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Old 2004-03-01, 04:18 PM   [Ignore Me] #1
Duffman
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High Res Tectures Back!!


Originally Posted by SporkFire
Weekly Dev Activities update is coming today, if that's what you mean. Sitting down to work on it now.

High
Res
Textures
http://boards.station.sony.com/ubb/p...ML/002484.html
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Old 2004-03-01, 04:23 PM   [Ignore Me] #2
Queensidecastle
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eh? I didnt know they were gone. I have had all graphical details set to max since December and havent noticed a drop in quality..
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Old 2004-03-01, 04:53 PM   [Ignore Me] #3
Duffman
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tahts because they were gone in a November patch
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Old 2004-03-01, 04:58 PM   [Ignore Me] #4
Biohazzard56
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I never remembered Hi-Res Textures, good for people with really fast comps, i have a good machine but im not going to run them. Devs please optimize Planetside more, like heavily
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Old 2004-03-01, 05:03 PM   [Ignore Me] #5
Ghryphen
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This is what's in QA at the moment. You already saw much of it last week. This is a big update, so there's a lot of work to be done before it is ready for the live servers.

Changes from Last Week's Report

High Resolution Textures: The Programmers believe they have fixed this issue and hope to release the fix along with the rest of this update. However, I have to remind the community that this is the first time the fix has entered QA, and so there is potential for it to be delayed until the next update. We're hoping that's not the case though because we know how much the community wants to see them again.

Infiltrators and the Flail targeting lazer: As we discussed last week, the previous explanation was misleading. Infiltrators will not become more visible when using support equipment. Rather, we have fixed a bug that prevented the Infiltrator from becoming partially visible when using the Flail's targeting laser.

Magrider Brakes: SmokeJumper sent me more information on this change, and how it affects more vehicles than just the Magrider and also improved torque on some.

Spork's Pre-Emptive Response: We're not ready to discuss any decisions on the balance topics going around, so they are not listed here.

Gameplay
  • Capitol Buildings are currently in our internal testing. Read more about them In Development.
  • If a Cavern is locked, then any friendly surface facilities connected to that cavern (via the lattice through the Geowarps) will act as if it had all six modules installed.
  • Hand-held AT weapons now have "recharge capacitor units" (Ancient Tech "ammo") that you can buy at AT equipment terminals or at facilities with the Equipment module benefit.
  • Phalanx Wall Turrets now have a great upward pivot, allowing them to more easily targeting incoming aircraft.
  • Certification Terminals can now be destroyed.
  • Double-clicking on a Warpgate will now zoom to its linked continent.
  • Hand Grenades will now come in clips of three, though they will require the same amount of inventory space as before. i.e. A clip of three grenades will take up the 2x2 inventory space that a single grenade consumed before.
  • TR Burster will only do direct damage to non-aircraft targets. It will no longer inflict splash damage on infantry and ground vehicles.
Bug Fixes
  • High Resolution Textures will display properly again.
  • Enhanced Targeting will now show the status of enemy Flails beyond 15 meters.
  • Fixed a bug that was causing Infiltrators to remain completely invisible when using the Flail's targeting laser. Infiltrators will now be as visible when using the Flail laser as they would while using any other piece of support equipment.
  • Pistol slot items will no longer be visible in an Infiltration Suit.
  • Hotswapping items will no longer cause infiltrators to become more visible.
  • The Infiltration Status Icon will function properly, giving a visual indicator of how "cloaked" a player is.
  • The nature of the Empire-specific Infiltration Suit models caused some suits to be more visible than others. We have adjusted parameters for each Empire to compensate for this.
  • Damage Decals will no longer show up on water.
  • Scorch decals on a door will not remain stationary when a door opens.
  • Fixed an issue that would cause players to lose Outfit points.
  • Outfits can invite players with a �J or �K appended to their name through the Outfit Window.
  • Fixed an issue where newly created characters could not receive send or receive /tell messages or be added to friends list.
  • Teleporting through Router telepad will no longer cause Darklight to appear with normal field of vision.
  • Energy weapons will leave a damage decal on surfaces again.
  • Wall Turrets that are destroyed and repaired will display the proper textures.
  • Drivers will no spawn in a vehicle with only 1 shot remaining in the vehicle�s weapon clip.
  • Manual binds will no longer remain after deleting character and creating another.
  • Fixed an issue where an avatar could remain in the world after being disconnected.
Other
  • Levels of visibility have been honed for each of the different actions that Infiltrators can take � running, walking, crouch-walking, jumping, and shooting, etc. Further, the level of visibility has been adjusted to account for multiple simultaneous actions, such as jumping and shooting.
  • Infiltrators will remain cloaked when they mount a vehicle, but will be partially visible as long as they occupy the seat. This adjustment does not apply to the wraith, which will remain fully invisible when sitting still, and become more visible at higher speeds.
  • A glow effect and a laser sight effect have been added to the Decimator.
  • Wheeled and Treaded brakes were adjusted in order to allow shorter stopping distances. Vehicles affected: Harasser, Skyguard, Enforcer, Marauder, Lightning, ANT, Deliverer, AMS, Sunderer, Vanguard, Prowler, Wraith, Basilisk. (NOTE: Gearboxes have been tuned to allow "rolling" on hillsides. If the vehicle driver desires to stay in a single spot, simply apply the brakes (spacebar) and the vehicle will stop unless you're on a particularly steep hillside.)
  • Hover vehicle brakes were modified to allow brakes to function more efficiently. Vehicles affected: Magrider, Thresher, Router, Flail, Switchblade.
  • Low-ratio gears (first and second gears) were adjusted (slightly) on the following vehicles in order to increase their torque (starting power) when trying to start moving uphill from a dead stop. Vehicles affected: AMS, Sunderer, Vanguard, Prowler, Magrider, Router, Flail.
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Last edited by Ghryphen; 2004-03-01 at 05:10 PM.
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Old 2004-03-01, 07:07 PM   [Ignore Me] #6
KIAsan
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Originally Posted by Gryphon
Spork's Pre-Emptive Response: We're not ready to discuss any decisions on the balance topics going around, so they are not listed here.
CRAP, not another patch before they fix the lasher. It's starting to get really frustrating (more so than a quad shot JH).
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Old 2004-03-01, 05:04 PM   [Ignore Me] #7
ORANGE
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yeah lets concentrate on bugs and crap first plz

EDIT: Fixing the acceleration on the prowler finally thx be to SOE
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Old 2004-03-01, 05:29 PM   [Ignore Me] #8
Biohazzard56
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What significance does being able to destroy certification terminals have?
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Old 2004-03-01, 05:48 PM   [Ignore Me] #9
GreyFox
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Originally Posted by Biohazzard56
What significance does being able to destroy certification terminals have?
Maybe easier to drain a Bio Lab from its NTU?
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Old 2004-03-01, 05:49 PM   [Ignore Me] #10
dscytherulez
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Originally Posted by Biohazzard56
What significance does being able to destroy certification terminals have?
Little to none.
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Old 2004-03-01, 06:05 PM   [Ignore Me] #11
Kaymon
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Originally Posted by Biohazzard56
What significance does being able to destroy certification terminals have?
I wonder why they wrote this in there. I've been destroying cert terminals since July. Bio labs were notoriously easy to drain, even after the matrix panel fix. 2 Decis = dead terminal.

Seriously, you can do that already.
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Old 2004-03-01, 05:30 PM   [Ignore Me] #12
BigFreak
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Woo for high res textures \o/
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Old 2004-03-01, 05:59 PM   [Ignore Me] #13
Madcow
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I'm excited for this to get to the test server. Nothing has previously gotten me on to the test server, although I've been patching it every once in a while to make sure I didn't get whammied with a monster patch.
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Old 2004-03-01, 07:11 PM   [Ignore Me] #14
infinite loop
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This is an absolutey the biggest fucking joke ever. The lasher bug is killing the game, yet it isn't their top priority? Whoever their project manager and business analysts are they should all be fired.
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Old 2004-03-01, 07:20 PM   [Ignore Me] #15
SilverLord
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Originally Posted by infinite loop
Whoever their project manager and business analysts are they should all be fired.
I totally agree with that statement. I also want them to optimize some FPS issues and studdering with the low end systems. Whe I am looking at a wall and nothing there, i shouldn't be getting only 60 frames.
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