Torna indietro   Hardware Upgrade Forum > Giochi > Giochi per PC

Sony FE 16-25mm F2.8 G: meno zoom, più luce
Sony FE 16-25mm F2.8 G: meno zoom, più luce
Il nuovo Sony FE 16-25mm F2.8G si aggiunge all'analogo 24-50mm per offrire una coppia di zoom compatti ma di apertura F2.8 costante, ideali per corpi macchina altrettanto compatti (vedi A7c ) e fotografia di viaggio.
Motorola edge 50 Pro: design e display al top, meno il prezzo! Recensione
Motorola edge 50 Pro: design e display al top, meno il prezzo! Recensione
Motorola è decisa sulla sua strada: questo nuovo edge 50 Pro non guarda a specifiche stellari ma considera di più l’aspetto estetico. E si propone elegantemente con linee sinuose e un sistema operativo veloce. Peccato per un prezzo un po' fuori mercato.
Ecovacs Goat G1-800, mettiamo alla prova il robot tagliaerba facile ed efficace
Ecovacs Goat G1-800, mettiamo alla prova il robot tagliaerba facile ed efficace
Ecovacs allarga la sua famiglia di robot tagliaerba, ed abbiamo testato per diverse settimane il nuovo Goat G1-800. Installazione velocissima, app precisa, e lavoro infallibile
Tutti gli articoli Tutte le news

Vai al Forum
Rispondi
 
Strumenti
Old 04-01-2019, 14:51   #1621
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
Quote:
Originariamente inviato da Dantor Guarda i messaggi
Ho visto la prima mezz'oretta (anche meno) di gameplay del primo episodio redux... rispetto a quando ci avevo giocato io è cambiato parecchio, sia nel raccontare la storia prima gestita con un paio di flashback ora raccontata all'inizio con anche una parte giocante, sia sulla parte iniziale del "tutorial", semplificato e accorciato.

Inoltre sembrerebbe anche cambiata la conformazione della mappa del primo capitolo...

se possibile probabilmente rigiocherò solo il secondo capitolo della storia, più per curiosità che per altro...

Dovrò invece riprendere una run in sandbox, dall'ultima volta molte cose sono state implementate, in particolare mi interessa vedere se la nuova modalità di cucina e scioglimento della neve tramite contenitori aggiungono qualcosa al gameplay...
Sì, ho completato solo il primo episodio in versione Redux (il secondo l'ho iniziato, ma per un bug sulla % di completamento di una missione, ho preferito non proseguire prima di un fix). Confermo che è decisamente meglio ora, hanno rivisto e migliorato sia la parte tutorial che la progressione stessa della storia, questo introducendo o migliorando parecchie sequenze e rendendo del tutto opzionali altre, oltre ad aver aggiunto alcuni personaggi e modificato l'approccio alla mappa. Così è come doveva essere fin dall'inizio, perché prima per come era strutturato il primo episodio (e anche buna parte del secondo) era veramente

Nota a margine, imho, poteva essere resa un po' meglio l'interfaccia dei dialoghi, le opzioni sparse attorno al NPC non è che mi convincano poi molto a dire il vero.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 04-01-2019, 15:01   #1622
The_Silver
Senior Member
 
L'Avatar di The_Silver
 
Iscritto dal: Aug 2009
Messaggi: 2950
La traduzione italiana è stata portata avanti alla pari con gli ultimi update o per la roba nuova manca ancora l'italiano? Com'è la qualità della traduzione ad oggi?
__________________
Ci sono solo 10 tipi di persone al mondo: quelli che capiscono il codice binario e quelli che non lo capiscono.
The_Silver è offline   Rispondi citando il messaggio o parte di esso
Old 04-01-2019, 15:19   #1623
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
Mi sembra buona, ma rimane comunque ancora qualcosa da correggere qua e là.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 04-01-2019, 15:40   #1624
maxnaldo
Senior Member
 
L'Avatar di maxnaldo
 
Iscritto dal: Sep 2004
Messaggi: 2893
qualcosa sulle traduzioni la devono correggere, i nomi di alcuni contenitori ad esempio sono più lunghi della controparte in inglese e la scritta si sovrappone a quella del peso disponibile, rendendola illeggibile.

comunque niente di grave, alla fine è forse l'unico problema che ho riscontrato.
__________________
CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX
maxnaldo è offline   Rispondi citando il messaggio o parte di esso
Old 05-01-2019, 20:14   #1625
djmatrix619
Senior Member
 
L'Avatar di djmatrix619
 
Iscritto dal: Aug 2006
Città: London, UK
Messaggi: 20539
Salve,
é normale che con il vento gelido, l'illuminazione aumenta?

Un esempio (osservate gli alberi sulla sinistra):

Scena scura (dove giá si puó osservare qualche strana differenza col respiro):



Stessa scena col vento gelido che spara la luminositá in alto:

__________________
● ( MyPC ) ● >> "RimWorld" <<The "Matrix Approved" videogames list!"The Indie Corner"
- qui ci devo scrivere qualcosa di bello, ma non mi viene in mente niente -
EA is the Devil... » ..victims of EA.. « ...ORIGIN is the Hell
djmatrix619 è offline   Rispondi citando il messaggio o parte di esso
Old 06-01-2019, 08:43   #1626
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
Prova ad avviarlo in fullscreen esclusivo (il gioco usa borderless come fullscreen).

Puoi parametrizzare un collegamento dell'exe o metterlo direttamente dalle opzioni d'avvio dalla libreria di Steam, i parametri sono:
Quote:
-window-mode exclusive
Non è comunque da escludere che sia un problema della redux, magari in combinazione con alcuni drivers. Sinceramente non ci ho fatto caso se capitava anche a me o meno.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 04-02-2019, 19:51   #1627
djmatrix619
Senior Member
 
L'Avatar di djmatrix619
 
Iscritto dal: Aug 2006
Città: London, UK
Messaggi: 20539
Quelli del supporto non sanno come fixare il mio problema.. che tristezza..
__________________
● ( MyPC ) ● >> "RimWorld" <<The "Matrix Approved" videogames list!"The Indie Corner"
- qui ci devo scrivere qualcosa di bello, ma non mi viene in mente niente -
EA is the Devil... » ..victims of EA.. « ...ORIGIN is the Hell
djmatrix619 è offline   Rispondi citando il messaggio o parte di esso
Old 04-02-2019, 19:58   #1628
alexbilly
Senior Member
 
L'Avatar di alexbilly
 
Iscritto dal: Aug 2006
Messaggi: 13900
Quote:
Originariamente inviato da djmatrix619 Guarda i messaggi
Quelli del supporto non sanno come fixare il mio problema.. che tristezza..
che ne sai che al gelo non vedi tutto più chiaro? prendila come una feature
__________________
STEAM | Nintendo: SW-4146-9523-2228 | notebook PHILIPS X60IT - Phanteks P400S Tempered Glass | ASUS TUF Gaming X570-Plus | AMD Ryzen 7 3700X | XFX RX 6800 16GB | 2x8GB DDR4 G.Skill 3600Mhz 16-16-16-36 | 500GB SAMSUNG Nvme SSD 970 Evo Plus 512GB / 990 Pro 1TB | Corsair Hydro H115i PRO RGB | Corsair HX750 80 Platinum | Monitor AOC 24G2U/BK Full-HD 144hz
alexbilly è offline   Rispondi citando il messaggio o parte di esso
Old 04-02-2019, 20:04   #1629
djmatrix619
Senior Member
 
L'Avatar di djmatrix619
 
Iscritto dal: Aug 2006
Città: London, UK
Messaggi: 20539
Quote:
Originariamente inviato da alexbilly Guarda i messaggi
che ne sai che al gelo non vedi tutto più chiaro? prendila come una feature


Il problema é che tutto il resto sembra scuro e non proprio corretto, ed attraverso il respiro vedo correttamente... non era proprio il massimo alla vista.
__________________
● ( MyPC ) ● >> "RimWorld" <<The "Matrix Approved" videogames list!"The Indie Corner"
- qui ci devo scrivere qualcosa di bello, ma non mi viene in mente niente -
EA is the Devil... » ..victims of EA.. « ...ORIGIN is the Hell
djmatrix619 è offline   Rispondi citando il messaggio o parte di esso
Old 06-03-2019, 21:50   #1630
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
News

Dev Diary - March 2019
Quote:
EPISODE THREE

The team’s been working hard on Episode Three this year. We’d started work on it in 2018 and then put it aside to finish up Redux and work through all the tech and pipeline improvements we wanted to use for the remaining Episodes of WINTERMUTE. One of the first things we did after coming back from the holidays was re-evaluate our plans for Episode Three scope based on the lessons we’d learned from building and shipping Redux.

A key lesson there was the importance of having enough gameplay and narrative content to “fill the space” of the game, to avoid the feeling of senseless backtracking or the world just feeling too empty, as it sometimes did in the 2017 Episode Two and Three release. Building Redux provided a fresh perspective on how to better balance our narrative and survival experiences, as well as how to better write for narrative flow in our open-world survival experience. These key learnings let us review our plans for Episode Three to ensure we would hopefully avoid making some of the same mistakes we’d made in the original 2017 releases, which we weren’t super happy with (and nor were many of you). Based on how we feel Redux turned out, and how you also seem to feel about the improvements, we’re confident we’re on a much stronger path now.

Building Redux also showed us that the “ideal length” for a WINTERMUTE episode is about 5-7 hours. This gives us enough time to present a few interesting story threads, some compelling open-world survival gameplay, and enough narrative momentum to keep the story moving. It’s also an amount of content that feels substantial -- these aren’t throw-away one or two-hour experiences -- but they are compact enough that you can finish them in a weekend if you like.

In our original planning, we had considered building the episode around three major story “hubs”, each in a different region, but that episode would have ended up being larger than Episodes One and Two combined, and amount of content that just isn’t sustainable for our team size. Just the testing on an episode that big would be a hugely daunting task, nevermind populating it with enough interesting narrative and mission content to “fill the space”. The Redux knowledge has helped us focus Episode Three down to a tighter experience that takes place in a single region.

Therefore, Episode Three is the story of Astrid’s survival after escaping Milton, and takes place entirely in Pleasant Valley. As you probably know, Pleasant Valley is a *huge* region, with a lot of scope for interesting environments and some great story moments. We’ve been updating the region to freshen it up for the story, while adding some new landmarks and locations that are introduced in Episode Three. I’m really excited about how it’s all coming together, particularly in how true to Astrid’s character and background the episode is.


COMMUNICATING FUTURE RELEASE DATES

As you know, hitting publicly announced release dates has never been our strong suit.

As an independent studio without a huge marketing machine behind us, we count on our relationship with our community to be positive so that you’ll help us spread the word about the work we’re doing. We know we harm this relationship when we promise to deliver things to you and then, for whatever reason, they fail to happen.

Unfortunately, project planning and game development as a whole is not an exact science, and while we are ready to work really hard to hit our goals, I’m not willing to crunch my team to do so. In order to be more fair to the community, and also more fair to the development team, I think the best approach for us is to refrain from offering any more public release dates.

So, moving forward, we won’t publish release dates around any of our content, whether that be full Episodes or Survival Mode updates. We’ll keep working towards internal deadlines, of course, but we won’t share news on when we plan to ship updates until those updates are essentially finished. That way, when you hear a release date from us, you know it will happen.


SPLITTING THE TEAM

One of the things we’ve been working towards this year, with the development team, is hiring enough people with the right skills to be able to create two separate teams -- one to focus on Survival, and the other to focus on Story. We’ve made some great progress towards that goal and we’re getting very close to having all the people we need to accomplish that. Once we’re there, it’ll become easier for us to make consistent progress in both areas of the game, so that we can ensure a more steady supply of free Survival updates, as well as ensuring the Episodes get the resources they need. We still have a few positions to hire for to have full redundancy across both teams, but I’m hopeful we’ll get there within the next few months. If you know any great developers with experience crafting memorable and award-winning interactive experiences, please send them to our careers page!


SURVIVAL MODE UPDATE

Last year, we put a ton of effort into Redux and solidifying our foundation for the future Episodes, so this year we’re working to get back on track with producing more frequent Survival Mode updates. To that end, we’re working on a bunch of new features and content for the 2019 Survival releases. As per my earlier point about release dates, we won’t be sharing any tentative release windows for the next Survival release, but I will say that we’ve already done a fair bit of work on the new systems and content that will comprise the core of the next free update.

A few things we’re working on for the next Survival update include:
- Adding the Revolver to Survival Mode.
- Overhaul of the aiming mechanics for the Rifle, Bow, etc., to do a better job of integrating Fatigue and the breathing cycle, and making aiming less frustrating.
- Adding a new Food item.
- Adding a new Clothing item.
- Fixing the Sprains system.
...and more!

One feature I can confidently say *will not* be added in the next Survival update is the Bear Spear. This has turned out to be much more challenging to integrate well into the core Survival experience, so we’re taking a bit more time with it to make sure it’s a solid and promising addition to the Survival toolbox. It will eventually make its way into Survival mode, but it won’t be ready for the next update. And speaking of the Spear, we know that some of you
Spoiler:
have been finding the Spear gameplay in Episode Two to be quite frustrating, particularly the last section in the Bear Cave, so we’re working on improving that. We’re also hard at work on a new Survival region, but that won’t be ready until (most likely) the update *after* the next one.

As you know we always like to keep a few surprises in our back pocket, but everything will be outlined in detail in the traditional Update Video we launch on update day. If you aren’t already doing so, it’s not a bad idea to subscribe to the Hinterland YouTube channel so you get notified when the update video goes live.


MOTION-CAPTURE SPACE

In a previous dev diary I mentioned that we’d been able to get our hands on the motion-capture gear from Capcom Vancouver’s now closed dev studio. We’ve been using the equipment and we thought you might like to catch a glimpse of the current set-up; this image is from the camera test we did to check out 18 of the 36 cameras. Unfortunately, we don’t have enough space in our current studio to set up all the cameras, but we’re looking for some overflow space so that we can set up all 36. In the short term, we’re going to remove the built-in desks and set up the gear in-house so that the animation team can very quickly and easily iterate on narrative scenes or gameplay animation in support of our Survival and Story goals. The animators whipped up this simple little animation to show you how well it works -- all told this took about an hour or so to shoot and integrate. It’s only a quick test and obviously not something we’d ever ship, but it’s fun as a proof of concept and, let’s face it, Jeremiah has some sweet moves worth sharing.


NINTENDO SWITCH VERSION

We get a lot of questions about when The Long Dark will be brought to the Nintendo Switch. As you may know, we spent some time last year trying to get the game up and running on Switch devkits and ran into a lot of performance issues.

The latest version of Unity -- which we’ll be rolling out as part of our next Survival update -- does offer some performance improvements (which should also make the Xbox and PlayStation versions of the game run more smoothly), but we still don’t find the Switch performance to be at an acceptable level yet. We’re going to keep working on it alongside our other priorities, but I want to set reasonable expectations around this -- not every game can run well on the Switch, and if we’re not able to get The Long Dark running at a level of performance and visual quality that I’m happy with, we won’t be shipping it. All that said, I’m still hopeful that we can find solutions to the current issues, and we think The Long Dark would be really compelling on this portable platform, so we’re not giving up!
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 07-03-2019, 10:14   #1631
maxnaldo
Senior Member
 
L'Avatar di maxnaldo
 
Iscritto dal: Sep 2004
Messaggi: 2893
Quote:
Originariamente inviato da djmatrix619 Guarda i messaggi


Il problema é che tutto il resto sembra scuro e non proprio corretto, ed attraverso il respiro vedo correttamente... non era proprio il massimo alla vista.
ma non è che è il tuo schermo che fa quell'effetto ? controlla le impostazioni, ce n'è una che non ricordo come si chiama che produce proprio quell'effetto lì, quando una scena è piuttosto scura lo schermo spegne i leds di illuminazione per produrre dei neri più profondi che altrimenti sembrerebbero grigio scuri, poi nel momento in cui la scena acquista dei colori più brillanti e bianchi (come ad esempio le nuvolette di vapore del respiro o il vento gelido) i leds vengono riaccesi. Questo effetto purtroppo produce una minore nitidezza visiva, nelle scene scure, al buio di notte, spesso non si vede più nulla, diventa tutto una macchia scura. Io avevo lo stesso effetto sul mio display, per me fastidioso anche quando guardo dei films, cambiando le impostazioni sul monitor l'ho disattivato e ora i leds non vengono più spenti. Ci perdi nella definizione dei neri ma non me ne frega nulla, preferisco così.

comunque ho anche eliminato l'effetto delle nuvolette di vapore del respiro con una mod. E' piuttosto fastidioso, soprattutto di notte, non si vede una cippa e mi pare proprio inutile e brutto come effetto visivo.
__________________
CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX

Ultima modifica di maxnaldo : 07-03-2019 alle 10:23.
maxnaldo è offline   Rispondi citando il messaggio o parte di esso
Old 07-03-2019, 10:25   #1632
devil_mcry
Senior Member
 
L'Avatar di devil_mcry
 
Iscritto dal: Sep 2008
Messaggi: 36077
Se fosse il monitor, non si vedrebbe negli screenshot
__________________
Ryzen 5950x PBO2 - Asus B550I Strix - G.Skill 32GB 3200Mhz - ZOTAC 3080 12GB OC - 970 EVO 1TB - 860 EVO 250GB
Asus ROG Ally Z1 Extreme
Steam Deck - CPU -15CO - GPU -25mV - RAM 6400MHz 1:1:1
devil_mcry è offline   Rispondi citando il messaggio o parte di esso
Old 07-03-2019, 10:28   #1633
maxnaldo
Senior Member
 
L'Avatar di maxnaldo
 
Iscritto dal: Sep 2004
Messaggi: 2893
Quote:
Originariamente inviato da devil_mcry Guarda i messaggi
Se fosse il monitor, non si vedrebbe negli screenshot
ah già, hai ragione. Può darsi allora che sia lo stesso effetto prodotto lato software ? Magari impostazioni dei drivers della scheda, non so.

io sinceramente non ci ho fatto molto caso, mi davano fastidio le nuovolette di vapore e le ho tolte, adesso la visibilità è nettamente migliorata, sia di giorno che di notte e forse quell'effetto strano, se lo faceva anche a me, è sparito.
__________________
CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX

Ultima modifica di maxnaldo : 07-03-2019 alle 12:06.
maxnaldo è offline   Rispondi citando il messaggio o parte di esso
Old 20-03-2019, 09:13   #1634
maxnaldo
Senior Member
 
L'Avatar di maxnaldo
 
Iscritto dal: Sep 2004
Messaggi: 2893
ormai ho smesso di giocare a The Long Dark, magari riprenderò all'uscita del prox episodio. Si sa già quando dovrebbe uscire ?

intanto nell'attesa, ho visto che a fine Aprile dovrebbe uscire "Fade to Silence", da quel poco che ho visto potrebbe piacermi, è un survival-rpg-openworld ambientato in un mondo post apocalittico freddo e ricoperto di ghiaccio e neve, bisogna sopravvivere a freddo, mostri e intemperie, trovare cibo e risorse per costruire rifugi e attrezzature, c'è una storia e ci sono NPC che possono anche essere utilizzati come compagni di viaggio ed esplorazione. Anche la grafica sembra davvero notevole. Nel gioco hai sei vite disponibili, poi c'è il permadeath, che però se non ho capito male non ti fa perdere tutto, le abilità del personaggio restano se ricominci una nuova partita.
Insomma mi sembra un po' un misto tra The Long Dark e Skyrim (per gli NPC), giochi che amo e gioco da tanti anni. E' sia singleplayer che coop.
Credo che sarà il mio prossimo survival, almeno lo proverò, l'unico neo per me è che non è in prima persona, modalità che preferisco, comunque posso giocare anche in terza persona se il gioco merita.
Non so se esiste anche una meccanica di quests o è solo esplorazione e storia principale, non l'ho capito.
__________________
CM HAF X | Asrock Z68 Extreme4 Gen3 | Intel Sandy Bridge i5 2500k OC 4.3Ghz | 16Gb-DDR3 | CorsairAX850w | Msi GTX 970 Gaming 4G | SSD Samsung 830 128Gb | SoundBlasterAudigyFX

Ultima modifica di maxnaldo : 20-03-2019 alle 09:17.
maxnaldo è offline   Rispondi citando il messaggio o parte di esso
Old 02-05-2019, 06:36   #1635
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
New Survival Update - STEADFAST RANGER (Coming May 6th)
Quote:
The update will be accompanied by a nearly 10-minute video outlining the various new additions and changes to the game, including details about the new Revolver. The update includes several new gameplay tools, improvements to existing systems, as well as a host of bug fixes and optimizations.

This update will apply to all in-progress Survival games and should not affect existing inventories or progress. The full release notes will be included in Monday's launch.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 06-05-2019, 05:33   #1636
Compulsion
Senior Member
 
L'Avatar di Compulsion
 
Iscritto dal: Sep 2006
Città: In Sabina
Messaggi: 2707
Enormi

Inviato dal mio G8441 utilizzando Tapatalk
__________________
Case: Corsair 350D Ali: AX760 Mb: Asus TUF B450M Pro Cpu: Ryzen 5 5600x + H110 Vga: Aorus Rtx 2080 Super Ram: 16gb Corsair 3600 Ssd: 970 Evo Plus 1tb Monitor: xb271hu

L'importante nella vita è non essere un Kinta qualunque
Compulsion è offline   Rispondi citando il messaggio o parte di esso
Old 06-05-2019, 22:02   #1637
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
Survival Mode Updated to V1.48 - STEADFAST RANGER
Quote:
- New! Revolver — A close-quarters defensive tool against hostile wildlife.
- New! Birch Bark Tea — A slow-gain condition restoration item brewed from a renewable natural resource.
- New! Energy Drink — Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations.
- New! Improvised Cloth Wraps — Stave off Frostbite on your Head and Hands with these basic wraps.
- Overhaul! Rifle & Shooting Gameplay — Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools.
- Overhaul! Sprain System — Improved Sprain gameplay dynamics and first aid solutions.
…and much more.

You’ll find the complete changelist for the Update below. Please be aware there may be WINTERMUTE story spoilers in the changelist.

General Fixes
• General performance improvements across the game.
• Upgraded to a new version of Unity, enabling widespread improvements across the game.
• Fixed issue that restricted the game’s framerate to 120fps (on applicable systems).
• Streamlined the information appearing in players’ session output logs, to aid with support queries.

General Art
• [Enviro] Numerous optimizations to improve performance.
• [Enviro] Fixed numerous issues causing the player to become stuck in the terrain.
• [Enviro] Fixed numerous issues allowing the player to get outside the intended play area.
• [Enviro] Fixed numerous issues causing objects to clip and float in the world.
• [Enviro] Fixed numerous issues causing stretched or missing textures.
• [Enviro] Fixed issue causing lighting hotspots in the Bear Cave in WINTERMUTE Episode Two.
• [Enviro] Updated LOD to reduce popping on buildings and cliffs.
• [Enviro] Fixed issue causing hinges to appear on the same side for both exterior and interior doors.
• [Enviro] Updated transition zone entrance from Mountain Town to Mystery Lake to be more visible to the player.
• [Enviro] Updated flags to animate.
• [Enviro] Fixed numerous issues causing unlit textures.
• [Enviro] Fixed issue causing Cat Tails to appear out of alignment during their animation.
• [Enviro] Fixed issue causing inverted snow textures on trees.
• [Enviro] Updated numbers on lock boxes in the Milton Credit Union bank.

User Interface
• [UI] Updated “Disable HUD” setting to remove object labels (useful for game footage capture).
• [UI] Updated various text localizations.
• [UI] Fixed various overlapping UI elements in all languages
• [UI] Fixed issue causing mission sub-objectives to overlap with the next line.
• [UI] Fixed issue causing the “Archivist” badge to always appear as Complete.
• [UI] Updated various missing subtitles.
• [UI] Fixed issue causing a rounding error in Imperial Units when Melting snow.
• [UI] Fixed issue causing incorrect scroll bar alignment on the Stats screen in the Journal.
• [UI] Fixed issue causing the Scent Indicator to not always appear on the Status screen.
• [UI] Fixed issue causing the Radial Menu to inconsistently show the correct number of Light Sources in the Backpack.
• [UI] Fixed issue causing sub-objective text to overlap in certain Challenge Modes.
• [UI] Fixed issues causing the Stone ammo counter to be missing from the HUD.
*
• [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map.
• [UI] Fixed issue where the player was unable to add potable Water to the Radial Menu after dropping the Water and drinking from it.
• [UI] Added an Accessible Struggle option, allowing players to select between Tap to Win and Hold to Win options.
• [UI] Updated the Weak Ice indicator.
• [UI] Added a new Slope indicator to warn players when they are traversing slopes that are steep enough to cause Sprains.

WINTERMUTE
• [WINTERMUTE] Made several updates to the Bear Spear encounters in Episode Two, including adding a checkpoint and streamlining the final Cave encounter.
• [WINTERMUTE] Polish pass on various cinematics and dialogues.
• [WINTERMUTE] Updated tutorials to reflect gameplay modifications introduced in this update.
• [WINTERMUTE] Fixed various issues with subtitle typos and timing.
• [WINTERMUTE] Updated description for the side mission “Basics of Survival: Find and harvest some medicinal flora native to Great Bear Island.”
• [WINTERMUTE] Fixed issue causing the Milton Credit Union bank vault door to play a closing animation when reloading your game, if the player was standing in front.
• [WINTERMUTE] Fixed issue causing a black screen to appear if a dialogue pop-up occurred during a cinematic.
• [WINTERMUTE] Updated Medicinal Flora tutorial text with additional details for clarity.
• [WINTERMUTE] Fixed script issue where the Carter Dam Control Room door cinematic wouldn’t play during The Wounded Trapper mission in Episode Two.
• [WINTERMUTE] Fixed issue causing players to be pushed into another room when opening the vault door in the Milton Credit Union.
• [WINTERMUTE] Numerous updates to Wildlife pathfinding.
• [WINTERMUTE] Fixed issue causing Blueprints to disappear from the Journal between Episodes One and Two. This fix is retroactive and will resolve it for players already impacted by the issue.
• [WINTERMUTE] Fixed issue causing players to become stuck in the floor if they loaded a game after saving it at the exact time the Milton Credit Union vault door was unlocked.
• [WINTERMUTE] Fixed issue causing overlapping text when hovering over a mission objective on the Map.
• [WINTERMUTE] Fixed issue causing Jeremiah to clip through his bed when reloading a save at the beginning of Episode Two.
• [WINTERMUTE] Fixed issues that allowed players to get on top of the burnt Schoolhouse in Milton.
• [WINTERMUTE] Fixed issue that kept the Bear Spear from appearing properly in the Journal after examining it.
• [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two.
• [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved while falling from a rope.
• [WINTERMUTE] Fixed issue causing mismatched values to appear for collected wood in the Journal, and when inspecting Grey Mother’s Firewood Bin.
• [WINTERMUTE] Fixed issue causing Milton Knowledge Items in the Journal to update incorrectly.

Survival Mode
• [Custom Mode] Fixed issue causing certain combinations of Custom Mode settings to generate an invalid sharing code.
• [Custom Mode] Fixed issue causing incorrect container loot to appear in Custom Mode.
• [Survival Mode] Fixed issue where Forging actions were not being interrupted when the Forge ran out of fuel.
• [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped.
• [Survival Mode] Updated the Cold Fusion Feat description to properly reflect Air Temperature bonus.
• [Survival Mode] Updated medicinal Tea so it now acts like a First Aid item if a treatable Affliction is present. Otherwise it will still work as a Food item.
• [Survival Mode] Fixed issue where the Archery Skill Bonus was not applying reduced Arrow Condition loss correctly.
• [Survival Mode] Fixed issue causing some lockers to display the “locked” icon incorrectly.

Challenge Mode
• [Hunted] Fixed issue causing the Old Bear to clip through trees when fleeing.
• [Hunted] Updated Deer carcass placement.
• [Archivist] Fixed issue causing the sub-objective to update incorrectly after collecting the Buffer Memory from the Milton Post Office.

All Game Modes
• [All] Fixed issue where the fade to black transition would not appear correctly when exiting to the Main Menu
• [All] Fixed numerous pathing issues in the world due to missing nav mesh.
• [All] Fixed issue where Water in the Backpack would be consumed when drinking Water from the Cooking Screen.
• [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one.
• [All] Fixed issue causing chimney smoke to be visible when no fire was active inside a house.
• [All] Fixed issue causing ambient audio to cut off when entering a car.
• [All] Fixed issue causing the player to limp incorrectly after holstering a weapon while suffering from a Sprained Ankle.
• [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern.
• [All] Fixed issue where the player was unable to extinguish a Storm Lantern if they opened the Radial Menu while placing it.
• [All] Fixed issue where “Worn Thermal Underwear” appeared as “New Thermal Underwear” in the Backpack.
• [All] Fixed issue that kept the player from fighting back during a Struggle if they were attacked while Repairing clothing.
• [All] Fixed issue causing muffled dialogue VO after firing a Rifle indoors.
• [All] Adjusted the amount on Condition decay on the Bedroll when it is left outside.
• [All] Fixed issue where the Wolf growl audio was missing in some scenarios.
• [All] Fixed issue causing absent wind audio when standing outside a cave entrance.
• [All] Fixed issue where the screen could become blurry during Wolf Struggles.
• [All] Added dialogue VO for quartering Wildlife.

Steam-Specific Issues
• [UI] Fixed issue where an incorrect mouse icon would appear when using left-handed mouse settings.
• [UI] Added scrolling with the keyboard arrow keys for the Buffer Memory screen interfaces discovered in-game during an Aurora.
• [General] Fixed issue causing graphical corruption when playing in OpenGL on an Nvidia GPU.
Qui un video riassuntivo per le aggiunte/modifiche > https://youtu.be/WIwjUU_6DIY
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 23-09-2019, 20:22   #1638
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
Episodio 3: CROSSROADS ELEGY > 22 ottobre 2019

Teaser > https://youtu.be/lfjegZDT7VA
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 18-10-2019, 20:29   #1639
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
OCTOBER DEV DIARY

EPISODE 3 LAUNCHES IN 4 DAYS
Quote:
It’s been a long time coming, but Episode Three is just around the corner. At 6AM Pacific on Tuesday, October 22nd, you’ll all have the opportunity to jump in to CROSSROADS ELEGY, and learn more about the story of the Quiet Apocalypse. We’re very excited to share this new part of the story of Mackenzie and Astrid, the mysteries of the aurora, and what’s happening on Great Bear in the midst of this (potentially?) world-changing disaster.

But before that, we have a few “housekeeping” things to update you on, so here goes!


A NEW PERSPECTIVE

For those of you that have been following The Long Dark for years, you’ve known that our intention with WINTERMUTE, our story mode, has always been to show aspects of the story from each of our main characters’ points of view. Episodes One and Two were presented from Mackenzie’s viewpoint, and Episode Three picks up the story of Astrid after she and Mackenzie get separated in Milton at the opening of Episode One.

We’re excited to be able to share part of Astrid’s story with you, and we know you’ll find her version of events just as compelling as Mackenzie’s.


ALL EPISODES UNLOCKED

Since you are playing as Astrid, you aren’t continuing your same playthrough or save from Episode Two. So, we decided to just unlock the three episodes for existing and new players, so that if people prefer, they can start by jumping directly into Astrid’s story in Episode Three, and then go back and play the first two Episodes. There may be some minor spoilers for the earlier episodes, but in general we think this flow can work. We still recommend new players go through the episodes in order, but this way you have the choice!


LOST & FOUND

Historically, making significant changes to existing regions in the game has sometimes resulted in people losing stored items. Since we’ve just done a major overhaul of the Pleasant Valley region for Episode Three, we’ve implemented a new system designed to avoid us accidentally wiping out your hard-earned loot. The Lost & Found box will appear any time we have changed a scene to the extent that your loot would have been deleted — we just respawn it all in the Lost & Found box for you to grab it. You can only take things out of the Lost & Found, not put things into it, and once you have emptied it, it disappears.

THESE ARE NOT LOOT BOXES. These are just our way to safeguard your items in the event that a scene edit would have resulted in us deleting your stuff.


CONSOLE VISUAL ENHANCEMENTS

With the Episode Three update, we are also including our enhancements to the Xbox One X and PS4 Pro. These enhancements include HDR lighting (works on Xbox One X, XBox One S, PS4 Pro, PS4), and High Resolution support (4K on Xbox One X, 1440p on PS4 Pro). All versions of High Resolution support feature dynamic scaling.

You’ll notice we’ve added a new calibration screen for HDR settings. Keep in mind that there is currently no standard implementation of HDR lighting so your results will depend heavily on the TV you are using. If you run into issues with these enhancements, please submit a ticket to our Support Portal.


NO MORE 32-BIT CPU SUPPORT

This shouldn’t affect 99% of our players, based on the statistics we pull from Steam’s hardware survey, but we have stopped supporting a 32-bit version of the game. This only matters if you are still running a 32-bit CPU, which would be fairly old by now. The main CPUs impacted by this would be:

• Intel Pentium 4E (released in 2004)
• AMD K7 (released in 2004)
• Intel Atom CPUs (released in 2013; mostly used for netbooks and tablets)

So if you have a system that uses those CPUs, The Long Dark will no longer work for you. All our other builds have been 64-bit only for a while, so this switch to only supporting the 64-bit version of Windows for The Long Dark will result in some nice performance gains, and also helps eliminate some crashes that were only occurring because of the 32-bit support.


DECEMBER SURVIVAL MODE UPDATE

We’re still on track for a December Survival Mode update. We’ll share more details of what’s in that update after things have calmed down a bit. We expect to be pretty busy in the immediate aftermath of the Episode Three launch, so I’d like to give the Survival Mode update information its own room to breath. You can expect more details about it in November.
Four Days of Night 2019
Quote:
Hello all -- welcome to this year's Four Days of Night (4DON) event, starting on Sunday at 10PM Pacific. Anyone who participated in the event last year will find this year's feels familiar -- we just didn't have time to produce anything new due to shipping Episode Three.

We hope you still enjoy it, the same event with updated Badges. All the info you need should be below, but if you run into any issues please contact us using our Support Portal and we'll do our best to help you out.

Day Structure
We split gameplay over 4 distinct days, play is limited to a sub-set of regions (ML, CH, PV, MT).

Day 1 - Quiet
Players all start in CH.
No wildlife at all - all wildlife spawns suppressed, no crows and fishing will always fail.
Each 4DON region has 2 supply caches (3 for PV), marked by pumpkins. These persist for the entire 4DON event.
Each region has occasional trick or treat bowls, these persist across the entire event.
No aurora.

Day 2 - Wolves
No aurora.
Each region has more than usual number of wolf spawns.
Other wildlife remains suppressed.

Day 3 - Aurora
Aurora is on.
All wolves are aurora wolves, same numbers as previous day.
Flashlights have 3x battery life and are 2x more effective on "high beam" setting at deterring wolves.

Day 4 - Blizzard
Day long blizzard.
No aurora.
No wolves.
Cold increase rates are 3x faster than normal any time you aren't near a fire (even inside).
You're warm as long as you're close to a fire.
All interiors are fixed at baseline -20C so being inside isn't any guarantee you won't freeze to death.
Pumpkin pies appear - these offer calories and warmth boost.

Notes:
A new game always starts you at the same location in CH.
Clothing and most other supplies maintain a normal level of frequency.
We limit some high value items to only be available at the caches e.g. rifles, flashlights.
We exclude all food except candy bars (which during 4DON have increased calories.)

Win Conditions / Rewards
Twilight Badge - 2 days - Badge awarded for successfully surviving the 2hrs hours (realtime) on any two days.
Midnight Badge - 4 days - Badge awarded for successfully surviving the 2hrs hours (realtime) on all four days.
The hours survived needs to be within a single game for that day.
However the badges awarded can use completed days across multiple games.

Death / Restore
If a player dies when they start a new game they'll reset everything they'd achieved for that day, but previous days progress (i.e. if they won/completed that day would not be lost)
For days following day 1, if you start a new game we have a small grace period with no wolves. All other day effects would remain.

Ultima modifica di ulukaii : 26-10-2019 alle 06:00.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
Old 10-12-2019, 19:56   #1640
ulukaii
Senior Member
 
L'Avatar di ulukaii
 
Iscritto dal: May 2007
Città: Bidaa
Messaggi: 25605
The Long Dark Updated - ERRANT PILGRIM [1.64]

Changelog:
Quote:
NEW REGION: Bleak Inlet
A wind-swept coastline reveals an abandoned industrial facility -- an aging Cannery that holds some useful secrets. But finding your way to it is a two-stage affair, involving accessing the region from both the Raven Falls ravine, and Forlorn Muskeg. But watch out! Vicious Timberwolf packs have moved into this region, and will defend their territory to the death.

NEW CHALLENGE: As the Dead Sleep
You’re a tortured soul on the edge of death. Find five grave markers in the distant corners of the world, and maybe you can feel some peace before you fade into The Long Dark. Inspired by the community-conceived “Deadman” challenge, this is our harshest Challenge yet.

NEW GAMEPLAY: Ammunition Workbench
Look for the Ammo Crafting Workbench. With the right supplies, you can assemble your own ammunition for the Rifle or Revolver. But assembling the gear you need, and finding the bench, won’t be easy.

NEW ITEMS: Gunpowder & Ammunition Components
We’ve added all the raw materials you need to craft ammunition. If you manage to gather them all, and find an Ammunition Bench, you’ll be significantly enhancing your life expectancy on Great Bear.

1) Lead from batteries to make bullets
2) Collect sulfur from plant fertilizer + Charcoal from burned out fires + potassium nitrate from Stump Remover = Gunpowder
3) Shell casing
4) Bullet + Gunpowder + Shell Casing + Ammo Bench = Ammunition

NEW GAMEPLAY: Gunsmithing & The Milling Machine
With the help of the active Aurora, the Milling Machine comes to life, giving you the capability to restore ruined firearms, and repair damaged ones, along with future capabilities. Just keep in mind you’ll need the Gunsmithing skill to make any headway with this tool.

NEW FEATS: Blizzard Walker, Expert Trapper, Straight to the Heart
New in-game achievements that lend gameplay benefits to Survival Mode games.

QUALITY OF LIFE: Campfire, Emergency Shelter Breakdown
By popular demand, we’ve added the ability to break down Campfire rings and Emergency Shelters, for those players who like to pack out what they pack in.


CHANGELIST v1.64 [57505]

HIGHLIGHTS
Added new Region: Bleak Inlet
Added new Challenge: As the Dead Sleep
Added new Feats: Blizzard Walker, Expert Trapper, and Straight to the Heart
Added new gameplay system: Ammunition Workbench
Added new gameplay system: Gunsmithing
Added new gameplay system: Milling Machine
Added new raw material: Lead
Added new raw material: Stump Remover
Added new raw material: Dusting Sulfur
Added new craftable item: Gunpowder
Added new craftable item: Bullet(s)
Added new craftable item: Ammunition
Added new Custom Mode setting to disable Birch Bark Tea crafting

GENERAL ART FIXES
[Enviro] Fixed numerous areas the player could become stuck in.
[Enviro] Fixed numerous locations where the player could get outside of the intended play area.
[Enviro] Fixed numerous clipping and floating objects.
[Enviro] Increased the visible distance of lights during an Aurora Event.
[Enviro] Fixed area in the Ravine that players could escape the map
[Enviro] Fixed missing roof in Prepper Bunker
[VFX] Adjusted interior light shafts that were too bright during mid-day
[VFX] Fixed flames clipping through Barrels and Pot Belly Stoves

USER INTERFACE FIXES
[UI] Fixed an issue that caused the Revolver to display the incorrect weight when viewed in the Backpack.
[UI] Fixed an issue that caused some Cooking HUD messages to appear too quickly.
[UI] Blueprint Requirements now appear correctly during the first instance of viewing the Crafting Menu.
[UI] Radial Menu can no longer appear overtop of other menus, such as the Backpack.
[UI] Fixed the Revolver and the Distress Pistol Condition displaying as the value from the previously viewed item.

WINTERMUTE FIXES
[WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves.
[WINTERMUTE] Timberwolves now react properly to Marine Flares.
[WINTERMUTE] The Crummy in Broken Railroad now falls over correctly after the Old Bear pushes on it.
[WINTERMUTE] Adjusted the rate that the Old Bear turns while in the cave.

CHALLENGE MODES
[Hopeless Rescue] The Distress Pistol can no longer spawn outside of the Timberwolf Mountain Crash Site.

SURVIVAL MODE
[Survival] Black screen no longer appears after being trampled by a Moose.
[Survival] Fixed an issue that prevented the player from interacting with the Buffer Memory in Signal Hill.

ALL GAME MODES
General performance improvements across the game.
[Animation] Improved animation for when a Wolf transitions to the hold ground AI state.
[Audio] Aurora effects are no longer disabled when aiming.
[Gameplay] Updated item placement range to better match interaction distance.
[Gameplay] Updated wildlife pathfinding so they don’t bump into each other as often.
[Gameplay] Updated Wildlife pathfinding to better handle passing through gates.
[Gameplay] Fixed the missing highlight when moving Sticks in Placement Mode.
[Gameplay] Adjusted depth Wildlife carcasses can sink into the snow.
[Gameplay] Campfires no longer collide with Wildlife during placement mode
[Gameplay] Fixed issue that caused Wolves to not eat some prey.
ulukaii è offline   Rispondi citando il messaggio o parte di esso
 Rispondi


Sony FE 16-25mm F2.8 G: meno zoom, più luce Sony FE 16-25mm F2.8 G: meno zoom, più lu...
Motorola edge 50 Pro: design e display al top, meno il prezzo! Recensione Motorola edge 50 Pro: design e display al top, m...
Ecovacs Goat G1-800, mettiamo alla prova il robot tagliaerba facile ed efficace Ecovacs Goat G1-800, mettiamo alla prova il robo...
ASUS ProArt 1, un PC completo ad altissime prestazioni per creator e non solo ASUS ProArt 1, un PC completo ad altissime prest...
OPPO Reno11 F 5G: vuole durare più di tutti! La recensione OPPO Reno11 F 5G: vuole durare più di tut...
Boston Dynamics presenta l'evoluzione de...
Scaricati gli ultimi dati dal drone NASA...
Take-Two: dopo l'acquisizione di Gearbox...
NASA Dragonfly: la missione con il drone...
TV Sony: ora al top di gamma ci sono i M...
NVIDIA dice definitivamente addio a Turi...
Ghost of Tsushima: ecco i requisiti PC d...
La prima edizione di Coderful porta il m...
Netflix, è polemica per il presun...
Call of Duty Vanguard: un flop per Activ...
Le ricariche con corrente modulata potre...
Ci sarebbe la Cina dietro gli "atta...
Microsoft Copilot for Security è ...
Il Tribunale si schiera dalla parte di A...
Fastned, la prima stazione di ricarica p...
Chromium
GPU-Z
OCCT
LibreOffice Portable
Opera One Portable
Opera One 106
CCleaner Portable
CCleaner Standard
Cpu-Z
Driver NVIDIA GeForce 546.65 WHQL
SmartFTP
Trillian
Google Chrome Portable
Google Chrome 120
VirtualBox
Tutti gli articoli Tutte le news Tutti i download

Strumenti

Regole
Non Puoi aprire nuove discussioni
Non Puoi rispondere ai messaggi
Non Puoi allegare file
Non Puoi modificare i tuoi messaggi

Il codice vB è On
Le Faccine sono On
Il codice [IMG] è On
Il codice HTML è Off
Vai al Forum


Tutti gli orari sono GMT +1. Ora sono le: 04:08.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Served by www1v