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wolves

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Posts posted by wolves

  1. πριν 26 λεπτά, το μέλος sstav έγραψε:

    Δεν σημαδευα ποτέ ως τώρα έτσι (με το V)...στα προηγούμενη bf σημαδευες πιο ψηλά και αναλόγως το όπλο..

     

    Απο το bf3 υπαρχει το "zeroing" με το V στα sniper.

     

     

    • Like 2
  2. πριν 7 ώρες, το μέλος DEADLAZARUS έγραψε:

    Δεν βλέπω όμως να προσπαθούν να το επιλύσουν.

     

    Θα το διορθωσουν στο bf5 :p

     

    • Like 1
    • Haha 1
  3. πριν 2 ώρες, το μέλος DEADLAZARUS έγραψε:

    Δεν ξέρω αν μπορείς να στείλεις email στην origin εξηγώντας το πρόβλημα.

     

    Ειναι γνωστο το προβλημα. Το γνωριζουν.

     

  4. πριν 5 ώρες, το μέλος GeoF1 έγραψε:

    Προβλημα.

    Σε ολα τα cars μου λεει NO PREVIEW AVAILABLE.

     

    Εκανα επαληθευση αρχειων και clear car cache.

    Τιποτα!!!

     

    Τι να κανω???Κανεις αλλος με το ιδιο προβλημα?


    Μπες σε ενα-ενα και επελεξε αλλο skin.

     

  5. πριν 3 ώρες, το μέλος aliakas έγραψε:

    BTW μήπως ξέρει κάποιος σε ποιο game δουλεύουν τώρα ?

     

    Reiza 17. What is it?

    Παράθεση

    Reiza 17 is the code name for Reiza's successor to AMS, which will strangely enough appear some time in 2017. It appears likely to use a more modern DX11 (12?) graphics engine, and will probably contain much of the content and feature set of AMS plus additional goodies. Anything more than these reasonably established facts is speculation at this point since Reiza are understandably not letting the cat out of the bag at this early stage.

     

     

     

  6. Insurgency: Sandstorm Community Update

     

    Παράθεση

    93f07c0ed18966136b07ca8c03cb19fae0975761.jpg


    Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm, and I want to give you all an update on what we’re up to here at New World. We’ve been quiet for a while about Sandstorm, I know. We’ve been chugging away and working on things in relative secrecy. But now it’s time to get a little more talkative.

    We’ll need to start with some sobering news. Our creative director Andrew Spearin has left New World to pursue other opportunities. Andrew has been with us since the very beginning, co-concepting Insurgency: Modern Infantry Combat with our CEO Jeremy Blum. Released in 2007, the mod won ModDB’s Mod of the Year award. It was the inception of our signature gameplay and style of FPS that our team continues to develop. A love for this kind of multiplayer experience led to the commercial release of a full standalone Insurgency game in 2014, our WWII FPS Day of Infamy in 2017, and our current project Insurgency: Sandstorm. Andrew has been a mentor and a friend to me personally, providing guidance when I began full time with the team as community manager. The whole team deeply appreciates his time and contributions to our projects, and we wish him only the best.

    Let’s talk a little bit about Sandstorm, and why I’m writing this announcement. Some of you might know me as Mikee ingame or by one of my former roles. On Insurgency I wrote and voiced just about all the game’s voice over, worked as the team’s community manager, and also hosted our weekly official livestreams. On our next title Day of Infamy I maintained some of those community duties, but primarily took on a new role of casting, directing, and writing for the many talented actors we brought onto the project. I have the great pleasure now to be the lead game designer on Insurgency: Sandstorm. This means that I will be working with the team to direct and oversee the design process as well as keep the development process cohesive. I still do writing, voice over, and community relations stuff (I love doing them) but now focus primarily on design.

    On a personal note I’d just like to say this new role is an extremely exciting opportunity for me. I’ve been passionate about the FPS genre for as long as I have played video games. I’ve always had the kind of taste in adversarial multiplayer games that hardcore ones like Insurgency and Day of Infamy satisfy. Before that, it was Rogue Spear, Delta Force, Ghost Recon 1, Day of Defeat, Counter-Strike, a ton of other Half-Life 1 mods (Firearms? Frontline Force? Desert Crisis? Global Warfare? Ringing anyone’s bells?) and countless others. I never thought recording for Insurgency, screaming into a microphone “RPG HEADS DOWN!” at the top of my lungs in the closet where the Christmas tree used to be, would ever bring me to this point. But it has. I’m excited to take this on with one of the best groups of people I’ve ever worked with, and one of the best communities I’ve ever played with too. We have hope deep in our hearts that what we create will be an experience that you all enjoy, and be one that you stay up too late into the night playing. I mean it.

    As a team we have decided to make some shifts in the direction of Insurgency: Sandstorm. To start, the single player and cooperative story has been canceled for release, and will be considered again at a later date. This is due to its high production requirements and our commitment to deliver to our fans in 2018. The story was a very exciting and new opportunity for us as a team, but we felt we had to make a choice. At this moment it’s more important to us that we deliver a full multiplayer and coop experience that improves on Insurgency; one that is true to our style and what we feel we do best. We know to some of you this decision may be unexpected, and we’re sad to share this news, but this was a shift our team felt we needed to make.

    The setting of Insurgency: Sandstorm has been developed further. Though we initially wanted to portray particular contemporary real world conflicts, we actually found this approach restrictive of our design and, admittedly, sensitive. Instead, our conflict is fictionalized, but draws inspiration from various modern real world insurgencies. This is in regards to environment, gameplay, characters, vehicles, equipment, weapons, etc. It’s inspiration that is mostly aesthetic and not tied down by any one region. Having this approach allows us to focus our resources on creating a fun and atmospheric hardcore multiplayer experience. It also provides robust options for character customization, post-release level content, community modding, and other aspects.

    At this point we can confirm a little more content and what you can expect in Sandstorm. The planned game modes for release are as follows: Push, Firefight, and Capture the Base for Versus, plus Checkpoint, Operation, and Outpost for Coop. Push and Firefight are very similar to as they were in Insurgency. Both of these modes will not have drivable vehicles, as we hope to preserve the gameplay of our legacy game modes. Capture the Base however is a more open map mode, one which is built from the start with drivable vehicles in mind. It’s got a bit more of a “Capture the Flag” feel to it (though with very different goals and conditions) and so far has been a lot of fun to play internally. Firefight will also feature a separate 5v5 competitive ruleset with its own matchmaking and ranking system. Checkpoint and Outpost are similar to Insurgency as well (Outpost has seen some tweaks) but Operation will offer a new kind of experience. We’ll be sharing more about that in due time.

    Adding game modes post-release is something we are considering. However it is important to us that we do not fragment or separate our player base with too many modes, and that each of our modes offers a very fun and distinct experience. Game mode excess is something we were a bit guilty of in Insurgency and Day of Infamy. Some of the modes felt a little weak or just weren’t played much. This time around, we are more focused, and in the future we can always expand into new game modes if we feel they’re appropriate. As far as platforms go, we’ve decided to delay Mac and Linux support for post-release. We’re finding our time will be best spent on developing for Windows, Xbox One, and PS4. Our priority is to make those three platforms fully functional first, then expand after release.

    Fire Support, as many of you know it from Day of Infamy, will be making a return in Insurgency: Sandstorm with some improvements. It was too damn cool to not do it. For those unfamiliar, this was the ability for two special player classes to come together and call for air or artillery support at a specific location on the map. It is not a killstreak-driven or point-driven ability; it is a teamwork-driven ability. Fire Support will be balanced appropriately for different modes, so don’t worry about seeing it in things like competitive Firefight (this is for you one-guy-on-Twitter). Expect to see some terrifyingly destructive hardware such as military helicopters, gas attacks, and even nefariously repurposed commercial drones. We’ll also be working on making Fire Support options smoother to select and use than they were in Day of Infamy.

    The Closed Alpha for Windows PC is coming soon and sign ups are now available HERE[insurgency-sandstorm.com]. We can’t say exactly when it’s coming, but we really do mean soon, so fill out the form and keep your eyes peeled. We said our goal was to have it by the end of 2017, but we felt we’d do well with a little extra time to make sure everything is ready. We have already, however, been doing limited “Pre-Alpha” testing with some members of our community to good effect. The Closed Alpha will be a stage of development where we select a higher volume of players who can get their hands on the game and help us further with playtesting and feedback. You can sign up now at the link above to be considered for participating. Be aware we’ll only be taking in a select amount of people, likely in multiple waves. But don’t fret if you aren’t accepted. We plan on eventually doing a beta, and will announce more details on that when the time comes. We view the Sandstorm Closed Alpha as we viewed our Early Access stages of Insurgency and Day of Infamy: the game is definitely not finished, but it’s in a state where we’re ready for feedback from players. There will be a heavy and steady amount of iteration based on this feedback and our own plans as we work to improve the game for release in 2018.
     


    Alright but enough foreplay, let’s get to some content:

    41aea0e5aeb19de2314727503c62484f4883d0f9.jpg

    Here we can see Security team members leaving their spawn area during one of our playtests on the current Pre-Alpha build. The characters you see are just the first implementation. Ultimately, characters will be more diverse and fleshed out. We are currently working on a system of character customization more granular than Day of Infamy which allows both Security and Insurgent teams to change out different clothing and gear items by slot on the body. The picture above would be just one combination of cosmetic choices. We also intend to have ammunition amount and armor type be physically represented as was in Insurgency.

    6cc3a33085ec40d88333f2fed0829eeed6762658.jpg

    Here’s a Fire Support option in action during a playtest. Helicopter gunships are pretty OP in real life, but don’t worry, we’ll be balancing appropriately with things like being able to shoot them down and cooldowns. You can also see our levels are a bit larger this time around, but they still maintain the core Insurgency gameplay.

    c8d28c311b3cbe9d88d14bd946139530d30441da.jpg

    Here’s an exterior shot of a night map. Pretty, right? Source has always been great for us on our previous projects, but Unreal 4 is really badass and allows us to do some awesome visual things.

    40172437a70f27aeb6c72a7850f86551ccb04dbd.jpg

    This is an ingame screenshot taken during a recent Coop night map test. Keep in mind everything is a heavy work in progress, including that “Bravo Blocking” message which might be too large. We are planning to feature night maps again in Sandstorm, although with more of a focus on Coop play. In addition to some sweet visual effects we can achieve with Unreal 4, you can see in this screenshot a demonstration of our “Ammo Information” system in the bottom right-hand corner.

    b950d39dc6f0be793980627b91d0dc834562134c.png

    This UI element only appears when relevant. It shows a number of your total magazine count, including the one in the weapon. Beside this are visual representations of three of those magazines in a queue. Each magazine box is filled with grey and depletes as you shoot with it, but will never show the exact round count. The magazine with the horizontal white line above it is the magazine in your weapon. To its left is the next one from the queue to be loaded into the weapon, which is always the one with the highest amount of rounds in it as was in Insurgency. For those who haven’t seen it yet, we go into the specifics of the actual reloading process here, including a new Speed Reload ability. And don’t worry, we’re aware of the improper slide action after expending that one round in the chamber while magless.

    55cd449b0ef22583aad47ec34e1d5281191a99c8.jpg

    Expect some new weapons. Our game is still a modern one, which means you’ll see a lot of familiar firearms from Insurgency that befit the theater. But there will still be some juicy new ones to shoot.

    581f9a9cf865d5b0f01a9234698d1b2961433712.jpg

    Vehicles have been a lot of fun so far in Capture the Base. When used correctly, they’re great both for getting places quickly and as a mobile weapon platform. We have the ability for both drivers and passengers to fire and use the sights of small weapons (pistols, SMG’s, short barreled assault rifles) while seated within the cabin of the vehicle. They can also lean out the window to shoot if they want to get a better view or use larger weapons. In addition to expanding on our gameplay, we’re excited to see what modders might eventually do with these vehicles we’re implementing.

    a1a181e003f806fb22bb75d422c7bd468003c2ab.jpg

    Video game quality assurance and playtesting is not without amusement. If you test with us, you’re probably going to see some silly stuff. Be sure to screenshot it and share it with us on the appropriate channels. It’s all a part of the process, and it’s how things get fixed.

    The Insurgency experience is one that is teamwork-oriented, kinetic, and lethal. Insurgency: Sandstorm is no exception. With the recent production decisions we’ve made, we hope to both ensure and improve upon our vision for this kind of experience. There have been many moments, even in our earliest testing, where we smile and shout to each other “That really felt like Insurgency” when someone gets blown away, pulls off a sick hero cap, or whatever. Some of our community Pre-Alpha testers have said the same. We are very driven to deliver an excellent FPS experience to all of you and to ourselves. One that stands unique from what the other studios are doing, especially the big ones. And we work literally every day in some capacity to achieve this. Literally. Not figuratively as that word is so often misconstrued. So imagine our excitement then, if you will, for one fateful release day where we finally get to share it with all of you. Stick around, and we’ll see you ingame.

    Best,
    Mikee

     

     

    • Like 3
  7. πριν 24 λεπτά, το μέλος johnIV έγραψε:

    Έχω και ακόμη μία απορία, στο μενού του uplay στο my games εκεί που είναι αποθηκευμένα

    τα παιχνίδια έχει το κανονικό game έχει και ακόμη ένα PTS το οποίο είναι 40 GB τι ακριβός

    είναι αυτό;

     

    PTS = Public Test Server
    Εκει ανεβαινει οτι νεο content θα βγει, για public δοκιμη, feedback κλπ.
    Δεν ειναι αναγκη να το κατεβασεις.

     

  8. Automobilista v1.5.0 RELEASED

     

     

    Quote

    Automobilista v1.5.0 is now out - includes new official multiplayer ranking system, a beautiful new kart track, new realism features and more !

    V1.5 is the culmination of years of simulation development, and the definitive version of Automobilista.

    To celebrate AMS v1.5 release, the Automobilista Holiday Bundle is currently and for a limited time now on
    Save 74% on Automobilista Special Holiday Bundle on Steam

    The Automobilista "Season Pass" including all DLCs is also available now at a discount price: Save 50% on Automobilista - Season Pass for all DLCs on Steam

    Introducing Race Rank: Race Rank is the first step in an online ranking system for Automobilista. The scope of it’s release for Automobilista is to rate players as they race online and produce a leaderboard of all entrants. The aim for the leaderboard is not only to drivers from the fastest downwards, but also give prominence to those who race recently to keep people actively racing.

    A full weekly schedule will begin on 1/1/2018 and will be posted both here on the forums as well as virtualxperience.net.

    Below is the Changelog for v1.4.93 -> v1.5.0:

    NEW CONTENT

    • Added Buskerud Kart track (2 layouts)
    • Added Mendig Langschliefe layout


    GENERAL

    • Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player's server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
    • Added "TIRE SETS" option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
    • Added "RETURN TO PITS" option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi realistic or realistic timings)
    • Fixed various issues with Steam Achievements
    • Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
    • Added Game tag to results file with property "Automobilista"
    • Added Steam ID and Race Rank to player entries in Results files
    • Added Game Version and Profile in use to title bar on Dedicated Server
    • Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
    • Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
    • Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in


    USER INTERFACE

    • Redesigned Monitor UI screen
    • Added Escape Menu Confirmation option to Display settings
    • Fixed multi join screen sometimes showing wrong track map
    • Added RaceRank leaderboard to Profile page
    • Auto select users time on TT Leaderboards
    • Refactored internet connection type settings
    • Garage UI now shows fuel by decimal point when step is less than 1.0
    • Optimized UI files, removing unused files and entries

    AI

    • Tweaked AI suspension rates to smooth ride over curbs a bit
    • New AI code which uses actual car width to calculate road width


    AUDIO

    • Enhanced surface sounds positioning
    • Fixed various little sound replay bugs
    • Lowered spotter default volume to 75%
    • Replay surface sounds are now positioned (both pre 1.49 and new replays)
    • Remote vehicles now also have tire sounds (although highly approximated)
    • Tweaked dirt residue sound calculation (should hear it more often)
    • Audio now is smoothly faded in / out when pausing / resuming game
    • Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
    • Added "Trackside Camera Audio Directionality" into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
    • Fixed RPM limiter sound not being played
    • Added new crowd samples (club, national in addtion to old grandprix type)


    CONTENT FIXES & UPDATES

    • New TV helicopter camera sample
    • Removed helicopter sound from ambient audio sample
    • Added audio environment settings to all circuits
    • Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
    • Updated Headlight textures in various cars
    • Fixed rear view mirror resolution inconsistencies
    • Granja: Revised AI paths in all layouts
    • Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
    • F-Trainer: Updated series skin set
    • Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / innacurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tireamanagement / startskill multipliers
    • AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
    • F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
    • Caterham: Fixed double arms in various models
    • F-Reiza: Updated LCD display
    • Ultima: Fixed unbalance front brake torque in road versions
    • TC: Classics: Corrected some pitch errors in external sounds

     

    • Like 2
  9. Το game μετα το τελευταιο update εχει γυρισει default σε dx11.
    Tο trackmap pluggin δεν δουλευει σε dx11.

    Aν θες trackmap πρεπει να το ξαναγυρισεις σε dx9.

     

    • Sad 1
  10. PORSCHE 911 GT3 R

     
    Παράθεση

    Last but definitely not least, the Porsche you have all been asking for.

     

    [IMG]
     

    Porsche 911 GT3 R

    [IMG]

    The Porsche 911 GT3 R is the current ultimate track-focused 911.


    [IMG]

    It is lighter, faster and more economical to operate than its predecessors.


    [IMG]

    The 1220 kg light-weight design and the 500 hp naturally aspirated 4.0-liter six-cylinder boxer engine keep it quick and light on its feet.


    [IMG]

    The 911 GT3 R has proven to be a successful competitor in GT3 Racing.


    [IMG]

    The Livery pack will contain a total of 20 liveries!

    [IMG]

    This completes the list of the first three Porsche race cars included in the PORSCHE DLC#1 coming very soon!


    [IMG]

    [IMG]


    [IMG]

     

  11. PORSCHE Cayman GT4 Clubsport
     

    Παράθεση

    Meet the second Porsche race car included in the upcoming Release.

    [IMG]
     

    Cayman GT4 Clubsport

    [IMG]

    The Porsche Cayman GT4 Clubsport was specifically developed for the demands of the track in series like the VLN Endurance Championship on the Nürburgring.

    [IMG]

    It features a 3.8-litre mid-mounted flat-six engine, producing 385 hp and 420 Nm maximum torque.

    [IMG]

    The car adopted the 911 GT3 Cup front suspension and has an ABS system to help drivers brake as late as possible.

    [IMG]

    It is not only a real pleasure to drive, but is promising very close racing and intense action on the track.

    [IMG]

    While not included on release day, we do have a series of liveries lined up for the car that will become available at a later date.

    [IMG]

    The Porsche Cayman GT4 Clubsport will be released very soon!

    [IMG]

    Stay tuned for one more Porsche race car coming to RaceRoom in 2017 to be revealed!
    We think you all know which one that is ;)

     

     

  12. Με ανυπαρκτο practice περιμενετε να ειστε και ανταγωνιστικοι?
    Με ολη την καλη διαθεση, και να μην με παραξηγησει κανεις, αν δεν εχετε κανει προπονηση, καλυτερα μην μπαινετε καν να τρεξετε....
    Ειναι κριμα να χαλατε τον αγωνα αυτων που εχουν ριξει προπονηση ή αλλιως βαλτε παλι το damage στο 0% και τρεχτε nfs :p
    Φιλικα, παντα....

     

     

    • Like 2
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