Translations for our friends around the world.

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2
Patches/Updates / Re: Patch installation
« Last post by Asid on Today at 09:22:21 PM »
Glad you got it sorted  :thumbsup
3
Tornado / Re: Modding Tornado
« Last post by Asid on Today at 09:19:59 PM »
Great stuff Frankie  :thumbsup
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Patches/Updates / Re: Patch installation
« Last post by dgk196 on Today at 09:07:37 PM »
Hello...

   That was quick, thanks!

Dennis
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Tornado / Re: Modding Tornado
« Last post by Frankie on Today at 07:53:25 PM »
62. Vertical height of Drone views (F5/Shift+F5/Alt+F5) can now be adjusted with the 1 and 0 keys

Mod: More exciting Drone Views
By Frankie
Description: Previously Drone view heights could not be adjusted. Below are some standard drone views (F5/Shift+F5/Alt+F5). In the three screenshots below, the views can be slewed right and left with the Z and X keys, and pitched with the drone banked left or right. However in each of the three views below, the vertical perspective could not be raised or lowered.


-and-

-and-



Now with this mod, you can adjust the Drone Views by pressing and holding the "1" and "0" keys. Below are a sample of views and perspectives now possible!


-and-

-and-

-and-

-and-

-and-



I have also added in the Alt+P key which shows a pitched view of the aircraft. For example, see the two screenshots below:


Plane is banking...


...this is what I see when I hit Alt+P.


Here's a video showing the latest changes to the Drone view. Enjoy!

I have attached the latest FLIGHT.EXE executable file in this post. Go ahead, give it a try. You'll never look at the Drone View in Tornado the same again.

Regards
Frankie Kam
6
:D
In Italian,  colbert''s sentence can have two meanings  (one the opposite of the other).

I think the correct translation is

Another defeat (I) suffered from great general sandman.

Regarding the italian language, I depend on Mr. T. Google. Funny thing, the translation into english is like yours, but into german its the opposite.  :pile

 :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D
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Patches/Updates / Re: Patch installation
« Last post by Asid on Today at 04:51:59 PM »
Hi dgk196

I have resolved the issue. Please download again.

Sorry for the inconvenience.

Regards
8
Patches/Updates / Re: Patch installation
« Last post by dgk196 on Today at 04:29:29 PM »
Hello...

   Great game series and thanks in advance for all the work you have done and for sharing it.

I did encounter one problem... no matter how, or how many times that I try to DL patch 14 it says that I do

not have access to that file.  I have downloaded all of the others and the scenario update. Is patch 14

still applicable?

Thank you for your help in this matter.

Dennis
9
Games Discussion / Re: P.A.M.E.L.A.
« Last post by Asid on Today at 03:39:03 PM »
Update: PAMELA v0.3.4.1 is Live!
24 May - NVYVE Studios

Happy Thursday! It's that time again - we've got another solid update live.

Stalker Balancing

Let's start with Stalkers. We've had nearly unanimous feedback that these guys were much too difficult and didn't feel fun in most cases. They've recieved a lot of love these past few weeks, and now spawn much more intelligently based on a combination of factors. Your Genome Point level will now impact how many Stalkers spawn, to the point where in the first few levels they will not spawn at all. They also do less damage, spawn a bit further away from the player, and more... check out the changelog below for the full details.

Game Mode Customization

The next most exciting point this week is new Game Mode customization settings. These allow you to tailer your experience beyond the Permadeath/Non-Permadeath settings we previously implemented. This goes both ways - you can toggle some hardcore settings (like Seekers always being hostile, or no ranged weapons spawning) to other more sublte tweaks, like decreasing the rate at which your Hunger depletes.

Optimization

On the optimization front, we've done a pass through over 1000 textures, reducing the size of the game files on disk by rough 1GB6 with little to no impact on in-game quality. This should reduce memory usage while in game, as well as smoothing out certain types of in game loading and performance. We're still waiting to get confirmation of the Level Streaming bug being fixed on Unity's end, but rest assured that is still very much in the works.

And More!

There's a few more bugs and tweaks in there as well, if you care to read the full log below! We'd love to hear your feedback on all of this, especially the Stalker balancing and Game Mode customization. It would also be cool to hear whether or not you're seeing load time or performance improvements from the optimizations we've done.

As always, let us know your thoughts in the comments and forums!

Features
   Game Mode Customization - added various toggles and scaling modes, which can be selected when starting a New Game. Some settings can drastically increase difficulty, while other can make the game less punishing, such as decreasing Hunger and Thirst decrease rate:
o   Always Wanted - Seekers are always aggressive and attack on sight
o   Melee Only - Only melee weapons can be found or crafted
o   Wounded Effect - Move more slowly when health is low
o   Scaling - Enemy Damage
o   Scaling - Enemy Toughness (enemy knockback chance)
o   Scaling - Hunger and Thirst decrease rate
   Added a light sensor to the AARM, making it easier to determine the light level in an area without placing down a Solar Charger or Hypdroponics

Balance/Improvements
   Optimized Texture Settings across over a thousand textures; size of build on disk has been reduced significantly, and memory usage should be lower and somewhat more stable during gameplay
   Optimized several scripts, which should save some memory
   Huge Balance pass on Stalkers:
o   Increased Cloaked sound effect volume
o   Increased spawn distance from player by 10m
o   Reduced damage from 40 to 20
o   Added an alarm that plays before Stalkers begin spawning
o   Reduced max Stalkers spawned at any given time to 3
o   Stalkers to spawn per night will only increase by 1 if all Stalkers in the current light have been killed
o   "Respawn" Deaths (in permadeath, with no cryo core) now reset the Stalker count to 0 (previously the count continued to increase even after death)
o   "Continue" Deaths (non permadeath, or permadeath w/ cryo core active) - Disables stalkers for the remainder of the current night, cuts number of stalkers to spawn for the next night in half (also rounded down)
o   Max stalkers per night is now capped by the players Genome Point level (spent, not earned) divided by 3.5 rounded down. This means that the few first levels NO stalkers will spawn, then gradually increase every few GP levels until reaching an absolute max of 20 stalkers @ GP 70

Fixes
   Seekers no longer bleed when hit
   Fixed Solar Charger missing its description
   Fixed Solar Charger + and ++ version not providing increased charging rates
   PAMELA vocals now correctly respect Audio Volume settings
   Fixed a bug where loading a game would respawn all Stalkers for the night regardless how many were killed previously
   Fixed a bug where sleeping/loading a game after midnight would not trigger Stalker spawns that night

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Games Discussion / Re: Point Of Attack 2
« Last post by Amaroq on Today at 02:03:46 PM »
Many people might struggle to find a game in there. It is a great tool and that is what it was originally comissioned for. Running a batch process to ascertain results is what it was made for.
Do you have an example? My main design gripe is that if for example the terrain and LOS are merely such a crude approximations and for example unit placement and cover is pretty much determined by RNG and probability percentages, what's the point of calculating humidity, air density and what not? You're crudely approximating several of the central factors but massively over-engineering others that are practically irrelevant. So my gut feeling is it's not even very good at many of these plausibility calculations because it has it the wrong way around: The well trained soldier should be the constant and humidity etc. should be (at best a minor) random factor. At least that's how I read it.

I bought POA2 hoping for exactly what you describe, sandboxing some interesting encounters, much like I do with CMANO. But I've been unable to achieve that. One reason is the speed of the simulation (or lack thereof) that makes it practically unobservable, but the other is that I just don't see any remarkable results. The game does 'stuff' and outputs 'results' but they don't seem to make much sense as in "I see why it's worth running all these calculations rather than just taking a scientifically established hit percentage."
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