2012-12-06 05:39 PM |
artifice |
Re: Several New Weapons Available
Originally Posted by MrBloodworth
Not...quite. Models and textures ( in PS2's case, heavy shader use ) are on the client.
Textures take way more memory than models do on modern hardware. Also, most objects in game are using tiny, tiny images in the shader pipeline, hence all the repetitive patterns on players and objects ( Easy to do in a sifi theme ). Even tanks are using tiny images ( like 32 x 32 ) in most cases with a normal map layer underneath. Camo is the same way, they just change the color/diffuse image and the rest, the grit, grime and normal lighting data is all still intact.
In the case of the current guns. Its all modular, the but, barrel, clips, textures are all preexist meaning that the overhead is Nill. Its already been loaded. Shaders can then provide the variance with no change to the geometry.
If you look close, the scratches and "grit" are reused across guns, vehicles and environment. They did this with Everquest 2 many years ago, this is clearly a refinement of that.
Front loading all assets was a problem in PS1, and is what lead to no room for additions. Look at the Flame thrower from PS1, its all repurposed textures...so was the Place-able shield. I believe that was part of a generator.
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Actually, yes, quite. When a model comes into view, there is information being sent from the server to the client, and back to the server to inform the client and verify to the server that the model and texture are both being used. Textures and models are client side in every MMO, with server side checks to verify the model and texture has not been modified. This is a lot of information being handled as information needs to be sent and verified for every texture and model to every single client in view of it.
Each new model has a new texture, they are a package deal, and while a single model and texture takes up a small amount of memory, the more there are, the more it has to store. Which means the more crippling it is for weaker systems to handle.
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2012-12-06 06:04 PM |
Juryrig |
Re: Several New Weapons Available
Originally Posted by Juryrig
I'm actually MORE relieved that they are minor variations on existing themes rather than flat out 'buy these to be better' additions, although I can see people seeing the VS option as a genuine upgrade.
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Having just trialled the new Vanu Carbine, the Serpent, I may have to reconsider my position on whether or not it is a genuine upgrade.
It's an absolute beast. Mad ROF, very low recoil. Longer reload time, so it's a bit all or nothing - if you haven't killed them with one clip then they're probably going to kill you. But.....well, lets just say the Solstice feels pretty lame to go back to.
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2012-12-06 06:21 PM |
AThreatToYou |
Re: Several New Weapons Available
Originally Posted by artifice
Actually, yes, quite. When a model comes into view, there is information being sent from the server to the client, and back to the server to inform the client and verify to the server that the model and texture are both being used. Textures and models are client side in every MMO, with server side checks to verify the model and texture has not been modified. This is a lot of information being handled as information needs to be sent and verified for every texture and model to every single client in view of it.
Each new model has a new texture, they are a package deal, and while a single model and texture takes up a small amount of memory, the more there are, the more it has to store. Which means the more crippling it is for weaker systems to handle.
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I don't think you are completely understanding the process. The process you describe would be very secure, but it would be very inefficient. Too inefficient for PlanetSide 2.
The game has to check a model only once, not every time its loaded and nor does it have to check who can see who by model. Players are loaded as point-text as far as communicated between client and server; models are then attached by the client. The server needs to check them only once, no questions asked, because as long as everything is put together correctly, nothing will happen when it's not supposed to happen. I can already evidence that models and visibility are not cross-checked because I have been regularly hit in my Lightning by infantry attacks that I cannot see.
About the only issue with adding more models is the memory footprint, because the game is not 64-bit, it actually has a hard-cap.
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2012-12-06 06:50 PM |
Palerion |
Re: Several New Weapons Available
Lol I don't think I'll be buying any guns... Still the same old models, same old bullets, same old everything except for a few stats. Nothing original really. I'd love to see SOE step up and make some weapons that actually seem unique.
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2012-12-06 07:04 PM |
artifice |
Re: Several New Weapons Available
Originally Posted by AThreatToYou
I don't think you are completely understanding the process. The process you describe would be very secure, but it would be very inefficient. Too inefficient for PlanetSide 2.
The game has to check a model only once, not every time its loaded and nor does it have to check who can see who by model. Players are loaded as point-text as far as communicated between client and server; models are then attached by the client. The server needs to check them only once, no questions asked, because as long as everything is put together correctly, nothing will happen when it's not supposed to happen. I can already evidence that models and visibility are not cross-checked because I have been regularly hit in my Lightning by infantry attacks that I cannot see.
About the only issue with adding more models is the memory footprint, because the game is not 64-bit, it actually has a hard-cap.
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There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.
You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.
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2012-12-06 07:37 PM |
MonthOLDpickle |
Re: Several New Weapons Available
Holy that VS carbine..just tested it out.
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2012-12-06 07:45 PM |
MrBloodworth |
Re: Several New Weapons Available
Originally Posted by artifice
There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.
You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.
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No. just no.
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2012-12-06 08:29 PM |
Kail |
Re: Several New Weapons Available
Originally Posted by artifice
There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.
You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.
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I can almost guarantee that you are not sending models and textures back to the server, even as checksums, every time something pops on your screen. It's not feasible.
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2012-12-06 08:52 PM |
moosepoop |
Re: Several New Weapons Available
even though the MCG looks retarded, i use it because its the only gun that stands out from the other tr guns, BCM11, SADFSDF222, DFJSKGF-32, whatever the hell theyre called.
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2012-12-06 08:57 PM |
Electrofreak |
Re: Several New Weapons Available
Ladies and gentlemen, I present the NC Longshot, in empire colors. Already nerfed, of course.
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2012-12-06 09:04 PM |
SturmovikDrakon |
Re: Several New Weapons Available
Originally Posted by Electrofreak
Ladies and gentlemen, I present the NC Longshot, in empire colors. Already nerfed, of course.
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Along with other Empire variants!
I want to buy a nerf gun just to spray paint it TR now
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2012-12-06 11:05 PM |
Hamma |
Re: Several New Weapons Available
Some errors in todays patch.
Double checking the data files that went live with the patch, flak damage and composite armor resistance to flak is unchanged.
However, there were some things that went up by mistake.
The tooltips for the composite armor did change. Mostly though this was to clarify how composite armor works. The new wordage more accurately describes what the composite armor does, which increases the vehicles baseline resistance to those damage types.
As for the M60 Bulldog, parts of the intended change for the next patch went live. Below is a list of all the changes to the bulldog, some went live early. - Direct damage increase
- Faster fire rate
- Faster projectile
- Faster Reload
- Reduced clip size
Once all those changes are in, it should be an overall buff to the Bulldog.
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via Kevmo
Kevmo posted on our forums about this, but I wanted to post here too. The update to composite armor is a correction to it's description, thats it. The old description was wrong, the new one is correct and gives a better description of the effect of the armor, rather than the armor + natural resistance. Functionally the attachment is the same as before. Composite armor is actually getting a bit STRONGER with the next patch to keep it's overall effectiveness the same along with the buff to flak damage - it's essentially a wash when you factor in the flak change, but if you had next week's composite armor today, it would be better.
Composite Armor isn't being nerfed, and it's no more or less useless than it was before. Now the tooltip is just accurate now. Sorry for the confusion.
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Via Higby
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2012-12-07 03:18 AM |
Kiwihead |
Re: Several New Weapons Available
Originally Posted by Strube
- The player who submitted it would get a small fraction of the SC that people spend on that weapon (Say 1 SC per purchase).
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That would be an outright insult and slap in the face. 50/50 at the very least, or it wouldn't be worth even the time to make the item.
Say you make a rifle that costs 500 SC to unlock, you would get $0.01. Even if 1000 people bought the asset you would end up with only $10. Let's say you spend a day working on a rifle (8 hours), just as an example. At $40/hour (which is what my time costs for this kind of work) they'd have to sell 32,000 rifles to make up for even the time spent. I doubt an item would sell that many in the game's entire lifetime.
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2012-12-07 03:31 AM |
moosepoop |
Re: Several New Weapons Available
Originally Posted by Kiwihead
That would be an outright insult and slap in the face. 50/50 at the very least, or it wouldn't be worth even the time to make the item.
Say you make a rifle that costs 500 SC to unlock, you would get $0.01. Even if 1000 people bought the asset you would end up with only $10. Let's say you spend a day working on a rifle (8 hours), just as an example. At $40/hour (which is what my time costs for this kind of work) they'd have to sell 32,000 rifles to make up for even the time spent. I doubt an item would sell that many in the game's entire lifetime.
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players receive 40%.
i really hope player studios comes for planetside 2.
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2012-12-07 10:35 AM |
MrBloodworth |
Re: Several New Weapons Available
Originally Posted by SturmovikDrakon
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That's great stuff right there.
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