Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 32 sur 72 PremièrePremière ... 22242526272829303132333435363738394042 ... DernièreDernière
Affichage des résultats 931 à 960 sur 2145
  1. #931
    Oui, mais pour le coup, ton pote demandait des explications sur sa mort, ce n'est pas pareil que NFafa pour qui cela semble plutôt relever d'une erreur de sa part.
    Bon, après, comme tu dis, cela ne coûte rien de demander. Maintenant, si ça date d'il y a longtemps, qui sait si ça peut vraiment passer, encore davantage si des systèmes découverts l'ont été par d'autres entretemps.

  2. #932

  3. #933
    Mise a jour Elite Dangerous Horizon bloque vers la fin du téléchargement, j'ai essayé plusieurs fois même problème.

  4. #934


    Allez, encore 5 ou 6 updates et je relance le jeu.

  5. #935
    Cool.

    J'apprécie que les emotes serviront aussi à baliser des choses contextuellement, un peu à la façon d'Apex Legend je présume.

    Ceci dit, ce qui me sauce le plus dans ce devlog, c'est plutôt ça :

    Mission Additions and Improvements 
    Missions in Odyssey will receive additional features in Update 8. These include hostile agents attempting to intercept you while en-route, contacts you can meet at settlements, and NPCs attempting to use shuttles to flee to Hyperspace!

    Further Mission Additions and Improvements
    We also have exciting plans to further extend Odyssey’s mission set. This will add further mission variety and elements, making the gameplay experience much more dynamic.
    Tool new album Fear Inoculum

  6. #936
    Salut les canards.

    Pour ceux qui ont Odyssey, ça vaut le coup de le prendre maintenant ? C'est moins bugué et mieux optimisé ?
    Citation Envoyé par nAKAZZ Voir le message
    J'en arriverais peut-être à sortir des trucs du genre : "J'ai été vilain" ou "Punis-moi".

  7. #937
    Pareil pour moi... quand j'ai pris Horizons j'ai pas vu de grosses différences et j'avais payé plein tarif.
    Alors, là je sais pas trop...

  8. #938
    Je sais pas pour les perfs, mais sur les dernières vidéos d'Obsidian Ant les terrains procéduraux ont toujours l'air dégueux... J'ai l'impression qu'on a carrément fait un bond de 20 ans - en arrière.
    Signature Merde !

  9. #939
    Citation Envoyé par SuicideSnake Voir le message
    Salut les canards.

    Pour ceux qui ont Odyssey, ça vaut le coup de le prendre maintenant ? C'est moins bugué et mieux optimisé ?
    Pour ma part oui je trouve qu'aujourd'hui il vaut vraiment le coup. C'est stable, ça fonctionne bien, et les paysages sont réellement plus jolis. Le contenu s'etoffe de plus en plus, au niveau des missions.

    Citation Envoyé par Haleks Voir le message
    Je sais pas pour les perfs, mais sur les dernières vidéos d'Obsidian Ant les terrains procéduraux ont toujours l'air dégueux... J'ai l'impression qu'on a carrément fait un bond de 20 ans - en arrière.
    Ben je sais pas ce que tu as vu, mais perso j'explore beaucoup, et franchement j'ai trouvé des paysages magnifiques depuis Odysey. Les textures sont bien plus fines (de sol surtout). Tu peux toujours tomber sur des trucs un peu limites (surtout quand tu es en approche, parfois ça pixelise pas mal) mais il y a de vraies textures maintenant.
    Chaine Youtube : vidéos sur le Seigneur des Anneaux JCE et autres jeux divers et variés.

  10. #940
    Citation Envoyé par FMP-thE_mAd Voir le message
    Ben je sais pas ce que tu as vu, mais perso j'explore beaucoup, et franchement j'ai trouvé des paysages magnifiques depuis Odysey. Les textures sont bien plus fines (de sol surtout). Tu peux toujours tomber sur des trucs un peu limites (surtout quand tu es en approche, parfois ça pixelise pas mal) mais il y a de vraies textures maintenant.
    C'est plutôt les reliefs qui me dérangent - regarde vers 6:30 par exemple :



    Ça a pas l'air d'être le cas sur toutes les planètes, mais je vois régulièrement ces reliefs qui font penser à Outcast.
    Signature Merde !

  11. #941
    Les reliefs ça dépend vraiment des planètes, c'est en tout cas bien plus réussi et varié que Horizons. Le procédural a un côté loterie pour le rendu des planètes, selon le type d'étoile et la distance par rapport à celle-ci y'aura déjà une grosse différence pour les éclairages, ensuite y'a le type de sol, le relief, l'atmosphère...
    Mais dans l'ensemble c'est très beau et réaliste.

    Pour les perfs et les bugs avec ma "petite" config (i7 4790k et 1060 6go en 1080p) j'ai aucun soucis de ce côté là sans être trop exigeant, je peux bien accepter de descendre à 40 fps dans les stations vu que j'y passe pas ma vie). Je n'ai d'ailleurs eu quasiment aucun bug depuis la release. Y'a moyen d'activer le FSR pour un petit boost de perfs mais je trouve le résultat assez moyen de mon côté, les textes sont un peu baveux.

  12. #942
    Bon j'attends la prochaine màj pour reprendre le jeu. J'avais pris day one Oddysey mais avait vite arrêté au vu de l'aliasing et de l'opti' dégueulasses.

    Ca s'est bien amélioré je crois depuis.

    La prochaine màj c'est pour bientôt il me semble ?
    Jeu(x) du moment : Diablo IV; Helldivers 2; Yakuza : Like a Dragon.

  13. #943
    Oui y a eu du mieux. C'est pas encore ça mais c'est mieux.
    Et oui, l'update 8 c'est pour la semaine prochaine normalement (elle aurait dû tomber cette semaine mais a été repoussée), et c'est pas la dernière update à venir.
    Tool new album Fear Inoculum

  14. #944
    Cool merci ! Vivement smn prochaine !

  15. #945
    Patch mercredi.
    A priori, debug, opti, emotes et intérieurs des megaships.

    Par contre intérieurs des fleet carriers et nouveau srv c'est pour plus tard.
    Tool new album Fear Inoculum

  16. #946
    Pour faire plaisir à FMP!



    (Vu sur Reddit)

  17. #947
    Hehe sympa la pub' !! En plus c'est presque la même couleur que le mien !

    Je n'ai pas joué depuis un bail. Je suis revenu dans la bulle, j'ai vendu mes données et depuis j'ai pas retouché. On verra cet hiver après les patchs
    Chaine Youtube : vidéos sur le Seigneur des Anneaux JCE et autres jeux divers et variés.

  18. #948
    Je suis toujours pas retourné dans la Bulle depuis le début de l'été, j'ai juste atterri deux fois à la base de Cannon Research (pour lesquels je bosse en transmettant mes données via add-on) près de Colonia pour revendre des données. Là je me dirige vers la Bulle mais en faisant un grand détour et sans prendre les neutrons pour profiter un peu plus du voyage.

  19. #949
    Le patch-note est disponible!

    Spoiler Alert!
    Greetings Commanders.

    Well here we are.

    Update 8 for Odyssey is very close right now,
    HOWEVER I do need to bring the news of a slight change to the expected deployment schedule.
    (Now listen...You all warned me last night, right? I'm here to jinx us...clearly.)

    I'll be open with you with what's happened:
    Last night the team discovered one final, nasty issue with the way languages were suddenly displaying (#gamedev). This needed an immediate fix.
    When you fix something, you must always run sanity checks against the build set to deploy. These checks will need to happen this morning due to the timing of the fix last night.
    To that end, we now need to formulate a slightly new deployment schedule for today which remains unconfirmed in terms of time specifics right now.
    We're looking at releasing the updates 'This Afternoon'. Time slots to follow.

    The Horizons update for PC and Console notes can be found HERE.


    Regardless of all that behind the curtain as we crack on...Here are the Update Notes for Elite Dangerous: Odyssey Update 8 ???



    Elite Dangerous: Odyssey Update 8

    Updates Of Note
    The Alliance Crusader, Anaconda, Beluga, Federal Corvette, Imperial Cutter, Type9 and Type10 now support multicrew of 4
    (We’ve had this discussion before on Twitter but what is a group of Commanders called? One Commander, a ______ of Commanders…)
    Added the 4 new Engineers (Baltanos, Eleanor Bresa, Rosa Dayette, Yi Shen) to the Colonia region.
    More info in the Engineers section of the update notes below.
    You can now disembark into the internal concourse on Wells-Class Megaships.
    Be sure to check out more info in the Megaships section of the update notes below.
    Emotes and the the Emote Marker System (LOOK! OVER THERE! NO THERE!) have been added into the game o7.
    Salute, Wave, Applaud, Disagree, Agree, Point, Stop, Advance/Go
    More info in ‘The Emote and Marker System’ section of these notes (It’s right below us actually).
    Added new missions to meet and interact with characters at settlements.
    Added new Delivery and Smuggling missions.
    Added bounty hunter and assassin ships to some Odyssey missions.
    More info in the ‘Missions’ section of these update notes.
    Updated cosmetics from Horizons to integrate properly with the Odyssey version of the game.
    More info in the ‘Character’ section of these update notes.

    Right. Let’s get stuck in…Juicy bits.

    The Emote and Marker System
    Commander Emotes and the 'Emote Marker System' have been added into the game o7.
    Commanders can activate the wheel via the binding in-game under "emotes" for on-foot controls. You also have the ability to bind the individual emotes to keys of choice.

    The Emotes available as part of Update 8 are: Salute, Wave, Applaud, Disagree, Agree, Point, Stop, Advance/Go​
    The Emote Wheel has been added to all control schemes.
    Works much like the on foot wheel works,
    This is one way to allow you to express yourself parts of your body other than crouch-stand-crouch-stand.
    Added the ability to bind other emotes directly, allowing all emotes to be triggered without the emote wheel.
    This is another way in which to express yourself (press a key, activate limb).
    The Point emote also prompts a marker in-game as well as an appropriate message in the comms panel.
    The Point emote has also been bound to all default control schemes.

    AI
    Dropship obstacle avoidance has been improved (Dropship Pilot finally picked up their prescription for new contact lenses after always seemingly losing their glasses).
    Enforcers are now better able to maintain a line of sight on targets when fighting in undulating terrain (Again, eye tests. Keep up to date. Take my advice).
    AI ships above settlements will no longer get stuck circling each other.
    AI Pilots have been taught how to better chase targets across planetary surfaces to stay hot on that tail.
    Thargoid scavengers should no longer clip through the ground.
    AI will now perform some emotes back at the player (hopefully nothing untoward…)
    Conflict zone anti-aircraft turrets can now target ship launched fighters.
    Ships auto-landing on terrain now pick better landing spots and are better able to execute landing manoeuvres smoothly.
    Remember when…sometimes some of you would have your ship doing a little spin on its nose while you’re out exploring? Or hovering above the ground? We’ve clamped down on the "fun" with that. Ships should now keep their gear firmly on the ground.
    Settlement skimmers can now attack players positioned above them.
    Ships using Supercruise assist should now avoid applying undue roll.
    Right, no more getting flung off into stars or such when you’re trying to put your trust in a computer.
    AI no longer prevent the settlement alarm from turning off if they see a neutral player.
    Vendors and Mission Givers now have lipsync animations
    And I hear the angels sing on this one (with moving mouths, no less). We’ve got there with this.
    So there may be some instances where potentially taxi Pilots or other really niche characters might still be broken – we have separate logs for these guys.
    For example: The pilot at the end of the on foot tutorial doesn't have lip sync for his audio.

    Audio
    Fixed some issues with NPC voice audibility when a full-screen menu exists, like the engineers, and the ship vendors.
    Fixed the retrodrive audio emitter positions being a bit off on the Type-10.
    Fixed some cockpit audio emitter positions being a bit off on the federation corvette.
    Fixed the cockpit role panel triggering the wrong UI sounds.
    Improved the mix on the very loud mining lasers at some surface settlements.
    Fixed some odd audio anomalies on the holo-screens in settlements and social spaces.
    The ambiences in the turbolift area will sound more varied now.
    Fix for SRV turret movements not being audible to other players in your instance.
    Fixed the music above the apex counter in outpost settlements. It was accidentally muted and silent discos aren’t all that fun.
    Fixed announcer voices inside landing pad hangars. They were often not working properly.
    Fixed the very loud player breathing sounds (awkward) in ships when life support is disabled.
    Improved ship launch and land sounds.
    Most notably, if you land and then disembark immediately the landing spooling down sound should no longer cut off abruptly.
    Added a slight delay on a couple of the Apex vendor lines so you don’t hear them fade in when you exit the Apex map.
    Fix for the “Oxygen Depleted” COVAS line always being cut off during asphyxiation. The timing is better now.
    Like, that last breath is important, right? You gotta plan that kind of moment accordingly.
    Fix for your Commander audibly gasping when disembarking from a vessel for the first time in that session
    What did they SEE?! What do they KNOW?!
    Deep breath.
    I’m going to be laughing for the next 3 years over this one, I won’t lie to you…
    Fixed some incorrect NPC crew lines occurring when both player and crew are deployed in and swapping between fighters and mothership.
    For example, oddities like the NPC in a fighter saying “the ship is mine” (greedy) when a player swaps from helm into a 2nd fighter.
    Fix for suit voice line “A member of your team has been killed”. It wasn’t hooked up correctly.
    Fix for on foot music system not correctly identifying when player is no longer trespassing.
    This affects the way the on-foot combat and stealth music reacts to gameplay. So like you’re not enjoying the beautiful scenery to the soothing sounds of ‘YOU’RE IN TROUBLE!!!’
    Fix for the energy recharge sound not resuming after you discharge your energy link tool while in the ship boarding circle.
    Fix for turbolift door sometimes being silent on arrival.
    Fix for crash in the dialogue system sometimes caused by NPCs having a conversation in a multiplayer situation (rude).
    Fix for insight markers triggered by terminals not playing the correct ping sound.
    Fix for room ambience audio hard snapping between room entrances, when a room has multiple doors.
    Fix for social space adverts and announcers attempting to play at the same time.
    Improved some energy-related suit voice cooldown times.
    Fix for the GUI sounds in the shipyard being incorrectly silent.
    Fixed various reverb, audio propagation and render culling issues in some of the smaller settlement structures that include inside areas.

    Character
    Updated Existing Horizons cosmetics to have Odyssey Variants.
    The existing Horizons Cosmetics now have Odyssey counterparts included in their packs for no additional cost!
    Each piece of the existing gear has been split up into a torso and a legs section, allowing for compatibility with already existing Odyssey attire!
    The torso section also supports under suits allowing players to customise the base suit with existing cosmetics and have it appear underneath the jackets from the horizons packs.
    Rectified some erroneous balance values with Jump Assist on different suit types.
    With a recent update, some of the abilities to jump swayed from their original designs, we set the values back to the new scaling.

    Conflict Zones
    An issue has been fixed which would cause conflict zones to occasionally spawn too close to starports.

    Commodity Trading
    Fixed a Yellow Adder error when selling mission-linked cargo to a black market or Fleet Carrier.

    Engineers

    Welcome!! Engineers Baltanos, Eleanor Bresa, Rosa Dayette, Yi Shen are now available in the Colonia region.
    ROLL CALL!!! I’m going to hide this behind blur, just in case you don’t want spoilers.

    Baltanos
    Real Noise Suppression (Pressurised/Atmosphere)[*]Accuracy[*]Handling[*]Jump Assist[*]Improved Life Support[*]Sprint Duration[*]ADS movement
    Eleanor
    Clip Size[*]Reload Speed[*]Backpack reload[*]Increased Ammo reserves[*]Armour rating[*]Shield Regen[*]Increases melee damage
    Rosa
    Range[*]Scope[*]Stability[*]Backpack Capacity[*]Improve Radar[*]tool battery[*]Battery capacity
    Yi
    Synthetic audio suppression[*]Headshot damage[*]Quieter footsteps[*]Night vision

    Bueller?
    ........Bueller?

    Megaships
    Social spaces have been added to the standard Wells-Class Megaships!
    These social spaces include some or all of the following services:
    Inter Astra
    Apex Interstellar
    Vista Genomics
    Pioneer Supplies
    Bartender
    Frontline Solutions
    Escape Pods
    Escape Pods are available at Megaships to cover any rare situations whereby players might find themselves trapped on a Megaship and are unable to get back to their own ship.
    When you choose to use a friendly, ever supportive Escape Pod (they need a nice name) It basically sends you through the "deathflow", where you'll eventually wake up at a safe location instead.

    Fleet Carriers
    When modules are added to the fleet carrier, the capacity limit increases equal to the module.
    You can read more about exactly what this fix tackles (because it's lots of info) over at the following post: https://forums.frontier.co.uk/thread...ues-fix.592123
    Prevented a case of items sometimes getting duplicated via Fleet Carriers.
    Fleet carrier UI Interactivity fixes:
    Following Update 7, the Fleet Carrier and Carrier Services screen failed to load properly and could not be interacted with. This has now been fixed.
    Fixed an issue where suspending fleet carrier services would cause the station services UI to softlock.

    Interactions
    New “damage decals” for glass and metal surfaces when using the rocket launchers have been added.
    For anyone who doesn’t remember from last time, these “decals” are like impact markers. So a hole in a wall when you shoot something at it. Just like to keep some of the tech terms in there for fun now and then, in case you enjoy.
    Fix for decals appearing incorrectly on turrets:
    Bullethole effects wouldn't rotate with the turret itself.
    Explosion decals could look a bit odd.
    Fix implemented for an issue where turrets occasionally failed to self-correcting their alignment.
    The cuttable panel on the Atmospheric Processor unit should always fall outwards, and shouldn't get stuck within the recess.
    PCP-DEFINITELY-D (if you know, you know. In-Joke).
    A fix has been implemented to combat an invisible wall that could appear and block the Player from accessing the engineer Liz Ryder.
    Liz…BE FREE! Someone else was stuck behind an invisible wall last time, remember? I swear they're in conversations with one another in game and just want to be left alone...
    Ship-launched-fighters no longer contribute to Conflict Zones at settlements.
    Relieves the chance of exploit.
    The Thermal Conduit experimental effect now provides a subtle change to the laser intensity to reflect how active the effect currently is.
    A fix has been implemented for an issue whereby players could become unable to retrieve their ship with cargo aboard, after dying on foot.

    Lighting & VFX
    The Recharge Tool now has VFX that is visible when viewed by another player in the same instance.
    Various light fixes at Horizons settlement locations.
    The Cockpit overheating VFX will now consistently trigger when appropriate.
    In addition, visual improvements have been made to the cockpit overheating VFX.
    Improvements made to the Thargoid “Portal” effect.
    The portal is the cool, swirly effect that goes with Thargoids coming and going.
    The Guardian Gauss Cannon explosion VFX has been rebalanced to be more compact.
    Damaged station VFX has been rebalanced.
    Lighting has been boosted in Fleet Carrier hangars.
    This will also boost the lighting in the livery when previewing items

    Livery
    Further visual improvements to vehicle paint jobs to closer match their appearance in Horizons:
    Gladiator, Military and Tactical for the Taipan
    Ember & Taxi for Beluga, Dolphin, Hauler and Orca
    Asemic for Beluga and all other supported ships
    Emissary & Messenger for Beluga, Cutter, Dolphin, Courier, Cutter and Orca
    Military for Beluga & Federation Dropship
    Prestige for Beluga, Dolphin and Orca
    Pirate Faction for all ships
    Sheer Line for all ships
    Green United for Beluga and Orca
    Tactical Ice for Beluga
    Metallic SRV Paintjobs
    Chevron, Chrome, Gladiator, Iridescent, Military, Tactical & Vibrant for F63 Condor

    Missions
    Added mission contacts!
    These are characters that Commanders will meet during missions to fulfil various mission objectives.
    Added new mission types and a new mission variant to utilise mission contacts:
    Delivery
    Smuggling..
    Collection (from Contact).
    Added AI bounty hunter and Assassin ships into some Odyssey missions.
    If you are detected undertaking a mission against a faction, they may send a bounty hunter or Assassin after you (Yikes).
    These AI will try to interdict you to claim the bounty or enact revenge.
    Added flight risk targets to Assassination and Takedown missions.
    These characters will attempt to flee via a ship if commanders trigger a settlement's alarms or begin attacking the target.
    Failing to stop the target from reaching hyperspace will fail the mission.
    Covert Heist missions from mission providers should now appear more commonly.
    Larceny missions have been adjusted to appear more commonly.
    Fixed Passenger Missions displaying the wrong rewards in alternate routes.
    Fixed guaranteed target fleeing to a point of interest during Professional Takedown missions given by mission boards.
    Fixed Covert Espionage missions sometimes not displaying objectives correctly.
    Fixed Clean Assassination missions sometimes not displaying objectives correctly.
    Fixed Restore missions sometimes causing a disconnect upon Commanders being critically injured
    Fixed Commander inventories not updating when handing over items for delivery or collection missions

    Multicrew
    The Alliance Crusader, Anaconda, Beluga, Federal Corvette, Imperial Cutter, Type9 and Type10 now support 4 players in multicrew.
    The 4th seat will appear automatically, there is no need to purchase a new ship.

    Organics & Geologicals
    Ice-type spouts now have emissive properties.
    Visual improvements to Geysers and Ice fumaroles.
    Fix for multiple floating fumaroles, lava spouts and geysers on planet surfaces.

    Optimisation

    The team have been working hard on optimisation as part of this update 8 delivery, with extensive work carried out on Odyssey’s light and shadows, optimisation of glass, skin and particles, along with render layer optimisations and further improvements to the Navmesh.

    These have delivered significant performance improvements to the on-foot experience during internal tests. We ARE continuing to investigate where further optimisation can be made and will continue to take feedback on player experiences on case by case basis.

    Ok so for the notes below, it's really hard to use less technical language but I'm going to run with it anyway for your interest.
    I hope by including GPU or CPU callouts might help a bit with this to provide more of that honed in insight.
    Switch made from tiled to clustered lighting lists which improves the performance of lighting in areas with lots of lights, especially when there is an abundance of semi-transparent materials
    Allows for GPU performance improvements to lit effects such as glass, skin, particles, as well as the GPU light culling.
    Various improvements made to shadow prioritisation to help with performance.
    Allows for CPU performance improvement.
    This was primarily to fix the visual flickering around shadows.
    We have a more refined way of choosing the priority of shadows that display that prevent them appearing. Instances are only fixed on a case by case basis so further reports will be addressed individually.
    Various optimisations to lighting systems and light rendering
    Irradiance shader and memory bandwidth optimisation (GPU performance improvement)
    Textured light shader optimisation to avoid the use of inverse trigonometry (GPU performance improvement)
    Replace a resolve pass with a typed UAV load on supported hardware (GPU performance improvement)
    Shadowed/textured spotlight instancing for less drawcalls (both CPU and GPU improvement)
    Removing unused lighting paths (GPU performance improvement)
    Shader scalarisation optimisations.
    Fix the ordering of terrain rendering to be more optimal around structures.
    Fixed performance drops when on-foot with a number of ships flying above your head.
    Various feature and mission optimisations.

    Ship/SRV/Fighter Outfitting
    The transition effect that would play when selecting between ship or SRV paint jobs has returned.

    Planets
    Additional set of fixes for the aliasing seen on planet surfaces.
    Otherwise known as: Visual improvements should be seen when peering close up on a planet surface.
    Fixes for hard seams that could appear in the planet on-foot textures have been made.
    Line lines across the floor. Instances of those should no longer be visible.
    Fix implemented for a hard line that could occasionally be seen when blending between textures on planet surfaces.
    Fix implemented for sections of the planet surface disappearing when flying low to the ground.
    Fix implemented for black triangles that could appear on planet surfaces when the Camera Suite cameras were positioned close by to it.

    Rendering
    Fix implemented for flickering and jagged looking shadows on multiple objects, including the SRV cockpit glass.
    Fix implemented for glass materials on weapons not rendering in the correct FOV, meaning they could appear offset from the model.
    Fix implemented for the glass on plasma weapons, so it will now render correctly when directly lit.
    Improvements to multiple decals/impact effects including:
    Buggy tyre tracks
    Laser trais
    Large explosion marks
    Items, weapons and accessories will now also fade along with your Commander model if another Commander stands within close range of your Commander model in social spaces.
    Did I make any sense at all? It's getting late...
    Improvements and fixes made to mining decals/impact effects on asteroids.
    Fixes implemented for the ship cockpit glass so that dirt, ice and condensation are more visible.
    Re-balances for cockpit glass dirt and scratches have been made.
    These effects have been re-connected to the wear and tear of the ship.
    Increased the depth of room clip volume checks to prevent objects in distant rooms sometimes being erroneously hidden.
    Depth of field/Draw distance stuff. So you can see things from further way, for example.

    Server
    Fixed an issue that prevented combat bonds and bounty vouchers from being awarded to team members after they have boarded another player's vessel.
    Fixed a Black Adder disconnect when boarding an SRV after another team member disembarks from it.
    Fixed an infrequent Scarlet Krait error when controlling a team member's fighter.
    Fixed an internal server error when fetching journal data from the companion API.
    Well...that's one heck of a snake clear out at least!

    Settlements (Odyssey)
    Fix for recharge points being in the wrong position on a terminal at smaller research settlements.
    Workspace lab holograms will now correctly turn off when the settlement loses power.
    The anti-ship turret platform should no longer have rocks clipping through it.
    Fix for some landing pad details disappearing at certain distances.
    Fix for a flickering effects on a glass windows at Engineer Bases.

    Settlements (Horizons)
    Fix implemented for materials sometimes spawning under the ground at Dav's Hope.
    Fixes implemented for various clipping and floating objects in various settlements.
    Fixes implemented for overlapping/clipping objects at various settlements.
    Fix implemented for tower bases clipping with terrain.
    Fix implemented for gas tank hitcheck and stretched textures at Industrial settlements.
    Basically these tanks will now be solid objects and look...well...pretty. For gas tanks...
    Fix for backface culling and LODs on multiple container props.
    Container “Glow-up”, basically. Again, Containers really are looking their best right now. You go, Containers!
    Fix implemented for an incorrect collision mesh with ladders at certain settlements.
    You could walk through ladders. You only really want to climb them so that was wrong.
    Fix for backface culling found on some Horizons biodomes.
    Same as containers, Horizons biodomes are looking fancy right now.
    Fix implemented for a number of hitcheck and alignment issues at an abandoned settlements.
    Really clamping down on players being able to walk through objects.
    Fix implemented for some floating vents on wrecked Anacondas.
    Fix implemented for backface culling on wrecked objects in some Horizons site locations.
    Fixes for multiple pieces of geometry at Horizons settlements.
    Visual improvement to ground materials at Thargoid sites.
    Fix implemented for some floating rocks at the Jameson crash site.
    Kiddo.
    Fix implemented to address some visible artefacts seen on some installation sites.
    These are like...what could be described as pixellation.
    Hitcheck fix on Thargoid barnacle.
    Can't walk through barnacles.

    Ships/SRV
    Fixed a Black Adder error when docking a fighter when the ship's owner is controlling another fighter.
    Weapons with a non-legacy plasma slug modification no longer retain premium ammo benefits after refuelling.
    Beluga Camera Suite cameras will no longer clip into hangar walls.
    Corvette cameras as part of the Camera Suite will no longer clip through hangar walls.
    Fix implemented for the Railgun 2B and a variety of smaller weapons from not being able to fire when equipped on certain hardpoints.
    Fix implemented to the physics of the Imperial Clipper landing gear.
    No more weird movements or similar from that guy.
    The communications panel in the SRV should now overlap with the schematic UI less.

    Tutorial
    Corrected an issue where the AI trainer ship attempts to dock instead of carrying out his scripted task.
    Rebel! Do as you're told!
    Reduced the likelihood of Dylan getting mad at you for looting when picking up consumables.
    I hear he's under a bit of pressure these days. I'm sure he'll be ok.
    Removed the ability to disembark inside inappropriate tutorial stations
    Final Stretch...

    UI
    Fixed the interdiction UI not being visible.
    Suit HUD: Added a new wheel to select emotes.
    Suit HUD: Fixed top right objectives display so it no longer has blank space on mission objectives.
    Station Services: Hiding the main content of the UI when the loading spinner is being displayed.
    This makes sure the spinner will appear over an empty UI when the player's ship is being transferred to the hangar after choosing the Outfitting/Livery options.
    Livery: Amended the timing of when standby audio events are fired off to better match the appearance and disappearance of the loading spinner.
    Transfer Panel - Fixed an issue whereby if there was no image to display, it would use the last used one (often the player's ship).
    Comms Panel: Fixed a variety of issues, including side panel focusing issues, icon alignment and formatting and layout issues when opening and closing some side panels.
    Comms Panel: Fixed an issue where opening the comms panel when using the quickcomms option would cause some layout problems.
    Backpack: Added descriptions and titles to the empty states for the different sections.
    Odyssey Engineers: Added pin blueprint functionality
    Bartender: Added a pin icon for resources needed for pinned blueprints.
    Map Bookmarks: After editing or deleting a bookmark in the manager popup, the focus will remain on the position in the list instead of reverting to the first button.
    Map Bookmarks: Fixed an issue where the numbers for bookmarks being sent to the UI were incorrect.
    Map Bookmarks: Fixed an issue where player and squadron bookmarks weren't counted together in some instances.
    Horizons Engineers: Fixed an incorrect mission audio sound when opening the modules pop-up.
    Role Panel: Fixed an issue related to the panel triggering the wrong audio events.
    Item Wheel: Updated the way the ItemWheel UI handles resizing images so that we can have larger images for Emotes as they do not have item counts.
    Mission Board: Improved formatting for missions with long titles.
    Cockpit: Added in-world Capture Points marker for on foot Conflict Zones
    Codex: Fixed an issue where the middle segment of the archive screen could not be navigated to by controller or keyboard.
    Mission Board: Fixed the planetary icon so it no longer overlaps the superpower icon.



    Known Issues:
    Please remember that it's impossible for me to list out every issue currently known and open in Elite Dangerous, however I'd like to share a few of the heavy hitters which hopefully help with any concerns from recent reports. We will of course continue to work through additional feedback and legacy issues moving forward where possible.
    Issues with Atmospheric Lighting:
    We've heard your reports on issues around Atmospheric Lighting, namely those included in the following Issue Tracker report: https://issues.frontierstore.net/issue-detail/42691
    Internal investigation is ongoing.
    During on-foot combat at a conflict zone settlement, the player camera visibly recoils and shakes when taking damage (i.e. taking fire from enemy gunfire, grenade blasts) however sometimes this camera shaking continues after taking said damage, and becomes quite aggressive and uncontrollable.
    The cockpit of the Python does not show cracked glass and iced over effects at the moment.
    A Crash occurs when opening an inbox message from Professor Palin.
    This will affect those switching between Horizons and Odyssey / opening Odyssey mission contracts in Horizons.
    High priority to address and under investigation. Will update on progress asap.
    Commanders should be able to kick other players out of their Wing/Team, and currently cannot.
    Starting Frameshift makes the game freeze/lock (Horizons reported).
    This doesn't happen all of the time, but we want to acknowledge that we're aware it does happen and it's internally logged and being investigated at earliest convenience.
    Players are taking multiple of the same mission to a destination and are sometimes hitting an error. This is under investigation.
    Naming Bookmarks On Creation In The System Map Does Not currently Work
    When navigating into the System Map and selecting a location to bookmark (i.e. a settlement, planet, starport etc.) you are given the option to name the bookmark before confirming its creation. Despite entering a custom name into the field however, after confirming it a UI prompt appears displaying the location's default name (e.g. the name of the settlement) rather than the custom name you just entered.
    Rarity of Settlement Defence Plans.
    Still very much known and tracked.
    Thermal conduit too strong and gives incorrect damage increase.
    Still under internal investigation and tracked.
    Planets and Moons orbit lines not visible in the FSS when in VR.
    Still under internal investigation and tracked.
    Parts of the first person UI are visible when in the Camera Suite free cam, while in the 2nd or 3rd seat of a Type-10.



    As always, thank you for being...you. We'll keep you updated across the forums and all social channels as to when the release of updates today shall fall.
    Here as usual keeping a watchful eye, but will be needed on the other side of the curtain quite heavily in the build up to the updates going live.

    o7 Commanders.
    See you in the Updates.


    The team have been working hard on optimisation as part of this update 8 delivery, with extensive work carried out on Odyssey’s light and shadows, optimisation of glass, skin and particles, along with render layer optimisations and further improvements to the Navmesh.

    These have delivered significant performance improvements to the on-foot experience during internal tests. We ARE continuing to investigate where further optimisation can be made and will continue to take feedback on player experiences on case by case basis.

  20. #950
    Hâte de tester ça ! Et les nouvelles missions et ajouts autour de ça (interactions avec les NPC, fuyards, chasseurs de prime, etc...)

    Le pointage contextuel - un peu à la façon d'Apex Legend - est une bonne surprise aussi !

    [Edit] Autre petits trucs sympas que j'avais raté :
    Odyssey Engineers: Added pin blueprint functionality
    Bartender: Added a pin icon for resources needed for pinned blueprints.
    Dernière modification par MrSkiz ; 27/10/2021 à 11h48.
    Tool new album Fear Inoculum

  21. #951

  22. #952
    heee hooo !!!
    heeeeeeeeee hooooooo
    heeeeeeee hoooooooo.......

    Y a plus personne qui parle du jeu à part le forum officiel ?
    Ils sont ou les pavés de 132 lignes qui parlent d'une précédente aventure dans l'espace lointain...


    EDIT: bon je suis dans une station et il y a encore de l'aliasing...




    Faut pas déconner c'est moche...
    Anticrénelage en SMAA
    Anisotrope x16
    ACC Fidelity AMD (l'autre choix est encore pire)

    Je vais tester sur une base sur une planete, c'est la ou c'était pas top.
    Dernière modification par CONTROLE FISCAL ; 27/10/2021 à 19h29.

  23. #953
    Citation Envoyé par CONTROLE FISCAL Voir le message
    ACC Fidelity AMD (l'autre choix est encore pire)
    Et sans l'amd fidelity c'est pas mieux niveau aliasing?
    Il me semble qu'il fonctionne sur du downsampling.

  24. #954
    C'est bon à savoir, je vais tester sans.

    Sans


    Bon ca m'a l'air mieux mais loin d'être parfait.
    Après en capture d'écran c'est compliqué de juger.

    Par contre ca tourne bien mieux dans les bases.
    Dernière modification par CONTROLE FISCAL ; 27/10/2021 à 20h43.

  25. #955
    Le nombre de message sur le topic aussi nombreux que le nombre d'habitants en dehors de la bulle sur elite dangerous. (ou les fps avant la derniere maj).

  26. #956
    Citation Envoyé par CONTROLE FISCAL Voir le message
    Le nombre de message sur le topic aussi nombreux que le nombre d'habitants en dehors de la bulle sur elite dangerous. (ou les fps avant la derniere maj).
    lul
    Jeu(x) du moment : Diablo IV; Helldivers 2; Yakuza : Like a Dragon.

  27. #957
    Je joue toujours, mais étant toujours loin de la civilisation j'ai pas vraiment pu me rendre compte des changements apportés par la MAJ. J'approche les 700 heures de jeu, c'est toujours aussi immersif!
    L'aspect "perma-death" en explo est vraiment excellente, faut vraiment faire gaffe dans certains coins pour ne pas tout perdre sur une erreur d'appréciation. Encore 300k crédits de données et je devrais gagner ma 5ème étoile Elite en explo!
    Dernière modification par Ckao ; 29/10/2021 à 12h07.

  28. #958
    Patch 8.01 en cours de déploiement. Principalement axé sur la correction des tremblements de cam.

    Dev update d'octobre out ! Petit teasing sur le SRV biplace et l'intérieur des fleet carrier.

    Je note aussi un truc moins visuel mais plutôt intéressant :
    Multi Limpet Controller
    The multi limpet controller is a new module that works in addition to existing limpet controllers, allowing players to deploy multiple limpet types using a single module slot. This new controller is not intended to replace the existing dedicated limpet controllers and will be balanced against these within the game, allowing basic use of multiple limpet types without a dedicated slot for each.
    Et y aura pas mal d'ajouts niveau mission : interactions avec des NPC sur certains POI, certains NPC dans les settlements donneront des missions spéciales.

    Tout ça est à venir dans l'update 9 ou après.
    Tool new album Fear Inoculum

  29. #959
    Content de voir qu'ils continuent les améliorations ! Comme d'habitude c'est dommage que ça n'ait pas été fait avant la sortie, mais bon, au moins ils ne lâchent pas le truc.

    Je reviendrais faire un tour probablement après l'update 9 pour ma part !
    Chaine Youtube : vidéos sur le Seigneur des Anneaux JCE et autres jeux divers et variés.

  30. #960
    C'est bête mais j'arrive pas à m'y remettre simplement parce que pas de VR à pieds. Même implémentation très basique - genre rien de + que de voir en 3D - je prends. Ca tabasse tellement en VR ! C'est dommage surtout qu'au départ ils avaient annoncé que ça serait travaillé pour déclarer un peu après (ou avant?) la sortie que finalement ça ne bougerait plus

Page 32 sur 72 PremièrePremière ... 22242526272829303132333435363738394042 ... DernièreDernière

Règles de messages

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