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Thread: Patch Messages-since there will be alot ALL will go here

  1. #1
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    Default Patch Messages-since there will be alot ALL will go here

    4/28/03

    1) You wanted more links. You got 'em. We'll be reviewing gameplay with these new links in place and may change the links around again in the future.



    Each continent got 1-4 additional links in them to make the links more logical (for instance, Nerrivik now connects to Akna on Ceryshen). The exception to this is Searhus as that continent is "advanced" and is a harder nut to crack. It received no additional links.



    2) Zoom scope is now fixed so it stays intact after switching screen resolutions. Other screen resolution switching issues were also resolved.



    3) 1280x1024 resolution is now supported. Many LCD monitors support this resolution, so we do also.



    4) Joystick improvements:

    - Each joystick can have a maximum of 20 buttons and 3 POVs.

    - All buttons on the joystick can be mapped.

    - The shift button is activated.

    - Throttle is no longer reversed.

    - Throttle now goes all the way to 0% (used to not go below 20% due to a bug).

    - Z-axis works

    - X-axis defaults to steering in vehicles, Y-axis defaults to up/down, Z-axis is not defaulted to anything

    - HAT switch is now supported

    - Left/right control is now fixed for ground vehicles

    - Other default keys include: button0 = fire weapon; button1 = swap firing modes/weapons; button2 = reload



    5) Auto-repair now consumes resources correctly from a facility's Silo. Each of the different terminal types, the generator, and the wall turrets, when destroyed, will being auto-repairing immediately thereafter. As they do, resources will be consumed from the Silo.



    REMEMBER: A facility that goes to 0% NTU will become neutral...and neutral buildings can be hacked, regardless of the continental lattice connections.



    NOTE: If a building has 0% NTU in it, then auto-repair does NOT function.



    6) Stabilized the process of mounting and dismounting hover vehicles.



    7) Fixed yesterday's patch issue that made Sunderer turrets not aim correctly.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Command Rank 4 features have been commented out for the moment until we complete those features. The current state was too powerful for what was intended in the game, so we are crippling it until we are able to complete the feature.



    9) A prevalent zone crash fix was made. This was a very common crash bug that was extremely elusive. Nice to see it dead.



    10) A couple minor zone optimizations were made, improving player load handling.



    11) You no longer accumulate statistics while in the Training Zones. Since those are "virtual" targets, they no longer increase your personal stats.



    12) VoiceIP is now activated. To use it, follow these steps:

    - Form a squad

    - Once you have a squad, go to the "P" window and click the Squad tab.

    - Click the "Host Voice Conference" button.

    - Other squadmembers get a dialog at that point asking them if they wish to join the voice conference. They should click yes, if they so desire.

    - To leave a voice conference, just hit "P", go to the squad pane, and click the "Leave Voice Conference" button.



    WARNING! This feature has very little testing done at this point. If you experience issues, it is recommended that you simply cease using the feature for now, report the bugs, and wait for a fix. Thanks!



    --------------------------------



    Known issues we are pursuing:

    - We're in memory leak hunt mode. They will be found. They will be killed.

    - Zone crashes and client crashes are on the big hit list. We've located a couple client crashes, but they are not yet resolved. Fix soon.



    4/25/03



    1) You now (properly) recover stamina while in vehicles.



    2) VS MAX jumpjets have anims and sounds now.



    3) Increased projectile velocities to enhance accuracy for:

    - 9mm Projectile

    - Energy cell projectile

    - 12mm projectile

    - 20mm projectile

    - Dual-cycler projectile

    - Quasar projectile



    4) New tracers are created to compensate for the velocity change. (Change in speed messed up the old tracers.) Additional changes were made to prevent the tracers from appearing to go through walls, or not draw at all when within a short range of an obstacle.



    5) NC Scatterpistol has improved model and textures.



    6) Magrider Heavy Rail Beam now does splash damage.



    7) Sweeper and Jackhammer have tighter spreads and the individual pellets inflict slightly more damage now. (NOTE: We are looking into the NC MAX Scattercannon, but have made no changes yet.)



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Reduced certification cost on Lightning from 4 to 3.



    9) Global Hotspots are now reliable. You can see all major battles happening on all continents at all times now.



    10) Galaxies are no longer made of brittle eggshells. Ramming them with other vehicles (or walking on them with a VS MAX) will no longer destroy them.



    11) Vehicles no longer just pivot in place if you apply throttle and brakes at the same time.



    12) Generator durability has been increased dramatically. It has double the health that it had previously. NOTE: The Generator still has a 30-minute autorepair timer that *will* get it back on-line eventually...but an Engineer is MUCH faster. ALSO NOTE: The next patch will include a fix to add the AP damage reduction versus armor rule to the Generator for additional protection, making it harder to take down.



    13) Sanctuaries now have "first-time help" waypoints. The dialog that appears when you appear in a Sanctuary helps to point out what each building is by referring to the waypoint numbers. (For example: "Waypoint 1 is the Orbital Shuttle Building", etc.)



    14) Tightened reticules for the following vehicular weapon systems: Basilisk, Deliverer, Enforcer, Galaxy, Harasser, Lightning, Magrider, Marauder, Mosquito, Prowler, Reaver, Sunderer, Thresher, Vanguard.



    15) Adjusted rate of fire and damage for the following vehicles:

    - Magrider, Prowler, Vanguard all do more damage per shot against other vehicles and hard targets (with their main cannons), but have a slightly reduced rate of fire.



    16) 75mm projectiles do more damage now (Lightning and Sunderer).



    17) Cycler, Gauss, Pulsar and Punisher got the following improvement: All have default reticule accuracies for crouching, standing and running. Walking has the same accuracy as standing still now. (Only running still incurs an accuracy penalty for these weapons.) NOTES: a) Crouching gives the best accuracy and recoil recovery. b) Standing/Walking gives reasonable accuracy, but suffer more in recoil recovery. c) Running is a bit more innaccurate, but still tighter than previous to this patch. These changes allow you to run and gun a bit better than before with these weapons.



    1<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Gauss can fire a bit more before recoil kicks in.



    19) IMPORTANT NOTE TO TR MAX PLAYERS! The Dual-Cycler is now an anti-vehicular weapon. The Pounder is now an anti-infantry weapon. This was done primarily because bullets have a flat-line trajectory which makes them more useful against vehicles and grenades are more logical anti-infantry weapons.



    20) Bolstered the NC MAX shield. Significantly less drain when active. Much faster recharge rate.



    21) Lasher now has better projectile and "lash" sound effects.



    22) Battleplans now have an improved interface. (Less clutter.) Also, the lines created when using the Draw tool are at a finer resolution for better results.



    23) Command menu now shows up even if you aren't the squad commmander so that you can access certain command features. NOTE: Some command functions still won't WORK unless you're a squad leader, however. (Like Squad Waypoints and Directed Voice Macros.)



    24) Improved accuracy for both the Decimator and Striker when crouching or standing.



    25) Revised Base Capture Experience System

    ==============================================

    Now the amount of experience points earned at the time of capture takes into account the number of enemies (from either of the opposing Empires) that were killed within the hacked facility's SOI.



    A minimum of 5 **unique** enemies must be killed in order to quality to earn 25% of the total XP potential. This percentage increases in a linear fashion to 100% if 20 or more unique enemies are killed within the SOI.



    So basically the higher the enemy death toll in capturing a facility, the more XP is awarded up to 100% of its potential. Squad Leaders still earn CEP, while squad members earn BEP, and it's equally shared within the squad (as always) across the entire continent (sharing across a continent is a new feature).



    New Base Resecure Experience System

    ==============================================

    Effectively this uses the same mechanics as the Revised Base Capture Experience System, except now the defenders get experience for resecuring a facility.



    NOTE: The resecuring doesn't offer up to the same potential amount of XP as capturing, but it still provides a healthy incentive to resecure a hacked facility.



    26) Boomers now disappear correctly after exploding.



    27) Bolt Driver reticule now lines up properly when crouched.



    2<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Magrider and Thresher now properly have collision after autodriving out of a Tech Plant tunnel.



    29) Sanctuaries have been revised! In order to alleviate the framerate issues that occur when 300 people with 300 vehicles all show up in the central courtyard of the Sanctuary, we've divided the Sanctuary up into "villas". Each warpgate bubble has a "villa" around it. There is a shuttle facility, two air vehicle pads, four ground vehicle pads, and a training/respawn facility at each villa. There are teleporter pads (just like the VR teleporter pavilions) in each complex that you can step onto and quickly transport to the next villa in sequence. Thus, it's VERY easy to get around the Sanctuary now...and you can form your battle squads right at the foot of the warpgate you intend to use to invade a continent. Enjoy!



    30) MAX Autorun has changed. It has always been faster and easier to use than originally designed (due to incomplete implementation), thus making the MAX tougher than we wished it to be. Therefore, whenever the MAX's auto-run is engaged a HUD message appears stating "Initializing Auto-Run Mode". The MAX then comes to a complete stop (if already moving), before the MAX begins its auto-run acceleration cycle. Thus, the MAX does more starting and stopping now than it did previously and you can no longer tap-run with the MAX's autorun. This slows the MAX down and makes other armors comparatively faster. This may not be the last of the MAX autorun tweaks, but we want to try this one out a bit before progressing further so we can isolate this gameplay change.



    31) Bailing has sounds now.



    32) Continental Lattice is now in-place. (NOTE: This is only the first installment of changes designed to deal with "phantom hacker", geographic war issues, and incentives to defend. But it has high impact, so we are testing it alone initially.)



    In a nutshell, the Lattice lets you determine where you can attack next.



    a) You may only hack a facility that is connected, via the lattice, to a facility you already own. (“Hack” links are shown in gold if they are your Empire, grey if they pertain to other Empires. Links between same-Empire-owned facilities are the correct color for that Empire…red for TR, blue for NC, purple for VS.)



    b) If, for some calamitous reason, you own NO facilities, anywhere in the world, you can always hack the facilities connected to your secure warpgates at your Sanctuary. (Example: If you are TR, you can always hack Orisha on Cyssor because it connects directly to the TR Sanctuary Warpgate.)



    c) To hack into a locked continent, you must own the facilities connected to the warpgate on the OTHER continent first. (Example: If you want to hack Leza on Cyssor, and Cyssor is continent-locked, then you can capture Sina on Searhus first. That will give you a hack link to Leza and you can try to punch the continent thereafter. (NOTE: This makes the lattice truly global in nature so, Commanders…stay aware.)



    d) You may hack ANY neutral building, regardless of its position in the lattice. Therefore, ANTs become even more crucial.



    e) NTU consumption has been changed. Buildings no longer deplete NTUs while doing nothing at all. NTUs are now consumed ONLY through auto-repair of equipment within the building (terminals, wall turrets, generators, etc.) and respawns. Therefore, if nothing is going on at the facility, it will never go neutral. NOTE: Enterprising squads might try to destroy equipment in an enemy facility with low power, hoping to consume the last NTUs and get the ability to hack the facility “outside the matrix”. This is another way to "punch" a continent lock.)



    33) In preparation for some sweeping facility link abilities (in an upcoming patch) some of the existing link abilities have been removed.

    - The Amp Station no longer reduces consumption of NTUs by 50%. (This will be replaced soon with the ability to power up vehicle shields.)

    - Amp Station no longer increases the size of the SOI when owned. This was as much hindrance to friendlies as it was detriment to drop-podding enemies.

    - The Bio Lab no longer causes Medical Terminals to act as Advanced Medical Terminals. (This will be replaced by a more noticeable reduction in respawn timers to all linked facilities.)

    - Tech plant still allows advanced vehicles to be purchased at other owned facilities (no change).

    - Interlink still adds radar capabilities, but these will be simplified soon to be more understandable.

    - Dropship Center will eventually activate all repair/rearm pads at various facilities so vehicles can repair and access inventory at those pads. That feature may be post-release.

    - All link abilities (when we're done with the changes, not currently) will show up as icons near the SOI of the building on the overhead map, thus making it easy to, at-a-glance, see what special abilities each facility has due to links.



    34) All waypoint functionality for the overhead map (Personal and Squad Waypoints) have been moved to the main toolbar instead of one being on the main bar and one on the command bar.



    35) See all FRIENDLIES and See all ENEMIES have a visual upgrade to make it easier to see the information provided.



    36) There is a 30-second timer on Instant Action now, just like with Recall to Sanctuary and Quit. This prevents the feature from being used as an "escape hatch" when about to die.



    37) You can no longer mount a vehicle that is in the process of being Jacked. You must kill the person jacking the vehicle to prevent its theft.



    3<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> You can no longer deconstruct your vehicle if you are still in the vehicle.



    39) You can no longer kick yourself out of a vehicle that you own.



    40) Hover vehicles no longer take damage when autodriving out of the tech plant tunnel.



    41) New Outfit decals are now available for your Outfits.



    42) Voice macro menus are now fixed. (Text should match voice in all cases.) (NOTE: Some "Very Quick" phrases are only generally the same between text and voice.)



    43) Color codes are now prevented in chat.



    44) Looking for Squad now resets if the user zones, allowing players to stay "LFS" when they warpgate or drop to another continent.



    45) "LFS" defaults to "ON" when you enter the game. Turn it off by clicking the button on your chat pane.



    46) If a missile lock is achieved on YOU, there is now a warning on your reticule saying "Warning: Missile Lock!" along with a tone.



    47) Fixed a Darklight exploit where removing the implant at an implant terminal allowed you to stay in Darklight mode forever.



    4<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> You can now text edit when using Battleplans.



    49) The cargo hold on the Galaxy can now be locked.



    50) WARNING! WARNING! If you stand on a vehicle pad when someone purchases a vehicle, you will be INSTANTLY KILLED. You have been warned.



    51) You can now zoom while in Vehicle Gunner and Driver positions. You can also zoom while in a MAX.


    Brother Lenardo Draconis

    65th Transcendant of the Celestial Fists

    The First Seal

    The Nameless

    Magelo

    Monk Website
    </p>Edited by: <A HREF=http://pub147.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=len ardo>lenardo</A> at: 5/1/03 6:27:29 am
    Lenardo

    Look up You May See Stars Tonite

    Lynch Park



  2. #2
    Administrator OMFG I Post Too Much
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    Default Re: Patch Messages from over the weekend

    Wednesday, April 30th (not yet available)



    Changes include:



    1) Users that have Darklight Vision will now display an icon next to their name when the implant is active. This can provide warning to Infiltration Suit users and helps to make Darklight from being 100% effective all the time because stealthers *can* get a bit of warning. Currently, you'll be able to see that icon when within 40m of the implant user. That range may be tweaked after further playtests.



    2) Ground vehicles get more "time to be disabled" when underwater. Also, there is no "instant disable" because the water is too deep. You'll always at least get a *chance* to get out...no matter how slim.



    3) Galaxies can now carry Lightnings.



    4) The secondary fire modes on Decimators and Strikers now have the same sized CoF as the primary modes.



    5) Revive has been reduced to a cost of 25 units instead of 50 (for reload purposes). Additionally, the revived person now comes back to life at 100 health (although stamina and armor are still reduced). NOTE: This is just a small bump-up for the Medics. It's not all the attention we intend to give them.



    6) Respawn timers have changed. If you respawn at a Facility, it takes 20 seconds. At an AMS is 30 seconds. At a Tower is 40 seconds. These timers are drastic. This was done intentionally. The numbers will be adjusted after watching gameflow tonight. Your constructive feedback is appreciated on the forums.



    7) Found a few server issues that *may* increase zone stability significantly tonight.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> The following maps were updated with fixes. Those fixes range from things you *will* notice (like a couple Towers that had basements underwater) and things you probably *won't* notice (like a tree interpenetrating another tree, or a floating rock grounded down properly). The maps involved are Solsar, Ishundar, Searhus, Amerish, and all three Sanctuaries.




    Brother Lenardo Draconis

    65th Transcendant of the Celestial Fists

    The First Seal

    The Nameless

    Magelo

    Monk Website
    </p>
    Lenardo

    Look up You May See Stars Tonite

    Lynch Park



  3. #3
    Apostle Master
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    Default Re: Patch Messages from over the weekend

    how long is your respawn after being killed? killing yourself/suicide? or any other type of respawn "penalty"?



    edit; just read about the 20-30-40 sec respawns. are these for both normal kills and suicides?


    <span style="font-family:verdana;font-size:x-small;">Sensei Bwuce</span>

    <span style="font-family:verdana;font-size:xx-small;">Xev</span></p>Edited by: <A HREF=http://pub147.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=bwu ceofxev>bwuceofxev</A> at: 4/30/03 8:44:14 pm

  4. #4
    Administrator OMFG I Post Too Much
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    Default Re: Patch Messages from over the weekend

    yes bwuce


    Brother Lenardo Draconis

    65th Transcendant of the Celestial Fists

    The First Seal

    The Nameless

    Magelo

    Monk Website
    </p>
    Lenardo

    Look up You May See Stars Tonite

    Lynch Park



  5. #5
    Ascendant OMFG I Post Too Much
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    Default Re: Patch Messages from over the weekend

    well its been a whole day so here goes



    Thursday, May 1st



    1) Continental lattice links were changed. Only three continents were affected:

    - Oshur: The link from the Amerish Gate now connects to Atar instead of Jamish.

    - Ceryshen: Some of the very long links were removed and replaced with links to the map's central area. Igaluk now connects to Anguta and Pinga to Akna. The removed links were Igaluk to Tarqaq and Sedna to Pinga.

    - Cyssor: To allow the NC a bit more freedom when they come from their Sanctuary gate, there is a new link from Chuku to Honsi.



    2) Phoenix improvements: Lifespan increased from 5 to 6 seconds. Turning radius increased slightly for better handling at that higher velocity. Damage is reduced very slightly to compensate.



    3) Mosquito's armor increased from 500 to 600.



    4) Jackhammer damage increased. The Sweeper Shotgun also had it's damage tweaked upward ever so slightly.



    5) Striker's primary firing mode is now Tracking. Secondary mode is Dumbfire. (Putting the more commonly used mode as primary.)



    6) Rare bug instance...but...if a Galaxy is flying low, and is under an overhang, and the pilot goes linkdead...THEN...all occupants will be forced to bail and the Galaxy will deconstruct (not explode) and will not autoland.



    7) Magrider and Thresher now can stay over water 150% the previous length of time.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Vehicles now use a KPH indicator instead of percentage. This allows easier matching of speeds among convoys because they can use real numbers instead of trying to visually match speeds. ("Everyone move at 45KPH.")



    9) Fixed a few small memory leaks.



    10) Fixed multiple server crashes.



    11) Optimized turret search code for performance reasons.



    12) The squad list now shows indicators of who is in your voice conference when using VoiceIP.



    13) You no longer get the "heavy breathing" fatigue sounds when dead.



    14) Squadmate names now flash when they speak on VoiceIP. This allows you to more easily see who is talking. NOTE: The VoiceIP flash is a different color than the flash that occurs when they send a text message.



    15) Respawn timers have been reset pending a new code fix. The new timers are at Facility = 15 secs; AMS = 20 secs; Towers = 25 secs. NOTE: These are *going* to change again later.



    16) Some projectiles were showing as very slow and were being drawn sideways due to a bug. This is fixed.



    17) Splash damage now ignores players for purposes of occluding damage only on large calibre projectiles. (Grenades are still occluded by people.) What this means is that tank rounds can now (properly) take out large groups of people with splash damage. Beware the tanks and don't group up in front of them.



    1<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> The HART shuttle timer has been reduced from 15 minutes down to 10 minutes to facilitate drop pod usage. Additionally, the time that the Shuttle sits in the hangar before launching has been reduced from two minutes down to 90 seconds.



    19) The following maps have been updated in this patch to fix minor issues: Ceryshen, Esamir, and Oshur.



    20) The frequency of weather has been increased. Hopefully, you'll see a storm or two on occasion now.



    21) Grief dissipation rate was increased to 144 points a day instead of 50 per day. We may increase that rate in the future but we are trying it at this lower rate for now.






    2 Ti 4:7



    </p>

  6. #6
    Ex-Druid Monk-in-Training
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    Default Re: Patch Messages from over the weekend

    FYI: This afternoon around 7PM est the servers were brought down and spitfires were 'fixed'. They did not add a patch message, nor did you have to download a patch because the fix was server-side.



    Spitfires range is decreased alot, and the damage is pretty much the same. Although i've noticed now that 2 rocklets will kill a spitfire (did not test this before).



    -Tur



    EDIT*



    21) Grief dissipation rate was increased to 144 points a day instead of 50 per day. We may increase that rate in the future but we are trying it at this lower rate for now.



    They worded that REALLY bad, think about it =)


    </p>Edited by: <A HREF=http://pub147.ezboard.com/bmonklybusiness43508.showUserPublicProfile?gid=tur ential>Turential</A> at: 5/3/03 6:27:24 pm

  7. #7
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    Default Re: Patch Messages from over the weekend

    We Want Your Crashes! (10pm Central, 5/5/03)



    We implemented a new crash logging system in this small patch. If your system drops to desktop during play, a file will be generated called "planetside_crash.log".



    We are asking for you to send us that file each time you get a crash. The email address is listed inside that logfile (in case you forget it later), but is also listed here for reference.



    Please send any crash log emails (with the "planetside_crash.log" file attached) to planetsidereports@soe.sony.com.



    Thanks! The logs we get from you will help us quickly hone in on the crashes so we can eradicate them from your gameplay.



    =====================



    May 5th, 2003



    Tonight's patch upgrades a lot of art assets to fix scores of minor cosmetic bugs. These are issues that the Art Team has been fixing along the way while the programmers concentrated on other issues.



    No game balance has been changed in tonight's patch. Expect stability improvements and gameplay fixes in future patches.



    =====================



    Saturday, May 3rd



    1) Joystick invert now functions.



    2) There is now a mappable key for "Drop Item".



    3) Fixed the "hotswap" feature of being able to right-click an item to move it from inventory to locker or trunk. This works in reverse also.



    4) Vehicle occupant name color is now changed.



    5) New death camera point of view.



    6) /who is now restricted to just text string searches. For instance, /who XYZ will echo back a list of everyone in the world with the string "XYZ" in their names.



    7) When a building's NTU go to 0%, the building's flags and wall colors will revert to neutral.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Darklight icon no longer sorts incorrectly.



    9) Improved ray tracing for turrets. This should improve framerate significantly in facility battle situations.



    10) Retaliatory response range for turrets was reduced.



    11) Prioritized all local weapon sounds so you hear your own weapons all the time.



    12) Vehicles that do not have drivers/pilots no longer have engine idle sounds.



    13) Fixed a sound bug where ground vehicles at range would sometimes never change from their idle sound.



    14) Made the world server clear the squad voice host information when the squad member designated as the voice host disconnects.



    15) Optimizations were made that increase framerate substantially when multiple vehicles are in your area.



    16) When you speak with VoiceIP, your name on the squad bar will highlight and flash so that others in your squad can see who is speaking.



    =====================



    Crash Bug Patch (9pm, 5/1)



    1) Two crash bugs fixed (one server and one client)



    2) The health bars are fixed also. They will update correctly.



    =====================


    </p>

  8. #8
    Ascendant OMFG I Post Too Much
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    Default Re: Patch Messages from over the weekend

    Tuesday, May 6th



    1) Lowered the autorepair NTU consumption for equipment terminals, vehicle terminals, certification terminals and Phalanx turrets. (Bases were being stripped of power too quickly.)



    2) When you adjust your volume sliders, sound samples play to give you feedback on the sound level.



    3) HUD window positions should save properly now.



    4) Cancelling the Options screens will now discard all changes since the last save.



    5) We think we fixed the "Bolt Driver kills people inside vehicles" bug. We'll watch to ensure it's gone.



    6) Generators are now like armored vehicles and small arms won't do much against them.



    7) The Mosquito's explosion damage was accidentally set very low. This has been corrected and "last minute bails" may not save you any longer if you bail just before impact. (The damage from the vehicle explosion may take you out in that case.)



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Medical terminal healing rate has been slowed down somewhat to help prevent defensive "turtling" around med terminals. They're still useful for healing when a medic isn't around, but are no longer an "instant heal".



    9) Air vehicles can now descend at the same rate they can ascend. This makes landing easier and allows some more rapid maneuvering in dogfights. It's not a huge change, but will improve handling.



    10) Air vehicles now take more damage from collisions when colliding with terrain, objects, and soldiers.



    11) Fixed a zone crash in the respawning code.



    12) Fixed a zone crash that occurred if you got killed while mounting a wall turret or implant terminal.



    13) Bullets and beams (AP bullets) are a bit more useful against Reavers now. This should allow you to fight back against them a bit better. This is a fairly subtle change in balance. We'll watch this and judge whether there should be further change.



    14) Fixed a bug in the respawning system that was preventing the "10-minute sliding window" from functioning correctly, thus resulting in penalty respawn times that were not earned. This is fixed and the system is working properly now. You should get far fewer "penalty" times added to your respawning now.



    15) Prevented Revives from counting as deaths for the purposes of the respawn timer penalties.






    2 Ti 4:7



    </p>

  9. #9
    Ascendant OMFG I Post Too Much
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    Default Re: Patch Messages from over the weekend

    Thursday, May 8th



    The Bug Hunt is on! You folks sent us a great number of crash logs last night. Not all were unique issues (obviously), but the data we gathered was fantastic. The programming team is digging into those now and you should see steady stability improvements over the next few days.



    Changes in this patch include:



    1) In the process of finding a hacking bug, we noticed that hacking "timers" were not operating correctly, thus allowing a hack to last indefinitely. This is now fixed and a hack of a door, equipment terminal, or other device has a time limit again. When that time expires, the hacked item will revert to its normal "friendly-only" access and will need to be hacked again in order for enemy troops to use it further. Hack times and durations are listed below:



    Hacking certification

    ----------------------------------

    Door terminals: 3 sec hack, duration 180 sec

    Medical & Adv Medical Terminals: 3 sec hack, duration 60 sec

    Certification/Implant/Order/Vehicle Terminals: 10 sec hack, duration 30 sec

    Lockers: 10 sec hack, duration 30 sec



    Advanced Hacking certification

    --------------------------------------

    Door Terminals: 1 sec hack, duration 300 sec

    Medical & Adv Medical Terminals: 1 sec hack, duration 120 sec

    Certification/Implant/Order/Vehicle Terminals: 5 sec hack, duration 60 sec

    Lockers: 5 sec hack, duration 60 sec



    2) Secure Trade has been removed (temporarily) from the game. We're going to redesign that feature and make it available after launch. It's a low priority item and not where we want it to be right now, either in interface or stability. Improvements are coming.



    3) A CTD bug was eliminated that occured when you exited a turret as it was being destroyed.



    4) A CTD bug was eliminated that occurred while you were moving around in the VR Driving area.



    5) Several CTDs were eliminated that had to do with looting corpses.



    6) A series of seemingly random CTDs were resolved based upon player-submitted stack traces.



    7) We reintegrated one of the framerate optimizations that we had removed yesterday since it doesn't actually interfere with the crash logs.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Fixed the "can't connect" game-hanging issue with VoiceIP. Whenever the game couldn't connect because of a firewall or because the voice server was down, the game previously would hang for about 6-8 seconds. This is resolved and should not occur any longer.



    9) Fixed a CTD issue that occured if you had the keymap manager up at the same time that you zoned. (Happened most often to passengers in vehicles that were altering their key settings.)



    Items 3, 4, 5, 6 and 9 were all solved because you folks sent those files when you crashed. Please keep it up!




    2 Ti 4:7



    </p>

  10. #10
    Ex-Druid Monk-in-Training
    Join Date
    Jul 2001
    Posts
    37

    Default Re: Patch Messages from over the weekend

    Version 1.5 (6/20/03, 5am Pacific on All Servers)



    We ran into some unavoidable difficulties getting a new test server up. Since waiting to finish that would have delayed this patch, we have spent some extra time testing the patch internally and will make it available across all servers instead of first using a test server. The test server will be brought up shortly and will be used to test our continued content updates and feature additions.



    On to the patch notes ...



    1) The Skyguard anti-aircraft buggy is now available for use. Enjoy!



    2) Hotspot algorithms have been improved. The Hotspots now scale up and down in size so that you can see the relative size of the battles in progress. Additionally, they are much more accurate (there is always a battle there now if you see a hotspot) and they refresh much more often. You should find them much more useful in finding battles now.



    3) You can now respawn to a hacked building if you are a member of the owning Empire. Previously, once a building was hacked, the option to respawn there was unavailable. This is no longer the case.



    4) The Advanced Hacking certification is now required in order to hack equipment terminals or vehicle terminals.



    5) The issue where vehicles purchased at a vehicle pad would sometimes fire from the weapons pad (instead of their muzzle points) causing players unintentional grief when they killed their friends accidentally at the pad, has been fixed.





    6) You can now assign keys to the camera in/out functions on the Keymap screen.



    7) Errant hotspots no longer show up in corners on the Global Map.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> You should no longer lose your text input cursor when death messages occur in the status window. (Only happened on a few screens, like the /bug screen.)



    9) Command chat works properly again.



    10) Because "H" is typically the hotkey for "Help" and because "H" was the toggle for "Hotspots" on the map screen, there was no hotkey for Hotspots that functioned. "Hotspots" now has a hotkey of "O" on the map screen.



    11) Missiles no longer move with their shell shape sideways. They fly properly to target now.



    12) Waypoint beams now sort correctly against hill bottoms and buildings so that the base of the beams no longer shows through those objects.



    13) The HART Shuttle is now visible on the proximity map while inside an Shuttle Building.



    14) You can no longer see infiltration suits while your view is zoomed.



    15) Spitfire turrets can no longer fire at targets inside a warpgate bubble.



    16) The exploit allowing folks to get the stealth effect to "stick" to an incorrect armor type has been sealed.



    17) First-time help tab (on your Character Info screen) now shows all completed first-time tasks.



    1<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Magrider Heavy Rail Beam projectile now fires in the center of the reticul e (instead of slightly above).



    19) Players can no longer avoid Phalanx Wall Turret fire by merely strafing left.



    20) Fixed an exploit that allowed infiltration suits to equip rifle-sized objects.



    21) Fixed an exploit that allowed folks to damage objects while they were supposedly linkdead.



    22) You can no longer hack an enemy base if the friendly base connected to that base (on the lattice) is already hacked. In otherwords, if your base of operations is hacked, you can't use that base to link to other enemy bases. Therefore, you can't hack enemy bases until your own rear area is secure.



    23) 3000x800 video resolution is now supported.



    24) You no longer crash if you exit a vehicle while it is upside down.



    25) Pulsar was boosted in damage slightly per shot against soldiers. Also, the AP fire rate was increased to match that of Standard shots.



    26) The VS MAX Quasar had its default ammo increased from 40 to 60 shots. It's AP damage is ever so slightly less to compensate, but its infantry damage is the same.



    27) The population lock indicator has been changed to show how many slots are left for your Empire on that continent. In otherwords, it now shows a number instead of a percentage. The number caps out at 100, so if more than 100 slots remain on a continent, the indicator will say "100+".



    2<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> The Orbital Strike, EMP Blast and See All Enemies/Friendlies are now functioning on the Command Uplink Device. Take Command!



    =====================





    Version 1.5 (6/20/03, 5am Pacific on All Servers)



    We ran into some unavoidable difficulties getting a new test server up. Since waiting to finish that would have delayed this patch, we have spent some extra time testing the patch internally and will make it available across all servers instead of first using a test server. The test server will be brought up shortly and will be used to test our continued content updates and feature additions.



    On to the patch notes ...



    1) The Skyguard anti-aircraft buggy is now available for use. Enjoy!



    2) Hotspot algorithms have been improved. The Hotspots now scale up and down in size so that you can see the relative size of the battles in progress. Additionally, they are much more accurate (there is always a battle there now if you see a hotspot) and they refresh much more often. You should find them much more useful in finding battles now.



    3) You can now respawn to a hacked building if you are a member of the owning Empire. Previously, once a building was hacked, the option to respawn there was unavailable. This is no longer the case.



    4) The Advanced Hacking certification is now required in order to hack equipment terminals or vehicle terminals.



    5) The issue where vehicles purchased at a vehicle pad would sometimes fire from the weapons pad (instead of their muzzle points) causing players unintentional grief when they killed their friends accidentally at the pad, has been fixed.





    6) You can now assign keys to the camera in/out functions on the Keymap screen.



    7) Errant hotspots no longer show up in corners on the Global Map.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> You should no longer lose your text input cursor when death messages occur in the status window. (Only happened on a few screens, like the /bug screen.)



    9) Command chat works properly again.



    10) Because "H" is typically the hotkey for "Help" and because "H" was the toggle for "Hotspots" on the map screen, there was no hotkey for Hotspots that functioned. "Hotspots" now has a hotkey of "O" on the map screen.



    11) Missiles no longer move with their shell shape sideways. They fly properly to target now.



    12) Waypoint beams now sort correctly against hill bottoms and buildings so that the base of the beams no longer shows through those objects.



    13) The HART Shuttle is now visible on the proximity map while inside an Shuttle Building.



    14) You can no longer see infiltration suits while your view is zoomed.



    15) Spitfire turrets can no longer fire at targets inside a warpgate bubble.



    16) The exploit allowing folks to get the stealth effect to "stick" to an incorrect armor type has been sealed.



    17) First-time help tab (on your Character Info screen) now shows all completed first-time tasks.



    1<img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Magrider Heavy Rail Beam projectile now fires in the center of the reticul e (instead of slightly above).



    19) Players can no longer avoid Phalanx Wall Turret fire by merely strafing left.



    20) Fixed an exploit that allowed infiltration suits to equip rifle-sized objects.



    21) Fixed an exploit that allowed folks to damage objects while they were supposedly linkdead.



    22) You can no longer hack an enemy base if the friendly base connected to that base (on the lattice) is already hacked. In otherwords, if your base of operations is hacked, you can't use that base to link to other enemy bases. Therefore, you can't hack enemy bases until your own rear area is secure.



    23) 3000x800 video resolution is now supported.



    24) You no longer crash if you exit a vehicle while it is upside down.



    25) Pulsar was boosted in damage slightly per shot against soldiers. Also, the AP fire rate was increased to match that of Standard shots.



    26) The VS MAX Quasar had its default ammo increased from 40 to 60 shots. It's AP damage is ever so slightly less to compensate, but its infantry damage is the same.



    27) The population lock indicator has been changed to show how many slots are left for your Empire on that continent. In otherwords, it now shows a number instead of a percentage. The number caps out at 100, so if more than 100 slots remain on a continent, the indicator will say "100+".



    =====================



    Gameplay Updates for PlanetSide



    Check out the latest item on our news page, where PlanetSide Producer Dave Georgeson describes what's coming in the next two weeks and beyond. Check out the enhancements we have in store.



    Feel free to discuss this article in our forums.



    =====================



    Version 1.4 (6/11/03, 4am Pacific)



    1) Continental Population Cap is now shown on the overhead map interface. This is designed to give you warning when your Empire has enough people on a continent that it is "population locked" and you won't be able to get there via Warpgate or Instant Action or Shuttle. The overhead map now shows you the percentage of maximum at a specific continent so you can easily make travelling decisions before you arrive at a warpgate.



    2) The vehicle queuing system is now in place. When you select a vehicle, you will be immediately transported to the driver seat and then the vehicle will autodrive off the purchase pad (air vehicles will fly upward and away) before you gain active control of the vehicle. In addition, your purchasing request enters a "queue" if there are other players in line ahead of you. All you have to do is stay near the vehicle pad and when your turn arrives you will instantly transport to the driver's seat, as normal. If you leave the area, or if you are killed, your purchase request will be voided and your vehicle won't be created.



    3) If you hit Grief Level 4 (a very rare occurrence...it has only happened a couple times) you will no longer be able to reenter the game. Your account will be banned. (There was a circumstance where the account wasn't being completely banned. This is now fixed.)



    4) Outfit decals now work properly. Previously, only the Outfit leader saw them properly. Additionally, the outfit decals have been positioned more prominently on vehicles so that it shows off better. (NOTE to all users: If you don't see Outfit Names on players, try hitting ALT+N a couple times. One of the Name toggle settings shows player names AND outfit names.) There will be modifications to the way Outfit icons are shown on individual armors in the next patch to improve the aesthetics.



    5) The Decimator icon (in your holster) now properly disappears once all three shots have been fired and the weapon is discarded automatically.



    6) You can no longer /ignore GM broadcasts. (Not that you would want to...right?)



    7) You should no longer see the energy coils inside the Amp Station sorting through the building walls so they are visible from outside.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> Users are now prevented from ever being able to end up beneath the world after respawning.



    9) TR MAX Dual-Cycler has been changed to do less damage per shot against infantry targets.



    10) TR MAX Pounder has been changed so its explosion is slightly smaller and so that its damage-at-edge-of-explosion is slightly less also. This brings the Pounder back into balance a bit, and also reduces its grief potential somewhat.



    11) The secondary firing mode of the Rocklet didn't have proper delays set on its aesthetic qualities. That has been fixed now to match the actual function of the weapon.



    12) Bridges now show up on the VR Driving area map screen.



    13) Added a title to the Sanctuary Respawn window so it's more obvious to most users.



    14) WARNING! The Phalanx wall turrets WILL fire automatically again...if your Empire owns an Interlink Facility somewhere on the same continent. Beware the auto-turrets if you're in a flying craft!



    15) The exploit with the ACE which allowed users to lay mines inside buildings has been fixed. This will no longer be possible.



    16) The Boomer explosion effect now occurs as it should. The explosion will now be visible again.



    17) We've added the capability to change your bandwidth settings so as to restrict or expand the maximum amount of data that you're sending/receiving.



    This can help smooth out gameplay for low bandwidth users and can even allow smoother gameplay for high bandwidth users if they have the pipeline to support it.



    The current default is the "Medium" setting below.



    If you have a 56K modem, you should consider using the "Low" setting and see if it improves your gameplay.



    If you have a "fat pipe" (T1 or T3), you can consider going with the "High" setting.



    Most everyone else should be fine with the "Medium" setting.



    Remember...if you experience gameplay issues at Low or High settings, you should probably revert to the Medium setting.



    To change your bandwidth settings, type the following in your chat pane while logged into the game.



    Low Setting

    /info switchboard cullwatermark 40 80



    Medium Setting

    /info switchboard cullwatermark 80 120



    High Setting

    /info switchboard cullwatermark 120 200



    =====================



    Server-side fix (6/7/03, 3am)



    1) A fix was made that prevents characters from being "stuck in the world" and unable to log onto a specific server. This patch doesn't affect very many players, but they were unable to play while this bug existed. It's resolved now.



    2) An extremely rare server performance issue occurred today on Markov. That is now resolved.



    =====================



    Server-side fix (6/6/03)



    The zone crash that affected Cyssor on Emerald last night has been resolved. All servers were updated with that fix.

    =====================



    Server-side fix (6/5/03, 6pm Central)



    A server-side fix was made to fix the lag issues seen today. That is resolved now and all servers are updated with that fix.

    =====================



    Server-side fix (6/5/03)



    A stability fix was made to the servers this morning. All updates have occurred and the servers are back up and running.



    =====================



    Small downloadable patch (5/31/03)



    The reports of a lockup bug continued to accumulate, so we came in today to make a fix. The fix is client-side only and does not require a server cycling. Just patch and enter the game.

    =====================



    Version 1.3 (5/31/03)



    1) A client crash involving getting killed while you have an active missile lock on a target has been resolved.



    2) A zone crash was fixed (the only zone crash that occurred last night).



    =====================



    Server-side Fixes (5/30/03)



    1) The "first-time experience" exploits are prevented. In addition to the fixes made yesterday (that sealed up 90+% of those exploits) we have also resolved an issue affecting some users where the first-time event wouldn't be permanently registered. That's resolved now and first-time experience is (properly) one-time only.



    2) A large memory leak was located and squashed on the servers. This stabilizes our worlds further.



    3) A logic error in base capture experience has been found. The system is now changed so that a) squads that participate in captures will typically gain more xp than in the previous system, and b) the exploitability of the system by "cap squatters" (individuals from squads slipping in at the last minute to rake xp without risk and sharing that bonus with other squadmembers who were also not at risk) are virtually eliminated.



    4) Additionally, the xp awards for resecuring a base (hacking the console back after attackers have initially hacked it) have been increased substantially, so defenders that stick around and fight to retake a base should see increased xp awards for doing so.



    NOTE: These xp changes apply equally to lone wolves as well as squads. Both will see increases.



    =====================



    Version 1.2 (5/29/03)



    1) MAX armor sometimes got stuck in a situation where it could not reload ammunition. This is resolved.



    2) Storm fronts are much larger now, increasing the chance that you'll actually see weather in-game.



    3) Base experience for killing players has been increased from 50 points to 100 points. Other variables increase the values from there (type of armor, weapons carried, how long since last respawn), but the base value has been doubled. Battle Experience should increase correspondingly for kill situations.



    4) A large optimization to the way we process objects has been made. This should significantly improve framerate when near facilities and large battles.



    5) The Striker no longer has the "raytrace from your kneecap" issue and now does its raytrace from the muzzle of the weapon, thus preventing LOS issues that shouldn't occur.



    6) If the gunner bails on a Magrider, the driver will no longer be left in a situation where he cannot drive the vehicle.



    7) There is now a "Location" column on the Server Selection screen. This is used instead of the old parenthetical description in the server names so that you can easily sort servers by location. For instance, what was once "Markov (US West)" is now just "Markov" and there is a "US West" description in the Location column.



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> There should no longer be a way to get out of the Options screens without first encountering a "Do you wish to save these changes?" dialog box. This prevents players from thinking they've saved their options without them actually being saved.



    9) The weather clouds now show up properly when a storm front moves into view.



    10) First-time experience rewards are reenabled (without the exploit potential).



    11) Several zone crash issues are resolved. Server stability has been increased dramatically.



    =====================



    Server-side Fixes (5/26/03)



    Happy Memorial Day!



    There was a data value out of whack with the amount of NTU drained when a Matrix Panel was autorepaired. This was allowing people to exploit the ANT/Silo recharging experience. This is now sealed and the Matrix Panel uses NTU at the proper level now.



    Additionally, we found that a source of the zone crashes that had been occurring over the weekend. That has been eliminated as well.



    Enjoy the rest of your three-day weekend!



    =====================



    Version 1.1 (5/23/03)



    The PlanetSide team is committed to ensuring a level playing field for all soldiers. Players who use methods outside of the intended game design to artificially advance their characters will be considered in violation of the PlanetSide Rules of Conduct. Penalties may include the dissolution of any Outfit caught exploiting experience systems and suspension from the service for the first offense. Further offenses can result in a complete ban from the PlanetSide service. As such, we will continue to closely monitor servers, and will go through all reports that come in regarding Outfits and players who exploit any type of game system.

    1) It should no longer be possible to cause grief to a Combat Engineer by throwing jammer grenades at his Boomers or Mines in order to detonate those items near friendly units and causing damage to them.



    2) An exploit method of generating infinite experience was sealed up and prevented.



    3) You can now move properly in the third mission of Offline Training.



    4) You can no longer force your MAX into permanent autorun mode by dismounting a vehicle while moving.



    5) Barricade collision reps were optimized to prevent slowdown seen when overflying facilities.



    6) The Main Help menu now has the few remaining categories with no text filled out properly.



    7) We removed the pop-up dialog that asked for confirmation before adding or removing implants. (It was unnecessary.)



    <img src=http://www.ezboard.com/images/emoticons/glasses.gif ALT="8)"> To form an Outfit, you need a full squad of folks (10 soldiers including yourself) that are not already part of another Outfit.



    9) Vehicle engine sound "spikes" in volume have been smoothed out.



    10) First-time help should be available for all objects again. (It was missing for some terminals.)



    11) There has been a zone crash plaguing us recently when a zone gets up around 500 players. It had to do with the respawning code in certain odd situations. That bug is now squashed.



    12) /tell messages are no longer case sensitive when addressing players. In otherwords, if a player's name is BoBoB, you can now type /tell bobob instead of having to type /tell BoBoB.



    =====================



    Welcome to PlanetSide!



    You can keep up to date with the latest happenings in game by visiting our new website feature, My PlanetSide at www.MyPlanetSide.com. Character Stats, Outfit Information, Leaderboard and more!



    =====================




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