That's not exactly how it works. The current system only records the stream that comes into a single client and can replay that stream, this is why the arena was 2km in size and the cameramen were in the middle (so everyone would be in the "shot"). We can't change the contents of the playback in any fashion, but we can manipulate the speed of it so we have bullet time for example and as many opportunities to shoot a nice video of a single event as we want.
We'll be doing recordings of ingame events for many purposes: mainly for performance testing and so that we have material for trailers, or to show an event off later as a realtime playback whenever we want (for an interview whatever). So if you see a dev or cameraman in a big fight just smile for the camera, you might just make the next trailer ![]()
1 2010-07-26 01:24:12
Re: Last Mech Standing Feedback (45 replies, posted in Events)
2 2010-07-26 00:16:00
Re: Last Mech Standing Feedback (45 replies, posted in Events)
Thanks everyone for participating in the event, we learned a lot from it and got a few questions answered as well.
At the beginning of the event we had 75 players in the arena and both the server and client side took this load really well. We'll be using the load info we got from the event to further improve the performance of both the server and the client.
We also hit a new server peak during the event: 219 people online at the same time!
The terrain update glitches in the beginning can be attributed to the fact that we used dev tools which were not yet tested at this scale to open the arena in real time. We're sorry about the technical hickups in the beginning of the event and we'll be looking at the issues so the next event can be a lot smoother experience for everyone.
The fight took exactly half an hour and with a new tool we implemented for this occasion we were able to record it in a way that will let us create some cool video footage - however this will be lower priority than the upcoming patch and the performance tunings we're working on at the moment so please be patient ![]()
Hope you had fun, see you ingame and look out for the next event!
3 2010-07-20 11:44:14
Re: Double Rainbow (4 replies, posted in Open discussion)
Check todays tee fury if you like that ![]()
4 2010-07-15 15:08:02
Re: Perpetuum Planner (36 replies, posted in Guides and Resources)
Wow. This is very very cool, we'll drop a news item on it ![]()
5 2010-06-24 22:44:03
Re: Camera Tilt (20 replies, posted in Feature discussion and requests)
"Look at" (as in fly the camera to a target) is not really possible due to a lot of different things. It has been mentioned before, we discussed it at length and dropped the idea.
However I'll play around with the camera settings to see if it's possible to show more of where you're headed as it's a good point.
6 2010-06-09 11:51:17
Re: Game using 2GB memory and crash (6 replies, posted in Resolved bugs and features)
Please try deleting the bigfile (perpetuum.gbf) and see if that fixes it. (This will trigger a fresh download of everything)
7 2010-04-21 12:01:39
Re: missing ground textures (10 replies, posted in Resolved bugs and features)
Yes this actually might be a texture problem, please try deleting the perpetuum.gbf so everything is downloaded again and see if that fixes it.
8 2010-03-29 16:22:12
Re: Graphic/Freeze bug (4 replies, posted in Resolved bugs and features)
Also you didn't seem to enter the terminal properly, the missing facilities, lack of a terminal channel and the greyscale background all point to this fact. Could be something more than a gfx glitch at work here. Let us know after the driver update.
9 2010-02-22 14:36:45
Re: Well, I got bored, so I wrote up a player experience review. (5 replies, posted in Feature discussion and requests)
Thank you for the long post, it's quite insightful. We're currently talking about the general pacing of the player experience, we'll also check out the issues you mentioned while we're at it.
10 2010-02-20 12:13:16
Re: greifers paridise (10 replies, posted in Open discussion)
We're working on a system to make ninjaing harder. Yes, this is beta and that includes implementing systems like these when we see the need arise. Bare with us.
11 2010-02-05 15:06:46
Re: Black Screen (1 replies, posted in Resolved bugs and features)
Changing the AA settings requires client restart, this will be properly noted ingame.
12 2010-02-05 14:31:16
Re: over-sized tile-based results (4 replies, posted in Resolved bugs and features)
Nice catch. Noted.
13 2010-02-05 14:06:08
Re: Sharing Way Points (3 replies, posted in Resolved bugs and features)
Noted.
14 2010-02-05 13:56:24
Re: Super sensative GAMMA settings (1 replies, posted in Resolved bugs and features)
Noted.
15 2010-02-05 13:54:56
Re: Ever Changeing Hanger windows (1 replies, posted in Resolved bugs and features)
Only windows of which more than one instance can be opened at a time behave the way you described. This is intended behavior so you don't accidentally overlap two similar windows.
16 2010-02-01 15:10:15
Re: killed without loot drop (3 replies, posted in Resolved bugs and features)
Datamax that wouldn't allow for the possibility of everything or nothing dropping. At least this way you do have a chance of getting everything back ![]()
17 2010-02-01 14:41:36
Re: Container not found (6 replies, posted in Resolved bugs and features)
This is a known issue that has little effect on general gameplay atm. We'll be focusing on these once the big problems are fixed and the missing features have been implemented.
18 2010-02-01 14:39:46
Re: mouse click interrupts wsad driving (2 replies, posted in Resolved bugs and features)
Thanx, this will be looked at.
19 2010-02-01 14:25:50
Re: Mission: Military recon (2 replies, posted in Resolved bugs and features)
For now this will stay this way because of server performance issues.
20 2010-02-01 14:22:57
Re: Recover mission counter (6 replies, posted in Resolved bugs and features)
This is intended behavior. Later we'll have unique items for the recovery missions which will force you to travel back to the same npc flock to hunt more of them if you lose any of the items.
21 2010-02-01 14:05:37
Re: Transport Assignment Bug (1 replies, posted in Resolved bugs and features)
We'll have a timer that won't allow you take an aborted mission at once to slow item creation this way. It doesn't affect anything else as each transport mission has its unique item which can't be used for anything else. To complete the mission someone will have to transport the items.
The deliver assignment context menu will be added.
22 2010-02-01 13:55:22
Re: Mining missions: random spot creation (1 replies, posted in Resolved bugs and features)
Currently there is no random spot creation for the missions, if you find a mission where the description is not consistent with the actual mission report it in the mission bugs topic (with mission code or name) and it'll be looked at.
23 2009-12-20 11:25:23
Re: RobotNotFound bug, unable to deploy (2 replies, posted in Resolved bugs and features)
Fumen nope, he pressed enter _after_ he exploded. There was no lag issue, the rest is pretty normal. We should pop up a window after death to tell people how to get a new arkhe...
24 2009-12-19 12:44:15
Re: camera clipping and zoom (1 replies, posted in Resolved bugs and features)
The issue has been in our bugtracking system for quite a while, it's known but very low priority at the moment as it doesn't actually affect gameplay.
25 2009-12-18 00:00:38
Re: Major Graphics Bug (9 replies, posted in Resolved bugs and features)
If you could log exactly what you're doing until it reappears that'd help us in locating the problem a lot. What you'd need to log is stuff related to maps: opening any map, deploying to terrain, teleporting to an other zone, any client restarts or relogs inbetween. What we need to determine is the exact thing that triggers the datafile corruption.

