|
|
News |
|
Final changelist TO:C 1.8 |
|
Geschrieben von Ssswing
|
|
Thursday, 1. November 2007 |
|
Für diesen Inhalt steht leider keine Übersetzungen zur Verfügung. Originaltext wird angezeigt.
The news for today
Hereby we present you the final changelog for the 1.8 patch. As you all know this 'hotfix' has became a little bit of a real patch, concerning both time and content, but we promise you; it was defenitly worth it!
Be prepared to download the new patch in a not so far future! Keep a close eye on the website and forums.
//Changelog 1.8 Final
+ Added performance option for weaponsmoke
+ Added performance option for ShellcaseLifespan
+ Added option for blue crosshair during reload period
+ Added two new maps; OBJ-Trooper.to2 and OBJ-Forge][.to2
+ Added new StGeorge layout
+ Added round rewards GUI, command: activateguitab rewards <- default button F7 (fresh TO:C install)
+ Added support for ACP
+ Added blocking some illegal commands
+ Added map name to scoreboard
+ Added time setting for Hit Indicator, [TO2_System.TO2_BaseHUD]
HitIndicatorShowTime=0.5 in TOCUser.ini -> display time in seconds,
negative value for no indication
- Fixed framerate drops
- Fixed sniper desync bug
- Fixed most known bugs on all maps
- Fixed switchplayer bug
- Fixed hostage bug
- Fixed AK reload bug
- Fixed shotgun reload bug
- Fixed direction for hit detection when hit by grenades
- Fixed loading issue from Adminmenu
- Fixed hud element showing negative health values
- Fixed shotgun hit statistics
- Fixed kill statistics when reconnecting
- Fixed the charset bug in news page
- Fixed scoreboard overlap
- Reworked smoke grenade with faster expansion
- Lowered ambient sounds for all maps
- Reduced sound radius for footsteps
- Improved textures for loading
- Resized shellcases textures
- Small firerate and recoil changes for pistols and G3
- Small spread added to pistols
- DE laser use reduce spread by half
- Increased effect for weapon sparks
- Reduced sound radius for click, scope and firemode switch
- Reduced Mac/Scorpion price and recoil
- Increased flash nade blind radius
- Increased sniper inaccuracy when moving
- Decreased tocmenu loading time
- Reduced network cost
- Removed ricochets due to performance problems
|
|
Geschrieben von Ssswing
|
|
Tuesday, 9. October 2007 |
|
Für diesen Inhalt steht leider keine Übersetzungen zur Verfügung. Originaltext wird angezeigt.
It's been a while since the last news about our next patch, called TO:C 1.8.
After some critical bugs in the release version of 1.7, we decided to get a second test team for the upcoming patches. The "Stress test team" (20 players from the community) is our new addition to the development beta test team and this release.
Since the beginning there have been many hours put into both the development and the testing of the new package. Finally we can tell you that we are close to release. There are still a few mapbugs and some minor elements that are delaying the patch.
We understand that you as a community want to hear a precise date or week, but as it goes with good work; it's hard to set a date and so we still don't know the exact release date. All we can say is that the patch is growing nearer to a release every day.
On a final note we do have some optimistic news. While testing the new patch, the testers are happy with the adjusted feeling of the game; smoothness and fun factors are now even more the key elements of the game.
As we told you before, the 1.8 patch will contain two new maps and we are 100% sure you are going to like them!
We have included the current changelog for the 1.8 patch at the bottom of this news item, so check it out for more info.
// Change Log TO:C 1.8
+ Added performance option for weaponsmoke
+ Added performance option for ShellcaseLifespan
+ Added option for blue crosshair during reload period
+ Added two new maps; OBJ-Trooper.to2 and OBJ-Forge][.to2
+ Added round rewards GUI, command: activateguitab rewards <- default button F7 (fresh TO:C install)
+ Added support for ACP
+ Added blocking some illegal commands
+ Added new StGeorge Layout
//edit [19-10-2007]:
+ Added map name to scoreboard
- Fixed Framerate drops
- Fixed Loading issue from Adminmenu
- Fixed almost all known bugs on all maps
- Fixed hud element showing negative health values
- Fixed switchplayer bug- Fixed hostage bug
- Fixed scoreboard overlap
//edit [14-10-2007]:
- Fixed AK-Reload bug
- Fixed sniper desync bug
//edit [19-10-2007]
- fixed Shotgun reload bug
- Lowering ambient sounds for all maps
- Improved textures for loading
- Resized shellcases textures
- Small firerate and recoil changes for pistols and G3.
- Increased effect for weapon sparks
- Reduced sound radius for click, scope and firemode switch
- Reduced Mac/Scorpion price and recoil
- Increased flash nade blind radius
- Increased sniper inaccuracy when jumping
- Decreased tocmenu loading time
- Reduced network cost
- Removed ricochets due to performance problems
Stay tuned!
|
|
|
Geschrieben von Ssswing
|
|
Sunday, 23. September 2007 |
|
Für diesen Inhalt steht leider keine Übersetzungen zur Verfügung. Originaltext wird angezeigt.
Ssswing`s Tuesdays nonsense blog, chapter 4.
“Strip the Soul”
//Important!//
For everyone to read, this message will be viewable only once:
Date: 22-09-2007
Time: 14.50 pm CET
Subject: calendar dates
To: community
From: Ssswing`
Dear community,
Through this message I want to tell you all that
today it’s Tuesday and not another day. This serious restriction is
being made because of the delay of my blog and the fact that it appears
on a Tuesday, and no other day.
So I repeat: today is Tuesday! Thank you for your understanding!
Kind regards,
Ssswing`
Strip the soul, fill the hole, a fire to feed, a belt to bleed, strip the soul, kill them all.
Porcupine Tree – Strip the Soul (1997)
So what is our hole to fill, our belt to bleed and our soul to strip?
Well as you all know we are pretty busy fixing some intolerable bugs
within the game. Actually we strip the game to find the cause of the
problems. For an example I can give you this: every texture we used
within the game (approximately 2000) needs a proper setting
for the LOD (what the f*ck, technical talk!). The LOD setting
determines the rendering and the detail use of the texture. With an
incorrect setting, you get a f*cked result, roughly put… With a correct
setting you get a f*cking awesome game, roughly put… (Challenge
yourself and spot the three differences in the last two sentences!
Winners will be rewarded with a forum-fluffle).
Okay, back to the story. So we got: 2000 textures…7 possible settings…1
man…1 mission…one lazy afternoon…one relationship row…2 busted
monitors…1 cure…
So you guys guessed correctly, I am that man, with that mission and
those textures. I can tell you, no time to write a blog when you have
work like that to do, trust me!
So, now we have set all our textures correctly, there is more to do. A
new guy joined our team to give some quality input. His name is Ed and
he’s from the SAS team (yes, another UT2K4 modification and I’m not
gonna give away the full name or website since it’s a competitor of
ours! Hihi). As we speak we are stripping our code and thus our game to
find the faults. There is nothing concrete I can give you, since I don’t
understand half of it myself. All I want to say is: no worries, we are
still working on it and we also brought in fresh blood to help us out
with some things.
Now, back to the more common things and stuff I know more about (which will be terribly interesting, so please read on!).
We havet good news! Yes, we actually do! I thank our god (no, not
Leviathan, although he’s cool) that we finally got our
What-Are-You-Listening-thread back alive! That is a true reason to join
our forums and spam the songs you are currently listening to. While
you are there, don’t hesitate to register and talk about the game a
little (you are only allowed to praise us; mind you…we are watching
you…).
So, we have more good news? Yep, we do. What about player statistics?
Good point. This week the numbers were pretty good, every night above
110 players (that is at the same time yes, you critics!).
Doing the maths: 110 / 16 = 6.8 = 7
After this stunning piece of mathematics, we can conclude that there
are at least 7 servers well filled, enough to play in my opinion.
Speaking of playing and servers, I’ve played some wars last week. Real
funny actually, although people still refuse to understand that I am a
developer, and developers, as you all should know, are NOT people that
are there TO BE shot, it is their job TO SHOOT YOU! Seriously, you need
to adjust your movement to my aim…which is humpty-bump-wild, jumping,
crouching, lots of wall-humping and stuff. I have forgiven the people I
played in the last wars, but I just don’t want to see it next time,
thank you.
Mapping news?
Currently I’m kinda lotred. Que? Lotred? Yes, read that as, LOTR(O)-ed.
That means that I’m playing Lord of the Rings Online. Now guys, we
suffer some technical issues, but we are a mod. LOTRO is a full-blown
retail game with a lot, I repeat a LOT, of money behind it…and it sucks
monkey balls. The lag on servers is incredible, there are enough
floating objects to make Escher (the 3D drawings guy) cry and the
community is only the English corner of our community; that small. Final judgement on the game: I wanna be a freaking level 50, I wanna
smash a few more hobbits and I’m gonna play as long as my bought time
lasts. The game looks stunning, the story is pretty cool, but it’s just
not the great game I hoped for.
So, I fear I’m going to annoy you soon with new mapping news. Until then, enjoy TO:C and I’ll be seeing you on the servers!
|
|
| | << Anfang < Vorherige 1 2 3 4 5 6 7 8 9 10 Nächste > Ende >>
| | Ergebnisse 25 - 28 von 71 | |
|
 |