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#21 |
Senior Member
Iscritto dal: Dec 2008
Messaggi: 16539
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A volte sarebbe meglio controllare la firma prima di rispondere alle persona, faccio mea culpa
![]() comunque linko questo https://www.reddit.com/r/Games/comme...wx&sh=e2183c29 trovato nei commenti di un articolo di hwupgrade per me è finita qui, ognuno è libero di pensarla come preferisce ![]() |
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#22 | ||
Senior Member
Iscritto dal: Mar 2007
Città: Firenze
Messaggi: 15211
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Quote:
Quote:
Gli scottati del D1 ci sono sempre e il bello è che spesso sono sempre gli stessi che continuano a commettere lo stesso errore reiteratamente.
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PC: i9 10940X + H115i|128GB RAM G.Skill F4-3200C14Q-64GVK|3x 980 Pro 2TB + Sata SSD&HDD|SB X3|ASUS X299 TUF Mark 1 3701|RTX 5090 FE|ROG THOR v2 1200W|OS: Win 10 Edu 64||Asus PG43UQ + PG278Q + HP 27q|M.M.O.7| G510|G13| Listen to this!!/\STAR WARS Series/\Seguimi su Spotify |
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#23 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
No Mans Sky ha ricevuto dal lancio 45 update gratuiti, questo è quello che hanno aggiunto i 7 più importanti finora. Il resto sono chiacchiere e fake news. ---------------------------------------------------------------------------- FOUNDATION UPDATE 1.1 https://www.youtube.com/watch?v=hI9PvjJJijY GENERAL GAMEPLAY Fixed technology becoming instantly fully charged when repaired Fixed ship appearing on incorrect pad in space station after loading Added interactable objects that required certain tech to collect Added shootable objects that require certain tech to mine Rebalanced resource availability and technology charge requirements Fixed initial game flow – where travelling to space too quickly after visiting the monolith could prevent the first atlas station notification appearing Prevented player being prompted to scan for buildings before leaving the system after visiting the monolith Prevented laser and melee attacks while in space from attempting to edit terrain Improved calculation of resources received when mining terrain Renamed Signal Scanners to Signal Boosters Signal booster objects updated to search for playable bases, suit upgrade pods, and mineable resources Removed signal booster from being distributed on terrain, as player can now build them Improved accuracy of environment detection, fixing cases where it rained inside caves Fixed galactic waypoints not loading correctly across saves Removed atlas pass v1 requirement from doors in stations Suit upgrade pods are no longer spawned in stations Suit upgrade pods can now only be used once Fixed collision in anomaly that was causing issues when exiting larger ships Increased the number of different NPC character models generated per system Fixed the game always remaining in day time for players who began their save prior to patch 1.03 Fixed a potential crash in foliage instance renderer LOCALISATION Fixed stats page in asian languages Fixed multiple issues with asian language formatting Multiple improvements and fixes to localisation text in all languages UI Added new icons for specific types of primary resources Fixed health bars not appearing on some targets Added hazard and life support drain indicators Fixed mission messages not appearing in a timely fashion Beacons now notify the player that they will save the game Fixed crash when creature IK animations were updated under certain conditions on the discovery screen Improved navigation in discovery UI Massive speed improvements to browsing huge discovery lists Increased size of discovery storage Added option to load “Earliest” previous save in Options menu Fixed weapon naming Added icon to remind players of the reload button when weapon is empty Multiple fixes for viewing discoveries PS4 Added photo mode Large optimisations to the engine to accommodate base building PC Added support for up to 8 mouse buttons Fixed better order position history for mouse smoothing Fixed bug where setting gamma to zero gave a fully bright rather than fully dark image Fixed hard-limiting on save sizes, with appropriate warning about free space on boot Player is now notified when shaders are being loaded Fixed occasional crash on exit Fixed performance of trail renderer for some AMD cards Large optimisations to the engine to accommodate base building GENERATION Added biome specific plants Adopted new method of distributing resource plants on terrain, for more lifelike clumps of plants Improved distribution of plant life across all terrain types Introduced visual differentiation of red, green and blue star systems Introduced new mineable terrain resources found only in red, green and blue star systems Reduced average building frequency Introduced planets with elevated building density Introduced planets with no buildings or sentient life Increased the proportion of lush and tropical planets Decreased the proportion of lifeless planets Fixed bug where multiple ships could appear, overlapping, at the player’s start scene Prevented certain building types being incorrectly placed underwater Prevented multiple buildings occasionally being placed in overlapping positions Prevented buildings occasionally being placed intersecting with the terrain Improved and altered per-planet terrain resource generation, improving gameplay and visuals CREATURES Fixed elevation cache mismatches, causing errors in creature knowledge and pathing Fixed slow memory leak in creature role allocation Improved creature animation speeds Fixed issues where some creatures turns had the incorrect frame count Fixed occasional crash when interacting with creatures ATMOSPHERICS Increased proportion of vibrant blue skies Corrected cloud levels for clear skies Improved average cloud level settings Fixed cloud rendering while flying in your ship Improved atmosphere depth when transitioning to space Increased fidelity of atmosphere rendering on nearest planet Improved atmospheric fog as you fly to a planet Improved fog method for planets seen on the horizon TERRAIN Improved terrain generation algorithms Improved and extended blend areas between different terrain noise types Terrains now generate more open spaces Smaller features now appear at nearer lods to improve visuals in the distance Fixed objects being placed on incorrect terrain material types Improved resolution of distant planet terrain Decreased differences between planet as seen from space and actual planet terrain Fixed seams on planets when seen from space Improvements to terrain material selection and terrain material blending Terrain generation priority and cost calculation improvements Fixed terrain generation angle calculations, which would previously prevent nearest region being generated first We now generate caves on lower terrain lods to decrease visual differences in lower detail terrain Introduced more varied and vibrant colouring to terrain for each biome Decreased frequency of brown terrain colour selections Changed texture scales to improve transition between terrain lods Improved terrain colour combinations to add variety and better match terrain contouring Improved terrain texture blending method to better retain vibrant colours Improved settings for hue, saturation and value noise variation on terrain Fixed a number of issues causing holes to be seen in the planet terrain Fixed occasional crash when mining terrain VISUALS Fixed colour of muzzle flashes on player weapons Added muzzle flashes to ship weapons Added cockpit lighting for damage and weapon firing Added debris to freighter explosion effect Improved freighter cargo explosions Improved photon cannon hit and space explosion effects Improved turret explosion effect Improved grass colour selection Improved grass colouring method to match underlying terrain colour Improved grass placement to match gradient of terrain, and rocky terrain slope patches Improved lighting on grass Improved alpha cutoffs and blending for grass in the distance Improved colouring method for on-planet buildings Fixed “pop” in lighting when flying between planets Fixed incorrect lighting seen in shadow areas Improved lighting method when rendering tree leaves Fixed procedural texturing on objects with multiple overlapping textures Fixed size of certain texture atlas normal maps Fixed texture scaling on asteroids Zinc plant is now more obvious when it has been gathered Fixed occasional rendering errors due to precision on cockpit during warp Fixed pulse lines not appearing when pulse driving out from planet atmosphere Fixed shadowing artefacts on imposters SPACE Improved asteroids to allow much denser fields Improved explosion effects Fixed scale of moons on the space map Added freighter groups to the space map Changed distribution of resources in asteroids AI ships will now clear asteroids in their path Planets are now scannable from space to see their resources SPACE COMBAT Fixed bounty targets warping out too soon Improved HUD indicators in space combat Added damaged ship effect on AI starships Added formation flying Improved locking on passive starships Improved AI combat flight patterns Added new ship weapon technology Holding brake whilst turning now activates drift for fast turns Improved AI ship freighter attacking Improved freighter targeting code when under attack by enemy ships FREIGHTERS Fixed pulse drive to prevent travel through freighters Improved docking code Added hangar to the lead freighter Added docking in freighters Added icon to accessible freighter hangars Added colouring to cargo drops to identify what is in them You can now only pick up cargo drops that will fit in your inventory Added auxiliary freight ships to freighter groups Added alert lights and alarm audio for when freighters are in combat Improved turret lights and explosions Improved muzzle flashes on freighter turrets Added indicator of cargo contents Freighter Commanders now give rewards for rescuing them from pirate attack Fixed collision on freighter cargo containers AUDIO Updated the lush ambience to make the wind sounds less noisy Ambient background fauna now checks for the presence of creatures Added rain on foliage Added rain on ship Added freighter specific footsteps When on a dead planet, no music will play Round table prop now plays an appropriate sound Added more music to the loading sequence and game start Added audio to new base building props Created sounds for new base building props Added audio to freighter doors and internal freighter ambiences Added freighter explosions Added freighter alarm Added ambient radio comms when approaching a freighter Fixed missing sounds when in a space station due to the mix settings Multi-tool upgrades now affect audio Lots of minor mix changes Changed some compression settings for PS4 audio to make the sub-channel audio play more reliably ---------------------------------------------------------------------------- PATHFINDER UPDATE 1.2 https://www.youtube.com/watch?v=ZDNtbosTCvo AUDIO 50% more generative soundscapes Additional game loading and game start music Added multi-room base ambiences More detailed rain system, including room dependent and indoor window rain Added indoor storm ambience Changes to reverb system Fix for a flood of sounds which could occur during the tutorial SHIPS AND SPACE Improved ship landing code Fixed AI ships appearing in the air with landing gear deployed Ship weapons operate using a new multi-mode system Fix for being able to spawn freighters underground while you are jetpacking Prevent all docking points in stations, freighters and outposts being taken by AI ships Fixed issue where ships could occasionally become invisible Fixed an issue where spawning into a freighter in near-planet orbit would occasionally place the player underground Freighter containers now drop less Titanium, Thamium and Copper Freighter containers now have a chance to drop Nanite Clusters Traders can now drop Nanite Clusters Traders no longer drop Copper or Iron Reduced camera shake whilst taking hits in space combat Reduced pirate damage in survival mode Reduced damage on ship laser Tweaked ship exit animations to improve player placement GAMEPLAY Added damage and resource numbers in combat and when mining, toggleable in the Options menu Allow multiple weapon types on the multitool Free weapons and ships now have broken slots Recruit NPCs have more descriptive names Fixed holes appearing in high detail terrain regions Made player respawn positioning more robust Introduced new growable plant type Fixed slow memory leak in material effects Removed several minor memory leaks on warp Boosted shield recharge rate whilst in caves slightly BoltCaster Rate of Fire and Laser Mining Speed upgrades are now known from start. Tweaked build requirements so that both are possible to build on player’s first planet Drones now drop small amount of zinc on destruction Reduced amount of platinum from depots Fixed Vy’Keen depots dropping titanium instead of platinum Improved balance of hazards on Scorched and Frozen planets Reworked NPC secondary interactions to give you standing in exchange for offerings Reduced the amount of tech given by NPCs. In most cases they will now reward tech fragments instead of blueprints Reduced the amount of tech available for NPC reward Fixed projectiles shooting through certain unmineable substances Adjusted space stations to minimise cases where NPCs intersect with the environment Fixed issue where the suit upgrade chamber would occasionally disappear BASE BUILDING Fixed NPC terminals and ladders being removed from the central room of bases after the player leaves Moved snap points for the glass corridor to be correctly grid aligned Galactic Terminals now have consistent pricing, regardless of where in a base they are added Fixed plants not being removed after removing the planter below them Deleting a room now refunds not only the room itself, but also its contents Fixed some plants and rocks not being removed when placing down a base building part Fixed the colour of the base terminal light occasionally resetting to red Terminals no longer can be build over windows in the central room Fixed base building colours becoming corrupt under specific circumstances Fixed some NPC missions counting the number of parts in your base incorrectly Fixed landing pad not snapping correctly to some parts Fixed issues where resource harvester would fail to gather resources Left mouse button and right trigger can now be used to build Fixed various precision problems with building in freighters Fixed some cases where grenades would fail to edit the terrain Organised parts in the base building menu to be more intuitive UI Added animation within the Quick Menu Changed the hyperdrive stat to be measured in Light Years Opening the menu will now return to the last page you viewed Added a new Tech stat section to the Tech info popup Improved mouse smoothing Improved mouse sensitivity Clearer and more detailed multitool, ship and freighter comparison screen Fixed flickering transition between Inventory and Options Menu pages Reduced number of menu options requiring a button to be held rather than pressed Improved responsiveness of button holding Fixed a bug in the options menu where the title bar would flicker Improvements to discovery timeline UI Added “Set Waypoint” option to the solar system pop-up Improved alignment at aspect ratios other than 16:9 Prevented player notifications showing up during credits and redeem screen Fixed issue whether error messages would be shown for charging and repairing before the options had been selected Increased icon resolutions to support play at 4k resolutions Fullscreen effects are now correctly displayed when entering a hazard Disabled the quick menu while warping between systems Removed obsolete Generation Detail option in settings Updated display of new discoveries to be clearer and more readable Fixed some Japanese and Russian localisation issues and text overlap Made cinematic black bars less frequent and obtrusive Made is so cinematic black bars can be dismissed Race standing is now displayed on the journey milestone page Fixed various windows occasionally appearing partially offscreen New visuals and backgrounds on mode select, options and inventory screens VISUALS Reduced banding artifacts on some metallic surfaces Fixed seam artifacts on some normal maps Fixed shadows being too black over water on certain planets Fixed very occasional errant black geometry in space Improved performance of water rendering Improved performance in forward rendering passes Improved performance in spotlight rendering Fixed some issues with flickering lights Correctly oriented IBL map, fixing several lighting issues Fixed issue where vertex displacement would glitch when walking between regions PC Support for Intel HD Graphics 530, 540, 550, 580, 630, 640, 650 Reduced banding artifacts in gamma correction on some GPUs Escape key now goes directly to the quit options page Improved and expanded Steam Controller mapping PS4 Support For PS4 Pro 4K Rendering Support For PS4 Pro Delta Colour Compression Support For PS4 Pro automatic Depth Buffer decompression ---------------------------------------------------------------------------- ATLAS RISES UPDATE 1.3 https://www.youtube.com/watch?v=5328iuzHw-w GENERATION Increased variety in weather, planet and structure names More base building parts have unique names Prevented trees spawning on sheer cliffs Improved object placement on slopes Improved grass placement and density Changed the default starting ship model Regenerated galaxy to remove differences between survival, normal and creative game modes Improved building distribution Increased distribution of heridium deposits Improved generation of beaches along shorelines Repositioned player bases to accommodate generation changes EXPLORATION Improved balance of hazards between planets Improved settings for hazard damage and strength Reduce cave hazard recharge times Added Shielding Shard to the starting player inventory Limited the depth at which buildings can spawn underwater GAMEPLAY More tech available in tech shops Balanced tech shop standing requirements Standing lights have a proper name when you interact with them Increased robustness of systems for locating buildings Increased number and types of objects which can be scanned Increased information available about scanned foliage and creatures Improved planet resource lists Craftable products now sorted by most recent use Improved differentiation of weapons Fixed pinning product recipes and technology guides Continued story unlocked through abandoned buildings Added interactions and dialogue options for many structures and characters Overhauled secondary character interactions Joint exploration has been introduced allowing 16 players to see visual representations of each other in game. Joint exploration does not require PS Plus, and is not currently available on GOG Galaxy. TRADE AND FARMING Alloys, farm products and new gas products now form separate branches of a larger craft tree Added new valuable higher tier craft products Added new harvester to harvest atmospheric gases Added new trade specific products Added new farmable “Star Bramble” plant Added larger 4 plant hydroponic tray Increased contrast between picked and unpicked resource plants to more easily tell them apart Balanced priced of alloys, farm products and gases Improved distributions of resources on planets Improved scan ranges for resources on planets Added scan markers on more smaller plutonium crystals to aid resource gathering FREIGHTERS Balanced freighter prices Fixed collision on freighter bridge Added freighter classes Added ability to warp in your freighter Fixed floating turrets on capital freighters SPACE Improved space heavy air Added requirement to scan planets in order to reveal their names Improved planet name display as you enter orbit Fix for massive carve radius when mining asteroids GALACTIC MAP Updated galactic map UI Improved galactic map controls Improved star names gathered in galaxy map flythrough Improved distribution of different coloured stars Added interstellar scan events STARSHIPS Added ability to summon your ship from the quick menu Refined ship reticules Added new holographic cockpit HUD elements: mini map, pulse drive warning and target ship Added new ship technology Balanced space combat Balanced ship weapons and technology Updated ship weapon projectile effects Updated ship hit direction markers Improved flare graphics on ships Improved loot containers dropped by AI ships Improved effects on damaged AI ships Balanced crashed ships broken slots and repair costs Added a more convenient swap inventory button for moving items between new/crashed ships and storage units Updated design of Atlas pass icons Added ability to look around the cockpit when landed Allowed player to remain in ship cockpit after landing Improved spawning and distribution of AI ships Improved ship altimeter Added in-ship communicator Added button prompt for ship zoom Fixed a bug where your ship could become invisible by visiting the galactic map Improved Pirate systems including the ability to negotiate or call in support Added low flight mode Improved landing code UI Divided options menu into several pages Revised Journey page New Gek, Korvax and Vy’keen medals New medals for the merchant, mercenary and explorer guilds Revised log page Fixed animation on markers as they are removed Improved binocular UI Updated journey milestone icons Overhauled discovery log Added cardinal directions to compass Added distance markers to compass Fix for “redeem content” showing twice on Steam menu New trade and product icons Revised combat ship markers Improved ship tracking arrows when flying away from targets Overhauled conversation interface GRAPHICS Improved HBAO filtering around edges Improved TAA handling of grass blade edges Introduced depth of field effect during interactions Added LOD meshes and imposters to various props Fixed texturing on the buildable door Reduced HBAO shimmer Reduced shadow acne Fixed artifacts with imposter shadows Improved double-sided normals for foliage Improved terrain texturing and texture blending Improved grass colour blending and integration with terrain Improved grass and leaf materials Improved colour palettes across several biomes Improved planet night skies Fixed z-fighting on small glowing plants Various graphics optimisations and fixes Visual improvements to Atlas stations Replaced all terrain textures with higher detail and quality variants Added new higher detail foliage variants to several biomes Upgraded textures on several cave props AUDIO Four new sets of soundscapes by 65 Days of Static Reworked space combat audio Reworked space explosions Added new ship weapon sounds Added weird biome soundscape Added new music and sound effects for story mode Lots of new UI sounds Minor mix changes and optimisations LANGUAGE Various minor language fixes and improvements ---------------------------------------------------------------------------- NEXT UPDATE 1.5 https://www.youtube.com/watch?v=h3HphgSn0o4 THIRD PERSON Third person camera for walking, jetpacking, swimming and in-ship flight New player models Completely reworked animation system New animations for players, as well as NPCs and creatures System and animations for gestures Character customisation Player character turns to look at points of interest New get in / out of vehicle effect Interactions show the player character where appropriate Warping in ship is in third person Resized various deployable tech to better fit third person mode MISSIONS Real time missions Scheduled missions Multiplayer missions Completely overhauled tutorial New mission types – photography, feeding, freighter combat, archaeology, and specialised hunting missions Guild envoy missions BASES Bases can be built anywhere Players can own multiple bases Hundreds of new base parts Increased base complexity / size limits Joint base building Improved teleporting and selection between teleport destinations Improved terrain editor modes and options to be more intuitive Toned down saturation intensity of palette choices for colouring base building parts Base terrain editing now stops when you hit the limit rather than overwriting old edits Bases can now be deleted Improved system for placing base building parts Increased base building radius and made it expandable Disabled base auto uploading, and added manual controls Enabled downloading more than one external base from other players FREIGHTERS Frigate fleets feature – including missions, upgrade system, system combat and exploration assistance Overhauled base building inside player freighters Reworked and added procedural textures to freighter bridge hologram planet Redesigned path from freighter hangar to bridge Improved speed of airlock doors opening on freighters CRAFTING AND RESOURCES Reworked and rebalanced all core substances and resources Deployable tech can now be picked up Added refiner based crafting system Added Craftable ammunition Improved damage falloff on mining beam UI / UX Additional markers visible in analysis visor Points of interest can be tagged from analysis visor Latitude / longitude displayed on analysis visor Improved HUD layout HUD lines dynamically hidden with the corresponding UI elements Improved notification layout Improved build menu Improved quick menu Inventory stack splitting New repair interface All player owned ships can now be summoned Added system for repairing damaged inventory slots Backpack showing in your inventory will now match customised character backpack Backpack bars display hazard protection and life support In-ship map now highlights enemies Improved docking indicators when flying Completely reworked shop UI Nanites no longer take up inventory slots Scanning ships shows their slot count Save slots are now sorted by timestamp Galaxy map can show multiple markers for each system Added dynamic suit protection inventory icon Inventory full notifications now take into account cargo slots Fixed camera voxel to star voxel in Galactic map Can pin base building recipes on the HUD Added danger icons to tentacle plants Improved tech and product pinning, with more detailed guides to obtaining the build requirements Improved compass Improved HUD marker icons for objects of interest Added multiplayer text chat on PC GRAPHICS AND PLANET GENERATION Improved fog and increased draw distance New terrain generation system for improved navigability and more varied earth-like and alien landscapes Reduced situations where cave props can be spawned above ground Improved particle systems fading out over distance Added support for extremely large biome props Improved and increased variety of clouds and cloud shadows seen from space Improved planet surface rendering from space Improved terrain lods and visuals when flying in from space Improved colour selection during planet generation Improved sky and fog colour selection Tightened triplanar texture blend areas New colour mapping system to create more varied and atmospheric visuals Improved tree density Tree size variation Added empty systems, with no current inhabitants Added abandoned systems, with derelict space stations Improved storm visuals Improved textures for ship, NPCs, and buildings Added planetary ring system Increased asteroids density in space Improved space visuals Added support for larger bodies of water Character shadows for first person gameplay Adjusted TAA settings to reduce shadow blurring on terrain Added particle effect when flying above water Splash particle effects Inventory and pause menu now uses depth of field to blur in-game camera Balanced intensity of lights in the Atlas station Updated model of hologram backpack in suit upgrade chamber Improved water surface and foam shaders Improved water reflections to better match terrain Improved imposter visuals and lighting to better match nearby objects Switched object and terrain fading to use Blue Noise to give smoother transitions Improved compression on some textures generated in-game Improved terrain texture blending and selection Improved sand and cave colour selection Improved beach blending and visuals Brightened cave interiors, especially at night Improved storm effect fading as you enter buildings Added gun model for ships New high quality tree models and textures Fixed an issue with landing pad UVs Improved drone, quad and walker models New drone texture effects Added more varied underwater and underground objects Improved appearance of Gravitino Balls Major improvements to biome object placement Improved crystal placement Improved marker distances for gameplay props Added terrain objects which cannot be destroyed by player ships Improved colours, brightness, saturation of creature textures Tweaked rock textures Improved scale of underground objects Tweaked poison blob particle effects Improved cave biome glowing plant lights Optimised cave biome prop performance Improved bushes and underwater plants Improved asteroid texture balance Improved abandoned slimey diffuse colours Improved under-foot dust effects Improved heavy air in caves Improved scale of gameplay plants Improved toxic grass diffuse texture Tweaked mountain fragments on certain biomes Improved vertex displacement on flags to make them wave nicer Improved smoke and damage effects on ships and distress beacons Modified frequency of wordstones, crates, underground props and damaged machinery Improved rare gem collection effect Improved ship trail effects New engine effect for ships SPACE STATIONS AND BUILDINGS Overhauled space station interior New space station marketplace New style for stairs in space station Redesigned look of teleporter in space station Added variation to building interior layouts and props Added a small ramp to the drop pod for easier access Improved building frequency Added LOD system for base building parts to increase draw distances and complexities EXPLORATION, FAUNA AND FLORA New underground ruins building type Buried technology modules and blueprint analysis Overhauled signal booster and navigation data input Procedurally generated technology Procedurally generated products Improved creature pathfinding Improved creature response to feeding Herd behaviour for creatures Improved scales and maximum sizes of creatures Improved sentinel drone behaviour, proximity indicator and escape gameplay Improved matching of creature body parts to their role Coprite improvements New hazardous fauna New hazardous flora Improved scan ranges for biome specific plants Added new armoured drone type Must use the terrain editor to mine resource deposits Improved Colossus speed and fuel tanks / consumption Different ship classes use different amounts of launch fuel New name generation system for planets / ships / weapons / creatures Increased variety in creature descriptions Nada + Polo’s tasks are now tracked in the Mission Log Fancier descriptions for planetary weather conditions Changed starting Exosuit inventory size Increased the number of Exosuit cargo slots available to purchase Increased crafted item stack size in the Exosuit to 5 CONTROLS AND COMBAT Climbing traversal more challenging and rewarding Added ability to slide down cliffs Player movement is more dynamic Air resistance simulation for jetpack navigation Multi-tool manual holstering / unholstering Ship weapons can be used against ground targets Splash damage added to ship weapons when used against ground targets Improved low level flight, with destruction of terrain objects with which you collide Fixed jitter on physics debris pieces Stopped player colliding with tiny rocks on scorched biomes Crit points on sentinel drones and quads Combat scope module for the Multi-Tool Personal forcefield module for the Multi-Tool New grenade types Improved weapon alternative mode, also with better HUD display Sentinel drones can repair quads and walkers in battle Improved sentinel quadruped behaviour, pouncing, evade Improved walker behaviour with different attack modes Extra armour plating added to sentinels arriving in combat Fixed placement of off-planet markers and improved pulse drive flight towards marked destinations AUDIO Updated creature vocals New third person foley for player and NPCs Additional loading music and a new track when starting normal mode Revised ship engine sounds Added low flying ship sounds Revised underwater sounds Improved combat audio and overhauled Quad and Walker audio New NPC vocals New Frigate audio STABILITY / BALANCING / FIXES Fixed a number of issues with atmospherics and water rendering on the horizon Fixed text clipping issues in some languages Fixed certain cases where opening the settings menu silently changed resolution Fixes for several uncommon out of memory crashes Fixed transition between lighting when flying to space Fixed and improved a number of situations for flattening terrain around buildings Fixed cases where terrain tiles could be missing or slow to appear while flying around or into planet Fixed crashed freighters having underground treasure too low to mine down to Prevented dead planets ever having atmospheres Prevented some story-critical buildings being placed underwater Fixed lighting issues with double sided leaf shaders Fixed repetitive tiling textures on some foliage leaves Fixed issues with loading some particularly large saves Fix for superconductive lock bug Voice chat quality and reliability improvements Fixed scan events for players who have managed to go off-grid Fix for edited terrain regions repeatedly regenerating themselves unnecessarily Fixed rocks showing up as the wrong colour on frozen biomes Fix occasional hang in asynchronous IO Fixes for non-instance LODs Added geometry streaming system Made numerous memory savings to improve overall stability Made the damaged machinery turn off the sparks and smoke effect when you have finished the interaction Rebalanced AI ship damage Balanced ship to ground target damage High performance(1440p) and High Quality(2160p) rendering modes added for Xbox One X Made numerous grass and foliage rendering optimisations Optimised per-frame renderer memory usage Optimised various engine components using async compute Various optimisations Various miscellaneous bug fixes ---------------------------------------------------------------------------- DEVELOPMENT UPDATE 5 (Exocrafts) 1.63 Added a new Exocraft, the Pilgrim. Purchase the blueprints for the Pilgrim Geobay from a Blueprint Analyser. Added an Exocraft Summoning Station that once built on a planet, allowing all owned exocraft to be summoned from anywhere on that planet. Purchase the blueprints for the Exocraft Summoning Station from a Blueprint Analyser. Increased the inventory size of all Exocraft. Increased the base speed of the Colossus. Added upgrade modules for the Exocraft, similar to the modules available for ships, Multi-Tools and the Exosuit. Upgrade Modules are purchasable for Nanites from the Exocraft Technician once their quest chain is complete. Modifiable stats include top speed, boost power, fuel efficiency, gun damage and more. Expanded the Exocraft Quick Menu options to allow all owned and in-range Exocraft to be summoned, not just the current primary Exocraft. Added the ability to customise your Exocraft with unique paint, decals and boost particle options. Added specific technology to customise Exocraft handling, allowing drivers to spec their vehicles for grip or drift. Added a speedometer display to the HUD while driving an Exocraft. Fixed a number of issues with vehicle races, particularly in multiplayer. Fixed an issue where Exocraft with laser upgrades could still not mine substances that required an Advanced Mining Laser. Fixed an issue where Exocraft could not mine terrain resources. Fixed an issue where the Race Initiator was not available at the Blueprint Analyser. Improved the performance of terrain tessellation on PC (EXPERIMENTAL). Improved the visuals when highlighting objects with the Analysis Visor. Fixed an issue where players could not lose a 5-Star wanted level. Fixed an issue that prevented the Blaze Javelin from firing while zoomed in with the Combat Scope. Fixed an issue where players who were on the other side of a portal at the launch of NEXT would see their portal return marker in an invalid position. Fixed an issue where NPCs could use the wrong audio. Fixed an issue where frigate cargo would be lost if inventory space wasn’t available upon landing on the frigate. Fixed an issue where expedition upgrades were not refunded when the expedition was cancelled. Fixed an issue where players were unable to land on frigates owned by other people in multiplayer. Added the ability to cycle between frigates when viewing the fleet. Fixed an issue where freighters could not be purchased with other players on board. Fleets can now be seen from the planet surface. Fixed an issue where frigates would revert their colours to blue and white. Added display of planetary coordinates to starship dashboard. Fixed a number of issues with player position being saved incorrectly while on the other side of a portal in multiplayer. Fixed an issue that caused players returning to a Base Computer via a teleporter to spawn inside the Base Computer mesh and be violently ejected. Fixed an issue where players were being asked to build a beacon for the Base Scientist but didn’t know the blueprint. Fixed an issue that could cause Delivery missions to require the wrong substance at the hand-in step. Fixed an issue that could cause missions that involved bribery to request an invalid item as the bribe. Fixed an issue that could cause the Atmosphere Harvester to collect an invalid substance on specific rare biomes. Fixed an issue that could cause Atmosphere Harvesters (and other similar remote gathering technology) to run out of fuel and empty its collection hopper when the player left the system. Fixed an issue that could cause Automated Mining Units to mine an incorrect substance from terrain resource deposits. Fixed an issue that caused base building warning messages to be displayed immediately after correctly constructing a building. Fixed an issue that caused the ‘Find nearest building’ signal booster option to find only buildings of the same type as the nearest building. Starships will now be placed upon available landing pads when teleporting back to the player’s base. Fixed a number of other issues affecting starship landing and collision. Fixed an issue that could allow multiple starships to be docked on the same landing pad in multiplayer. Non-primary player ships are returned to the freighter when the freighter is called in, preventing them becoming permanently lost or broken. Further improved the system to remove irrelevant bases from the teleport list. Fixed an issue that could cause starship engines to sound too loud. Fixed an issue that could cause the camera to swing wildly when launching the starship. Prevented Quick Menu hotkeys from taking effect while other UI panels are open (eg during text chat). Fixed a crash related to the Quick Menu. Fixed an Xbox One-specific crash in networking. Fixed a crash in AI ship behaviour. Fixed a crash in the terrain system when reloading an autosave. Fixed an issue that could cause poor performance on the Discoveries menu. Fixed an issue that could cause excess memory usage on some AMD systems. ---------------------------------------------------------------------------- ABYSS UPDATE 1.7 https://www.youtube.com/watch?v=YIrCX5PomuA UNDERWATER GAMEPLAY AND VISUALS Increased the diversity of underwater biomes. Improved character movement in the water. Improved surface swimming. Improved swimming for customised characters. Allowed the torch to be used underwater. Improved underwater and swimming cameras. Improved camera behaviour when approaching the surface of the water. Added support for jetpacking underwater. Increased the probability of oxygen spawning as a secondary resource underwater. Increased the depths at which underwater buildings can spawn. Prevented drones spawning underwater or following you deep underwater. Added underwater only emotes. Improved underwater character and swimming audio. Improved underwater prop placement and object densities. Improved terrain editing underwater and fixed an issue where it could rapidly propel the player upwards. Improved colours of the water surface, and underwater effects. Improved foam effect at the edges of water and objects. Fixed an issue where a line could be seen round underwater objects and the underwater horizon. Improved water visuals at night. Removed a hard pixelated edge seen at the edge of water. FISH AND UNDERWATER CREATURES Improved detection of whether the player is inside a building while underwater. Improved general fish shoal behaviour. Increased spawn rates of fish and creatures underwater. Improved predatory fish movement and behaviour. Improved logic for spawning and despawning underwater creatures. Improved movement of underwater cow and rodent type creatures. Improved and added to fish and underwater creature audio. Added jellyfish, clams, crabs, and abyssal horrors. UI Disabled censorship in text chat between friends. Added more options to the inventory transfer menu. Removed unnecessary UI data to improve load times and memory footprint. Disabled resizing the terrain beam at times when it cannot be used. Fixed cases where quick menu items were incorrectly highlighted. Fixed issues with vehicle inventory transfers. Fixed the hazard icons for protection tech against secondary hazards. Fixed a crash caused by opening the inventory while using the ship communicator. Improved ordering of some objects in the building menu. Fixed a clipping issue in the binocular UI. Fixed an occasional crash in the character customiser. Various minor text and localisation fixes and improvements. BASES AND BUILDINGS Added the chance for abandoned buildings, ruins, crashed freighters, and crashed starships to spawn underwater. Fixed an issue where players could fall through storage room walls. Allowed storage rooms to be placed in a grid layout. Made minor improvements to the indoor camera. Corrected volume of NPC speech inside player bases. Fixed an issue where shop terminals placed in bases could cause certain rooms to be hidden. Altered limits on building some objects rewarded through the Quicksilver bot. Added a new underwater shelter building. Added over a dozen new base parts. FREIGHTERS, SHIPS AND SPACE Improved spawning of frigates in multiplayer games when players are onboard them. Fixed an issue where the players ships would incorrectly appear in a new system after warping. Fixed cases where specific frigates would always take the same type of damage. Fixed an issue where multiple fleet missions would automatically be handed in simultaneously. Added ability to scan frigates and freighters using the Analysis Visor. Added ability for players to repair their friends’ frigates. Fixed issues with characters on the freighter after the player is gifted it. Prevented dust being permanently active on frigate landing pads. Improved ejecting from your ship in confined spaces, prevented being launched through low hanging ceilings and anomaly walls. Improved positioning of players getting out of ships and respawning on landing pads. Fixed an issue where frigates failed to reset their resource collection after giving resources to the player. Fixed a crash caused by the anomaly in certain systems. Added a marker for off-screen black holes. Made frigate icons less intrusive. Prevented the anomaly being re-summoned if it is already present. Added ability to detect planets with water from the galactic map. Fixed an issue where the player could not land their ship after switching missions while looking at a mission marker. Added a vehicle shop to the space station. Fixed issues where players could be stuck in ship landing pads. MISSIONS AND PROGRESSION Added the Dreams of the Deep mission. Added a new story to underwater ruins. Added a number of new aquatic substances, goods, and products. Improved the return marker on portals the player has travelled through. Fixed an issue where some missions would always give an identical reward. Improved ability for missions to select locations to send you to from small clusters of buildings. Fixed an issue where protection tech would only drain for one hazard at a time. VEHICLES Reduced the radius on the vehicle gun to ensure particles spawn at the contact point. Improved vehicle boost effect colours. Disabled the find building ability in the vehicle’s default scan, as it has been replaced by an improved scan. Removed decals from the default vehicle, allowing player to add them. Improved colours of vehicle decals. CREATURES Fixed cases where birds would fly into the ground. Improved rodent tail animation. Improved creature scanning in multiplayer. Fixed an issue where filters for creature part generation were not correctly applying to all genders. Fixed an issue where biological horrors could become non-hostile after attacking an exocraft. SYSTEM Improved shader uniform resolution on PC, a performance optimisation. Fixed an issue where there could be a long pause on a black screen when booting into the game. Improved multiplayer permissions for lobby use. Changed default multiplayer permissions to be more permissive in Creative Mode. Fixed various infrequent crashes. Implemented various performance, system and stability fixes. ---------------------------------------------------------------------------- VISIONS UPDATE 1.75 https://www.youtube.com/watch?v=IoBOFTi-zAk MISSIONS AND PROGRESSION Fixed an issue where players could be prevented from earning a free freighter in the tutorial. Allowed the Dreams of the Deep mission to detect if the a Nautilon Chamber had been built nearby before the mission started. Fixed an issue where missions that visited trade terminals could advance without their objective being completed. Fixed an issue that prevented higher level Aeration Membrane upgrade modules from appearing in the Space Station tech shops. Fixed an issue that prevented Freighter Hyperdrive upgrade modules from appearing in the Space Station tech shops. Fixed an issue where players could fail to learn the Living Glass blueprint at the correct time. Fixed an issue where players could fail to learn the Exocraft Boost blueprint at the correct time. NipNip blueprints can now be acquired from the Base farmer after their mission chain is complete. Fixed an issue where NPCs awarding procedurally generated upgrade modules would select from an insufficiently random pool. Fixed an issue that prevented some doors + items that require Atlas Pass v1 from accepting v2 or v3. Adjusted the behaviour of wanted level timers, so that the wanted level decays as the timer does. UI Improved the appearance of the planetary readout from space. Added a new section to the inventory item popup hinting at the item’s use. Improved the visual feedback when collecting items, especially rare items. Improved the text labels for armoured objects. Added a filter for “Not Owned” to the Quicksilver Shop. Fixed an issue which would allow players to browse their existing fleet whilst purchasing a new frigate. Fixed a rare case where certain game inputs could temporarily fail to be recognised if remapped then reverted to defaults. Prevented an erroneous boost icon appearing while piloting the Nautilon (on PS4 and Xbox One). BASES AND BUILDINGS Fixed an issue preventing building multiples of storage container 1 (on PS4 and Xbox One). PLANETS AND DISCOVERIES Fixed an issue where extreme weather planets could fail to generate storms. Improved the distribution of ammonia and uranium on toxic and radioactive planets. Improved some analysis visor text descriptions. Fixed an issue where the terrain manipulator could destroy valuable objects. Fixed an issue where other players’ discoveries could prevent fauna and flora from being scanned with the analysis visor. Added identifiable descriptors for all anomalous planet types. Fixed an issue where resource crystals (eg Di-Hydrogen) could be rediscovered on every planet. Fixed an issue where many minerals would be called Yukovsite. Allowed the torch to be used when exploring crashed freighters. VISUALS Fixed an issue where exocraft customisation colours could be incorrect until refreshed in the customiser. Fixed a rendering issue with oversized fungi. Fixed an issue where stationary objects could sometimes appear blurred. Improved the draw distance on some exotic planet objects. SYSTEM Fixed some out of memory crashes. Fixed a crash when quitting the game during a gesture. Ultima modifica di GoFoxes : 01-04-2019 alle 09:50. |
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#24 |
Senior Member
Iscritto dal: Dec 2008
Messaggi: 16539
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è proprio del lancio che parlo. bellissimo fare dopo 3 anni un gioco "perfetto" con aggiornamenti gratuiti, questo non toglie che personalmente reputo l'atteggiamento del team AL LANCIO molto scorretto
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#25 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
Ma sarebbe l'atteggiamento? Perché, se ricordo bene, al di là di qualche trailer scriptato (come fanno tutti) e di qualche annuncio tra le righe che non ha avuto controparte nel gioco al lancio, NMS era esattamente quello descritto: un'esperienza solitaria che voleva darti l'idea di essere sulla copertina di un libro di fantascienza anni 50. |
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#26 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4593
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Possibile che ci sia ancora gente che tira in ballo l'uscita di NMS?E' appurato che ha deluso le aspettative di molti ma nel corso del tempo si sono dati (e si stanno dando ancora oggi) da fare per migliorarlo e questo non è una cosa comune nel campo dei videogame.
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#27 | |
Senior Member
Iscritto dal: Dec 2008
Messaggi: 16539
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Quote:
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#28 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
Che poi hanno spiegato che l'uscita è stata affrettata perché avevano finito i soldi, e di più non potevano essendo praticamente in sei a lavorarci. Per me costava troppo, quello sì, sempre scritto, ma il gioco che m'è arrivato a lancio era esattamente quello che mi avevano descritto, e avevo letto tutto a riguardo. Perché dire che "due si possono incontrare, ma date le dimensioni del gioco è impossibile", non significa "è un gioco multiplayer con cui potrete giocare e divertirvi con gli amici o sfidando sconosciuti", ma l'esatto contrario. Indipendentemente che fosse vero o falso che due si sarebbero potuti incontrare. E questo si applica a tutte le presunte "promesse". Ultima modifica di GoFoxes : 01-04-2019 alle 11:08. |
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#29 | |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4593
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Quote:
Un team lo valuto da molti aspetti, ha avuto le sue colpe al lancio con relative critiche (giustissime), si sta sbattendo da anni per continuare a dare contenuti aggiuntivi, penso quindi sia il caso di riconoscergli i suoi meriti. |
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#30 | |
Senior Member
Iscritto dal: Dec 2008
Messaggi: 16539
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Quote:
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#31 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
Hai pagato per un bene voluttuario, che nessuno ti ha imposto, che era al 90% come era stato pubblicizzato e di cui potevi chiedere il refund (e molti l'hanno fatto, salvo poi ri-comprarlo 1-2 anni dopo). I ladri son altri. |
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#32 | |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4593
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#33 | |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4593
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Quote:
EDIT: cmq il panorama videoludico è pieno di casi di giochi che escono con una grafica inferiore a quella dei video mostrati, pieni di bug o di cose tagliate per essere messe poi a pagamento il mese dopo, se non all'uscita stessa. Ultima modifica di polli079 : 01-04-2019 alle 12:33. |
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#34 |
Senior Member
Iscritto dal: May 2000
Città: Vicenza
Messaggi: 19891
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NMS lo presi, anzi lo preordinai, per ps4 con la custodia bella tipo libro anni 50...
Ci giocai poco, non mi prese all'inzio, o almeno non era all'altezza delle mie aspettative. Mi son sempre ripromesso però di rigiocarci prima o poi... Clmslmlmsslkms
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#35 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
Hanno aggiunto moltissime cose, ma il game loop è sempre lo stesso (e quello sempre sarà). Io adoro proprio il game loop, motivo per cui ci infilai oltre 100 ore al lancio, ma so che molti hanno bisogno di direzione, storia, un obiettivo diretto insomma, qualcosa che ti dica cosa fare, dove e come, e ti indichi la strada. NMS questo non lo fa. |
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#36 |
Senior Member
Iscritto dal: May 2006
Città: :
Messaggi: 7159
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Premetto che non sono un videogiocatore ormai da anni, premetto che NMS mi attira come la pizza all'ananas (che mi fa schifo anche solo a livello concettuale) e che tutto quello che so del gioco l'ho letto nei vari articoli e video di gameplay che ho visto, ma vorrei provare a dare la mia umile e limitata opinione:
Fin dall'inizio quando il progetto fu presentato in crow founding, molti avevano capito che era un idea estremamente ambiziosa e che difficilmente un piccolo team di sviluppo avrebbe potuto concretizzare tutto quello che aveva promesso, e infatti ricordo che, ancora prima del rilascio della prima versione, lo stesso team di sviluppo aveva lanciato degli avvisi in cui lasciava intendere che non tutto quello che avrebbero voluto introdurre nel gioco sarebbe stato presente fin da subito ma che sarebbe poi piano piano stato aggiunto... e infatti andò così e molti ne restarono delusi. Che il gioco di fatto sia una "beta perenne" (windows 10 docet ![]() Sinceramente non credo che abbiano rubato nulla, e chi si lamenta di questo credo che semplicemente non avesse capito cosa fosse il progetto e cosa avrebbe comportato realizzarlo. Ripeto questa è solo la mia umile opinione, formata sulle poche informazioni che ho raccolto nel corso del tempo, magari un giorno avrò un pc degno di farlo girare e magari potrei perfino provarlo... |
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#37 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4593
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EDIT:doppio
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#38 | |
Senior Member
Iscritto dal: Feb 2004
Città: perugia
Messaggi: 8012
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Quote:
__________________
Nvidia Manli GeForce RTX® 4090 Gallardo , INTEL i9-13900K, 32gb Crucial HyperX DDR5 @6000, SSD NVME Corsair Pcie 4.0 4TB, Monitor LG OLED 240HZ 27GR95QE, Headset AR/VR Meta Quest Pro |
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#39 | |
Senior Member
Iscritto dal: Dec 2008
Messaggi: 16539
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Quote:
e ben so i comportamenti scorretti di molti altri team, ma essere immersi nella merda non ci da l'attenuante per diventare merda pure noi |
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#40 | |
Bannato
Iscritto dal: May 2016
Messaggi: 16452
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Quote:
Solo che gli update non sono stagionali, ma escono quando pronti, e (finora) sono sempre stati gratuiti. |
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Tutti gli orari sono GMT +1. Ora sono le: 17:13.