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Affichage des résultats 331 à 360 sur 446
  1. #331
    Citation Envoyé par Raoulospoko Voir le message
    Y'a patch mais pas de changelog...
    Affiché sur la page du jeu.
    Citation Envoyé par 564.3 Voir le message
    Là j'ai mangé n'importe quoi et j'étais toujours au bord de la fringale

  2. #332
    Citation Envoyé par hommedumatch Voir le message
    Affiché sur la page du jeu.
    Yep:

    Server configuration has changed! Server owners will need to back up their saves and follow the updated readme in the server directory.

    This update also wipes characters.

    Additions:

    - Toolbelt items now show the hotkey they are assigned to
    - Added Additional Zombie idle animations
    - Began work on adding further signposting to direct players to Dominion [WIP]
    - Replaced Unreal's Steam integration with our own solution - server browser should now be fixed
    - Added scopes for the Lee Enfield, Mosin Nagant, SVT 40, and some other longer ranged scopes
    - Added some more missing select fire and ammo check animations
    - Added a suppressor for the Lee Enfield rifle
    - Added ATV color variants
    - Added a new shader for static vehicles to help differentiate them from driveable ones (Non- Driveable vehicles will have a coat of dust and fallen leaves on them, if there are driveable vehicles with the shader still, there will likely be a hotfix)

    Changes:

    - Birch trees now give Birch bark when harvesting
    - Zombies now rotate faster
    - Improved Building WIP material
    - You no longer lose all items inside a clothing item when breaking it down into rags
    - More precise weapon value balancing
    - Reduced the prices of the mid-high tier backpacks across the board

    Fixes/Optimizations:

    - Some weather modifications, better weather
    - Tune up vehicles a bit
    - Claims save - the stuff you build does not yet. Coming next patch!
    - Claims, groups are now tied to characters instead of players
    - Fixed godmode admins taking fall damage
    - Prevent players from putting dead bodies in vehicles
    - Fix flipping your vehicle
    - Fix limping in noclip
    - Fixed a few server crashing/performance issues
    - Lots of bugfixes, crashes, perf tweaks
    - Fixed Dead body looting
    - Fixed Lockpick exploit
    - Fixed Respawning exploit
    - Fixed Bugged Woolglove material
    - Fixed RU and Military pants crashing the client
    - Fixed client crash when shoving a enemy
    - Fixed Woodcutting
    - Fixed flinching breaking animations
    - Fixed Round by Round reloading
    - Fixed the endless loading screen in singleplayer
    - Fixed incorrect position saving in singleplayer
    - The raging bull should now correctly refund its ammo when reloading
    - Fixed Zombie shoving
    - Fixed Sprinting / ADS exploit
    - Fixed Tanktop inventory
    - Fixed Equipment overlay shaders not being removed when the item is unequipped
    - The gate that locked players from the summit as been removed, players will be able to explore the summit but will still need a key to access the bunker
    - Removed bike spawner
    - Removed duplicated armory door in clinic [Please note that armory doors still won't appear as open on dedicated servers, but can still be walked through as long as you used the correct keycard. This issue is being looked into.]
    - Fixed /unstuck command teleporting you to a random location.
    - Polish pass on the lights
    - Added some additional NPCs to the safe hubs around the Dominion safezone [Heavy WIP]
    - NPCs in The Bridge safezone have been adjusted as they were using the wrong dialogue
    - Added the Clinic and RCMP keycards to the vendor's inventory at The Bridge safezone
    - The Dominion weapons trader no longer sells high tier military weapons
    - Dominion safezone now only encompasses the roads and safe hubs [Will add some loot spawns in the surrounding forest in the future]
    - The weapon box spawn has been decreased
    - Storage cabin now has containers
    - Cliffs have been added in and around Dominion, primarily around the border of the playable area
    - The size of newspaper has been reduced to 2x2 and can be stacked up to 20
    - Added more cabins and shacks around Grotto Mountain and the lake
    - Grotto Bunker has received a significant design pass
    - Added new keycard for Grotto Bunker
    - Fixed a number of assets added to the wrong sublevel to assist with streaming
    - Corrected LoDs on some meshes
    - Removed duplicate containers
    - Replaced improper vehicle materials
    - Split content out to various sublevels to assist with level streaming and detailing, updetailed where necessary
    - Wood Planks can now be burned at a campfire
    - Taxis no longer have missing back windows
    - Restored collision to the firetruck
    - Fixed material order on several vehicles
    - Added a lodge to the Gate Mountain area [WIP]
    - Redressed the library, fixed up collision issues across it and a few other locations

  3. #333
    Cool merci !!


    Bon testé vite fait, le framerate est heuuuuuu presque stable mais c'est vachement mieux !!!!

    Des motivé pour un multi ce soir ??
    Dernière modification par Raoulospoko ; 09/09/2020 à 12h17.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  4. #334
    Du coup ça dit quoi ? L investissement vaut le coup ?

  5. #335
    Citation Envoyé par Himodaur Voir le message
    Du coup ça dit quoi ? L investissement vaut le coup ?
    Non.
    À reconsidérer dans minimum 1an.
    Jeux vidéo finis avec très courts avis : 2021 S1 (41 jeux) 2021 S2 (32) 2022 (65) 2023 (65) 2024 (17) maj 2024-04-26

  6. #336
    Attend tu peux quand même trouver des pizzas et des bouteilles de vin dans des distributeurs de pq
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  7. #337
    Patch 0.3.0
    This update wipes characters.

    Additions:

    - Claim structures now save. This does not save containers in the claim (e.g. closets) and does not save things you place down (e.g. backpacks) but does save crates and gun cases you build, as well as their contents.
    - Time now saves to the DB - the world will persist when the player is not present (even in singleplayer)
    - Added /togglevehiclespawning admin command (toggle between 0 and 1) to turn on and off vehicle spawns
    - In singleplayer only, players can now save their character in the pause menu
    - Facial hair now shows in game after creating your character
    - Falling through the ground will now teleport you to a random spawnpoint on the main map
    - Began additional work on Morley detail pass (WIP)
    - Added new load menu hints
    - Added descriptions that were missing to a number of items
    - Some food items now give small amounts of hydration
    - Conditions now show a notification when given to the player (Lacerations and Burns)
    - Many static vehicles now have glove boxes that can be searched
    - Many driveable vehicles now have improved headlights, as well as working speedometers and fuel gauges
    - Added various missing inspect and select fire animations to weapons
    - Polish pass on the MP7 reloads, added ammo check and re-done inspection animation
    - Added world inventory to the trunk of the crown vic, taxi, and police car

    Changes:

    - All buildings in the game are now handled differently on the backend. This will temporarily introduce a number of new issues such as lighting behaving oddly in many buildings until the migration to this new system is finished, but should introduce some improved performance in places.
    - Complete overhaul of the Dominion safezone (NOTE: The area to the left of Dominion is currently empty, but will be receiving a detail pass in the next update)
    - Dominion specific dialogue has been adjusted on some NPCs
    - Added additional ambient light to night time, subject to additional tweaking
    - Decreased walkable floor angle to 45 degrees
    - New structure upgrade system to improve reliability
    - Some structure crafting requirement balancing
    - Pass on NPC dialogue UI/camera
    - Pass on location notifications/popups
    - Additional lighting added to Grotto Bunker
    - Made important adjustments to add further information to some item descriptions
    - Trees will now break into tree-log items
    - Updated Treelog texture
    - Bayonet knives can now be used to skin animals
    - Food can no longer be eaten while not in the player's inventory
    - Zombies will no longer despawn if they are being looted
    - Players are no longer saved while in the air
    - Updated campfire icon
    - Sawing logs now gives 3 planks instead of 2
    - Updated missing structure preview meshes
    - Updated Building particles
    - Added signage around Grotto Mountain
    - More minor locations added to Grotto Mountain
    - The bunker cage lights modified to look more realistic
    - Bunker effects such as dust or fog have been moved to their own sub-level to help performance
    - Added ambient fog to sections of the bunker
    - Large military crates have been removed from places outside of the Grotto Armory
    - Bunker lights made brighter for increased visibility
    - Added location notifications for all major locations
    - Adjustments to military crate spawns, they will now only appear in and around high tier loot zones [Military crates that were removed from elsewhere were replaced by either small police armory crates or clinic storage crates]
    - Removed empty loot table from the safe loot table collection
    - Removed bear spawn that was hovering above Bow Valley
    - Morley Wilds and upper Bow Valley have received a detail pass. Morley Wilds now has cabins along the trail.
    - Added more vehicle spawns in Grotto Mountain and Morley Wilds
    - Decreased spawnrates for gate keys and the RCMP keycard
    - Checkpoint vendor no longer sells gate keys
    - RCMP keycard value has been increased from 750 to 1500
    - The polymer pump for the R870 shotgun can now accept forward grips

    Fixes/Optimizations:

    - Performance & minor bugfixes
    - Fix vehicles crashing servers
    - Fix structure requirements not always showing up
    - Fix direct connect via server browser
    - Fix memory leak
    - Performance increase across the board
    - Increase max server tick to 100
    - Fix players not being able to build on each others' claims if they're grouped up
    - Fix zombies running through doors
    - Zombies no longer spawn in safe zones
    - Fixed Emotes
    - Fix static vehicles ("totalled vehicles" in the world)
    - Fixed duplicated static vehicle in Canmore
    - Number of world holes beneath buildings fixed
    - Further splitting out of content to proper sublevels to assist with streaming/performance
    - Fixed static tanker trucks with wrong materials applied
    - Fixed police car with incorrect materials/meshes setup
    - Fixed flatbed trucks with incorrect materials
    - Materials for some clothing items updated to improve visual fidelity
    - Corrected typos in some item descriptions
    - Corrected incorrect information/typos in some loading screen tips
    - Materials for glass updated/adjusted to look better at night
    - Fixed exploit involving lightbulbs in safezone
    - Corrected material assignments for small structures
    - Fixed suspension on SUV driveable vehicle so that it no longer bottoms out on slight slopes
    - Fixed Zombie gore
    - Fixed Lockpick sounds not fading out correctly
    - Fixed Lockpick tension not saving correctly
    - Fixed Minigame exploits
    - Fixed Minigames working incorrectly with high ping
    - Fixed Tree falling network replication
    - Grenades no longer get stuck on ragdolls
    - Fixed soft-lock issue with Quick-select grenades
    - Reduced excessive animal spawning
    - Fixed random inventory wipes after respawning
    - You can no longer equip items into zombie inventories
    - Toolbelt hotkeys now longer show up in items while they are not on the toolbelt
    - Fixed Pig normal map displaying incorrectly
    - Fixed Players getting stuck in the loading screen
    - Fixed smoke grenades
    - Fixed a issue that would prevent players from dropping grenades
    - Fixed Structure items getting removed when you cancel the placement
    - Fixed FOV not working correctly inside cars
    - Fixed Tear into rags option
    - Fixed invisible zombies issue
    - Weapons will no longer dislodge when entering a vehicle
    - VSync option should now save and load correctly
    - Fixed guncase container recipe
    - Fixed Door barricades being placeable on moving doors
    - Barbed wire now does damage when walked over
    - Fixed ATV thirdperson pose
    - Fixed broken camera restrictions for passengers inside vehicles
    - Fixed Viewmodel arms being sometimes offset when entering vehicles
    - SSGI option should now load and save properly
    - Moved spawn point that would spawn the player under the ground, causing them to fall forever
    - Fruit, vegetable, and bakery items have had their size reduced
    - Fixed an issue where players would fall through a bridge near Canmore
    - Increased inventory size of one of the wood dressers
    - The "/unstuck" command now prioritizes free spots with line of sight to avoid exploits
    - Fixed Grotto Bunker elevator infinite sound and collision bugs
    - Fixed /removevehicles command crashing servers if a player is inside a vehicle when it is executed
    - Fixed vaulting animation and movement not being networked in multiplayer
    - Made vaulting obstacle detection more precise
    - Added a cooldown to vaulting to fix an exploit where players would spam vaulting to go outside the map
    - The "/scoreboard" command is now accessible by admins/superadmins and now also displays the created character name of players
    - You can no longer vault while you're in observer or noclipping. This also applies to any state other than grounded/walking (i.e. on ladders)
    - Zombies are no longer vaultable
    - Changes to some lights to stop players from stealing lightbulbs
    - Fixed an issue that did not allow the mosin PU scope to be attached
    - - - Mise à jour - - -

    Hotfix 0.3.1
    - Fixed issue where placing items crashes to desktop
    - Fixed issue with claim structures vanishing when you place them
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  8. #338
    Bon c'est vachement mieux !! Le framerate est presque (presque) stable et les véhicules se conduise enfin sans problèmes.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  9. #339
    Hey survivors!

    Dead Matter Closed Alpha 0.5.0 has been pushed to Steam, and you should see it available for download on Steam very soon. This patch is primarily focused on fixing a number of critical issues impacting playability while the team begins work on a larger-scale revamp on various portions of the game. Here are some of the highlights:

    Our ladder system has seen a number of fixes/changes made to help reduce the unreliability seen with them over the last few versions. This should make accessing areas such as rooftops and bunkers much easier, and the issue preventing players from being able to climb out of the smaller prepper bunkers found in our more rural regions has also been fixed. Alongside this, a number of fixes have also been made to our inventory and trading systems, reducing problems with traders sometimes giving you weird amounts of money, as well as issues with items not be movable and problems with traders not asking for the correct amount of money when purchasing from them. In addition, an exploit that allows players to duplicate items has been fixed (though it almost certainly isn't the only issue of this nature.)

    While work on the complete refactor of our infected continues, we have made a minor QoL tweak to the current implementation for the sake of making the game playable - infected should now be far less aggressive in spawning whenever players fire their weapons. This should make using firearms far less of a death sentence, and in turn should make combat a bit less of a slog. Speaking of firearms, the Five-Seven is also now available in the game.

    Our LD department has been primarily focused on preparation for our project revamp and the necessary work needed to get things moving on that front, however a number of LD fixes have also made it into this patch. Fixes have continued with environmental elements being improperly rotated, and a number of ladders that previously did not work have been fixed. Collision on some buildings and environmental objects that was missing has also been readded, and a number of materials that didn't work properly with our new environmental lighting setup have also been fixed. In addition to this, the lightbars on emergency vehicles that had been broken just prior to the previous patch have been fixed, and lighting inside some of our buildings has been tweaked to look nicer at night.

    Please feel free to submit any issues you find with this patch to us via the in-game bug reporter, or via the official bug reports channel on our community Discord server.

    Check out the full patch notes below for more details, as well as other fixes that we didn't mention here.

    --

    Changes:
    - Adjusted portions of the Bow River a bit to make it look more natural (still WIP)
    - Adjusted sand ground texture for the sake of consistency
    - Added foliage to one of our ground materials so that it can be more naturally be blended with the shoreline
    - New claim border added
    - You can quick use items from containers (eat food drink etc.)
    - New furniture movement system
    - Changed Combat gloves to be in line with current quality standards
    - Increased player jump height
    - Updated Baseball bat models and textures to be in line with current quality standards

    Additions:
    - Added small fading animation when you open a container
    - Added ladder to Mocha Leaf in Morley
    - Ladders can be interacted with to mount or dismount them
    - Buildable floodlights for claims
    - Added inspect animation for the AKM, AK74, AKS74U, VZ58, and the Baseball Bat weapons
    - Added notifications for most afflictions/injuries

    Fixes:
    - Fixed doors desyncing
    - Fixed random shrub sounds
    - Fixed not being able to open the build menu without going to the junction box
    - Fixed incorrect displayed value on the trade interface
    - Fixed trading giving you weird amounts of money
    - Fixed some items not being able to be dragged 1 or 2 units to the side
    - Fixed some items vanishing on drag
    - Turned down the aggressiveness of zombie spawner in regards to gunshots
    - Increased lawnmower exit look trigger size
    - Fix app icon not being included with build
    - Fix some items not being rotateable
    - Fix time being incorrectly changed
    - Fix mouse up placing structures
    - Fix splints not working on broken legs
    - Fix item dupe bug
    - Fix bad networking on melee weapons
    - Fixed elevator doors not opening
    - Adjusted physics volume in river to allow swimming
    - Fixed go kart wall not having collision
    - Fixed ladder on library
    - Fixed lights spawning next to the player and causing crashes when interacted with
    - Overall improvements to light performance
    - Removed floating objects in graveyard and highway pileups
    - Fixed cash register container not spawning anything
    - Removed old proxy tents on top of Morley stripmall with our newer container variants
    - Various minor fixes to improperly rotated elements in houses/cabins
    - Fixed a case of the Escape key sometimes not closing inventory UI
    - Fixed UI issue with ATV
    - Fixed sprinting while crouched
    - Fixed lockpicking for doors
    - Removed phantom actors spawned due to the changeover in building system, may help with level streaming performance losses
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  10. #340

  11. #341
    Perso j'attends qu'il y ai un jeu derrière l'unreal engine.

  12. #342
    Citation Envoyé par Meathook Voir le message
    Perso j'attends qu'il y ai un jeu derrière l'unreal engine.

  13. #343
    Citation Envoyé par Bord3rLine Voir le message
    Y a du monde dessus?
    Oui mais pas eu le temps de tester la dernière maj. Y'a encore du taf niveau opti mais ça commence a être correct.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  14. #344
    C'est chiant que j'ai plus moyen de donner de la thune au projet pour y toucher.
    STAR CITIZEN Referral code : STAR-2MTK-VTXT
    Doom classic | MODS

  15. #345
    Citation Envoyé par Haiden Voir le message
    C'est chiant que j'ai plus moyen de donner de la thune au projet pour y toucher.
    Garde tes sous, tu n'as rien à regretter.

  16. #346
    ? Bah le projet me parait plutôt prometteur.
    STAR CITIZEN Referral code : STAR-2MTK-VTXT
    Doom classic | MODS

  17. #347
    Citation Envoyé par Haiden Voir le message
    ? Bah le projet me parait plutôt prometteur.
    Oui, mais vu le lancement de l'alpha catastrophique qu'ils ont eu, je pense que mieux vaut attendre la levée du NDA et la sortie en accès anticipé prévue pour 2021.

    En tous cas, le timing est bon puisqu'ils ont posté un dev blog récemment :
    https://playdeadmatter.com/news/post...ay-2020-update

    Et ce qui est sûr, c'est que l'accès anticipé ne sera pas pour début 2021 :
    We will not be meeting our original Early Access targets for the first Quarter of 2021. We know that in order to take this game to Early Access, in a state that is viable, that Dead Matter will need a lot of refinement. We are looking forward to improving the game while our backers continue to help give us the feedback that we need in order to do the best job that we can.

  18. #348
    Merci pour les infos Silver
    STAR CITIZEN Referral code : STAR-2MTK-VTXT
    Doom classic | MODS

  19. #349

  20. #350


    - - - Mise à jour - - -

    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  21. #351
    Hey Survivors!

    We’ve uploaded 0.6.0 as a singleplayer only experimental branch that you can access in the Betas section of the Dead Matter properties. The name of the branch is 0.6.0-experimental

    We wanted to get this patch out in full last Friday but we underestimated the amount of work that was left on 0.6.0 in terms of content as well as a few issues with the dedicated server that kept popping up in our playtests.

    Our team has sacrificed a lot of their free time over the last week to try and get this patch out and with the hype from our blog post we feel that releasing a preview build is the best compromise.

    Many things have changed in the game in the name of building a better foundation to further expand upon as well as injecting some more atmosphere into the project.

    This update contains multiple new outfits, new weapons, an entirely new medical system and crafting system, tweaks to the lighting and foliage, an overhaul of the grotto bunker as well as dozens of minor QOL improvements. There is a lot if things that have changed and there will be bugs that come with that.

    Part of us getting this branch off of experimental will come from bug reports and feedback from our community. We hope you enjoy.

    This update wipes characters.


    Additions:
    - New Crafting System accessible via the Inventory Menu
    - New Medical System
    - Player Health is now a sum of all Limb Health.
    - Player Health is now recovered via healing with a Medkit or the Trauma Bag.
    - Chat is logged on servers
    - Placed items are now saved
    - Containers in houses you've claimed don't regenerate & are saved
    - Gas pumps are saved
    - Windows are now saved
    - The last vehicle you drove is now saved and respawned when you join. If someone else drives it - you lose it
    - Feedback reporter now has an optional screenshot upload
    - Admins, superadmins, devs now have a badge next to their name in global chat
    - You can search through placed backpacks without having to pick them up
    - Press Alt to cruise control vehicles - they will maintain your current throttle until you change it
    - Players can be run over by vehicles like zombies
    - Server browser is now sortable by server name, ping, playercount etc
    - Providence Research Facility (Grotto Bunker) has received a second overhaul. The bunker now has several locked off sections for you to explore once you find the keycard to unlock them. For now, there's still only two entrances (the cave and the elevator), but this will likely be changed in the map update.
    - Added new keys and keycards to the world. They have a chance to spawn in dedicated spawnpoints or in certain container types. This also affects older keys and keycards. The RCMP keycard has some spots it can spawn, same with the Rats Nest Cave key, and Gate Key.
    - Added some item actor spawns around the world. Mostly just keys and keycards right now, this is mostly meant to test out the system.
    - Added new food ingredients for future cooking/crafting
    - Added new crafting items such as scrap (metal, plastic, etc.), saw blades, motherboards, lawnmower blades, etc. A lot of these don't have a use right now, but will in the future.
    - Added scrap boxes around the map that spawns scrap materials such as metal scrap and plastic scrap. These have different tiers, so the higher the tier, the better the scrap.
    - Added ammo boxes that can be unpacked for random amounts of bullets. These will spawn in place of straight bullet stacks. Traders will also sell these instead.
    - Added go-kart helmets to lockers at the go-kart track
    - Added sledgehammer to our loot tables
    - Added a new sub-inventory item, a suitcase. Can hold keys, keycards, currency, and clothing
    - Added break down components to most moveable furniture actors and item actors. In the future, you'll need tools to break these down to get their components. For now, you can rip apart an entire sofa with your bare hands, congrats!
    - Added loading screen hints regarding scrap and unique crafting materials
    - New rare weapons vendor added to the world to provide access to premium weapons at a premium price
    - Sliding patio doors and automatic doors added to some locations in the world
    - New RCMP, EMT, and surplus combat clothing outfits added to the game
    - New terrain material added to help the world to look far better
    - Integrally suppressed 9mm pistol added to game
    - Armor system has been added to the game, giving pieces of clothing different levels of protection from each other. Different kinds of armor protects different parts of the body, and take damage.

    Changes:
    - New database system
    - New zombies, zombie spawning algorithms
    - Add message in case /spawnvehicle failed
    - Optimized soundscape performance
    - Food Changes
    - Food now has portions, instead of eating half you will simply eat a single portion instead.
    - Protein now heals a small amount of HP.
    - Carbs and Sugars now restore a small amount of Stamina.
    - Soda, Coffee and Energy Drinks now restore a small amount of Stamina.
    - Weather effect & fog tweaks
    - Greatly reduced chat filter aggression
    - Main menu has new sky
    - Replace /removezombies, /removeanimals with /removeai
    - Random character names should show up much faster
    - Vehicle handling tweaks
    - Upgrade to Unreal Engine 4.26
    - Disable car doors detaching for now
    - Updated claim build menu to match the rest of the UI
    - Settings menu updates
    - VOIP optimizations
    - First person swimming animations have been added, as well as the inability to have a held item out while doing so.
    - Added the /request [message] command (or /// ) that allows you to send a message out to server admins.
    - Lights and light switches now save their states to the database (broken lights, and flicked switches).
    - Elevators will also save their last position to the database.
    - While not visible for this patch, quest items and quest containers have been added, allowing for more flexibility and freedom for the quests we'll make in the future.
    - Something that might be a little more visible is the minigame system rewrite. Lockpicking has been affected by it, and while it remains the same gameplay wise, do report any issues you find with it.
    - Removed car jacking/hot-wiring. It will be remade and added back in a future update.
    - Refactored player death to make it cleaner and more flexible for future additions, such as death reasons.
    - Added the /knockout [Player] [Duration] command which lets you render players unconscious, for admins and higher. You can wake up players with /wake [Player]
    - Item values for common items have been reduced significantly. This mostly affects barter and food items as they spawned the most.
    - Weapon and ammo spawns have been reduced significantly
    - Food and drink spawns have been reduced significantly and separated into tiers. This mostly affects residential locations, at the moment.
    - Clothing and armor spawns have been reduced and separated into tiers. On top of this, clothing sizes have also been reduced and take up less space.
    - Backpack spawns have been reduced slightly and separated into tiers
    - Civ/military crates and weapon boxes will now spawn weapon attachments as loose loot. Weapon attachments are also in their own tiered loot tables.
    - Guncases no longer spawn explosives. Instead, explosives will spawn in their own unique crates.
    - The RU and Military Jackets now have larger pockets
    - Lockpicks will now stack up to 25 instead of 5.
    - Underground locations have been given sky modifier volumes that allow for pitch black areas. This should help with any "dim" flashlights players were experiencing when exploring these locations
    - Some food/ingredients will cause loss of hydration when eaten raw. This will receive a larger pass in the future.
    - Some item previews have been adjusted to look better.
    - Rags have been renamed to Cloth Scrap and can now be stacked.
    - Unique crafting items have had their category changed from "Barter" to "Junk" to better differentiate them from barter items.
    - Some bunker lights have been adjusted to not be as bright
    - Several more items are now stackable (Ex. cardboard, leaves, etc.)
    - Like before, sub-inventory items can only store certain items based on which sub-inventory item it is. (Guncase can only store firearm category items, coolers can only store consumable category items, etc.)
    - Plastic and Metal have been renamed to Plastic Scrap and Metal Scrap. They have also had their inventory size increased (2x2 to 3x3) and have custom models.
    - You can now search any item with an inventory without the need to equip it or put it in your own inventory
    - Additional spawn locations for medical loot for use with the new medical system
    - Police car now has a siren
    - Starvation and dehydration no longer immediately kill you, instead leaving you in a critical state.
    - Occupation changes
    - The old skill system has been removed
    - Characters are now built around two kinds of perks - occupational, and character-specific
    - Occupational perks are perks that are built to lean into the specialization a given occupation may have within the game
    - Character-specific perks are less specialized, and allow you to tailor your character to suit the build you're aiming for.
    - The Chef, Farmer and Security Guard professions have been temporarily removed until systems to support their gameplay loops are in place.
    - Repair Man has been renamed to Technician to better reflect their abilities
    - Doctor has been renamed to EMT to bring them more in line with the game's lore, and also to focus more on their occupation-specific abilities
    - Construction Worker - they are able to begin building structures at Level 2 without the increased material costs that other occupations need to pay
    - Police Officer - they now take 75% less damage from friendly fire, allowing them to serve as a tank for players they're in a group with. In the future, they will be given further bonuses. Our intention is for the Police Officer to serve as a group leader for those who with to group up with other players and work together.
    - New Occupation - Delivery Driver - Gain a 20% boost to vehicle acceleration and braking. Down the line, specialized crafting recipes will also be added for vehicle mods and upgrades.
    - EMT (Formerly Doctor) - Ability to craft more advanced medical items.
    - Firefighter - +25% max carry weight, additional damage and attack speed when using melee weapons.
    - New Occupation - Blacksmith - Gain ability to craft lockpicks and armor repair kits.
    - Technician (Formerly Repair Man) - Gain ability to craft a variety of items such as locks for containers and doors. Can craft many recipes that are available to everyone with less components or generic components in place of specific components. In the future will be able to craft more technically complex items.
    - General rebalance of weapon damage and handling

    Fixes:
    - Fixed not being able to shoot while holding shift and not sprinting
    - Fix exploit where you can modify/drop items while trading to duplicate them
    - Fix vehicles not starting with handbrake on
    - Fix hitching caused by items in houses
    - Fix falling out of world - you now properly get placed back in the world
    - Fix bunker ladders not always being climbable
    - Fix some performance problems with the new sky
    - Fixed some soundscape performance loss
    - Fix crown vic not letting you look down
    - Fixed bunker door not having any collision
    - Fix growable items not always giving you the vegetable
    - Fix vehicle engine audio not changing pitch
    - Fix main menu lighting
    - Fix vehicle headlines eating performance
    - Fix VOIP mic selection, fix crash when changing VOIP mic
    - Fix items in a vehicle staying floating in place if the vehicle despawns
    - Pre-emptively fixed a possible bug with elevators that could occur when they became relevant while moving.
    - Your legs no longer hit you in the face if you do a 180 while swimming.
    - Fixed light IES textures not being disabled when a light is off/shot out.
    - Fixed rotating furniture affecting your lean multiplier.
    - Fixed recoil viewpunch not accounting for manual recoil compensation (vertically, you no longer will be facing the ground after shooting if you pulled down).
    - Fixed an issue with the input manager when new inputs were added by us.
    - The chatbox will now close when unfocused or when ESC is pressed.
    - The pause menu (escape menu) will now close when escape is pressed.
    - The teleport, bring and goto commands will stop all movement to avoid taking fall damage.
    - Fixed issue where texture wasn't applied to water cooler
    - Fixed several cracks in ground that players could fall through
    - Fixed various minor terrain issues (grass coming through buildings, rocks floating, etc.)
    - Fixed an issue where several buildings were missing from the map, thus leaving giant holes in the landscape
    - Fixed issue where players could no longer progress through Rat's Nest Cave.
    - Fixed issue where players would fall into ravines inside of Rat's Nest Cave and survive, becoming stuck. You'll now die the moment you fall into a ravine.
    - Fixed issue where crafting items used in recipes weren't spawning in containers.
    - Fixed broken containers that didn't even show their inventory. These were from our old container system that's since been deprecated.
    - Fixed issue where weapon attachments didn't have the "Firearm" category assigned to them, thus making it impossible to store inside of gun cases.
    - Fixed leather jacket preview mesh, it will no longer show up as the RU Jacket.
    - Fixed collision on guardrails
    - Fixed building missing from world
    - Foliage has seen a number of fixes to make the world more coherent while work continues on the new worldspace
    - - - Mise à jour - - -

    Hey Survivors!

    We’ve uploaded a new update to the 0.6.0 experimental branch. This update addresses a number of issues that were hampering people's ability to test the new additions for 0.6.0's full release. If you do not have access to this branch of the game, and would like to, you can get access in the Betas section of the Dead Matter properties. The name of the branch is 0.6.0-experimental.

    Feel free to continue sending in your bug reports - this will help greatly with polishing the full 0.6.0 release!

    Fixes:
    Containers should have their loot tables properly randomize now
    World lighting fixed
    Infected should now spawn in properly
    Infected health adjusted to make them less spongey
    Fall damage conditions no longer applied when godmode is enabled; you may still take a small amount of damage if you fall from an extreme height
    Delivery Driver perk no longer turns vehicles into spacecraft
    Lightbulb weight reduced
    M14 now properly plays sound
    Fixed size of logs
    Fixed a bug allowing players to use placed furniture to teleport around
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  22. #352
    Citation Envoyé par Raoulospoko Voir le message
    Patchnote
    J'ai relancé le jeu il y a 1 mois, çà sauvegardait toujours pas convenablement l'inventaire des conteneurs de ma base, le truc censé être corrigé il y a 6mois (et qu'ils fixent pour la x ème fois dans ce patch apparemment).
    Aussi, à part les habits et la bouffe, aucun autre loot, rien, 0, nada. Croisé 3 ou 4 zombies en 1h, plus aucune voiture fonctionnelle, etc etc.

    Je vais tester ce patch de branche expérimentale, histoire de voir s'il y a quelques lignes correctes dans ce patchnote.
    Jeux vidéo finis avec très courts avis : 2021 S1 (41 jeux) 2021 S2 (32) 2022 (65) 2023 (65) 2024 (17) maj 2024-04-26

  23. #353
    Citation Envoyé par Azerty Voir le message
    J'ai relancé le jeu il y a 1 mois, çà sauvegardait toujours pas convenablement l'inventaire des conteneurs de ma base, le truc censé être corrigé il y a 6mois (et qu'ils fixent pour la x ème fois dans ce patch apparemment).
    Aussi, à part les habits et la bouffe, aucun autre loot, rien, 0, nada. Croisé 3 ou 4 zombies en 1h, plus aucune voiture fonctionnelle, etc etc.

    Je vais tester ce patch de branche expérimentale, histoire de voir s'il y a quelques lignes correctes dans ce patchnote.
    Perso je n'y crois plus, et ils se permettent de faire de la pub pour l'EA... ils en ont une sacrée paire vu l'état du Bazard ...

  24. #354
    Bah faut dire que oui le lancement a été très foireu mais que le covid n'a pas du les aider. Faut leur laisser le temps...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  25. #355
    Citation Envoyé par Raoulospoko Voir le message
    Bah faut dire que oui le lancement a été très foireu mais que le covid n'a pas du les aider. Faut leur laisser le temps...
    C'est foireux depuis 2017, il y a eu beaucoup d'imprévues et quand tu vois la différence entre le "si promis c'est du gameplay" en 2017 et le "désolé c'est du gameplay" de 2021 ça pue comme truc.
    Je veux bien croire qu'ils ont eu des galères mais l'état d'avancement a date n'est pas de bonne augure pour une arrivée sur steam en 2021 (mais ils en serait capable en mode "tampis on a pas le choix" comme pour l'ea. Vu le niveau de pression qu'ils endurent suite au lancement de l'alpha, habituellement je suis du genre compréhensif mais la c'est leur médiocrité en communication qui les a enfermé dans une tempête de lames de rasoir).

    Repousser durant des années et le jour ou tu n'as pas d'autre choix que de montrer ta copie, faire le mort car les gens vont voir qu'elle est a des années lumières de ce que tu as montré jusque la...Je ne les plaindrais pas sur ce coup.

    Je voudrais vraiment pas être a leur place, mais c'est leur faute.
    Quand tu annonce une date, c'est rarement une surprise de dernière minute dans ce type de métier que tu vas avoir un retard, ils ont systématiquement attendue la dernière minute pour communiquer a l'arrache, a chaque fois (je ne parle pas de la dernière fois, sans juger du vrai ou pas, le motif de dernière minute tient la route).

    Mais visiblement ca n'a pas servis de leçon, ils se prennent des vidéos salées, des commentaires acides a chaque publication sur les réseaux, mais malgré tout, ils font la promotion de l'ea comme ci le but était de ramasser et de se tirer par la porte de derrière.
    Ou alors les finances sont au plus bas, dans touts les cas...ça sent mauvais vu la quantité de travail qu'il reste et la réputation du projet.

  26. #356
    Citation Envoyé par Azerty Voir le message
    J'ai relancé le jeu il y a 1 mois, çà sauvegardait toujours pas convenablement l'inventaire des conteneurs de ma base, le truc censé être corrigé il y a 6mois (et qu'ils fixent pour la x ème fois dans ce patch apparemment).
    Aussi, à part les habits et la bouffe, aucun autre loot, rien, 0, nada. Croisé 3 ou 4 zombies en 1h, plus aucune voiture fonctionnelle, etc etc.

    Je vais tester ce patch de branche expérimentale, histoire de voir s'il y a quelques lignes correctes dans ce patchnote.
    Du coup tu as testé ?
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  27. #357
    Citation Envoyé par Raoulospoko Voir le message
    Du coup tu as testé ?
    Oui. C'est comme je m'y attendais, le patch note est bullshit, 3ème ou 4ème conteneur :



    Puis régulièrement derrière, même soucis. J'ai claim la 1ère maison croisée, conteneurs de ma base toujours pas sauvegardés.
    Toujours 0 loot qui ne soit pas des vêtements ou de la bouffe.
    Etc etc

    Au moins cette fois j'avais des zombies (je n'ai pas pu les looter d'ailleurs contrairement à je ne sais plus quelle version du jeu précédente) et des voitures fonctionnelles.
    Cà fait quand même très long pour se retrouver en fait avec l'éditeur de l'unreal engine ...
    Jeux vidéo finis avec très courts avis : 2021 S1 (41 jeux) 2021 S2 (32) 2022 (65) 2023 (65) 2024 (17) maj 2024-04-26

  28. #358
    Hum j'ai l'impression de ne pas jouer au même jeu. Sans tester se patch j'ai déjà des véhicules fonctionnels, du loot,des z a looter, la possibilité de claim une base et de la garder. Perso les seul problèmes que j'ai sont des textures qui ne s'affichent pas et un lag ou ramage de fou....
    Bah j'y crois toujours !!!!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  29. #359
    J'avais tout çà il y a 2 versions (grosse baisse de framerate 90->10fps incluse), à l'exception de la sauvegarde de l'inventaire des conteneurs de ma base, qui n'a jamais fonctionné.
    Jeux vidéo finis avec très courts avis : 2021 S1 (41 jeux) 2021 S2 (32) 2022 (65) 2023 (65) 2024 (17) maj 2024-04-26

  30. #360
    Allez ont y crois !!

    At long last, 0.6.0 is ready to go ahead as a full CA update. This patch has taken far longer than we wanted it to, but we wanted to take the time necessary to ensure that we've built a solid foundation for future additions, fixes, and changes we're going to be making.

    To that end, many things mechanically have changed with the game - new saving systems, improved infected, brand new character creation, systems to support carry weight, and numerous other things have been added to help ensure that we have a good base to work forwards from.

    All that said, we hope that the work put into this update will at least allow folks a good chance to take a look at this first step, and give us more feedback and suggestions as we continue to move forwards from the mess that was the CA at launch.

    This update wipes characters.

    Additions:
    - New Crafting System accessible via the Inventory Menu
    - New Medical System
    - Player Health is now a sum of all Limb Health.
    - Player Health is now recovered via healing with a Medkit or the Trauma Bag.
    - Chat is logged on servers
    - Placed items are now saved
    - Containers in houses you've claimed don't regenerate & are saved
    - Gas pumps are saved
    - Windows are now saved
    - The last vehicle you drove is now saved and respawned when you join. If someone else drives it - you lose it
    - Feedback reporter now has an optional screenshot upload
    - Admins, superadmins, devs now have a badge next to their name in global chat
    - You can search through placed backpacks without having to pick them up
    - Press Alt to cruise control vehicles - they will maintain your current throttle until you change it
    - Players can be run over by vehicles like zombies
    - Server browser is now sortable by server name, ping, playercount etc
    - Providence Research Facility (Grotto Bunker) has received a second overhaul. The bunker now has several locked off sections for you to explore once you find the keycard to unlock them. For now, there's still only two entrances (the cave and the elevator), but this will likely be changed in the map update.
    - Added new keys and keycards to the world. They have a chance to spawn in dedicated spawnpoints or in certain container types. This also affects older keys and keycards. The RCMP keycard has some spots it can spawn, same with the Rats Nest Cave key, and Gate Key.
    - Added some item actor spawns around the world. Mostly just keys and keycards right now, this is mostly meant to test out the system.
    - Added new food ingredients for future cooking/crafting
    - Added new crafting items such as scrap (metal, plastic, etc.), saw blades, motherboards, lawnmower blades, etc. A lot of these don't have a use right now, but will in the future.
    - Added scrap boxes around the map that spawns scrap materials such as metal scrap and plastic scrap. These have different tiers, so the higher the tier, the better the scrap.
    - Added ammo boxes that can be unpacked for random amounts of bullets. These will spawn in place of straight bullet stacks. Traders will also sell these instead.
    - Added go-kart helmets to lockers at the go-kart track
    - Added sledgehammer to our loot tables
    - Added a new sub-inventory item, a suitcase. Can hold keys, keycards, currency, and clothing
    - Added break down components to most moveable furniture actors and item actors. In the future, you'll need tools to break these down to get their components. For now, you can rip apart an entire sofa with your bare hands, congrats!
    - Added loading screen hints regarding scrap and unique crafting materials
    - New rare weapons vendor added to the world to provide access to premium weapons at a premium price
    - Sliding patio doors and automatic doors added to some locations in the world
    - New RCMP, EMT, and surplus combat clothing outfits added to the game
    - New terrain material added to help the world to look far better
    - Integrally suppressed 9mm pistol added to game
    - Armor system has been added to the game, giving pieces of clothing different levels of protection from each other. Different kinds of armor protects different parts of the body, and take damage.

    Changes:
    - New database system
    - New zombies, zombie spawning algorithms
    - Add message in case /spawnvehicle failed
    - Optimized soundscape performance
    - Food Changes
    - Food now has portions, instead of eating half you will simply eat a single portion instead.
    - Protein now heals a small amount of HP.
    - Carbs and Sugars now restore a small amount of Stamina.
    - Soda, Coffee and Energy Drinks now restore a small amount of Stamina.
    - Weather effect & fog tweaks
    - Greatly reduced chat filter aggression
    - Main menu has new sky
    - Replace /removezombies, /removeanimals with /removeai
    - Random character names should show up much faster
    - Vehicle handling tweaks
    - Upgrade to Unreal Engine 4.26
    - Disable car doors detaching for now
    - Updated claim build menu to match the rest of the UI
    - Settings menu updates
    - VOIP optimizations
    - First person swimming animations have been added, as well as the inability to have a held item out while doing so.
    - Added the /request [message] command (or /// ) that allows you to send a message out to server admins.
    - Lights and light switches now save their states to the database (broken lights, and flicked switches).
    - Elevators will also save their last position to the database.
    - While not visible for this patch, quest items and quest containers have been added, allowing for more flexibility and freedom for the quests we'll make in the future.
    - Something that might be a little more visible is the minigame system rewrite. Lockpicking has been affected by it, and while it remains the same gameplay wise, do report any issues you find with it.
    - Removed car jacking/hot-wiring. It will be remade and added back in a future update.
    - Refactored player death to make it cleaner and more flexible for future additions, such as death reasons.
    - Added the /knockout [Player] [Duration] command which lets you render players unconscious, for admins and higher. You can wake up players with /wake [Player]
    - Item values for common items have been reduced significantly. This mostly affects barter and food items as they spawned the most.
    - Weapon and ammo spawns have been reduced significantly
    - Food and drink spawns have been reduced significantly and separated into tiers. This mostly affects residential locations, at the moment.
    - Clothing and armor spawns have been reduced and separated into tiers. On top of this, clothing sizes have also been reduced and take up less space.
    - Backpack spawns have been reduced slightly and separated into tiers
    - Civ/military crates and weapon boxes will now spawn weapon attachments as loose loot. Weapon attachments are also in their own tiered loot tables.
    - Guncases no longer spawn explosives. Instead, explosives will spawn in their own unique crates.
    - The RU and Military Jackets now have larger pockets
    - Lockpicks will now stack up to 25 instead of 5.
    - Underground locations have been given sky modifier volumes that allow for pitch black areas. This should help with any "dim" flashlights players were experiencing when exploring these locations
    - Some food/ingredients will cause loss of hydration when eaten raw. This will receive a larger pass in the future.
    - Some item previews have been adjusted to look better.
    - Rags have been renamed to Cloth Scrap and can now be stacked.
    - Unique crafting items have had their category changed from "Barter" to "Junk" to better differentiate them from barter items.
    - Some bunker lights have been adjusted to not be as bright
    - Several more items are now stackable (Ex. cardboard, leaves, etc.)
    - Like before, sub-inventory items can only store certain items based on which sub-inventory item it is. (Guncase can only store firearm category items, coolers can only store consumable category items, etc.)
    - Plastic and Metal have been renamed to Plastic Scrap and Metal Scrap. They have also had their inventory size increased (2x2 to 3x3) and have custom models.
    - You can now search any item with an inventory without the need to equip it or put it in your own inventory
    - Additional spawn locations for medical loot for use with the new medical system
    - Police car now has a siren
    - Starvation and dehydration no longer immediately kill you, instead leaving you in a critical state.
    - Occupation changes
    - The old skill system has been removed
    - Characters are now built around two kinds of perks - occupational, and character-specific
    - Occupational perks are perks that are built to lean into the specialization a given occupation may have within the game
    - Character-specific perks are less specialized, and allow you to tailor your character to suit the build you're aiming for.
    - The Chef, Farmer and Security Guard professions have been temporarily removed until systems to support their gameplay loops are in place.
    - Repair Man has been renamed to Technician to better reflect their abilities
    - Doctor has been renamed to EMT to bring them more in line with the game's lore, and also to focus more on their occupation-specific abilities
    - Construction Worker - they are able to begin building structures at Level 2 without the increased material costs that other occupations need to pay
    - Police Officer - they now take 75% less damage from friendly fire, allowing them to serve as a tank for players they're in a group with. In the future, they will be given further bonuses. Our intention is for the Police Officer to serve as a group leader for those who with to group up with other players and work together.
    - New Occupation - Delivery Driver - Gain a 20% boost to vehicle acceleration and braking. Down the line, specialized crafting recipes will also be added for vehicle mods and upgrades.
    - EMT (Formerly Doctor) - Ability to craft more advanced medical items.
    - Firefighter - +25% max carry weight, additional damage and attack speed when using melee weapons.
    - New Occupation - Blacksmith - Gain ability to craft lockpicks and armor repair kits.
    - Technician (Formerly Repair Man) - Gain ability to craft a variety of items such as locks for containers and doors. Can craft many recipes that are available to everyone with less components or generic components in place of specific components. In the future will be able to craft more technically complex items.
    - General rebalance of weapon damage and handling

    Fixes:
    - Fixed not being able to shoot while holding shift and not sprinting
    - Fix exploit where you can modify/drop items while trading to duplicate them
    - Fix vehicles not starting with handbrake on
    - Fix hitching caused by items in houses
    - Fix falling out of world - you now properly get placed back in the world
    - Fix bunker ladders not always being climbable
    - Fix some performance problems with the new sky
    - Fixed some soundscape performance loss
    - Fix crown vic not letting you look down
    - Fixed bunker door not having any collision
    - Fix growable items not always giving you the vegetable
    - Fix vehicle engine audio not changing pitch
    - Fix main menu lighting
    - Fix vehicle headlights eating performance
    - Fix VOIP mic selection, fix crash when changing VOIP mic
    - Fix items in a vehicle staying floating in place if the vehicle despawns
    - Pre-emptively fixed a possible bug with elevators that could occur when they became relevant while moving.
    - Your legs no longer hit you in the face if you do a 180 while swimming.
    - Fixed light IES textures not being disabled when a light is off/shot out.
    - Fixed rotating furniture affecting your lean multiplier.
    - Fixed recoil viewpunch not accounting for manual recoil compensation (vertically, you no longer will be facing the ground after shooting if you pulled down).
    - Fixed an issue with the input manager when new inputs were added by us.
    - The chatbox will now close when unfocused or when ESC is pressed.
    - The pause menu (escape menu) will now close when escape is pressed.
    - The teleport, bring and goto commands will stop all movement to avoid taking fall damage.
    - Fixed issue where texture wasn't applied to water cooler
    - Fixed several cracks in ground that players could fall through
    - Fixed various minor terrain issues (grass coming through buildings, rocks floating, etc.)
    - Fixed an issue where several buildings were missing from the map, thus leaving giant holes in the landscape
    - Fixed issue where players could no longer progress through Rat's Nest Cave.
    - Fixed issue where players would fall into ravines inside of Rat's Nest Cave and survive, becoming stuck. You'll now die the moment you fall into a ravine.
    - Fixed issue where crafting items used in recipes weren't spawning in containers.
    - Fixed broken containers that didn't even show their inventory. These were from our old container system that's since been deprecated.
    - Fixed issue where weapon attachments didn't have the "Firearm" category assigned to them, thus making it impossible to store inside of gun cases.
    - Fixed leather jacket preview mesh, it will no longer show up as the RU Jacket.
    - Fixed collision on guardrails
    - Fixed building missing from world
    - Foliage has seen a number of fixes to make the world more coherent while work continues on the new worldspace
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

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