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Posts posted by wolves
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Γενικά όμως η κατεύθυνση των καθαρών sims είναι στο online κομμάτι. LFS και iracing είναι τρανά παραδείγματα, και το AC προς τα εκεί γέρνει περισσότερο.
θελει πολυ δουλεια ακομα παντως στο online κομματι το ac.....
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έχεις πιει τίποτα;


ο ρουμανος;
επεσε μικρος στη χυτρα και αυτος μην τον παρεξηγεις

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Update 1.1.5 - 225,5mb
- Changed BMW M235i Racing fuel tank capacity to 85l
- Changed graphical size of front tyres of Lotus Evora S
- fixed difficulty level on Special Events
- weather light normalization
- Updated FMod to 1.05.14 - probably you need to rebuild your banks
- New Fmod SDK project, please read the provided txt in the project folder
- New LaFerrari sound set
- Improved stereo image
- Fixed sound displacement for 4.1 speakers configuration
- Fixed abnormal pan settings for 458 Italia samples
- Corrected typos on LaFerrari tyres and adjustments on vehicle balance
- Corrected typos on Nissan GT-R GT3 tyres
- Added dampers settings on BMW M235iRacing and Alfa Romeo 155 Ti V6
- Adjusted McLaren F1 GTR bonnet camera inclination
- McLaren P1 now has an active aero brake rear wing as per McLaren latest software update.
- Fixed rear left brake caliper on BMW M3 E92
- Fixed center rear mirror on Lotus Evora S
- BMW 1M lights fixed
- Fixed setup toe alignement bugs for Lotus Elise SC S1,S2-
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General
• BTZ: Incorrect spit notifications fixed
• Weapon duplication bug fixed
• Specific achievements fixed
Windows:
• Various performance improvements
Linux:
• Windows/Linux cross play username and chat issues fixed
• Quick travel to players in coop fixed
• BTZ: UV block and Horde skills fixed-
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Without further adieu, here is a snapshot of the progress in the month of March.
- Updated the game to be compatible with version 4.7 of the Unreal Engine.
- Progress on a basic implementation of a Kit Role system
- Added a particle generator that draws vectors from an origin point and spawns child particle systems based on impacts with terrain and statics, making explosions much more realistic and dynamic based on where they are set off
- Added Beretta M9A1 Pistol
- Updated sounds for various weapons as well as adding more ambient sounds
- Made significant performance strides with render-to-texture optics (prototype created by Mosquill)
- Humvee modelling complete
- Made a lot of progress on deployable statics system, both concept and art
- Progress on Logar Valley, more detail and foliage as well as a patrol base for the US side
- Work started on a training-village style map with multi-storey buildings, doors and modular interiors; and a large-scale forested map (named Kohat Toi) intended to make full use of player deployed Forward Operating Bases and Light Vehicles
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R3E GTR2 Pack & American Track Pack released
Sector3 released the GTR2 Pack and American Track Pack for RaceRoom Racing Experience.
The car pack features the newly added Cadillac CTS-V.R, BMW M3 GT2, Chevrolet Corvette C6R GT2 and RUF RT12R. This GTR2 class pack also comes with 39 new team liveries. The American Track Pack contains four famous American racing circuits including Mazda Laguna Seca, Mid Ohio Sportscar Course, Indianapolis and Sonoma Raceway.
Both the GTR2 Pack and the American Track pack are available in the RaceRoom store now!
Together with the content, Sector3 also released a Hotfix patch for R3E .
Hotfix Patch
Game:
- Fixed issue with position bar showing wrong time left e.g. 30 mins on 60 min race.
- Changed so that only race and practice (track test) session replays are saved.
- Replay is saved when the session ends in Single Player.
- Replay is saved when player receives session results from dedicated server in Multiplayer.
- Fixed Replay menu appearing broken.
- Fixed issue with being unable to start championship in R3E if race length was set to 10 minutes.
- Fixed an inconsistency in length between practice, qualifying and race sessions.
- Changed so that the crash dump window shows our name correctly: Sector3 instead of Sector 3.
- Temporarily fixed randomly assigned tyre compounds in MP by making prime default. (Temporary until garage phase is implemented).
- Fixed a small issue with tyre spring calculation being wrong as it was sometimes using the wrong tyre compound.
Art:
- Suzuka – Fixed invisible tyre collision in degner 2 among other various fixes.
- Slovakiaring – Fixed invisible tyre collision issue.
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Battlefield Hardline General Manager Steve Papoutsis Departs EA
Visceral Games General Manager Steve Papoutsis has departed the studio and EA nearly one month following the launch of their latest project, Battlefield Hardline.
According to reports by Kotaku, Papoutsis is being replaced by Scott Probst, who is son of former EA Executive Larry Probst.
An EA rep issued a small statement, saying, “We are thankful for Steve’s many contributions to EA and wish him the best.”
EA tells GameInformer that the change in leadership isn’t related to Battlefield Hardline and that Visceral Games will continue to support the title without interruption.
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για δωσε κανα feedback απο alpha, τι λεει το παιχνιδακι;
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ALONE ON THIS BATTLEFIELD, YOU WILL NOT SURVIVE.Welcome to Squad.
Squad is an online, team-based military themed first-person-shooter where high levels of teamwork and communication are crucial to success.
Built from the ground up in the Unreal Engine 4, Squad pits teams of up to 50 players against each other in white knuckle modern day combined-arms combat scenarios, with both conventional and unconventional forces.
The players dictate how the scenarios unfold with base-building and interactive environments, intuitive squad command and management tools and large-scale warfare where strategy and leadership are just as important as a quick trigger finger.FEATURES
IMMERSIVE, REALISTIC COMBAT. With advice from former and current service personnel, we aim to deliver a completely immersive combat experience like no other. You’ll hear the buzz of rounds pass nearby and almost feel the intense gut churning reality of combat.
ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.
OPEN, EXPANSIVE LEVELS. Most of our maps will come directly or be heavily inspired from real world locations through Geographic Information Systems (GIS) satellite data, where authenticity and total tactical freedom to roam will always be part of the game.
MASSIVE 100 PLAYER SERVERS. 50 on 50, in countless squad combinations, all vying for control over an expansive battlefield.
SCALABILITY. Squad can be enjoyed on a much smaller scale with more concentrated fighting areas and tighter player counts, but still offers the freedom, tactical maneuverability and opportunities for team-play that are the hallmarks of the game.
KIT ROLE SYSTEM, be it a machine gunner, sniper, grenadier, APC-crewman, helicopter pilot, squad-leadership, construction engineer, medic, forward observer or even a plain old rifleman, every role has a part to play in the battle. This clear division of responsibilities greatly helps the experience as no one soldier can possibly do the job of an entire army. Personal progression is not measured by how shiny your weapon is, but how flexible you are in mastering all the different battlefield professions.
PLAYER-DRIVEN SPAWN-POINT AND BASE-BUILDING, which makes the front-lines of every match a unique experience. Players who prefer to construct rather than destruct have the capability to build fortifications and strong points for the team, and often play as important if not greater role than the ones doing the shooting.
LOGISTICS AND RESUPPLY SYSTEM, realised through your team's network of player-placed Forward Operating Bases (FOBs) and Rally Points (RPs) to support your front-lines. Whether its ensuring a clear path between your main base and your forward bases, or risking the gauntlet and delivering supplies by helicopter or truck, a supply system controls what weapons are available at your Forward Operating Bases, and even how much you can fortify your spawn points. Defending friendly and eliminating enemy Supply Lines, FOBs and RPs become just as important as putting troops into the Objective Zones on the map.
COMBINED ARMS WARFARE. Join a tank crew, be an unstoppable force in a CAS helicopter with your co-pilot or even run logistics and build fortifications, there are many ways to make your mark on the battlefield. From grunts to motorcycles to APCs to attack helicopters and everything in between, we offer gameplay systems that make multilayered teamwork enjoyable and rewarding without the need to join private communities.
REAL WORLD CURRENT TIME PERIOD FACTIONS, including regular and irregular forces. Meaning the inclusion of realistic tactics, weapons, accouterments, load-outs, vehicles, sounds and sights of war using highly accurate modelling accrued from our military advisors as well as years of experimentation and experience in the modding scene.
BALLISTICS AND SIGHTS. Server side, simulated Newtonian physics with our custom physics engine code. From small arms to grenade launchers, mounted machine guns to dumb-fire rockets, we aim to have working sights that significantly up the level of immersion when it comes to firing your weapon.
SIMULATED DAMAGE MODELS. Server side damage system where being shot means you're not going to be sprinting until treated by a medic, and a direct shot to your wheels means you're not going to be moving around until field repairs have been made.
INTEGRATED POSITIONAL VOIP COMMUNICATION, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or even the man next to you couldn't be easier.
ALL THE TOOLS NEEDED FOR INTRA-SQUAD AND INTER-SQUAD COMMUNICATION built into the game. In the last ten years, the industry has moved away from providing proper command and communication features available out of the box. Squad will fix this.
TRUE FIRST PERSON CHARACTERS. (aka ‘body awareness’) character models, there won’t be walking gunheads here. Your first person movements will be the exact same as seen by other players in third person. There are no rigged 1P arms for your on screen infantry character, the entire character body is modeled and viewable at all times.
A MEDICAL SYSTEM REFINED through 10 years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience like no other.
ASSAULT AND SECURE, an objective zone based game mode that promotes a defined 'front-line' style of combat. The objectives also are regenerated every round, so no two sessions will ever play the same. We plan to have many more game modes to come!
ADMINS SPECTATOR MODES AND OVERVIEW PANELS to allow administration teams the tools required to own, operate, and oversee their servers.
REFINED MACHINIMA/FILMING TOOLS designed by film enthusiasts for ease of use, to allow for high quality machinima or gameplay videos.
SUPPORT FOR MODDERS AND MISSION DESIGNERS FROM DAY ONE of retail release. The Squad developers are paying it forward and will provide reference and frameworks for hobbyist modders and mission creators, and paid commissions for qualified mod teams.
SUPPORT FOR TEAM TOURNAMENTS AND LADDERS. Both large scale 50v50 matches for public and clan ladders, and 5v5 and 8v8 on specifically designed smaller maps, allowing tournaments that can take full advantage of the Unreal Engine 4 framework, animations, weapons and ballistics systems to challenge the competitive FPS standard for the last several years.
A DEVELOPMENT PROCESS OPEN TO EARLY BACKERS having direct access to the Dev Team during testing sessions and monthly live-streams. This was a mainstay of our decade of modding, and we're adding live-streaming to show off the process as we go, and will continue to be a way for the community to get direct access to the game as it develops and evolves, and for the Devs to get in the trenches and have some fun and get feedback on the gameplay as we implement and test planned features.-
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