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#4541 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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la cosa bella è che il gioco è molto meno buggato di altri titoli con team da 150 persone, senza sdk, senza una minchia, ma continuiamo a farci del male.
Proprio perchè CREDONO fermamente nel gioco hanno deciso di lavorarci su, se non ci credevano più, continuavano a lavorarci per quasi un anno? 26 persone per circa 5 mila dollari al mese e mi tengo basso, sono 130 mila dollari al mese spesi. Fanno più di un milione di dollari spesi per il supporto post release di un gioco. Quando tutti i team del mondo dopo 2 mesi ciao ciao e ci si concentra sul nuovo titolo, sia che sia finito sia che non lo sia. Ma sicuramente non ci credono, amano buttare i soldi ![]() Poi sto rant nel momento in cui a fine maggio uscirà la super patch al gioco base, non sense proprio.
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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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#4542 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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'May 10th Beta Changelog
Gameplay - General First pass client side hit detection system. Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned on/off by server admins through the webadmin tool. New control options added for Crouch (Hold), Prone (Hold), Iron sights (Hold), and exclusive Focus / Breathing. Added a new system which scales down the damage of bullets as they lose velocity, and as they penetrate objects (based on the density of the type of object they penetrate). In particular SMGs and pistols will be less effective at longer ranges while rifles and MGs will still be effective at long range. Additionally, players will take reduced damage from bullets that penetrate objects before hitting the player. The distance the player can fall before being damaged/killed has been increased. Falling damage now hurts the players legs and in Realism & Classic mode makes the player walk slowly for a short time. Added suppression for melee The F1 grenade damage has been increased to match it's axis counterpart Smoke from smoke grenades now disappears between rounds The map boundary effect has been brightened Overtime timelimit has been increased to 3 minutes. Stalling an objective capture no longer ends overtime (the objective must be completely captured or lost) Improvements to prone physics in tight spaces (e.g. trenches) Gameplay - Vehicle Functionality & AI Completely new AI configurability system with robust configurability including webadmin options. The system includes all new tank AI functionality with "player ordered AI gunnery only" as the default setup. With this new system, Tank AI will do nothing if the human player is in a tank, unless the human player orders the AI to do something. For example, if the human player orders the AI to attack an enemy, the AI will use the hull MG and the main cannon to attack the enemy for a short time. Then after a short time the AI will stop firing. In addition to this new default functionality the server admin can also run in several different configurations including turning off all vehicle AI gunnery, selecting full autonomous AI gunner, selecting player ordered gunnery only (the default), or individually turn off/on AI gunner for the hull mg and tank cannon. We highly recommend all admins try out the new player ordered AI gunnery system as it is a vast improvement over the original system. Fixed bugs that were causing the vehicle AI to be 100% accurate with their aimed shots when a human player was in the tank. This was the root of most of the problems with tank AI being way too hardcore and good. Completely revised AI gunnery model. This system has been tuned to be very forgiving and to not quite play as well as a human player would. With that said it will also be useful enough for players to want to use the system, but without completely destroying human players unrealistically like it was before. This system includes functionality that makes the AI less accurate based on many factors such as distance from the tank, movement state of the enemy (walking, sprinting, etc), as well as making the tank AI much less accurate if the tank is moving. Some elements of this system were already in the codebase, but not functioning due to a bug. Added some tank AI configuration elements based off of Ducky's Tank AI mutator You can now rotate the turret of the Panzer IV from the commander cuppola position by looking in a direction and pressing the fire button (you could already do it from the interior gunner position of the Panzer IV and the gunner/commander position of the T34) Gameplay - Action Mode The crosshair size now scales with the base accuracy of the weapon. More accurate weapons have tighter crosshairs, less accurate weapons have looser crosshairs. The crosshair now expands with the recoil of the gun to represent the shooting being less accurate for longer bursts. Increased weapon spread when not aiming down sights. Set up weapons to fire at the crosshair location for Action mode (including fixed MGs) when not using sights. Removed "instant death" zones in Action mode. Damage to those zones is now just scaled up rather than instantly killing theplayer. Those zones are head, neck, heart, and acorns. Added a system to scale the damage on a per weapon basis. Weapon damage is now more balanced for Action mode. In particular, rifles are much more effective, and the balance between weapons is much better. Added a new system to scale the weapon spread of weapons when not aiming down sights. It is now considerably harder to hit players when hip shooting in Action mode, which puts more of an emphasis on using sights while still allow hip shooting to be a viable tactic. Added a system to tweak weapon recoil for Action mode. Adjusted the recoil of the PPSH and AVT40 to be more controllable for action mode. Gameplay - Fixes In Countdown, the commander is no longer able to waste a reinforcement wave if nobody is dead Fixed an instance of getting stuck in suppression Fixed a bug preventing players from deploying MGs in some areas Fixed tank physics from 'popping' around online at close range - Still working on longer range Fixed disappearing players when using or viewing someone on a tripod MGs Fixed a rare situation where Countdown sudden death would not end Fixed a bug where you could get suppressed multiple times from the same penetrating shot Fixed a bug with melee that was causing it to not hit the body part you were aiming at Fixed a bug where damage scaling was breaking being able to damage tank crew members Fixed a bug where weapon rotation could get messed up when blind firing from cover in action mode Fixed a bug where the AI would take over control of the tank's turret/hull MG even if you had ordered it not to fire. Fixed a bug where the tank cannon would point off in random directions after the AI fired it round from it or moved it. Fixed a bug where the AI would just fire at anything they saw when ordered to suppress infantry rather than actually firing at the infantry the commander ordered them to fire at. Spectator/DemoRec no longer get stuck on the round end menu Servers no longer crash when misspelling a map name using servertravel UI On the loading screen the game mode setting is now always correct Fixed incorrect server details icons in the server browser Added popup dialog boxes to the server browser the first time you connect to action or realism servers The territory spawn menu no longer displays if your team is out of reinforcements Fixed the kill message icon for the allied AT grenade Tweaks to the squad member list in tactical view Added notification message for team kills that tell both players involved Added notification message for MG barrel overheating In Realism Mode the minimap is now displayed in tactical view Refinements to role/kick voting menus Added a tip dialog box to the weapon select menu the first time a weapon upgrade is available Corrected battlefield commission text (Always said Axis team) Adjustments to some HUD font, size, and positioning. Players lists are now once again available in the server browser Graphics & Performance Added a DOF graphics setting to the video options menu Fixed a texture size constraint that was causing some 32bit machines to crash Audio Added new audio for the native voices option Refined and improved vehicle MG sounds Panzer IV now uses a looped MG shooting sound Tank AI Crew members will now respond verbally to the tank commander’s orders WebAdmin Mutators now show up in the change map screen Added more flexibility to a number server settings including: team death icons, allow killcam, kill message mode/delay, friendly player name mode. Cleaned up some unused webadmin settings Fixed killcam settings not working properly in webadmin Known Issues There is currently a known crash when a server changes maps Currently the map voting screen will not list maps, but the functionality still works (names are just invisible) Server Browser may display incorrect information Count Down ready up menus have some fake player placeholder names Rare case of muzzle flash not showing Weapon focus may get "funky" - We are trying to find a good reproduction.' (cit. Yoshiro) Oltre al fatto che con questa patch sono stati introdotti (almeno sembra, così c'è scritto) nuovi bug, sembra che abbiano avuto ulteriori problemi con il nuovo sistema di patch di Steam: 'New build on the way - READ ME: THERE IS A KNOWN DOWNLOAD ISSUE We are pushing out a new beta build "nowish". The Changelog will be forthcoming shortly as well. However there is currently a bug in the steam backend that will prevent some (if not most users) from fully downloading the build currently. We have switched the RO 2 beta over to Steams new Byte Patching system. In doing so we have uncovered a bug with the Steam content servers. Valve is working to correct this. However until they do, some users may get stuck in a 99% - 100% complete loop as a .dll file fails to download at the end of the process. We hope it will be cleared up shortly. Thank you for your patience.' (cit. Yoshiro) Per concludere altro sondaggio ufficiale, questa volta sui tank. Ultima modifica di beuna : 11-05-2012 alle 00:13. |
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#4543 | |
Senior Member
Iscritto dal: Feb 2008
Messaggi: 1839
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Madonna che patchone!
Si stanno facendo un mazzo cubico.. han cannato parecchie cose è innegabile, ma come supporto non gli si può dir nulla. Fa specie vedere che ci son ancora problemi col server browser e mi sto convincendo sempre più che l'unreal engine sia diventato sempre meno portato per il multiplayer. Ecco il mio voto Quote:
Ultima modifica di Murdock79 : 11-05-2012 alle 07:17. |
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#4544 |
Senior Member
Iscritto dal: Jan 2012
Messaggi: 461
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Cavoluskij!
Spero condiscano tutto con un po' di nuovi bugs, altrimenti diventa troppo bello ![]() Sono un po' scettico su questo: Client side hit detection works for all standard small arms bullet firing weapons and for melee. Client side hit detection can be turned on/off by server admins through the webadmin tool. Considerando che in Ro2Classic non si corre come delle caprette (quindi dubito si incorra nei problemi di Bf di morte dietro ai ripari), secondo me potrebbero benissimo estenderlo a tutte le armi... boh proviamo Ho votato: .Mobility - Destroyed .Mobility - Destroyed .Crew - Interior and Exterior Kills... non voglio mica perdermi le splendide animazioni dello spostamento dentro al carro! ![]() |
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#4545 | |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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Quote:
![]() ![]() gran belbella patch, ottima la parte in rosso sottolineata, vedo che si son decisi anche di sistemare alcuni bugghini che ci sono da sempre (tipo le smoke che rimangono lì tra un round e l'altro) ![]() un po' rattristato dal fatto che continuano a spendere tempo e risorse sulla 'action mode' ![]() ps: sondaggio inutile, parlando della classic l'impostazione dei danni coi carri è già perfetta così come nel base.. e infatti stanno vincendo proprio quelle impostazioni (Destroyed - Destroyed - Interior and Exterior Kills)
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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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#4546 | |
Senior Member
Iscritto dal: May 2008
Messaggi: 675
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Wow... roba seria!!
![]() Quote:
![]() Anche quando parlano di "long range", che distanze hanno in mente? |
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#4548 |
Senior Member
Iscritto dal: Feb 2008
Messaggi: 1839
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Il problema del download di steam si verifica anche con altri
Io ci vedevo bene anche l'impossibilità di morire per un motivo di gameplay tanto se la crew salta alla fine si ragekilla (quando funge) e via.. ora sarà da provare come va il tutto visto che è in beta non è detto che poi non aggiustino il tiro. Mettessero apposto sti benedetti bug dell'editor poi. |
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#4549 | |
Senior Member
Iscritto dal: May 2008
Messaggi: 675
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Quote:
Per molti funzioni e aspetti non esistono linee guida, vanno praticamente per tentativi! |
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#4550 | |
Senior Member
Iscritto dal: Oct 2010
Messaggi: 398
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Quote:
Io continuo ad avere fiducia in TW... certo, il gioco era prematuro e l'ho anche sempre detto, ma andiamo, questi si stanno facendo un mazzo tanto per sistemare il gioco in un tempo in cui non si finiscono neanche i giochi, si lasciano in beta e si fa uscire 2 titoli della stessa serie in 1 anno. Non dico altro, anche se l'incazzatura la capisco. ![]() |
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#4551 |
Senior Member
Iscritto dal: May 2008
Messaggi: 675
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Non riesco a scaricare il nuovo aggiornamento.. Anche cambiando server di Steam non rileva alcun update!
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#4552 |
Senior Member
Iscritto dal: Nov 2005
Città: lucca
Messaggi: 1235
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è uscito un aggiornamento?
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conroe E8500@3116mhz asus p5q ram2x8gb Samsung radeon rx570 creativex-fi fatal1ty ssd samsung250gb seagate1tb raptor74gb 10.000 Termaltake gold rgb 750w coolermaster stacker t01 Z-5500digital |
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#4553 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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fate il controllo della cache e partirà l'aggiornamento
![]() della beta, sia chiaro..
__________________
In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#4554 | |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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Quote:
via in libreria, destro su Ro2 Beta, proprietà, file locali, verifica integrità della cache. Per la Beta, il changelog è a inizio pagina |
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#4555 |
Senior Member
Iscritto dal: May 2008
Messaggi: 675
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Grazie!! Lanciando il gioco mi partiva la vecchia build e mi crashava tempo poco...
Ultima modifica di lorenzo19823 : 12-05-2012 alle 13:17. |
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#4556 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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'May 12th Beta Changelog
Testing out Steams new byte patching system. General Increased spawn protection timer by 5 seconds Tweaks to vehicle damage mode settings Revised enemy spotted system. When enemies are spotted now the icons appear at the top of the screen to indicate the direction the enemy is at with an arrow pointing up or down if they are above or below your view. This system is much less exploitable, but also more clear to the player that someone else has spotted an enemy and generally the direction the enemy is at. Tuned the enemy spotted systems enemy detection to be less exploitable for finding enemies that you can't see at long ranges. Improved character animation performance UI Added display for damaged turret ring icon if your turret rotation is damaged (but not destroyed) In tanks hit indicators no longer display on the opposite side of the incoming hit. This happened when the shot penetrated and hit the tank on the other side. Ping is now displayed on the scoreboard when in tanks Tweaks to HUD fonts and positioning Last updates known issues Fixed getting a kill cam for suicides Fixed melee hit detection problems in RO Classic Fixed a client crash on map change Fixed invisible map names on the map voting menu Fixed weapons sometimes getting stuck in a broken state where ironsight and focus would not zoom properly. Bugs Tuned the enemy spotted systems enemy detection to be less exploitable for finding enemies that you can't see at long ranges Fixed enemy spotted icons appearing randomly in weird places' (cit. Yoshiro) |
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#4557 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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mi stavo giusto chiedendo perché stava scaricando ancora..
alleluja!
__________________
In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#4558 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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fatto un giro veloce in beta
come prestazioni, noto con piacere un miglioramento generale (fatta pavlov, girava molto meglio di quanto ricordassi dal base).. ma forse era dovuto al numero di giocatori reali, una decina.. ![]() per il resto, con l'ultima patch mi sa che hanno introdotto solo un nuovo font per le scritte dei vari menu (un pelo più grande e leggibile, ma bruttarello..) e qualche nuova killicon (mg del carro, per es.).. ah, dimenticavo, hanno aggiunto anche la scritta 'game of the year edition' ![]() i carri mi sembrano tali e quali a prima, la IA continua a lavorare abbastanza (ma le avevo dato l'ordine di fuoco a volontà) e il problema della segnalazione della direzionalità dei colpi subiti c'è ancora alla grande
__________________
In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#4559 |
Senior Member
Iscritto dal: Feb 2008
Messaggi: 1839
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Non ho ancora provato l'ultimo aggiornamento che sto scaricando ora, come prestazioni e qualità visiva come notavamo con melo qualcosa è cambiato.
Io l'altra sera avevo la scheda in downclock per quello andavo a 20 fps ![]() Ieri sera mi son fatto 4 colpi in action mode (team firefight) con Ramm nelle baracche e devo dire che la trovo tutto sommato divertente è ben realizzata, un piacevole in più anche per cambiare. |
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#4560 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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veramente due grossi update, adesso il gioco è veramente eccezionale. Spero non lo svendano e mettano solo un -50 per cento con il free weekend.
__________________
IB 3570k- EVGA GTX 970&1489mhz - Z77-DS3H - Antec HCG M620w -16gb ram ddr3 - Asus VN279QLB SteamID |
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Tutti gli orari sono GMT +1. Ora sono le: 20:18.