because we had a lot of internal work on the networking and many changes to the rendering and lighting. We're over those hurdles, and now we can resume the normal operation of patching more frequently and with more content. 0.7 had 11 patches on the PTE and thanks to our community support we were able to test it thoroughly during the last few weeks. Special thanks to those that organized playing together and reported bugs to us via the forum and Discord - we really appreciate your work and we know how much time it takes to test properly! While this is certainly more of a tech update than content update, there's still some new stuff to play with. Let's go over the changes we've implemented quickly, and there are a few of those. First of all, we've switched over our Unreal Engine version from 4.19 to 4.21 to take advantage of the Replication Graph. You can read more about it here. In short, it should let us put more people on each server, lower the latencies and make the netcode even more robust. We've also got a more physically accurate lighting now, which makes the workflow better and faster. We've redone the VOIP implementation. Now you can use the tilde ( ~ ) key for push to talk and bask in the glory of our new VOIP system. There's a cool radio-like effect on it and it really makes you want to roleplay a soldier. Remember! You still have to set it up in Steam, though most options are available from inside the game. You also turn it off completely, naturally. There's also a Challenge System in place now, with daily challenges to complete, for which you'll be earning cash and XP. This is the beginning of a bigger system, read more about it here. New Vehicle HUDs - We've changed the vehicle HUDs for completely new ones - this is the beginning of the complete UI overhaul, with both Customization and in-game HUDs getting a new look to make them more usable and just look better. We've also got a new Death Screen. More information for you to know what killed you and from where: There's a lot more smaller improvements, some of which were greatly anticipated and some of which you didn't even know you wanted. And finally, the Helicopter Drone is no longer the most OP thing in the game! Update 0.7 Patch Notes [KNOWN ISSUES] If you see parts of the level streaming in too slowly, this is the CPU not handling GPU Buffering + level streaming. Disable GPU Buffering to fix this (it will lower your FPS, though!), [FEATURES] Daily Challenges added, New VOIP system [Default: hold “~” (tilde - next to 1)], New Unreal Engine version - 4.21, Replication Graph implemented, New lighting on all maps, New Death Screen, New Vehicle HUDs - still Work in Progress, Sight profile preview in the menu - you don't have to play inside a match to see how it looks, [CONTENT] Added VAB - a Mobile Spawn Point variant, so it’s different for each team, Added an US ARMY uniform, Added a few new Community arm patches (hidden by default), Added moderator patches, [GAMEPLAY] Changed reload hold time to change ammo type to 0.4s down from 1.0s, Changed flashbang time to 7s to make them more useful, ZUNI, FZ233, Hydra rockets - increased ammo capacity by one magazine, decreased blast radius and damage, increased BP price, Reduced bounciness and friction when colliding with the environment and other objects for all vehicles, Fixed acceleration, max speed and climbing for all vehicles, Increased/adjusted HP and front, and side armor thickness (more info in updated menu stats), Adjusted the blast radius curves damage on the edges for explosive ammunition, Fixed 30 and 35mm AP issues, Ajax - fixed suspension behaviour, Attachment prices have been adjusted to better fit the progression system, Added a new parameters to attachments: horizontal and vertical recoil (previously those were combined), Attachment modifiers have been reworked to better reflect differences between individual attachments, Weight difference between barrels of different lengths has been increased, Weight difference between magazines of different capacity has been increased, Added per barrel curves intended to alter the damage/distance relation, Added different damage over distance for different barrel types, Reduced mark radius - it should help with accidentally marking things you don't want to, Moved resupply packs to between capture points, Added map marker to refill stations, [IMPROVEMENTS] Added map rotation to the ending of the game, Added distance and dot product relevance to character replication rate - should reduce tick rates of characters that are far away and closer to the edges of the screen, Vastly improved vehicle hit registration by implementing a server-side history, Added synchronization status on loading screen for debug purposes, Added Vehicle Kill Assist (community suggestion), Blocked barrels without front post on M4 ironsight, New Equipment meshes for UGVs, Clipping while prone vastly reduced (needs further testing), Added smoke for damaged vehicles, now every vehicle except Mini UGV and Mini Drone will smoke when HP is critical, Changed low shadow settings to remove glowing characters and vehicles in dark areas and improve their quality, Network optimization - Claymore & Semtex C4, Network optimization - action replicator, Removed projectile distance check because it is checked inside Replication Graph itself, Projectile cull distance setup for Replication Graph, A lot of other adjustments and improvements, [UI] Fixed hit direction being broken on damage indicator, Added location debug info on screen for better bug reporting (community suggestion), Per attachment camos and color schemes now have icons, Changed FPS counter to ON/OFF from Toggle (it will also persist between play sessions), Lower and muzzle attachments descriptions added, Added players in lobby info to summary screen, Added armor stats for vehicles in menu and updated the previous to match the current balance, Added counting vehicle shots fired and hit to statistics, Deployment screen improvements, [AUDIO] Voip ducking, new warmate sound, Local player voiceover effect, Friendly gunshots will sound softer now, Added more occlusion to sounds, Many small audio fixes, Soldier bark distance tweaks, Other minor improvements, [BUGIFIXES] Fixed jump-skipping reloads, Fixed shooting between rounds on TDM, Fixed rebinding of the X button, Fixed not displaying statistics during first launch, Fixed a lot of exploit points on multiple maps, Many visual fixes in weapon menu - socket positions, explode positions, attachment categories, Fixed default ammo for all turrets - there should not be a situation where tank has only 1 shell, Fixed direction prioritization when exiting a vehicle, Fixed collision for RPGs on Berlin TDM, Fixed geting stuck with tablet or repair gadget (or both) on top of normal weapon after respawn, Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk, Commando - Fixed driving issues, Commando - Fixed turret gibs, Warsaw - Floating paper fixes, Warsaw - Level streaming fixes, Warsaw - Map holes fixes, Warsaw - Draw distance fixes, Warsaw - streaming volume fixes for TPP camera, Polyarny - Decal scale fixes, Polyarny - Collision / stuck point fixes, Polyarny - Map hole fixes, Polyarny - Streaming fixes, Polyarny - Physical material fixes, Polyarny - fixed collisions on Officers Club and few other buildings, Moscow - stuck point fixes, Moscow TDM - fixed draw distances on low settings, Smolensk - added penetration feature through military nets, Hundreds of other bugfixes. Also, if you wonder why it take so long to update the game:
  26. 11 points
    After testing on the PTE, we've got a patch that should help with the Heli Drone hitreg and some rebalancing. We've also got some cool fixes on top of that, so happy shooting! 0.6.3 Patch Notes [GAMEPLAY] Airstrike rebalance: prices and damage (Hellfire and Stormbreaker), Decreased bonus points for vehicle destruction, [BUGFIXES] Hit registration from characters also applies to vehicles - Heli Drone should be now hittable with RPGs, Waiting for level to load after spawn - Vehicle will not simulate physics in time of waiting, shouldn't fall through the world, Fixed crash on strike drop, Vehicles can no longer drive on surfaces that character can't step on, Fixed VOIP audio volume slider not working in settings, Incorrect positioning of sounds, Added walkable slope to radar curb that was blocking player movement on C1 on Smolensk, Added new material to collision meshes for correct grass footsteps sounds on Berlin and Warsaw, Some fixes to Juno Grip availability in customization, Fixed applying skins on Boxer, Fixes for Leopard 2 PSO armor, Updated Buggy's collision so it can't climb walls while driving backwards, Fixed flickering markers, [IMPROVEMENTS] Loitering Ammo camouflage, Quadrocopter now can fly through the windows on Smolensk, Added extra covers on Smolensk, Created some additional magazines for better fitment, Proper HUD naming for vehicles, [OPTIMIZATION] Maximum texture size reduced on all levels for objects that had it set too high, Added simplified version of bushes on Polyarny, Foliage draw distance fixes and other fixes on Polyarny, Collision and stream distance fixes on Polyarny, Removed unnecessary props, [OTHER] Deleted engines customization option (it wasn't doing anything), New military nets on Smolensk.
  27. 10 points
    Another patch, another bugfixes. Let's check it out during the weekend! PTE 0.7.8 Patch Notes [BUGFIXES] Fixed known server and client crashes, Challenges: fixed winning match by one side while match should have ended with draw, Challenges: fixed double counting repair events, Gadget drones: fixed noise effects while reaching maximum range from controlling soldier, Various minor fixes with players replication, General audio fixes, General vehicle hud fixes, Fixed invisible US Army Pants.
  28. 10 points
    Hey! I hope you still here, Rotation map has been added to our latest patch on PTE 0.7, and it works! Hope to see you in World War 3 once 0.7 comes to live servers
  29. 10 points
    Another one! Packed with fixes and improvements, let's test it thouroughly! PTE 0.7.7 Patch Notes [BUGFIXES] Fixed markers being stuck to people's feet, Fixed orders not showing up on the markers, Fix for invisible gadget packs, Fixed mobile spawn widget crash Disabled bandwith limit for invisible packs, Improved counting players and checking size for dedicated server lobby - possible map rotation fix, Fixed circles on the map after a strike, Fixed server crash from destroy pack manager, Fixed base character material to use cloth, Fixed pad on US Army uniform, Possible fix for squad widget crashing the game, Fix for vehicle destruction crash, Fixed no Armor info on KillScreen, Fixed challenges: Last Resort, Senor Wingman, MacGyver Fixed claymore spawn on client issue, Fixed skinning on US ARMY CHEST, [GAMEPLAY] Reduced vehicles bounciness and friction when colliding with environement, Increased rocket prices for Heli Drone, Deploy screen improvements. [AUDIO] Fix for music cutoffs, Fix for stacking breath sound, More sound occlusion, Friendly gunshots will sound softer now, Many small audio fixes.
  30. 10 points
    Hio, we had a customization bug where weight wasn't calculated properly, it's been fixed with this hotfix - that's all!
  31. 10 points
    Hey there, we also think this is a big problem and we've started the weekly reports precisely to combat this. We've started with small and easy to do updates and plan to expand them and add more and more information each week. This week's report will be out in a few hours once we've got the translations done and it's a cool one - worth waiting for! For anyone not sure how to get more info, subscribe to our newsletter, we're sending the reports there first. Well that's not true, but you wouldn't know this, because we didn't say it officially, so it makes sense that some people seem to think we've given up - which couldn't be farther from the truth, as we're still hiring new people and we even taken over another floor in our building. We're now gearing towards fixing the crashing and bug issues we have and then we'll be beack to adding new features. As I wrote in the last week's report: As for the low player base - we think this is related to the amount of technical problems mostly, which is why we wanted to change our development to make sure stuff is fixed before we start on next thing. After the game is fixed, we have a lot of promotional plans. Problem is that people seem to think stuff like this can be done overnight - and it can't, it takes a lot of time. Good thing we gave ourselves the 12-15 months in Early Access to figure this stuff out then, right?
  32. 10 points
    Here we go with more fixes and improvements in our new PTE update. PTE 0.5.2 Patch Notes [GENERAL] Added more loading screen messages, Added option for camera to keep vehicle rotation in roll (X axis), [UI] Added "Server Info" tab in ESC Menu, [BUGFIXES] Fixed Heli drone ground dust particles, Fixed some statistics counting, Fixed random kicks to warmap after being punished, Few crashfixes, [TWEAKS] Tweaks of camerashakes from rockets, Tweaks in heli drone camera, Tweaks in heli drone bombs setup.
  33. 9 points
    Breakthrough game mode supports 10v10 players in every match. At the start, the teams are split into two groups: attacking and defending. Attacking team starts with only one respawn point: their main base. Defenders have all points captured and can spawn on any of them, setting up defenses or just trying to get to the frontlines as soon as possible. Each point represents an objective (a Radio Station) that the attackers have to destroy. They can do it by planting an explosive charge [default: F] and defending it for 40 seconds or by just destroying the Radio Station with normal explosives – RPGs, tank shells, airstrikes, C4 and even grenades. Not all Stations are in the open, so ranged explosive attacks won’t work on some of them. Map is divided into 4 areas (A -> D) with 2 Radio Stations in each of them, called 1 and 2. As an example, here’s a look at Moscow at the start of the game as the defender: The attackers start on the bottom of the map and go through A to D, having to destroy both points before advancing. This means that if the attackers coordinate, they can easily pin down the defenders and let the other squad take one of the points. Every Breakthrough match starts with 15 minutes left on the timer. When the timer reaches 0, defending team wins. Each time the attackers destroy a Station, if the timer was below 5 minutes, it will set the timer to 5 minutes left. This means that in the case of dominance of the defending team, the game will end after 15 minutes, but if the attackers break through, they will still have time to use that momentum to push further. In theory, the game can go up to 30 minutes if the fight is really fierce, but we’ve mostly seen it ending in 15 or 20 minutes. Every time a pair of points is captured, the area becomes locked for the defenders, giving them 60 seconds to retreat to the next defensive position. During retreat, all defenders are marked as long as they stay in the closed zone. After 60s elapse, they will get the out of bounds message. Attackers can only attack the closest pair of points to them, they can’t go further into the enemy territory. Attackers win when all Radio Stations are destroyed and the timer has not run out. Breakthrough works on all current and future Warzone maps, using the Large variants on some of them, so as an example, on Moscow you get to fight in the shopping gallery to the north. All strikes are available in Breakthrough, but scoring Battlepoints is not as quick as in Warzone. This means working with your squad is more important than ever to gain an advantage in the form of strikes, vehicles and other support. Remember to mark objectives as a leader! Breakthrough is fast, dynamic and very intense compared to Warzone, which is exactly what we’ve been looking for for the third game mode. It sits somewhere between Team Deathmatch and Warzone in moment-to-moment intensity but it’s not as simple as TDM – you still need to flank well and think about your approach, because each respawn is costing you valuable time.
  34. 9 points
    Hey, I just wanted to add that Team GiD is giving away 3 GiD T-shirts on top of us giving away World War 3 keys! The rules are simple: All clips that get into the trailer are entered to win shirts, A jury comprised of GiD members and F51 devs will choose 3 clips that they like the best, 3 people get a customized, high quality T-shirt. Good luck!
  35. 9 points
    Czołem żołnierze! Miło jest nam poinformować, że dotychczasowa grupa zapaleńców działająca pod hasłem "Game is Dead" od dnia dzisiejszego oficjalnie zaczyna swoją działalność pod nazwą Team GiD. Jako klan niejednokrotnie pokazywaliśmy, że nie można tracić nadziei w rozwój naszej rodzimej produkcji a obecny stan WW3 pokazuje, że jako klan "zdaliśmy egzamin". W naszych szeregach odnajdziesz wiele osób ściśle związanych z WW3 są to m.in. osoby: szukające błędów, przekazujące ogromny feedback, organizujące eventy społecznościowe, streamerzy. Czy mogę do was dołączyć? Jeżeli jesteś zainteresowany dołączeniem do naszej ekipy, bądź zwyczajnie chcesz zagrać w fajnym i wyluzowanym Towarzystwie to serdecznie zapraszamy na naszego discorda (link poniżej). Serwer Discord - KLIK Grupa Steam - KLIK Grupa FB - KLIK FP - KLIK Osoby zarządzające klanem: @DareQQ(discord ID: DareQQ [GiD]#4041) @Lugresky (discord ID: Lugresky [GiD]#1084) @Mike4r (discord ID: Mike4r [GiD]#9659) Pozdrawiamy - Team GiD ?
  36. 9 points
    This one is pretty straight forward! Squads will be randomly assigned the day of the event - The squad with the best total squad score at the end of four full games will each win $25 steam gift cards! Take the next week practicing being the best squad mate or leader that you can be - and see if it all pays off in the end! Link to TSA discord - https://discord.gg/j67fAmP Points will be tallied off the total combined squad score of all four games! Sign ups will be on the TSA discord as it is easiest to ping and communicate there Any questions can be answered easiest on the TSA server! Important note - This event will take place on the NA servers! You sign up on the TSA discord - not the forum! Squad leader 1 - [TSA] Skizix Squad leader 2 - [TSA] RiceLightning Squad leader 3 - xIWaRcRiMeSIxᵀˢᴬ Squad leader 4 - RoKeR420 Squad leader 5 - Unassigned players [GT] TactiGamer [TSA] AIDSMosquito AwesomeDog86 SeaRift (TSA) C_Klein {TSA} LazerShlong NateTheGreat98 NeoOrNeon Obi Gwalbert { TSA } 1dead [TSA]WolfOfSparta SlingRaidz PointShootAction rTr capnh00k NuttyPon Ni?o
  37. 9 points
    True but those games are significantly more hardcore/realistic than what we aim for. We're still adding in features and mechanics that were missing since launch. You may say the game is "losing its identity" but what was at release wasn't even the final identity we aimed for anyway - With mechanics still adjusting it will take some more time before the core experience will finaly solidify. We might have done things differently in terms of launch from today's perspective, but what's done is done. Important thing to note is that we never adjusted anything with the intention of "dumbing down" the experience. Many of the changes you see are us finishing up and slowly polishing WW3. The game lacked a lot of simple quality of life elements, but some of them seemed to add to the gameplay's depth, as silly as that seems. Case in point: Bugged ammo resupply caused a huge need for ammo packs, which led to increased temwork element. Expect a lot of gameplay touch-ups to come once the new movement system is done, we're still iterating and nothing is set in stone. E.g. damage model/armor system will probably get another pass, weapon attachments are currently being rebalanced with bigger customizability and role-fitting in mind, amount and location of supply points will likely be reduced (it's possible they'll be removed from cap points altogether and added as separate points of interest), teamwork is likely to get a closer look as well.
  38. 9 points
    Hey there, this time it's just a tiny patch to celebrate 4th of July with our community! Update 0.6.7 Patch Notes [CONTENT] Added Military & Veteran Gamers patch, Added Military & Veteran Gamers weapon emblem, Added 4th of July M4 MWS skin, Added 4th of July MCS skin.
  39. 9 points
    29.05.2019 godz. 22:00 serwer PTE Somsiedzi i szwagry! Ekipa GiD oraz The Farm 51 pragnie ponownie zaprosić wszystkich na trzecią już odsłonę "Przełamania". Poprzednie dwie edycje cieszyły się dużym zainteresowaniem ze strony społeczności a doświadczenia z rozegranych dotychczas meczy dały nam ogromną ilość informacji, która pozwoliła nam (przynajmniej mamy taką nadzieję) stworzyć najbardziej dopracowaną formułę. Z tego miejsca pragnę ponownie podziękować ekipie F51 za możliwość zorganizowania eventu oraz wszystkim którzy pomagają w organizacji a w szczególności: @Ragir - za dotychczasową pomoc, @TCPPolak - za fantastyczne tłumaczenia, @Lugresky - za grafiki, pomoc w organizacji i ogarnianie SM, @Mike4r - za pomoc w sytuacjach kryzysowych ? Jak zawsze przypominamy, że głównym celem jest wspólna zabawa a event jest organizowany przez społeczność WW3 ? Mapa i ogólne omówienie rozgrywki: Mapa na której odbędzie się rozgrywka to Polyarny. Zasady rozgrywki tym razem będą proste i klarowne. Sama rozgrywka będzie bez przerw na przejmowanie punktów, przestawianie Mobilnych Punktów Respawnu gdyż wszystko zostanie ustawione przed meczem. STREFA ZIELONA - jej obszar zaznaczony jest oznaczony zieloną linią. Jest to strefa dostępna tylko dla drużyny atakującej ATTACKERS MSP - miejsce gdzie drużyna atakująca ustawia swój mobilny punkt respawnu (stanowi 2 punkt spawnu) A1 - strefa do przejęcia przez drużynę atakującą (stanowi 3 punkt spawnu) STREFA CZERWONA - jej obszar zaznaczony jest czerwoną linią. Jest to strefa dostępna tylko dla drużyny broniącej DEFENDERS MSP - miejsce gdzie drużyna broniąca ustawia swój mobilny punkt respawnu (stanowi 2 punkt spawnu) B2 - strefa do przejęcia przez drużynę broniącą (stanowi 3 punkt spawnu) Strefy zajmowane będą w kolejności B1 > C2 > C1 > A2 (kierunek ataku oznaczony żółtymi strzałkami. Rundy trwać będą maksymalnie 30 minut (nie licząc czasu na przygotowanie) Zasady szczegółowe i zachowanie na serwerze po dołączeniu do rozgrywki: Po dołączeniu na serwer drużyna atakująca przejmuje punkt A1 i ustawia MSP w wyznaczonym miejscu na mapie. Analogicznie drużyna broniąca zajmuje punkt B2 i ustawia własny MSP w miejscu wyznaczonym. Czekamy aż wszyscy załadują się na serwer i wtedy na znak organizatora drużyna broniąca przejmuje punkt B1. Po przejęciu punktu B1 następuje start rozgrywki i drużyna atakująca ma 30 minut na przejęcie wszystkich punktów. DRUŻYNA BRONIĄCA MOŻE W JEDNYM MOMENCIE POSIADAĆ DWA KOLEJNE PUNKTY BĘDĄCE OBECNIE CELEM ATAKU I TO W JEJ INTERESIE JEST ZAJĘCIE TYCH PUNKTÓW WCZEŚNIEJ. PRZYKŁADOWO JEŻELI BRONICIE PUNKTU B1 TO OD RAZU MOŻECIE PRZEJĄĆ SOBIE C2, ANALOGICZNIE JEŻELI UTRACICIE B1 TO MOŻECIE JUŻ PRZEJĄĆ C1. TO W INTERESIE DRUŻYNY BRONIĄCEJ JEST ZAJMOWANIE WŁASNYCH STREF. DRUŻYNA ATAKUJĄCA NIE MUSI CZEKAĆ Z ATAKIEM NA ZAJĘCIE STREFY PRZEZ DRUŻYNĘ BRONIĄCĄ. Drużyna atakująca wygrywa w momencie przejęcia ostatniego punktu A2. Drużyna broniąca wygrywa jeżeli w czasie 30 minut nie pozwoli drużynie przeciwnika na dojście i przejęciu punktu A2. ZABRANIA SIĘ: Przestawiania i atakowania MSP Wzajemne atakowanie stref A1 i B2 Odbijanie utraconej strefy przez drużynę broniącą Przechodzenia na strefy przeciwnika oznaczone liniami zieloną i czerwoną Korzystania z pojazdu BTR, który znajduje się na punkcie C1 DOZWOLONE JEST: Korzystanie ze wszystkich STRIKEów i pojazdów Korzystanie z części mapy pomiędzy liniami czerwoną i zieloną (część dostępna dla wszystkich) ! ! ! KWESTIE ORGANIZACYJNE ! ! ! Zapraszamy od godz. 21.30 na oficjalnego discorda WW3 gdzie zostaniecie podzieleni przez organizatora i otrzymacie hasło dostepu na serwer. ILOŚĆ MIEJSC OGRANICZONA! JEDNOCZEŚNIE PROSZĘ O ZACHOWANIE KULTURY NA KANALE GŁOSOWYM I NIE PRZERYWANIE WYPOWIEDZI OSOBOM WYPOWIADAJĄCYM SIĘ. PODCZAS EVENTU SKUPIAMY SIĘ NA GRZE I WSPÓLNEJ ZABAWIE A NIE NA PROBLEMACH GRY, JEJ ROZWOJU CZY PROBLEMACH OSOBISTYCH OSOBY, KTÓRE NIE DOSTOSUJĄ SIĘ TO TEJ ZASADY ZOSTANĄ WYPROSZONE Z KANAŁU I ZE WSPÓLNEJ GRY. DO ZOBACZENIA! O7
  40. 9 points
    17.05.2019 - 22:00 CEST PTE Server Ladies and gentlemen! It is my pleasure, after looking at the success of the first "Breakthrough" event, as well as a rising interest within the community, to announce that team GiD and F51 wishes to welcome you for a second round of the event. Please read the following rules and information, and if interested, please reply down below. Thank you. Last time we had a lot of fun and I think the majority would agree, however we also had some things not go our way so it was decided to be improved upon. Just like the first game, we focus primarily on having fun together as well as to see how far WW3 could develop. We're not looking for toxicity nor awards. We play for a good, fun time. Also, once again, spaces are limited, please keep in mind. Map and general discussion of the game: The map this time around was chosen to be Smolensk. Also, this time, we will be slightly changing the rules of the game in comparison to the first time, namely, this time two objectives will be attacked simultaneously, points designated in their own areas. (Areas A, B, C). Taking an area requires the attackers to capture both of the objectives in the area (For example, capture of A1 and A2 in the area of A). The defenders have to defend these two objectives until both of the objectives are taken. After taking the area, the defenders retreat to the next area, take both of the objectives, and afterwards, the attacking team may, only then, proceed to attack. The map has been divided with a red line and labelled with text: ZONE A – First area of defending/attacking. ZONE B – Second area of defending/attacking. ZONE C – Third and last area of defending/attacking. NO-GO ZONE FOR DEFENDERS – Defenders are not allowed to move in this area. Sequence of Attacking/Defending: First we wait for everyone to join the server. Afterward, the defending team takes over objectives A1 and A2 and set up their Mobile Spawn Point in area A. The defending team only moves in their area. The attacking team, however, has access to all of the map, as long as any unauthorized objectives are not being taken. After losing objectives A1 and A2, the defenders move to area B. In this moment, the attacking team halts their progress and does not attack nor shoot. After the defenders take points C1 and C2, the attackers may begin again. WARNING – the defending team must remember about moving their mobile spawn point so that it does not occur midgame that they left it somewhere in an area they cannot and or may not access. The defenders move only in the area B. Just like the previous situation, the defending team captures objectives B1 and B2 and set up their moble spawn point. The defenders move in area C (plus moving through area B from the spawn to get to area C) Winning conditions: Defending team – Holding at least a single objective until the end of round time is reached or either side gains 5000 tickets. Attacking team – Taking over objectives B1 and B2 in area C. Game rules: Mobile Spawn Point – It is forbidden to use this vehicle as a weapon. It is to serve only as a spawn point. Both teams are not allowed to destroy the other team's MSP. STRIKES – All are allowed. VEHICLES – All are allowed. Thank you for reading, and once again, reply if you are interested. Biggest thanks to organizers DareQQ and Lugresky for organizing this and letting me handle the EN part, as well as Farm51 for allowing this to happen yet again. Also another thanks to the people who played last time, hope you guys enjoyed yourself and will return for more. Hope to see you there, Polak
  41. 9 points
    Żołnierze! Z dumą prezentujemy wam aktualizacje 0.6 która wchodzi na serwery LIVE. Aktualizacja wprowadza dwie nowe mapy, jedną już mieliście okazje zobaczyć w wersji prototypowej, a kolejna to znacznie nowa mapa. Wprowadzamy ogromne zmiany w Warzone, wliczając w to mobilny punkt odrodzenia, dowódcy mogący odradzać się na towarzyszach, heli dron, penetracja pocisku jest ustawiona na wszystkich poziomach, poprawki jammerów i radarów, bardziej neutralne zachowanie pojazdów. Nowe bronie, nowe dodatki, i najważniejsze: stabilność i wydajność. Skupiliśmy się na tym, aby ta aktualizacja była tak dobra, jak to tylko możliwe. World War 3 działa teraz znacznie lepiej, a problemy z niestabilnością zostały w większości rozwiązane. Nie oznacza to, że jest to na tyle dobre, aby zakończyć - wciąż możemy wiele zrobić i będziemy nadal ulepszać zarówno aspekt wydajności, jak i rozgrywkę. Zaczynajmy! 0.6 Lista Zmian [ZAWARTOŚĆ] Nowa mapa Warzone: Smolensk, Nowa mapa Warzone: Polyarny, Nowa broń - M4 MWS, Nowa broń - SA80 - Brytyjski karabin bullpup, Nowy pojazd - Dron Helikopter Bojowy, Nowy pojazd - Ajax - Brytyjski pojazd pancerny, Nowy pojazd - Typhoon BCV, Nowy mundur - British Soldier. [DODADKOWE FUNKCJE] Nowy system spotowania i pingowania, Commo Rose (polecenia radiowe zostały również konwertowane na system menu radialnego), Mobilny punkt odrodzenia - specjalny pojazd na którym można się odrodzić, Poprawki w systemie odrodzenia, Poprawiony tryb Warzone, Przerobiony system penetracji, Nowy lokalizowany suwak informacji w menu. [ROZGRYWKA] Penetracja pocisków pomnożona przez 2, Balans ilości amunicji, Zrzuty bombowe otrzymują teraz premię BP za zniszczenie pojazdów, Poprawki prędkości oraz przyśpieszenia w AFV, aby każdy z nich miał swoją własną charakterystykę, Parę małych poprawek przy tłumieniu i hamowaniu w pojeździe Ajax, Dodatkowe punkty za zniszczenie pojazdów - poza Quadem i Buggy, Poprawki obrażeń w pociskach 30mm, 35mm and 40mm - jedno trafienie zabije tylko precyzyjnym strzałem, Zestaw naprawczy zregeneruje tylko główną ilość HP zamiast pancerza, Dodano szybkie opcje zmian wydajności, Dodano mechanikę optyczną do pojazdu Lewiatan oraz do Robota Bojowego, Nerf broni Beryl (zmniejszona celność, zwiększony odrzut poziomy), Buff broni SA80 (obniżono pierwszy pionowy mnożnik odrzutu), Buff shotgun'ów (MCS i Vepr otrzymał dodatkowe obrażenia odpowiednio za 15 i 10 metrów), Nerf obrażeń amunicji 7.62x39, Buff obrażeń SMG i pistoletów, Buff obrażeń MCS, Obrażenia kończyn zmniejszone z 80% do 67% - karabiny snajperskie nie powinny dłużej zabijać jednym strzałem po trafieniu w kończyne, Zwiększono promień wybuchu pocisków RPG - powinien być bardziej skuteczny w zranieniu na dużym obszarze, Zmiany w wadze broni. [POPRAWKI] Nowe skazówki na ekranie gry, Dodano wejście czatu głosowego do ustawień, Dodano nowy plan zniszczenia dla Quadrocoptera po zestrzeleniu przez gracza - po zestrzeleniu nie powinien on już eksplodować, Radialna konfiguracja menu dla wszystkich trybów gry, Neutralne zachowanie pojazdów oraz balans - Na mapach Warzone, Dodano informacje o ilości trafień do zabicia dla każdej broni, Naprawiono skalowanie postaci w menu, Warzone Moskwa - naprawiono neutralny spawn pojazdu w pobliżu C1, Zmieniono skalowanie wpływu krwi z zasięgiem, Poprawione odświeżanie ekranu ładowania, Dodano nowe tekstury map, Usunięto i poprawiono niektóre rekwizyty na mapach aby rozgrywka oraz ruch postaci był bardziej płynny, Buggy, Quad oraz mini UGV - kamery reagują na wysokość i odchylenie, Wiele małych ulepszeń, Kamery Buggy i Quad powinny śledzić obrót pojazdu, Zwiększony hitbox Quadrocopter'a, Dodano predefiniowane ustawienia jakości: Najlepsza wydajność, Zbalansowany, Najlepsza jakość, Dodano ustawienia - włączanie/wyłączanie mgły, Niskie ustawienia cieni powodują ich całkowite wyłączenie. [NAPRAWA BŁĘDÓW] Naprawa rejestracji obrażeń - usunięto desynchronizacje między serwerowym ADS, a ADS klienta(gracza), Naprawa rejestracji obrażeń - poprawiono sprawdzanie po stronie serwera,powinno znacznie zmniejszyć bug'owanie głowy za przeszkodami Naprawiono przesunięcie celowania podczas zmiany na optykę boczną podczas przeładowywania, Ulepszono zarządzanie danymi. Powinno wyeliminować nieskończone ekrany ładowania i długi czas ładowania - nadal potrzebne są testy!, Naprawiono lejki magazynu kolidujące z bębnem w AK15, Poprawione Informacje o przebijaniu pancerza oraz dodatków w SA80, Vepr - Naprawiono problem z lufami, Vepr - poprawki w wbudowanym celowniku optycznym, Niektóre dodatki zostały zmienione aby były kompatybilne z bronią, Naprawiono znikający znacznik punktu, gdy cel został zmieniony, Lepsze odświeżenie koloru i widoczności znaczników, Naprawiono aktualizację znaczników po zmianie ustawień, Naprawiono niewidzialne znaczniki pozycji, Naprawiono rozmiar znaczników po zmianie ich widoczności, Naprawiono rozmiar znacznika po załadowaniu tekstury, AK15 - nazwa nakładki została poprawiona, Efekt graficzny Foliage został naprawiony dla niskiej jakości, Naprawiono migotanie celowników dalekiego zasięgu, Poprawki z poziomami detali na płytach betonowych, Naprawiono obwódkę ikony dowódcy, Naprawiono informacje o wyjściu z pola walki podczas warmup, Naprawiono znikające pojazdy kiedy replikacja jest wstrzymana, Naprawiono punkty bojowe przy zmianie drużyny, Naprawiono efekt opuszczenia pola walki kiedy odradzasz się w RCWS, Poprawki penetracji - nowa konfiguracja budynków, zwiększa skuteczność penetracji, Naprawiono problem z penetracją na bardzo małych przedmiotach ( naprawiono siatkę penetracji RPG), Naprawiono błąd z postacią która blokowała się w powietrzu podczas użycia zdalnego drona, Naprawiono rotacje postaci po przeskoczeniu przez obiekt, Zmieniono obrażenia poza strefą bitwy na bieżące zdrowie (nie można już odjeżdżać w MSP), Naprawiono błąd z 0hp po odrodzeniu w RCWS, Naprawiono błąd gdzie niemożliwe było użycie niektórych gadżetów, Poprawki jammer'a, Naprawiono tekstury w kamizelce Osprey na ustawieniach niskiej jakości, Naprawiono błąd który zawsze wyrzucał graczy po 6'tym ukaraniu, Naprawiono błąd który uniemożliwiał użycie gadżetów, strike'ów i granatów w pojeździe jako pasażer, Naprawiono błąd z nieprawidłową pozycją gracza podczas siedzenia w RCWS, Naprawiono błąd polegający na zabijaniu przez dotykanie pojazdów, Naprawiono wielkość celownika laserowego, Naprawiono problemy z utknięciem postaci podczas wchodzenia/odradzania w pojeździe, Naprawiono problem który zamiast odradzać w pojeździe to odradzał gracza w bazie, Naprawiono widoczność czasu odnowienia zestawu naprawczego, Naprawiono brak aktualizacji fragmentów minimapy podczas używania strike'ów, Naprawiono błąd który nie pozwalał oznaczać przeciwników jak gracz znajdował się w pojeździe, Dodano blokadę karania graczy z innej drużyny było niemożliwe, Zagłuszanie samego siebie nie przydziela punktów bojowych, Naprawiono ikonę pokazującą, że gadżet jest niedostępny, Naprawiono menedżera szumów postaci, podczas gdy drużyna zostaje zmieniona podczas gry, Naprawiono błąd postaci po śmierci, Naprawiono brak wiadomości AWO kiedy jestes w RCWS, Możliwa naprawa auto odradzania, ( będziemy się temu przyglądać ) Poprawki z emblemem na broni MSBS, Tysiące poprawek kolizji, tekstur, siatek, oświetlenia i cząsteczek. [AUDIO] Zmiany w dźwiękach poruszania się postaci, Niewerbalne wyrażenia bólu, Naprawiono dźwięk kroków, Dźwięk tłumika jest teraz cichszy, Naprawiono pogłosy na mapie Moscow, Miks Broni, Odgłosy snajperek, Pogłosy lasów, Wyrażenia śmierci, Dźwięk niskiej ilości zdrowia, Naprawiono silnik Abrams'a, Naprawiono dźwięk przy zmianie zdrowia postaci, Przydzielony dźwięk dla każdego pancerza po oberwaniu pociskiem, Naprawiono szum jammer'a, Nowy dźwięk dla paczek ze zdrowiem, Dźwięk platformy naprawczej, Naprawiono zbyt częste odtwarzanie komendy radiowej strike'ów, Dodano oddychanie i bicie serca, Platforma naprawcza powinna odtwarzać dźwięk, gdy pojazd jest naprawiany, Naprawa platformy regeneracyjnej, Naprawiono błąd z błędnymi dźwiękami materiałów podczas ruchu, Nowe dźwięki zewnętrzne do broni, Nowe dźwięki przeładowywania i wyposażenia dla RPG , Wiele drobnych poprawek dźwiękowych, Odległe dźwięki eksplozji, Dźwięk 2D dla RCWS Korekta powiadomień kroków, Lepsze odtworzenie dźwięków TPP. [OPTYMALIZACJA] Optymalizacja oznaczenia , Kontynuacja optymalizacji siatek, materiału i cieni, Ustawienie FOV użytkownika nie jest już zapisywane za każdym razem, gdy broń się synchronizuje, tylko wtedy, gdy zmieni ją użytkownik, Dodano buforowanie PlayerController, Usunięto nieużywany dziennik logowania, ESC i powrót do poprzedniej opcji zamiast usuwania całego widżetu, Specjalne tryby dla różnych symulacji kół, gdy włączone są siatki proxy (optymalizacja zawieszenia pojazdu), Optymalizacja ładowania modułu znaków, Usunięto zapisywanie ustawień do pliku na BeginPlay () PlayerContoller, Buforowany wskaźnik znacznika, Wyłączone sprawdzanie okluzji dla komponentu przywracania, Optymalizacja broni, Wyłączono obliczanie broni dla symulowanych klientów, Usunięto niepotrzebne siatki, Kaskadowe konfiguracje cieni, Ustawienia rysowania siatki, Konfiguracja warstw strumieniowych, Zmieniono Światło stacjonarne na statyczne, Dodano lądowanie lokalne do konfiguracji uzbrojenia, Usunięto pojawienie się efektów cząstek na grywalnej postaci w celu osiągnięcia wydajności i wyeliminowania freezes(przycinanie) podczas strzału, Naprawiono przycinanie kiedy wchodzi nowy gracz na serwer, Mała poprawa wydajności systemu animacji.
  42. 9 points
    Hello, Thanks to the kind acts of Farm 51 (Special thanks to the main "Director" Ragir), the Polish community members @DareQQ and @Lugresky have set up an event and are inviting you to the event which will be today at 22:00 CEST. PLEASE READ EVERYTHING IF YOU'RE INTERESTED. I am a middle-man as we need players (Many unexpected dropouts occured) and I have been asked to spread this message to the further community. I did not set this up, however I do warmly welcome and invite you. Also, apologies for the Polish on the images. They are taken from the original thread. "Przełamanie" means "Breakthrough". REMEMBER: The purpose of this is fun and testing of the capabilities of a different game mode. Green area = Area available to attackers. Red area = Area available to attackers AND defenders. Red hatched area = Area available to defenders when they hold C1 and C2. Respawn Broniących = Defender Respawn Respawn Atakujących = Attacker Respawn GENERAL RULES AND GAMEPLAY SET UP: Event "Breakthrough" is based around two different teams (attackers v defenders) . It will be on PTE, Warsaw Warzone and the areas were marked on the map above. Green area is ONLY available to the ATTACKING team. (Defenders cannot move in that area.). Red areas are available to both teams. Around 22 CEST, we are meeting up in discord voice channel to receive the password.. After everyone logs onto the server, the defending team takes points B1, B2, C1, C2 and goes to point C2. Readying phase begins. In the readying phase we do not shoot each other, also both teams have the time to set up their mobile spawn points. After the readying phase, there will be a countdown in chat and the game will begin. DEFENDING TEAM The Defenders must defend their objectives. During defending: The defending team cannot move in the green area and will only move in the first two areas to their point. E.G. If C1 is held, defenders can only move in C1, and C2. If C2 is held, defenders can only move in C2 and B2. As soon as they lose a point, they fall back to their last point, and they can move in that point and the point before that. After taking areas C1 and C2, the defending team cannot move in the red hatched area anymore. After the attackers take point B2, the defending team may capture points A1 and A2 The defending team cannot retake their captured areas with the exception of A2 (This can be recaptured after the attackers take it over, and if it is recaptured and help for 5 minutes, the defenders win) Defenders are allowed to use Jammers everywhere on the map ATTACKING TEAM The attacking team has to capture all the objectives, going in order of the yellow arrows. They can only win by taking A2 and holding it for 5 minutes before the time runs out or either team reaches their max ticket count. The attackers: May move on every area of the map Must take points in the order of yellow arrows (It is forbidden to take a point after the one you are currently attacking and you may not take two points at the same time.) The order is - C1, C2, B2, B1, A1, A2. Have to defend A2 for 5 minutes to win. In this time, the defenders may recapture this objective. If the defenders recapture the area, and then the attackers take it back yet again, they need to hold it for the full 5 minutes again, no matter how long they held it for beforehand. The attackers must only use jammers on the currently attacking area. MOBILE SPAWN POINT: The mobile spawn point can only be used as a respawn point. You are not allowed to use it to kill or wound. Remember to use it only in the areas you are allowed to move in. STRIKES: The following strikes are not allowed. Any fighting vehicles, IFVs, AFVs, Tanks. Any drones; UGVs, quadrocopters and the heli drone. All other streaks are allowed WINNING CONDITIONS: Defending team: Strong defense and holding at least one point until: 5000 points earned by defending team End of time 5000 points earned by attacking team (Points earned by the attackers go against their convenience. It means they must attack each point quicker than the last one, as them gathering 5000 points proves they are not able to capture the points quickly enough.) Attacking team: Win after holding A2 for 5 minutes. If you are interested, you are welcome. Please reply to this post if you are interested. Please note a lot of the spaces are already taken therefore not everyone will be accepted. You will be contacted later if you may or may not make it. REGARDING ORGANIZATION Beginning at 22:00 CEST on the PTE. We gather on the official ww3 discord voice channel. You will be divided into two teams which will go to two separate voice squads. (voice squad #1 and #2). After the division, you will receive the password, which will allow you to join the server. The password has to be entered before the game is launched so don't launch it too quick HOW TO ENTER YOUR PASSWORD Go into your steam library. Select properties under WW3 PTE. Set launch options. Enter password given on discord. Start the game. Enter the server. The password you receive will assign you to a specific role (Attacker/Defender) EVENT We will definitely play two games so that people can get a feel of the attacker and defender position. If we play more depends on the management. First game will be played strictly under the above rules. Second game we will modify to test the abilities with such a gamemode - We lift the ban on score streaks, so you can use whatever the game allows us to. Relating to this, I recommend everyone set up their loadouts ahead of time so they don't leave their team waiting. BETWEEN GAMES I recommend leaving 10 minutes time of break between games. Do not go AFK after the first game, simply turn off the game and you'll receive the second password which will assign you your next role. After you receive it, turn on the game and wait on the WAR MAP screen. You will receive info at the end of the break and then we'll go onto the server REMEMBER WE ARE NOT PLAYING FOR GOLDEN AWARDS, BUT FOR FUN AND THIS IS OUR TEST TO CHECK IF THIS MODE COULD APPEAR OR WORK IN THE GAME. Now some words from me for the end. The above is mostly translated from the original Polish announcement. The original plan was to have everyone on discord but this was not expecting English speaking people to show up, hence this might be changed, or there might be a second voice channel which I will be taking care of. Be patient, it will occur, just maybe not exactly the way it was originally planned. Thank you for reading, and the credit goes to @DareQQ and @Lugresky once again. Wouldn't have happened without them. Many thanks for letting me do this guys. Also another thanks to @Rozmo for being kind enough to pin this. I hope to see you there.
  43. 9 points
    Somsiedzi i szwagry! Dzięki uprzejmości studia The Farm 51 (szczególne podziękowania dla kierownika @Ragir), wraz z kolegą @Lugresky pragniemy was zaprosić na event, który odbędzie się dnia 19.04.2019 o godz. 22:00 Założeniem tego eventu jest przede wszystkim wspólna zabawa przy jednoczesnym sprawdzeniu możliwości innego systemu rozgrywki. Mapa: Strefa zielona - obszar dostępny dla atakujących Strefa czerwona - obszar dostępny dla broniących i atakujących Strefa czerwona przekreślona - dostępna dla drużyny broniącej do momentu utrzymania w kontroli punktu C2 ZASADY OGÓLNE I ZAŁOŻENIA ROZGRYWKI: Event "PRZEŁAMANIE" polegał będzie na podzieleniu się na dwa zespoły (drużyna atakujących oraz drużyna broniących). Odbywać się będzie na zamkniętym serwerze PTE na mapie Warszawa WZ. Na mapie wyznaczono strefy oznaczone kolorami oraz obramowaniami. Strefa zielona, jest dostępna wyłącznie dla drużyny atakującej (broniącym nie wolną się nią poruszać). Strefy czerwone są dostępne zarówno dla drużyny broniącej i atakującej. Około godziny 22 zbieramy się na discordzie gdzie otrzymacie hasło na serwer. Po zalogowaniu się wszystkich osób na serwer drużyna broniąca przejmuje punkty B1, B2, C2, C1 i udaje się do punktu C2. W fazie przygotowania nie strzelamy do siebie i dodatkowo obydwie drużyny rozstawiają swoje mobilne punkty respawnu. Po fazie przygotowań na czacie będzie odliczanie i ruszamy do boju. DRUŻYNA BRONIĄCA Zadaniem drużyny broniącej jest oczywiście obrona własnych punktów. Podczas obrony: drużyna broniąca nie może korzystać ze strefy zaznaczonej na zielono i porusza się w obrębie dwóch pierwszych bronionych stref. Dla przykładu w początkowej fazie rozgrywki poruszacie się w obrębie Stref C2 i C1 plus strefy od respawnu ale nie poruszacie się np. strefą B2. W momencie kiedy drużyna broniąca utraci punkt obrony może ona już korzystać z poprzedniego punktu czyli np. C2 i B2 plus stref od respawnu i analogiczne aż do punktu A2 po przejęciu przez drużynę atakującą punktu C1 i C2 teren mapy oznaczony zakreskowanym na czerwono polem nie jest już dostępny dla drużyny broniącej po przejęciu przez atakujących punktu B2 drużyna broniąca może zająć punkty A1 i A2 drużyna broniąca nie może przejmować utraconych stref za wyjątkiem ostatniej czyli A2 (strefa, którą można odbijać kiedy przejął ją wróg gdyż aby wygrać musi ją utrzymać przez 5 minut) mogą używać JAMMER-ów w każdym miejscu mapy DRUŻYNA ATAKUJĄCA Zadaniem drużyny atakującej jest przejęcie wrogich stref w kolejności pokazanej na mapie żółtymi strzałkami. Warunkiem zwycięstwa jest utrzymanie punktu A2 przez 5 minut, przed upływem czasu lub ticketów każdej ze stron. Atakujący: mogą poruszać się po wszystkich strefach mapy muszą przejmować strefy w kolejności zaznaczonej żółtą strzałą (zakazane jest przejmowanie następnego punktu bez przejęcia poprzedniego bądź zajmowanie dwóch jednocześnie) - C1, C2, B2, B1, A1, A2. muszą obronić przez 5 minut punkt A2 aby wygrać. W tym przypadku broniący mogą go odbić. Po odbiciu punktu i ponownym przejęciu przez drużynę atakującą zegar 5 minut biegnie od nowa. atakujący mogą użwać JAMMER-ów tylko na strefie obecnie atakowanej, zabronione jest zagłuszanie stref poprzedzających MOBILNY PUNKT RESPAWNU: Dozwolone jest korzystanie z mobilnego respawnu tylko i wyłącznie jako miejsca odrodzenia. Nie korzystamy z jego właściwości bojowych. Pamiętamy, że używamy go tylko w strefach do których mamy dostęp (opisanych w zasadach) STRIKI: zabronione jest używanie strików w postaci: wszelkiego rodzaju pojazdów bojowych (LAV, czołgi) dronów bojowych (quadcopter, battlebot, heli combat drone) Pozostałe STRIKI są dozwolone ZASADY ZWYCIĘSTWA: Drużyna broniąca: silna obrona punktów i utrzymanie co najmniej ostatniego punktu do: 5000 ticketów dla własnej drużyny końca czasu meczu uzyskania 5000 ticketów przez drużynę atakującą (tj. tickety wpływające na konto drużyny atakującej działają na jej niekorzyść gdyż w momencie rośnięcia liczby ticketów czas do przejęcia punktu A2 stale maleje) Drużyna atakująca: wygrana po utrzymaniu przez 5 minut punktu A2 Jeżeli jesteście zainteresowani na taką rozgrywkę zapraszam do zapisywania się w tym temacie. Ewentualne uwagi mile widziane. PROSZĘ PAMIĘTAĆ ABY WEJŚĆ NA GŁOSOWY KANAŁ NA OFICJALNYM DISCORDZIE. NIE MUSICIE Z NAMI ROZMAWIAĆ (lecz jest to mile widziane) ALE WAŻNE ABYŚCIE SŁYSZELI INNYCH. o7
  44. 9 points
    Hey there! First of all - glad to see you again, it was a while! A lot has been said already about what the plans are, and while the Roadmap is not accurate anymore (just dev things, we had 0.3 crashing take about 6-8 weeks of development time away from us), the overall goal of 12-15 months of EA was not really damaged (we hired more people to work on WW3 since the new year). Your performance issues don't really correlate with what we've been hearing and seeing. From my personal tests and what we saw in the community, the game runs at at least twice the framerate and loads up to 80% faster as well. You have to realize, that optimization is normally done at the end of development, which was our original idea (of course some basic optimizations were planned, but not dedicating a team of people to it). You ask if this was a bad decision? It wasn't a bad decision, but the result of it turned out bad because of various reasons: failed launch, rushed and bugged content (which is normal for game development at this stage, but people demand finished stuff as it seems), 0.3 crashing issues caused by the changes we made to how the engine loads assets. The third issue is almost fixed now, we still have SOME crashing, but it's reduced by 99.9% at least. Problem is that the slower the machine, the more likely it is to crash as we discovered, which explains why WW3 didn't crash on our work PCs and home PCs (people with slow home PC preferred to just play at work after hours). Now, since the poll that fully shown that people would like the game to be playable first and have more stuff next, we've appointed an optimization group, consisting of 3 programmers (out of 13 total that we have) and 2 environmental artists (since most of the performance issues come from levels, shaders and draw calls). In the short time they've been working on optimizing the game we've reduced stuttering by 40% and found two contributors to slowing down the game: audio components and so called proxy meshes [read below]. We have some other optimizations done as well already, but those will come in 0.6 probably. We didn't do any massive tests, but the game logic thread went from ~16ms on one particular machine down to 6-9ms. This doesn't mean that the FPS doubled, it's just one component and there's other that in sum determine the FPS, but that's a good change. There's a million examples of this, we're constantly working on this, but it just takes time. And as I said before - from our tests, the game runs 2x faster than it did on launch, which means we doubled the framerate in 5 months. What next? Big contributor to server performance and client performance is the animation system, which was made very early on and stopped being good for our purposes, which is why we decided to redo it. Started in 2018, first test are now being conducted and it looks really good. So yeah, that's how long stuff takes - months. For the server performance we have also decided to go with UE4 4.21 and it's Replication Graph feature. This means that we have to implement it in ALL of our replication code (replication means just what server sends to all clients), but will also potentially really reduce the CPU usage on the server and might let us go with higher player number or increase the tickrate. Want more? We're redoing parts of the level to better utilize level streaming, rewriting parts of the renderer to suit our game better. If you know what draw calls are - WW3 has LESS per frame on low than Fortnite, this is how optimized the levels are right now. And that's still just some part of it, we still have a lot of time and work left to do in the game and we know about it. We're not giving up, we're hiring people, just started the Weekly Reports (cool one on monday btw), we're starting to gear up for the release, which I think a lot of people forget: WW3 is not released yet! And we know where it all comes from. We saw people claiming that Early Access is just a marketing tool to promote a game, grab the cash and dissapear, that people want to see how games are made, want to to take part in the process. Guess what? They really don't. WW3 is totally on track and if we didn't release it in Early Access, it would look fairly similiar, but would play much worse - thanks to the community feedback and countless hours of play we can balance and change the gameplay itself much earlier than we would be able to if we just released a multiplayer only FPS without previously doing one (which our company never did - our multiplayers were added to singleplayer games and were a lot smaller). So yeah, if you feel dishartened, I totally hear you, I bought a new PC because WW3 ran bad on the old one - and I know not everyone is fortunate enough to do this, but we're not done and it is getting better. As for the Warzone patch weekly rading as an ad - thanks, I wrote that But for real - everything in this report is true. We're 'reviving' Warzone, it will finally have all the features it needs to really play like it should - with mobile spawnpoints (think PS2 Sunderers), the heli drone which is a really cool thing to see and fly, new spotting, new teamplay mechanics, new maps (that incidentally run a bit better than urban maps), new type of outdoor gameplay changes it up. We've focused on communication, too, so VOIP, comm-rose and other stuff related to keeping squads together is in there. So yeah, it kinda is a bit of an ad, because we think this is a good place for all the players to check back and see how the progress looks. PM me for any questions or just quote me here, it'll be more likely for me to get back to you if you have any further questions * Proxy meshes are simplified versions of weapons that you see. Each weapon is made up from parts, each of them has a material that has a color and normal textures at the least. That's a lot of textures and meshes, so we create a dummy, black weapon and switch out the real one on players that are far away. It turned out that calculating the size on the screen of each weapon had a bug and was done each frame for all weapons on the level. Changing this should help a bit with the fps.
  45. 9 points
    Some more PTE patch notes, this one has a new map overlay. You bring it up with M as usual, but it's see-through and using ADS while having it up will temporarily disable it so you can shoot and get back to map checking. We're going to add more visibility options to this map as well. Apart from that, more Heli Drone fixes, some VOIP UI added (for muting people) and other improvements. PTE 0.5.1 Patch Notes [GENERAL] New mini map and map overlay (optimized and more reliable), Added VOIP UI under [TAB], Server browser improvements: added colored game modes, fixed checkbox click area, [GAMEPLAY] Time to kill tweaks, Combat Drone: weapon balance pass, Artillery damage tweaks, Added pitch and tilt widget for air vehicles HUD, [BUGFIXES] New features for Combat Drone's movement, Fixed impact zone placement in air vehicles, Fixed aiming offset for Combat Drone machine guns, Correct shell particles for Combat Drone machine guns, Removed one extra ammo when reloading for Combat Drone rockets, Potential splash damage fix for RCWS heavy cannon and grenade launcher, Added some missing translations to the server browser, Correct widgets net role check - should reduce map desynchronization problems, [TWEAKS] New materials for Heli supply drops.
  46. 9 points
    Hey there, we've decided to get some more people in to get some fresh eyes on the game mode and see what comes out of it. Due to a lot of confusion we had last time, please make sure you read this post very carefully. Reply in this topic (even if you did in the previous one and didn't get in), Make sure you know your SteamID64, this means a number like this: 76561198050043123, it will be useful later, Make sure you know your DiscordID (with the number after the nickname, like this: Ragir#6666) - it helps with communication as Discord has all the info first, Signups will close in 48hrs! YOU DON'T HAVE TO REAPPLY IF YOU ALREADY GOT IN, READ THE FIRST POINT AGAIN UNTIL YOU UNDERSTAND
  47. 9 points
    Hey there, we're still hard at work on fixing bugs and crashes, optimization and overall quality of life stuff, so the 0.5 patch is taking some time and this version is still missing some stuff. We're predicting this patch to be in PTE testing for a bit longer than normally, but we also think it'll make it better. Remember that you will see Recon servers in the server browser, but only people that are on the list can get in, so please don't report this as a bug - it's not. For now, here is the list of changes for today's patch on the PTE. [GAMEPLAY] Added proper item modifiers for Heli drone turrets, HP reduction back down, grenade and sniper rifle damage tweaks accordingly to this change, Heli flight model improvements, Zuni secondary ammo fix, Proper ammotypes and ammo capacity setup for Heli, Mobile Spawn Point setup, MQ8C stats update, Heli Drone guns' point of crossing tweaks, Increased Heli pitch range; speed at angle; FZ233 and Hydra RoF, [LEVELS] Warsaw: Mall main entrance, budex cloth collision / invisible wall fix, Warsaw: Collision fixes, Warsaw: Penetration fix for small kiosks, Warsaw: Props penetration fix, Warsaw: Max draw distance tweaks (low spec PC friendly), Warsaw: Removed broken grass-foliage actor. Repainted grass on the whole Warsaw level, Warsaw: Vertex paint fixes, Warsaw: Draw distance fixes, Warsaw: Additional grass fixes, Warsaw: Fixes for level streaming from drone/heli perspective, [BUGFIXES] Possible fix for GameObjective-BeginDestroy crash, Crash fix for OnItemEquipped, Probable fix for crash during [REDACTED - Recon specific], Fixed crash related to occluders, Potential fix to crash of PhysX, 4 more possible fixes for crashes, Heli rockets ammo display, Resolved a bug with ThermalvisionWidget showing incorrect status, Fixed wrong grenade icon, Fixed people on quad not getting a flashbang effect, Fixed uv for German flag (it was flipped), Fixed an issue with the Monster Grip, Customization tag fixes for the [REDACTED], [TOOLS] Added customization data to crash reports to see correlations between attachments and crashing.
  48. 8 points
    It's time of the year. World War 3 Team want to wish everyone of you Merry Christmas, make sure in that special day you spend time with your loves ones and think about people that can not be here with you. - World War 3 Team
  49. 8 points
    How is 12-15 months ending this month? Also, we've always said that if the game needs more time, it will get more time, we are not going to release a half-baked game just to hit a deadline. That said, we're actually pretty muchs till on track, 0.7 took a long time, but we were working on stuff in the background parallel to 0.7, so 0.8 should come out to the PTE relatively soon. We might switch stuff around on the roadmap a bit, but there's a lot of things that you haven't seen that just need a bit more time in the oven. The reason is, that people totally don't understand 'work in progress' and releasing anything that's not perfect is instantly met with criticism, so we have to delay things until we think they're good enough so we avoid this. This means that there's a lot of stuff like Recon, Breakthrough, new maps, movement system, new weapons and strikes and a lot of other improvements still in the works.
  50. 8 points
    This update introduced a server crash, we're reverting and fixing it! Hey there, we've got another one of the stability patches, another batch of crashes is fixed. We know this might not be the most glamorous patch, but we're still making changes for 0.5, but we are pushing stability fixes to live as we go. This is most likely last of the stability patches for now, next one should be 0.5. 0.4.4 Patch Notes [BUGFIXES] Fixed a bug that allowed players to use the drones to spawn in spots they shouldn't, Fixed another batch of crashes.
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