PotBS Dev Tracker

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Rusty
1 in thread New patch cut performance by half [Known Issues / Troubleshooting]
Hi Degas,

It's an optimization problem, combined with higher texture resolution for our avatars than many other games. With Pirates, we have a lot of natural clothing that requires more texture resolution and more polys to look right than other games. But that's not to say that we can't do a better job than we have with it, and we are working to improve it.
Rusty
1 in thread PotBS: 84 Metacritic score [General PotBS Discussion]
Actually, there have been a lot more reviews than have shown up on Metacritic. And they're all between 80 and 90. We live in the "Great stuff, needs some polish" land.

/runs off to polish

Oh, and did you guys read the New York Times today?
Taelorn
1 in thread Small ships are ridiculous right now [Discuss: Ships, Ship Combat, & Ship Skills]
I don't know what's causing it, but I've been working on it.
Taelorn
1 in thread A Treatise on Combat Mechanics [Discuss: Ships, Ship Combat, & Ship Skills]
Accuracy is from the heaviest loaded gun.
DrewC
1 in thread Collision detection in AvCom? [Discuss: Avatar Combat & Avatar Skills]
Quote:
Originally Posted by Bor
Have you considered modifying NPC AI to make the lack of collision detection less irksome? Boarding combat is the place where it is most noticeable with npcs charging all over the place. If the crew squared off relatively evenly against each other and didn't change targets on a whim, it would at least feel more believable.
Yes, this is something we intend to do. I don't have firm estimates on the when, and I'm not prepared to discuss the details on how, but this is something we want to do.

Quote:
Originally Posted by Mcgreag
There is one part of the game that seriously needs collision detection and that is boarding combat. Other than that you can leave it off.
Boarding combat would be the most difficult place to add avatar to avatar collision. If we were to add collision we would probably turn it off completely in non-combat spaces, just to prevent people from trying to blockade doorways.
Timbojones
1 in thread Feedback on build 1.1.48.0 [Test Server Discussion]
Generally we operate in 3 logical source control branches simultaneously, called build, next, and testbed. We determine which branch to apply fixes in based on a number of factors, primarily the urgency of the bug and the anticipated impact of the change.

There's also a live branch where we keep the source for the build currently on live servers. On occasion we apply a server-only fix in the live branch.

Currently build has 1.2, next has 1.1, testbed & live have 1.0.
Soon, probably this weekend, I'll be shuffling the branches, putting 1.1 on testbed, 1.2 on next, and starting the label for 1.3.0.0.

We've had ~47 builds in the 1.1 branch, with additional fixes in each build. QA has been poring over these builds, ensuring the fixes work and don't have unintended consequences. At this point we feel confident that the vast majority of fixes that will go in to 1.1 are in and working.
Rev
1 in thread New Devlog: The Road to v1.1 - Open Sea Improvements [News and Press Releases]
Bolbis: I can't say 100%, but we did fix a bug where you could get stuck on an infinite loading screen when transporting between ports via the Harbor Master. Some people who hit that bug also crashed. We also fixed a bug that could cause you to crash if you zoned while a tooltip was displayed, which could also happen if you left your mouse over the transport button for a few moments before clicking it. So: maybe!

simiant: Should be less than two weeks, depending on how things go on the test server.
Misha
1 in thread Feedback on build 1.1.48.0 [Test Server Discussion]
We'll be leaving this build up on Testbed for a week or more, probably, as it's a big, scary change. We appreciate any feedback you have to offer on issues we should resolve before pushing this build to live.

Pay particular attention to the changes we made that Rev described in his [url-http://www.burningsea.com/page/news/article&article_id=10591]DevLog[/url]. He'll be posting another DevLog soon that's worth a look.
Marion vanGhent
1 in thread To the Steering Committee? [Flags and Sails]
The Steering Committee doesn't review/approve/reject flags. FLS devs do.

As only one participant I can only speak with certainty for myself, but when reviewing flags/sails I usually check for transparency issues in a graphics program. I also have some browser tools that can check colors in a submission, if I can't confirm by eye that they're in a good range.

We don't currently have specialised tools for previewing content, but we DO have intimate knowledge of how flags and sails get translated into and displayed in the game.
ttobey
Actually I have spent the last 2 weeks refining the rapier anims. And this week just went through florentine. It's pretty high a priority for us. Rapier feels pretty tight to me know.