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#1001 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Io non l'ho manco provata...
![]() Mods installati?
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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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#1002 |
Senior Member
Iscritto dal: Jun 2009
Città: Roma
Messaggi: 6036
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#1003 | |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Quote:
![]() La beta patch modifica molte cose dell'engine e delle DLL. Modifica pure il supporto ai mod. Mi sa che non dovres usare mod finché non li aggiorneranno alla 1.0.5. Giusto ora leggo sul forum ufficiale di un a persona che con solo un mod per la traduzione, non riesce ad avviare il gioco.
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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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#1004 | |
Senior Member
Iscritto dal: Jun 2009
Città: Roma
Messaggi: 6036
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Quote:
io è da un bel po' che non ci gioco. ricordo che l'ultima volta dava proprio questa problema senza la beta |
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#1005 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Beta 1.0.5 version 2
There’s a new beta available for 1.0.5. This is version 151214. Thanks very much to everyone who has been testing and sent bug reports and feedback. Important! If you have a mod that has fonts in it, and you built your mod using Beta 1.0.5 build 151026, this version is going to crash when loading it. In fact loading fonts from 1.0.4 with the previous build would also crash. This stopped most all translations from working. Change List Here are the changes to this build: – Fixed a bug that caused fonts from 1.0.4 to not load in 1.0.5. A UCS2 – UTF8 conversion wasn’t made properly. – Fixed a bug that caused dropped resources (from citizen death/task cancelation) to drop in invalid places. – Fixed a bug that caused orchards to cause invalid data access and or data corruption if a citizen tried to harvest a tree, but the tree died before he got there. – Fixed a bug that caused potential memory corruption when cutting down an orchards trees. – Fixed a bug that caused a crash if game startup failed before memory allocation was available or was corrupt. It now properly displays an error. – Added better error message if the game runs out of memory due to too many mods loaded. – Fixed a bug that caused a crash when loading old mods that had custom materials. The game will no longer crash, however objects with those materials will not display. To fix this issue, mods should be updated to the newest mod kit version and update the materials. How to get the build If you are using Steam, go into your game library and right click on Banished. Select properties, and then in the windows that opens, select the BETAs tab. Select the drop down and pick Beta Test for 1.0.5. If you don’t use Steam, you can download the patch here: BanishedPatch_1.0.4_To_1.0.5.151214.Beta.zip. Note that you need to apply the patch to version 1.0.4. Previous versions of the game won’t work with this patch. Once downloaded, just unzip the archive into the folder where you have Banished installed. This is usually C:\Program Files\Shining Rock Software\Banished\. If you’re into modding, you can get the beta mod kit here: BanishedKit_1.0.5.151214.Beta.zip. When will this build not be a Beta? I’ve fixed all the bugs that were reported to me, so if there aren’t any serious bug reports in about a week, I’ll push this build live to everyone. As before, if you find a problem, I’d like to hear about it. You can submit bugs on the forum in the new beta sub forum. Or through the regular Support methods.
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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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#1006 | |
Senior Member
Iscritto dal: Feb 2002
Città: Lodi
Messaggi: 4536
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Quote:
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Fractal Design Define C - Corsair RM750x - Asus Prime X570-Pro - AMD Ryzen 5700x - Cryorig H5 Universal - Corsair Vengeance PRO RGB DDR4-RAM 3600 MHz 2x16GB - Zotac RTX 3070 Ti AMP Holo 8GB - Samsung 970 EVO Plus 500GB - Crucial M500 480GB - Edifier R1700BT BK - APC Back UPS 950VA - LG 27GP850-B - Logitech G403 - Logitech G413 Carbon - Technicolor TG789vac v2 |
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#1007 |
Senior Member
Iscritto dal: Jun 2008
Città: Provincia Napoli
Messaggi: 1218
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raga qualcuno usa la colonial come mod? io non riesco ad utilizzarla mi crasha il gioco...
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#1008 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Ultima patch beta Dicembre 2015...
Forum ufficiale sommerso da spambot... Blog, FB e Twitter fermi... da Dicembre 2015... Che cosa sia successo non lo so...
__________________
>>> 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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#1009 | |
Senior Member
Iscritto dal: Jan 2007
Città: Village of Belin
Messaggi: 27888
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Quote:
spero non sia accaduto niente allo sviluppatore, ma tutto sembra abbandonato a se stesso.
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ROGRIPPER: Helios+Thor1,2kW+3960X+Zenith II+64gb 3600C16+3080 12gb Vector2+Rocket4x2 NB: Alienware X17 R2 Acoustyx S7 Planar |-| Truthear Nova |-| FiiO BTR 7 |-| Sundara closed back |-| Moondrop PARA |-| SPL Phonitor One ->╚(ಠ_ಠ)=┐┌( ಠ_ಠ)┘ LG 65G26LA - Marantz SR7009 - SuperNait 2 - D50S - SS315X - Jamo HCS628, 2x QA3070S ╚(•⌂•)╝┌( ಠ_ಠ)┘<- |
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#1010 |
Senior Member
Iscritto dal: Jun 2001
Città: Varese
Messaggi: 8376
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Addirittura... magari lo sviluppatore si è semplicemente stancato e ha mollato tutto, insomma le vendite all'uscita furono molto buone...
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#1011 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Non capisco... un tweet... un post... lui, la moglie, uno dei parenti o vicini che lo aiutavano nei test privati...
Qualunque cosa sia successa, 1 minuto per un post lo si poteva trovare....
__________________
>>> 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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#1012 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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The last three months have been full of holidays, travel, Fallout 4, and the Witness. And a bunch of coding. I may elaborate more on the details of whats been going on with the code lately, but for now here’s a quick update.
Linux Despite some annoyances getting linux setup and a proper development environment going, the Linux build is pretty feature complete, and fully playable. I’ve been developing under Ubuntu 14.04. Overall my linux experience has been really good – compared with the last time I seriously developed on linux, circa 1999. If nothing else the linux build shares a lot of code with the OSX version – at least those things that are POSIX compliant, and OpenGL. I’ve tried to keep dependancies down to a minimum. If your system has X11, ALSA for audio, and an OpenGL 3.2 driver, it should be good. I still have to get Steam integration compiled in, as well as test it on SteamOS. Plus figure out how to package it up for install. OSX Banished is fully playable on Mac, although I have a little finishing up to do. Things like fullscreen/windowed toggle, changing some video options, and supporting custom cursors. It also needs the Steam integration, but thats just a different compile with some other options. While working on Mac has been okay, I’m not entirely thrilled with the way I have the code setup. It needs some refactoring to better separate the Objective-C stuff and keep some of my namespaces from being polluted by including things they shouldn’t. I had some additional OpenGL performance annoyances, with shaders generating really bad code that took a while to track down. Maybe one day I’ll use Metal and it will be less facepalmy. OpenGL The OpenGL renderer is pretty fast now. I had some crazy bugs and mistakes that were only revealed by getting it running on three different platforms. It’s nearly up to the performance of the DX11 version. Strangely the Windows version still has some things wrong with it in certain edge cases. I guess that’s easy to have happen since Windows is using a slightly modified version of the code due to being able to switch renderers at runtime. At some point I’ll figure out the diffs between the two sets of code. Audio A lot of my time was spent trying to figure out how to get identical sound output on all platforms. I looked at a lot of sound libraries, didn’t like something about all of them, so ended up writing my own. Audio in the engine is now all ogg/vorbis, instead of the Windows specific WMA/XMA. Using some nice public domain software, the ogg is decoded as needed in a background thread, and I wrote my own mixer to blend the sounds. So now per platform, all I need to do is output 5 milliseconds of PCM sound data at a time when it’s needed, and everything sounds the same. Yes, I know many people will think this is crazy. But it was a great learning experience for audio related topics. It’s also cool in that the per-platform audio code is now about 100 lines per platform, and everything else is common code. As my audio needs grow, I can just extend the mixer. Sweet. Version 1.05 I still need to release 1.0.5. There’s a few bugs that got reported I need to fix first. I guess I’ve just been distracted by porting – plus working on the two code bases at once is slightly annoying. 1.0.6 will be the first version with OSX/Linux support, so I’ll be glad when I’m only working in a single code base instead of two. ----- Della serie... Tranquillo, quasi 4 mesi senza un segno di vita... forum vivaio di spambot... la community lo credeva ritirato / scappato / .... Di certo, su come tenere una community viva, avrebbe bisogno di qualche miglioramento. Speriamo bene.
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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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#1013 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 11108
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Changes in 1.0.5:
– UTF8 is now used instead of USC2. – Resource files can be in UTF8, USC2, UTF16, big and little endian. They’ll be converted to UTF8 on load. – Memory usage allowance has been increased to 1 gigabyte, which should allow for larger mods. – All materials now use custom shading language SRSL instead of HLSL. – Any mods with custom materials will need to be modified to point to the new shaders and/or use SRSL. – Math library can now be compiled without the need for SIMD instructions. – OpenGL is now supported (but isn’t currently being released with the PC version) – Data compilation is now in a separate DLL – CompileWin.dll – this can be swapped out for other platforms (consoles, mac, linux, etc) – Shader compiler is now in it’s own DLL. Video DX9/DX11/GL dlls are no longer required for compiling shaders. – Added safety code to check for invalid and dangling pointers – this should make catching hard to find and rare issues easier. – Sped up mod details dialog for massive mods that have 10000’s of files included. This should make looking at conflicts and uploading to Steam workshop easier. – Beta Mods and Mods newer than the currently released version can no longer be uploaded to Steam Workshop. – Nvidia and AMD GPUs in laptops should now be auto selected for use, instead of an Intel Integrated card. – Textile limit is now available for modders to use. – Cropfields, Fishing, Forester, Hunters, Orchards, and Pastures now have a configurable resource limit. – Livestock has a resource limit for the by product they make (eggs, wool, milk, etc) Note that if a by product isn’t created because of the resource limit, the icon won’t appear above the building. – Added textile to the Status Bar, Resource Limit window, and Town Hall UI – Added graphs for textiles to Town Hall UI – Fixed a bug that caused fonts from 1.0.4 to not load in 1.0.5. A UCS2 – UTF8 conversion wasn’t made properly. – Fixed a bug that caused dropped resources (from citizen death/task cancelation) to drop in invalid places. – Fixed a bug that caused orchards to cause invalid data access and or data corruption if a citizen tried to harvest a tree, but the tree died before he got there. – Fixed a bug that caused potential memory corruption when cutting down an orchards trees. – Fixed a bug that caused a crash if game startup failed before memory allocation was available or was corrupt. It now properly displays an error. – Added better error message if the game runs out of memory due to too many mods loaded. – Fixed a bug that caused a crash when loading old mods that had custom materials. The game will no longer crash, however objects with those materials will not display. To fix this issue, mods should be updated to the newest mod kit version and update the materials.
__________________
>>> 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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#1014 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4603
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Ho appena installato il titolo che era nella libreria di steam da diversi mesi e sono stato subito rapito!
Ho fatto qualche partitina veloce, una sola sembrava promettente ma era un'illusione, mi sono trovato con solo anziani che pian piano moriviano senza avere un ricambio generazionale... Detto questo ho alcune domande: 1.ho visto che quando un edificio raggiunge la quota massima prestabilità per il magazzino, interrompe la produzione, per non avere una persona a poltrire, dal menu dell'edificio abbasso a 0 il numero di lavoratori in modo che possa fare altro, faccio bene o male? 2.utensili, ho un dubbio su come funziona il loro consumo, so che servono per migliorare la produzione dei lavoratori ma, non ho capito se sono associati all'edificio oppure no, esempio: - costruisco l'edificio per I ciocchi per il riscaldamento, assegno un omino, e lui usa un attrezzo. - quando arrivo al massimo della capienza stabilità, rimuovo l'omino dalla sua mansione e lo sposto, ad esempio in herbalist. A questo punto, quanti attrezzi ho usato? A.un solo attrezzo B.due attrezzi, uno per fare I ciocchi e uno per la mansione di herbalist. 3.dubbio sulla procreazione, non so se mi ricordo se ho letto da qualche parte o semplicemente intuito, per procreare una coppia deve avere una casa tutta sua? 4.mi è chiaro che per ogni edificio, più lavoratori assegno, più aumenta la produttività, non capisco però cosa cambia se assegno più lavoratori al market o al trading post. 5.se stoppo la produzione, il lavoratore assegnato in automatico si mette a fare altro (diventa un laborer generico?) 6.simile alla questione 5, farmer d'inverno si mettono a fare altro in automatico o rimangono nelle case?Io nel dubbio abbassavo a 0 il numero di farmer e li sbattevo tutti in miniera. ![]() Ogni altro consiglio è ben accetto. EDIT:dimenticavo una cosa, il woodcutter, taglia e pianta alberi però posso anche mandare lavoratori generici a raccogliere le risorse da una determinate area, è la stessa cosa alla fine oppure c'è qualche differenza . Ultima modifica di polli079 : 10-10-2016 alle 08:41. |
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#1015 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4603
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Ragazzi, sto leggendo le pagine indietro nel thread, secondo voi è meglio giocarlo un pò liscio e poi installare qualche mod?Se non ho letto male, la Colonial, è una buona mod.
EDIT:mi sa che intanto mi scarico I 4 mod ufficiali che aggiungono apicoltore e altri 3 campi Ultima modifica di polli079 : 10-10-2016 alle 09:28. |
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#1016 |
Senior Member
Iscritto dal: Aug 2006
Città: The Zone
Messaggi: 21594
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Secondo me dovresti giocartelo prima liscio, e ti dico subito perché.
Banished é vero, é molto immediato, ma spesso e volentieri puó metterti in situazioni complicate dove se hai fatto qualche errore di progettazione o non sei stato abbastanza veloce a reagire ad esempio ad un disastro.. potresti dover ricominciare tante cose da capo. Il mio consiglio é quindi fatti una partita (lunga) di prova, magari provando a fare qualche achievement (sono tosti, e te lo dice uno che li ha fatti tutti, e non é facile.. ![]() La colonial é veramente una gran mod, é come un'espansione del gioco, e all'inizio puó risultarti anche parecchio confusionario, visto che comunque cambiano anche parecchie meccaniche.. ma la sostanza é la stessa. Alcune cose della colonial secondo me dovevano essere implementate giá nel gioco base.. ma ahimé non é stato mai fatto. Detto questo, buon divertimento! ![]()
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● ( MyPC ) ● "RimWorld" ● S.T.A.L.K.E.R. 2 ● "The Indie Corner" ●
● "Starfield" ● ..ah nuuu chiiiiki briiiiki iv damke!! ● "Steam Deck" ● ● EA is the Devil... ● ![]() ![]() |
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#1017 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4603
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Grazie del consiglio, pensavo di aggiungere cmq le 4 mods ufficiali, alla fine mi sembra aggiungano solo 4 edifici nulla di che.
Concordo che il gioco sulla carta sembra semplice ma per adesso mi incarto alla grande. Ccome detto in un post prima in una precedente partita pensavo di aver ingranato poi, all'aumentare di lapidi, ho dato un'occhiata alla mia colonia e ho scoperto che erano tutti anziani!!! Mi sono poi riletto quasi tutto il thread e la maggior parte dei dubbi si sono risolti. |
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#1018 | |
Senior Member
Iscritto dal: Aug 2006
Città: The Zone
Messaggi: 21594
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Quote:
__________________
● ( MyPC ) ● "RimWorld" ● S.T.A.L.K.E.R. 2 ● "The Indie Corner" ●
● "Starfield" ● ..ah nuuu chiiiiki briiiiki iv damke!! ● "Steam Deck" ● ● EA is the Devil... ● ![]() ![]() |
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#1019 |
Senior Member
Iscritto dal: Jul 2006
Messaggi: 4603
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#1020 | |
Senior Member
Iscritto dal: Aug 2002
Messaggi: 5612
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Quote:
Inviato dal mio Nexus 5 utilizzando Tapatalk
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KIS 2012 + PrevxEdege 4.0 Webroot. I52500K - GTX 570 OC - W7 - 8 GIGA RAM - COOLERMASTER CM II 690 ADVANCED - |
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Tutti gli orari sono GMT +1. Ora sono le: 08:10.