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Thread: Post Scriptum

  1. #121
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    Re: Post Scriptum

    Quote Originally Posted by Ayrton View Post

    Construction doesn't seem to work right. I can lay out something to build, but usually it won't build. Sometimes a sandbag will, but nothing else so far. (Maybe two squad members are always needed or something? IDK.)

    ARe you using your pickaxe/entrenching tool to "build" the item after you place it from the radial menu? Keep pressing left mouse button with your tool in hand until it stops swinging.

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    Re: Post Scriptum

    Yeah, I did. It was actually the shoveling that didn't work on one map for the Axis objects I tried.

    With a different map from the Admin list, the British stuff did build.

    I'm going to try some more.

  3. #123
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    Re: Post Scriptum

    So, I tried more times with the Axis building.

    I did get the Axis mortar, mg42 and mg34 to build with about 200-300 shovel strokes each. Took a long time for some reason.

    I didn't do a count, but the British equipment built much faster.

  4. #124
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    Re: Post Scriptum

    Brit stuff was about 15 hits when I messed around with it.
    WAW History:

  5. #125
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    Re: Post Scriptum

    @everyone
    We want to thank everyone for your support and helping us with our previous week-end tests of Post Scriptum. It has been truly amazing for us to see the positive reception during our past public playtests from live streams to the comments being shared. However, we realize that there are still bugs and issues keeping you from enjoying the game to the fullest. We really value you as our community and want to ensure our game is the best we can have it for release.

    After this past weekend test, we recognize that there are still issues with bugs and optimization that we would like to be resolved before we release the game. Based on our internal QA process, we were under the impression our optimization had undergone significant advancements. But after collecting a higher volume of performance reports from our public testing weekend, we realize there is more work to be done in order to get the game to a fully optimized state.

    With that being said, as hard as a decision it is, we have decided to postpone our release date until the second week of August in order for us to resolve issues around optimization and bugs. Being a small independent team has made this decision difficult as many of us have worked 3 years on Post Scriptum. We really want to make the best impression we can when it comes to release and not put out something we know ourselves has issues.
    Instead of releasing an unoptimized game on July 18th, we would like to open up a 24/7 open beta period until our new release date. This will allow you to still enjoy and play the game, while helping us collect vital information to resolve all bugs and optimization issues in time for release. Post Scriptum is currently feature complete, and this beta period will allow our team to allocate all resources to bug fixing and optimization.

    All pre-orders will obtain instant access to the beta period when it is live and the game on full release.

    Open Beta Content
    - Dedicated Server files for public use
    - 24/7 Access to the game
    - All core game features
    - Pre-order gives instant access
    - Ability to report bugs, feedback and glitches
    - Consistent updates with fixes

    Once again we want to thank you all for your support and we are eager to get you playing Post Scriptum as soon as possible.

    Periscope Games

  6. #126
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    Re: Post Scriptum

    Would it be possible for us to work up a start to a tournament with what Periscope is doing, being as it's projected to be up 24/7?

    Say, have bfe servers password protected and use them for practice and games with whatever content is available at the time.

    Both sides would probably be on a roughly equal basis and updates would stream in and both sides would have the updates, again likely on a roughly equal basis.

    We could have an extended period for orientation and scrims. That would give time for more recruitment, too.

  7. #127
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    Re: Post Scriptum

    Numbers wise, we would need 160 participants at minimum if we want 40 vs 40 = 80*2=160 players play for 6 hours each (and even that would be way too much for me to spend time on)

  8. #128
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    Re: Post Scriptum

    The open beta will start on the old release date, ie July 18th.

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    Re: Post Scriptum

    @ Ayrton. If we get sufficient numbers signing up we could utilise one of our servers to be a WaW members only server that is passworded.

  10. #130
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    Re: Post Scriptum

    Quote Originally Posted by Ayrton View Post
    Would it be possible for us to work up a start to a tournament with what Periscope is doing, being as it's projected to be up 24/7?

    Say, have bfe servers password protected and use them for practice and games with whatever content is available at the time.

    Both sides would probably be on a roughly equal basis and updates would stream in and both sides would have the updates, again likely on a roughly equal basis.

    We could have an extended period for orientation and scrims. That would give time for more recruitment, too.
    According to PS its feature complete for release for the 18/7, and they will be using the time until the new release date to bug fix and optimize.
    I am sure we will be getting 3 servers or more as Wire kept threatening to bring up more servers during the test weekends just because we could , so why should we not get a server for each side for practice/testing + a pub server.

    Engineers lead the way..... ALL THE WAY
    Combat engineers will fight for a town, rebuild the town, build the road to the town, build a bridge over the river outside town, fortify and defend it all and then blow all of it up when we are done with it!


  11. #131
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    Re: Post Scriptum

    For those needing upgrading, I ran across this list today (Prime Day)

    https://www.pcgamer.com/prime-day-gpu-deals/

  12. #132
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    Re: Post Scriptum

    Changelog

    -Gameplay: Tweaked artillery availability, damage value, radius and FX.
    -Gameplay: Rebalanced AT kit distribution and loadout.
    -Gameplay: Freelook disabled while ADS with a sniper rifles
    -Gameplay: New respawn value to all vehicles
    Light: 200
    Medium: 250
    Heavy: 300
    MSP: 180
    Commanding Car: 10
    Transport: 120
    Construction: 180


    -Add: Handheld mortar class (2 inch/Granatwerfer 36)
    -Add: New C47 Interior
    -Add: "Texture Quality" option to Settings
    -Add: Music from the OST to Main Menu
    -Add: BF109 new flyby sounds
    -Add: Burning sounds on vehicle wrecks
    -Add: Progress bar to wrench on vehicle repair
    -Add: UI feedback to turret speed

    -Fix: Various collision tweaked on buildings
    -Fix: Ragdoll value to dead soldiers
    -Fix: Added lighting to Heelsum S08
    -Fix: Ammocrate not refilling
    -Fix: Commander kill counting as suicide
    -Fix: No more giant german when entering ammo trailer (funny, but it had to stop)
    -Fix: Bolt rifle not restoring ADS state while using hold-to-ADS setting
    -Fix: Emplacement limit near FOB
    -Fix: Restored PS loading screen
    -Fix: Incorrect winning team in certain cases.
    -Fix: Fix syringe animation and progress bar showing you revive status

  13. #133
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    Re: Post Scriptum


    Engineers lead the way..... ALL THE WAY
    Combat engineers will fight for a town, rebuild the town, build the road to the town, build a bridge over the river outside town, fortify and defend it all and then blow all of it up when we are done with it!


  14. #134
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    Re: Post Scriptum

    Thought I would write up a little post detailing my thoughts after a round or two of the beta.

    Ping to the servers in the US was roughly what I would expect, pleasantly surprised how little it seemed to effect the gameplay.

    Just like with Squad, I found picking out details, and general visability at distances to be a slight issue. The solution seems to be the same as with Squad, ramp up your resolution as far as it will go. This obviously requires a bit more juice from your PC, and Post Scriptum didn't seem to like the idea, beacuse it threw up all kinds of strange UI bugs that I have never experienced with Squad. However once I got it working, it improved the experience vastly.

    Gameplay wise it went much as I expected, neither of the teams I joined seemed to have particularly joint together teamwork flowing, but hopefully that will be recified once (fingers crossed) more former members start to arrive.

    After all that, I'm even more excited about the return of the tournament than I was before.

  15. #135
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    Re: Post Scriptum

    July 27 Beta update:

    https://steamcommunity.com/games/736...63962735456503

    which says:

    "Here is another update of our BETA!

    As usual, you can join the conversation on Discord and share your feedback and bugs:
    discord.gg/postscriptum

    -Gameplay: Rebalanced tank gameplay on some Oosterbeek layers (Firefly vs PZ.3 was an error)
    -Gameplay: Players will be slowed down when jumping in bushes
    -Gameplay: No freelook when binos are ADS
    -Gameplay: More stamina added. Water bonus regen faster
    -Gameplay: Crewmen can now heal/stop bleeding while in vehicles ("X" is default)
    -Gameplay: Tweaked damage value to tank from magnetic mines and TNT satchels
    -Gameplay: Bushes also play sounds when crossing them
    -Gameplay: G41 and G43 zoom a bit more

    -Add: Randomized spawn points location on defender's flag
    -Add: 500lb bomb sound

    -Fix: German smoke grenade weird collision behavior
    -Fix: Tweaked engine failure volume for more awareness on its status
    -Fix: Missing.50 cal texture on M3 Halftrack
    -Fix: Sight on .50 cal
    -Fix: Repair Station not repairing on Driel
    -Fix: Random music playing on startup
    -Fix: FOB emplacement limit (hedgehogs, barricades etc..)
    -Fix: Cromwell 3D track
    -Fix: Empty mortar rearming
    -Fix: Heelsum night lighting (S08)
    -Fix: Heelsum S03 wrong spawn removed
    -Fix: Panzer 3 missing wheel making it steer right
    -Fix: Suspension values tweaked on Stuart
    -Fix: Oosterbeek S03 misused flag
    -Fix: Removed Driel and Oosterbeek low quality minimap, can only be HD now
    -Fix: Changed Heelsum landscape material to be non tessellated to improve perf on AMD and mid end rig
    -Fix: British and German shovel are equal
    -Fix: British FOB model is now correct on unconstructed state

    -Dedicated Server: Updated MapConfig.cfg"

  16. #136
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    Re: Post Scriptum

    Ok, hotfix is good, and it seems the fully tracked vehicles drive somewhat better - I guess, but there are still extremely frustrating things like this:



    I was backing the Tiger up to make a turn after bumping into a car and went backwards and over and impaled on a wood fence. Reset button wasn't working.

    Driving armor is not fun atm.
    Last edited by Ayrton; 08-01-2018 at 06:19 AM.

  17. #137
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    Re: Post Scriptum

    Ayrton, I don't see any image in your spoilers. The link is huge for the image; it is this:

    *** issue was fixed; thanks Ayrton ***
    Last edited by [WaW]CA|Melvin; 08-01-2018 at 03:25 PM. Reason: issue fixed
    WaW#16: C|52Cp (Scottish) - Voted Best Engineer
    WaW#17: F|54LT (East African)
    WaW#18: 56Maj (English) - Voted Most Unrecognized/Work, (2nd for Arty, Div Staff)
    WaW#19: LD*** (Italian)
    WaW#20: KEG~~ (German) - (2nd for CO, Bullet Magnet)
    WaW#21: Ka**** (Finnish) - Voted Best Div Staff, Best Engineer
    WaW#22: 64T|2L (Welsh) - Voted Best Teamplayer
    WaW#23: 66P|Sg (Polish)
    WaW#24, 25, 26, 27, 28, 29, 30, 31, 32: [WaW]TA/CA

  18. #138
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    Re: Post Scriptum

    Yeah it worked for awhile but then disappeared. I'll check the properties again. Thanks.

    The address changed. It is working atm.
    Last edited by Ayrton; 08-01-2018 at 06:20 AM.

  19. #139
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    Re: Post Scriptum

    There is a new map in the works. I noticed a dev server was playing a map called Doorwerth.

  20. #140
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    Re: Post Scriptum

    How was this done !!!!
    https://www.youtube.com/watch?v=289QeIJv5WM

    This is what WaW need for custom layers

    Engineers lead the way..... ALL THE WAY
    Combat engineers will fight for a town, rebuild the town, build the road to the town, build a bridge over the river outside town, fortify and defend it all and then blow all of it up when we are done with it!


  21. #141
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    Re: Post Scriptum

    Quote Originally Posted by 1AB|Cpt riskmanagement View Post
    How was this done !!!!
    https://www.youtube.com/watch?v=289QeIJv5WM

    This is what WaW need for custom layers
    That looks good!

  22. #142
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    Re: Post Scriptum

    Alright now.

    Matters with PS are close to a refresh (imo).

    In a few weeks the faction for the USA will be released to everyone who purchased a game. Supporter Edition purchasers should get access in a few days.

    I have the Supporter Edition but haven't seen a release of the USA faction just yet.

    Along with that release, PS will put in new maps and a new game mode, AAS (assault and secure) which is basically a double attack, both sides setting out at the same time.

    A new rally point device is being put in at the same time, too. Similar to what is in Squad but basically being a "timed" rally point put out by an SL subject to being refreshed after expiration by use of the SL and the radio is what I took out of it.

    Plus they state they soon will release mod tools to make maps, modify existing maps and even make vehicles. They also promise help with modding with tutorial vids and the like.

    I learned of this from the tea time with the devs stream they had on 10-25-18, found here:

    https://www.twitch.tv/videos/327288387 Hopefully this picks up where it should after the devs start the presentation. If not, go to the 13 min mark.

    Stuff on game mechanics, the RP device and tools starts at about the 40 min mark.

    All of it is worth a look. There is Hope. (it's not Forgotten)

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