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#41 | |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Quote:
![]() Sporadici crash nel settare le impostazioni ma editando il file di configurazione col bloc notes si risolve. Già li stanno risolvendo. Col pc in firma e tutti i settaggi al minimo, 60 fps nelle mappe piccole, 30 nelle grandi. Tieni conto che la mia gtx 460 è appena un pelo sopra i requisiti minimi. Il gioco sarà ottimizzato. E credimi, sanno il fatto loro: in Space Engineers, ad ottobre 2014 una scena x, occupava 1,8 gb di ram. 6 patch dopo a parità di pc e settings, solo 600 mb. Ci sarà una patch ogni martedì.
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#42 |
Senior Member
Iscritto dal: Jan 2013
Messaggi: 318
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Il bello non era riferito allla grafica ma al gioco in se..ciò che promette di fare è davvero fantastico,aggiungici che mi piace l'ambientazione medievale e di solito faccio gdr medievali..sai la curiosità di costruire un trabucco..spettacolo!!!
Inviato dal mio LT22i con Tapatalk 4
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Case: Corsair Carbide 500r;Asrock 970 extreme 4;AMD FX-8350;Corsair vengeance DD3 1866 8gb;AMD Radeon R9 280x toxic. |
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#43 | |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Quote:
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#44 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Update 02.004.017
- fixed disappearing menu when changing quality or texture quality Update 02.004.018 - fixed crash occurring during start-up or first few seconds in main menu Update 02.004.024 Warning: Quickload (F5) will break some constructions in your map if you did not save that map before (freshly started map). Also we know about the long loading times and we are working on ways to reduce them. We are sorry, thank you for your patience and understanding! - new world settings: Max moving fracture pieces (default setting = 400) - improved destruction performance - fixed lost collision - fixed fractured pieces floating in air after reload - fixed crash in ropes - fixed crash in toolbar
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#45 |
Senior Member
Iscritto dal: Jan 2013
Messaggi: 318
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Preso e in download!! Purtroppo quando si parla di castelli medioevo e macchine da guerra non resisto..
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#46 | |
Senior Member
Iscritto dal: Nov 2009
Città: Trento
Messaggi: 8879
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Quote:
Indeciso sull'acquisto, ma molto tentato....magari aspetto un attimino... |
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#47 |
Senior Member
Iscritto dal: Apr 2008
Città: Tradate (VA)
Messaggi: 3161
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Credo ci sia un'alta possibilità di freeweekend come hanno fatto e stanno di nuovo facendo per space engineers io aspetterei momenti come questo per valutare il gioco e nel caso acquistarlo (visto lo sconto)
Inviato da Nexus 7
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Pc: Intel i3 10100F - 32GB DDR4-2666 - MSI MAG B460M BAZOOKA - MSI GTX 1660 Ventus XS OC Smartphone: REALME GT MASTER EDITION ![]() Concluso positivamente con: matrix1975 - sergies - glm2006ITALY - g1@nn1 - deccab189 Il corpo faccia quello che vuole. Io non sono il corpo: io sono la mente. |
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#48 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Da quel che ho sentito sul forum ufficiale, il free weekend per medieval è sicuro. Solo che la data è ancora distante. Sebbene il gioco è in lavorazione da due anni, è molto indietro rispetto a space. Quindi aspetteranno diversi mesi prima di darlo in free weekend.
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#50 | |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Quote:
Ci saranno barbari controllati dalla IA, multiplayer pvp con catapulte, trabucchi ed altre macchine da assedio. Presumibilmente aggiungeranno armi da mischia. Forse (e sottolineo forse) archi o balestre. Non è incentrato sul combattimento. Almeno non nel corpo a corpo. E' come Space Engineers: solo un fucile d'assalto come arma personale.
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#51 |
Senior Member
Iscritto dal: Jan 2013
Messaggi: 318
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Siete riusciti a costruire un ponte levatoio??
Inviato dal mio LT22i con Tapatalk 4
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Case: Corsair Carbide 500r;Asrock 970 extreme 4;AMD FX-8350;Corsair vengeance DD3 1866 8gb;AMD Radeon R9 280x toxic. |
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#52 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Io ancora non riesco a raccapezzarmi con i blocchi meccanici in legno. Devo però dire che non mi ci sto applicando molto. Probabilmente le prossime patch potrebbero anche richiedere una nuova partita. L'ho preso ora più che altro per lo sconto e per supportare i devs.
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#53 |
Senior Member
Iscritto dal: Jan 2013
Messaggi: 318
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In, effetti mancano le pulegge,è i giunti..però è bello dai,io mi sto sbizzarrendo bel costruire un castello
Inviato dal mio LT22i con Tapatalk 4
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Case: Corsair Carbide 500r;Asrock 970 extreme 4;AMD FX-8350;Corsair vengeance DD3 1866 8gb;AMD Radeon R9 280x toxic. |
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#54 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Update 02.005 – Barbarians!
Summary Barbarians have been added into the game! This is the first A.I. prototype and is still work-in-progress. Barbarians will wander around the map seeking for King Statues to destroy. Currently, since there is only creative mode, the player cannot be killed by them, so barbarians will just follow the character around the map. When they're close to a King Statue - which is automatically spawned in the world or can be placed by player - they will destroy it; they will also destroy any building that is blocking their way. Barbarians can be killed by setting traps; for example when a tower falls on them, when they fall from a cliff, when a catapult ball hits them, etc. We've also added a few more types of catch blocks and round timber blocks. The new catch blocks should be more user-friendly because it was hard to attach something on them until now; there is also a variant which can be safely attached on walls. Warning: This is first A.I. prototype and still work in progress! The purpose of this update is to introduce barbarians and see how players will behave with them and also to have fun. We will keep improving AI during the upcoming updates. You can read more details about Barbarians in Marek’s newest block-post: http://blog.marekrosa.org/2015/02/ba...dieval_24.html https://www.youtube.com/watch?v=8ocWrV4Fk9w Features - barbarians + King Statues spawning (world settings to enable barbarians, default is OFF) - barbarian spawning tool added - added new types of 'catch' blocks - attaching blocks to catch blocks should be much more convenient now - round timber blocks Barbarians behavior: - The pathfinding is currently not used for the Barbarians, so they will walk towards their target in a straight line - Barbarians will wander around the map, seeking for King Statues to destroy - If you kill a barbarian, he will re-spawn in 10 seconds when the barbarians are enabled in the world settings - The first barbarian will spawn only after some time (10 minutes) and the others will follow in 3-5 minute intervals - The maximum number of barbarians is currently 6 per map - Barbarians would follow the player till 5m distance and then they stop (they will attack the player in the future, now you can lead them to traps, etc.) Fixes - fixed steam overlay issues - fixed crash in copy-paste - fixed crash in destruction - fixed crash while attaching beams - fixed adding blueprint to a world causing damage to the pasted grid - fixed rope ending mount-points - fixed large dynamic grid collisions - fixed models without textures and missing texts in menu after changing graphic presets - fixed issues with destruction objects sunken in voxel - improved structural integrity when a big object collides with terrain - fixed small grid built on large grid becoming dynamic after destroying some parts of the grid - fixed creating extra collisions while pasting an object - fixed crash when changing graphical settings - fixed missing collisions and destructions for more blocks - fixed debris preventing the falling - fixed wrong collision model for stone wall round door Known issues, working on a fix - Startup crash, crash in main menu after a few seconds – you can try this possible workaround for now: http://forums.keenswh.com/post?id=7310031
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#55 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Barbarians have arrived in Medieval Engineers!
Today we have released our first official "Tuesday" update for Medieval Engineers, and it brings you Barbarians. Barbarians are the first prototype of artificial intelligence (AI) in our engineering games. Please don’t confuse this with our other super-secret AI project - that’s a completely different thing and it’s being developed by a different team and we will announce it later this year. From the change log: This is our first A.I. prototype and is still a work-in-progress. Barbarians will wander around the map seeking King Statues to destroy. Currently, since only creative mode is available, the player cannot be killed by them, so barbarians will just follow the character around the map. When they're close to a King Statue - which is automatically spawned in the world or can be placed by the player - they will destroy it; they will also destroy any building that is blocking their way. Barbarians can be killed by setting traps; for example when a tower falls on them, when they fall from a cliff, or when a catapult ball hits them, etc. We've also added a few more types of catch blocks and round timber blocks. The new catch blocks should be more user-friendly as until now it was hard to attach something to them; there is also a variant which can be safely attached to walls. The barbarian’s AI in its current state isn't very complex, they just have a basic level of behavior; the path-finding still doesn't recognize complex paths (e.g. it completely avoids compound blocks because they are geometrically much harder to describe than the regular blocks); and the path-finding doesn't search over long distances as that would stress out our terrain LOD algorithm (which would require calculating the highest LOD levels over the entire map). These are some of the things we will be solving in the next couple of weeks. Space Engineers will receive an AI system later. The reason for this is that the environment in Space Engineers is much more complex. It’s probably the most AI unfriendly environment you can imagine (completely dynamic; gravity vector can change at any time and location; the AI is supposed to use a jet-pack as well as walking; the AI should be able to navigate through ship corridors then jump onto another ship, pilot it, etc.). I am not promising this all will get implemented; I am just trying to illustrate the difficulties involved. The actual development of Medieval Engineers at the moment is focusing mostly on stabilizing hard-ware (HW) compatibility issues. Unfortunately the first version wasn't 100% flawless even after we tested it on all possible HW configurations, hired a dedicated testing facility to test it on even more configurations and then let players to “beta-test” it during 24-hour pre-launch window). Once the things above are solved, we will jump right on to the two most important areas: multi-player and survival mode for Medieval Engineers. BTW, the simple version of survival mode will be released sooner than full survival mode and it will include: death/re-spawn, slow construction, and no-levitation. Full survival will add: resource management and inventory, material harvesting and processing, and tools using. More details about today’s update: http://forums.keenswh.com/post?id=7310951 It’s really great to see all the stuff that people have already created in Medieval Engineers: Screenshots: http://steamcommunity.com/app/333950/screenshots/ Worlds: http://steamcommunity.com/app/333950/workshop/
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#56 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Update 02.006 - First form of Survival mode, settings panel, tearable rope
Summary In this week’s update, we are introducing the first form of the Survival mode. The initial feature of the survival mode is character’s death. Your character can now die by falling down from heights, by something hitting him hard or by something falling on him. The character can also die when the barbarians bit him. Additionally, we have added a new settings panel which is available in Creative mode; it can be activated by pressing 'K' and you can switch night mode or remove block fractures. Moreover, we have added a bunch of new blocks. The most interesting one is 'rope hook' which will automatically detach a rope on certain angles that can be configured by the player. Another interesting item is the tearable rope; this is a type of rope that gets broken when something comes in touch with it (barbarian leg, block, tree, etc.). It is ideal for building more sophisticated traps. There are also a few new slope blocks and battlements. Lastly, ropes can now be found in 'Character Tools' - can be attached by pressing the primary action (left mouse) on highlight. The default rope is still available by pressing 'T' on highlight in Creative mode. https://www.youtube.com/watch?v=xIYgF7Ao-90 Features - character’s death (available only in survival mode through world settings) - settings panel in Creative mode('K' button) - night switch - fire and torches are now emitting light - removing fractures (K-screen) - rope release hook (point to it, press 'K' to adjust angle) - tearable rope, basic rope added as a tool - added slope blocks, 30 degrees, 60 degrees - added slope battlement blocks, 45 degrees, 30 degrees - added round battlement block (small radius) - improved barbarians’ appearance Fixes - fixed tooltips in custom world and edit world settings - fixed placing static ball on the catapult disables rope movement - fixed barbarians’ performance issues - fixed startup crash - fixed control hints for voxel hands - improved roof structural integrity - fixed roof mount points - fixed king's statue turned red when placed on a platform - fixed tooltips in custom world and edit world settings - fixed cannot scroll with ctrl+mouse wheel in blueprint menu - fixed switching toolbars while G screen is open - fixed camera issues in 3rd person - fixed camera shaking annoyingly when using turn wheel
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#57 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Update 02.007 – Hand tools (torch, hammer, mace), daylight settings
Summary New character tools have been added in the game. Your character can now handle the torch, the hammer and the mace - hammer and mace can be used as a tool for destroying blocks or as a weapon for killing the barbarians. Also, daylight and fog settings are available in Gameplay options. You can change the sun angle, light intensity, fog density, etc. Lastly, we have added several new blocks (stairs corners, slope corners, arch ceilings) and modding tools for AI and destruction. Modders will be able to create destructible models. The AI modding tool will display a behavior tree in real time. Modders will be able to modify this tree at runtime and save it. You can find more info in this guide: http://steamcommunity.com/sharedfile.../?id=405741035 https://www.youtube.com/watch?v=cqynNQqDAvs Features - daylight settings (sun angle, light intensity, fog density) - new hand tools: torch, hammer and mace - new blocks: stairs corners, slope corners, arch ceilings - AI modding tool - destruction modding tool Fixes - improved structural integrity of roofs - fixed placing small/large grid - fixed physics issues with rope torsion spring - fixed thumbnails on blueprints and worlds not working correctly - fixed tooltip on rotor - fixed voxel in the air on quickstart map
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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#58 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Update 02.008 – Pickaxe, Day/night cycle, Rag-doll, Pathfinding
Summary Pickaxe has been added in the game. It can be used for mining the stone (more options for stone mining and deploying the mined materials will follow in the upcoming weeks). Also, day/night cycle is now available. You can set the length of the day and night. The change between day and night is smoother. Additionally, we have improved the character's and barbarians’ animations after death (known as rag-doll). Pathfinding for AI has been implemented - it would help barbarians to navigate in more complex environments. Lastly, we've also added several new blocks and fixed a lot of issues with structural integrity and lights. https://www.youtube.com/watch?v=WdtyuDQcHcQ Features - pickaxe & stone mining - day/night cycle (accessible in K menu) - rag-doll animation for barbarians and character - pathfinding (for AI) New blocks - stone wall centered window and door - stone battlement triangle - wood support - wood tower - wall torch - new flags and banners Fixed - fixed issues with support structures making SI worse - fixed wooden floors break near battlements - fixed barbarian attack animation - fixed crash with barbarians “attack here” button - fixed issue when lots of lights in one place cause pixelization and flickering - light sources optimization (torches, fireplaces...)
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 Ultima modifica di Axios2006 : 17-03-2015 alle 22:17. |
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#59 |
Senior Member
Iscritto dal: May 2013
Città: Casale sul Sile
Messaggi: 540
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Axios mi stai costringendo a spendere 19€
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Rainbow Six: Siege | Mad Max | Firewatch | The Long Dark | Prison Architect | The Witcher 3 | Counter Strike: Global Offensive | Divinity: Original Sin | |
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#60 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11111
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Io posto solo info e qualche opinione.... Se poi avete la scimmia sulla spalla mica è colpa mia......
![]() Ps: Besiege lo hai già visto?
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>>> Videogames Axios' approved <<< Factorio - Stellaris - Door Kickers 2 - Door Kickers - The Long Dark - Prison Architect - Running with Rifles - Besiege - Infinifactory - Chromebox 3 |
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Tutti gli orari sono GMT +1. Ora sono le: 11:44.