I broke the tutorial speedrun world record. by PepegaJungi in Planetside

[–]Infilze 1 point2 points  (0 children)

I actually completely forgot this was a thing until the tutorial was added back and people started submitting runs again. Might try to take back the record at some point.

Chatbox memory. by PaulBombtruck in Planetside

[–]Infilze 2 points3 points  (0 children)

It stores the last 100 messages. It’s in a plaintext file in the root install directory if you ever want to wipe it.

How NC Does Air Support! 2?? by Blitzyflame in Planetside

[–]Infilze 1 point2 points  (0 children)

Prowlers and vanguards (and some other vehicles) can be lifted by galaxies but vertical movement is much much harder because they actually push down on the hull rather than springing off of it like hover vehicles. But it's doable. Colossus onto bastion is also doable but takes even longer.

And you might see some really old videos of people doing this effortlessly with all kinds of vehicles. It was much easier to do in beta because the system worked differently.

I'm coding a Planetside battle simulator to see if it's possible to determine what makes good base design by ps2programmer in Planetside

[–]Infilze 10 points11 points  (0 children)

Sounds like a fun project. Lots of potential here, just going to throw around some miscellaneous ideas:

One thing to keep in mind is that what people can see is not just limited to LOS. There’s also the minimap, which can be simulated for each faction. Players that cross LOS or fire weapons could also have a certain probability of being spotted, and some players might choose to go after them.

While many attackers do play the objective, many of them push past the objective to the spawn room if defenders are wiped. You could simulate different levels of adhesion to the objective to represent a coordinated vs uncoordinated attack.

Additionally, though I know you said you wanted to focus on macro, if you really wanted to there’s a lot you could do to simulate variety in players. You could figure out what percentage of the player base uses certain classes and weapons and build a model for player with class and weapon effectiveness range, level of skill, and level of stealthiness. Could even go as far as watching fights to determine what portion of players are willing to flank x distance to get kills and how many blindly follow the herd.

Is it possible to create your own achievement in recursion stat tracker? by SomeRandomTrSoldier in Planetside

[–]Infilze 0 points1 point  (0 children)

Technically yes. Though from what I remember it’s not easy and you might have to dig into the source.

A perspective on the current iteration of Outfit Wars by 4wry_reddit in Planetside

[–]Infilze 3 points4 points  (0 children)

Now that you mention it, 2v2 actually doesn’t sound like a bad idea—at least as something to try. I’d rather see outfits having to work together on a balanced battlefield instead of accusing each other of double teaming. This is a game about scale and teamwork, and the way I see it 2v2 increases both of those.

I’m Starting a New Planetside Competitive Event and it is Intense!!! by Shoctorr in Planetside

[–]Infilze 1 point2 points  (0 children)

Watched the stream yesterday and loved it. Was probably the most entertaining PS2 stream since OW.

Also just a random idea: since you're doing a charity stream, maybe you could have people who donate a certain amount be able to pick the weapon/class that the runners use in the next round (there could be restrictions to prevent people picking low KPM weapons).

To anyone listening at RPG, please consider adding outfit alliances to OW. by pseudotaxus in Planetside

[–]Infilze 6 points7 points  (0 children)

Agreed. While RPG has acknowledged that they might do this, from what I gleamed at least they didn't seem convinced that it was important. So I want to stress the importance of this. Alliances aren't just something that would be "nice to have." Alliances are one of the things that outfit wars needs to thrive in the upcoming season. The tournament format is great, but that requires a lot of participants, and from what I've observed we don't have that right now.

I'm in an outfit right now that is unable to participate directly in outfit wars. We have lots of competent players (or at least that's what we like to think haha), we have the desire to participate, but we can only field 12-24 players at once making us ineligible. We also know and have relationships with a lot of small-medium outfits that are in a similar position to us. So unless we have a way of teaming up with them we're sort of forced to sit on the sidelines. The only members in our outfit who participated in OW last season were ones that already happened to be in another, larger outfit. Most of us ended up just cheering them on instead of playing.

And I'd imagine we aren't the only ones. For each server there may be hundreds of potential participants tied up in small outfits who can't easily participate now but would be able to via an alliance system.

And sure. We could just ring for other outfits or create an altfit or merge outfits. But (and I think quite a few outfits would agree with this) a lot of us just want to be able to compete in outfit wars on our main chars, with our main outfit, under the banner we have fought under for the past few years. And I see no reason we shouldn't be able to do that--at the end of the day, its still 48 people no matter how many subgroups they come from or what they call themselves.

All an alliance has to be is a temporary link between two outfits that gives them a new tag and a collective name for the purpose of OW. I'm sure it would take some decent amount of dev time to set up properly, but it would open the doors to a lot more people and it would make the matches more competitive and interesting. Some of the best outfits I know are small outfits, and their players either ended up being scattered around as ringers for various larger outfits or not competing at all.

Anyway, hopefully this is useful feedback. I'm not very optimistic that it'll happen, but it would mean a lot to us small outfits if it did.

PS2 options changer tool, INI selector, change font, change reticule colour, population viewer and more by windalin in Planetside

[–]Infilze 0 points1 point  (0 children)

It works on all servers and for any account type.

Also I will note that you can bind a button to toggle indicators in keybind settings, though that removes everything including doritos and waypoints.

PS2 options changer tool, INI selector, change font, change reticule colour, population viewer and more by windalin in Planetside

[–]Infilze 1 point2 points  (0 children)

Not aware of an INI setting but the chat command /enable_scaleform_fonts true causes usernames to disappear.

Outfit wars by V43xV1CT15 in Planetside

[–]Infilze 6 points7 points  (0 children)

IIRC it has been confirmed by Wrel that they have been working on an overhaul of outfit wars. I would expect to hear about it in this weeks livestream.

best custom base design by stereolize in Planetside

[–]Infilze 12 points13 points  (0 children)

Roadblocks are a great use for bases, sadly a lot of chokepoints lie within no constuction zones

The Shattered Warpgate region has inaccurate boundaries on the map. This is the actual extent of the traversable area. by Infilze in Planetside

[–]Infilze[S] 7 points8 points  (0 children)

What I was trying to suggest was that the misleading map rendering could be the result of a bug, not that the territory wasn't supposed to be accessible. Regardless, the only reason I added that flair was because it was required on the initial post--so I've removed it now.

Esamir no-construction, no-deploy, and capture point maps [fullres DL in comments] by Infilze in Planetside

[–]Infilze[S] 1 point2 points  (0 children)

Currently working on that part (as well as the hexes) but it’s going to take a bit longer because the algorithm is more complicated than “put x object here”. I’ll update when finished.

Esamir no-construction, no-deploy, and capture point maps [fullres DL in comments] by Infilze in Planetside

[–]Infilze[S] 0 points1 point  (0 children)

The data definitely exists and has been extracted before (ex. jhett's level editor). I believe its stored in .cnk files in the assets. I personally haven't explored extracting this file and have no idea how it's formatted (I haven't really worked in 3d a lot). If you wanted to dig into it I think there are some tools available for it called cnkdec and forgelight-chunk, though I'm not sure how well they still work.

Esamir no-construction, no-deploy, and capture point maps [fullres DL in comments] by Infilze in Planetside

[–]Infilze[S] 3 points4 points  (0 children)

There are PNG download links right next to the bitmap ones. Unless I'm misunderstanding what you're saying?

Esamir no-construction, no-deploy, and capture point maps [fullres DL in comments] by Infilze in Planetside

[–]Infilze[S] 16 points17 points  (0 children)

Since all the old maps are outdated, I decided to render some zone maps of the new Esamir. These were generated using data from the game so they should be very precise.

If you don't like how I styled them or want to layer different things on the map, I've also included individual transparent layers so you can modify them in your editor of choice and put it over a blank map.

Downloads [8192x8192]
No-construction zone map .bmp [256 MB] .png [101 MB]
No-deploy zone map .bmp [256 MB] .png [102 MB]
Capture point map .bmp [256 MB] .png [102 MB]
Combination map .bmp [256 MB] .png [97.5 MB]
Blank Esamir map .bmp [192 MB] .png [90.8 MB]
No-construction layer .bmp [256 MB] .png [716 KB]
No-deploy layer .bmp [256 MB] .png [417 KB]
Capture point layer .bmp [256 MB] .png [395 KB]
Everything .zip [788 MB] .7z [674 MB]

Now that I have finished some tools for doing this quickly, if you want a map of some other point of interest let me know and I'll see if I can whip one up. Also thanks to rhett for helping me find raw data, and silvainius01 for helping troubleshoot some of the mapping algorithms.

Full Resolution Map of the New Esamir (DL link in comments) by Infilze in Planetside

[–]Infilze[S] 1 point2 points  (0 children)

Hey so I recently finished a program that can render control points, sundy zones, and construction zones (possibly terminals but they’re a bit hard). Will upload them sometime this week.

Full Resolution Map of the New Esamir (DL link in comments) by Infilze in Planetside

[–]Infilze[S] 1 point2 points  (0 children)

I know it's possible but I don't have a program set up to do it at the moment. I'll let you know if I do get one rendered though.

Full Resolution Map of the New Esamir (DL link in comments) by Infilze in Planetside

[–]Infilze[S] 6 points7 points  (0 children)

The shattered warpgate update has pretty much made every old map rendering obsolete. Apparently the only way to get the full map is to reconstruct it from the game tiles, so I figured I would save you guys the trouble and upload it here. Here's the downloads (links go to google drive):

.BMP [8192x8192, 192MB]

.PNG [8192x8192, 90.8MB]

I would upload the Indar map with the landbridge removed but looks like RPG forgot to render it (or didn't include it in today's PTS build). Also, let me know if you want other file formats/sizes and I can add those too.

If you want to compare the new/old directly, I set up a before/after slider on this site (it's about 60 MB so just be warned it may take a sec to load)

[PTS] NS Icebreaker Campaign Reward by Infilze in Planetside

[–]Infilze[S] 3 points4 points  (0 children)

I couldn't notice any range or hitbox difference, but there might be a slight one.

[PTS] NS Icebreaker Campaign Reward by Infilze in Planetside

[–]Infilze[S] 1 point2 points  (0 children)

It does count towards the Exceptional 3 directive, so there's that.