Crunchez vos adresses URL
|
Rejoignez notre discord
|
Hébergez vos photos
Page 61 sur 79 PremièrePremière ... 1151535455565758596061626364656667686971 ... DernièreDernière
Affichage des résultats 1 801 à 1 830 sur 2349

Discussion: Black Mesa Source

  1. #1801
    Oui, il y a Crossfire et Stalkyard entre autres, et aussi Bounce, Gasworks, LambdaBunker, Subtransit, Undertow...


    J'ai pas eu l'occasion d'essayer Rapidcore par contre, c'est une map du Workshop non ?
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  2. #1802
    MAJ la semaine dernière :
    Patch 0.0.1
    7 mai - BMS | Hubicorn

    We would like to thank everyone for supporting us during Early Access. Based on all of your feedback and bug reporting so far, we would like to introduce our day two patch to you, 0.0.1.

    This patch contains critical bug fixes that will enhance your experience with our product. Please find the changelist below:

    Changelog:

    • Resolved, in some cases, rendering issues related to HDR & Full Brightness.
    • Fixed a bug causing animation issues when swimming in Multiplayer.
    • Set “English” as the default language for all in-game UI until translations are complete.
    • Fixed player spawning deaths in cases where another player has spawned on top of one another.
    • Fixed cases where multiplayer spectators spawn killing in-game players.
    • Fixed save / load keys not appearing in the keyboard bindings list
    • Fixed quicksave / quickload key bindings not appearing in the keyboard bindings list.
    • Fixed choose team key binding not appearing in the keyboard bindings list.

    Reminder:

    Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers.

    As always, be sure to report any issues you find in our discussion forums and thank you again for the support.

    Et aujourd'hui :
    Patch 0.0.2
    19 mai - [BMS] Chon Kemp

    The new patch is released! Introducing Black Mesa 0.0.2.

    This is a much larger patch than the last one. We hope that this patch has resolved most of the serious performance issues and stuttering in multiplayer.

    Please find the full changelist below:

    PROGRAMMING CHANGES

    • Performance fixes: Dynamic lights removed from muzzle flashes and explosions. These were causing stuttering and performance issues in MP, which should now be fixed. Dynamic light options removed from menu as they no longer do anything.
    • Loading screens: Our flashy loading screen system now works properly for MP on secured servers (the majority of servers). Previously they only worked on unsecured and listen servers. Also made some updates to the loading screens' appearance to make them a bit nicer.
    • Spawn system: Fixed all players penetrating each other to death over a single spawn point during round resets.
    • Chat box exploit: Fixed a recently discovered bug which affects all Source games and allows players to execute commands on all players using the chat box, potentially crashing the server.
    • Tripmine hitbox: Doubled the size of the Tripmine hitbox to make it easier to shoot.


    ...

    BALANCE CHANGES

    WEAPON TWEAKS

    Crowbar

    • Crowbar range reduced from 76 to 40.
    • Crowbar force reduced from 20 to 13.
    • Crowbar attack speed on hit (singleplayer) reduced from 0.2 to 0.25 (is now 4 hits per second instead of 5 - is now the same as 2012 mod release).
    • Fixed weird recoil issue where if hitting the same spot repeatedly, the player's view would drift to the right.


    Glock

    • Glock singleplayer damage reduced from 9 to 8 (to maintain 9mm parity with MP5).


    MP5

    • MP5 spread (cone of fire) increased from 1 1 0 to 1.75 1.75 0.
    • MP5 horizontal recoil increased by factor of 1.75.
    • MP5 singleplayer damage reduced from 9 to 8.


    Shotgun

    • Shotgun singleplayer damage per shot increased from 6 (48 total) to 7 (56 total).
    • NPC Shotgun damage increased from 15 to 20.


    DIFFICULTY TWEAKS

    • Enemy damage multiplier for hard difficulty increased from 1.5 to 1.75. Hard difficulty just got harder!


    ENEMY TWEAKS

    Alien Grunt

    • Agrunt health increased from 96 to 120.
    • Agrunt Hivehand minimum range decreased from 256 to 128 (they are more inclined to use their Hivehand in close range, now).
    • Agrunt Hivehand max range increased from 2048 to 4096 (they are more inclined to use their Hivehand at long range, now).
    • Agrunt Hivehand usage increased and strengthened significantly:
    • Hivehand minimum burst size (minimum random number of bees fired per burst) increased from 3 to 5.
    • Hivehand maximum burst size (maximum random number of bees fired per burst) increased from 5 to 8.
    • Hivehand minimum rest interval (minimum random time between bursts) decreased from 2 to 1.
    • Hivehand maximum rest interval (maximum random time between bursts) decreased from 6 to 3.

    Alien Slave

    • Aslave health increased from 60 to 70.
    • Aslave zap damage increased from 20 to 30.
    • Aslave zap cone increased from 0.6 (roughly 50 degrees) to -0.70710677928 (135 degrees). They are now significantly more accurate when firing at you now.


    Apache

    • Apache rest time (rest time between bursts) increased from 2 to 3.
    • Apache charge time (how long it takes to charge a burst) increased from 2 to 3.
    • Apache max burst count (maximum random number of shots fired per burst) decreased from 40 to 30.
    • Apache min burst count (minimum random number of shots fired per burst) decreased from 30 to 20.
    • Apache burst hit max (how many times maximum he will hit you before he stops his burst) decreased from 5 to 4.


    Assassins

    • Assassin damage bug fixed. Damage is now 5 (used to be 12!)


    Ichtyosaur

    • Ichtyosaur health increased from 260 to 310.


    LAV

    • LAV damage increased from 5 to 8.


    Marines/Human Grunt

    • All Hgrunt healths increased by 10.
      • Commanders: Health from 60 to 70.
      • Grenadiers: Health from 50 to 60.
      • Grunts: Health from 50 to 60.
      • Medics: Health from 40 to 50.
    • The amount a medic can heal a fellow marine was increased from 25 to 30.
    • Increased Marine accuracy very slightly by reducing their spread from 6 6 0 to 5 5 0.


    MAP CHANGES

    SINGLEPLAYER TWEAKS
    • Many changes have been made to the singleplayer maps. See full changelog for more details.[forums.blackmesasource.com]



    MULTIPLAYER TWEAKS

    • Weapon canisters dropped by players now use their HL1 behaviour - they drop the weapon + ammo that the player was using when they died. Previously they just gave you all the ammo the dead player was carrying.
    • Respawn time for all suit battery pickups increased from 15 to 30.
    • Respawn time for all chargers (health and suit) increased from 15 to 30.
    • Capacity of suit chargers reduced from 75 to 50.
    • Many changes have been made to the multiplayer maps. See full changelog for more details. [forums.blackmesasource.com]



    MODEL CHANGES
    • Changed the world models for the RPG and Tau to reflect their new viewmodels.
    • Updated the Hummvee to use proper specular and normal maps. Fixed lighting errors on it and improved its look significantly.
    • Fixed bad collision on some M35 (truck) variants, where players would get stuck inside them.
    • Updated the blast door model used in Surface Tension.
    • Fixed some of the pipe corner props so they are properly made of metal, insead of plastic.
    • Fixed the model properties on the Lambda Door to make it metal instead of plastic.
    • New models for the MP5 grenade and RPG ammo. Both should be more visible and unique looking now.


    SDK CHANGES

    Updated the modelviewer images for the new weapons (the old ones were extremely out of date).


    Reminder:

    Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers.

    As always, be sure to report any issues you find in our discussion forums and thank you again for the support.
    Hotfix 0.0.2.1
    19 mai - BMS | Hubicorn
    This hotfix contains a critical fix that affects dedicated servers. Please find the changelist below:

    Changelog:

    Resolved an interface issue in "engine_srv.so" that prevents the Linux dedicated server build from launching.


    Reminder:

    Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers.

    As always, be sure to report any issues you find in our discussion forums and thank you again for the support.
    Et ça date de la sortie mais si certains ont toujours des problèmes de perfs :
    We're aware of a few performance issues related to some of the settings in the options menu. We'll be working on a fix for these soon in an upcoming patch.

    Extreme Framerate Drops & Stuttering:
    You can try a couple of things if you have stuttering or poor FPS:

    From the main menu go to "Options," click the "Black Mesa" tab, and uncheck the four boxes under "Performance."

    These options are called "Enable DLight Manager", "Enable Muzzleflash DLight", and "Enable Battery DLight".

    Possible Full Bright/No Lighting Fix:
    Make sure if you are using a laptop your dedicated video card is being used.

    Control Panel > NVIDIA Control Panel > Manage 3D Settings > Program Settings > Add bms.exe > Select Dedicated graphics card (field 2).

    You can also try:

    Find 'autoexec'.cfg in SteamApps/common/Black Mesa/bms/cfg and open this file with Notepad

    Add the following lines to this file:

    mat_dxlevel 95
    mat_fullbright 0
    mat_hdr_level 2

    Save the file and launch the game to see if this fixes your issue.

    We are extremely sorry for the hiccups, we'll be rolling out additional patches for some of the other issues as quickly as possible over the next few days. Thanks for your patience!
    Dernière modification par Koma ; 19/05/2015 à 17h55.
    Citation Envoyé par LaVaBo Voir le message
    Si ta mère ne s'est jamais retrouvée en short devant ces magasins suite à une embrouille avec tes potes d'école primaire, t'as pas eu une vraie enfance.

  3. #1803
    Assassin damage bug fixed. Damage is now 5 (used to be 12!)
    Ah ouais je comprends que j'en ai chié

  4. #1804
    Les changements du dernier patch sur les maps de la campagne :


    Anomalous Materials

    Map A (bm_c1a0a) : Players should no longer get stuck in Freeman's locker.



    Unforeseen Consequences

    Map A (bm_c1a1a) :
    • Kleiner now correctly looks at the headcrab that portals in after the dialogue with Eli.
    • Laser hallway beams now deal the correct damage.


    Map B (bm_c1a1b) : Players should no longer get stuck in Freeman's locker.

    Map C (bm_c1a1c) : Fixed visible nodraw area.

    Map D (bm_c1a1d) : Fixed headcrabs falling & dying on the headcrab lift fight.

    Map E (bm_c1a1e) : Fixed autosave loop on the crate jumping puzzle.



    Office Complex

    Map A (bm_c1a2a) : Fixed visible nodraw area



    We've Got Hostiles

    Map A (bm_c1a3a) :
    • Fixed inconsistency between the 'We've Got Hostiles' & 'Blast Pit' transition areas.
    • Added visible glow to silo door button to indicate it is usable if the scientist is killed.




    Blast Pit

    Map A (bm_c1a4a) : Fixed inconsistency between the 'We've Got Hostiles' & 'Blast Pit' transition areas.

    Map C (bm_c1a4c) : Fixed mysterious hat disappearing after fan puzzle.

    Map E (bm_c1a4e) : Made adjustments to suspended pipe to fix the player getting stuck while trying to jump.



    Power Up

    Map A (bm_c2a1a) :

    • Made control room guard a non vital ally after the the train is on the turn table.
    • Repositioned the shotgun and ammo in the control room to be more visible.
    • Corrected I/O that prevented the train from correctly passing the last guard checkpoint under certain conditions.




    Apprehension

    Map A (bm_c2a3a) : Fixed control room scientist scene so it plays correctly.



    Surface Tension

    Map E (bm_c2a5e)

    • The outside tripmines now pose more of a threat to the player.
    • Modified the Sniper and Guard/Scientist scene to account for different player actions.


    Map F (bm_c2a5f) : Fixed fires not doing damage to the player.



    Forget About Freeman

    Map A (bm_c3a1a) : Fixed Vortigaunts blocking the doorway after the initial guard scene.
    Et celles du multi :


    Subtransit
    • Subtransit train is replaced with THE DREADNOUGHT. THE DREADNOUGHT is one lead tram and 2 flatbed trams connected together, with a 50 Cal turret on the front and back. Some known issues with THE DREADNOUGHT:
      • 50 Cals don't work until the tram moves once.
      • Using the front MG vs switching the tram can be slightly annoying at times.
      • You slide a bit around when using the 50 Cals while moving.
    • Subtransit weapon layout reworked:
      • There are now two long jumps. One on either side of the map's tram track in the dead ends.
      • Gluon is now in a spot only accessible by long jump.
      • Added the 357 back to the top middle arch suspended walkway.
      • Added a few shotguns.
      • Added rpg ammo to the top of the suspended large metal crate.
      • Added crossbow to lower hallway under suspended metal crate.


    Stalkyard
    • Increased red light brightness in vents.
    • Added a light in a dark corner in the large courtyard.



    Undertow
    • Undertow weapon layout tweaked:
      • Moved the vat room Crossbow to the suspended grate inside the vat.
      • Added a light to the spinning vat piece, near the Gluon.
      • RPG in the river is now above the water, so it can be seen by players.



    Lambdabunker
    • Lambdabunker weapon layout tweaked: The ladder bridge to suspended grate is now a Hivehand pickup rather than 2 Snarks.



    Bounce
    • Performance: Several performance fixes to improve the FPS on the map:
      • Replaced mine rail track, sleepers and fixings with one static model (improve performance).
      • Changed some models to static props.
      • Made all ropes static (not effected by wind).
      • Added hint brushes in tunnel below main shack.
      • Added an occluder to main shack.
      • Reduced chance for detail sprites on some paths.
      • Corrected draw distances on some models.
      • Tram lights are now static props.
    • Realigned textures on some displacements.
    • Moved shotgun in hivehand area due to clipping issues.
    • Made railing in hivehand area solid.
    • Made railing in central builing solid.
    • Increased clipping around bouncepad_02 near main shack.
    • Increased lighting in sewers from main dam.
    • Increased lighting near secure access door.
    • Moved bouncepad_03 away from displacements to aid access.
    • Moved 2 healthpacks near sewer entrance.
    • Cave paintings have more paint splash.
    http://forums.blackmesasource.com/in...2-Patch-0-0-2/
    Citation Envoyé par LaVaBo Voir le message
    Si ta mère ne s'est jamais retrouvée en short devant ces magasins suite à une embrouille avec tes potes d'école primaire, t'as pas eu une vraie enfance.

  5. #1805
    Citation Envoyé par Golobix Voir le message
    Ah ouais je comprends que j'en ai chié
    C'est pas faux, je devais me munir de l'arbalète et les tuer sans me faire repérer, pas facile !
    Fortnite : White Kimblee

  6. #1806
    Citation Envoyé par LaVaBo Voir le message
    Si ta mère ne s'est jamais retrouvée en short devant ces magasins suite à une embrouille avec tes potes d'école primaire, t'as pas eu une vraie enfance.

  7. #1807
    Content Update 0.1.0
    16 juin - BMS | Hubicorn

    Happy summer everyone! We are very excited to introduce our first content update to you, 0.1.0. This update contains new features, a new deathmatch map, and bug fixes that will enhance your experience with our product. Please find the changelist below:

    UPDATE HIGHLIGHTS

    -New map dm_stack!
    -Added G-Man as a playable multiplayer character.
    -Added first person zombie hands model for zombie scientists
    -Added first person zombie hands model for zombie guards
    -Added first person guard hands model

    DETAILED UPDATES

    SINGLE PLAYER CHANGES

    General

    -Fixed some music tracks not being affected by the music volume slider in the audio options (Office Complex, Blast Pit, Surface Tension & Lambda Core)


    Unforeseen Consequences

    Map A (bm_c1a1a)

    -Fixed blocking the crashing elevator with physics objects.

    Map C (bm_c1a1c)

    -Fixed z-fighting pipe model.

    Map E (bm_c1a1e)

    -Fixed canal bullsquid scene triggering late if the player took the lower pathway.


    Office Complex

    Map A (bm_c1a2a)

    -Fixed various prop shadows.

    Blast Pit

    Map D (bm_c1a4d)

    -Fixed player getting pushed under the lift and out of the map when falling.


    Apprehension

    Map B (bm_c2a3b)

    -Made freezer entrance scientist a non-critical npc once the door has been opened to prevent a save loop if killed by the player after entering the freezer.

    Map C (bm_c2a3c)

    -Removed glock that was left in accidentally for testing purposes.


    Residue Processing

    Map A (bm_c2a4a)

    -Various miscellaneous console error fixes.
    -Fixed Barney being unresponsive if the player saves him from death.

    Map B (bm_c2a4b)

    -Various miscellaneous console error fixes.

    Map C (bm_c2a4aC)

    -Various miscellaneous console error fixes.


    Questionable Ethics

    Map E (bm_c2a4e)

    -Fixed broken soundscape.

    Map F (bm_c2a4f)

    -Various miscellaneous console error fixes.

    Map G (bm_c2a4eg)

    -Various miscellaneous console error fixes.
    -Fixed several broken overlays.

    Map H (bm_c2a4h)

    -Fixed car model having the incorrect orientation.
    -Fixed some brushwork that had been moved accidentally.

    Surface Tension

    Map G (bm_c2a5g)

    -Added in bounce jump pad decal.
    -Fixed floating pipes near the water tower.
    -Fixed floating debris from destroyed wall.


    Forget About Freeman

    Map A (bm_c3a1a)

    -Added in bounce jump pad decal.
    -Fixed a visible nodraw area near water.

    Lambda Core

    Map H (bm_c3a2h)

    -Fixed an issue with the sounds at the end of the final teleporter sequence, where you sometimes would not hear the scientist telling you to “jump now!”. You should be able to hear him all the time now.


    MULTIPLAYER CHANGES

    dm_stack!

    Added dm_stack! dm_stack is a brand new, outdoor, fun map designed for smaller player counts.


    dm_gasworks

    -Adjusted weapon placements in quite a few places:
    -Gluon Gun has been moved slightly (though is still on the same tower), to a position up high. It is now perched on top of a pipe on the same tower, and can now only be reached by hopping up to it from the railings, so requires 2 (simple) jumps.
    -Both uranium packs removed from Gluon spawn.
    -Removed one uranium pack from the hole Tau Cannon spawn.
    -One of the batteries on the tower bridge replaced with a uranium pack.
    -Added a clip of Crossbow ammunition on the red tower.
    -Removed a clip of Crossbow ammunition from the middle building.
    -Added 2 frag grenades in the top middle shack on the surface.
    -Replaced the MP5 by the forklift with a Shotgun with one ammo pack.
    -Adjusted the positioning of the RPG Fort’s pickup so the RPG no longer appears to be floating.
    -Removed both batteries from the ibeam on top of the elevator shaft. Removed one uranium pack from there too.
    -Added 2 frag grenades by the planks in the control room (which form a ramp to drop out the control room window).
    -Removed one ammo pickup from the Shotgun on the upper catwalks in the underground cavern.
    -Added a second MP5 grenade to the MP5 pickup on the underground tower.
    Tweaked lighting and player direction in a few areas:
    -In the underwater swimming routes (01 and 02), added caution stripes surrounding the entrances to make them much more obvious to players.
    -Brightened up the lighting surrounding the swimming routes to make them stand out more.
    -Added a large spotlight shining onto swimming route 02, to make it stand out better as a major route.
    -In the underwater part of the elevator shaft, added a fill light so the underwater section is no longer dark.
    -Added a red light at the base of the elevator ladder, to make the route more apparent.
    -Significantly brightened up the light from the elevator shaft teleporter, to make that part more obvious at a first glance.
    -Next to the conveyor drop down, turned on a light next to the double doorway, to make that major route area less dark from outside, and improve player visibility.

    dm_subtransit

    Reverted the tram back to the original 1-car style. The DREADNAUGHT is no longer ingame, we felt that while it was fun, it was too buggy to be reliable or useful.


    MODEL CHANGES

    -Added first person zombie hands model for zombie scientists
    -Added first person zombie hands model for zombie guards
    -Added first person guard hands model
    -Updated first person scientist hands
    -Added G-Man as a playable multiplayer character.
    -You can now get blood on the MP5.


    PROGRAMMING CHANGES

    -Fixed the ragdoll bug where occasionally the Vortigaunts/Marines corpses would spawn in a T-pose/be behaving extremely oddly after loading a save game or level transition.

    -Adjusted RPG reloading mechanics to be more in line with HL1. Now, if you fire your RPG with the laser on, you cannot reload it until the rocket has detonated. If you fire with the laser off, and press reload, you are able to reload it even while the rocket is still in the air.
    -Adjusted Shotgun reload so you can interrupt the reload properly by firing, and it will fire instantly, instead of waiting for the current shell to be loaded first.
    -Tau Cannon adjustments:
    --Tau Cannon full charge time in MP is reduced from 1.5 seconds to 1.25 seconds, to better match the original Half-Life.
    --Tau Cannon full charge ammo usage reduced from 12 uranium to 10 uranium, to better match the original Half-Life.
    --Tau Cannon jump velocity reduced from 1100 to 850, to bring it closer to HL1 and to make it a bit less ridiculous and easier to control.
    --Tau Cannon hitreg fix - fixed a bug in the Tau Cannon’s hit registration that was making it register unreliably.
    --Tau overcharge volume reduced from SNDLVL_100dB to SNDLVL_norm.
    -Crossbow adjustments:
    --Zooming in with the Crossbow is now instant in MP. Welcome back, quickbow!
    --The Crossbow’s zoomed shot is now properly lag compensated, so should now register more reliably.
    -Voice chat is now enabled in MP and is bindable via the options menu!

    Reminder:

    Please be sure to restart your Steam client and download the latest update. Running a dedicated server? Please be sure to run an update to bring your build up to date. Players running on the new client version will not be able to connect to out of date servers.

    As always, be sure to report any issues you find in our discussion forums and thank you again for the support.
    If you are having strange issues with the latest content update, it is most likely to do with using old save games from before the update.

    It appears the issues do not happen if you start a new game. If you are experiencing weird bugs (such as having zombie hands in SP, health chargers not working, sprint being stuck always on), try starting a new game from whatever chapter you were on. You will lose your progress in the chapter, but the bugs will be resolved.

    We apologise for the inconvenience, but the way Source handles saves with updates is unfortunately something we have very little control over.

    Thanks for playing, we hope that aside form this minor blip that you guys love the patch!
    Citation Envoyé par LaVaBo Voir le message
    Si ta mère ne s'est jamais retrouvée en short devant ces magasins suite à une embrouille avec tes potes d'école primaire, t'as pas eu une vraie enfance.

  8. #1808
    Citation Envoyé par KomaWhite
    -Added first person zombie hands model for zombie scientists
    -Added first person zombie hands model for zombie guards
    Là je crois qu'ils ont merdé, je me retrouve avec des mains de zombis dans le jeu solo. Et je ne peux plus utiliser de stations de soin.
    Et visiblement je ne suis pas le seul dans ce cas, si j'en juge par les retours Steam.

    http://steamcommunity.com/app/362890...8356177587660/

    Vraiment bizarre d'avoir laissé passer ce truc en l'état. Et très dommage car jusqu'à présent je m'éclatais bien sur cette campagne solo.

  9. #1809
    ah oui pareil là ils ont merdé ! enfin je suppose que ça va être corriger ^^
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  10. #1810
    Vous avez lu la deuxième quote ?

  11. #1811
    Quelques news de l'update de décembre.
    (on clique sur les images)



    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  12. #1812
    Pas de news sur Xen ?


    *retourne en hibernation*

  13. #1813
    On A Rail Uncut et l'autre devraient être intégrées, soit par le Workshop, soit d'une autre façon : The December Update, post 19
    Dernière modification par Nono ; 23/11/2015 à 14h58.

  14. #1814
    Sympa le skin des nouvelles armes, pour ma part j'attends encore les chapitres manquants en dehors de xen
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  15. #1815
    Tu veux dire que les mods "On A Rail Uncut" et "Surface Tension Uncut" soient intégrés proprement ?

  16. #1816
    Oui c'est ça
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  17. #1817
    Petite interview des développeurs sur
    Spoiler Alert!
    les niveau
    X
    Spoiler Alert!
    d
    E
    Spoiler Alert!
    la der
    N
    Spoiler Alert!
    ière MAJ
    .

  18. #1818
    Hop, petite mais intéréssante mise à jour !

    Surface Tension: UNCUT Patch Notes /

    •Surface Tension: UNCUT!

    •High definition shadows, with the new CSM graphical feature!

    •Up to 75% faster load times. Fixed “Node graph out of date” on level load.

    •Official translation support for Finnish, German, Italian, Norwegian, and Spanish!
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  19. #1819

  20. #1820
    Note: This update does not contain Xen. We are working on Xen!

    c'est expliqué sur le forum ou la page Steam, ou ailleurs, (en bref, cherche) que l'équipe a (re)travaillé les maps actuelles avec la technologie CSM, car cette technologie est très largement utilisée sur leur version en développement avec Xen ;

    Si on regarde, on a plusieurs mises a jour importantes depuis le début, et dernièrement Surface Tension (et probablement On a rail dans les semaines a venir), les premiers retours sur l'intelligence artificielle des soldats sont très positifs, ce qui présage du bon si c'est utilisé sur les autres ennemis...
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  21. #1821
    "On a Rail Uncut" est sur le workshop, et je ne crois pas que son intégration à Black Mesa soit prévue.

  22. #1822
    Citation Envoyé par LuckyCriminal Voir le message
    Eh non, mais maintenant je suis plus à half-life 3 près
    fixed.
    - TontonBainge sur Flight Simulator
    flickr

  23. #1823
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  24. #1824
    J'ai un problème depuis la dernière mise a jour le jeu plante quand je charge une sauvegarde...
    Citation Envoyé par Sapro Voir le message
    Gourou Raoul ça sonne impec

  25. #1825
    essaye de (re)commencer depuis le début du chapitre, ça arrive parfois que les sauvegardes ne soient plus compatibles...
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  26. #1826

  27. #1827
    J'ai vu ça, c'est long, mais quand on voit la taille des maps, si le travail est justifié, ça va claquer sévère...
    c:\duke3D\duke3D.exe - Si t'es devin, c'est que t'es pas 3 bières...

  28. #1828
    Oui vu aussi à voir l'été prochain ! mais j'aimerai également que toutes les parties manquantes soient intégrés sans avoir à passer par le workshop
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

  29. #1829
    Y'a déjà surface tension intégré. Il manque on a rail uncut mais l'auteur disait le mois dernier qu'il ne fera jamais parti du jeu de base : On A Rail Uncut - Re-Adding Cut Areas/Scenes (Expansion Project)

  30. #1830
    Un peu bête de faire sauter des zones de half life...
    Designer/Graphiste/Illustrateur
    http://www.penguinscrossing.com

Page 61 sur 79 PremièrePremière ... 1151535455565758596061626364656667686971 ... 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
  •