Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 13 sur 26 PremièrePremière ... 35678910111213141516171819202123 ... DernièreDernière
Affichage des résultats 361 à 390 sur 764
  1. #361
    Citation Envoyé par bigoud1 Voir le message
    Merci Nevrast. Bisou.
    Pourquoi tu t'énerves ? Je confirmais juste que le banzai était rarement utilisé comme tactique dans RS. Je ne l'ai vu que rarement, sur Guadalcanal. Stou. Bisous.

    - - - Mise à jour - - -

    Citation Envoyé par bigoud1 Voir le message
    Et ça c'est le bien.
    Je suis d'accord. Mais moi je veux pouvoir soigner les autres, même lentement.
    www.infotographiste.fr - Instagram : florent.infotographiste - Si ça doit merder, ça merdera…- PC Ryzen 3700X+32GB+XFX 5700XT ThicIII Ultra - Panasonic G9 + Leica 8-18mm + Olympus 60mm macro ou Mamiya C220 (Gx7 + Panasonic 14mm en secours)

  2. #362
    Je m'énerve pas, je remercie Nevrast de son intervention

    1ère fois ce soir sur une map supremacy. J'ai pas aimé.

  3. #363
    En vrai c'est plutôt cool comme map, il est pas si rare qu'avec une squad on retourne la situation en allant capturer un point derrière les lignes.

  4. #364

  5. #365
    Citation Envoyé par nuxoss Voir le message
    https://trello.com/b/pTmp5jlk/rising...ietnam-roadmap

    Premier patch prévu entre le 19 et le 23 juin apparemment
    Je dirais même le 20/06. Le changelog :

    General Changes & Updates
    Gameplay

    Changed the way tiebreakers work on Territory mode - now the team which captures the most points will win in a tiebreaker situation, not the team with more points.
    Made it vastly easier to pick up dropped weapons
    Now by default, sprinting from prone will no longer return the player back to the prone stance when the player stops sprinting. You can change this setting in the gameplay options
    Various tweaks to various weapons’ collision, correcting the distance to walls at which certain weapons ‘lower’
    Reduced player movement speed while climbing ladders
    Reduced friendly fire penalties for commanders
    Increased the default pre-round delay from 10 seconds to 30. FYI, this will reset all servers to this new default time.
    Various tweaks to the order in which some items are listed in the inventory
    Tweaks to mouse sensitivity when using iron sights after adjusting slider values in settings



    Maps

    Removed one specific tree from the landing zone in An Lao Valley, per a request from reddit user SprayAndPlay. We agree with you, sir!
    Added more solid cover to Objective A on Cu Chi
    Improved the lighting inside Objective B on Compound
    Extended artillery protection zones to cover the entirety of the US spawns on Hill 937



    Art

    Added a red tunnel preview mesh which displays during the cooldown following the destruction of a spawn tunnel
    Improved the mesh for destroyed squad tunnel. Destroyed tunnels will very much look destroyed now
    Improved the animations when sprinting with grenades to avoid ‘foot sliding’
    Improved the third person animations for sprinting uphill with a sniper rifle equipped
    Improved the saturation and readability of the overhead maps
    Added an idle pose to the SVD when the magazine is empty, preventing the bolt handle from sliding forward incorrectly
    Bullet decals now stay on objects and surfaces on all maps for longer across all graphics settings



    GUI

    The ‘After Action Report’ has been modified to show separate round end and match end slates. This makes it less confusing on which team exactly won
    Enlarged the ‘Change Camera’ text on the spectator view



    Audio

    Updated the AK single fire sound to more closely match the full auto fire mode
    Updated the sound of the Bird Dog recon plane
    Improved the attenuation of grenade bounce sounds



    Player Vote Kick System

    Vote kicking is now default to Team-Only. This means that by default, servers will allow vote kicks only for members of your own team



    Bug Fixes
    Crashes

    The game client will no longer crash when shooting Cobra rockets at a manned Dshk
    Fixed several crashes that would occur on game start
    Fixed ‘Garbage Collection’ crashes on server travel. This will solve the majority of crashes at map change for all players. As always, please be sure to continue to report crashes as they occur. Please also include your email address in the bugsplat report along with as much detail as to what you were doing right before the crash occurred



    Gameplay

    Fixed the ‘Sprint-Fire’ exploit/bug
    Fixed an exploit where enemies could use DShKs inside spawn protection
    Fixed an issue where the Spooky Gunship damage zone could appear desynchronised from where it appeared to be firing
    Fixed an issue where U.S. players would sometimes be unable to spawn on Squad Leader
    Fixed an issue where shotguns would fire ‘low and to the left’ of their intended target
    Fixed an issue where following team swap players would miss initial spawn
    Fixed an issue where players could throw grenades from ladders
    Fixed an issue where the screen would be permanently red if players left the combat area and then returned back to play
    Fixed an issue where the game would hitch momentarily as a player died
    Fixed an issue which caused Napalm canisters to occasionally land off-target
    Fixed various issues with the role voting system not removing players from the role, or being blocked from re-selecting a role at their death
    Fixed an issue where following team swap, there would be a delay before the next round would begin
    Fixed a bug prevented the ‘Vehicle’ VOIP channel from working
    Fixed grenade animations being skipped when players are prone
    Fixed an issue where M79 smoke grenades’ smoke would pass through walls/terrain
    Fixed an issue where players could fire the Mosin Nagant before the reload animation ends
    Fixed an issue where commanders would receive assist points for Loach Spotting rather than the Loach pilot
    Fixed an issue where the ‘constructing tunnel’ animation could be interrupted and then restarted, resulting in multiple tunnel meshes being displayed
    Fixed an issue which prevented players from using the scroll wheel on the Huey Door M60 to switch between positions
    Fixed an issue where dying with an attempt to leave a helicopter would leave players with a completely dark screen until bringing up the escape menu
    Fixed an issue where the RDG1 smoke grenade appeared in the Equipment inventory group rather than the grenade group
    Fixed an issue where the ‘Daisy Chain’ achievement would not unlock
    Fixed an issue where the XM21’s bayonet would not count towards the ‘5 Bayonet Kills’ achievement
    Fixed an issue which caused the ‘Oh Baby, A Double’, achievement, to unlock under incorrect conditions
    Fixed an issue where the achievement ‘Help Is On The Way’ would not unlock if players were in the spawn queue on Skirmish
    Fixed an issue where squad leaders who were also playing as Marksmen would receive an extra set of binoculars
    Fixed an issue where ammo checking with manual bolting would cycle a round in code, but not in animation




    Maps

    Fixed an exploit on Hue City where NLF players could shoot into US spawn from a rooftop west of Objective C
    Fixed an exploit on Cu Chi where players could get onto an unintended rooftop and snipe players approaching Objective C
    Fixed an exploit on Song Be where players at objective B could crouch through a tunnel wall and shoot players
    Fixed a rooftop on Hue City which had no collision, allowing players inside the model. This also fixed a number of exploitable rooftops across the map.
    Fixed collision on the outer wall of Objective F on Hue City to prevent exploits
    Fixed an exploit on Hue City where the player could mantle onto unintended rooftops in the shanty town around Objective C
    Fixed an exploit on Hue City where players could get into unintended areas in the stairwell of Objective B
    Fixed an exploit on Hue where players could prone under the citadel walls and see enemies crossing the moat
    Fixed the issue with Cu Chi where the U.S. failing to capture F in the first round of a match could break the map for subsequent rounds
    Fixed various snags, stuck locations and collision issues across all maps. This will provide for a smoother and streamlined experience
    Fixed an issue where smoke effects would appear transparent on Hill 937 when viewed from certain directions
    Fixed an area of the tunnels under Cu Chi which players could stand under Objective D and capture the point
    Fixed various areas where players could see through the map in the tunnels under Hue City
    Fixed an issue where NVA players could mark artillery on US spawn after Objective B had been taken
    Fixed an issue where players would teleport/mantle across the map when vaulting over walls on various maps
    Fixed various clipping and floating art issues across all maps
    Fixed various small holes and seams across all maps
    Fixed an issue where a door on Hue had no collision and allowed players into unintended areas
    Fixed an issue on An Lao Valley where some mountains would not fully destroy helicopters on collision
    Added collision to a bush near objective C on Cu Chi inside which players could hide
    Fixed an issue on Hue City where players could mantle onto an unintended rooftop across from Objective A
    Fixed an issue where the US could lose artillery protection for their spawn area when attacking objectives D and E on Cu Chi
    Fixed overly dark tunnel lighting and odd shadows in the Cu Chi tunnels
    Fixed an issue on Cu Chi where trenches would cull out too early and players could see through the map
    Fixed an area on Cu Chi where players could see under the map under the steps of Objective C
    Fixed an area of Compound where players could crawl through a gutter and fall out of the map
    Fixed an area where players could fall through out of the map in US spawn on Hue City
    Prevented players from being able to reach the low poly houses to the far-South of the play area on Song Be
    Players can no longer walk on barbed wire South of Objective G on Song Be
    Players can no longer clip through the roof of the destroyed house in Objective G on Song Be
    Candles now properly illuminate the dark room at U.S. spawn on Song Be
    Fixed a pit on Hill 937 into which players could fall and become stuck
    Fixed an issue with Territories mode on Compound where the U.S. team could fire into NLF spawn at Objective A
    Made it easier to access the radio in Objective G on Cu Chi
    Fixed a blocking volume that prevented free movement in a hut in Objective A of Hill 937
    Removed an unlit poster hanging in an underground room on Hill 937
    Fixed the ‘screen dimming’ error, present on Hue City in the tunnels near C
    Fixed an issue where players could see the underside of a rock face in the Northern valley of Song Be
    Fixed a small terrain mesh with no collision at Objective B on Song Be
    Fixed several instances of floating/clipping/incorrectly placed grass on Song Be
    Fixed the overly dark/floating grass in some areas of An Lao Valley
    Moved a dresser which was clipping through an open door on Cu Chi



    Art

    Players manning the DShK will no longer appear as if they are missing geometry
    Bullets now correctly penetrate bamboo fences
    Bullets now properly penetrate the chain link fence on Song Be at Objective G
    Modified the collision on the ramp out of the tunnels on Hue at Objective C to prevent players from being snagged or stopped at the tunnel mouth
    Fixed the stretching issue present on the hands/arms of corpses
    Fixed various instanced of ‘light bleeding’ which caused rocks to appear white where they intersected with the ground on An Lao Valley
    Fixed an issue where characters’ feet could sometimes behave strangely when operating the DShK on Cu Chi and An Lao Valley
    Fixed an issue where the M79’s sight floated above the gun model during reload when viewed at range
    Corrected the collision length for the Mosin Nagant from 1 meter to the correct length of 1.23 meters
    Fixed an issue where various 3rd person player attachments would cause incorrect character lighting in some areas
    Fixed an issue where the smoke trail behind a crashing cobra would pop away rather than fade out
    Fixed an issue where pressing RMB would interrupt machine gun reloads and allow players to move around/glitch the animation
    Fixed an issue where the player’s arms would clip with the camera when using the RPD
    Fixed a bug where the spawn tunnel preview mesh would become locked in position when players began charging with the pick mattock
    Fixed an issue where the Cobra’s FFAR rockets would not display smoke trails correctly
    Fixed an issue where the DShK’s shells would bounce back and forth towards the muzzle of the weapon when ejected
    Added a glow effect to the drainpipe that NLF players can climb to reach the roof of Objective A on Cu Chi
    Fixed an issue where characters would not perform the throwing animation for grenades when prone and leaning to the right
    Fixed some trees on An Lao Valley missing collision



    WEAPONS

    Potential fix put in place for static images appearing on the sniper scope rather than the rendered scene. Please report any further instances, with as much detail as possible, if this you still have this occur. You can report your bug at: https://forums.tripwireinteractive.com/ under the Rising Storm 2: Vietnam section



    GUI

    Fixed an issue where the ‘Friends’ tab of the server browser would not list servers
    Fixed killfeed options ‘Only Own Kills’ and ‘Only Squad Kills’ not working
    Fixed an issue where the Commander ‘Star’ icon could become stuck on the Radioman’s first-person camera
    The ‘Filters’ panel in the server browser no longer defaults to open
    Fixed an issue where the incorrect icon would appear on the ‘Digging Tunnel’ progress bar
    Fixed an issue where kills with the XM21’s bayonet would display the wrong kill icon
    Fixed an issue where the killfeed displayed a skull icon for flamethrower kills caused by fire on the ground
    Fixed an issue where the enemy commander’s name would be used when using the Northern Forces’ ambush deployment
    Fixed an issue where the last claymore detonated would not clear from the tactical view
    Fixed an issue where Players’ own claymores/C4 didn’t show up on the HUD unless they were very close to the planted explosive
    Fixed an issue where no HUD indicator appeared for players using vehicle chat in the Huey
    Fixed an issue where pilots outside helicopters could still see the Vehicle Chat HUD identifier
    Fixed an issue where team member icons appeared at map origin before initial spawn
    Fixed an issue where the player count number for teams changed orientation depending on resolution for the NLF and NVA
    Fixed an error where total wins could go above 100% on the player stats screen
    Fixed an issue on non-16:9 resolutions where ‘Select Deployment Location’ exceeded the given space for that text
    Fixed an issue where issuing an order to a friendly objective would cause the icon for that objective to be layered ‘behind’ other icons on the compass widget
    Fixed an issue where the grenade counter would default to the M61 grenade regardless of team
    Fixed an issue where US shotguns would display an incorrect ammo count for remaining shells



    Audio

    Fixed an issue where the radius on player screams was too small, meaning they would appear not to play to players at range
    Fixed an issue where death screams would still play after players’ bodies had despawned
    Fixed an issue where no sound played when an RPG hit a helicopter
    Fixed an issue where the Main Menu music would only play once rather than loop
    Fixed an issue where the M18 smoke grenade audio would still play after particles had stopped emitting
    Fixed an issue where the RPD had no sound for its ammo check
    Added a missing sound to the RPG’s handle switch at the end of its reload animation
    Fixed an issue where pistol sounds would not be muffled inside tunnels on Hill 937
    Added missing audio to a waterfall on An Lao Valley
    Fixed an issue where river sound effects would fade out as you approached a waterfall on An Lao Valley
    Players no longer play ‘Artillery Incoming’ voice lines when M79 rounds hit



    Miscellaneous Fixes & Updates

    Fixed an issue with reserved server slots leading to incorrect ‘Server is Full’ errors
    Changed the game’s default display from ‘Borderless Windowed’ to ‘Fullscreen’ to prevent players from losing mouse focus during gameplay
    Fixed an issue with the Members feature not reserving slots on servers
    Extended various tunnel volumes to encompass the entire tunnel across all maps, this fix will also prevent players from failing to unlock the ‘Tunnel Rat’ achievement in these areas
    Refined third person weapon lowering
    Players’ stats now properly save if players vote to switch maps mid-round
    Corrected the spelling of ‘Requires Password’ on the Filters section of the server browser
    Changed the wording for Empty/Full servers on the Server Browser filter options
    Fixed an issue where players could not change their spectate view target after selecting a spawn point while waiting to deploy
    Corrected the description of the in game ‘Folding Stocks’ tip
    Changed the wording on ‘Framerate Smoothing’ option to ‘Limit FPS’ in Advanced Graphics Settings
    Although fixed in a previous patch, the issues with the AC-47’s sounds are now fixed




    Optimization Passes

    Completed a network relevancy optimization pass on Song Be
    Fixed an issue where the commander’s tactical view would cause log spam when viewing Squad Leader icons at distance
    Fixed log spam when launching the client with the Compact Communication Widget enabled
    Fixed log spam connected to pilot battle chatter



    Web Admin

    Fixed an issue where ‘Use Captures for Tiebreaker’ server option would not change the tiebreaker logic
    Fixed an issue where the ‘Use Map List’ setting would not save
    Removed an unused and unlabelled column from the Current Game page



    Localization

    Fixed an issue where Cyrillic text rendered too small to be readable on the player level indicator
    Fixed an issue where in German, the ‘refresh all’ button in the Server Browser would appear translated, and then switch to English
    Source : http://steamcommunity.com/games/4184...67834392318057

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  6. #366
    Increased the default pre-round delay from 10 seconds to 30. FYI, this will reset all servers to this new default time.
    Vote kicking is now default to Team-Only. This means that by default, servers will allow vote kicks only for members of your own team
    Alléluia !

  7. #367
    Increased the default pre-round delay from 10 seconds to 30.
    C'était déjà réglé comme ça sur mes serveurs

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  8. #368
    Fixed an issue where U.S. players would sometimes be unable to spawn on Squad Leader
    Fixed an issue where shotguns would fire ‘low and to the left’ of their intended target
    Fixed an issue where M79 smoke grenades’ smoke would pass through walls/terrain
    Map: divers correctifs qui empêchent désormais d'avoir une ligne de tir sur les points de spawn, et une meilleure protection des spawn contre l'artillerie (idem pour les marqueurs d'arti)
    Fixed an issue with reserved server slots leading to incorrect ‘Server is Full’ errors
    Players’ stats now properly save if players vote to switch maps mid-round
    Changed the wording on ‘Framerate Smoothing’ option to ‘Limit FPS’ in Advanced Graphics Settings
    Although fixed in a previous patch, the issues with the AC-47’s sounds are now fixed
    Completed a network relevancy optimization pass on Song Be

    J'ai repris les diverses améliorations qui me semblaient les plus intéressantes (hors celles que vous avez cités avec le vote kick et le timer de début de partie)

  9. #369
    Fixed an issue with reserved server slots leading to incorrect ‘Server is Full’ errors
    Clairement un fix que j’attendais avec impatience.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  10. #370
    Purée le test d'Izual!

    Note finale :
    Spoiler Alert!
    C'est pas ma guerre/10
    Citation Envoyé par Mdt Voir le message
    Le parisien est le moscovite du futur. Petit appart, boutiques pleines mais pas de fric pour acheter, heures perdues dans les transports (à défaut des queues), vendeurs et guichetiers désagréables...


  11. #371
    Citation Envoyé par AttilaLeHein Voir le message
    Purée le test d'Izual!

    Note finale :
    Spoiler Alert!
    C'est pas ma guerre/10
    Ah, je vais chouiner un peu

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  12. #372
    En espérant voir le prochain patch rapidement (demain si possible )

    Il y a 7h sur Steam :

    [I]We are excited to announce the first update for Rising Storm 2: Vietnam, patch 1.01, will be released on June 20th, next week! This patch is a Quality of Life update intended to make your game playing experience even better. [I]

    [...]
    Dernière modification par nuxoss ; 20/06/2017 à 11h09.

  13. #373
    Citation Envoyé par nuxoss Voir le message
    En espérant voir le prochain patch rapidement (demain si possible )

    Il y a 7h sur Steam :

    [I]We are excited to announce the first update for Rising Storm 2: Vietnam, patch 1.01, will be released on June 20th, next week! This patch is a Quality of Life update intended to make your game playing experience even better. [I]

    [...]
    Comme je le disais il y a 3 jours, 3/4 posts plus haut :D

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  14. #374
    Oui et je me demandais d'où tu avais trouvé ton info, j'avais pas vu les informations publiées par les dev il y a quelques jours également

  15. #375
    Citation Envoyé par nuxoss Voir le message
    Oui et je me demandais d'où tu avais trouvé ton info, j'avais pas vu les informations publiées par les dev il y a quelques jours également
    C'est sourcé en bas

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  16. #376
    Ce sera sûrement dispo pour 19h

    Edit : c'est dispo!
    Dernière modification par nuxoss ; 20/06/2017 à 16h47.

  17. #377
    La mise à jour est dispo chez moi, 2,3Gb.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  18. #378
    On va tester ça ce soir avec les copains, on sera certainement sur le serveur [FR] [Alt-R] Altered-Reality.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  19. #379
    Alors verdict?
    Citation Envoyé par Mdt Voir le message
    Le parisien est le moscovite du futur. Petit appart, boutiques pleines mais pas de fric pour acheter, heures perdues dans les transports (à défaut des queues), vendeurs et guichetiers désagréables...


  20. #380
    J'ai l'impression de ne plus avoir de micro freeze. Par contre les problèmes de ping sur certains serveurs sont toujours présents.

    Les shotguns américains ont enfin une trajectoire plus réaliste, auparavant ça tirait toujours en bas ET à gauche de l'endroit où on visait, maintenant ça vise juste légèrement plus bas...

  21. #381
    Citation Envoyé par AttilaLeHein Voir le message
    Alors verdict?
    Ben... je sais pas, faut que j'y retourne :D

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  22. #382
    P'tite question à 25 centimes d'euro.
    Je me suis retrouvé SL sans le vouloir, je vais pour poser une marque pour l'arti et habitué par mes habitudes d'habitué sur RO je fais un clic gauche...
    Point de ralliement qu'il me dit cet impolie !
    Comment qu'on fait pour un marquage d'arti ? (bon j'ai pas bcp cherché non plus)

    ps :
    Bon après une dizaine de partie, je commence à prendre mes marques. J'arrive à faire un bon nombre de kills maintenant

  23. #383
    T'as 2 façons de la faire, via les jumelles ou à vue.

    Quand tu fais à vue avec l'espèce d'hologramme du point, un clic sert à dire d'aller à cet endroit à ta squad ou d'attaquer un point, et l'autre place un marqueur d'arty.

  24. #384
    Citation Envoyé par bigoud1 Voir le message
    Comment qu'on fait pour un marquage d'arti ? (bon j'ai pas bcp cherché non plus)
    Clic droit.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  25. #385

  26. #386
    Citation Envoyé par Kaelis Voir le message
    Tu "tires" avec les jumelles
    Non, ça c'était durant la BETA, maintenant tu vises, avec ou sans jumelle, tu appuies sur B, puis clic gauche = allez-là cons de mimes, clic droit = marquage artillerie.

    A 1mn28:



    Regarde la partie gauche de l'écran, c'est noté en blanc.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  27. #387
    Citation Envoyé par Kaelis Voir le message
    Tu "tires" avec les jumelles
    ça c'était RO et RS1

    - - - Mise à jour - - -

    Citation Envoyé par banjouille Voir le message
    Non, ça c'était durant la BETA, maintenant tu vises, avec ou sans jumelle, tu appuies sur B, puis clic gauche = allez-là cons de mimes, clic droit = marquage artillerie.

    A 1mn28:



    Regarde la partie gauche de l'écran, c'est noté en blanc.
    Ok y a plus besoin des jumelles donc, juste pour faire jolie.
    Et c'est dommage, c'était marrant les marquages héroiques à la jumelle.

  28. #388
    Bah écoutez je le fais tous les jours sur le jeu. Je le fais jamais avec B du coup.

  29. #389
    Idem je tire avec les jumelles 90% du temps au final pour marquer.

    B je m'en sert que pour dire quel point attaquer/défendre, jamais pour une marque d'arty. Vu la distance à laquelle on peut marquer avec B, c'est limite du suicide.

  30. #390
    Donc la je suis en jeu (coté US). Si tu portes les jumelles au visage, et que tu tires (clic droit), tu indiques à ta squad d'aller la-bas (Move over there). Cela ne marque en aucun cas un point d’artillerie.

    Je dis pas ça méchamment.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

Page 13 sur 26 PremièrePremière ... 35678910111213141516171819202123 ... DernièreDernière

Règles de messages

  • Vous ne pouvez pas créer de nouvelles discussions
  • Vous ne pouvez pas envoyer des réponses
  • Vous ne pouvez pas envoyer des pièces jointes
  • Vous ne pouvez pas modifier vos messages
  •