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71
Scourge Of War / Re: Scourge Of War Gettysburg Remastered
« Last post by Asid on August 27, 2024, 12:23:01 AM »
Gettysburg Is Released
Mon, August 26, 2024



We have brought the GB store online and uploaded SOW Gettysburg and it's now for sale! This was a little change of course for us and it took a while to figure out how to make everything work. I think we have it finally.

When we brought Remastered for sale, there were many fans that asked for Gettysburg. They had no interest in Waterloo, and just wanted the ACW and wanted it now. Gettysburg has never been sold on Steam before, so it all made sense. We just had to figure out how to do it with our goal of moving to just one game engine that can run everything.

Gettysburg differs from Waterloo in the handling of AI, the user interface, and many of the file formats are different. So the full conversion to the remastered engine will take some time. So this is a step along the path, but know that if you are an ACW fan, GB is not done. We will continue with improvements and will be eventually using the same engine for both games.

As a little taste we did bring some of the upgrades into the older engine. A big performance boost as well as Steam multiplayer. We also got it out as soon as we were able which was what we heard time and again.

Thank you again for the great community support! It is a huge commitment upgrading these games with such a small team. Thank you!

72
Hi Ron,

Any update on when we can count on a new game version / update ?

Thanks in advance

Schwerpunkt Valencia
73
Games Discussion / Re: UBOAT submarine simulator UBOOT
« Last post by Asid on August 26, 2024, 12:31:23 AM »
2024.1 Patch 11
Sun, August 25, 2024


Dear captains,

There is a new patch ready for version 2024.1.


Localization:
- Russian localization update by Hard.
- Japanese localization update by かねのもうじゃ.

UI:
- Added a new gameplay setting to determine, if dates in the game should be displayed in U.S. or British date format. This setting is present only when the game is running in English.
- Fix: Improved formatting of dates in all languages.
- Fix: Mouse wheel no longer zooms in or out the view, when mouse is over any scroll list or outside of game's window.
- Fix: Double clicking a portrait of any officer was entering into FPP mode of that officer in all cases with the exception of a radioman working in the radio room. It was changed to work consistently in his case too.
- Fix: Character role dropdown was scrolled very slowly when a mouse wheel was used for that.
- Fix: When a radioman was asking for resupply, the button for cancelling that request was flickering when hovered with a cursor and was hard to click.
- Fix: Changed the associated sound effect to a better fitting one when a bow decoration or torpedo paint is swapped.
- Fix: Resolution change confirmation popup background wasn't covering the entire screen in case of high resolutions and wasn't capturing clicks.

Graphics:
- Fix: On Type IID, rain could remain visible on a part of the deck in the side view after U-boat had submerged.
- Fix: Conning tower of the U-boat could sometimes appear too bright and washed out after loading a game state, in which there were NPC U-boats nearby that had the same emblem.
- Fix: Occlusion culling wasn't working correctly in Brest submarine pens. It was affecting performance a bit and there were errors in the game's log.
- Fix: Improved the look of a highlight on a diesel compressor on Type VII U-boats, previously it had an irregular shape that wasn't looking well.
- Fix: Diesel compressor internal elements, visible in the section view, were too bright.
- Fix: Foam spray behind dinghy departing from the U-boat was looking a bit wrong.

Crew:
- From now on, when an officer leaves the U-boat during an external interaction, his helpers are unassigned from him and it's also no longer possible to assign any new helpers when he is not on the ship.
- Fix: After diving below periscope depth, sometimes one of the sailors was moving around the boat, starting various actions and stopping them right away without a clear reason.

Simulation:
- Fix: It was too easy to sink ships with a 20 mm gun.
- Fix: On Type IIA and Type IID, the crew wasn't suffocating when air quality was dropping to zero. Also, water wasn't accumulating in the bilges as it should when realistic bilges were toggled on.

Missions:
- Fix: Quick mission completion button was requiring too much fuel to return to port.
- Fix: Mission with detonating a railway wasn't possible to complete in Czech.

Achievements:
- Fix: "Fresh air..." achievement could be received by loading a saved game state file from another player who completed it at any point in the loaded playthrough.

Modding:
- Fix: Modifiers to a DamageProtection parameter on ships weren't applied when they were defined in the sheets.
- Fix: Changes to equipment and entity modifiers in the data sheets are now updated in the loaded game states (although only to new instances of that equipment / entity).

World:
- Added better defences to Thames.
- Fix: Aesthetical fixes to Kiel.

General:
- Voice language is now set to English by default, when the game is launched for the first time and the game's language is English.
- Fix: When an automatic route was plotted from Kiel to areas north of Britain, the route was entering and leaving Kiel canal without need. It was also indirectly affecting tutorial #4, if it was started in Kiel.
- Fix: Certain hotkeys were accessible on a character customization screen and could cause various issues when used (for example, a hotkey for journal).
- Fix: Side view camera was sometimes positioning itself incorrectly, when it was simultaneously zoomed in or out and switched between the deck view and interior view.
- Fix: Fixes to several errors spotted in logs attached to bug reports.

Yours,
DWS
74
Games Discussion / Re: Napoleon's Eagles | Previously War and Peace by Avalon Digital
« Last post by Asid on August 25, 2024, 02:11:28 AM »
Update 1.4.22
20 August 2024


Muiti-player: in-game notification your-turn-to-play when both players are connected simultaneously

Grand Campaign : neutral units may now move on hex solely occupied by same nation troops.

75
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on August 24, 2024, 12:41:15 AM »
https://www.steelbeasts.com/topic/17731-whats-your-fps/#comment-241510
Quote from: Ssnake
There are no guarantees. Generally, last year's high-end graphics cards fare better than this year's mid-tier ones (e.g. any model with a ...70 or higher in its name from NVidia, or the corresponding counterparts from AMD) will usually fare well. The ...60s, even "Ti" variants, will work fine most of the time if you're willing to reduce level of detail, the ..50 models, well, if that's your budget limit, be ready to reduce screen resolution and details.

In SB Pro, depending on the scenario, the CPU can become the bottleneck. This is not a call to go for the highest performing single-thread processor on the market! Rather, maybe some scenarios are overly ambitious because people like to push the envelope when making them. If there are enough enemy forces in close proximity, line of sight calculations will kill pretty much any system simply because their computational demands scale exponentially.
And while SB Pro in its current form is a single-threaded application (and will remain so until version 5 comes along), there are parts of the game that are, indeed, using multithreading. This will become noticeable in scenario loading times.

So, I think that any CPU that is recommended for your choice of graphics card will do fine; if in doubt, go for the fastest processor with the most cores that still ist at ca. 65W thermal design power. A few years ago my sweet spot was a 16 core Ryzen. Beyond that point (Threadripper, i9, ...) their prices go up steeply, as do the cooling requirements, and the resulting noise pollution in your computer room. These are also factors that should be considered. I really don't want to have to use noise-cancelling headphones while playing a computer game, and install an AC unit to shed the waste heat. As it is, the 65W from that Ryzen are exactly at the edge between "performant enough" and "heating up the office in an annoying manner".
76
Games Discussion / Re: Barotrauma
« Last post by Asid on August 24, 2024, 12:31:05 AM »
Late Summer Greetings
Fri, 23 August 2024



Hello everyone!

We’ve been back at our desks for a few weeks now, and it’s time to turn our eyes towards the second major update of 2024.

This next update is going to be in the oven for a while longer, but remember that you can try out all the upcoming features and changes in the Unstable version as they roll out for playtesting throughout the next couple of months.

Coming in October

Just like last autumn with the Treacherous Tides update, we’ll again be overhauling and fleshing out a game mode which hasn’t received a lot of attention in recent years. Can you guess which one it will be this time?

In addition to this overhaul, you can look forward to improvements to alien ruins, new additions in the Velonaceps calyx department, as well as several brand new outpost modules.

The update will also include the usual list of fixes and small improvements to address issues that have been bothering you since the previous release. For instance, we’re just now working on adding a few new save slots per campaign, so you can more easily roll back a save when a bug blocks you from moving forward. (We’ll still keep fixing the bugs, but this way you can keep playing more comfortably while we’re taking care of them!)


Stay tuned!
We hope you all have had a great summer, or whichever time of year it is for you currently. We’re excited to enter another season of developing Barotrauma, and we’ll be back with more detailed sneak peeks in the coming weeks. See you then!


77
Armor, Penetration, and How This Changes All Vehicles
Fri, 23 August 2024

TL;DR: Vehicle types didn't matter much to the player for a lot of reasons but now it will



With the next main branch patch (currently available on the tester's branch), major changes to how armor, penetration, and vehicle damage is handled are being implemented.

A lot of this has been a long time coming, and building out and balancing the training missions was the final straw that broke the camel's back for this. The way vehicles act when fighting each other should be as easy to intuit as possible. Various quirks in the ways that vehicles were balanced, and the mechanics they used, were getting in the way of that, and producing unexpected results.

Armor



Broadly speaking, the effect of armor has been dramatically increased. What was once a scale of 0-2, is now a scale of 0-10. It can go even higher if necessary, but all vehicles you'll find will operate on this 0-10 scale. To give some reference points:
    • 0: Completely unarmored. Applies to all aircraft. Currently no vehicles fall under this categorization, but things like convoy trucks and SAM sites will occupy this category. Unarmored vehicles take full and unmitigated HE damage and AP shots never ricochet off. Explosions of any kind are extremely deadly to anything unarmored.
    • 1-2: Lightly armored. All APCs fall under this. The armor serves mainly to provide some light protection against pure HE damage. All bullet based weapons will still penetrate 1 armor, though a 2 armor APC will provide some light protection against machineguns.
    • 3-7: Light Armor (e.g. ZSU-57-2) Medium tanks. Aircraft cannons are only moderately effective, requiring AP to have a chance to damage, but it can still be done in a pinch if you have gun ammo to spare. Explosive damage is reduced. Cluster bombs or ATGMs are recommended. Most tank have a decent chance to penetrate medium tanks.
    • 8-10: Heavy tanks. No aircraft gun can penetrate these tanks, requiring cluster bombs or ATGMs to destroy. Medium tank cannons will have some difficulty with this, about 50% penetration rate.

Read on...
78
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on August 23, 2024, 12:11:33 AM »
New challenge missions for Urban Onslaught DLC Coming Soon
Thu, 22 August 2024



The well-received Urban Onslaught DLC is getting even more content: Two new challenge missions are currently in development. These have an in-game score counter that tracks your progress, enabling you to refine your strategy and approach objectives at your own discretion.

Owners of this DLC can already test these missions through the Open Beta branch. Scroll to the bottom of this post for more information on how to gain early access.


https://store.steampowered.com/app/2139991/Starship_Troopers_Terran_Command__Urban_Onslaught/

Challenge Mission 1: Stand for the Fallen
The Bug offensive against the city of Mahanagar has encroached upon a treasured Federation war monument. This site is a celebration of the strength, valor and sacrifices of the Mobile Infantry and as such, it cannot be allowed to fall to the Arachnid hordes.



The unit roster in this mission is centered around Mahanagar’s police units, reinforced with heavy weapons from the Mobile Infantry arsenal.

Challenge Mission 2: Circuit Breaker
A power plant in the heart of Mahanagar has been infested by the Arachnids. It would require a daunting devotion of manpower and materiel to root them out. Disabling the network of power transformers, however, will cause the plant's core to overheat and explode - thus breaking the Bugs' foothold in the district.



This mission is focused on late-game units such as Powered Suit Troopers, M11 Marauders and M23 Rainmakers.

Join the open beta NOW
Do your part and test these new missions today! Feedback can be provided through the in-game send feedback button, or on our Discord.

NOTE: You have to own the Urban Onslaught DLC to access these missions in the open beta.


To participate, go through the following steps:
    • Right click on “Starship Troopers: Terran Command” in your Steam Library
    • Click on Properties
    • Click on Betas
    • Click on drop-down menu and select "Beta - Open Beta"
    • Steam should now automatically update the game

79
Games Discussion / Re: Workers & Resources: Soviet Republic
« Last post by Asid on August 23, 2024, 12:11:29 AM »
New version 1.0.0.7
Thu, 22 August 2024



1.0.0.5
    • Updated nature lower achievement so that it now accepts plastic waste separated from mixed waste.
    • Fixed the problem where autoreplacement replaced one vehicle with two or more new vehicles.
    • Added teleporting of track builders to the railway construction office when a rail track under construction is split by a signal or junction.
    • Fixed the issue with factory or mine production in cases of low FPS.
    • Fixed the issue with the fuel independence mission in the campaign.
    • Fixed the problem of stuck forklifts.
    • Fixed the issue where waste trucks preferred to load plastic waste from open storage instead of from fast big garbage containers
    • Fixed the crash when renaming cities/areas.
    • Fixed the order of resources in the vehicle schedule or distribution office window.
    • Fixed the crash when browsing types of vehicles or containers that the vehicle can load on .
    • Fixed the issue where a click was accepted on the window below the primary window.
    • Fixed the issue where a crane could sometimes be displayed on old construction .
    • Fixed the issue where sometimes a building did not get water pressure
    • Fixed the issue in Campaign 2 where nuclear fuel exported by ships was not counted towards the completion of the objective.
    • Fixed the crash when clicking on the view button for a helicopter from the construction office .
    • Additionally fixed the issue where circles of asphalt rarely appeared around roads.
    • Fixed the issue with the repairing of trainsets with multiple engines.
    • Fixed the issue where the automatic road connection was not with trolleys when the trolleybus end station was connecting to the trolleybus road.
    • Fixed the crash during the loading at the initialize crossroads stage.
    • The amount of max workers you can set in the right bottom corner now applies also to demolitions.
    • Added button which open official WIKI into a tutorial section
    • Decreased the amount of explosives needed in the source from 0.5 to 0.2 tons.

1.0.0.6
    • Added code to prevent crashes at load.
    • Fixed issue with dynamic fields.
    • Added a checkbox for closing heating plants when the temperature is above the set value.
    • Attempted to fix the issue of ships getting stuck when sent to the western or eastern border.
    • Added a function to redo the no top-soil ground around roads and buildings in cheat mode.
    • Fixed issue in the vehicle window where the value of cargo in loaded containers was not shown.
    • Fixed issue where trolleybuses could not pass over conveyor overpasses.
    • Fixed a small problem with roads not connecting on the Asian map.
    • Fixed a small issue in the campaign mission where donating personal cars was required; it was possible to sell them.
    • Fixed the issue with the big road circle appearing unexpectedly.
    • Fixed issue where a train sent from a custom house tried to use an occupied track and was not launched.
    • Fixed problem where road cranes remained on construction sites even when not needed.
    • Vehicles with loaded nuclear containers and high radioactive protection are no longer sent automatically to the scrapyard.
    • Fixed issue with the textbox about maximum workers for demolition.
    • Fixed issue with refueling when a vehicle is transporting other vehicles between two or more road depots .
    • Fixed issue where a wagon in a rail depot was sometimes considered a locomotive.
    • Disabled the demolition button during a fire if demolition difficulty is enabled.
    • Fixed issue where construction material should remain on-site if two roads under construction are merged into one.
    • Fixed issue where the value of imported resources was sometimes shown as zero.
    • Fixed issue with renaming vehicles to an empty string.
    • Adjusted the campaign's energy independence hint, which changed the camera position to the importing foreign power connection. Increased the interval to 240 seconds, and it will only show the importing power connection three times.
    • Fixed missing characters for European diacritics while playing in Chinese or Japanese languages.
    • Fixed issue when joining/unjoining trainsets to trains as used trains.
    • Fixed unsafe code related to movable doors.
    • Fixed issue where rivers were sometimes not generated on random maps.

1.0.0.7
    • Hotfix for the issue where trams could not launch.
    • The repair station can now select vehicle types for repair.
    • Fixed an issue where incorrect values were displayed in the waste containers overlay.
    • The highlight of the objective tab in the campaign will stop flashing after being used three times.
    • Fixed an issue where helicopters with 100% wear and tear were not going for repair.
    • Fixed an issue with trams getting stuck at tram-to-railroad connections.
    • Airplane parking spots cannot be demolished if airplanes are heading toward them.

80
Tacview / Tacview 1.9.4 beta 10 is available Now
« Last post by Asid on August 22, 2024, 12:08:45 AM »


Tacview 1.9.4 beta 10 is available Now

Download: HERE

•   Release Date: Wed, 21 Aug 2024
•   Operating System: Windowsฎ 32-bit / 64-bit
•   File Size: 937.7 MB

Release notes


FEATURES & CHANGES

    • ADDED Option to display the event that triggered the playback pause in the 3D view
    • ADDED Support of PilotEyeGaze* properties for professional simulators
    • ADDED ILS telemetry to the charts and from XPlane
    • ADDED DCS: Afghanistan Map
    • ADDED DCS: Kola Map
    • ADDED DCS: F-4E Phantom II advanced telemetry
    • ADDED DCS: OH-58D Kiowa Warrior advanced telemetry
    • ADDED DCS: CH-47F advanced telemetry
    • ADDED option to map routes in the Track Injector Add-on
    • ADDED Various Artillery 3D models to the database
    • ADDED Glideslope to charts
    • ADDED Flight Path (γ) and Track to telemetry export tool
    • ADDED Altimeter setting for most DCS World aircraft
    • ADDED Export of DCS World mission default QNH
    • ADDED Export of local wind velocity for DCS World local aircraft and "WindProbe" tagged objects
    • ADDED Support for multiple-day real-life missions to the event log
    • IMPROVED CSV files support
    • IMPROVED Mach speed handling over 80km of altitude
    • IMPROVED Sea vehicles now remain displayed after destruction
    • IMPROVED GPX tracks without altitude can now be imported (at 0 ASL)
    • IMPROVED charts zoom on Y axis
    • IMPROVED Eastern Mediterranean Front theater v3.2.1 for Falcon BMS 4.37.3
    • IMPROVED DCS World Channel, South Atlantic, Normandy, Sinai, and Syria terrain and runways

FIXES

    • FIXED Charts with distances on horizontal axis were not working anymore (regression)
    • FIXED RecordingTime property was improperly set during the import of some files
    • FIXED scale of Hawker Hurricane
    • FIXED scale and orientation of C-130 Hercules parachutist object


Restrictions

To run a beta version, you need a product key. Feel free to have a look at the features comparison to know which edition is the best for you if you are interested in buying Tacview.

Please note that even if we are doing our best to produce a high quality product, beta versions usually contains known and unknown bugs, may crash, or have some features disabled because of work in progress. This is why, it is suggested to download and install beta versions alongside the latest official release (not over it). That way, in case of problem, you can simple launch the latest stable version to continue your work...



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