• Announcements

    • Dodger

      Seeking Squad Leaders!   04/09/2017

      Soldiers!

      We are seeking Squad Leaders to volunteer their squads to help us test the upcoming Squad Forums system. This system will integrate squads who wish to participate into a self-sustained "forum within a forum." You will be able to add members to your squad, assign permissions, and create forums/calendar events on your own. The idea behind this system is part of our commitment to support squads as a integral part of our community. This service will be offered free of charge to all squads of World War II Online upon launch. Our goal is to offer all of the services a squad off-site forum can offer but free of charge and tied in to our existing forum service. So what do you need tested? We need willing volunteers to test the whole system - make forums, post threads, assign permissions, etc. The idea is to have several squads giving it a test run to point out any flaws before we launch it publicly. What are the requirements? We are ideally looking for medium to large squads - Ideally ten people or so plus, but smaller squads feel free to apply - and a willingness to use our platform. It's important to note (as of now - these may be included at a later date) we are unable to convert posts from a private forum if your squad previously used one, and you (or your XO's and recruiters) will need to assign individual members permissions. It is entirely possible that in the future this system will be automatically linked to the game's squad roster, but as of now developer priorities are elsewhere (1.37 and steam, w00t!) How do I sign up? PM me ( @Dodger ) on the forums, or email me at dodger@playnet.com - Please indicate your squad name and how many members you have. I will get back to you with more instructions.

    • GVONPAUL

      Recruiting drive.   04/16/2017

      With the anticipated influx of new players on the heels of this summer's Steam release, there is a reasonable expectation that forum traffic will increase. I'm looking for volunteers, not just to moderate, but to help answer new players' questions or direct them toward the correct answers. The forums may be a player's first contact with the game and we want to ensure that it is a positive experience. A happy player is a player who sticks around and the more new players we can retain, the more resources we will have for development.
      With that in mind, we are looking for current players with a positive attitude and posting history. PM me if you are interested.

WAVER25

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WAVER25 last won the day on April 24

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About WAVER25

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    QA Team Lead
  • Birthday November 7
  1. Keep them coming @Scking
  2. Netcode3 has been deployed, and with it we anticipate a marked improvement related to infantry lag, infantry death lag, infantry warping, and infantry jitter. We also expect to see a general improvement related to all "death lag". I'm going to close this thread, but I have it bookmarked for reference. At this point , I'd like any observations post netcode3 deployment to be placed into their own threads for the sake of tracking. This thread has become a bit of a moshpit and was originally a mix of posts combined into one. My stick will remain at the top of this forum. With a link to this thread. You can easily quote a topic from here by clicking the share button on any post and copying/pasting the URL into your own post.
  3. @Nick Good stuff. I have an idea of what this might be, and it's not an offset bug, I believe it has to do with the method that is used to display turret directions. Gonna do some digging and find out. I'm going to move this into it's own thread. Since this one is a mix of numerous things and mostly regarding infantry death lag. If you can get a better video, or more videos, that'd be great. Also - in terms of not being able to kill tanks and things where they appear to be, that sounds like it might be something different as well. That can go into it's own thread as well.
  4. @odonovan1 Nope it's not just you, we see it too! Looks like it might be an issue with the RSS feed that popped up after we moved over to our new site. We've got our COMMDEV Team lead by @SNIPER62 and our Forum Guru @Dodger looking into it. Speaking of the new site. Have you seen it? [ http://www.wwiionline.com ] what do you think?
  5. Hey stanky, have you submitted a ticket on http://support.playnet.com
  6. Alright. So ... netcode3 is out with the release of 1.35.8... but wait CRS, you haven't turned it on...wtf?! We'll be releasing a 1.35.8.1 hotfix this week and be taking our time again with enabling netcode3. Once the patch is out we'll probably enable netcode3 some 24 hours or so after the patch and after we're confident things are stable. This will help us isolate any server issues if things go wrong once we turn it on. The DEV team was able to nail down the issue that cropped up during last Tuesdays test on the live server. We've already gotten some very positive feedback from our Closed Beta Testers who shall remain anonymous (although some post quite frequently in this very forum and are ermmm..rather vocal). It's coming!
  7. Alright. So ... netcode3 is out with the release of 1.35.8... but wait CRS, you haven't turned it on...wtf?! We'll be releasing a 1.35.8.1 hotfix this week and be taking our time again with enabling netcode3. Once the patch is out we'll probably enable netcode3 some 24 hours or so after the patch and after we're confident things are stable. This will help us isolate any server issues if things go wrong once we turn it on. The DEV team was able to nail down the issue that cropped up during last Tuesdays test on the live server. We've already gotten some very positive feedback from our Closed Beta Testers who shall remain anonymous (although some post quite frequently in this very forum and are ermmm..rather vocal). It's coming!
  8. @capco @skers @gretnine @major0noob MOAR TESTERS NEEDED. No but this is actually a funny story, and serves to remind everyone on the team that we still have lots of learning to do. The team was excited to introduce new art to the flak 30, and the Alpha Team was excited to test it. So there we are testing it, offline and online, when low and behold it's file is a bit different then the UK/FR light AA which also received new models. Basically, the issue is not present in offline mode in external views. When testing online and going over these new models we went out to about 150 meters (only the first LOD, without knowing any better). So how does this happen? Small mistake, like a typo in a file. How does it get missed? We're still working to really get our regression testing and acceptance checklists setup. It's a team effort, and it's getting easier, but in this instance it was truly an oversight and the weakness lay in the method in which we decided to test this particular item. So going forward it's certainly a lesson learned for us when it comes to testing art elements and what is actually going to be required to test them as they enter the game or go through any changes. Oh right - we've also tested, signed off on, and sent back to DEV (as of a few hours ago) a hotfix to address this specific issue. It should be in a patch in the next day or so along with some fixes we want to try with netcode3 post our previous test last tuesday. Fun fact - this last testing session included the presence of our new Beta Team, bringing our total tester numbers upwards of 20. We still need moar!
  9. @xcas What are your keybinds in Discord? It does sound like your alt key is being toggled or getting stuck as toggled with another program.
  10. @xcas Question, You say you have discord open, is it minimized to the system tray? or running as an open background window? Do you use the overlay?
  11. Confirmed. Our community-development team is looking into it. @SNIPER62
  12. If you're not running the latest MacOS 12 (Sierra). You may encounter an error upon game launch when it attempts to auto download the latest patch. To rectify, all you should need to do is download manually using the link below. Once you've installed the latest version you should be able to login to the game just fine. http://downloads.wwiionline.com/World_War_II_Online_1.35.8.0.dmg
  13. Yea fair enough. It's definitely in the torso.
  14. Long story short, we went to put the patch out, and identified an issue last minute that would have prevented users from being able to download it. The issue itself was related to playgate and not the game client. The development team already has a come up with a fix and it's now back in alpha testing. Up until yesterday we would of never caught this kind of thing until patch time, matter of fact we didn't even have a way to test for something like this prior to all that collocation work last month! Now, as a result of the shenanigans from yesterday, and because we have additional hardware capabilities after last months collocation work, we've altered our testing environment and procedures for the future so that we're in a better position to test the entire deployment from soup to nuts internally before we deploy for all of you. This will let us catch those little things that have been slipping through the cracks with patches and such. We want the patch process to be as simple and painless as possible. You shouldn't have to go and re-download the full game and do a full install each time a patch is released. So that entire process is something we're planning to put through heavy QA going forward. Some serious kudos to @FRISBONE for setting up the new testing capabilities for the Quality Assurance team going forward.
  15. My thoughts exactly. From what we've been able to determine this was likely introduced a few patches ago when we implemented decreased capture timers for the underpop side OR during work with the infantry predictor. Right now Victarus is neck deep in 1.36 (another steam prerequisite) but this is something that we'll want to nail down quickly as well.