l'asile.fr


Elite of Faisez Face

Ça fait envie tout ça, mais c'est technique comme jeu ou quand on a des gros doigts et un petit cerveau ça marche aussi ?


samedi
12 decembre 2015 à 18:07
 
 

#92

Essaye le avant si possible. Perso j'aime pas. j'accroche pas.


samedi
12 decembre 2015 à 18:26
 
 

Technique non je dirai pas. C'est par contre peu intuitif et assez profond au niveau de mecanismes. Mais après quelques sessions avec des faisez face tu pourras voler de tes propres ailes tranquillos.


dimanche
13 decembre 2015 à 01:56
 
 

Ca joue ce soir? On se fait un squad de 4? ALLEZ VIENDEZ §§


lundi
14 decembre 2015 à 18:52
 
 

Je pense bien ouais !


lundi
14 decembre 2015 à 19:01
 
 

Petite soirée rentable ce soir !


lundi
14 decembre 2015 à 23:32
 
 

C'est clair, on s'en est mis plein les fouilles !


mardi
15 decembre 2015 à 09:59
 
 

Comment récupérer et installer Horizons:

Horizons will be available in the My Downloadable Products section of the Frontier Store for all customers as soon as the release goes live. Just log in to the Store with your regular account details. This product will open a download to the Store Launcher, which will then allow you to download Horizons.

We plan to provide Steam partner keys at some point after launch, similar to how we provided them for the base game.


If you already have the Store launcher, Horizons will appear in your product list automatically.


mardi
15 decembre 2015 à 10:58
 
 

Ca sent le Slimbo style à plein nez cette affaire.


mardi
15 decembre 2015 à 11:32
 
 

Clair.
D'après ce que je comprends avant la release sur steam t'auras 2 installs distinctes.


mardi
15 decembre 2015 à 12:41
 
 

Tu as activé une clé sur steam pour Horizon?
Je vois que dans la boutique ça redirige vers le download du client donc sinon ça se passe directement par le launcher de Frontier?

edit : j'avais mal lu ton message au-dessus. Donc oui à priori juste passer par le launcher quoi.


Dernière modification le 15/12/15 à 12:45 par Repiemink
mardi
15 decembre 2015 à 12:42
 
 

Non, j'ai téléchargé et installé le launcher sur le site de Frontier, rubrique mes produits téléchargeables.


mardi
15 decembre 2015 à 12:44
 
 

Et sinon pour patienter un livestream qui devrait débuter dans 5 min là : url : https://gaming.youtube.com/user/FrontierDevelopments/live


mardi
15 decembre 2015 à 12:56
 
 

Le launcher est dispo là sinon : url : http://h


mardi
15 decembre 2015 à 13:19
 
 

mais ce launcher c'est bien le même que celui qu'on utilise pour lancer le jeu déjà non?


mardi
15 decembre 2015 à 13:27
 
 

Ben justement, je suis pas sûr. C'est bien foutu hein ?


mardi
15 decembre 2015 à 14:04
 
 

D'accord.


mardi
15 decembre 2015 à 14:07
 
 

Tiens je viens de trovuer ça pour mieux comprendre (ou pas).

Patch Client Changelog (v0.4.4347.0)
Greetings Commanders,

The Frontier Launcher will be updated to version 0.4.4347.0 for PC today, alongside the Elite Dangerous v1.5 update & Elite Dangerous: Horizons launch.

Changes include the following:

​Blue launcher interface for Elite Dangerous: Horizons players
Updated EULA during installation
Improved 'New customer' account creation flow
Links & prompts to apply Elite Dangerous: Horizons code to account (where applicable)
Speed improvements to loading product list display
Hardware survey less disrupting
Tags applied to launcher based on which game is launched (where applicable)
Fixes to multiple user login issue



You will be prompted to update your launcher later this afternoon (UK time). If you use Steam, it will do this for you.

To play Elite Dangerous: Horizons when first launched, you will need the Frontier Launcher.

Note: If you load Elite Dangerous via Steam, it will not display Elite Dangerous: Horizons. Please use the native Frontier Launcher.


mardi
15 decembre 2015 à 14:18
 
 

Sinon pour aider y'a ça.


Dernière modification le 15/12/15 à 14:47 par Repiemink
mardi
15 decembre 2015 à 14:46
 
 

Hahaha


mardi
15 decembre 2015 à 15:50
 
 

Le nouveau launcher est dispo !


mardi
15 decembre 2015 à 15:51
 
 

Et comme je suis dans ma période "jevousspammeavec Elite" voici le Change log complet de la release:

Default Horizons (2.0) and Ships (1.5) change log

Hey everyone,

Here are the final patch notes for the Horizons and 1.5 (Ships) updates.

Remember you can get ready for the update by making sure you have downloaded the latest version of the launcher from here.

The servers are currently down and we are expecting them to be up between 4pm - 6pm GMT. However, we will keep you updated on this thread.

Change log:

New additions

- Fix crash in kinematics
- Fix audio emitter error
- Speculative fix for crash on shut down
- Fix crash creating a new player ship during death
- Fix crash caused by pressing the back button when trying to bind to an axis
- Don't crash when a prospector limpet collides with a planet surface (or any other physics object without user data)
- Make sure that the reverse mode is triggered if enter neutral/reverse if our velocity is negative
- Fix hand-ins for planetary missions
- Remove certain unused stations from planetary and pad size checks
- Fix issue with receiving no credits when selling cargo
- Fix planets shining through some materials
- Make sure re-supply all button adds the SRV
- Fix for Typos in commodity news
- Fixed spelling of minerals in mining data for class 3 planets
- When we leave a proving ground make sure to clear the flag to ignore the location safety checks. This should prevent someone from logging on in the middle of a star causing weird graphical glitches
- Don't close a players recalled ship hatch when other ships launch from star ports

1.5 Beta
NEW CONTENT/FEATURES (1.5)
- Added Asp Scout
- Added Viper MkIV
- Added Federal Corvette
- Added Imperial Cutter
- Added Keelback
- PC/Mac: Added Bobbleheads!!!
- Added Imperial Fighter to CQC
- Added new missions
- Don't die missions
- Don't get scanned missions
- Multi-stage missions
- Missions can be received in space
- Assassination variants
- Contact missions
- Unique cargo missions - you have to deliver what you are given
- Timed window missions
- Added new open space scenarios:
- Search and rescue scenarios
- Wrecked ships scenarios
- New deep space salvage scenarios
- Distress call scenarios
- Alliance vip escort
- PC/Mac: Updated French, German and Russian translations
- Added more player group sponsored minor faction descriptions
- Master Chefs rare good added
- Renamed various planets
- Local emergency rescue NPCs added
- Spanish localisation added - a big shout out for the Spanish community for their hard effort on this!

STABILITY FIXES

- Xbox One - Show gamertag for Xbox One players who have 'discovered by' tags
- Swap the order that some conditionals are checked in to fix an error that can happen when searching certain systems names
- Added sanity check when selling commodities
- Don't crash when we try to eject all cargo and we either: have no cargo hatch, or the cargo hatch is shutting down
- Fix crash trying to xtract the cargo canister's root physics skeleton before it is loaded
- Fix an error than can happen when your squad leader is joining and leaving matchmaking in rapid succession
- Xbox One: Fix some errors suspending and resuming a CQC match
- Make sure that th stellar manager on the server shuts down correctly
- Fix potential crash when spawning NPCs
- Fix crashes reported for missing D3D buffers
- Fix crash caused in Alliance space where the music track was given the wrong action name
- Stellar system evolution shouldn't create negative mass
- Fixed a softlock that can happen if a player joins a CQC game while it is in the game initialisation state
- Avoid softlock loading into CQC if the ship object isn't ready yet
- Made CQC handle the player being logged out while playing
- Fix crash when using multiple mining lasers
- Fixed a memory leak in audio occlusion
- Fix memory leak on ship destruction

GENERAL TWEAKS & FIXES

- Added a hitcheck box to the capital ship laser turret turntable so that there is something to hit for the energy weapons. Also fixed the hitcheck so that everything is aligned to the barrels
- Changed the seats in the Imperial Clipper to be the white imperial ones
- Add shadow distance override for cockpits where it's been missing
- Capped a few holes in the FDL hitcheck that was causing lasers and bullets to sometime go through the ship without hitting it
- Added Front LandingGear Doors to the Viper so you cannot see the LandingGear appear/disappear anymore
- The Eagle's rear landing gears no longer intersect with the landing pads
- Fix the galaxy map search returning systems that dont end in -0 when a search ends with -0. Also when an array of results is returned, make sure that we start iterating at the first element in the array
- Galaxy search - Make sure that when we are searching a region for a name match that the name matches the name of the region, otherwise it will end up looking through every star in a region without it being able to match anything
- Paint job tweaks and improvements
- Shipyard no longer shows 'filler text' during flicker animation on first visit
- Added NPC Police paintjobs to the Anaconda ship, so that the police forces in the game now all has the same livery when they respond to situations
- Added Keyboard toggle for orbit lines
- Fix the cancel binding causing you being unable to select that binding again until reloading the bindings menu
- Commodities market 'Demand' field can’t fit 8 or more digits fixed
- Having a extremely large amount of credits causes errors when buying commodities fixed
- Unable to return to the sort on categories in outfitting for modules when you have scrolled down the menu to the Back option fixed
- Resolved an issue with disappearing ship icon in the Functions panel
- Fixed geometry hole in the cockpit chair near the camera
- Now that the Mac client has a BORDERLESS mode, accept this setting if it is found in the display config. file
- Give 'out of range' message for the mining laser
- Changed damage types and made sure outfitting has the correct stats too for the plasma accelerator
- Vulture decal placement fixes
- Updated in conjunction with dirt and tweak edits to improve panel definition and wear and tear on Fer-de-Lance
- Fixed missing damage section on Anaconda
- Got rid of faint white border from Alliance logo
- Made more space for digits in confirmation popup when discarding cargo
- Increased brightness and placement of hyperjump lens flare and removed unneeded drive bone to prevent an error
- Moved shader preparation option out of the graphics quality group as it is not affected by the quality preset
- Don't save if we're dead. Saving our ship in this state makes no sense and the server already knows all it needs to know from an earlier commander/death request
- Fix AIs not spawning close to stations
- Increased the width of the textField containing the module name to the maximum width to avoid text cutting
- Added icon for new 'IllegalSalvage' mission icon
- Adjusted a couple of the Anaconda loadouts to make sure all Anaconda's have turrets of some sort
- Removed back button from New Commander Screen
- The CQC outfitting hangar now has the name Attilius Orbital on the back wall
- Fixed the 'Friends' text header disappears after opening a friend's Gamercard
- Added NPC stranded behaviour - they need refueling!
- Improvements to NPC traders
- Those spawned near stations (who will normally dock with that station) now pick their starting cargo from that station's imported goods, rather than a random station's exported goods
- If spawning docked they pick from that station's exports to take away with them. When buying cargo after docking they also use the station's exports
- Added 'terrorist' NPC archetype
- Fixes some hitcheck which was letting ships clip through heatsink rings on the front of the O'Neill station
- Added oculus reset to F12 to controller configs where they were missing
- CQC: Scorecard - Added an extra column for 'Game Mode'- specific scores
- Fixed hitcheck so you can hit targeted weapons on the Fer-de-Lance
- Re-Exported Eagle to fix broken hardpoints. Also fixed wrong material applied to hardpoint doors
- Increased text size of 'viewing' text on CQC death screen
- When Attempting to Change Loadout on Death in CQC an Option Was already selected fixed
- Stop spurious button audio in powerplay UI
- Powerplay rating tab: highlight the current rating you are in white on the right hand list of ratings
- Shortened the text field in wing panel slightly to prevent cutting off of wing locations
- Art fix for Eagle LOD issues
- Extended text field so that ship's stats description fits in German
- Hitcheck tweaks to the Anaconda, Federation Gunship, Type 7 and Type 9 to make sure a small railgun can fire from every hardpoint
- Swapped hit layouts around for Cobra's small hardpoints
- Moved the Small hard point from the underside to the side, so the hardpoints can fire without shooting into them on the Federal Assault Ship
- Fixed landing gear clipping on Type 9
- Tweaks to Hangar cameras, decals and baked greebels on Anaconda
- New chatter tables added for new scenarios
- Search and rescue NPCs added
- Landing gear no longer disappears before landing gear doors close on Vulture
- Cash reward for routing a capital ship is now 150000 instead of 50000 to bring it in line with other increases in combat bonds
- "Unable to complete Transaction" screen stuck on Commodities market fixed
- Fix for Top/Boost speed in the Shipyard being higher than expected
- Reversed text on baked texture on Fed Gunship fixed
- Decals made to be more intergrated with the hull to follow contours on Federal Dropship
- 'Back' button in Galactic Powers menu functions as 'Exit' when clicked with the mouse fixed
- The powerplay GUI will sometimes load up another power when clicking back instead of exiting galactic power standing screen fixed
- Added "back" buttons to the news and standings pages of the powerplay menus
- Galaxy map view is not centred when opening the map the first time fixed
- 'Surge detected' text transposing onto canisters
- 'None' Filter for Economy in Show by colour in the galaxy map does not work fixed
- Added a minimum number of visible stars to galaxy map for edge case where none are displayed
- Player does not see own name in Squad list when the Squad Leader is selecting a game fixed
- Adjusted animation on large gimbal so it doesn't rotate as far to avoid the large cannon clipping through the floor
- Toggling between Economical and Fastest Route on Galaxy Map doesnt change the plotted route fixed
- Added in loadouts for the Bounty Hunter Viper MkIV and added in a crime scanner to one of the standard Viper loadouts
- Added in loadouts for military Viper MkIV's and Asp Scout's, also fixed missing Class 5-E drive text
- Updated the Alliance Viper military loadout to have mediums on it's mediums
- Added NPC loadouts for Miner Asp Scouts and Keelback
- Stop dancing stars near stars with the lensing effect
- Add dynamic overrides for menu group GUI labels. When in supercruise, the GUI now says "Disable supercruise" rather than "Enable...".
- Added NPC loadouts for Smuggler Asp Scouts and Keelbacks
- Fix for the CQC stats screen showing 0% progress once the player's hit Elite, should show 100% for a warm sense of completeness
- Rename duplicate authored system Khan to prevent conflict with generated system of the same name
- Removed translated ship names that shouldn't be translated
- Xbox One: Selecting current location on Galaxy Map isn't saved upon closing map fixed
- HIP and HD numbers in Galaxy map should not have commas in them
- Inconsistent Galaxy Map search method in Powerplay fixed
- Xbox One: Opening galaxy/system map with radial menu causes target panel to open when map is closed fixed
- Xbox One: Closing the system map with the B button brings up the galaxy map or vice-versa fixed
- Make sure that not having a microphone doesn't stop you using voice comms completely (i.e. listening)
- Add some significant events from recent history to various system descriptions in the galaxy map
- Superpower reputation progress bars added (plus minor redesign to improve layout)
- The icon for pledging to a power is still visible on the Power Standing screen after leaving the power fixed
- Fixed physics issue on the Viper
- Fix wing beacons disappearing after after 150s. Also fix wing beacons not appearing on the radar
- Fix for being allowed to attack ships that have bounty before scanning them enough to see it
- Updated damage decals for ships
- If the player gets into a conflict zone where the factions aren't hostile to each other, don't allow the player to join a faction and show "ceasefire" where we would show "choose faction"
- Fixed a problem in old planets that makes the normal map to be misaligned for one frame
- If two NPCs in an interdiction finish with one of the objects not live, don't try to make an FSD wake since we can't cache that ship
- Xbox One: If QoS times out after joining a friend's game (which shouldn't normally happen), neaten up the error message flow
- Two Zero-length vector fixes for velocity during interdiction - could have been causing odd directions
- Assigned a proper shipyard hologram for the Imperial Eagle
- Xbox One: Fix a matchmaking issue where players that had previously failed QoS with one game may be kicked out of another game they later joined successfully
- Fixed some issues with localised number formatting
- When the game is paused and we take a high-res screenshot, don't unpause it again afterwards
- Xbox One: Disable Friends menu options when we have no network, because the FriendsManagementScreen will just kick us out anyway
- Fix an issue with entering the reference frame of a space station while on the surface of Lave 2 by shrinking the station's reference frame size
- Wing beacons are now visible whenever the caster is in the same system and you can't see their ship
- Removed gamepad references from control schemes so that they'll show up when a gamepad isn't plugged in
- Fix the required SKU for the Cobra GamesCom paint job
- Stop AI ships blowing themselves up due to overheating when firing weapons
- Galaxy Map Info panel is consistently blank, regardless of selection fixed
- Xbox One: If you pause the game while on Outfitting screen and Open Help -> controller focus remains on Outfitting under the help UI
- CQC - Text Chat - Squad chat is labeled as Wing chat in team matches fixed
- Make empire/federation faction skill have a minimum of 0.01 and a maximum of 0.2 (if there is any) so that faction ranking is slightly easier
- Modified the way that containment radius is calculated so that for small moons close to their parent they don't end up with a containment radius intersecting their parents surface
- Fix incorrect game miode being shown in comms panel
- NPC's constantly flying into asteroids in resource extraction sites improvements
- If a squad invite for CQC gets declined the person who invited them is not informed fixed
- Add some additional checks to ensure that permits are loaded in correctly
- Stagger the creation of ring cells within a ring, to avoid creating many cells in the same frame
- Reduce memory overhead from cached asteroid physics
- When choosing targets for AI hyperspacing, check that targets aren't blocked by a body
- Cockpit was being attached slightly out of place causing the exterior cockpit chair to be in view from normal player camera in the Vulture
- Pioneer rank decal is listed as Starblazer fixed
- Ensure that the AI ambient spawner always generates enough NPC archetypes to satisfy the ideal number
- Moved chat box to the bottom right corner to not obscure main menu descriptions
- Fix for billboard asteroids not converging on the Oculus Rift and having different orientations in any 3D mode when stereo rendering is not enabled from the start of the game session
- Render the bottom of the planet rings for bodies in system map - you can move to see this side with HMDS
- If we are overriding the cargo of a ship, change the allocations of illegal/legal/stolen so that all cargo allocation is either legal or stolen
- Stop NPC ships from using paint jobs from wrong ship types
- "Target acquired" message stays when attempting to scoop new cargo fixed
- Miner NPCs spawn with a random mix of minerals from the asteroid field they're in; if they're not in an asteroid field, pick minerals from the station lists, rather than just random commodities as before
- Added more chatter lines for ambushed pilots to stop repetition
- Robigo system listed as "Terraforming", but it's actually Extraction fixed
- Reduce the shadow depth bias settings for Medium/Ultra inside the cockpit to fix the gaps showing at the cockpit glass struts
- Check we have an available pad before trying to spawn capital ship fighters
- Make sure massacre mission branches have reasonable timeouts
- Add training video section to front end
- System map should show distance from entry point for planets (similar to starports)
- Classified Camera Toggle control input remains after selecting the "Empty" controls scheme fixed
- Mass Lock cockpit indicator not turned off on entering new system fixed
- OSX: Fix for mouse click detection and cursor positioning issue when using Retina resolutions
- Fix NPC pirate wings not accepting dropped cargo to stop their attack
- Missions now check in advance that the player's ship is eligible to dock at all stations/outposts required for multi-stage missions
- Wrong Economy information for Devakak system fixed
- Fix an issue where dark side lighting on planets wasn't working in supercruise
- Player cannot pay fine when Black Market is accessed fixed
- Added a small amount of weapon drain to the plasma repeater to stop people leaving it on 0 pips for extended periods of time
- Disable local chat in CQC. Also show a more specific error message when blocking a direct message to a followee
- Corrected animation error on viper underside hard point doors
- Stop NPCs from trying to flee as a result of scanning when they are on the shared docking path
- Fixed a pop between the deploy and stow also fixed the intersection between the medium Pulselaserburst Turret and the ship
- Mirrored the location of the tiny hardpoints on the Hauler so that they're the right way around
- If we don't have mic focus (because the party app does), then show all channels as muted
- Raised Top Hardpoint bone to prevent the gun shooting through the hull on the Imperial Eagle
- Restructured front end training menus
- Fixed Custom Decals not showing on LODs on Python
- Fix some framerate sensitivity issues that caused partial frames of weapon recharge between shots to be ignored, resulting in lower than intended fire rates at low frame rates
- Give auto-bounties to powerplay pirates, the same as normal pirates
- Capped holes between Exterior hull and cockpit on Vulture
- The galaxy map, system map and powerplay screens are now closed when the player receives damage or hostiles appear
- Fix "repair paintwork" not working
- Make target time and target time range contract elements stop you from accepting a mission if the time range is going to be over within 10 minutes
- Massacre missions cannot be given by system owners now
- Hide Refinery tab if the refinery doesn't exist
- Changed message given to players trying to fit a shield generator that can't support the hull mass of the ship
- Chaff and Heatsinks will no longer be launched when deploying hardpoints by pressing one of the fire buttons if they are assigned to one of the active fire groups
- Don't snow nav/proximity warnings when your landing gear is down - you're probably trying to "hit" something intentionally
- Elite/Founder missions are now only available at the Founders World
- System Map: Removed long description line from system UI data
- Xbox One: Kick user out of voice comms (with dialog prompt) when entering CQC
- There was an area below the galaxy map popup where rolling over a star/planet wasn't possible. This is now fixed
- Positioning of star map popup is smarter and more flexible. Popup will stay contained to the screen bounds
- Xbox One: Change message to not use (possibly truncated) name when we can't find a chat target
- Made the system map rollover more forgiving - smaller objects no longer require precision mouse movements to see the popup
- In mining, player unable to eject minerals from the refinery hopper fixed
- Fixed missing doors on Federal Dropship
- Added tabs to system map - System, Info, Points of Interest
- Fixed tiny hardpoint placement and tweaked hitcheck on Federal Assault Ship
- Turning off 'Show star names' in galaxy map doesn't clear existing labels fixed
- System map popup positioning tweaked - now avoids overlapping other bodies in the same row
- Option added to disable head look focus mode on Comms and Info panels
- Adjusting position of Skirmish tutorial to bring it out of the planets pull
- SMAA workaround while core issue is investigated
- Moved tiny hardpoint bones so that the assets don't clip through the hull
- Made the matchmaking lobby check to make sure the server is updating it correctly and disconnect if it is not
- Set the hit sphere to the correct cargo hatch under the anaconda
- Don't let players choose a decline button on a mission branch if the message is no longer relevant
- Added a vent button to the refinery hopper
- If we accept a CQC invite while loading into CQC, don't return to the main menu
- Cockpit shadow fix for the Federal Gunship
- Rebalance of shield cell heat gain
- The heatsink projectile now simulates physics properly, and is susceptible to collisions and gravity
- Hull reinforcement health increased
- Modules now have boot up times
- OSX: Added support for up to 8 mouse buttons
- Server optimisation for StellarForge lookups - reduces system lookup times when hyperspacing
- Stop shadow casting spotlights from remaining after the owning activity has been destroyed
- Do allow remaining hopper items to be moved to bins after we've filled a canister. This fixes a bug where remaining items would get stuck in the hopper even though there's an empty bin available
- Significant improvements to blocked-shot testing for turrets, mostly aimed at settlements but will help elsewhere
- Small chance of spawning rescuer AI when player runs out of fuel in supercruise if in sufficiently populated system, not an anarchy, if player is ffriendly with controlling faction. Spawned AI acts like a hunter passive, so it will approach the player and then drop out, waiting for the player to follow
- Render the radar in world space as FOR shifts now are frequent avoiding relative positioning issues

New Audio:
- Audio for Imperial Fighter
- Audio for Federal Corvette
- Audio for Imperial Cutter
- Audio for Keelback
- Audio for CobraMKIV
- Audio for ViperMKIV
- Audio for Asp Scout
- Audio has been added to new damage model decals
- Adding LFE thump to cockpit breaches and FSD transitions
- CytoScrambler Laser has a sound!!

Audio Fixes:
- Weapons: Fixed Collector drone GUI "blip" sound triggering on all ships in the area. Now they only trigger on the drone owner's ship.
- Weapons: Improvements to missile mix
- Weapons: Missile explosion tweaks.
- Weapons: Improved Capital/Station Broadside Guns.
- Weapons: removed the falloff of volume over time when firing multi-cannons continuously.
- Physics: Raised the volume of cannon/plasma/railgun impacts on other ships that the player causes.
- Ships: Mix tweaks to Eagle, PG_Eagle Empire Eagle and Dropship to improve volume consistency across all ships.
- Ships: Fixed some clicks in Dropship drives.
- Ships: Fixes to Asp orientation.
- Ships: Fixes to Diamondback's boost.
- Ships: Fixed missing sound on Federal Dropship Boost.
- Ships: Improvements to occlusion on ships.
- Ships: Empire Eagle landing gear tweaks.
- Ships: Added boost fail volume curves, so not too loud when game is quiet.
- Ships: Added missing "Clunk" on other ships docking/undocking at stations.
- Music: Enabled streaming on some music – memory optimisation .
- Music: Fixed a possible problem with music being faded out in the CQC menu.
- GUI: Fixed behaviour of docking offense and heat alarms, to avoid getting stuck on.
- GUI: Evened out the volumes on the rank up anims.
- GUI: Updates to CQC GUI.
- GUI: Tweak to CQC results stingers.
- GUI: loads of menu GUI tweaks.
- GUI: Fixed missing scanner sounds when losing a regaining line of sight.
- Voice: Added new CQC voice line "Enemy has the lead".
- Voice: Changed CQC welcome announcement wording.
- Set up occlusion on non-player ship impacts.
- Fixed joypad rumble to not rumble on nearby ships landing.
- Used our Pooled Audio Object system in a lot more places. Reduces voice count and improves performance.
- Plugged some holes in Pooled Audio Object system.
- Fixed some minor bugs in Soundbank Management.
- Optimised memory assignments for soundbanks.

1.5 Beta 2
- Fix for crash during hyperspace
- Fix for stored ships being inaccessible
- Fix for crash when route planning in the system map
- Fix server crash for error in Maia system
- Improve Don't Die Contact missions, remove transaction panel timers, references to the wait time and make wait longer
- Adjust dashboard cameras in the Hauler, Type 7 and Federal Dropship

1.5 Beta 3
- Various server reliability fixes
- Fix Cutter not passing through docking port with landing gear up
- Made Cutter's cargo bay move down when deployed to allow for easier cargo pickup and fixed orientation of tiny hardpoints
- Left and right panels are smaller in 1.5 than 1.4
- Some Piracy missions now have their mission cargo overridden properly.
- Make missions unavailable to players in ships that cannot land at all stations during a mission
- Changes to when reward is displayed on panels and BB
- Assassination crash fix where system was trying to use the wrong ship
- Decrease mission respawn time and number of missions
- Don’t Die text fixes
- Fix for times in the past being mistaken for times in the future
- Make some assassination targets more likely to spawn
- Make some missions clearer to understand via timer’s etc.
- Fixed some ship names in the local traffic reports
- Fixed refuelling reserve tanks
- Update Viper MkIII descriptions to reflect the addition of the MkIV
- (all languages) Powerplay statistics tab missing translations
- Re exported Type 6 debris with charred materials
- Fixed Galaxy Map FOV cutting off the side panel
- Some missing Spanish and tweaks added
- Various text fixes
- Temporarily remove the new damage decals until a proper fix can be implemented
- Doubled the time a shield cell is actively providing a benefit
- Increased the amount of heat a heat sink can drain and doubling the time over which it drains it
- We are adding a small amount of thermal and kinetic resistance to hull reinforcement packages, again, increasing their effectiveness, including versus module damage
- Increased the maximum speed of recovery for collapsed shields (especially larger shields)
- Increased the manoeuvrability of the FDL, increasing its power plant capacity and increasing its heat dissipation
- Fixed Corvette hangar cameras
- Fixed orientation of Corvette's tiny hardpoints
- Fixed Corvette's collision so point defences work properly
- Make sure mission targets have the correct cargo
- Added missing discovery scanners to the Asp Scout, Imperial Clipper and Federal Assault Ship
- Bobbleheads should only render when inside the cockpit

Horizons
2.0 Beta 1
NEW CONTENT/FEATURES (Horizons)
- Ships can land on planet surfaces!
• Orbital cruise mode added
• Sub-orbital flight mode added
• Added glide path planetary approach flight model
• Added the Planetary Landing module slot
• Scanner landing radar added
• Adjusted ships that can carry SRVs to have sufficient clearance when landed
• Added the ability to dismiss and recall your ship
• FA Off for planetary flight model
• Added Planetary Approach Suites to all starter load outs
• Added Planetary Approach Suite to all ships
• Added current gravity strength indicator
• Added role switch GUI panel
• Can deploy SRV when landed
• Can deploy SRV at planetary ports


- SRV Surface Operations
• SRV surface driving added
• SRV vertical boost added
• SRV turret added
• SRV surface interactions added
• Wave scanner added
• Playable Scarab SRV added
• Terrain scanner added
• Added SRV specific control options
• Add pilot animations for SRV


- Planet Rendering
• Updated mid-distance planet rendering
• Added surface rendering for airless worlds
• Added quality settings for surface rendering
• Improved planet lighting
• Added detail objects for surface


- NPC surface skimmers added
• Goliath
• Sentry
• Guardian
• Stinger 2


- Added surface ports
• Players can dock at planetary ports
• NPC ships use planetary ports
• Added planetary ports as mission targets/givers
• Added planet surface market specific commodities


- Added surface settlements
• Art assets added
• Opposition strength variants added
• Added air defense turrets
• Added ground attack turrets
• Surface base components added
• Surface base interaction points added
• Settlement data link rewards added
• Trespass zones added


- Added surface points of interest
• Scanner indication added
• Wave scanner signals added
• Materials POIs added
• Encounter POIs added
• Natural POIs added
• Structure POIs added


- Materials & Synthesis
• Added generation of materials
• Added synthesis
• AFM module resupply
• FSD Boost
• Ship projectile resupply
• SRV hull repair
• SRV refuel
• SRV ammo refill

Synthesis quality bonuses

- Missions
• Add planetary Missions
• Make some missions only spawn at planetary ports
• Add rare planetary missions
• Add off-base planetary missions


- GUI
• Nav panel indicate planets that can be landed on
• Hook planet map into the 'hyperlinking' we support with galaxy/system map
• Provide direct access to the planet map from the cockpit
• Added planetary schematic map
• System map: Adding planetary resource level in info panel
• Indicate if a nav target is on the other side of the planet
• Render trespass zone boundaries over the terrain schematics
• Show settlement and ports locations on planetary map


- General
• NEW: 64 bit client!
• Added Horizons specific starter package
• Planetary permits added
• Added Black Friday paint jobs - These will be available for the Horizons launch.

NEW FEATURES/CONTENT (1.5)
• Added Vive support
• Did we mention that we have the 64 bit client now available?!


STABILITY FIXES
• CQC: Prevent "Waiting for Players" with a full lobby
• Don't try and update the navigation panel when in CQC


GENERAL TWEAKS & FIXES
- Fixed some ASP dirtmap issues
- Fixed a geometry issue on the Anaconda
- Changed the position of camera decal 1 & 3 on the Diamondback
- Fixed Sidewinder landing gear collision issue
- New shadow profile to improve the quality of shadows in asteroid field locations, the main difference being a reduced amount of adaptability to prevent excessive shadow blurring when distant asteroids are in view.
- Fixed repetitive audio glitch after CQC Team Deathmatch
- Closed hole in mesh for the Federal Assault Ship
- If a button is currently using a default binding then show that in the binding’s option screen rather than just appearing blank.
- Added a new size 1 slot to the Sidewinder and Eagle and edited the horizons load out for the sidewinder so that it has two cargo in that slot
- The cockpit canopy can now be repaired by the AFM
- Fixed Russian Stats page texts shows as missing characters throughout
- Fix offset mouse pointer on Station menu, shipyard and insurance screen
- Imperial cutters Mouse Widget is inclined towards one corner fixed
- If a head tracking library fails to load, even though we have a path to it, then make sure it goes into the error state rather than attempting to load the dll every frame
- Fix for distant asteroid billboards partially showing through the asteroid models
- Orca's bobblehead placement adjustments (wobbly bobbles).
- System Map VR: - Added the concept of a Base Scale that scales all GUI, planet miniatures and dolly ranges to make everything pleasantly bigger and further away (as we deal with locked FOVs in VR opposed to orthographic)
- System Map: Add a different global scale to the label manager for VR to make the text larger
- Ensures that the player's pilot gender is represented correctly in the cockpit
- Made the schematics bigger for the construction phases of the Occellus Stations
- Fixed NPCs not becoming Wanted (if appropriate) or turning red when attacking player in a large ship
- Wakes created by ships that the local player knows the names of now display the name of that ship. This should help the mission NPCs that ask you to follow their wake
- Fixed the animation issue with the doors of the vulture
- Fix for 10cr repair bug
- Shields regenerate at a much faster rate while docked
- Fixed Cutter's decal cameras
- Ship dashboard GUI still present when viewing Bobbleheads in Outfitting
- Track CQC gametype when entering matchmaking to prevent entering lobbys of another gametype
- Fixed clipping bobbleheads in the Eagle
- Nav markers now have an 'obscured' visual state when the location is behind a planet/star
- Add a Terrain Material Quality setting to the graphics options menu
- Fixed animation clipping on the nacelle hard point doors
- Fixed sometimes incorrectly showing the generic "failed to join" message rather than the "session is full" message when trying to join a full CQC game
- Made it so that the cockpit module isn't visible in the module panel while playing CQC
- Added specialized VR mesh for the outfitting screen
- Make player ship invulnerable when player's in a buggy (Temporary for Beta 1)
- Missiles are now more effective against shields
- Updated translations
- Fed fighter drive lighting fixed
- Added three stage slider background to FSD boost slider in the galaxy map
- Make sure that heat sinks are affected by gravity when launched
- Increased the hopper ammo amount for the fragmentation cannons from 30 to 90
- Prevent excessive spamming of telemetry from edServer to webServer after a player has followed a jump wake
- Starter package Sidewinders (and bought) now come with low powered gimballed pulse lasers
- Add missing mission assassin chatter
- Imperial Cutter's Mouse Widget is inclined towards one corner
- Resized the Standard bullet impact FX game wide to fix the standard bullet impact from being too large when hitting shields
- You can raise your landing gear while landed via the function panel fixed
- Turn off proximity warnings in super cruise, they feel odd near planets, and aren't that helpful anyway
- Refuel all vehicles in the target ship's launch bay when docking at a market
- For the Beta 2 public test, Beagle 2 Landing in Asellus Primus star system also has all modules and ships available in stock
- Fix occasional transaction server errors for users with very large numbers of friends
- Slightly retuned background sim to give greater daily influence changes for a given amount of player activity
- Various sever performance and reliability improvements
- Add missing hitmen types
- Try to improve the feedback for contact mission types
- Decrease mission respawn time and number of missions at boards
- Increase timed assassination targets spawn rate
- Generally fix target spawning errors
- Added new mission icons
- Add fines to early abandonment where applicable
- Some reputation/influence/state value fixes


mardi
15 decembre 2015 à 16:01
 
 

Ha oui, beau pâté.

Le saviez-vous? La patelle (Limpet in English) est en fait une conne de bernique.

Donc amis mineurs, récoltez bien avec vos berniques prospecteuses et chapeaux chinois collecteurs \o/


mardi
15 decembre 2015 à 16:14
 
 

Hahaha


mardi
15 decembre 2015 à 16:51
 
 



Ca se voit que je m'emmerde au taff ?


mardi
15 decembre 2015 à 17:00
 
 

On est d'accord que c'est toujours pas dispo?
J'ai la bonne upgrade du client (en 32 bit par contre c'est bizarre) mais rien de bleu et serveur toujours en statut upgrading.


mardi
15 decembre 2015 à 18:04
 
 

Ha ben c'est écrit dans un encadré du launcher bourdel:

Support Notice : Horizons Launch

You will not see Horizons in the launcher until we release it later today.



GNIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII §§


Dernière modification le 15/12/15 à 18:08 par Repiemink
mardi
15 decembre 2015 à 18:07
 
 

La mention 32bits fait référence au jeu sélectionné dans le menu à droite du bouton "jouer".
Tout à l'air normal :)


mardi
15 decembre 2015 à 18:34
 
 

bha oui certes mais pourquoi pas 64 alors que le système l'est ?


mardi
15 decembre 2015 à 18:55
 
 


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