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Ancora niente annunci riguardo il wipe, speriamo nella prossima newsletter a questo punto. Sino a che non confermano/smentiscono la cosa non loggo nemmeno. =|Gamma 1.02 incomingHello everyone,
As the title suggests Gamma 1.02 is on its way soon. The servers will be down for at least an hour from 2.30PM GMT, after that we'll reopen space and let you loose again!
The full change log is below:
- Fix kinematic soft lock loading game
- Fix for softlock on shutdown regarding fog volumes
- Fix possible memory leak in the system map
- Add in some missing metadata from populated authored systems far outside the usual generation range
- Missing backer system ‘Pepper’ added
- Correct the station ID for the station in 17 Draconis
- Deeper telemetry to diagnose what/why we're getting stuck entering the game in certain circumstances
- When the server has too many stellar forge request, bounce it back so the game can try a different server
- Fix for lighting not appearing in the right eye on stereoscopic modes
- Handle the case where directional lights are removed while processing the view culling data
- Improve MTU discovery handshake
- Ensure location s are not sent if they are no longer valid
- Improve upnp clean up code
- Provide feedback telemetry when system data is received from the server which is either internally inconsistent, or inconsistent with the game's own data
- Additional telemetry to help get to the bottom of why some players get stuck entering the game.
Cheers!
https://forums.frontier.co.uk/showthread.php?t=66293Good afternoon/evening/morning depending on where and/or where you're reading this,
Gamma 1.03 is on its way - the build should be available from 15:30 GMT. Keep the tickets and reports coming in as all of your feedback is incredibly important. Thanks so much for every bit of input you've provided so far.
The full change log can be seen below:
- Crash following dropping out of Supercruise at Aulin Nav Beacon fixed
- Fix for travel tutorial getting stuck in hyperspace
- Fix occasional crash at startup related to upnp
- Fix for model crashes in D3D
- Fix crash in targeting system
- Fix for rare scaleform crashes
- Fix for faction data crash in Fawaol system
- Fixed possible crash if you happen to shut down a ship on the same frame as it fires a drone
- Handle null pointer in star texture particles
- Fix decal trails threading issue
- Don't include systems we are not permitted to enter in the route planning
- Player reported bounty vouchers never show up in the transactions tab fixed
- Fix an erroneous loadout appearing at USSs
- Server optimisation to use cached star system names
- Fix the false-positive user vanish reports from server to webserver
- Fix Venus atmosphere thickness
- Make sure micro rocks are locked and written into buffer before trying to draw them
- Fix for rocks mission when entering and leaving the rings in the single player missions
- Gas giant and rocky info was also using the boolean operation to mask flags
- Add mission abandonment telemetry for tracking down cargo ejection failures
- Append what kind of mission player event triggered a mission update request to the request
- More telemetry added for items not loading
UPDATE: Server side change log:
- Temporarily ration keen Explorers to 20 starsystems at a time when selling their scanned data at Universal Cartographics
- Fixed a bug that stopped some types of News Articles from being generated
- Fixed a bug that stopped some players from creating Commanders
Thank you.
The servers will be shut down at 3pm GMT and a new client (version 1.04) will be available about half an hour after that. Here is is the change log:
- Address issues identified via telemetry of items loading indefinitely
- Ignore the buyback flag for livery items. Fixes disappearing paint jobs
- Fix an assert that happened in HIP 77310
- Additional telemetry for remaining indefinite item loads
And a couple of server side changes:
- Stocked the Basic Discovery Scanner and Size 2 Class H Shield Generator modules in significantly more outfitting shops
- Many performance and reliability improvements
Thanks
Michael
https://forums.frontier.co.uk/showthread.php?t=68624Hi everyone,
Gamma 1.05 is now live. The change log is as follows:
Crash Fixes
- Fix for crash seen during processing of the render queue
Tweaks and general fixes
- Fix for sudden Starport rotation jumps
- Fix for game time getting out of sync between clients
- Fix for multiple stars having same system address
- Fix for not being able to purchase ships even when player has enough money tied up in their current ship to part exchange
- Added resource loading failure reports
- Added telemetry to help investigate why resource overlays sometimes get into a dead state
Server updates
- Players should once again be eligible for their own stock allocation of rare goods instead of sharing one with everybody shopping at that Station
- Outfitting shops throughout inhabited space should now stock a greater variety of internal modules
- Start creating news articles when minor factions change state in response to Commanders' actions and inactions.
- Minor improvements to server reliability, user presence and matchmaking
Thanks,
Adam
Considerando che le release sono parecchio separate l'una dall'altra....tutti e tre, con X: Rebirth da inserire nella scaletta. :mah:sicuramente è da comprare ma, mi chiedo, quale conviene prendere? Star Citizen/Elite: Dangerous/No Man's Sky?
Well, I've just played a build that has some route plotting, so hopefully that should be in a build soon. It has a range limit due to technical constraints, but for reasonably short journeys of several stops, I know I'm quite happy with the result .
How does it work?
Well, you lock a destination in the galaxy map and use a "plot route" option.next to it. As well as show the route in the galaxy map and a marker on the next step, it automatically targets the next step in the journey when you go back to the cockpit view.
However, you can deselect it and find it again because it has a cute little "plot" icon next to it (I love team GUI - they rock).
Once you jump, upon arrival the next step is targeted, and so on.
I'd like to make a comment here.
We're currently working on completing the Gamma phase in preparation for the 16th; we want the game to be as rock solid as possible so everyone who jumps in can start having fun from the get go.
But development for Elite: Dangerous will continue unabated. We've many features planned post-launch, some already discussed in the forums, others that haven't been announced.
For example, player wings should hit early next year and our ship roster will continue to grow.
Whenever possible I'll try to keep folks updated in these forums, but I hope you can appreciate that us devs don't always have the time to answer every query, and we don't always have the answer on hand straight away (but don’t let that stop you from asking or discussion – we read a heck of a lot more than we could possibly answer!), so I recommend keeping a weather eye on the newsletters for information as well.
To answer various comments in no particular order :
Wings not at release:
Whilst I'm not going to deny that it would be great to get player wings for release, the development process we've been through means that it's not going to happen.
But it is one of our top priorities for post-release; the interface, the mechanics and supporting gameplay. It's probably a massive understatement to say we're committed to carrying on development.
Moar Exploration, please!:
I'm not making promises but we do have a few mechanics we are investigating. One of the crazy (for me as a developer) benefits of working on this game is that we will sometimes have the ability to say "hey, you know feature X? We could like, totally improve that, dood!"
This might not sound like much to non-developers, but compared to the older, more conventional game development cycle, it's pretty revelatory. It certainly is to me, anyhow .
So as well as new features, we will be scrutinizing current implementations and looking for improvements.
Is this a news letter?
No. It's just me trying to give some useful feedback
Well, Moar feedback then! Hopefully you're all aware that Devs can't always directly answer questions, for a variety of reasons (whether its co-ordination with announcements, lack of time, the fact that we haven't decided on the answer etc.), but on the flip side, I also hope that you see that when there is feedback from us, it's basically a direct line from the team, from the horse's mouth, as it were.
Again though, I recommend the newsletter - it's more reliable than waiting for an answer from me, for a start!
[video=youtube_share;hKSD-rNXgFs]
https://forums.frontier.co.uk/showthread.php?t=63841&page=32&p=1167476&viewfull=1#post1167476A quick update on this. We're currently performing some tests to see if changes made require a wipe. We should know in the next couple of days.
Michael
No wipe at launch.
https://forums.frontier.co.uk/showthread.php?t=70786&p=1172609&viewfull=1#post1172609
si torna a farmare crediti. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif