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Affichage des résultats 331 à 360 sur 379
  1. #331
    Pour les deux du fond qui suivent encore !


    Changelog

    General

    Reduced overall size on disk for game from aproximately 10.5gb to 8.5gb.
    Fixed broken UV's on low quality water.
    Dead/Ragdoll characters no longer fall through roads.
    Fixed issue where not all items that should be spawning were being chosen.
    Hospital specific props added.
    Weapons now hide correctly when in placement mode.
    Shooting locks no longer leaves a floating impact decal.
    Own shadows now move up and down when looking around.
    Machete now has weight.
    Lock hasp and staple visualisation no longer casts shadows.
    Fixed issue where floating impact decals would be left after shooting a light bulb.
    Updated light bulb smashing effect to make it look nicer.

    Quality of Life Improvements

    Improved initial player spawn locations to create a more emersive new character experience.
    Containers now show item quantity and capacity directly in the hover UI which saves the player having to open all containers when searching for loot. Example - Quantity 2/10
    Added reload complete notification which gives info about loaded ammo and remaining ammo in the inventory.
    Reload and consuming actions are now considered finished when the animation is 80% complete. Previously the player could open the inventory and accidentally cancel an action when it appeared to be finished.
    Can no longer open the menu while in the player list.
    Added walk and sprint lock support. Press = key while holding either walk or walk and sprint key to lock input.
    Server IP now displays as name for servers that don't have a name input.
    Player no longer freezes when escape is pressed to gain access to the menu. This could result in players being frozen in mid air.
    Re-added correctly working kitchen container locks which had been removed in the previous build due to issues.
    Improved melee impact sounds including punches.
    Pills in pill eating animation are no longer pink.
    Inspect readout now correctly shows overall health instead of calories in the overall health section.
    Hotkeys no longer work while in the map.
    Hitting locks with melee weapons now deals damage to the lock.
    Added ability to hit doors to damage locks. The first available lock will take damage.
    Fixed issue where the player could be unlocked while still in the menu when pressing escape to close the terminal window.
    Added battery requirements to descriptions of flashlights.

    Engine Upgrade from Unity 5 to Unity 2017

    After being in unity 5 for over a year we felt with this update it was time to upgrade to newer version the engine. This will allow us to take advantage of newer features/optimisations and not fall behind on supported Unity builds. After extensive testing of the newest unity releases we felt that Unity 2017 LTS(Long Term Support) offered the best upgrade and stability at this time. Listed below are some of the advantages of upgrading the engine.

    Shadow improvements

    Culling of shadows casters in 2017 has been optimized, this means there will be less objects casting shadows resulting in better performance. Improved filtering algorithms should also improve the look of the shadows aswell.

    Scene and Asset Bundle improvements

    The new unity update also includes improvements to the loading times of scenes and assetbundles. These changes and several other small fixes we've made should help reduce the lag spikes when walking around in the world.

    Particle improvements

    New tweaks to the particle system will allow us to create more realistic and optimized effects.

    Future proofing

    Staying on newer builds of unity keeps us up to date with the newest features and support.

    Performance

    Optimised shader parsing during environment load which was causing spikes in performance.
    Reduced memory garbage allocation associated with debug GUI in bottom right corner of screen.
    Reduced memory garbage allocation when loading terrain environment.
    Slowed the rate of world loading to prevent too many assets being set active in a single frame.
    Improved scene unloading which could cause hiccups in fps.
    Asset preloader added which pre loads assets during first load into game. Helps with large lag spikes caused by initial load of assets.
    Enabled vsync by default which limits framerate to 60fps and stops the GPU running at 100% usage unnecessarily.
    Terrain in distance no longer casts unnecessary shadows.
    Reduced waters overall GPU overhead.
    A project wide review and optimisation of over 3500 textures.
    Removed some lag caused by player foot step sounds.
    Improved performance to tree loading as the player moves around the environment.
    Fixed large lag spike being caused by unnecessary reloading of terrain related textures.
    Fixed lag spike being caused by premature destroying of terrains during world unloading.
    Fixed lag spike being caused by unnecessary calculation.

    Environment

    Added 2 hospitals to the map and relevant surrounding design.
    Fire station exterior design improved.
    Added signs to police and firestions.
    Improved exterior design around police stations.
    School desks now function as containers.
    Several police and fire station specific props added.
    New signage added for police station. Can be lit with electrics
    New signage added for fire department. Can be lit with electrics.
    New red rolling garage door variant added for fire station.
    New red door and frame variants for police and fire stations.
    Fixed strange effect on carpark in terrain 8.
    Fixed scenario where roofs could have snow on them when they shouldn't.
    Outhouse toilet building loading distance fixed.
    Tweaked position of police stations.
    Designed hospital interior.
    Added hosptial building to the game.
    Added Interior design to the fire station.
    Added New floor material for the fire station.
    Added design to the police station.
    Church reworked and designed inside.
    Added locker variants. School and armoury types.
    Reworked police station model.
    Added meter and breaker to school building so that it can now be powered.
    Added meters and breakers that were missing on buildings House_Wood_3_variant_3 and House_1_variant_1.
    Fixed floating roads on terrain 27.
    Fixed several materials in the finishing town that didn't have use effects.
    Fixed missing material on truck docking area in large grocery store.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  2. #332
    Ha j'ai backé, mais je suis parti fautes d'un truc viable...
    Je vais voir ca !

  3. #333
    Bah faut voir la mise à jour Unity. Sinon j attend les véhicules.

    Pleins le cul de me balader a pied alors que j ai pris le jeu pour partir en camping-car avec sapro et les SoC...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  4. #334
    Ils l'ont clairement sorti trop tôt avec la pression qu'on peut connaitre des joueurs...
    Je le garde au chaud pour le moment et je dois avouer lorgner pas mal SCUM ^^

  5. #335
    Coin,
    je déterre pour prendre des nouvelles.
    ça a pas mal patcher depuis aout 2018. ça donne quoi ? quelqu'un relance de temps en temps pour voir ?

  6. #336
    Tiens bonne idée le déterrage mêmes questions pour moi !

  7. #337

  8. #338
    Bah j'arrive pas a copier mes screnns, je tenterais demain !!

    C'est con, y'a de quoi faire

    Par contre ça me rassure ont a la même tête de teubé
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  9. #339
    Va te coucher surtout xD


  10. #340
    Chui encore au pieux...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  11. #341
    Patch Notes - Alpha 1.4 (Quality of Life)
    HOTFIX 1.4.17

    Garage doors now initialize into the correct position if open.
    Moved the bullet distortion particle out of the bullet parent to stop tint color errors.
    Female zombie fully retextured.
    Slight performance tweaks.
    Player no longer bumping in to dead zombies.
    Chance of finding seeds for wild plants significantly increased.
    Vehicles no longer return to their original spawn location.
    Audio sliders now affect m-357 SFX.
    Errors in chat from searching for water into a watering can fixed.
    Watering can is now visible in world.
    Inventory working for players with completed guide.
    Grey craftables can be clicked to show missing items.
    Second digit of guide pages now visible.
    Tutorial world highlighting now working.



    HOTFIX 1.4.16

    Small performance improvements.
    Zombies now have random idle/walk/run animations.
    Pink zombies in menu scene fixed.
    Passive AI moving.
    Can hit zombies in window frames again.
    UI improvements
    Easier to read fonts.
    larger inventory, container and machine GUI's.
    searching in Inventory and containers.
    functionality shared between all tabs.
    containers now have category tabs.
    containers now have sorting.
    Inventory now has searching.
    containers now have searching.
    Shift clicking to move stacks across inv, containers and machines.
    Move all of category to containers added.
    Active buttons only when buttons can be used.
    Various visual improvements including the introduction of icons.



    General

    Campfires no longer stack.
    Generators now start first time when they have all required parts.
    Stew now goes cold when picked up.



    Tutorial

    Improved tutorial area highlighting world objects that reflect the next guide achievement.



    Weapons

    Added new revolver M-357.
    Adjustments to the melee hit detection to improve hit accuracy.
    Improved muzzle flashes for all guns.
    Take out speeds reduced.
    Full new reload animation set for ARG15.
    Sped up reloads for Bateman, Clinchester, Pump action and R-608.
    Weapon now exits carry mode when cleaning.



    AI

    Drawing of zombies optimized significantly. Reduces performance overhead when a lot of zombies are nearby.LODs added to ragdolls. This also helps performance in mornings when a lot of zombies are killed.
    Small lag spikes fixed when zombie would switch LOD
    Fix for weird 1 frame glitch when zombie would switch LOD
    Looking through scopes now properly updates zombie LODs
    Fixed small window where melee hits wouldn't register on zombies.
    Hit boxes now a lot more accurate for AI at 20+ meters.
    Improved zombie attack animations to make them better reflect their attack distances.
    Stun time reduced for zombies.
    Attack range reduced for zombies. Distance should now feel fairer and hitting the zombies while they can hit you should now be possible in most scenarios.
    Zombie interpolations and smooth movement improved to bring the zombies closer to the player.
    Resolved issue which allowed zombies to become invisible.



    Vehicles

    Improved vehicle smooth movement and reduced latency delay so that position are more accurate.
    Improved friction physics on vehicles so that they don't get stuck as easily.
    Upper container in RV that only took 2 items now correctly takes 12.



    VFX

    Can now see other players eating stew.



    SFX

    Resolved issue that stopped some sounds playing when near the police station.
    Updated Clinchester suppressed sound.
    New sounds for reloads on the ARG.
    Improved reload sounds on Bateman, Clinchester, Pump action and R-608.

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

  12. #342
    C'est typiquement le jeu qu'est sorti trop tôt en early.
    Mais il suit son bonhomme de chemin, je reste curieux et optimiste.

  13. #343
    Bof espère pas trop, ont test de temps en temps avec Sapro et ça reste toujours naze...
    Ça demande beaucoup de temps et les Z sont très nombreux et coriaces.
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  14. #344
    Hello all,

    We’ve continued sorting through found issues in 1.6 while developing our 1.7 graphical overhaul base. Below we’ll discuss just a few of the changes you can expect to see in our next patch.

    Interior Redesign
    The graphical update isn't just environmental and exterior based. We'll also be introducing updated props, new textures/normal maps, interior vertex painting and new props among other features. You'll find new models throughout the world and there will be more to come as we move forward. This initial update will include a large chunk of redesign but there will be more to come in the future. We will release a forum thread alongside the graphical update. This will allow the community to post suggestions on props that need updating. Below is a gif and a sneak peak at some of our interior design changes.


    Interior Design Rework​

    Electrical Grid
    As some of you may know, we have always planned for a fully functional electric grid. You will start to see the beginnings of this system in the graphical update in the form of power lines and small sub-stations. The power grid will be rather extensive even in its initial introduction. You'll find multiple power line models and a detailed, well thought out 'grid system'. Outside of the future mechanics of providing power, these lines can be used as a guidance system. The image below details this plan rather nicely.


    Electrical Grid​

    Merch Shop
    We have opted into a 3rd party seller (Teespring) to provide those that have requested it the ability to pick up some cool merch and help out the team.



    Thanks for the continued support and continued issue and suggestion reporting . Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening!

    If you're enjoying the game, please consider writing a review or updating your current one. Thank you!
    [IMG]Hello all, We’ve continued sorting through found issues in 1.6 while developing our 1.7 graphical overhaul base. Below we’ll discuss just a few of the changes you can expect to see in our next patch. Interior Redesign The graphical update isn't just environmental and exterior based. We'll also be introducing updated props, new textures/normal maps, interior vertex painting and new props among other features. You'll find new models throughout the world and there will be more to come as we move forward. This initial update will include a large chunk of redesign but there will be more to come in the future. We will release a forum thread alongside the graphical update. This will allow the community to post suggestions on props that need updating. Below is a gif and a sneak peak at some of our interior design changes. Interior Design Rework​ Electrical Grid As some of you may know, we have always planned for a fully functional electric grid. You will start to see the beginnings of this system in the graphical update in the form of power lines and small sub-stations. The power grid will be rather extensive even in its initial introduction. You'll find multiple power line models and a detailed, well thought out 'grid system'. Outside of the future mechanics of providing power, these lines can be used as a guidance system. The image below details this plan rather nicely. Electrical Grid​ Merch Shop We have opted into a 3rd party seller (Teespring) to provide those that have requested it the ability to pick up some cool merch and help out the team. Thanks for the continued support and continued issue and suggestion reporting . Below are some helpful links to anyone new and interested in the game. If you'd like to follow a bit closer, please consider joining our Discord. We're here, we're listening! If you're enjoying the game, please consider writing a review or updating your current one. Thank you! Links Discord: https://discord.gg/survivethenights Changelog: https://changelog.survivethenights.net Forum: https://community.survivethenights.net Twitter: @STNgame Facebook: https://www.facebook.com/STNgame YouTube: https://www.youtube.com/a2zinteractive Website: https://www.survivethenights.net Merch: https://teespring.com/stores/a2zinteractive PLUS D'INFORMATIONS SUR CE JEU JEU Survive the Nights Dans votre bibliothèque PUBLIÉ ven. 22 janvier 2021 @ 17:46 CET TYPE[/IMG]
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  15. #345
    Mouuuais...

  16. #346
    Ouaiiisss j'ai voulu mettre les images mais ça a pas voulu ! En gros ils ont mis des lignes électriques et retravaillés les intérieurs. Ils disent pas si c'est devenu bien...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  17. #347
    Citation Envoyé par Raoulospoko Voir le message
    Ils disent pas si c'est devenu bien...
    Moi je te le dis : non.

  18. #348
    Faut test !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  19. #349
    Déjà fait régulièrement

  20. #350
    Certe une fois par ans ça suffit
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  21. #351
    Y'a 6 mois
    Avec toi en plus

    Ce jeu n'avance pas. Pourtant les mecs ont l'air de bosser dessus, mais ils brassent de l'air.

  22. #352
    Ça bouge encore !!!
    C'est devenu vachement bien !!
    Y'a même des golf gti !!

    [IMG][/IMG]

    [IMG][/IMG]

    [IMG][/IMG]

    [IMG][/IMG]
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  23. #353


    Ouais. On a eu raison d'y croire

  24. #354
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  25. #355
    'Tain j'suis vachement moche quand même.
    Faut que je check demain ta gueule.
    Je vais dépouiller notre gti et aller récupérer le camping car que j'ai vu.

  26. #356
    Vazy !!

    Et si tu vois des pinces sur la route, prend ya besoin pour faire des verrous ! ou si tu vois une maison plus chouette vide le frigo et recupere tous les fusibles !!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  27. #357
    Tu veux pas 100 balles et un mars tant qu'on y est ?

  28. #358
    T'as pas cent balles mais je veux bien un snikers
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  29. #359
    [IMG][/IMG]

    [IMG][/IMG]

    [IMG][/IMG]

    Tout ça grâce a Mumble !!!!

    Vive Mumble fermer pas le server !!!!
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  30. #360
    C'est grâce à Mumble aussi la sale tête de Sapro ?

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