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wolves

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Posts posted by wolves

  1. more info για αυτο εχουμε;

    Παράλειψη τήρησης κανόνων για τον ασφαλή περίπατο του σκύλου ή παράλειψη λήψης μέτρων πρόληψης της εξόδου του σκύλου 300 ευρώ.

    ποιοι ειναι οι κανονες και τα μετρα προληψης;

  2. Το πακετακι Inversion + Enslaved απο το amazon το τσιμπησα και γω, ειχα και κουπονοκι -5$ οποτε μου βγηκε 1,85ευρω.

    Το Enslaved ειναι οκ, ενεργοποιειται κανονικα, το Inversion ειναι region locked και το ενεργοποιησα με vpn.

    Σε αυτα τα λεφτα, ειδικα αν παιζει και κουπονι, αξιζει και μονο του το Enslaved αν βαριεσαι τη διαδικασια του vpn.

  3. Kανενα review benchmark του mantle αντε δωστε feedback

    no driver yet... υπομονη.

    εν τω μεταξυ εμεις με τις 7xxxx: "AMD will add support for the AMD Radeon™ HD 7970 in a later stage of Mantle’s release schedule" :(

  4. Τo νεο patch κατεβαινει... 1,23GB

    EDIT:

    http://www.maximumpc.com/amds_catalyst_141_drivers_are_incoming_mantle_update_and_more

    According to AMD, the Mantle patch will arrive via an update through the Origin client for Battlefield 4 on January 30th, at 4:00AM EST. To receive the update you must update the game through Origin. The game won't automatically default to using the Mantle API however, but you'll be able to select it in the game's options. To be honest, we're still a bit unclear on whether you'll be able to run Mantle on a driver other than Catalyst 14.1, but we'll find out soon enough. AMD tells us the Catalyst 14.1 drivers are required to run Mantle in Battlefield 4, so you can update your game apparently but won't be able to run it unless you have the new driver. The highly-anticipated Mantle demo StarSwarm will also be coming out in on Steam January 30th at "roughly" 3:00PM. [/quote]

    EDIT 2:

    bf4 pc january patch note

    http://battlelog.battlefield.com/bf4/forum/threadview/2955064773334491797/

    EDIT 3:

    Jan 30 PC Game Update Notes

    http://battlelog.battlefield.com/bf4/forum/threadview/2979150493815503479/

    Mantle Support

    The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post [battlelog.battlefield.com] for the full details on Mantle, what the requirements are to run it, and how to enable it.

    CPU/GPU performance and monitoring

    -Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.

    -Users can now configure and control themselves how many CPU cores should be used in the game with the new “Thread.MaxProcessorCount” settings in User.cfg.

    -“Render.DrawScreenInfo 1” now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active

    -Added new “PerfOverlay.FrameFileLogEnable” command that records frame times on CPU & GPU and logs out to a .csv file

    -AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9

    -Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)

    -Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments

    DMR Balance Tweaks

    -Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

    Other Items

    -Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing

    -Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot

    -Fixed an issue in Squad Deathmatch where the “Win/Lose” text was overlapping

    -Fixed an issue with players using an exploit for the SOFLAM

    -Fixed an issue with players using an exploit for the MAV

    -Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu

    -Fixed an issue where chat would break when entering "false" or "true" in the chat window

    -Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry

    -Fixed the misaligned crosshairs on the T90 MBT

    -Added setting to tweak joystick dead zone

    -Various minor crash fixes

  5. Hot Fix January 27 @ 12am PST - Game Updates - NWI Forums

    Fixes

    Non-official servers can now set up a Matchmaking server with "sv_playlist" (coop, tacticalop, sustained).

    Fixed Cooperative matchmaking and removed Outpost from it (until it is re-introduced).

    Fixed crash when attacking someone with a knife.

    Fixed crash when entering video options after changing resolution.

    Took measures against the scoreboard crash by adding some extra checks against invalid avatar images.

    Took measures against a map loading crash by validating the theater script before trying to set player speeds.

    Took measures against a server crash related to max entity usage by making sure ragdoll and marker entities get cleaned up a little better.

    The game now skips lag compensation on dead targets to save bandwidth.

    Fixed ConVarRef ins_achievement_allow_cheats spam on the server.

    Fixed weapon upgrade slots and pointers remaining after switching to an empty weapon slot.

    Addon models should no longer draw when the player is dead, spectating or invalid.

    Fixed a crash when loading a map without accompanying maps/[mapname].txt file, happening to custom mappers not familiar with our setup.

    Gameplay Improvements

    Reduced the damage weapon caches give off when they blow up.

    Improved the death scream first person / distance sound system.

    Slide now goes a little further, but a little slower so it’s a bit less jarring.

    Fixed bug in SND and Strike where the Sharpshooter class on the Insurgents would receive a machine gun.

    12 players is the new default minimum for 2 extractions in VIP (“mp_vip_single_point_max”).

    Fixed collision issues in Siege near the Security spawn area.

    Fixed being able to walk through the pillar models in Market on a Linux server.

    Usability Enhancements

    Enabled multi language support in the engine. If you are interested in helping us localize your language.

    Added voice volume slider.

    Matchmaking now tells you how many servers meet your criteria before you try and find a game.

    Inventory weapon now rotates slightly based on mouse position in the Kit Selection UI.

    Fixed chat text from being cut off.

    Better chat subtitles for voice commands.

    Fixed end-round lobby overlapping main menu and other menus.

    Teammate diamonds no longer suddenly disappear from the corners of your screen.

    If a new version comes out, it will now say “"Server is running different version of the game. Try updating or connecting to a more up-to-date server.” instead of “Server uses different class tables” so the average player is less confused.

    Fixed end of round lobby on non-widescreen.

    Fixed inventory screen on 16:10.

    New Features

    Added CRC checks when handling matchmaking to ensure purity in matchmaking servers.

    New main menu tracks.

    New Checkpoint feature where music plays if a counter-attack is started.

    Added “Contact Coop” into the official Cooperative map cycle.

    Added some new character variety for the Insurgents - new Fighter, Sapper and Machinegunner character skins.

    Updated some SDK maps: VIP and Push.

    Added srcds_run for Linux servers as a better option for running servers (supports auto-restart, debug log generation, etc.).

    Added stat logging for “round win” and “cache destroyed”.

    Training Level Improvements

    Made the frag grenade window hole bigger.

    Made the outside range targets pop when it’s time to shoot them.

    Increased the size of the explosion detection trigger in the dumpster to avoid grenades not triggering the scene.

    Fire multiple MoveTo events for the trainer to get back to the car during the second part of the attack.

    Fixed the ending events not triggering properly.

  6. 1) ναι, π.χ στο assasin's weed γλιτωνεις το uplay client, λογαριασμο στο uplay θα κανεις ετσι κι αλλιως ομως για να μπορεσεις να παιξεις.

    να με συμπαθας μαστορα αλλα δεν τον γλυτωνεις τον uplay client... το αντιθετο μαλιστα, τρεχουν και οι 2 client την ιδια ωρα.

  7. Το PB ειναι ενημερωμενο.

    Οτι και να κανω δεν με βαζει ακομα και να δοκιμασω και 10 φορες.

    Ελαχιστοι ειναι οι servers που μπορω να μπω πλεον. :X:

    Ειναι full οι σερβερ οταν προσπαθεις να μπεις; γιατι το queue ειναι για τον π3ο ακομα...

  8. [ame=http://www.youtube.com/watch?v=g6zUUASvEwU]Official Insurgency Launch Trailer - YouTube[/ame]

    [ame]

    [/ame]
  9. Evolve Hunters - Meet the Medic Class - MP1st

    attachment.php?attachmentid=60227&stc=1&d=1390209541

    The Medic

    She’s a badass, Medgun-wielding Medic who can revive and heal fellow Hunters with ease in an effect similar to that of the Medic’s healing tool in Team Fortress 2, for reference.

    Her capabilities go beyond simply healing, however. Val also carries an Anti-Material Rifle that can be used to highlight and expose enemy weak points. When other Hunters fire at limbs highlighted by Val’s rifle, they’ll score extra damage, which can be especially devastating when aiming at the head.

    In addition, her Tranquillizer Rifle can slow enemies while highlighting their position, similar to the Trapper’s abilities.

    Lastly, every Medic is equipped with a Healing Burst that will partially but instantaneously heal teammates within its effective radius.

    Ultimately, Medic players will need to balance their tactics between keeping everyone’s health topped off and highlighting or slowing down Monsters.

    post-11666-1416078072,5063_thumb.jpg

  10. Evolve Hunters - Meet The Assault Class - MP1st

    The Assault

    Markov, a member of the Assault class. Like any typical Assault-type character in most video games, Markov’s job is to take and deal damage. He’s armed with to large weapons; a lightning gun and an assault rifle, and has access to Arc Mines that can be used to herd monsters into position, close off routes, or even use their blasts to pinpoint enemy locations. Universal to all members of the Assault class the personal Shield which can be used in short bursts to deflect large amounts of damage.

    attachment.php?attachmentid=60185&stc=1&d=1389922418

    Evolve Hunters - Meet The Trapper and Support Classes - MP1st

    The Trapper

    As a Trapper, Griffin’s job is to detect and contain monsters.

    To help him achieve this, he carries a special Harpoon Gun that will tether creatures to Griffin, preventing them from escaping. As a monster, attacking Griffin will allow you to break free, but at the cost of diverting your attention away from other Hunters.

    Griffin also can aid in reconnaissance tactics by placing Sound Spikes at chosen locations to help ping monsters within range. He also has access to a handy submachine gun for offensive measures whenever he isn’t on trapping duties.

    Shared between all Trappers is the Mobile Arena ability which creates a large dome-shaped energy field that keeps friends and foes from entering or leaving the area. This ability, along with their responsibility to trap and control monsters, makes the Trapper class a key player in Evolve’s 4 vs. 1 gameplay.

    attachment.php?attachmentid=60186&stc=1&d=1389922418
    The Support

    Meet Hank. His job is to ensure fellow Hunters keep kicking ass.

    With his Shield Gun, Hank can temporarily grant teammates invulnerability which can be especially helpful when used in conjunction with the Medic’s healing abilities.

    For offensive measures, Hank can bust out his assault rifles to deal some damage, but he also has access to a nifty laser cutter that can not only deal extra damage, but also be used to literally point to enemy locations at the same time. He can also call in a devastating area-of-effect attack called the Orbital Barrage – a fantastic ability used alongside the Trapper’s Harpoon Gun.

    As with all members of the Support class, Hank has the ability to cloak himself for short periods of time, which is great for setting up surprise attacks or while reviving allies.

    attachment.php?attachmentid=60187&stc=1&d=1389922418

    post-11666-1416078064,0738_thumb.jpg

    post-11666-1416078060,276_thumb.jpg

    post-11666-1416078063,6346_thumb.jpg

  11. Pre-release Update - January 13, 2014 - Game Updates - NWI Forums

    We've got a whopping 500mb update for you guys. We've revamped all our maps (except coop - that's next), balanced the hell out of the game, started integrating a more polished user interface, and much more. Use the testing discussion forums to post feedback, suggestions, and bugs. We will be monitoring them regularly and seeking to add as much polish as possible over the next 9 days. In the mean time, enjoy!

    New Content

    Updated user interface (kit selection, loading screen, HUD, fonts).

    Updated every map.

    Added new map: Peak Coop.

    New HQ radio messages that brief you on your mission and notify you which objective has been captured/lost.

    New diamond icon for squadmates and VIP that appears instead of the player name when you aren't looking directly at them.

    New weapon cache icons to distinguish them from territorial control points.

    Added Tracer Ammo upgrade. Green tracers added to insurgent weapons.

    Various new and updated sounds.

    New Server Settings

    New map playlists: Tactical Operation (Firefight, VIP and Search & Destroy with no supply gain), Sustained Combat( Push, Skirmish, Strike with supply gain) and Cooperative.

    Updated server.cfg to include these new playlists for servers to choose between.

    Added support for text-based MOTD on the loading screen. Uses the same “motdfile” cvar as most Source games, default is motd.txt.

    Added cvar “sv_hud_scoreboard_show_kd”. When disabled, it will remove the K:D column on both teams unless it's the end of round or game.

    Added cvar “mp_supply_token_base” to determine starting supply.

    Added game-state specific timers “mp_timer_pregame”, “mp_timer_preround”, “mp_timer_postround” and “mp_timer_postgame”.

    Renamed “sv_deadchat” to “sv_deadvoice”.

    Renamed “sv_deadtext” to “sv_deadchat” (now disabled by default).

    Added “sv_deadchat_team” which, when enabled, allows dead players to use team-only text chat to communicate with the living.

    Added “mp_coop_min_bot_difficulty” and “mp_coop_max_bot_difficulty” for Cooperative to scale between the two as the round gets closer to the end.

    Added “mp_winlimit_coop” for coop-specific win limit, currently set to 1 so as soon as a team wins a map, they move on to the next level instead of repeating themselves.

    Bots sprint around a little bit less, which results in them being more responsive overall.

    Bots have been made more challenging - it doesn’t take that many to provide you with a real challenge.

    Gameplay Improvements

    Added new classes: Militant, Engineer and Bomber.

    Weight system has been improved greatly so the gear you choose has a more realistic impact on your maneuverability.

    Modified supply costs for various items in the game based on balance.

    Added game mode specific squad structures.

    Greatly improved reliability of the bipod on the game, fixed the bipod in/out animation as well as sounds, improved the third person positioning for bipod, and more misc. bipod improvements like automatically going into bipod if you go into iron sights with a surface to rest your weapon on (auto-deploy option set in Game Settings).

    Added 5 seconds to the pre-round time so players have a bit more time to tweak their inventory before a round starts.

    Cut 5 seconds off the pre-game time so players don’t have to wait as long on a new map for the round to start.

    You can now select your squad slot with a single-click instead of requiring the user to double-click.

    RPGs and AT4s are now limited to certain classes.

    You can now only carry 1 RPG projectile.

    AT4 rear sight is a bit easier to see through.

    You can no longer shoot in the start game countdown clock.

    Neutral territorial objectives are now white diamonds instead of circles.

    Security and Insurgents now have team-specific round start music.

    Flashlight is now off by default.

    Suppressors no longer emit muzzle flashes.

    You can no longer strafe while focusing.

    Added random counter-attacks to Checkpoint after securing objectives.

    Locked Cooperative at 6 players max so we can create a better experience with more difficult AI and reduced server bandwidth usage.

    Bots now simulate recoil versus the artificial spread it used before.

    Bots can now see leaning players and hit prone players.

    Bots have a lower tolerance of going off target and having to re-aim (depending on difficulty).

    Reduced bot vocal emote spam.

    Bot quota should now get updated mid-game in Checkpoint so that if more people join as the round is ongoing, the amount of bots will adapt accordingly instead of waiting until the next round to readjust the quota.

    Fixes and Optimization

    Reduced bandwidth utilization by making some weapon events server-side only.

    Fixed potential crash linked to chain-reaction explosions.

    Fixed broken distant sounds.

    Post-round music should now properly fade out at the beginning of a new round.

    Being inside a smoke cloud should no longer make your whole screen opaque grey.

    Holster empty plays on empty RPGs now.

    Magazines should no longer disappear on the first reload when using a chest carrier.

    Stopped chat history wiping once all messages had faded.

    Auto-resizing of player name label for spectator mode.

    Fixed some server tags displaying misleading info (e.g. nodeathmsgs indicating deathmsgs being on).

    Added server tag for sv_hud_scoreboard_show_kd being disabled.

    Fixed Siege overview not updating after changing maps from Peak.

    Fixed player name buffer size in start of round VIP hint so it doesn’t get cut off.

    Fixed bad weighting on some of the character models.

  12. attachment.php?attachmentid=60147&stc=1&d=1389692619

    Insurgency

    INSURGENCY on Steam

    [ame=http://www.youtube.com/watch?v=r31-i5gGpiI]Insurgency - Official launch teaser - YouTube[/ame]

    [ame]

    [/ame]
    About the Game

    Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

    Features

    Over 20 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.

    12 multiplayer and cooperative maps that take place in 6 distinctive environments ranging from Iraq to Afghanistan to Somalia.

    5 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.

    2 cooperative game modes where you and your friends team up to complete mission-based objectives or defend an outpost against waves of swarming enemy.

    Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.

    Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.

    Overhead map detailing objective and teammate locations.

    Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.

    Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.

    Highly immersive particle FX and audio to intensify the game experience.

    Create custom maps and content using the Insurgency SDK and scripting system.

    Playable on both PC and Mac OSX and supports multiplayer cross-compatibility.

    Dedicated Server Support for PC and Linux.

    Multiplayer Game Modes:

    Skirmish --- Five objectives that can be secured to prolong your team’s survival. Each objective that is secured provides your team with an additional reinforcement wave. However, each team has a weapons cache objective that when destroyed will cut off this reinforcement gain. Matches often become an epic tug of war as both teams struggle to gain control of objective areas and cut the opposing team’s supplies. The balance of momentum easily shifts based upon a team’s strategy, where a crucial flanking maneuver can lead your team to a swift victory.

    VIP --- One team must escort their VIP player to the extraction point. Both teams only have one life per round, so coordination is paramount. The VIP is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.

    Strike --- This attack and defend mode has three weapons caches that must be discovered and destroyed. Blowing up a cache brings additional reinforcement and time for the attackers, while the defenders lose a reinforcement wave.

    Search & Destroy --- Identical to Strike’s objectives, however both teams only respawn when a cache is destroyed.

    Firefight --- Three territorial objectives, one for each team, plus one neutral. A team only respawns when an objective is secured. A skilled team can win a match by eliminating their opponent in less than one minute, so every life counts.

    Cooperative Game Modes

    Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.

    Outpost --- Survive endless waves of swarming enemy attacking your team’s location.

    Classic Game Modes

    The popular modes Push and Battle are featured on ported versions of the original mod’s maps, including Buhriz and others in progress.

    Για να μαζευομαστε σιγα-σιγα.

    22/1 βγαινει και επισημα.

    Το game το εχω λατρεψει πραγματικα μεχρι στιγμης.

    post-11666-1416078052,8375_thumb.jpg

    • Like 1
  13. Αυτο το Second Assault ποτε επιτελους θα βγει για Pc εχουμε καμια πληροφορηση εστω "κελαηδισμα"?

    Σε πρωτη φαση πρεπει να ληξει αυτο:

    Second Assault is available now as a timed exclusive for Xbox One users
    που δε γνωριζω για ποσο χρονο ισχυει.

    Δευτερον αυτο που ειπε @Wizard! και τριτον περιμενουμε και το patch για το mantle (ειπαν μεχρι τελος Γεναρη).

    Μετα απο ολα αυτα θα βγει και το dlc.

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