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Ragir

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Everything posted by Ragir

  1. First one after the break! The biggest problem right now is the random server disconnects which should be fixed in this patch, but we can't be sure as this is a bug that isn't manifesting in internal testing. Let us know if 0.8.4 helped! Update 0.8.4 Patch Notes [BUGFIXES] Possible fix for disconnects (needs further testing), Fixed a server crash, Fixed F5 crashing the game, Fixed Scar-H rail not accepting attachments, Fixed client vehicle ammo not reflecting the real value on the server (reload bug), Fixed other players rubber banding shortly after respawning, Fixed text messages overlapping on the Breakthrough HUD, Fixed incorrect widget position of Squad List Widget, Fixed missing vehicle HUD for 1st person on some vehicles, Temporary fix for death markers (skulls) being left on the map indefinitely, [IMPROVEMENTS] Switched drone and air vehicles to new HUD system.
  2. Yup, they are modders, their games were basically made to be modded and yet the newest one STILL (over a year after release) doesn't support mods. This only shows how complex this topic is. Most of us devs here are all for modding, but remember that the mod scene was biggest back in the days when games were coming out and that was basically it. No patching, maybe a big expansion, not to mention early access. Just imagine having to redo parts of your mod every 3-4 weeks because we changed something - how long would you keep it up realistically? Or what if we changed something that's crucial for your mod to work and it's no longer possible to do something? Let's finish the game first, give it some time to get patched and made better and then we can work on modding. It's always been in the plans and we've been actively developing some tools in the meantime, but we don't have anything concrete to say about this at this time.
  3. Dzięki za opinię, już wyjaśniam co trzeba Taki jest plan, nowy system potrafi dynamicznie wyznaczać miejsca do przeskoków, dzięki czemu nie musimy ręcznie rozstawiać na mapach miejsc, które mają tą funkcjonalność. Spowoduje to pewnie parę ciekawych bugów, bo będzie można się dostać do dziwnych miejsc, ale stopniowo je załatamy a w ogólnym rozrachunku zaoszczędzi nam to dużo czasu. Wszystko, co wypisujesz powinno byc o wiele lepsze. Mamy w planach przerobienie fizyki pojazdów, natomiast ciężko powiedzieć kiedy, bo to kolejny duży system. Nie jestesmy zadowoleni z tego, jak pojazdy działają do końca i na pewno będziemy próbować to zmienić. Tutaj wszystko się łączy z tym, co pisałem wcześniej, aktualnie pracujemy nad poruszaniem się żołnierza, bo jednak większość graczy większość czasu biega i strzela, natomiast Strike'i (pojazdy / naloty / drony) są w kolejce do poprawek. Będzie poprawione To byśmy musieli sprawdzić, bo nie jest to wg założenia. W WW3 dźwieki kroków maja priorytet nad innymi, więc w teorii powinny być słyszalne nawet ponad eksplozjami, zwłaszcza od tyłu. Błąd może polegać na tym, że klient gry nie renderuje postaci za kamerą (dla wydajności), natomiast nadal powinien mieć informacje o pozycji i na jej podstawie odtwarzać dźwięk. Sprawdzimy. Respy w grze multi to zawsze problem, staramy się cały czas je poprawiać i zmieniać. W zeszłym roku wprowadziliśmy system, który sprawdza, czy w okolicy obszaru spawna są przeciwnicy. Jeśli tak, to wybiera inny. Problem pojawia się, kiedy wszystkie obszary danego punktu mają w sobie przeciwnika (o co dość łatwo, np. na B1 na Warszawie, gdzie często przeciwnicy są po prostu dookoła). Wtedy system jest zmuszony do wybrania losowego spawnu, co powoduje, że można się pojawić komuś przed lufą. Jeśli chodzi o dodatkowe spawny, to są one tylko opcją - nikt nie każe się spawnować tam, jest respiarka, są spawny na liderze i baza, więc po 4 śmierci w jednym miejscu, jak ktoś dalej się tam spawnuje, to czyja to wina? Wiemy, że spawny dalej są takie sobie, także w przyszłości pojawią się kolejne możliwości wyjścia z takiej sytuacji To akurat powinno byc w krótce poprawione. Jeśli chodzi o rotację, to w związku z tym, jak działa WW3, nie mamy technicznie gier, które stoją cały czas, tylko zamykamy proces i otwieramy nowy. Od technicznej strony więc, rotacja polega na tym, że tworzone jest party wszystkich obecnych na serwerze i wysyłane na kolejny, co jeszcze nie do końca działa (wygląda jak błąd Steama, ale nie będziemy na razie rzucać oskarzeń :P). Będziemy poprawiać, ale ogólnie nasz netcode jest bardzo solidny a dużym powodem tych problemów jest niski TTK i duża rozbieżnośc pingów na serwerach. Liczymy na to, że wraz ze wzrostem popularności ta druga część zniknie w większości. Dzięki za ciepłe słowa, zrobimy co się da
  4. After some time on the PTE, we finally got one. It's still not perfect, there are some bugs, but nothing is game breaking and it should be a lot better than 0.8.2. Let us know and happy shooting! Update 0.8.3 Patch Notes [IMPROVEMENTS] New Icons for Ammo, Equipment and Med packs to increase visibility, Added Spawn Warnings (Suppressed/No space) for Deployment Widget, Added Markers Objectives Border to ignore progress color, Added new HUD animations and information for Breakthrough, New altitude widget sliders in Heli Drone, Suicide Drone Layout improvements, Static part for tilt widget in Heli Drone, Added new animations for Breakthrough messages, Changed some HUD layouts: (strikes position, inventory widget, player status widget), [BUGFIXES] Leviathan should no longer crash the game, SCAR-H should no longer crash the game, All TPP and FPP vehicle HUDs are working properly now, Anders is back after extended maintenance, Fixed detonation timer not working properly on Breakthrough, Fixed not being able to plant charges on Breakthrough, Fixed opacity on capture point display on the map, Fixed progress offset for capture points, Fixed opening ESC Menu with opened scoreboard allowing you to control the player, Fixing repair station (out of battle zone) placement on Moscow Warzone, Deleting problematic blocking volume and fixing boundaries of battle zone in east side of Warsaw on Warzone, Removed an option to change role on Breakthrough, Fixed Mini Drone icon on the map being visible for all players on the server, Fixed character leaning too much when next to a wall, Fixed suppress effect not working correctly, Fix for Commando not dealing damage, Stop peeking location of the pawn to spawn on, when character already spawned, [MISCELLANEOUS] Added holiday flair to the main menu, Added holiday sweaters to customization, Customization - Added missing flag thumbnails, Customization - character skin thumbnails rework, Added challenge modifier for killing enemies with shots in specific bones (no new challenges yet, just an option for us to add them),
  5. Another one. Some minor fixes for things found yesterday! PTE 0.8.9 Patch Notes [BUGFIXES] Changed time left to detonation from calculation to replication (on client side) to synchronize them better, Leviathan should no longer crash the game,
  6. Sunday patch time, we've got just one fix, for crashing servers - but it's a big one. Please give some time for the servers to restart! PTE 0.8.8 Hotfix Patch Note [BUGFIX] Fixed servers crashing due to misconfiguration of challenges.
  7. Sprawdzić, czy plik stronicowania nie jest przepełniony np. Jak masz ustawiony na 'kontrolowany przez system', to powinno być ok i to raczej nie to. Generalnie to raczej nie będziemy sprawdzać kompów, programiści to nie IT, więc w sumie nie mamy takiej wiedzy, tylko próbujemy się domyślić
  8. Yes, spawns, aps, ammo, armors, movement, blocking etc. We have a full strike pass planned.
  9. Ragir

    Say Hello!

    Welcome to the community, we're small at the moment, but it will get a lot bigger for the release!
  10. After HUDs we'll get back to fxing spawns and strikes for 1.0, so this is when we'll get around to it. It broke some time ago and we're aware of this, but unfortunately with the amount of people we have, we have to do the work in chunks. And yes, we're constantly looking for more people, but last time I heard we had like -20k programmers in Poland (so 20k vacancies that can't be filled because there's not enough programmers) - but we're still looking!
  11. It will, remember to check back here next december and see what the difference is :d
  12. Będzie bardzo trudno cokolwiek zrobić bez faktycznego kontaktu ze sprzętem, ale może plik stronicowania?
  13. We're redoing the whole customization menu, it'll be different
  14. It's been fixed and we'll be deploying the patch soon™
  15. We're going to support modding in some capacity, but we first have to finish the game. At this time there are some things that are being developed purely for this purpose, but it will take some time to release and we can't really promise stuff yet. Making maps might sound like something fun to do, but we're putting almost as much time into making sure they perform well as we do into designing them, it's not just a case of 'put stuff where it's cool to put stuff'. You have to take into account lines of sight, how you block view so you don't have to render as much (see: wall of Warsaw or Moscow, hills on Smolensk), you have strict limits as to how many draw calls you can have and how heavy they are (we try to keep it at below 2000 drawcalls). If you don't know what a draw call is, you will not be able to make a map for World War 3. And even if you know, there's a full PBR pipeline to get to know, a lot of lighting physics, there's physical materials, setting up of the spawns, the bullet penetration. Let's take the last one. There's literal thousands of objects on our maps, like 15 000. You have to make sure each of them has the bullet penetration set up correctly, so click each of them and set it up. How much time will it take you to set it up? Like a week, 8h a day most likely? And that's actually one of the easiest steps. Yeah, making guns will probably be easier, right? So you make the model and make sure it's set up for the customization system, so every attachment you want to fit on it, fits on it, and there's like 700 of them. You have to split the weapon into parts ofc, it's not a single model. Texture it, make sure it works well with other guns and their textures. Remember, there's skins, you have to make sure those work as well, there's a 100 of those. Now, you have to also animate the weapon. That's a new animation for each pose. How many poses are there? Well, there's base poses like prone, crouch, walk, sprint, back prone, but each of them also has stuff called aim-offsets (when looking left or right), so that's already 15 (I'm not an animator though, so I bet I'm missing something important). Now, that's just for simple idle animation. Now add reloads (there's 3 of them per pose, so 45), add animating of the weapon movement in each of the poses and in ADS, that's 45 + 45 + 45. the last 90 is set up in the editor using curves, so it's a bit faster, but getting it to look good is actually not that simple. Now, add sound design, so it works with the rest of the weapons in the game: that's FPP sounds, TPP sounds, far TPP sounds, tails, sounds for each of the environment sizes (small room, large room, outside and probably a few more). Reload sounds as well, don't forget, those also have to have variants. BUT WAIT, THERE'S MORE Did you know suppressors change how the weapon sounds? Yeah. And you have to make particles like muzzle flash too. This is even without considering balance and game design. All this said, we're fully behind having mod tools, but mod tools also require development time. If we want to make them usable for normal people, it will take more time. And making tools for a game that's still being changed a lot is also not smart. TL;DR; Making games is hard, making tools takes time, be patient
  16. LOL LOL YOU SO FUNNY This bug is so tiny and insignificant compared to some we have that it was just moved back, it's been fixed this week and will be on the PTE in the next update.
  17. As @tynblpb said, the number next to the capture point shows how many attack / defend orders are placed on that point, we had the same idea
  18. Obawiam się, że to nie jest zupełnie związane z WW3, najlepiej zapytac na forum dla streamerów albo samego AMD.
  19. Ragir

    [Nowości] Głosowania

    Na pewno coś będzie na 1.0, prawdopodobnie zglaszanie ludzi z wewnątrz gry poprzez prosty klik na nich, albo coś takiego, zdecydowanie zdajemy sobie sprawę z tego problemu
  20. We eat a home made pizza and then go around the family pretending we didn't
  21. The scoreboards are going to change once we finish HUDs and start working on the rest of the UI (Settings, Deployment Screen etc.). We will make the scoreboard more useful, it will also only include information crucial to current game mode, that means, for Warzone, you'll see Score | Captures | Defenses - no K/D, as we're not bleeding tickets with deaths, so your k/d is actually a worthless stat in Warzone. Same goes for Breakthrough, we'll have plants and defuses instead. For TDM, obviously, K/D is the most important information, as the fewer you deaths, the better you are for the team (yes, it's actually more important than kills in most cases), so K/D will be there for TDM. Having it on the scoreboard now makes people not redeploy when it would be a good idea and promotes camping snipers. This change will also promote people that play the objective and better show the goal of the game. Additionally, we'll have some cool new stuff on the scoreboard, like probably your rank, but that's still to be decided. As for other screens, like team overview etc., something like this is planned for the deployment screen.
  22. Here's a biggie, coming in just before the holiday break, we've got fixes for the most pressing issues and some quality of life improvements, like the revamped for clarity pack icons and a lot of HUD changes - most of them are more under-the-hood, but it also shows visibly. We're still tackling the newest iteration of invisible players, but other than that, most pressing issues should be fixed. We'll be testing this one for a day or two on the PTE and see if it's a good candidate for Live. * Notes with a star symbol need further testing, we weren't able to reproduce the issue, but it doesn't mean it's 100% fixed. PTE 0.8.7 Patch Notes [IMPROVEMENTS] New Icons for Ammo, Equipment and Med packs to increase visibility, Added Spawn Warnings (Suppressed/No space) for Deployment Widget, Added Markers Objectives Border to ignore progress color, New altitude widget sliders in Heli Drone, Suicide Drone Layout improvements, Static part for tilt widget in Heli Drone, Added new animations for Breakthrough messages, Changed some HUD layouts: (strikes position, inventory widget, player status widget), [BUGFIXES] SCAR-H should no longer crash the game, All TPP and FPP vehicle HUDs are working properly now, Anders is back after extended maintenance, Fixed key rebinder widget z-order, Fixed detonation timer not working properly on Breakthrough *, Fixed not being able to plant charges on Breakthrough *, Fixed opacity on capture point display on the map, Fixed progress offset for capture points, Fixed opening ESC Menu with opened scoreboard allowing you to control the player, Fixing repair station (out of battle zone) placement on Moscow Warzone, Deleting problematic blocking volume and fixing boundaries of battle zone in east side of Warsaw on Warzone, Removed an option to change role on Breakthrough, Fixed Mini Drone icon on the map being visible for all players on the server, Fixed character leaning too much when next to a wall, Fixed suppress effect not working correctly, Fix for Commando not dealing damage, Stop peeking location of the pawn to spawn on, when character already spawned, [MISCELLANEOUS] Added holiday flair to the main menu, Added holiday sweaters to customization, Customization - Added missing flag thumbnails, Customization - character skin thumbnails rework, Added challenge modifier for killing enemies with shots in specific bones (no new challenges yet, just an option for us to add them),
  23. It's probably better to ask on a hardware forum, but CL times are also important, from what my research says, going much over 3200mhz won't really do much, but I'm not an expert
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