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You're welcome. :)
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Thanks for the screenshots Rinix.
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Sorry to hear about Oleg  :(


Thanks for posting the screens.
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FSX/P3D/X-Plane / Re: Maddog X
« Last post by Asid on Today at 12:01:24 AM »
Update V1.2b265

From the developers
"We have released a new official version in our forum: you can download either the 'incremental' update, that will upgrade your Fly the Maddog X from 1.1.0 to 1.2b265 without the need of uninstall and reinstall (addon textures must be reinstalled after the upgrade); or you can download the 'full' installers, that requires you to uninstall/reinstall the product again. You can also download the full installers in your account at simMarket."

Check our forum for more details: http://www.flythemaddog.com/forum/index.php

Users are highly encouraged to upgrade to 1.2b265. Next AIRAC from Navigraph will be compatible with Fly the Maddog X 1.2b265 only, due changes in the database format.

CHANGELOG 1.1.0 -> 1.2b265.

****FIXES****
- FDE: tuned single-engine in-flight performances.
- FDE: fine tuning of ground effect and idle taxi power.
- FDE: contact points tweak.
- FMS: ETA differences between leg page and prog page (EN ROUTE WPT).
- FMS: display of dntrk on ND when not intercepting leg.
- FMS: missing 'NOT IN DATABASE' message when LSKeing non-existing airway.
- FMS: pressing 'ERASE' after changing crz alt would not undo the change.
- FMS: wrong fix altitude calculation for certain descent/approaches.
- FMS: improved 'OVRD' logic.
- LOAD MANAGER: TrueGlass disabled when RealLight disabled.
- LOAD MANAGER: conflict of RealLight setting and FS2Crew setting.
- LOAD MANAGER: wrong calculation of TOI for limited wing fuel schedule.
- PANEL: engine spool-up speed decreased.
- PANEL: wrong range on ND CM2 WX image when both ND ON (AS WXRadar).
- PANEL: no radar image for range 80 or above (AS WXRadar).
- PANEL: CDU 2 not working with CDU Remote.
- PANEL: blurry breakers texture behind CM1 seat.
- PANEL: missing breakers flood light.
- PANEL: missing vc light .fx file in FSX installer.
- PANEL: wrong QNH in speed chart.
- PANEL: incomplete aircraft registration text in speed chart.
- PANEL: external wing view with vc in 'wide' mode.
- PANEL: green fuel panel font scaling.
- PANEL: various bug fixes.
- PANEL: improved memory management to avoid CTD in low memory conditions.
- PANEL: chrono and dme display backlight tied to panel knob.
- PANEL: repeating GSCM entries in DFDR file.

****NEW****
- FMS: selecting a new altitude in the MCP within +-4000ft of CRZ alt will copy altitude in scratchpad.
- FMS: separated transition altitude / transition level.
- FMS: support for reading airport-based transition altitude/level from Navigraph Airac.
- FMS: LSKeing dntrk info (FIX page) will copy on scratchpad user wpt data.
- FMS: second FIX page.
- FMS: when configuring aircraft 'Ready to Fly' from add-on menu route and data are not reset.
- LOAD MANAGER: Load/Save of setup and configuration file.
- LOAD MANAGER: Load Manager checks online for new versions (manual download and install).
- PANEL: new ESDP display font.
- PANEL: changed DME display to the 'LCD' type.
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Oleg dropped. I was unable to find the join session in progress wizard, because I forgot to pause the session. Sorry. :( Here are my screenshots: https://imgur.com/a/TO4jPOJ

Starting


Going down


Scouting
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Games Discussion / Re: Holdfast: Nations At War
« Last post by Asid on Yesterday at 07:48:54 PM »
Dev Insight. About The BETA
20 MAY   - AGS | REFLEAX



Welcome ladies and gentlemen to another Developer Insight blog. As the engine upgrade is finally nearing completion after weeks of hard work, we’ll be talking about our plans for the upcoming BETA! You should definitely continue reading onwards if you’re interested in participating in testing.

Providing the community with access to our in-house development tools has certainly been a good step forward! Development on the Prussians, building destruction, interactable doors, more maps and the new spawn menu user interface is also ongoing.

Here are more details on what the team has been up to.

Andreas ‘Dreas’ Grech - Lead Programmer
One of the most time-consuming updates Dreas has embarked on to date will be done relatively soon! Holdfast: Nations At War’s game engine will be receiving a year’s worth of game engine updates when it’s upgraded from Unity 5.6 to Unity 2017.

All of this is being done with the primary objective to improve upon melee combat. We’ll also be able to utilise newer and better technologies to increase performance and improve stability thanks to the engine upgrade.

So, what’s the next? As you might have already guessed, these unprecedented amounts of changes to the game’s increasingly growing codebase will require plenty of testing to squash any potential bugs. We’ve already started our preliminary testing here in the office but the game supports a whole lot more players per server than our small development team could ever fill up.

As such, we will be looking for the assistance of our great community to help us stress test the servers and ensure a stable full release. If you’re interested in participating, be sure to hop in on our Discord. The first BETA of Game Version 0.14 will be out next week! Multiple updates to the BETA branch will follow thereafter with fixes and additional features.

An announcement will be put up on Discord with further details on how to download the BETA version of the game and participate in the tests. These tests will also be a great opportunity for you to provide us with early feedback and we highly encourage that you do so!



Dylan ‘Monroy’ Vassallo - Programmer
One of the very first things that a player sees when they first opt into the game is the spawn menu user interface. During the past few weeks, Monroy has been working on implementing a new interface which is now in its polishing phase.

After the first implementation of the interface was done, we started looking for feedback from our community and one particular issue came up. This was that it was inconvenient for players to switch from one spawn to another since it was split into two different screens.

So, we then went back to the drawing board and came up with a concept which combines both selecting a spawn point as well as your desired class into one screen. Here’s a look at the User Interface. You’ll also be able to check this interface out in the upcoming BETA.



Some of you might have already noticed from the screenshot that we’re now assigning a randomised set of names to every naval vessel. This will certainly make things easier for everyone to join a ship along with their crewmates.

Monroy has also been busy with other matters. In the upcoming BETA, doors will be interactable. In order to add some strategic element to this, we will also be restricting the functionality to open a door based on if your faction is controlling a capture point in the vicinity of the door object for the Army Conquest, Army Siege and Coastal Siege game modes.

Doors will also be made destructible by melee weapons before Game Version 0.14 is out of BETA.



Julian ‘Rycon’ Farrugia - Lead 3D Artist
He’s been coordinating with Monroy to integrate the new interactable door functionality in each and every map. You can image how many of these objects we have in the game so it was quite the substantial job. Once that was over and done, he switched back to the Prussians. Here’s a look at the Prussian Riflemen in the game!



If you’d like to hear more about the Prussians, we have also finalised the voice acting work required to integrate this new faction. Cheers, shouts, insults, acknowledgements and a whole lot more good stuff.

Building destruction. This is yet another task that Rycon has been working on. You’ll be able to tear down walls, houses and other buildings by pouring round shot into them. Buildings will gradually be made destructible as the game develops. Anyway, less talking, more destruction!



Walentin ‘Walki’ Lamonos - Level Designer
Walki has been designing a game level centred around the fortification we’ve shown in our previous blog post. The fort itself will be situated on a hilltop in a mountainous location. There’s been plenty of progress done on the map but he would like to add more detail to its surrounding areas before showing it off.

By The Community - Spotlight & Creations
There’s always a great need for a good line battle map. Pierre from the 59th Regiment of Foot is one of the good fellows who decided to have a go at making maps for the game and we’re already seeing the fruits of his labour. Here’s a work in progress shot of what he’s been doing.



At the enemy, Sir! Before we end this blog post, we’d like to share with you one of our favourite moments from last week’s Twitch streams.

Soviet Womble & Digby - View The Twitch: https://clips.twitch.tv/DependableTentativeLouseANELE

We are extremely grateful for the support that the community has shown for the game! It has been a blast for everyone here in the team during the past few months since our Early Access release.

We'll keep you updated on our progress. Once again, we thank you and as always, may good health be yours.

- Anvil Game Studios
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Games Discussion / Re: Next Day: Survival
« Last post by Asid on Yesterday at 07:40:36 PM »
UPDATE [20/05/2018]
Next Day: Survival - SOFF Games

Hello! An update has been downloaded to the server, restart the Steam client to download the update.

UPDATE [20/05/2018]

1) Fixed a bug when after killing the character from the distance, he froze in a static pose.
2) Fixed a bug when the connection error "Lost connection with the game's server" periodically occurred.
3) Added adaptive health system for BOSS, now it is possible to cope with the boss alone: the more players fight with the boss, the more loot it will drop out and the more difficult the boss will be.
4) Fixed a bug when some of the shot effects were not displayed.
5) Fixed a bug when it was possible to climb into the store of the storekeeper in the location "Dead swamp".
6) Fixed a bug in which the safe zone disappeared in the main building of the scientific base in the the "Dead swamp" location.
7) Fixed a bug when parked cars knocked off players.
8) Fixed a bug when cars were respawned on the roof.
9) Fixed a bug when the NPC Defender in the bunker was on the roof or in the air.
10) Fixed a bug when some boots of NPCs were white and without any texture.
11) We've returned some pistols to the game's store: APS and Rook, M1911 was removed from the store, now you can only find it in the game yourself.
12) Fixed displaying the icon of the weapon slot in the Machete.
13) Now the NPCs in the settlement of the scientific base will attack the players for the killings on the territory of the settlement.
14) In the "Dead swamp" location camps of peace and looters were added; points of spawn and storage were also added.
15) Fixed a bug when the sound of a shot at the NPC could be played twice.
16) Improved optimization for some types of dynamic objects, fixed a bug with FPS drop when throwing objects.
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It appears that I cannot play today. I still have a bit of work to do for tomorrow. See you next week.
OK.
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 :lol
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It appears that I cannot play today. I still have a bit of work to do for tomorrow. See you next week.
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