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#2501 | |
Senior Member
Iscritto dal: Oct 2010
Messaggi: 398
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Quote:
Il primo urlo succede quando esplode un carro...e si mischia se ne muoiono più di 1 , agghiacciante la scena del carro in fiamme e l'urlo, a 2,00 ce un altro urlo dei carristi, penso quelli tedeschi, più aggiacciante del primo... e dire che sono angoscianti è dir poco, ma tipo in CW mi rompono le balle perchè non sento se i nemici vanno contro qualcosa per capire dove sono... P.S. tanto per pavoneggiarmi siamo a 2 vittorie e 0 scoffitte il Ladder, la Opening oramai è alle spalle e siamo mooolto più preparati ora ![]() Ultima modifica di gr3y_s0ul : 10-02-2012 alle 09:32. |
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#2502 | |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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Quote:
![]() ![]() L'AA va beh, chiedo sul forum via. Che frigge troppo l'immagine ![]()
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IB 3570k- EVGA GTX 970&1489mhz - Z77-DS3H - Antec HCG M620w -16gb ram ddr3 - Asus VN279QLB SteamID |
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#2503 | |
Senior Member
Iscritto dal: Mar 2009
Messaggi: 2524
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Quote:
l'aa non dovrebbe entrarci perché non ho mai toccato quell'impostazione.... però ora ci guardo
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![]() ![]() PC: Enermax Modu82+ 525W - intel Core 2 Duo E8400 - Asus P5Q-E - 4gb ram - MSI GTX560TI - HD Seagate 1TB + Samsung Spinpoint F4 320gb - Asus Xonar DX - Win 7 Professional SP1 64bit- Empire S600 |
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#2504 | |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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Quote:
il gioco usa l'UE3, che con l'AA non è maimaimai andato d'accordo.. ![]()
__________________
In attesa di: * Titan Quest 2 * Half-Life 3
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#2505 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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Qui, urli di morte tedesca. Qui, quelli russi.
Io a dir la verità non li ho sentiti tutti ingame. Altri confermano la mia ipotesi e dicono che: - 'They currently only show up in single player. The post-death gurgles aren't getting properly replicated across the network in MP.' - 'Well, some death moans can be heard when you are in slow death mode, but most of them were heard in the beta when you would kill someone and then he would be twitching on the ground yelling in pain. These death moans are missing.' Boh. Ciò non toglie che sono veramente fantastici, sembra quasi che quei poveri attori siano stati sgozzati uno a uno per rendere più realistico il tutto. |
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#2506 | |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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Quote:
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__________________
In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#2507 |
Senior Member
Iscritto dal: Dec 2005
Messaggi: 892
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sono al lavoro e non posso andare a vedere quei filmati, ma anche a me capita (non spessissimo) di sentire urla, rantoli e invocazioni quando un nemico o un amico mi muore accanto.
l'ultimo è stato quando ho sparato in pancia ad uno e mentre si accasciava invocava a voce sempre più flebile la mamma...."save me mom....." ![]() ![]() se avevo il kit resuscita morti di BF3 lo avrei usato per la pena che mi faceva....... ![]() ![]()
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my pc: MB: MSI Z97 gaming 3 | CPU: intel i5 4460 @3,20 GHz | GPU: MSI Geforce GTX970 4GB OC | RAM: 8Gb 4x2 HyperX | SSD: Kingstone 256 Gb | HDD: WD Green 1TB | COOLER: Corsair H55 | ALI: Corsair CX600M | CASE: middletower corsair spec 3 | MONITOR: Asus VE247H |
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#2508 |
Senior Member
Iscritto dal: Nov 2007
Città: Catania
Messaggi: 3646
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wow, sono bellissime!
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Clevo P560RE |i7 6700HQ 3.5Ghz |nvidia gtx 970m|Samsung 16Gb DDR4 (8x2)|Samsung 850 evo m.2 250Gb|Razer Deathadder| |
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#2509 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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Giusto per rimanere in tema audio, sul tubo ci sono tutte le canzoni che compongono la colonna sonora (circa 25 canzoni originali), veramente molto belle.
Tutte le canzoni le trovate QUA, si ponz ti odio Ultima modifica di beuna : 10-02-2012 alle 14:21. |
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#2510 | |
Senior Member
Iscritto dal: Jan 2005
Città: Marotta (PU)
Messaggi: 1717
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Quote:
![]() Io ho fatto solo un paio di partite ma un paio di volte le ho sentite,infatti ci sono rimasto male ![]() Cmq dopo aver fatto un paio di partite posso affermare che non ci ho capito una mazza di come si gioca,quando verrò in ts dovrete spiegarmi molte cose ![]()
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CPU:Core i5 6600K @4GHz | DISSY:BeQuiet! Dark Rock 3 | MB:ASUS Z170-K | RAM:16GB DDR4 Kingston Fury 2666MHz | GPU:KFA2 GTX 1070 EXOC 8GB Sniper Black | HD:SSD OCZ Vertex 3 120Gb | AUDIO:Sound Blaster X-Fi Xtreme Gamer | PSU:Corsair HX650 650W | CASE:Corsair Carbide 500R White | MONITOR:DELL U2312HM |
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#2511 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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Bravo Beuna, ora troviamo un video promozionale su youtube da poter spammare in giro. Serve qualcosa di spettacolare che racchiuda lo spirito del gioco.
__________________
IB 3570k- EVGA GTX 970&1489mhz - Z77-DS3H - Antec HCG M620w -16gb ram ddr3 - Asus VN279QLB SteamID |
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#2512 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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beuna sei un puzzone, potevi almeno prenderle dal mio canale
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In attesa di: * Titan Quest 2 * Half-Life 3
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#2513 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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Mica lo sapevo che le avevi messi nel tuo canale
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#2514 |
Senior Member
Iscritto dal: Feb 2008
Messaggi: 1839
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Non ho provato ma con l'fxaa esterno (quello di somedude) dovresti aver un buon risultato come diceva ponz con l'U3 non è mai filato troppo l'aa..
Alternativa valida potrebbe essere quella di forzarlo da pannello di controllo, con nvidia dovrebbe andare senza rogne. Ultima modifica di Murdock79 : 10-02-2012 alle 15:20. |
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#2515 | |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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Quote:
@ beuna: non avevo dubbi ![]()
__________________
In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#2516 |
Senior Member
Iscritto dal: Oct 2010
Messaggi: 398
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Now that we've given you a first look at our plans for "RO Classic" we would like to fill the community in on what we have in the works for the coming months for RO2. First we would like to talk about how we'll be handling the PR and the development of the updates that we are working on. Traditionally we've worked like a typical game studio slaving away for months on a cool update which we would reveal to the press and the community close to the release date when it is almost finished. This is a great way to get press attention and spread news about the update to the broader gaming world. Unfortunately, it also has the side effect of the community not knowing what we are working on, and being unable to have their feedback incorporated into the update BEFORE the release. So with that in mind we've decided to do an experiment involving our community of Red Orchestra fans that will be a much more collaborative process of development and PR.
What this means is that first we are switching up to a very open PR style, pushing lots of information out for you and seeking feedback from you all, much as we did back in the Red Orchestra mod days. This is to make sure players are more aware of upcoming changes and means you get to see stuff while it is still work in progress (WIP). We'll also be running a Beta open to anyone that owns RO2 that we'll be using to push out these new features and improvements early on in the development process. We'll tell you what we have in mind, show it to you as it comes together and let you try it out early in development, so that we can get good feedback, when we still have time to react to it. Of course, showing you things that early means that they are definitely subject to change too - from your feedback and from our own. It also means you will get to see things in the beta that are very early in development and potentially incomplete. So don't be surprised if you jump into a map in the beta that isn't pretty, or try a new feature that isn't balanced or complete. You'll get to see that map or feature come together, and participate in the process. So, here is the "big picture". We've got a big update coming for the game, with a lot of content. We'll fill you in on the details over the coming days. That will lead us pretty much straight up to all the pieces of that update being pushed into the open Beta, so that everyone can get a look and try them out, while they are still in development. Bug fixes, optimizations, and refinements will be brought over from the Beta to the live game as soon as they are ready. Major new features will be pulled together into that one big update for you. The key elements of the update include (and we'll push out lots of details on all these over the next few days): Multiplayer Campaign Mode We'll have a complete new map for you "RO Classic", that we've already talked about Major refinements to existing gameplay systems to improve the gameplay balance and fun as well as to incorporate player feedback (systems such as Lockdown, Player Damage, and more are being refined) And, of course, we'll continue fixing bugs that we (or you) find and making optimizations to the game So, stay tuned over the next few days as we look to give you more detail on all of this! And watch for announcements as features roll out into the Beta for you to try out and feedback on. __________________ http://forums.tripwireinteractive.co...ad.php?t=75397 |
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#2517 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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'What we are up to - Feb 10th Edition
Now that we've given you a first look at our plans for "RO Classic" we would like to fill the community in on what we have in the works for the coming months for RO2. First we would like to talk about how we'll be handling the PR and the development of the updates that we are working on. Traditionally we've worked like a typical game studio slaving away for months on a cool update which we would reveal to the press and the community close to the release date when it is almost finished. This is a great way to get press attention and spread news about the update to the broader gaming world. Unfortunately, it also has the side effect of the community not knowing what we are working on, and being unable to have their feedback incorporated into the update BEFORE the release. So with that in mind we've decided to do an experiment involving our community of Red Orchestra fans that will be a much more collaborative process of development and PR. What this means is that first we are switching up to a very open PR style, pushing lots of information out for you and seeking feedback from you all, much as we did back in the Red Orchestra mod days. This is to make sure players are more aware of upcoming changes and means you get to see stuff while it is still work in progress (WIP). We'll also be running a Beta open to anyone that owns RO2 that we'll be using to push out these new features and improvements early on in the development process. We'll tell you what we have in mind, show it to you as it comes together and let you try it out early in development, so that we can get good feedback, when we still have time to react to it. Of course, showing you things that early means that they are definitely subject to change too - from your feedback and from our own. It also means you will get to see things in the beta that are very early in development and potentially incomplete. So don't be surprised if you jump into a map in the beta that isn't pretty, or try a new feature that isn't balanced or complete. You'll get to see that map or feature come together, and participate in the process. So, here is the "big picture". We've got a big update coming for the game, with a lot of content. We'll fill you in on the details over the coming days. That will lead us pretty much straight up to all the pieces of that update being pushed into the open Beta, so that everyone can get a look and try them out, while they are still in development. Bug fixes, optimizations, and refinements will be brought over from the Beta to the live game as soon as they are ready. Major new features will be pulled together into that one big update for you. The key elements of the update include (and we'll push out lots of details on all these over the next few days): * Multiplayer Campaign Mode * We'll have a complete new map for you * "RO Classic", that we've already talked about * Major refinements to existing gameplay systems to improve the gameplay balance and fun as well as to incorporate player feedback (systems such as Lockdown, Player Damage, and more are being refined) * And, of course, we'll continue fixing bugs that we (or you) find and making optimizations to the game So, stay tuned over the next few days as we look to give you more detail on all of this! And watch for announcements as features roll out into the Beta for you to try out and feedback on.' (cit. Yoshiro) Edit: Lo so grey mi ha anticipato di mezz'ora abbondante, la mia però è più bella perchè ha delle sottolineature messe a caso e quindi è meglio. |
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#2518 |
Bannato
Iscritto dal: Jul 2003
Messaggi: 2912
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Mi sono letto un pò il thread , e pare proprio carino sto fps .
L'unica cosa che un pò mi fa paura è la comunity , come siamo messi a numero di players che lo giocano ??? |
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#2520 | |
Senior Member
Iscritto dal: Feb 2008
Messaggi: 1839
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Quote:
![]() Ci sono circa 1000 persone collegate al di nei momenti di punta e tendenzialmente si riesce a giocare bene.. considera che poi se fan il miracolo con la RO Classic dovrebbero tornare un po di giocatori. |
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Tutti gli orari sono GMT +1. Ora sono le: 04:05.