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91
World War II Europe 1939-1945 / WWII Europe
« Last post by Ronster on May 19, 2018, 09:39:42 PM »
I just wonder what you would think of making holding attacks unlimited or at least costing half a combat point.  My opponent brought this up in Approach to Leningrad scenario.  He said there was only a limited amount that Russia could do and making open up the game by changing how many holding attacks it could make.  Any thoughts?

Ron
92
Tornado / Re: Modding Tornado
« Last post by Tom N on May 19, 2018, 09:39:32 PM »
Awesome!!! The currently selected waypoint indicator in different viewmodes and that countdown timer next to it are VERY useful! And that enemy airfield lights out realism is great, too. And also those joystick setups will be useful for those being equipped with that flying gear (I'm still recording only with keyboard setup, sadly, luckily). Actually, why won't real pilots fly with a keyboard? They could change back and forth between Twitter and Flight Controls!
93
Quote
Added. I hope you don't mind taking the CO position.

No problem. I haven't done it for a while.  :thumbsup
94
FSX/P3D/X-Plane / Milviz Turbo Otter
« Last post by Asid on May 19, 2018, 09:15:55 PM »
Turbo Otter in beta-testing.





95
Games Discussion / Re: Escape The Pacific
« Last post by Asid on May 19, 2018, 09:03:46 PM »
Alpha 13 - Sound Track, Dynamic sounds, Buildings
18 May - Gamers4Gamers Team   



Hi everyone,

the new Escape the Pacific version 'Alpha 13' is now available.

For this update we were mainly focusing on the Building functionality - especially the Ramp and the Roof/Floor. We have added the first version of the Sound track system and some of the environment sounds were reworked for more dynamic functionality. Furthermore we were also able to fix many issues.

The most notable new feature is the basic version of the SoundTrack system we added. And to increase the immersion we have added a simple night life sound with its volume dynamically changing based on Suns height in the sky (when the Sun goes down below the horizon) and when the player is in the vegetation zone. Volume of palm fronds and ocean sound are dynamically changing based on the actual wind speed and on the players distance to the actual shoreline.

We have fixed many issues in the building system and added some yet missing - but useful - features. The most reported issues were regarding the Ramp which is now climbable (no need to jump anymore). Its placement system was improved a little and trying to attach it to other objects doesn't make the green ghost ramp super wide. Another important change is that the Side-Beam frames no longer require 3 Simple pillar-s under them when the neighbouring Side-Beam frame has 2 Simple pillar-s under it. This makes it possible to build 4x4 sized roofs without the need of middle supporting pillars in the center of the room. The old functionality allowed to build only 2x2 sized rooms without a supporting pillar in its center.

Changelog:

New Features:

01. Added: Multilanguage support for the Skills screen
02. Added: Basic SoundTrack system
03. Added: Basic music for menu, exploring and sailing/paddling
04. Added: Music Volume options element
05. Added: Effects Volume options element
06. Added: Dynamic sound system
07. Added: NightLife Sound is played based on players position on the island
08. Added: NightLife Sound is played based also on the Sun Altitude
09. Added: Ocean Sound is played based on Wind speed
10. Added: Ocean Sound is played also based on players distance to the shoreline
11. Changed: Palm Fronds sound is played based on Wind speed

Building:

01. Fixed: It is now possible to walk up the Ramp
02. Fixed: It is now walk on the Roof from the Ramp
03. Fixed: It is now walk on the Floor from the Ramp
04. Fixed: Ramp ghost building doesn't get super wide when placing
05. Fixed: Ramp attach system improved
06. Added: Ramp ghost building can be rotated
07. Changed: Side-beam frames do not require 3 simple pillar-s below them when the neighbouring side-beam frame has got 2 simple pillar-s below it
08. Fixed: Rotating a Wall Module ghost building when snapped on but not placed yet does not iterate rapidly between -180 and +180 angles anymore
09. Fixed: Rotating a Floor Module ghost building when not attached does not iterate rapidly between -90 and +90 angles anymore
10. Added: Rotation Key hints to ActionBar when Floor Module ghost building is active
11. Added: Side-Beam frame ghost building can be rotated from now on
12. Added: Rotating a Floor Module ghost building when it is attached but not placed yet
13. Fixed: Floatable objects (Canoe, Raft base) can be destroyed by hitting them with an axe
14. Fixed: Not completed building modules can be destroyed
15. Added: Height limit for Pillar-s was set to 8 meters

General:

01. Fixed: Low Stamina influences Hit/Craft/Build options functioning well now
02. Fixed: One possible issue fixed causing canoe disappearing when exiting from it
03. Changed: Exiting the Canoe will place the Player on the Canoe and not throw him to the side of the Canoe
04. Added: In case of multiple Sails attached to the Raft their height is set simultaneously with the one being set
05. Fixed: Player wetness is not set to its maximal value when starting a new game

We will continue with general rechecking of all of the game features and will fix issues as they appear. The sailing system will also need some tweaking and tuning. We plan to work on improving the Crabs AI to prepare it for reuse in some new animal also.

There will also be some new gameplay elements, models and functionality added as fixing the remaining Raft/traveling issues will allow us, which we'll take care of based on their severity.


Thank you for your patience and for your constructive feedbacks helping us to get rid of the issues as fast as is possible.

Please be aware that during early access phase game code could change as much as affecting gameplay when loading/saving savegames from earlier versions. To always be on the safe side make sure to start a new game with each update. Thank you!

G4GTeam.

If you have any further questions do not hesitate to ask us. We will try to answer your questions in detail.

http://gamers4gamersteam.com
96
Games Discussion / Re: Eco
« Last post by Asid on May 19, 2018, 09:00:46 PM »
The Steam Tractor
Eco - ShaydenMac

Check out the Steam Tractor and its modules which will be available in the upcoming 8.0 vehicle release!

97
Games Discussion / Re: Eco
« Last post by Asid on May 19, 2018, 09:00:27 PM »
The upcoming elevator in action!
Eco - ShaydenMac

Here's a look at the upcoming elevator. In this case, it's being used to build a taller structure. Elevators will also be useful in mining and transporting materials from deep below to the surface. Video footage courtesy of our Discord member, GDragon.

98
Games Discussion / Re: Eco
« Last post by Asid on May 19, 2018, 09:00:12 PM »
7.4.5 Released!
Eco - ShaydenMac

•   Fixed a variety of problems that could occur if the master server is unreachable
•   Fixed some chunk issues near world borders and wrapping issues with vehicles
•   Fixed invisible vehicles when someone drives into your view range
•   Fixed stretched animals near world borders
•   Fixed webserver link from using the wrong address
•   Fixed some performance issues with stats and the web server
•   Fixed an issue where server passwords were being double-encrypted on server startup. Server passwords will now show in plain text in the server window but are still encrypted when sent between client and server. Existing server passwords will need to be reset to the desired value.
•   Fixed a bug in client-side predictions that sometimes made blocks appear, disappear then reappear in your carried slot.
•   Added a warning when the server is unresponsive to user status

99
Games Discussion / Re: Eco
« Last post by Asid on May 19, 2018, 08:59:15 PM »
Community Update - 5/15/18
Eco - ShaydenMac



Highlighted comments from our 4/30/18 update:

People prefer to have Construction skills (Lumber construction, etc) either be free or under the material Specialization (under Wood construction under Hewing, for instance)

“Yes, yes, yes! It's amazing how much more fun building becomes when you take these specialties, but it can be hard to justify picking them up
because they don't give any in-game benefit other than stairs.”

“There's a mod that gives it to everyone, but it would indeed be better if it was by default.”

What the Community Has Been Discussing


Trending Topics

Bugs or technical issues

“Opening the Economy Viewer is causing a great deal of lag.”

UPDATE: There are improvements to this in 7.5 and more to come as we fine-tune the issues causing this.

“Things seem to be a lot more stable with statistics off. The web server part of the game is just not stable and accessing it with statistics on will either freeze the server or, in my experience, prevent new players from logging in. Once stats were disabled all issues vanished.”

UPDATE: This is a high priority bug we are currently working on. https://github.com/StrangeLoopGames/EcoIssues/issues/7373

If you have any further information you can give us regarding this, please send it to me at shay@strangeloopgames.com and reference the above-mentioned bug report. Your help is appreciated!

“Many people commented on 7.4 staging server being confusing and updating to the unstable 7.5 without warning.”

UPDATE: We are steadily working on streamlining the process of releasing updates and although we may encounter some bumps at times, there are fewer issues each time.

Things People Would Like to Add or Change
•   More talk of chainsaws!
•   Endgame content. More disaster scenarios or something to justify continuing the world after the meteor hits (or doesn’t hit).
•   The option to see the name of a storage chest (and other things), when you approach it before you click on it.
•   Better water mechanics
•   Dams
•   Hydro-electric generators
•   Powered hand tools; electric drills, jackhammers
•   Archway blocks
•   Ramps should be the same width as a road and doors 1 or 3 blocks wide
•   Train system; ability to transport vehicles
•   More clothing options
•   Another soft cap for housing on top of the ones already there. Soft cap it based on the next closest players (Physically) house score compared to yours. If you shoot off and others don't you don't go up as fast until they make it better. Real world equivalent: Property value is often pulled down if others in the area are lower quality and a single higher quality property will not be as valuable with lots of lower value houses around it.
•   An option for an admin to “pause” the meteor countdown without having to shut down the server
•   Animations for things such as the table saw, etc.
•   A creative mode!

Sharing the Love!
•   People have really been loving Eco’s music and commenting on it. Many would like to see it available outside of the game.
•   The Eco Community let us know they were happy to hear that content/updates would be released closer to a 2 week interval going forward

100
Games Discussion / Re: Eco
« Last post by Asid on May 19, 2018, 08:57:03 PM »
New vehicles are now available in 7.4 release!
Eco - ShaydenMac

Eco 7.4 is released on Steam, featuring the first set of new vehicles we’re adding! Check out this video for a look at them in action!

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