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  1. #271
    Non, pas vu, j'étais a 3 minutes de warp, donc je suis reparti au moins 3/4 d'heures avant que ça tombe ^^

  2. #272
    Patch 0.2.2, plein de corrections de bugs, d'améliorations !
    https://www.playhellion.com/blog/patch-0-2-2-notes
    http://store.steampowered.com/news/e...52210067484218

    Dear survivors,

    Patch 0.2.2 will be released on July 20th. Servers will be down from 10:00 UTC until 11:00 UTC, and they will be wiped to ensure proper patch deployment.


    For private servers:

    - Update your server and game client
    - Delete server save files


    Patch notes 0.2.2


    Nav-Map improvements:

    Completely reworked the Nav-Map. Interface moved to overlay, rather than world-space canvas. Players can expect more functionality, better visibility and improved responsiveness.

    - “Warp To” button added to the coordinates screen.
    - Custom orbits can now be modified by clicking on arrows over relevant orbit parameters. Changing parameters by clicking and dragging the orbit points is not working at the moment. It will be implemented at a later date.
    - Orbital parameters that can be adjusted are now highlighted in green.
    - Custom orbit is now automatically removed after warp.
    - Added distance to target and power consumption indicators to the warp cell selection screen.
    - Initialize warp button is now grayed out if warp maneuver is impossible.

    Flight controls improvements:

    - Adjusted player camera position when piloting the ship. As a result ship crosshair and radar indicators are now properly synced, eliminating drifting and unwanted offset while flying.
    - Lateral speed indicators inverted to be in sync with docking indicators.
    - Improved lateral indicator sensitivity, making them more responsive and easier to use.

    Warp Drive improvements:

    - Warp speed increased to be in line with recent zone and loot distribution changes. Short distance warp travel should remain roughly the same, but long distance warps now take considerably less time.
    - Slightly tweaked how Warp works:
    - Warp 1 - Intended for short distance jumps (changing orbit)
    - Warp 2 - Intended for medium distance jumps (Planet -> Moon)
    - Warp 3 - Intended for long distance jumps (Planet -> Planet)
    - Warp Cell consumption tweaked and increased to compensate for shorter flight times.

    Other improvements:

    - Server sorting improvement - disabled servers will now always show on the bottom of the list.
    - Increased maximum air filtration output of life support nodes from 0.12 to 0.3, making it in line with the maximum filtration capacity of Life Support’s Air Filter System. As a result air quality should improve at a faster rate.
    - Added on screen crosshair. It can be toggled on/off from the options menu.
    - Weapons now shoot from camera to the center of the screen (crosshair).

    Audio:

    - Added Basketball Sound Effects


    Optimization:

    - Command Module Optimization
    - Ship optimization


    Bug Fixes:

    - Dimed (dark) screen on game launch
    - Character camera swapping when interacting with the piloting chair
    - Endless loading problem
    - Infinite ‘loading’ when game server unavailable after death screen
    - Nav-map frame rate drop with multiple objects
    - Ship cargo / re-pressurize speed
    - Small canister / repeatable animation when holding LMB
    - Ship cargo / constant oxygen consumption when depressurized/vented
    - Ship cargo oxygen loss when re-pressurizing
    - Industrial container missing RCS recourse injector
    - Delay in filling jetpack with Small Canister
    - Security terminal / doesn't save after server restart or crash
    - Press J to warp / overlapping with M on screen
    - Fixed stations not showing proper names



    Known bugs list:
    https://www.playhellion.com/forum/di.../33/known-bugs
    L'éthique est mon esthétique

  3. #273
    Passage du jeu en 0.2.3 !
    https://www.playhellion.com/blog/patch-0-2-3-notes

    En gros et en français pour le TL;DR, GROSSE passe d'optimisation, notamment sur trois fronts. Serveurs officiels, textures de certain modules, et surtout pré-chargement initial pour ceux ayant plus de 6Go de RAM disponible.
    A côté de l'optimisation, petites modifs comme la suppression des panneaux de sécurité dans les stations publiques, le timing de despawn des stations rogues et modules abandonnés etc. Petit réglage sur le loot (plus d'injecteurs, yes !) et enfin retour du drag&drop sur l'interface de nav !
    Au passage, les MàJ passent mensuelles.

    Bons loots à tous les explorateurs

    Patch 0.2.3 will be deployed on Thursday, August 3. Servers will be down from 10:00 UTC until 11:00 UTC, and they will be wiped to ensure proper patch deployment.

    For private servers:
    - Update your server and game client
    - Delete server save files


    Important note

    We will be changing the bi-weekly patch schedule into a monthly schedule starting after tomorrow’s patch deployment.
    Reduced patch frequency will allow us to properly test and implement new features that we are currently working on and also extend time between server wipes giving players more time for exploration and base building. We believe this will accommodate frequent requests by the community for more time to develop their space stories and continued progress in the world of Hellion.


    General Improvements


    Preloading

    - Added scenes preloading optimization that preloads all game scenes at start significantly reducing load times in game.
    - Preloading is on by default for systems with at least 6GB of RAM and off for systems with less.
    - This option can be manually deactivated by directly editing the properties.ini file (located in:\Steam\steamapps\common\HELLION) and changing the following values:
    load_type=0 (Simple mode - no caching)
    - Added loading screen while preloading scenes.

    Other improvements

    - Station despawn improvement - default value for is now: 48 hours. Each docked module after the first adds + 48h.

    Note that this despawn function works for stations with authorized characters.
    Abandoned stations (without authorized characters) will despawn after 15 minutes.

    - Disabled all security panels on Premade Stations. Players should no longer be able to authorize themselves on Premade Stations.
    - Tweaked loot distribution values. Parts, especially Resource Injectors and Servomotors should now spawn more frequently.

    Nav-Map Improvements

    - Added click and drag manipulators for custom orbits. Players can now use mouse to adjust position, apoapsis, periapsis and angle values.
    - Position indicator will now retain its angle/position when adjusting apoapsis/periapsis values.
    - Added click and drag option for adjusting activation/arrival points when setting up a warp maneuver.


    Infrastructure Improvements

    We are introducing new official servers that are expected to improve overall performance. These servers cover Europe, Russia and Oceania. New US servers will be deployed at a later date.


    Graphics optimization

    AltCorp_Starting Module optimization
    AltCorp_Corridor Module optimization
    AltCorp_Corridor Intersection Module optimization
    AltCorp_Corridor 45T Module optimization
    AltCorp_Corridor 45TL Module optimization
    AltCorp_Corridor Vertical Module optimization
    AltCorp_PowerSupply Module optimization


    Bug fixes

    - Despawn ship/module with active player(s) inside.
    - Command module occlusion glitch when player outside or far away.
    - Wall fan occlusion glitch in starting module.
    - Repeatedly loaded scenes stay in client forever.
    - Planets/moons show smaller on Nav-Map than in-game.
    - Cannot pick up several objects from spawn points in PSM.
    - Corridor Module occlusion reverted when player inside.

    Fly safe
    Ah et si vous voulez en savoir plus sur les projets de Zero Gravity en terme de "propulsions" dans le jeu et comment garder un maximum de réalisme en dépit les difficultés liées au jeu en réseau, allez lire ce blog très intéressant !
    https://www.playhellion.com/blog/dev...-space-engines
    Dernière modification par DreadMetis ; 03/08/2017 à 13h57.
    L'éthique est mon esthétique

  4. #274
    Merci pour ces petits résumés !
    Citation Envoyé par Wikipédia
    Le psychisme des trolls est depuis peu un sujet d'étude. Il en ressort une corrélation entre le comportement de troll et le sadisme, la psychopathie et le machiavélisme.

  5. #275
    Patch 0.2.4 en ligne !

    https://www.playhellion.com/blog/patch-0-2-4-notes

    As we promised a new patch for Hellion is ready, a month after the previous one. We had more time to fix some of the bigger issues and make the game more enjoyable. You can check out the list of changes and additional information below.



    Patch 0.2.4 will be deployed on Thursday, September 7. Servers will be down from 10AM UTC until 11AM UTC. Servers will be wiped to ensure proper patch deployment.



    For private servers:

    - Update your server and game client.

    - Delete server save files.


    NavMap Improvements



    - NavMap optimisation.

    - NavMap now properly groups overlapping nearby objects. Players can click the group icon to display a list of all nearby objects.

    - Ship icon should now always be visible on the NavMap.

    - Scanning optimisation.

    - Remove warp line when warp finished or failed.

    - Removed obsolete NavMap filter options from the interface.


    Ship Engine Tweaks



    - Ship engine controls reworked. When ship engines are activated (default key ENTER) players can use standard forward/backward controls (default keys W,S) to accelerate/decelerate using engines instead of RCS. Players also have the option to set constant engine thrust values for longer journeys (default keys NUMPAD +,-).

    - Engine power consumption tweaked. Power supply screen should now display proper values when the engines are operational.


    General Improvements



    - Players can now check blog news in-game. In-game home screen changed to fit Blog news.

    - Disabled all docking ports on premade stations. Players can no longer dock a Command Module to take ownership of premade stations.

    - Removed "Call Ship" and "Distress call" buttons from premade stations.

    - Added confirmation before applying video settings.

    - Texture quality slider can only be adjusted when in menu (out of game). It is disabled by default when in-game.

    - Implemented automatic server restart after a predefined amount of time.

    - Added automatic server restart configuration to GameServer.ini file.

    - Server info added to server browser list.

    - Server info configuration added to the GameServer.ini file.

    - Added report server option in server list and server menu.

    - Added tooltip information when trying to loot dead bodies (default key F).

    - Added missing glossary descriptions for several objects and added Hellion System Zone map to the glossary located under Lore and History tab.

    - Loading screen concept art added.

    - Server browser visual changes for added server information.


    Security Improvements



    - All lockable doors linked to the security system. Players who are on the "authorized personnel list" on the ship/command module security panel can now open/close locked doors.

    - Ships no longer transfer their security authorization to docked/grappled modules. As a result, turrets that spawn in various modules remain hostile even when module is docked/grappled to the ship.

    - Command Modules now properly transfer authorization to all docked modules and turrets.


    Optimisation and module improvements



    - Double checked optimisation for multiple modules and reworked as necessary.

    - Turrets can no longer shoot through walls and closed doors.

    - All items can now correctly be picked up from LS nodes in all modules.

    - Changed RCS fuel from Nitrogen to Nitro for all modules.

    - AltCorp_LifeSupport_Module optimisation.

    - AltCorp_Airlock Module optimisation.

    - AltCorp_Cargo Module optimisation.

    - AltCorp_Crew Quarters Module optimisation.

    - Reflection Probe Rework.


    Bug fixes



    - Not able to pick up battery from ship cargo.

    - Ship grappling hook missing collider.

    - Cannot pickup slotted ammo from gun magazine attache points.

    - Server client communication when matching velocity - results in position change on client.

    - Starting module lights not working when low pressure.

    - Server errors and crash due to Unhandled Exception.

    - Docking ports not showing in the target list after warp and undocking grappled module.

    - CQM Med-pack fridge placing med-packs on wrong place when putted in.

    - Stuck on connecting to game server no response from server.

    - Cannot use SHIFT to grab onto the hull of some modules.

    - Life Support Module not working when docked to base.

    - Power Consumption Bug. Capacitor draining when Output > Consumption.

    - Dockable Container Ports don't work.

    - Loot respawns in modules that have been taken by players and attached to their stations.

    - Turrets get detached from attach points because of distance optimisation.

    - Ship casts lights on planets.

    - When default video settings are clicked they should be saved immediately.

    - Despawn timer restarts after server reset.

    - Airlock Module doors not connected to the security system.

    - Sun is bigger on nav map.

    - In-game loading icon stays on screen results in unable to get back to the server.

    - Power supply panel in PS module inactive.

    - After server restart Turrets lose tracers or fire blank shots.

    - Cannot pick up items in CM.

    - Refined resource Canister has only nitro in it.

    - Infinite loading icon and invisible module(s).

    - Systems interconnection issue across docked modules.

    - Persistence - systems auto reactivate after server restart.

    - Spamming call rescue ship button results in multiple ships spawning at outpost.


    Known Bugs List

    https://www.playhellion.com/forum/di.../33/known-bugs
    L'éthique est mon esthétique

  6. #276
    Ca tente quelqu'un de jouer ce soir?

  7. #277
    Faut que je vois, je suis tenté mais 'je suis douleur" là, me suis fait extraire une dent, je risque de mal supporter mon casque. En tout cas j'ai l'intention de tester aux limites, dès que possible, comme d'hab' !
    L'éthique est mon esthétique

  8. #278
    Dernier devblog :
    https://www.playhellion.com/blog/dev...oming-features

    Devblog #24 - Upcoming Features

    Posted on 20th Sep 2017



    It’s been awhile since we did a proper announcement of new features so this blog will outline our plans and explain various new mechanics that we are working on, including damage, degradation, heat and radiation. Today, we’ll explain the reasoning behind these decisions and update our roadmap accordingly.

    Here’s what Marko Smiljanic, creative director at Zero Gravity, had to say about the planned features: “We are excited to implement mechanics that will take the PvE aspect of the game to a new level. Immersion plays a big role in Hellion and recreating the harsh conditions of space is a major part of it. After all, space is a dangerous place and it won’t hesitate to kill you if it catches you off guard, even for a second.”

    These changes will be introduced one by one in the following updates to allow more time for testing, feedback and improvement.


    Damage, degradation and repair

    Some of you may have noticed the new concept art in between the loading screens. These images are just a small teaser for the upcoming damage and repair mechanics. We are happy to announce that the “age of invulnerable ships and stations” is coming to an end. In order for their equipment to function properly players will be required to repair and maintain it. Damage comes in two basic forms, degradation and collision.

    Exterior damage effects and repair points - concept art


    Degradation is a steady process that represents a slow decay of materials due to extreme temperature variations and exposure to space radiation. As time goes by modules and ships will slowly lose a percentage of their health until it is reduced to zero. This is true for both claimed and unclaimed modules and ships and will completely replace the current despawn mechanic. Loss of health will be accompanied by various visual changes like cracks and material decay, sparks and electrical discharge for modules with power and fire for those with pressure. These effects will vary in intensity based on the amount of HP lost allowing players to discern the approximate HP of an object at a glance.

    Interior damage effects and repair points - concept art


    Collisions in space can be a rather deadly thing, especially considering that damage is based on physics and takes into account mass and relative velocity of objects. So a slight bump between two small modules will cause damage, but won’t be fatal. However, a full on collision between two ships is likely to ensure mutual destruction and even cause damage to other nearby objects as well.

    All of this brings us to the repair mechanics. In order to repair a damaged module players will require two things: a working repair tool and resources. Repair tool is a small welding device that allows players to restore HP to the modules and consumes a certain amount of resources that can be replenished from the cargo interface, much in the same way as you refuel a jetpack. Repair can only happen at repair points that are scattered across both the interior and exterior of the module. They also count as damage indicators since the number of active repair points and the intensity of visual effects indicate how damaged a module is. To fully fix a damaged module players will have to interact with all active repair points as each one can only restore a fixed amount of HP.

    Repair tool - concept art


    And just to spice things up and make salvage a bit more interesting, modules and ships that players can find will never spawn at full HP, requiring some maintenance work before a module is restored to full functionality.


    Heat management

    Another new feature that we are working on is the introduction of heat and cooling in space. Considering that we often hear “how cold space is” it might come as a bit of a surprise that in vacuum cooling is actually a bigger problem than heating. This is because all matter transmits heat in two ways: contact with other particles and electromagnetic radiation. Since in vacuum there are almost no particles, the only way to cool down is to either vent hot particles (using limited resource) or radiate heat into space. However radiating heat is a bit tricky since it is based on the mass and surface of the object. The bigger the surface the faster an object will cool but it will also absorb more of solar EM radiation causing it to heat up.

    Modern technology handles this problem by using specifically designed radiators. Radiators look similar to solar panels in design and use heat transfer system to collect excess heat and bleed it off into space. To compensate for solar radiation, they are always angled in a way that exposes very little of their surface to the sun.

    Current ISS configuration showing solar arrays and radiators
    https://www.playhellion.com/blog/ima...olar_array.jpg

    In Hellion, we plan to introduce a similar system that will require players to carefully plan their actions and manage excess heat if they want to keep their ships and stations operational. There will be two factors at play here: external and internal influence. External influence is entirely based on the distance from the star and whether or not players are in the shadow of another large body, such as a planet or a moon. Internal heat will be generated by various onboard systems. As a rule of thumb the more power a module produces or consumes the more heat it generates. Needless to say excessive heat will have a negative impact on the player’s health and cause damage to the module’s hull. In order to mitigate these effects and maintain stable conditions players will have access to entirely new systems and upgrades.


    Radiation exposure

    In addition to heat we also plan to introduce radiation as a factor in Hellion. Rather than damage the hull of the modules directly, radiation will cause damage to active systems and parts ultimately causing them to break down. For players however, it might be more dangerous than heat since there will be only a handful of options for removing radiation poisoning.

    Radiation sources will include natural ones such as trapped radiation (Van Allen belts), galactic cosmic radiation, solar particle events (coronal ejections, solar flares) and gas giant planets, while abandoned stations, damaged modules and derelicts will represent artificial sources.


    Station management and overview

    So by now, we already know what you’re thinking. How the hell are we going to keep track of all that? It is for this reason that we will be adding a proper ship/station overview interface that will allow players to easily keep track of the conditions in their base. The overview will feature all necessary information to allow easy management of security, power, pressure, damage, heat and radiation. So, no more guessing if there is enough oxygen to pressurize that new power supply module. The overview will be available to players at any given time, but managing various systems will only be possible from specific consoles within the base.

    Our goal is to make player stations an important part of gameplay in Hellion. As such their function will expand well beyond “a place to safely log off” and turn them into safe harbors where players have to return to recover, upgrade their equipment and plan their next move. Creating a proper base layout to counter various threats at a certain location by using available upgrades, resources and equipment will require additional planning and in large part decide the pace at which players explore the Hellion system.


    Inventory and storage rework

    Fully stocked armory



    Along with the features mentioned above we are also working on improving inventory and storage mechanics that will make manipulating items more intuitive and user friendly. Streamlining inventory management will speed up gameplay and eliminate many of the grievances our player base had reported so far.



    That’s all for today’s news, fly safe and stay tuned for more news over the next weeks as we will go into detail about each and every new feature outlined today.

    Posted by Zero Gravity team
    L'éthique est mon esthétique

  9. #279
    bonjour Enyss je me présente je m’appelle romain je vient acheter le jeux héllion et je voudrais essayer avec une personne car je galère un peut avec le vaisseau transport donc si sa te dit je suis dispos aujourdhui tient moi au courant !!
    Dernière modification par romkent ; 25/09/2017 à 10h17.

  10. #280

  11. #281
    Oui, en promotion jusqu'au 23 octobre.

    Et la dernière MàJ a été publiée aujourd'hui !
    https://www.playhellion.com/blog/don...te-is-now-live

    Don't Panic! Update is Now LIVE !

    Hello survivors!

    Time to put on your helmets and double check your suit seals, Hellion’s Don’t Panic! update just went live! Get ready for a completely new experience as you fight fires, breaches, malfunctions and more! Just remember, whatever happens, keep calm and Don’t Panic!

    If you haven’t got Hellion yet, you can grab it now at 25% off! Steam, discount will last until 10 AM (Pacific time), October 23.


    This is the first multi-language version of Hellion. We have localized the game into eight languages: Chinese, French, Italian, Portuguese, Russian, Serbian, Spanish and Turkish. And it’s just a start.


    What to expect in the Don’t Panic! update:


    Degradation damage - all ships, stations and individual modules now take degradation damage over time and must be maintained in order to avoid destruction. All ships and modules have a number of “repair points” that will become active once objects take enough damage. The more damage a module accumulates the more pronounced damage effects become and more repair points activate.

    Collisions - all modules can be destroyed by collisions, the amount of damage depends on the mass of colliding objects and their relative velocity.

    Destruction - once a module is destroyed it will explode and damage nearby objects and players. Explosion damage is based on mass of the module and increases in radius and intensity if the object had an active engine, reactor or warp drive.

    Onboard hazards - as damage accumulates it can cause various problems like: system malfunctions, fires and breaches. . System malfunction will cause the affected system to shut down until repaired. Fires will damage nearby players and drain air quality from the room until extinguished or if air quality and pressure drop too low. Breaches will rapidly vent air into the vacuum of space until sealed.


    Repair - two new items are introduced: a welding tool and a fire extinguisher. Welder is the main repair tool and uses Hydrogen as fuel (temporarily). It can be used to fix any damaged repair point. In case of fire, players can use the extinguisher to put it out before safely repairing the damage.

    Grenade changes - radius of all grenades has been increased to make them easier to use. AP grenades will now cause damage to module’s interior and will detonate other nearby grenades, potentially causing spectacular results!

    New visual effects - all modules will now dynamically change in appearance based on their health. Completely decayed modules will look considerably worse compared to their fully repaired counterparts.

    Module spawn changes - all modules now spawn at low hull integrity, no pressure and will continue to decay over time. As a result most modules that players can find will require extensive repairs before they can be used, as well as additional Oxygen and Nitrogen to pressurize.

    Starting scene - major changes to the starting scene, including resources items and hull integrity of all objects. Ship in particular will require a number of repairs before it is fully operational. Overall players can expect a more dynamic starting experience.

    Balancing - cargo and system tanks of all modules, as well as contained resources were adjusted to be in line with the new mechanics. Mining speed was also considerably increased. As a result mining is now a viable alternative to looting.



    Finally, we want to thank everyone from the Hellion community for their support and feedback, as this update would not have been possible without them. We sincerely hope that you will have as much fun playing it, as the team had making it.



    And again, remember… Whatever you do, just Don’t Panic!
    L'éthique est mon esthétique

  12. #282
    Petit mot pour un petit patch aujourd'hui, qui ajoute des décos halloween (momentanées), et aussi corrige quelques bugs et améliore la stabilité serveur.
    http://store.steampowered.com/news/?appids=588210

    La promotion de -25% reprend pour quelques jours jusqu'au 1e novembre.

    De mon côté, avec cette dernière MàJ (la 0.25) je suis "retombé" dans le jeu. Le fait que les modules et vaisseau se détériorent et se réparent ajoute une GROSSE composante multi coop' ! Il devient assez difficile de monter, remplir et entretenir une grosse base seul désormais.
    J'ai aussi l'impression que l'équilibre actuel du gameplay fait des "pirates" de meilleure qualité, puisqu'il est nécessaire d'être bien organisé pour vivre de son flingue et de loot, le minage étant devenu une solution très viable maintenant.
    J'ai aussi pu voir un peu plus de "trucs à fouiller" dans l'ensemble du système et non plus sur quelques planètes choisies, même si je n'ai pas encore eu le temps de faire de l'exploration encore

    Pas mal de monde sur les serveurs officiels ces jours-ci, du coup y'a de l'animation !
    L'éthique est mon esthétique

  13. #283
    Petite MàJ aujourd'hui, maintenance et ajout de sets de langues pour la partie traduction.

    On a eu aussi un blog tout frais sur l'actu du développement actuel et futur :

    https://www.playhellion.com/blog/dev...ystematization
    Devblog #26 Systematization
    HELLION - ZG_Smorty
    What’s up survivors, it’s been awhile! We sure hope the latest update is treating you well and that you will continue to voice your concerns, critique, and suggestions (praise is also welcomed).



    During the past few weeks we’ve been collecting and analyzing community feedback and working on Hellion’s next update. We believe it will bring several much wanted improvements, address a number of gameplay issues pointed out so far and further expand the gameplay introduced in the Don’t Panic update.

    Today’s dev blog will outline various changes coming in the next update that is expected to land mid December. Next installation of our blog will bring a detailed preview of the update.

    Systems

    One of our objectives with the next update is to rework and rebalance the way systems work in Hellion. At the moment systems are something that players activate and then forget about. We aim to change that in a way that makes systems, and in turn base-building, essential to player survival and one of the key factors when making decisions.

    In this regard Power Supply system is our main focus, as we want to completely change the current balance of resources, output and power requirements between ships, stations and individual modules.

    Our second goal is to rework the Life Support system and rebalance O2 and Nitrogen consumptions to bring them in line with changes to the power supply system. Also important to note is that we want to make a clear distinction between using a jetpack and having a fully operational environmental control system, with the other being far superior in terms of resource consumption.

    UI improvements

    Next on the list is a series of improvements to the user interface as one of the often voiced complaints was that many of the UIs, especially power supply and life support were unclear, confusing or simply inadequate for proper station management.

    The new interface is designed to be simple, clear and intuitive and should make station management (regardless of the number of modules) faster and more enjoyable. We expect it to solve most if not all of the issues players have with system management while also providing sufficient information regarding consumption, production and power requirements to make it easier for new players to learn and understand.

    Parts

    Don’t Panic update introduced system damage and malfunctions without touching the way parts currently work. One key feature of the next update will be a full rework of the way parts work and interact with different systems.

    Contrary to the current mechanics, where players collect a bunch of different parts just to have spares in case they break down, we want each part to be important with rare “higher tier” parts providing a considerable bonus to systems they are attached to.



    Localization

    We want to use this opportunity to thank everyone for their efforts in community-based localization process as the level of dedication and attention to detail far exceeded our expectations in this regard. Eighty people gave their best during the weekend to make this possible. Join them in our continuous effort to make Hellion available all over the galaxy. Starting from today, a new set of languages will be imported into the game, ready to be approved by community. If you have any translation suggestions or you want to have Hellion localized in your native language you can visit our localization project.

    Discord integration

    We are also proud to announce that our work on Hellion’s rich presence for Discord is also nearing completion. We are looking forward to letting you try it out as soon as it’s finished.

    Roadmap

    Also, we have updated our roadmap so you can keep track of the development process.


    That’s all for today folks! Stay tuned for future dev blogs when we will talk in-depth about all of the changes outlined so far, as well as some new features that haven’t been announced yet!

    Until next time, fly safe and mind your oxygen level!
    Zero Gravity Team
    Le Trello pour la roadmap : https://trello.com/b/IB3hepnV/hellio...-map-phase-one

    Traduction rapide :
    - ils espèrent qu'on s'amuse bien avec la dernière moûture, et sont toujours ouverts et attentifs aux remarques et critiques, alors n'hésitez pas à poster, même à coup de googletrad (avec l'original, quelqu'un redtraduira comme j'ai vu que ça se fait !).
    - ils ont collecté et analysé plein de données des joueurs et du groupe de test pour la prochaine MàJ

    * Systèmes
    - un rééquilibrage de comment fonctionne la fourniture et l'utilisation de l'énergie pour les modules, et notamment du PSM (Power Supply Module) est en cours
    - autre but retravailler le système de survie (Life Support)et rééquilibrer l'utilisation de l'O² et de l'azote, en accord avec le système d'énergie, et aussi mieux distinguer dans ce système l'utilisation d'une combi/ jetpack contre une pièce bien pressurisée pour le joueur en terme de consommation.

    * Améliorations de l'interface
    -plusieurs joueurs ont fait des remarques sur un manque de clarté de l'interface, la nouvelle UI se veut plus claire, intuitive et pas limitée par le nb de modules à gérer, utilisable par un débutant comme par un joueur confirmé.

    * Pièces d'équipement
    - Don't Panic a introduit un système de détérioration/ réparation qui ne touche pas aux pièces. Dans la prochaine MàJ, on aura un retravail sur la façon dont les pièces fonctionnent et interagissent. Un système de "tiers" arrive, avec des pièces de différentes qualités.

    * Discord
    - le studio est fier d'annoncer le lancement prochain d'un système de présence avec Discord. Plus d'infos prochainement.
    L'éthique est mon esthétique

  14. #284
    Merci Dread pour les infos !
    Citation Envoyé par Wikipédia
    Le psychisme des trolls est depuis peu un sujet d'étude. Il en ressort une corrélation entre le comportement de troll et le sadisme, la psychopathie et le machiavélisme.

  15. #285
    J'ai essayé de relancer mais c'est toujours impossible pour moi d'être dans de bonnes conditions, au niveau de la sensibilité souris c'était déjà catastrophique et là c'est pire. Je suis pas allé plus loin ^^'

  16. #286
    Qu'est-ce que tu entends par sensibilité souris?

  17. #287
    Que c'est incontrôlable tant la sensibilité est haute. Après j'ai pas fait d'effort pour que ce soit jouable, j'ai vu que c'était déjà au minimum dans les options, je suis pas allé plus loin et j'ai quitté.

    Mais quand j'avais testé il y a plusieurs mois j'avais dû baisser les DPI de la souris au minimum, c'était jouable mais pas top du tout, surtout une fois dans les différents menus ou là c'était justement l'inverse, il fallait faire 40 tours de tapis pour bouger le curseur d'un picomètre.

  18. #288
    Petit teasing sur la prochaine MàJ : https://www.playhellion.com/blog/kessler-update-preview
    Nouvelles façons de mourir (tiens tiens ), meilleure distribution du loot... Je ferai une trad' du patchnote quand disponible !
    L'éthique est mon esthétique

  19. #289
    La MàJ Kessler est disponible ! 87Mo modestes, mais plein d

    https://www.playhellion.com/blog/kes...te-is-now-live et https://www.playhellion.com/blog/kes...te-patch-notes

    Patch note en français :
    "Après avoir collecté des données de nombreux scans et lancé de multiples simulations, nos scientifiques ont finalement remis ensemble les pièces du destin de l'infrastructure initiale de l'Expédition. Alors que certains détails restent obscurs, une chose est certaine : la grande partie des stations originelles a été détruite et ce qu'il reste n'est que débris orbitant en nuages. Savoir si la cause en est l'effet Kessler ou un sabotage délibéré est pour le moment inintéressant.

    Si vous vous trouvez pris dans l'une de ces tempêtes orbitales, gardez vos outils à portée de main au cas où vous auriez des réparations d'urgence à faire, et lisez le patch note de la MàJ Kessler !

    - Les serveurs seront effacés (wipe) pour assurer un déploiement normal du patch.

    Pour les serveurs privés :
    * mettez à jour vos clients et serveurs de jeu.
    * supprimez les sauvegardes.

    Nouvelles fonctionnalités

    Les nuages de débris sont de larges zones orbitales remplies de shrapnels et restes de vaisseaux et stations.
    * Tout vaisseau, station, combinaison ont une chance de prendre des dommages en entrant dans un champs de débris. Les dommages et la chance (sic) de se faire toucher dépend de la force du champs de débris.
    * Il y a deux sources majeures de dommages dans les nuages de débris, les shrapnels et les épaves.
    * les shrapnels ont un pourcentage de chance de causer des dommages aux vaisseaux, stations et combinaisons. Un personnage pourra s'abriter derrière/ dans une structure pour éviter d'être touché.
    * les épaves apparaissent avec un pourcentage de chance et se déplaceront grossièrement dans la direction de tout module ou vaisseau présent dans le nuage de débris.
    * Les épaves causeront des dommages normaux lors des collisions (ndt : là je suppose que c'est "réalistes" en termes de dommages qu'ils voulaient dire ? A vérifier)
    * les vaisseaux pourront manœuvrer pour éviter d'être touchés

    - Emblèmes de vaisseaux
    Les joueurs peuvent désormais choisir un emblème pour leur vaisseau ou leur module de commandement depuis l'interface de sécurité

    - Auto-destruction
    Les joueurs peuvent choisir d'activer une séquence d'auto-destruction de vaisseau ou de base depuis l'interface de sécurité

    - Module d'énergie solaire
    Un nouveau module avec 4 panneaux solaires pour vos stations

    - Seconde passe de localisation
    Tchèque, danois, néerlandais, finnois, allemand, grec, hongrois, japonais, norvégien, polonais, brésilien, portugais, roumain, slovaque, slovène, suédois et ukrainien ont été ajoutés, grâce à l'aide de la communauté Hellion Translation Project.

    - Intégration de Discord
    "Hellion rich presence" actif pour les utilisateurs de Discord

    Changements majeurs dans les Systèmes et Mécaniques de pièces

    - Consommation d'énergie basique : tous les modules ont un besoin en énergie pour fonctionner. Les systèmes gourmands et autres appareils ne fonctionneront que si leurs besoins en énergie sont remplis.
    * consommation de base pour tout tout système utilisant de l'énergie, pour les panneaux, tourelles.
    * les lumières en tant que sous-système ont été retirées

    Les systèmes n'ont plus besoin de pièces pour fonctionner. Les pièces fournissent maintenant un bonus pour n'importe quel système dans lequel elles sont insérées. Pour équilibrer le jeu et garder de l'importance aux pièces, les valeurs de base de tous les systèmes ont été revues nettement à la baisse.
    * les niveaux de pièces vont de Tiers 1 à 4 (plus haute valeur).
    * Catalyseurs utilisés maintenant dans les panneaux solaires en lieu et place des servomoteurs
    * les catalyseurs améliorent la puissance énergétique en sortie
    * les servomoteurs réduisent désormais la consommation énergétique
    * les injecteurs de ressources réduisent désormais la consommation en ressources
    * les "Core containment" augmentent la capacité de stockage des capaciteurs
    * les filtres à CO² éliminent à présent la consommation d'O² par les filtres à air
    * le nombre de cellules de Warp ne détermine plus la vitesse de warp accessible
    * le détonateur de singularité débloque maintenant de meilleurs types de warp
    * "Air processor, EM field controller, high energy laser" retirés du jeu
    * changement dans la consommation de ressources des systèmes, qui devient fixe plutôt que dynamique
    * raffiner des matériaux bruts consomme maintenant du temps et de l'énergie
    * valeurs de consommation d'énergie changée dans tous les modules et systèmes individuels
    * une grande partie des pièces du "module de départ" a été retirée

    - Améliorations du Warp Drive
    Le moteur de warp consomme désormais très peu en veille. Warper consomme aussi une grosse quantité d'énergie du capaciteur du vaisseau :
    * warp 1 - 150.000
    * warp 2 - 200.000
    * warp 3 - 250.000

    - Améliorations d'interface
    * interface de gestion de l'énergie et de raffinage modifiées et améliorées
    * noms des joueurs et des vaisseaux directement dans l'ATH du casque
    * affichage des champs/ nuages de débris dans l'ATH du casque et sur les moniteurs environnementaux
    * les joueurs peuvent voir les orbites des vaisseaux et stations pour lesquels il est autorisé * les rencontres entre joueurs amis n'en seront que plus aisées ainsi !

    - Autres changements
    * valeurs de dégradation divisées par trois
    *changements de priorité dans les point de réparations (points de dommages de collisions extérieures en premier)
    * moins de chances de dommages aux systèmes hors ligne/ éteints
    * ajout d'étagères de stockage sur la plateforme centrale du module Cargo
    * ajout de points d'attache de tourelles à l'intérieur et l'extérieur des modules
    * repositionnement du point d'attache de la tourelle dans le couloir de la Mule, et ajout d'un point dans sa baie cargo
    * Retour du bouton d’éjection de ressources dans le panneau idoine
    * ajout de chances qu'une pièce prenne des dommages quand dans un système abimé
    * ajout d'infos utiles sur les pièces dans les astuces (F1)
    * augmentation de la solidité de la coque du vaisseau et de l'outpost de départ

    Je ne vous traduirai pas les bug fix
    L'éthique est mon esthétique

  20. #290
    Je vais le réinstaller tiens, la mise à jour don't panic à l'air cool.
    Twitch | YouTube | Meilleur RPG AU MONDE T'ENTENDS !!&&:GOTHIC 2 GOTHIC 2 GOTHIC 2 GOTHIC 2
    Citation Envoyé par Big Bear Voir le message
    C'est ta vision, et elle est faible comme dans les Marvel

  21. #291
    Merci pour la trad' !
    Citation Envoyé par Wikipédia
    Le psychisme des trolls est depuis peu un sujet d'étude. Il en ressort une corrélation entre le comportement de troll et le sadisme, la psychopathie et le machiavélisme.

  22. #292
    J'ai testé hier soir les nouvelles façons que le jeu a de tenter de te tuer, et c'est assez bluffant quand tu es dans une tempête de débris en train d'EVA vers un abris, et que tu vois carrément une épave de module se ruer dans ta direction !! Tous les éléments de la tempête sont physiques, donc il vaut mieux ne pas y traîner longtemps sans protection sous peine de mort !
    Pour infos, ces tempêtes de débris sont autour du point de départ pour ce que j'en ai vu, ce qui va inciter les joueurs à s'éparpiller
    L'éthique est mon esthétique

  23. #293
    Ça s'annonce comment niveau optimisation? J'ai du mal à trouver des vidéos récentes, et ça a pas l'air d'être la joie question fluidité?
    Signature Merde !

  24. #294
    On a fait un peu la foire l'autre soir avec 7 personnes en groupe, et ça se tenait plutôt bien de mon côté. Après on minait etc, pas vraiment le truc qui est le plus gourmand. Je te recommande de jeter un oeil aux streams quand il y en a : https://www.twitch.tv/directory/game/Hellion
    Je tenterai une "grosse" base (sachant que maintenant faire gros pour le fun n'a plus de sens vu la conso énergétique !) et je vous dirai ça

    On est toujours en alpha, l'optimisation est en tout cas déjà en cours pour ce qui suit !
    L'éthique est mon esthétique

  25. #295
    Salut les gars !
    Je voudrai savoir comment vous faites pour déplacer la base de départ avec le vaisseau ? Il me sort que la base est trop lourde pour la transporter. J'aurai aimé la déplacer du champ de débris...
    Si quelqu'un a une solution à mon problème ? :-)

  26. #296
    C'est bon j'ai trouvé la solution : pour ceux qui on le même problème de "logique" que moi c'est juste que la base au départ est deja acouplé à un module (celui dans lequel vous spawnez) il faut le désacoupler et c'est good !

  27. #297
    N'oublie pas de t'enregistrer dans un des pods de ta base

  28. #298
    En effet, on ne peut déplacer qu'un module à la fois avec la Mule. Et en prime de t'enregistrer sur ton nouveau cryopod dans l'outpost, n'oublie pas de locker l'autre. Aussi, tu auras peut-être pensé à ouvrir le compartiment caché avant de dédocker le CQM, il y a parfois une ou plusieurs pièces. J'ajouterai dans cette routine : dépouiller le(s) module(s) dont tu te débarrasses de leurs pièces, dedans et dehors !
    L'éthique est mon esthétique

  29. #299
    Un compartiment caché ? Y a jamais rien dedans ... :-( Ou alors c'est pas le même !

  30. #300
    Ah tu n'as pas de chance, moi j'ai au moins une pièce dedans une fois sur 3 je dirais, parfois plus.
    L'éthique est mon esthétique

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