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Colbert and mitra added. I play too :Vive
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Games Discussion / Re: What's your gaming pleasure this weekend? 24/05/19
« Last post by Beef on Today at 03:45:15 AM »
Some more Satisfactory Game



Haven't been flying at all recently...

Maybe CMANO because I've been reading the new book Northern Fury: H-Hour

I just re-installed the current version of SB Pro and got the joystick recognition problem fixed...

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https://www.steelbeasts.com/topic/12548-itec-2019/page/6/?tab=comments#comment-190064
Quote from: Volcano
It must be kept in mind that infantry have been fundamentally reworked to be (hopefully) much less buggy in their general behavior (movements, path finding, mounting and dismounting, etc). There will likely still be issues, yes, but tons of time and effort were spent in 4.1 overhauling general behavior from (almost) the ground up.

Its a very complicated subject, but there have been tons of non-glamorous infantry improvements 'under the hood'.  The underlying foundation has to be improved before additional features are tacked on, and the foundation is what we are concentrating on here.
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FSX/P3D/X-Plane / Re: SimWorks Studios: USS Nimitz
« Last post by Asid on Today at 01:32:33 AM »
Delayed until 25 May 2019 (24 Hrs)

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Games Discussion / Re: Reentry - An Orbital Simulator
« Last post by Asid on Today at 01:17:14 AM »
Patch 0.301.EA is out, adding a preview of the Lunar Module!
25 May @ 12:30am - wilhelmsenstudios




Phew, it's been a while since the previous update, 4 months to be precise. The reason for this is the hard work needed to get the initial version of the Lunar Module into Reentry.

With that done, the rest of the bits will come through frequent updates as we move towards landing on the Moon. Keep in mind that the Lunar Modul is in a very early stage still. Landing on the Moon and musing major programs on the LGC is not yet possible.

Major changes:
- Lunar Module Preview added to Reentry, including a lot of the integration work.
- FPS Camera control: You now strafe correctly inside the cockpits
- Cockpit limits are removed. The screen will fade to black when you are out-of-bounds.
- Graphics settings screen has changed, giving you more control. This is mostly a placeholder.
- DAP control for CM and LM is available through V48E on the AGC/LGC.
- Better camera control in Apollo Orbit View.
- Apollo Orbit paths are resized based on camera zoom.
- Some initial TLI tools has been added, and the entire TLI algorithms are changed. Still far to go here, but TLI now takes you closer to the Moon. :)
- Lunar Module Academy was added.

In addition, thousands of minor features and bug-fixes has been made.

You can get familiar with the Lunar Module through the Academy Lessons, as well as the Lunar Module Flight Manual: http://reentrygame.com/gamemanuals/
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Update 1.2 is now live! New map, game mode, weapons, and more!
24 May @ 4:32pm - New World   



Today we announce the release of update version 1.2 for Insurgency: Sandstorm. This includes many changes from last weeks CTE, including a new map, new game mode, two new weapons, plus numerous bug fixes, changes, and optimizations. You can view the full changelog here: http://newworldinteractive.com/insurgency-sandstorm-version-1-2-patch-notes/



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Games Discussion / Re: Stellar Tactics
« Last post by Asid on Today at 12:39:33 AM »
Progress update 5/24/19
24 May @ 11:56pm - Stellar Tactics



Hi all - lots of work being done. Some of my time has been spent adding a new mission that unlocks Smuggling. This mission gives you an option to unlock buying and selling contraband on the Trade-Net. Once you unlock contraband, these items will appear for trade as buy and sell contracts. Smuggling is a bit more dangerous than hauling trade goods between star systems and pays better overall in smaller ships as low volume – high-value transactions.

I'll be expanding on this system quite a bit during Alpha with timed trade missions, branching delivery missions that include ground and space combat and special equipment for your ships. Initially, when this patch is released, you will be attacked more often if you have contraband items in your cargo hold, so make sure you are well equipped for space combat if you take these contracts.

I’ve also been doing a bit of work on the faction system and when this next patch goes live, you should start to see small skirmishes in space between various factions. You can choose to join these skirmishes or fly in to pick up the loot when the shooting is over.

The next patch will also see an increase in the trade-in value of your current ship. CHA has always reduced the purchase price of ships and increased the trade in value of your ship. The next patch will boost this a bit more. I’ll also be including a number of bug fixes and stability improvements.

Once the next patch is live, I'll start working on the crafting system, implementing the updated animations, adding the ground combat special attacks and moving on to some other work as I quickly approach full Alpha.

As I start implementing these new features I'll begin posting builds to the public test branch for a week or two before setting them live for everyone. Some of the changes that are coming are fairly complex so I think it will be a good idea to start separating the stable builds from some of these more experimental updates. I'll post on the forums when I start publishing test builds with instructions on how you can access these updates.

That’s it for now. I hope to have this patch live in a week or so. Meanwhile, here are all the latest patch notes. Have a great weekend and thanks as always for supporting Stellar Tactics!

5/20/19
FIXED: Another edge case with older saves that could display trade contracts from stations that are no longer in certain systems.
FIXED: Cargo volume displayed incorrectly when using sorting options. Could allow you to add more cargo than your cargo hold could carry.
FIXED: Cargo volume was displayed incorrectly in the vendor UI when sorting cargo.
UPDATED: You can now sell refined ore to vendors at or below average market value. This should help starting players who want to mine and sell refined ore.
UPDATED: Adjustments to vendor ore sale values - ore values are always below the market average and best market purchase price. Mostly applies to low-value ore.

5/17/19
FIXED: Planets were displaying completed mission landing locations after completing a mission. You could land at these sites but no enemies were present and the location was bugged. These locations are no longer shown on planet surfaces. If you are in one of these locations, just exit to space. The landing location should disappear.
FIXED: Panning and rotation using the keyboard no longer cancel each other out.
FIXED: When overriding a key bind, the override pop up now correctly displays the key you are overriding in the text field.
UPDATED: A few adjustments to enemy movement related to the physics engine. Will see if that fixes a rare bug with enemies losing their way when traversing the navigation mesh.

5/15/19
FIXED: A bug that was transferring cargo expansions between ships. If you have this bug, you can either keep the current cargo expansion or buy new cargo expansion and drag that to the cargo expansion slot in your ship.
FIXED: An error that was not properly applying drone perk bonuses. Perk bonuses for speed now correctly apply to mining and travel speed.
FIXED: If self stunned in combat (stun grenade etc.), you can now use the end turn hotkeys. Previously required that you manually click end turn options.
FIXED: Cargo values displayed below the center ship UI. Let me know if you see numbers that do not match your current cargo hold. This display updates every few seconds.
UPDATED: You can now cancel trade contracts from the Trade-Net menu. Select the contract you want to cancel in the list and then select the "CANCEL CONTRACT" button.
UPDATED: Refinery button moved to the bottom of the refinery menu.
UPDATED: The storage transfer menu now allows you to specify the number of items to be transferred with an updated VALUE entry field (bottom center of the transfer popup).
UPDATED: The drone manager now displays the quality level of the node being mined for each drone in the list as QL-1 through QL-10.

5/10/19
FIXED: Over time, Trade-Net contracts were being removed and not regenerating.
FIXED: In some cases, the color coding and arrow display in the contracts area of the trade net was being displayed incorrectly.
FIXED: The stacked item slider is now fixed in cargo storage.
FIXED: Phosphate can no longer be purchased for zero credits.
FIXED: Skills that are capped at 100 skill level now correctly display a full bar of skill experience in the character info hud.
FIXED: If you had a max skill of 100 in mining, you can now select mining perks
FIXED: If you have the current maximum friendly status with a faction, the faction bars in the upper left character hud and the log->map now correctly display as full. I expect that I will be adding additional tiers of faction in the future. Faction continues to be accrued even when at maximum with any faction and that is intended.
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Games Discussion / Re: Foundation
« Last post by Asid on Today at 12:37:37 AM »
Devlog #06
24 May @ 9:17pm - Ash


Hi everyone and welcome to Devlog #06!

Let's dive straight in to the news...

QoL Poll Results

As you may have seen, last week we submitted 10 community Quality of Life suggestions for you to vote on. The results came in and work is already under way to implement your chosen suggestions:

•   Button to pause production in production buildings

A great suggestion and one that will make managing resources easier. To add to this suggestion paused buildings will have their maintenance cost reduced by half.



•   Add 'unemployed only' filter to worker assignation drop down

•   Villager Pane displays the Workplace/Home Distance

Managing your villagers work/home distances and optimising travel distances will be much improved with these suggestions. Great choices!



•   Return resources for buildings that have building work cancelled

We have taken this suggestion and plan to expand upon it. When destroying buildings you will get 50% of the resources back that were used in the initial construction.
Additionally placing a building accidently will no longer be a drain on your gold reserves. Cancelling a construction that has not yet started will return the gold outlay for that building.

•   Farms have separate fields defined

Another great suggestion which will allow you more control over the placement and segregation of your fields. We are also reworking and optimising the production cycle of fields and we will hopefully add this to the QoL update depending on testing.

Modding Preview

We continue to work on modding functionality. We are changing when mods are loaded so rather than being loaded as Foundation starts they will be loaded at the same time as a save game, additionally we have been working on more changes to allow mods to be loaded mid game as apposed to the current situation where once a game has started no more mods can be added.
There are also still a few optimisations being worked on to ensure mod dependencies are handled correctly as well as a few bugs that needed to be fixed.

If you would like to try your hand at modding you will need to use the Lua programming language to create any mods in Foundation. Documentation for the Modding Preview (1.2.0) can be found here https://www.polymorph.games/foundation/modding/preview

You can also join in the modding chat on our Discord[discord.gg] server.

Wine Production Chain

As you saw in Devlog #05 we have been working on some new farms and fields. The two crops that you saw in the last devlog were grapes and hops. Well done to those that guessed correctly!

Further work has been done on the wine production chain, including the Vineyard building which is currently being worked on



Here is a first look at the Winery! It's soooo cute!!



Teaser: The Winery
 


Of course wine needs a suitable storage vessel. We are not talking wine bottles here, we are talking bigger scale storage! Below you can see work in progress on the Cooperage.



Thanks to everyone that got involved in the voting last week and if you have suggestions that you would like to share you can add them to our tracker here[www.polymorph.games].

-Ash

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Games Discussion / Re: War of Rights
« Last post by Asid on Today at 12:30:41 AM »
War of Rights Historian interview: Making Civil War history fun!
24 MAY @ 6:25PM   - [CG]TRUSTYJAM

Recently, Youtuber Ranger Dave sat down with Campfire Games Historical Advisor Clark Morningstar for an interview and have just now released it in a great video of his featuring on-location footage of Harpers Ferry as well as general War of Rights gameplay!




A big thank you to Dave for featuring us.
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Games Discussion / Re: Ylands
« Last post by Asid on Today at 12:28:13 AM »
Dev Diary #79
24 May @ 4:13pm - Mailuki

Hey there, fellow ylanders!

Today we’ll take a look at two things that Creators will love in the upcoming update 0.13. Even though they have quite sophisticated names, they are actually very easy to describe, and you’ll see that they are very handy.

So, without further ado, I give you the Advanced object grouping and Dynamic objects!

Advanced object grouping is a fancy name that describes, well… advanced grouping :) So far you could group objects into simple groups. This was a nice way of putting together objects and then moving them around as one – however, it was obvious that more control was needed.

Therefore, we’re coming up with groups that support hierarchies. You can now group objects in a way that they reflect their world relations. Door handle can be child of a door. If you move or rotate the door, the handle will follow. At the same time, you can still easily adjust the handle position relative to the parent door. Here we’re talking about two entities, but you can even make one whole group a child of another group.
This very common and useful feature will help you work better even with very complex scenes.



Dynamic objects are our way of coming up with a solution to another problem - moving and rotating objects over time. What used to be very time consuming to achieve and had quite a large impact on performance, can now be done easily. You can specify where should an object move with what speed / in what time or do the same for the rotation. You just need to make sure that all objects that are moving are marked as dynamic, and you’re good to go.

The best thing about this is that it can be combined with the grouping feature, so you no longer need to move all the object parts - you just move their top-most parent.

Also, the new dynamic objects will work correctly when interacting with players, so by marking Groups/entities as "Platform", you will have the option to create moving platforms that will transport players somewhere in a smooth manner.

This is just the beginning, though. In the future we will be providing tools that will give you much more control over objects’ position and rotation.


And that’s all for now. Have a great weekend and as always - stay classy!
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