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Affichage des résultats 211 à 240 sur 367
  1. #211
    Ca vaut le coup en l'état ? . Il y a de quoi s’amuser ?
    Il parait que je suis un type horrible mais ce n'est pas vrai : j'ai le cœur d'un enfant..... dans un bocal...sur mon bureau.

  2. #212
    Citation Envoyé par RUPPY Voir le message
    Ca vaut le coup en l'état ? . Il y a de quoi s’amuser ?
    Ils ont rajouter des zones supplémentaires depuis la sortie en accès anticipé.
    Il faudrait que je le réinstalle pour tester un peu.
    Au moins j'aurai une réponse sur mes deux principales inquiétudes qui étaient la stabilité et la fluidité du jeu.
    Parce que le build à la sortie en accès anticipé, ce n'était pas terrible.

  3. #213
    Pour moi c'était déjà bien quand le jeu est sorti donc maintenant avec tous les rajouts ça doit être encore mieux, j'attends encore un peu pour m'y remettre
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  4. #214

  5. #215
    Oui, sur le papier à mi-chemin.

  6. #216

  7. #217
    La mise à jour "Black Stalker" !

    Content Additions:
    Added a new level: Prologue. Why did Igor come back to Chernobyl right now? How does he know about Chernobylite? Where does the portal generator come from? Prologue will answer all these questions.
    Added a new level: Fractal World “Black Stalker”. It is the conclusion of a new investigation on the board.
    New quest “Kozlov Killing” (part of Mikhail and Olga chain).
    New quest “Kozlov Kidnaping” (part of Tarakan and Saskho chain).
    Dozens of new items to build. Including many functional things you'll read about in "Improvements / Additions"


    Technology improvements:
    We've added support for HDR. This is just the first iteration and not everything is perfect yet, but the game looks very interesting.
    Our interactive “Green fractal world” loading screen has met with huge criticism from you, mainly for technical reasons. We changed it to a more classic loading screens, while strongly optimizing their duration. In the future we will replace the green tunnels with special films that will expand the backstory of the game. For now, we've created a trial one at the beginning of the game.


    Improvements/Additions:
    This is the thing you asked for probably the most often, and somehow we managed to keep it secret. Now you can build armor in the base. 3 types with 3 different types of inserts. They will be very useful for players who prefer fighting over stealth. This is the first iteration, so it requires light polishing and balance. Surprise!
    In base you can now build a "Microprocessor Recycler" that allows you to extract raw materials from items that you no longer need. You've been waiting a long time for this, right?
    Following your feedback, we've added building system outside of Igor's base. You can build special crafting stations, enemy traps and covers right on mission levels. Not everything works as it should yet, treat this functionality as experimental! We welcome your feedback.
    New melee animations for all weapons. In the future, melee damage will depend on the type of weapon and the upgrades used
    New animations for stealth takedown. Now, to make them quiet and without killing you have to undergo training with Olivier
    Now Igor can climb and jump over smaller obstacles. Movement should be smoother.
    Igor can now use dodge, just like soldiers do. Timed properly allows you to completely bypass damage from gunshot or monster hit
    We have improved the placeholders VO. Now their sound should be much less annoying, and whenever they appear, relevant information also appears


    General:
    Fixed a bug where you could get infinite amount of XP during Excuses quest thanks to @Fantek_CZ from Steam Forums.
    Fixed bug where good effects was shown in red and could mislead player thanks to superbit from Steam Forums.
    Fixed bug where you could fall into a basement at Red Forest and block yourself - Thanks to @Anonnymoose from Steam Forums.
    Moved loot crate on Red Forest to more accessible place - Thanks for @jakub-SVK from Steam Forums.
    Fixed AI of Shadows, they will no longer stay in one big group anywhere. Thanks to @MiBzjeee from Steam Forums.
    Fixed floating grass on Kopachi Kindergarten thanks to @Jakub-SVK, @Dima and @mytri from Steam Forums.
    Redesigned mechanics of beds inside the base, now game will precisly point out who was missing his bunk and you won’t have to build more every time. Thanks for community from Steam Forums for pointing this out.
    Fixed savepoint on Tarakan's Hideout mission, now even if player dies during the mission it will properly execute next time. Thanks for community from Steam Forums for pointing this out.

  8. #218

  9. #219
    VERY Major Patch - Biggest changelog ever

    Technology improvements:
    Unreal Engine has been updated to the latest version. This means much more stable operation and removing many troublesome bugs.
    The game has been thoroughly optimized in many places. Expect even a 20% increase in FPS
    The game has been heavily optimized in terms of the required memory. Lots of textures should load faster and less noticeably. The game should look MUCH better at low settings.
    We've completely reworked the graphics options. They have a much greater impact on performance now, there are also a lot of new settings you asked for - like the ability to turn off motion blur or flares
    We cleaned up all the content of the game. Build is a good 6 GB lighter.
    We've added a crash reporter to help you report a game crash. It appears automatically after closing the game.
    We added Kopachi, Red Forest Pripyat Port and Central to the benchmark. Now you can thoroughly test the entire game. Warning! Benchmark is now really long, but I'm sure you will want to thoroughly test all the new settings.


    Localization:
    Major localization update for Czech, German, Hungarian, Polish and Russian.


    Improvements/Additions:
    We've added a new monster - Chernohost. Its AI was created for fighting in the open space. It will replace the bolderer on the outdoors.
    2 new items in the base: Infirmary Bed (allows to passively heal a wounded ally) and Decontamination Shower (increases radiation safety)
    We have added a new "heist" board. It will allow in future to lunch the final mission in the game.
    We have completely reworked the system of covers used by soldiers. Now they should use them better, nicer and more naturally.
    We have added the ability to build a station that allows you to swap weapon upgrades. Now you can modify your weapons anywhere in the game.
    When the player distributes food to allies, we have added a lot of new messages that tell you what and how it affects them. The base mechanics should be much clearer.
    We have improved the training costs, now better skills require more skill points
    We've slightly improved the player's dodge effectiveness
    We have added new icons on the level selector. Now it will be easier to determine what we gain from a given mission.
    We rebuilt the health system. Now consumables are added to the quick menu, and using them does not have an immediate effect - they trigger the appropriate animation. In other words, healing is more difficult, especially in combat.


    Redesign, balance and feedback:
    We improved all dialogues throughout the scenario, many things were rebuilt and improved. The whole thing should now be more interesting and much more coherent.
    We've reworked the way the game works on day one. The player is not sent on any story mission. He can get to know the game mechanics better and calmly.
    We improved the distribution of resources on the levels according to your feedback. Now there should be fewer resources, but more in each individual unit.
    We have removed the limit of days from the game after which the next time loop begins. Since we introduced the "fractal timeline" to the game, it doesn't make much sense anymore. You can play endlessly, no explosion of the power plant will stop you anymore.
    After death, we start on the day we died, along with the same quests we had before we died. Thanks to this, you shouldn't have the feeling that the game "deleted your progress"
    We've completely rebuilt how often, how many and how fast monsters and soldiers appear. The initial missions should be fairly simple and more focused on exploration. With time and depending on the player's decision, there will be more and more monsters and enemies, and they will also become more difficult
    We have removed the limit a player has to complete story quests. We want you to be able to quietly devote yourself to exploration, side missions and side activities, and not just running at breakneck speed through the main plot
    Space Time Distributor now reduces the amount of radiation on levels


    General:
    We fixed the bug that caused gardens to decreae comfort of the base, but didn't increase it. Thanks to PaTi6op for bug submission on Steam Forums!
    We have corrected the collision on Prypiat Port boat, player will no longer be able to stuck inside permanently. Thanks to essetin for bug submission on Steam Forums!
    Changed material of glass on Prypiat Port, now it can be penetrated with any bullet. Thanks to essetin for bug submission on Steam Forums!
    We fixed conversations with companions while being crouched, player will now obtain normal speed after dialogue.Thanks to Darius6 for bug submission on Steam Forums!
    Added walls and collisions to the Kopachi Kindengraten bunker - player can no longer go Out of Bounds there nor see through the walls. Thanks to PaTi6op for bug submission on Steam Forums!
    We fixed crash on Prypiat Central when you entered tent with mission marker. Thanks to AbstractDev and other who submitted it on Steam Forum!
    Fixed an islands on timeline that caused player to got stuck there permanently. Thanks Asthern and Overlord for the submissions on the Steam Forums.
    Fixed bug that allowed you to craft infinite amount of First Aid Kits and antirads. Thanks to PaTi6op for submission on Steam Forum!

  10. #220

  11. #221
    Mega patch #6 "The Truth"



    Content Additions
    New enemy: Duster. This combination of larva and spider hides in its egg, spits acid and moves by turning it into dust. Pretty sick mix, right?
    New enemy: Armored Soldier. This guy with the shotgun knows no fear and does not use covers. He also won't let you stay in one place for too long.
    New level. NAR prison. You might have gone to NAR prison before, but it was just a placeholder that had many problems. Now you can rediscover the new prison.
    New quest: On opposite sides of the barricade (part of Olga's chain)
    New quest: The truth about NAR's experiments (part of Olga's chain)
    New Story Character: Little Stalker. You'll see this boy many more times in the future ...
    We've added the ability to train with companions. Now, acquiring skills is accompanied by appropriate training.


    Technology improvements
    We improved the save system a lot. Now checkpoints are performed MUCH more often, on average more often than every minute. This should make the game a lot easier for anyone who complained about the frequency of checkpoints.
    We have introduced the option to save a given checkpoint and the ability to return to it at any time. Maybe it's not the manual save you asked for so much... But it's very close to it.
    From the main menu you have access to the load game. There you will find the option to load the last few days, the current checkpoint and all checkpoints that you have manually saved. Everything with time stamps to make it easier for you to get a handle on it.
    You can now load the last checkpoint from the pause menu. Thanks to this, some bugs should stop being so terrible anymore ...


    Improvements/Additions
    Monsters now fight soldiers. You can put them on each other and observe the effects.
    We tweaked enemy AI and combat effects. Shooting should be a lot nicer now.
    We have added the ability to display weapon stats to inventory.
    We have added new information gates. Now the player will be informed in a much clearer way about the level up, changing relations with companies or finding new evidence.


    Redesign, balance and feedback
    The environment scanner was overpowered and appeared to be "cheating". You have complained about it many times. Now its cooldown is much longer, and its range is slightly shorter. Want your PDA to work like it used to? Work for it and train with Tarakan.
    We have completely rebuilt the UI related to Igor. There is a tab with his skills, as well as the status and state of relations with our companions. We are still working on this element, bigger changes are on the way.
    We have completely rebuilt the experience system. Now you will get the experience more and more often. It will be easier to do more points for training. Good skills, however, now cost more points.


    General
    Fixed collision in Prypiat Port Hospital, thanks to @Narvik from Steam Forums for report.
    Game will no longer reset after 15 days of gameplay.
    We have fixed collision on building where Gas Mask was necessary for Mikhail Rescue quest. Now it is fully accessible.


    Localization update

    We will prepare the fully professional localization before the final release of Chernobylite but for now, during Early Access, we are working with the community to provide you with as many languages as we can even though the texts in-game are constantly changing. Please find below a quick summary of current localization status:
    German localization - over 90% of interface lines and about 80% of the dialogues are now translated but there are still some big parts missing
    Russian localization - all interface lines and over 95% of the dialogues in game are now localized (still, many voiceovers are missing)
    Polish localization - all interface lines and over 95% of the dialogues in game are now localized
    Ukrainian localization - about 80% interface lines and over 95% of the dialogues in game are now localized
    Czech localization - over 90% of interface lines and over 95% of the dialogues are now translated but there are still some big parts missing
    Hungarian localization - over 90% of interface lines and over 95% of the dialogues are now translated but there are still some big parts missing
    Turkish localization - over 80% of interface lines and about 60% of the dialogues are now translated but there are still some big parts missing
    Spanish localization - over 90% of interface lines and about 20% of the dialogues are now translated but there are still some big parts missing
    French localization - about 60% of interface lines and about 20% of the dialogues are now translated but there are still some big parts missing
    Netherlands localization - about 20% of interface lines and about 20% of the dialogues are now translated but there are still some big parts missing

  12. #222
    Alors ça donne quoi ??
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  13. #223
    Mega Patch #7 - “The Woman in the Red Dress

    Content Additions:
    New quest: Hard Truth (part of Olivier's chain)
    New quest: Black Stalker (part of Olga's chain)
    New weapon: Chernobylite Blaster (surprise!)
    New throwing weapon: Anti-Chernobylite Burner (another surprise!)
    New level: Fractal World “The Woman in the Red Dress”. It is the conclusion of a new investigation on the board.
    New level: Stealing Adrianna's technology (not a big deal, but many of you have asked how exactly Igor got the VR helmet, so we decided to expand this thread)
    New story character: Konstanty (earlier character mesh was just a placeholder)
    New story character: Locksmith (earlier character mesh was just a placeholder)
    New story character: Semyon (earlier character mesh was just a placeholder)
    All levels have been filled with lots of new events. There are over 40 of them in total.
    All levels have been extended with additional locations that you can access using Anti-Chernobylite Burner
    We have added the ability to upgrade magazines for all weapons. Each change has a huge impact on the operation of the weapon and the animations. We've also added few other minor upgrades.
    Technology improvements:
    You can now load the last checkpoint from the pause menu. Thanks to this, some bugs should stop being so terrible anymore…
    We greatly optimized the sound in the game. People with weak CPUs should experience a significant increase in FPS
    Improvements/Additions:
    We've greatly improved how soldiers behave when patrolling and searching for a player.
    Black Stalker's AI has been finalized and balanced. Now, fighting him is a real challenge.
    We improved the dialogue system and added character portraits to it. You can adjust it to your preferences through the game options.
    Now enemies are marked on the compass when we hit them or are hit by them.
    We improved the indicators that appear during the fight - some of them were given a more immersive form, and some were visually adapted to the rest of the UI.
    We improved the weapon upgrade system. Now it should be more interesting and dynamic. The whole thing has also been carefully balanced and should have an even wider and more visible impact on the game.
    We improved the tab UI with Igor's skills.
    All tab UIs should be comfortable and intuitive to use with the mouse.
    We've revised all the in-game tutorials to be clearer and take into account all the mechanics we've introduced over the past months.
    Redesign, balance and feedback:
    In accordance with your numerous requests, we have added the ability to disable both the entire UI and its specific elements. We will continue to refine these functions to give you even more freedom.
    You said that in the later stages of the game, the size of the base makes it practically impossible to expand it. So we enlarged it with an area that was previously flooded with water.
    We have completely rebuilt the looting system. Now, what your opponents drop should be interesting and better suited to the challenge.
    We have balanced the view ranges of the opponents and how they react to the sounds made by the player. Now stealth should be more difficult, but also more honest.
    How the fractal timeline works was not entirely clear to you, especially when you came across it before completing any story mission. Now you can see not only events that have already happened, but also those that may happen.
    You don't really like the possibility of building covers while exploring the zone. So we replaced it with the possibility of building machines that have a global impact on the zone.
    Following your request, we've added the ability to toggle aim and crouch, as well as an alternative way to use the Dodge.
    General:
    The problem with Xinput1_4.dll should no longer occur on Windows 7
    We've toned down the amount of radiation that appears on levels over time
    Music should now turn down properly in the game options.

  14. #224
    Il est à -30% et apparemment c'est la dernière promo de l'Early Access… Je crois que je vais plonger

    L'install fait quelle taille à l'heure actuelle ?

  15. #225
    Citation Envoyé par BigBisou Voir le message
    Il est à -30% et apparemment c'est la dernière promo de l'Early Access… Je crois que je vais plonger

    L'install fait quelle taille à l'heure actuelle ?
    30,3 Go d'après Steam
    J'ai dû le désinstaller il y a un mois à cause d'un problème de mise à jour (il a voulu tout me réinstaller).
    Mais je vais le relancer vu que mes essais précédents m'ont fait une bonne impression.

  16. #226
    On est pas loin de la version finale si la roadmap n'a pas changé
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  17. #227

  18. #228
    A cause du détérage de topic, je l'ai pris sur un coup de tete vu la promo.
    C'est vachement sympa en fait ! je sais pas pourquoi a l'époque de la sortie de l'ea je pensais que c'etait un enieme jeu de survie ....

  19. #229
    L'ambiance est top !
    Par contre avec tous les flashback (j'ai joué 30 min), j'ai du mal a suivri et a capté qui je suis et ce que je fais la :D
    Je suppose que c'est normal, mais c'est déroutant !

  20. #230
    je suis hype là tout de suite... en plus le prix exigé est franchement pas exageré,meme sans la promo 24€ ca se laisse tenter, benis soient les cout de dev des pays de l'est
    penser a mettre une signature moins grosse

  21. #231
    Je me souviens d'une preview CPC: c'était alléchant par contre l'IA ennemie n'était pas top et y'avait peu d'environnements/maps je crois.
    Ca donne quoi aujourd'hui à ce niveau ?

    -.-.-– nAKAZZ, depuis 2024

  22. #232
    je ne vous remercie pas, j'ai craqué le PEL pour chernobylite. 30 Go a 4Mo/s, fait ch*** je vais etre obligé de chercher du taff sur paul emploi le temps du down.
    penser a mettre une signature moins grosse

  23. #233
    Alors ca fait bien 40 mn que j'y joue. Clairement, c'est pas assez pour entrevoir le potentiel survie/stalk du titre. Pour l'instant c'est un tuto/pose l'histoire.

    Pour le moment, je pense plus a F.E.A.R qu'a stalker, mais je me repete, je n'ai ai encore aucun acces a la partie craft/survie.

    C'est parfaitement jouable en l'etat. Il manque ca et là quelques noms de NPC, on voit que la trad FR est en cours, mais globalement il est pas loin de passer gold.

    Graphiquement, je suis un peu plus reservé. Meme en parametres ultra, c'est tout de meme assez anguleux, de beaux reflets mais il lui manque quand meme du boulot sur des details.

    Je dis pas que c'est moche: juste que les trailers laissaient esperer mieux.... De toutes facons, l'optimisation est presentée avec un gros warning "WORK IN PROGRESS/ULTRA SETTINGS MAY DROP FPS MEME SUR DES PC MASTER RACE "

    la partie sonore est pas ouf. le peu que j'ai utilisé une pétoire, ca manquait de testosterone quand meme. Pour le reste ce sont des nappes sonores angoissantes et des sfx rouilleux qui font le job.

    petite photo souvenir quand meme:

    penser a mettre une signature moins grosse

  24. #234
    En fait les graphismes je les trouve plutot pas mal, car de prime abord on dirait un jeu AAA (avec une équipe de 30 personnes) mais en effet qd tu es en intérieur c'est pas hyper détaillé en fait et les personnages sont moins détaillés que dans les grosses productions.
    Mais ca reste assez jolie pour rentrer dans le jeu !
    Par contre je trouve l'ambiance super bien foutu et le coté aménagement de la base j'aime bien aussi !
    J'ai juste fait une seule mission après le tuto est la balade fut très plaisante!

  25. #235
    J'en suis qu'au début, mais c'est un peu obscure toute la partie radiation et comment pas prendre de dégat de radiation.
    Peut etre qu'ils expliquent un peu mieux ces mécaniques en avançant dans le jeu ?

    Pareil pour le craft en mission, y'a des trucs genre pour réduire les radiations, mais je vois pas trop comment les utiliser et dans quel situation ?

  26. #236
    Bon avec vos conneries vous m'avez fait craquer, moi qui n'avais jamais pris d'EA.
    L'attente d'un Stalker 2 devient trop dur

    -.-.-– nAKAZZ, depuis 2024

  27. #237
    Franchement je suis un peu sur le cul, je pensais que ca a l'air etre un truc archi bug et très indie.
    Mais j'ai pas cette impression, et j'ai du mal a couper le jeu (j'ai fait que des secondaires pour le moment car je veux me construire un truc mais j'arrive pas a loot des metal part en quantité !)
    D'ailleurs certains truc demande des lockpick pour y acceder durant la mission, ca ok, par contre desfois ca me demande des fuse pour faire fondre des gros bloques et j'ai pas trouvé comment les fabriquer)
    D'ailleurs petit défaut, tu sais pas ce que tu vas pouvoir construire qd t'es dans le menu sur tel ou tel établie, du coup t'es obligé de le construire et potentiellement perdre des ressources pour voir ce que ca te permet de craft!

  28. #238
    Citation Envoyé par Monsieur Cacao Voir le message
    L'attente d'un Stalker 2 devient trop dur
    Si tout va bien, il devrait normalement sortir avant Cyberjunk 2077.
    Je suis Malaria, l'épidémie qu'est là.

  29. #239
    D'ailleurs ça m'a fait marrer de voir dans le dernier CPC qu'ils intégraient Cyberpunk 2077 dans le prochain numéro.
    Ca devait être trop tard pour corriger avant impression

    -.-.-– nAKAZZ, depuis 2024

  30. #240
    Bon je sais pas trop quoi penser du jeu pour l'instant, par contre c'est dégueulasse visuellement. Ca pourrait être très joli, mais y'a encore ce foutu Temporal AA de chie qui nique les yeux et j'ai l'impression que ça floute bizarrement quand je tourne la souris (option flou désactivé évidemment). Entre ça et des ombres qui poppent sous mon nez et la "disparition" de la végétation quand on progresse accroupi, je trouve ça vraiment désagréable. C'est con, l'ambiance à l'air top.

    Je ne sais pas non plus pourquoi ma première mission a foirée:j'ai bien atteint l'objectif, j'ai ramassé des trucs, mais le marqueur restait présent sur la carte et quand je suis rentré à la base la mission était "failed".
    Dernière modification par Monsieur Cacao ; 01/11/2020 à 17h47.

    -.-.-– nAKAZZ, depuis 2024

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