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Ragir

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Everything posted by Ragir

  1. The second option is unfortunately out immediately if it was to be used on its own, since if someone is behind a knee high cover, he's basically an enemy, so it would still need another way of recognizing. We'll definitely try to fix this issue, but the main problem is that markers sometimes can replicate too late and you can have someone that's not marked as friendly for a split second, so any marking on them wouldn't work anyway. It's being investigated and we'll have a fix for it for sure, we've tested outlines and the best way of implementing them right now is to activate them only when you aim at someone - this way you don't have the visual noise that comes from all the outlines around you (vehicles would also have to have them), but you still know you're shooting a friendly.
  2. Ragir

    [Breakthrough] 15v15

    Oh we'll try it out on the next PTE party for sure, if there's enough players to do it, but this also isn't ideal as PTE players generally are of higher skill and everything tends to work better with a good team on both sides
  3. Ragir

    [Breakthrough] 15v15

    We've tested it numerous times in the last 6 months and it always became unplayable when there was only one station left and it wasn't immediately destroyed. That's 30 people on one point, which has not only gameplay implications (good luck sneaking in to plant a charge), but also performance implications - this is 50% more players potentially in one spot, and this means at least 30% drop in FPS in those places - we can't afford this yet. Both of those reasons are why BRE is 10v10, and it becomes a mess after around 24 players, we really did test it
  4. Ragir

    Anti-Cheat

    Asking the EAC is probably the best way to make sure, I don't know about anyone getting banned for using macros, but that doesn't mean EAC won't do it, so it's best to ask them.
  5. Also, there's a post about the Chernobylite affecting WW3 development here: Spoilers - it was happening even before ya'll knew WW3 existed, so nothing changed. Announcing a project =/= working on one. It's not a cash grab, if it was, we would be gone already and stopped working on the game, we had no team size reduction, no other focus, we're working on WW3 and intend on finishing it and making it as good as we can
  6. We have some changes coming to those maps and we don't want to mess with the old ones - it's very much possible to fix, but this is fairly low traffic area and we'll have some new corridors and stuff added, so it'll get fixed then.
  7. W WW3 damage jest zadawany na serwerze, nie ma możliwości zrobienia haka, który chroni Cię przed obrażeniami, więc jak widać - błąd w założeniach / niewiedza nr 1. Obrót gracza nigdy nie jest idealnie zsynchronizowany, robimy bardzo dużo proszczeń, żeby nie marnować przepustowości i CPU, dlatego cały obrót postaci (X,Y,Z) są wysyłane przez Internet w postaci jednej wartości 0-255. Jest ona podzielona na segmenty, np. obrót w poziomie zajmuje 128 z 256 (0 = 0°, 128 = 360°). Powoduje to niedokładności. Dodatkowo, aktualizacje obrotu są wysyłane jako "Unreliable", klient gry nie musi potwierdzać, że otrzymał dany pakiet, bo obrót zostanie zastąpiony kolejnym, więc nie ma to znaczenia - dlatego nie można polegać na tym, co się widzi u innych w 100% - błąd w założeniach / niewiedza nr 2. Bazując na braku wiedzy na temat można się bardzo łatwo samemu oszukać i wpaść w podejrzenia. Nie twierdzę, że WW3 jest wolne od oszustów, żadna gra nie jest. dostajemy bardzo dużo zgłoszeń na rzeczy, które są ewidentnie tylko zgubionym pakietem albo niezrozumieniem ze strony gracza jak działa multiplayer. Pamiętając, że gry sa ograniczone fizyką, jeśli ktoś jest o 1/4 sekundy od Ciebie, to wszystko, co robi (I GDZIE JEST NAS WOIM KOMPUTERZE!) będzie opóźnione o 1/4 sekundy i tyle. Dlatego czasem dostaje się kulkę za przeszkodą, a czasem ktoś sprintuje i nie widać, że podniósł broń, a już strzela - bo na jego ekranie już to zrobił.
  8. Ragir

    Textures

    This is related to the texture streaming pool, which will look different in different places, since we don't set the overall texture quality, but the amount of VRAM textures can take.
  9. That dog meme is exactly what was referenced there, there's no anti-religion sentiment behind it, Poland is a very christian country, we wouldn't do something like that, didn't even cross my mind tbh This is 100% a misunderstanding, it was a joke abot that dog - that's why there's "Hello" in the first line. I just messed it up and didn't add "yes, " [EDIT] BTW, read backwards it says "GOD SI SIHT" so it's not that close.
  10. Mała aktualizacja przed weekendem, żeby się grało trochę lepiej. Dawajcie nam znać o wszystkich problemach, na jakie natraficie, pracujemy nad nieskończonym ładowaniem (mamy dwie nowe wersje tego buga - ale mamy tez poszlaki jak to naprawić) oraz od czasu do czasu pojawiające się lagi na niektórych serwerach - ale bez większej ilości testów nie znajdziemy powodu. Miłego weekendu! Aktualizacja 0.8.1 - Lista Zmian [NAPRAWIONE BŁĘDY] Widżet rozgrzewki powinien się pojawiac poprawnie, Naprawiono potencjalny crash podczas spawnowania postaci, Naprawiono błąd, w którym czasami nie można było wejśc do pojazdu, Naprawione podkładanie ładunków przez ściany, Naprawiono niedodawanie punktów przy zmianie drużyny, Naprawiono złe zestawy ekwipunku na TDM - koniec z lagami z powodu różnej wagi na kliencie i serwerze, Naprawiono rotację map wysyłającą ludzi przeważnie na Berlin, Naprawiono HUD zastępujący ekran spawnowania podczas pierwszego spawnu, Zablokowano podkładanie ładunków przez ściany, Zmniejszono obrażenia zadawane stacjom radiowym przez naloty i pociski, Poprawiono widocznośc zniszczoej stacji radiowej 0 nie będzie już wyglądała jak zaznaczony spawn, [OPTYMALIZACJA] Zmienione ustawienia cieni - powinny teraz działać nieco szybciej.
  11. A small one before the weekend, just so it's a bit more fun to play. Keep letting us know about issues, we're working on the infinite loading (there's two new ones of those - we've got some leads to fix it definitive) and we have some intermittent lagging issues we can't track without more testing. Happy thanksgiving to those in North America and happy weekend to everyone else! Update 0.8.1 Patch Notes [BUGFIXES] Warmup widget should now be visible again while warmup is in progress, Potential crash fix in character spawning, Fixed not being able to enter vehicles sometimes, Proper fix for planting through walls, Reward for team switch not applying, Fixed bad configs on TDM - no more lags from weight mismatch, Fixed map rotation constantly choosing Berlin, Fixed HUD replacing deploy screen when player spawned for first time, Blocked bomb planting when retreat is in progress, Damage Type Modifiers for BRE station: nerfed bullet and strikes damage, Fixed destroyed point marker opacity on Breakthrough (won't look like selected spawn anymore), [OPTIMIZATION] Shadow Quality setup - should improve shadow performance.
  12. Ragir

    dowódca w TDM

    TDM pewnie jeszcze dostanie jakąś zmianę przed 1.0, więc jeszcze go nie skreślamy, ale w aktualnej formie zdecydowanie nie ma sensu
  13. Reported back to the team, thanks!
  14. It might be some ports blocked or something like that, we're planning to move to internal serve browser and ignore what Steam does, but there's no ETA on it (the current one works 99% of the time), but it will get better at some point.
  15. 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.
  16. Here it is! The long awaited community game mode is here. Breakthrough is a dynamic and intense experience that will require quick thinking and steady aim. Teams are split into two roles: attackers and defenders. The goal of the attackers is to destroy enemy Radio Stations by means of explosive charges (plat them by holding F), C4, grenades, strikes or big caliber rounds to advance the match forward. The goal of the defenders is to stop the opposing team from reaching and destroying the Stations. Match ends when all of the stations are destroyed and attackers win, or when the timer elapses and hits 0 - that's the defenders win condition. Timer starts at 15 minutes and each pair of stations that are destroyed will increase it to 5 minutes. Match can take anything from 15-25 minutes, so stay frosty. Important: we've temporarily removed Anders from the game. This is intentional as it was the main reason for crashing and instability. As soon as we've fixed the issue, it will be back, so don't worry! This patch also introduces a few optimizations, mostly in the frame pacing and stuttering areas. As always, keep us updated on your thoughts and send us your feedback - we're reading it all! Update 0.8 Patch Notes [KNOWN ISSUES] There are some problems with displaying customization in TDM, we're working on a fix. You will see default customization, but have the proper one in-game. [CONTENT] New game mode: Breakthrough, New Infantry HUD, New Strike: Napalm, Adding Leopard2 Gepard anti-air vehicle to base spawns on Warzone, [IMPROVEMENTS] Disabled not being allowed to join when the match is ending, Collimator glass is less dark now, HUD: new in-game chat window, HUD: new strike bar, HUD: hiding armor status icons if armor is not present, HUD: added current soldier weight class, HUD: changed inventory status widget, HUD: added laser/flashlight status icon, HUD: improved kill feed, HUD: added headshot indicator to kill feed, HUD: destroyed vehicles will now show up on the kill feed, HUD: changed icon resolution to sharpen them up, HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD, Many other, small improvements, [BUGFIXES] Reduced crashing on both client and server side, Fixed invisible packs, 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, Audio attenuation and occlusion fixes, Claymore spawning fix, Fixed destroyable objects not having particles at the start of the round, Fixed some minor issues with mudflaps and other addons, Fixed RPG Nets issues of Leopard 2A6 Body Armor, Fixed wrong gib mesh in Commando turret, Other bugfixes, [OPTIMIZATION] Fixed some stutters on the render thread, Fixed stutters on the render thread when updating material scalar parameters, Fixes for reloading assets that were already loaded (reduced stuttering), Disabled per frame calculation on multiple objects, Deleted empty skins to reduce stutters, Disabled DoF calculations for vehicles that are far away.
  17. It's not, we've tested it Btw, we've figured out the lag issue, the workaround is to wait 3s before respawning and it should go away.
  18. A small, but awesome one - we've fixed the lag issue on Breakthrough! Thanks to your submissions and videos we've been able to get enough data to figure out what was wrong. Thanks for your help, and keep going! [BUGFIXES] Breakthrough: Fixed 1-second lags, Breakthrough: Fixed missing respawn delay, Breakthrough: Fixed the map sometimes staying on the deployment screen, [IMPROVEMENTS] Changed chat on respawn screen, Changed chat size, Minor improvements to kill feed, Improvements to on screen messages.
  19. Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned! PTE 0.8.2 Patch Notes [KNOWN ISSUES] Invisible packs are back, we're aware of them and are working on this bug, From time to time the server is starting to lag for a while, we need more info on this one, After spawning on a Mobile Spawn Point you can get a low HP effect, [IMPROVEMENTS] Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret, Breakthrough: defenders can no longer go back to retreat zone after leaving, Breakthrough: Zone placement improvements, Breakthrough: minor spawn fixes, Breakthrough: Reversed C and D points on Smolensk, [BUGFIXES] Breakthrough: Fixed a bug that sometimes prevented retreat from ending early when all defenders left the zone, Breakthrough: Fixed wrong Leopard version in the base on Polyarny,
  20. This time we've got a bunch of Breakthrough changes, from the core gameplay to the visual information layer, to let you know better what's happening. It's mainly focused on changes to Breakthrough, but we also have some other changes, too, including some performance updates. This one has two issues we're still working on, but there's no point in delaying it longer - we need more information on those two problems, so let us know if you see any pattern in when the server starts to lag and when packs disappear. PTE 0.8.1 Patch Notes [KNOWN ISSUES] Invisible packs are back, we're aware of them and are working on this bug, From time to time the server is starting to lag for a while, we need more info on this one, After spawning on a Mobile Spawn Point you can get a low HP effect, [GAMEPLAY] Breakthrough: after a successful retreat, Defenders will gain points (10 * seconds left), Breakthrough: after a successful retreat, Attackers will gain the seconds left as additional time for next objective, Breakthrough: attackers can no longer get to the next objective before the retreat is over, Breakthrough: Radio Station will now blink and emit beeping when planted, Breakthrough: added new statistics collection: bombs planted, defused, radio stations destroyed, longest attack, longest defence, fastest plant, successful retreats, retreating enemies killed (not available from the menu yet, but are being counted), Breakthrough: moved point marker position up to no longer block visibility of the stations, Breakthrough: reversed Berlin point order, Disabled an option to skip Warmup on PTE for proper BRE testing, Disabled not being allowed to join when the match is ending, Napalm strike visual overhaul, Allowed joining to server when match is ending, Adding Leopard2 Gepard anti-air vehicle to BRE base spawns, [IMPROVEMENTS] Collimator glass is less dark now, HUD: new in-game chat window, HUD: new strike bar, HUD: hiding armor status icons if armor is not present, HUD: added current soldier weight class, HUD: changed inventory status widget, HUD: added laser/flashlight status icon, HUD: improved kill feed, HUD: added headshot indicator to kill feed, HUD: destroyed vehicles will now show up on the kill feed, HUD: changed icon resolution to sharpen them up, HUD: added plant, defuse and destroy icon notification to the Breakhtrough HUD (still work in progress!), [BUGFIXES] Breakthrough: fixed missing status widget on Smolensk and Polyarny, Breakthrough: fixed Radio Station collision, Breakthrough: fixed improper marker text colors, Audio attenuation and occlusion fixes, Claymore spawning fix, Fixed destroyable objects not having particles at the start of the round, Fixed some minor issues with mudflaps and other addons, Removed redundant markers on compass widget, Fixed RPG Nets issues of Leopard 2A6 Body Armor, Fixed wrong gib mesh in Commando turret, [OPTIMIZATION] Fixed OnVideoBasicSettingsChanged() hitches on the render thread, Fixed hitches on the render thread when updating material scalar parameters, Fixes for reloading assets that were already loaded (reduced hitching), Disabled ticks on multiple actors, Deleted empty skins to reduce hitching, Disabled DoF calculations for remote vehicles.
  21. 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!
  22. I'm saying that changing the fire mode by using B actually changes how the weapon handles. Tapping with full auto selected doesn't work like this, but chancing the fire mode actually changes how the weapon fires - this is done so firing modes actually do something, not are just there because weapons have them Also, since we've added the horizontal recoil slider that's separate from vertical now, we have to see how it pans out before making drastic changes, so let's see how it works after 0.8 hits Live
  23. Also, there is TK punishment system, but it was designed around matchmaking and applies matchmaking penalties, we haven't gone around to apply it to the server browser. For now we can just ban the person if you send the SteamID64 to us. Imma give him 48h to chill.
  24. I don't see people using burst and single fire enough, and that's a wrong idea, since weapons have actually reduced recoil and spread when in those modes. It's especially deadly if you have a good aim and play a battle rifle. Scar is a one-shot headshot in most situations and with single fire you can really use it on long range.
  25. In general, I agree that they could be more useful, but bear in mind that this means probably increasing the BP cost as well. For most it's not a problem, but we have to think about those first 5-10h of play as well, since this is the time that converts someone interested into devoted player. If you get strike like this easier - it's a plus. If you get under a strike like this and somehow live, it's a cool story. I'd personally go for just adding more strikes that are varied in their usage - leave this one like it is or slightly change it and make a copy with different stats that is a bit more expensive, but also more deadly.
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