Jump to content

Ragir

Administrators
  • Content Count

    1,363
  • Joined

  • Last visited

  • Days Won

    121

Everything posted by Ragir

  1. 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.
  2. Ragir

    Dev tools pte

    Good idea, we'll work on that.
  3. There are no NA PTE servers my man, only EU, are you sure it was about the PTE? Or Live servers?
  4. Hio, we had a customization bug where weight wasn't calculated properly, it's been fixed with this hotfix - that's all!
  5. 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 ( ~ ).
  6. It looks like this in the sun if you shoot someone AFAIK, but I'd have to check >.>
  7. Signups are closed now, you'll get an email with all the information you need!
  8. It's this time again - we need more bodies to test the new game mode and it might be you. The deal is simple, all we need is your SteamID64 and your DiscordID (see the example below - sending us links to your profiles is not enough!). The Discord ID is very useful for squadding up, since the squads in game are not yet working as intended. It will work, but you will probably be solo, and that's a lot harder and not as much fun. You can find your SteamID64 on a website like this: https://steamidfinder.com/ Tests are conducted on EU servers in EU timezones mostly (and mostly during the weekends) so if you can't make it to around 9-Midnight CEST on weekends, consider leaving a spot for someone that will. If you are already in the testing, there's no need to apply again! Example submission: SteamID64: 76561198050043000 DiscordID: Ragir#6666 Also, remember you need to have the World War 3 game purchased to participate in the test! That's all that's needed. Also, remember that Recon testing is under NDA. This is done because we're heavily changing how it works from weekend to weekend and we don't want to start posting wrong information about what it is. Once the final design is wrapped up and tested we will open it up a lot more, maybe just push it to PTE to test with more players. For now please refrain from posting about Recon outside of the forum section and closed Recon chat on our Discord server. Reply below.
  9. Hey there, we've found some issues that didn't show up during PTE testing, so we decided to push a hotfix for some issues, not much, but could make a big difference for some people. [BUGFIXES] Fixed a few crashes, Potential fix for infinite loading issues, Fixed french translation not working, Tiny performance changes.
  10. Nothing much, this is a thirg generation CPU and we noticed that the newer the CPU the better it works with WW3. We're still optimizing and we won't stop until the performance is good, nothing more to add - this not possible to 'fix' overnight. Try it, I'm really curious how this changes. Just make sure to be on the same map and with roughly the same amount of players, since those are the two biggest FPS drop contributors.
  11. The most important part to understand is that those are mostly finished games which went through the last optimization steps - WW3 didn't, because it's wasting time - you optimize, add new stuff and have to optimize again. People are not finishing their tasks at the same time, so there's always someone waiting for something and so on - it just doesn't make sense from a production standpoint to go into deep optimization while the game is still being made and really chaning, even at the core (like rendering or physics). Second thing is that Skyrim is singleplayer - there are no other players to affect the game, so there's no problem - everything has to work around the player and that's it - no need to do anything else. How many monsters are there at most on the screen? 5-10? Are they high quality, heavily customizable soldiers made up of many parts that have to animate and calculate lighting? No, those are relatively simple objects from the standpoint of game performance. What about an MMO then? Well as you probably noticed, lots of MMOs have really slow and deliberate combat, almost turn based (in case of WoW). This is not just by design, making a massively multiplayer game with responsive combat is almost impossible, even games like Planetside 2 had to have a long ass TTK to mask the very low server tickrate among other technical challenges with making a game like this. Last thing to realize is that in case of other games, they are running on engines made specifically for those types of games, which is a HUGE performance gain. UE4 is used for everything - from 2d platformers to architecture visualizations, so it's not geared towards one particular thing. In case of Frostbite engine, other games that EA is making on this engine are not working that well compared to Battlefield - because this is an FPS engine and making a racing game on it is hard. Skyrim is also on a very old, but very specialized engine - the Creation Engine which is basicaly Gamebryo with some stuff added to it. They had years to perfect it and find ways to make it faster. Planetside 2 wouldn't be even possible to do without a special engine to run it - the scale is totally not possible to do on UE4 without rewriting the whole networking aspect of it or making the interactions between players really simple. i9 9700K, 1080ti, 32GB of RAM and 500GB M.2 for WW3 and I still drop below 100 on 1440p On moscow TDM I go up to 230fps and down to ~120-130 when stuff happens, so obviously it's playing amazingly. With my previous rig (4770k, 970GTX) Warzones weren't really fun for me because I frequently dropped below 40 FPS and I noticed that after buying a new PC I totally fell in love with Warzone, so I know how important it is for people with less stellar PCs to have good framerate. To sum it all up: optimization is mostly done at the end of a development cycle to no waste time and money and we still have 7-10 months of development left. Optimization also takes time, Battlefield runs much better than WW3 because they had like 20 years of perfecting their engine. We can get there as well, it'll just take a lot of time and effort - which we will do if people are willing to wait. All I can say is that it will get better and better, we will have less freezes and stutter and if you can, install WW3 on an SSD.
  12. The last one is here! This update is geared mostly towards Recon testing, so it will not be a part of 0.5 that is going to hit Live soon™. PTE 0.5.5 Patch Notes [FEATURES] Added info about connection lost in remote vehicle (when jammed or too far away) - now it takes a sec to jam a drone, [GAMEPLAY] Increased projectiles lifespan, [IMPROVEMENTS] Better equipment display for Heli in menu and in game, Additional Gun Info: Muzzle Velocity, Better splash damage curves for 30mm, RCWS cannon, and RCWS grenade launcher, [AUDIO] Quad sound fixes, Doppler effect tweaks, Better sounds for AK Alpha, Heli Drone sound fix, Fix for shouting after death, [OPTIMIZATION] Tick optimization, Performance tweaks related to FOV correction, Changed weapon audio component casting to 3 times lower, Audio components optimization, Changes in calculating screen percentage for proxy meshes, Vehicle screen percentage calculation optimization, [BUGFIXES] Scoreboard input fix, Fixed MDC crash, Texture setup for ADS (blurry scope textures on low settings), Score event bugfix (values always started from 0 to desired value), Wrong texture settings for the deployment map.
  13. 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.
  14. 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.
  15. Another improvement patch is heading to PTE tonight, we have some optimizations and bugfixes along with some small improvements. We're nearing the 0.5 update hitting Live! PTE 0.5.4 Patch Notes [BUGFIXES] Fixed a crash caused by dead player skulls on the map [the one under M], Fixed camera moving to left when recoil was added, Fixed tablet staying in the player hand after using strikes, Fixed RCWS seat not showin player names properly, Fixes in rail of MSBS-B, Changed way of loading ScopePostProcess, probably fixing the disappearing thermal / IR effects on scopes, [IMPROVEMENTS] 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), Improved AP rockets explosion effects + better MQ8C destruction explosion effect, Decreased Heli Drone limit per Warzone match, Added speaker icon in squad mates panel, [OPTIMIZATION] Optimized loading of uppers on TPP weapons, Optimized ticks for audio components.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. Well up until around the mid of february we were fully geared towards making features and worrying about fixing them later (apart from the crashing, that's kinda outside the whole thing). We are rushing to finish up new features and there's always something else on the roadmap that's behind and has to be finished up quickly - this is where all the buigs are coming from. And this doesn't mean we won't have new graphical content like maps or weapons, outfits etc. This means no new programming features for some time mostly, some content will also slow down (for example, combat heli drone required new mechanics, that wouldn't get made, brand new weapon types that require coding - either). If the player count continues to drop, we'll rethink this and see, for now we have to decide on something
  21. In this week's report we're asking you for help: what should we focus on in the coming months? When you add features to a game, things break - which is par for the course when it comes to Early Access titles, and we knew this is going to happen, but we noticed not everyone is happy with this. This is why we’ve decided to ask our community: what should we focus on? 1. Slow down, fix bugs and optimize 2. Keep going fast and unstable First way is going to slow down updates, but result in more stable and reliable game until we reach 1.0. Second way is making sure we develop content and features as fast as possible, but also doesn’t give us a lot of time for polishing and bug fixing - those would be done at the end. Join our newsletter to get weekly reports straight to your email inbox! Have other thoughts? Leave them here!
  22. I need the steamid64 and if I can't find it, we won't be able to get you in sadly
  23. 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
  24. 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.
×
×
  • Create New...