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Everything posted by Ragir

  1. Air strikes don't contribute to lag that much, it's mainly the amount of players, that's why we're hesitant to bring it back right now, when the game is not performing as good as it should. Bringing it back now would only drop FPS for a lot of people to the point of the game being unplayable most likely.
  2. Exactly as you said, Breakthrough is the priority now. We'd love to have more TDM maps and we're going to add them, but with BRE and WAR gamemodes being played on the same map, the bigger ones take precedence over the smaller ones. This is 100% due to small team working on the game, we'll get more TDM maps up soon, they are being worked on / are planned
  3. Third person view is disabled once one of your optics is destroyed. Moreover, we're planning to change the TTP view to have minimal HUD, so it's used as a general-look-around camera and is not used to fire from. This is the case somewhat right now, but we'll be doubling down on it
  4. Right now we just have to see you around, but PM me and we can talk some more
  5. This is being finalized, we're redoing the movement system from scratch and adding a few new movement things to the game. It's main aim is to be much more fluid, snappy and give you better control over your soldier. We're also redoing the customization from the ground up, you can read more about it in this weekly report. Same as the first point - this is part of the movement, though it probably won't change much. This is planned, as well as information about their status (under fire, maybe a camera like in BF), I'm not sure if this is something that's planned, I have not heard this complaint a lot. Server queueing is a problem in our system, because our servers are not really persistent. When a game ends, the server shuts down this instance and creates a new one depending on what gamemode/map combo is needed at the moment, so if you queue for a server, once the game ends, it will shut down. That said, we can work around it and server queueing is something we have planned for the future (not soon though). This is a new problem, we're working on it as we speak. At this moment is seems like you get sent to a new server, but for some reason it also sends you back to the main menu (server ends, it's full, etc.), and you get stuck in loading. This is already happening, though you have to be active on discord and show us that your clan is active in the game. We've added 4 clan emblems so far. You absolutely can, that's what the look around function is for - press alt while using a pack and you can look around Also, thanks to @DareQQ for pinging me ^^
  6. It's being talked about, but I can't really say anything concrete about it yet, we'll do a Weekly Report once we know more.
  7. Just a small update while we're working on the bigger issues, to make the game just a bit better. It also includes a lot of debug additions that will help us hone in on the problems better. Update 0.7.1 Patch Notes [BUGFIXES] Fixed mesh for US ARMY uniform, Fixed camos for US ARMY uniform, Unlocked skins for US ARMY chest, Fixed a crash related to Steam Platform Manager, Probable crash fix for Movie Streamer, Fixed crash on player logout, Fixed community emblems not working properly, Fixed potential crash with challenges initialization, Fixed some serialization issues (for network transfer), More fixes for map rotation sending people to the main menu, Fixed some vehicles not having sounds, Brought the Smoke Artillery back as it should be.
  8. 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.
  9. No idea, as we wrote in the weekly report, it's months away, we plan to have it finished by the end of the year, but in gamedev what you want is not necessarily what you will get.
  10. The last patch one before 0.7 is here. We'll be pushing the 0.7 to Live tomorrow or at the latest Friday if we find any game breaking bugs, but this is it! We've got a few more minor fixes going into the 0.7 Live version, especially for audio, but this is very close to what you can expect on the Live servers later this week. PTE 0.7.11 Patch Notes [IMPROVEMENTS] Changed IFV Viewfinder size, Removed RCWS icon from vehicle preview widget in case there is no RCWS, Changed GPU Buffering to disabled by default on Best Performance so slower CPUs can catch up with level streaming, [BUGFIXES] Fixed missing markers and players missing from the scoreboard, Fixed strike spawn when player lies down -> before player could fall through the world on local game, Fixed incorrect RCWS health value, Fixed wrong player pose when player uses a remote controlled drone, Fixed camera rotation after drone use.
  11. We're aware of this problem and we wanted to let you know why this is and when can you expect some improvements. There are two ways Steam lets developers update their games, one is redownloading every changed file and the other one is incremental. It's important toknow the file structure of WW3 at this time, so let's take a look: We've got a few larger files in our content, mostly divided into maps, items, data and so on, in categories. This is done for speed of development during the time we're changing a lot everywhere. This means though, that all maps are packed into one file (or few of them) and every time something changes on one map, there's a lot of those huge files that are changing. Those are massive, going from 400MB to 13GB per file. 1. Redownloading Let's say we changed a few meshes, added a weapon and switched a few sounds out. If we were to go with the redownloading method, that would mean having to redownload 99% of the whole game each time we push an update, even a relatively small one. 2. Incremental This means that we only update 1MB chunks of each file, only those that changed. It also means that Steam has to repack those files and it resulting sometimes in needing up to 50GB of additional free disk space to update the game. Also, this can take a long time on slow disks. Some people have good connections with no data caps, but for most people this means 8h+ of downloading and possibly no data left to use on other stuff for the rest of the month, this is why we decided to go with the second part, especially since you can just uninstall and redownload the whole game manually if you have one of those good connections as a temporary workaround. The solution to this problem is setting our packs in a way that better utilizes the incremental process, so each map has multiple of them. This, unfortunately, means that a few people have to take at least few weeks to do this, and since we're still adding and changing a lot, all their work would have to be redone once we've got content mostly locked down. This means wasting time and pushing the release date back a long time. We do, however, plan to do this once we're close to 1.0 so the future updates that don't touch everything at once don't take as long.
  12. The new UI comes with a firing range and much better representation of the values. If you didn't see it yet, here is the weekly report on it: https://worldwar3.com/en/2019/09/16/weekly-report-29-ui-2-0/
  13. We do change the hip fire spread the longer you hold the trigger, it might need some tweaking, though, we'll have a big balancing and refinig push after all the main systems are in the game, so this will be taken care of for sure.
  14. We decided it's not a tactically important place in the world and armies wouldn't march over those areas, also Chernobylite was started a few years back, so we didn't want to compete with our own game. So the Chernobyl map was planned, but we decided to not make it afterall around 3 years ago And the map placeholder is just that - a placeholder if the map breaks for some reason.
  15. Good read, we're basically in line with most issues you guys point out to us, so I think once 1.0 hits you'll be happy. I know some features and bugs have been in the game for a long time, but this has reasons: mostly queuing of the work. If we jump between tasks, this makes the whole process less efficient overall, so there are basically two ways we can go about updating the game: 1. Jump on anything that is the problem at this moment and waste a lot of time, possibly moving the 1.0 release date 6 months back, but having more people during the development. This sounds like a good idea on paper, but we have to take into account the fact, that more and more games will be coming out and someone could just make something similar to WW3 in the meantime. Other thing is that making games is *expensive*. In general, the word in the industry is, that on average you have to spend around $10k per developer per month. That's salary, hardware, software, licensing, building costs like electricity bills, air conditioning, rent etc. This is of course a lot lower for Poland, where we're located, so let's say that's 1/4th of that, $2,5k per month per developer. We've got around 60 people working on WW3 right now, that's $150k per month, so moving release date by 6 months is around $900k. Those are of course massively skewed calculations and are in no way real (I don't have the data even if I could share it). This means that possible after launch support relies more heavily on the day one sales and makes the whole thing less stable, since costs are going up. 2. We're going according to plan and fixing stuff in bulk - so when we have animation problems like looking through walls and overall movement clunkiness, instead of patching and fixing it constantly, we know we're going to replace the whole thing in the future, so we're leaving it as is for now. This means the game is broken longer in some areas, but also gives us more time to polish it up and make sure the optimization at the end of the production won't suffer. It also means more money for advertising and possibly hiring more people to work on the game. As you can see, it's not just the case of us 'not fixing old bugs', it's a very difficult balance to strike. I'm not saying we're doing it perfectly, by any means, but there are reasons for this. Hope this clears some things up, @me if you have any questions
  16. 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:
  17. We'll try to figure something out. Keeping PTE as close to Live as possible in it's rules is most likely a good idea, because we could find a lot of problems with balance, but maybe a single special server with custom rules could be implemented.
  18. Najpierw skończmy WW3, potem się będziemy zastanawiać co dalej, ale na pewno nie jest to wykluczone ^^
  19. 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.
  20. Możliwe, że coś się przełącza albo nie resetuje poprawnie przy patchach, zajrzymy, thx
  21. Pressing space again fixes is temporarily, thanks for the report!
  22. We've tested it very early into development and it's a big hassle in UE4 and it will drop FPS a lot. It's possible that once we get the game running good enough we could go with something like Insurgency did - having both and disabling them for better fps on low end machines. For now this is a very cool thing that will have to wait while we're focusing on the biggest problems
  23. 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.
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