DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#1
Welcome back Gatestriders,

Due to the complex nature of todays announcements, I want everyone to get the information straight from the mouth of the man himself. So without further ado.... click the link!

if you've already watched it then jump right to giving feedback and asking questions below!

https://www.twitch.tv/videos/1545518434
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#24
Hello again!
After playing the new build I still got some bugs but this time they are different depending on the server I use. For example, the deepstrike bug still occurs in the US server, but seems to have been fixed in the Pacific server. Maybe the fixes were deployed to some servers but not to others.

US server bugs:
  1. Deepstrike bug is not fixed, when it's triggered from low altitude it make us hover and stutter above the hole, and from high altitude it sometimes don't even create the hole and leaves me stuck below the ground.
  2. When calling a thumper I'm logged out automatically (same as reported by joshua), and after i login again while the thumper is still active I'm logged out if I try to get close to where the thumper is supposed to be.

Pacific server bug:
  1. The tsi-hu and knee biters don't spawn during the thumper encounter.
Edit:
Now I have some recordings of these bugs if you guys need it.
Hi! The Copa map on Unreal 4 does not have the THMPR encounter with Tsi-Hu. To play that you need the visual update Unreal 5 build available to Newcomer and M3 backers.
 

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
809
6,724
93
#15
Thank you for the feedback. We've deployed a new build that should fix the spawning issue and THMPR recall issue among others. As per Harry:

Fixed:
  • all mouse sensitivity settings not applying on start
  • mouse sensitivity clamping to 0 to 1 range, with no effect beyond 1
  • Deepstrike falling through floor
  • Deepstrike speed not being capped
  • Deepstrike more reliably forming Deepstrikes and velocity smoothly carrying omniframe into the bottom of the newly formed crater
  • inconsistency in Deepstrike vfx and crater size between client, server, and simulated proxies
  • reworked Deepstrike floor detection
  • thumpr lifetime reduced to 6 minutes from 30 minutes
  • cleaned up thumpr state transitions
  • thumpr not playing landing animation due to montage attempting to play while still in the air removed bad player starts
  • shoulder cam not being flipped in most movement modes when switching shoulders
  • added additional repulsion to falling debris
  • reduced thumpr mining crater size because they are deceptively deep and easy to fall down into
Thanks and keep it coming! New build is now available for download.