collapse collapse

Member Info

 
 
Welcome, Guest. Please login or register.
Did you miss your activation email?

Recent Topics

a true "Digging" simulator.... by |AGW|TC-Ed
[October 15, 2014, 03:18:50 PM]


public discussions area by |AGW|TC-Ed
[October 15, 2014, 03:11:50 PM]


Oculus Rift... Crescent Bay announced... by |AGW|TC-Ed
[October 07, 2014, 02:42:56 PM]


KiWi flying for real... by Grimco
[September 30, 2014, 06:57:22 PM]


Oculas & Samsung introduce Gear VR by |AGW|TC-Ed
[September 03, 2014, 02:36:07 PM]

Who's Online

  • Dot Guests: 3
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.

AGW Stats

  • stats Total Members: 407
  • stats Total Posts: 170
  • stats Total Topics: 68
  • stats Total Categories: 4
  • stats Total Boards: 21
  • stats Most Online: 52
October 30, 2014, 03:21:17 PM by |AGW|TC-Ed | Views: 2 | Comments: 0


Update Notes - 10/30/14 ~916Mbs



The next update is out, details below...

Optimizations

  • Multi-Threaded Rendering
    • MTR is now turned on by default. On systems with slower CPUs, lower  resolutions, or systems with very fast video cards the difference is  more noticeable.
    • Basically on any machine where the game is CPU limited there should  be a performance increase. However, we’ve done a lot of CPU  optimizations over the last couple months, so the game is usually GPU  limited for most configurations now.

  • SLI
    • Landmark now supports SLI! You should see a performance increase when running in High or Ultra.
    • NVIDIA hasn't published new configurations for SLI Mode in Landmark,  so you'll have to enable AFR Mode for Landmark64.exe in your NVIDIA  Control Panel manually.
    • In your NVIDIA Control Panel, do the following:
      • Select "Manage 3D Settings."
      • Under Program Settings, add the Landmark64.exe to the Customize List.
      • Once you've done that, set "Multi-GPU Rendering Mode" to "Force Alternate Frame Rendering 2."

  • LOD Improvements
    • We’ve made some improvements to increase the visual quality of  voxels at certain distances. Your voxel based structures should retain  their shape much better at further distances, with one caveat - this  will only affect newly placed voxels. This change is not retroactive, so  if you want to make sure your claims look good at a distance, you'll  need to force it to update by making small voxel changes in each corner  of your claim.
Controls

  • We've been reading your feedback from all of the Control and Keybinding changes, so we've decided to revert a few things.
    • While exploring through the world and being in Combat, nothing has changed from last week.
    • While building however, we reverted some of the Mouse Wheel and Key Modifier controls.
    • With a Building Tool active, the Mouse Wheel once again controls your Cursor Size.
    • With a Prop or a Paste Volume active, the Mouse Wheel once again controls Rotate / Translate / Scale.
    • Camera distance is controlled via CTRL + Mouse Wheel.
Modal Building Tools

  • In an effort to solidify and concentrate the options when using  Building tools, we're introducing the first iteration of our Modal Tool  bar.
    • The way it works, is that a secondary tool bar will appear over your normal Action Bar, any time you equip a Building Tool.
    • This bar lists the Options that each tool has, and displays the keybinding that activates them.
    • We're still iterating on this system, so expect to see it expand (to  Props, in particular) and iterate over the coming weeks. We look  forward to your feedback!
Player Created Waypoints

  • You can now set waypoints on the map for yourself! With the map  open, press CTRL + Left Click to place a way point. This will stay on  the map, and in the world until you remove it (or you zone / logout.)  You can place up to five waypoints at a time, and they can be removed by  CTRL + Left Clicking the icon again.
Templates

  • Previously, the max voxel count for a template was 20 million. We've increased this limit to 46 million.
  • Unfortunately, we found a last minute issue with this, and had to  pull this functionality. We'll introduce this in a future update.
Storage Expander Changes

  • We've done some back-end work on how the Inventory / Vault pockets work. As a result, we've had to do the following:
    • The pockets you have purchased / consumed have been reverted, and the Pocket items themselves have been refunded to you.
    • When consumed, these items are now on your Station account. This  means that they will persist if you happen to delete and re-create your  character.
    • The amount of increase given by each expander type has been increased.
    • If you do not see your previously purchased expanders please make room in your primary inventory and log out and back in again
    • If you currently have all of your expanded inventory space your Items will go into overflow.
Props / Materials

  • Since it looks Dwarves are going to lose yet again, we've got some Ogre goodies for you this update!
    • New Material
      • Ivory

    • New Prop
      • Intricate Copper-Plated Door (Left and Right)

  • Additionally, we inadvertently changed some materials to use  "Worked" versions a while ago. (Stone, Obsidian, etc.) We are changing  those materials back to use only the base material for now, since having  "Worked" materials ties in to our Refining system, which is still in  progress.
Commenting System

  • You can now post comments on Player Studio items in the Marketplace.
Bug Fixes

  • Pressing SHIFT with a Heroic Movement item equipped will no longer trigger said item if your cursor is in a text box.
  • Addressed a couple issues with outfits (they should no longer  overlap when zoning, they should update properly when switching between  outfits / armor)
  • Fixed the Keybinding for "Duplicate Prop."
  • You should no longer be able to get stuck in a running or diving animation while Gliding.
  • Removed the reference to "Esc" from the Observer cam text.
  • FX and audio should no longer persist the first time you use a Heroic Movement item.
  • Fixed an issue where you couldn't use the Grappling Hook if you had SHIFT pressed.
  • Removed a duplicate entry for "Free Look: Left and Right Strafe."
  • Fixed an issue that would result in a broken stamp volume, after using a Shaped Block on a selection volume.
  • Your character will now animate properly when attempting to equip a tool while using Ledge Grab.
  • Placing a prop with a weapon drawn now works properly.
  • The Portal Shard window will no longer persist if you teleport with the Tweak Mode UI open.
  • Fixed a bug where the cursor would get "stuck" on the Original Selection after pasting a copied selection.
  • The Translate arrows will now properly go away after pasting a copied selection.

link to release notes...

Hotfix Notes - 10/31/14


  • We had to redo the Expanded Storage (Pockets) Maintenance due to an invalid quantity on the bundle.
  • This means that the original Update Notes are still relevant.
    • We've done some back-end work on how the Inventory / Vault pockets work. As a result, we've had to do the following:
      • The pockets you have purchased / consumed have been reverted, and the Pocket items themselves have been refunded to you.
      • When consumed, these items are now on your Station account. This  means that they will persist if you happen to delete and re-create your  character.
      • The amount of increase given by each expander type has been increased.
      • If you do not see your previously purchased expanders please make room in your primary inventory and log out and back in again
      • If you currently have all of your expanded inventory space your Items will go into overflow.
  • We also made sure that those of you who bought Trailblazer packs got your pockets re-granted.
  • Fixed an issue where resources were not being refunded after a Claim foreclosure.
  • Fixed the model on the Kerran lattice (which was inadvertently changed to the Kerran Trophy.)
  • Miscellaneous fixes / polish to the new Commenting system.

EDIT: Just pushed out a client only fix for some props that were  refusing to place.  Simply exit out and repatch via the launcher to grab  it.
October 14, 2014, 07:10:30 PM by |AGW|TC-Ed | Views: 10 | Comments: 1


Update Notes - 10/15/14 ~1.9Gbs



The next update is out (releases tomorrow/15th), details below...

Heroic Movement Changes

•   There have been significant changes to the way Heroic Movement works. Please see the separate post for specifics here...

Weapon Adjustments and Armor

•   There have been significant changes to the weapons that are currently available. We're also introducing Armor for the first time! Please see the separate post for specifics here...

Default Controls and Keybindings

•   There have been significant changes to the default controls and Keybindings. Please see the separate post for specifics here...

Outfits

•   We're introducing a new slot on your Character Sheet this update - The Appearance Outfit.
o   This slot lets you use any outfit that you might have, as a visual override to the armor you're equipping.
o   This means you can use any of the cool outfits you got from your Trailblazer Packs, or from the Marketplace, while still equipping combat armor!
Heroic Movement Ruleset Restrictions
•   You can now decide to limit what Heroic Movement abilities are used in your PVP matches.
•   This includes:
o   Jumping
o   Climbing
o   Multi Jump
o   Gliding
o   Sprinting
o   Grappling Hook
We're currently experiencing issues with our settings on the High Jump restriction (Lunar Treads, Leaper's Launchers, Neon Blitzing Boots) so we've removed it for now. We'll add this setting in a future update.

UI Changes

•   The Action Bar has a new look! Internally, we are currently in the midst of a full UI redesign. This will include both UI skinning, as well as different functionality. We'll be releasing these in chunks as they are ready, but for now please enjoy the newer, cleaner Action Bar.
•   Also of note: we've added the ability to lock the action bar.
New Materials
•   In preparation for future Workshop competitions, we have a large number of new materials for you!
o   Small Intricate Stacked Stone Bricks
o   Medium Intricate Stacked Stone Bricks
o   Large Intricate Stacked Stone Bricks
o   Intricate Stone Slabs
o   Intricate Stone Cut
o   Horizontal Stone Intricate Trim
o   Horizontal Stone Intricate Trim Small
o   Vertical Dull Stone Geometric Trim
o   Horizontal Dull Stone Geometric Trim
o   Geometric Stone Floor Tile
o   Geometric Stone Pavers
o   Oxeblood Rough Cloth
o   Vertical Dull Bronze Geometric Trim
o   Horizontal Dull Bronze Geometric Trim
o   Dull Bronze
o   Dull Horizontally Banded Bronze
o   Dull Vertically Banded Bronze
o   Dull Hammered Bronze
o   Dull Bronze Panels
o   Dull Riveted Bronze
o   Horizontal Brass Intricate Trim
o   Oxidized Brass
o   Hammered Brass
o   Vertical Dull Iron Geometric Trim
o   Horizontal Dull Iron Geometric Trim
o   Dull Dark Iron
o   Dull Horizontally Banded Dark Iron
o   Dull Vertically Banded Dark Iron
o   Dull Dark Iron Hammered Metal
o   Dull Dark Iron Panels
o   Dull Riveted Dark Iron
o   Worn Dark Iron
o   Dull Iron Hammered Metal
o   Lava
o   Crusted Lava
   
Please note that since Lava does not exist in a biome at this time, it will simply use Stone as a resource. Once lava can be found in the world, we'll move it over to use that resource.



Bug Fixes
•   Previously, the Spire would not always teleport you on the first click. This should no longer occur.
•   Fixed an issue where the Translocation Pad would fail if placed on a vertical surface.
•   Interactable props that have an on / off, should now work more reliably.
•   Addressed an issue that would cause the General Chat tab to be unusable, if you logged out with it active.
•   Logging out on the spire should no longer result in you being under the spire when logging back in.
•   Removed the option to Duplicate a Game Table, since you can't have more than one on a claim anyway.
•   You can now teleport to your Game Props, even if you're standing in a claim that does not contain a Game Prop.
•   Game Props can be brought out and placed even if you're not in a claim that currently has a Game Prop.
•   Addressed an issue that was causing a gap between the Moving Platform and their docks.
•   Fixed the Flame FX on the SOE Live 2014 prop.
•   Kill Bonus and Death Penalty options should now work correctly.
•   Fixed an issue where Double Jumping at the end of a front roll animation would cause the player to float.
•   Your player will now appropriately slide down inclines.
•   Added audio to the Gothic Gates.
•   The chat tab should now default to "Chat" upon login, not Combat or Loot.
•   The Yellow Spotlight should no longer show candles as a lightsource.
•   You can now use the Smooth Tool when under the ocean. We're still working on this functionality for smoothing under user placed voxel water.
•   Fixed the collision on all rope props. Previously, their collision was about twice as large as the model itself.
 

link to release notes...
October 14, 2014, 03:09:40 PM by |AGW|TC-Ed | Views: 2 | Comments: 0



BIS has released the latest update for Arma 3, it weights in at ~1.2Gbs, for those already up to date (new players will have to download the full game), to update simply open Steam & allow it to auto update.

Game Update: 1.32 (Fixathon, New script commands, New event handlers, Weapon Inertia)


FROM: Project Lead
 TO: Arma 3 Users
 UNIT: Main Branch
 ACTIVITY: Game Update: 1.32 (Fixathon, New script commands, New event handlers, Weapon Inertia)
 SIZE: ~1.2 GB

CHANGELOG

 
  • Thicker front lower armor plates on wheeled APCs
  • Texture definition added to Kerry's backpack class; it can now be re-textured
  • FIA Miller's and Stavrou's headgear randomization switched off
  • AAF Soldier LAT now has a backpack better suiting his needs
  • Compact backpack with digital camo has better alpha sorting
  • Naming of various structures has been updated to prevent at least some duplicates in ZGM missions
  • Increased volume of samples for changing stances and set maximum audible distance of all movement sound to 20 meters
  • Units should be able to stay under water a little bit longer
  • Removed Plane_Fighter_03_wreck_F from Zeus
  • Walking with a rifle or pistol now regenerates less fatigue than standing still with rifle or pistol coherently among all stances
  • Fatigue for switching weapons was tweaked depending on your stance
  • Removed: Obsolete debug logs in MP Headhunters
  • Sample changes for door sounds
  • Solar power plant has a better set of sounds for its doors
  • Removed: Redundant BIS_fnc_crewCount from Functions_F_Curator (the function file is already in Functions_F)
  • Made objects based on the FloatingStructure_F base class show up in Zeus
  • 20mm rounds are now using multiSoundHit instead of soundHit
  • Renamed: String for striped commoner clothes
  • Nikos’ clothes hidden from Editor and Virtual Arsenal
  • Weapon-related HMD elements of Blackfoot should now always aim where the weapons aim
  • Time Trials - More voice-acting implemented for feedback
  • Time Trials - Vehicle fuel is now reset to whatever it was initialized with (not always 1)
  • Optics of arifle_MX_RCO_pointer_snds_F changed to be actually RCO
  • Weapon-related HMD elements of the Hellcat should now always aim where the weapons aim
  • Unified font size in the HMD of the Hellcat
  • Unit info is hidden while cinema borders are displayed (it was partly visible if large GUI was used)
  • Lowered volume of 2D samples in first-person view

read full changelog here...
October 11, 2014, 05:55:32 AM by |AGW|TC-Ed | Views: 2 | Comments: 0

Update 1.43 of War Thunder released... some interesting stuff in this one, not to mention one of the largest updates... 7.2GB's yea, you read that right.  Load of news vehicles & even a race mode, details below...



Update 1.43

<a href="http://www.youtube.com/watch?v=Dw02QWAz-eQ" target="_blank">http://www.youtube.com/watch?v=Dw02QWAz-eQ</a>

 1.43 update is now available and we suggest that you familiarize yourself with the changes that will occur to War Thunder in the new update. Our game has been transformed - new tanks and aircraft, maps and new War Thunder features, which you have been requesting for a long time are waiting for you.
 
 Among the most important changes are:
 
 
  • New air vehicles including the fabulous Ho 229 V-3, several other jet fighters and bombers, piston-engined fighters like the F7F Tigercat and the J7W1
  • New ground vehicles: the T-35 multi-turreted tank, multiple AA vehicles and more
  • New locations and maps: Mozdok, Norway, Poland and Tropical Island
  • Arcade ground battles rework
  • New hangar design
  • New environment and weapon sounds
  • Vehicle presets
  • Racing mode
  • New achievements and rewards
  • Possibility to view detailed armouring model and inner modules locations for the ground forces in hangar
     


Full list of changes in War Thunder 1.43

October 02, 2014, 01:52:44 PM by |AGW|TC-Ed | Views: 9 | Comments: 0

Update Notes - 10/2/14 ~347Mbs


The next update is out, details below...

User Interface changes and Improvements
 
  • F to Interact will now only appear when in Combat Mode
  • Moved the UI elements that used to appear in the center of the screen, to a smaller area on the right hand side. This is in preparation for future UI changes to Weapon abilities, in that center area.
    • These elements include the F to Interact, Tip text for the Building tools, etc.
  • We've also shortened the interaction radius on most objects, so that it's easier to interact with large groups of objects.
  • You can now disable the Grappling Hook indicator.
  • You can also disable the Grappling Hook icon.
  • Moved the compass to the upper right hand side of the screen.
  • This is an on-going task, so look for more UI improvements soon!
Chests
 
  • You can now pick up chests that have items in them.
  • Once picked up, their tooltip will list their contents.
  • Addressed an issue where you couldn't open chests when they had been repositioned across claim lines.
Props
 
  • We've got a bunch of awesome props that will be great for Halloween, but also for anything you make that is in a particularly "Gothic" style.
    • Bubbling Cauldron
    • Gothic Gate (Left and Right)
    • Gothic Fence
    • Gothic Fence Post (for mounting the gates)
    • Mounted Gothic Brazier (basically, the fence post without brackets, and with a glowy brazier)
    • Gravestones (Small, Medium, and Large)
      • Click the Graves for a spooky surprise...
    • Stone Gargoyle
    • Skull, and a Jaw-less Skull.
    • Note: The Cauldron, Gravestones, and Brazier are the first props to use our brand new FX system. Let us know what you think!
  • We've also added three new Kerran Lattices, in different Burled Wood tints (Light, Medium, and Dark.)
Bugs / Misc
 
  • Item Icon / Name / Descriptions are now visible when dead.
  • Slider bars in the Game Settings will no longer shrink when moved back and forth.
  • Your character will no longer enter a falling animation when exiting water voxels on a claim.
  • The main Landmark menu will now appear over the chat window when opened.
  • Fixed the Portal Shard menu (it shrank significantly last update.)
  • The claim owner can no longer teleport to game props during a PVP match.
  • The Settings menu on the Translocation Pad should now work properly. Let one way teleporting commence.
  • Fixed an issue where you couldn't teleport to a claim via the gallery
  • The Ore Prospector should now properly detect all veins of Etherium.
  • Infused Cordella should no longer take an extreme amount of time to infuse.
  • Polished mouse movement in general. Previously if you tried to move the mouse diagonally, it would jitter. It should be much smoother.
  • Fixed another issue related to placing very large templates. Let me know if you're still seeing this!
  • There should no longer be an invisible item attachment to Upkeep emails.
  • Addressed an issue where the mining cursor would be stuck to your camera (ala Combat) when mining in first person.
  • The Hanging Kerran Lamp will no longer seem to flip over, when viewed at a different LOD.
  • Pressing ESC will no longer make the rotate cursor appear on a Template placement. It will simply cancel the placement.
  • We've made a handful of optimizations that should enhance the performance on some machines.
link to notes...

Hotfix notes - 3 Oct 14

A client update has been pushed out which addresses a memory leak issue that could cause some people to crash. You will get this update next time you re-patch through the launchpad.  We are also introducing additional logging to help track down the cause of other issues.
 
 We are still working to address a number of other issues and plan to hotfix these on Monday, including:
 
  • not seeing friends in your friends list;
  • being able to claim and mine around spire hubs;
  • trees growing on hubs;
  • pasting a selection defaulting to rotate arrows;
  • teleport pad issues;
  • spires sometimes not working (work-around: this appears to be a distance issue, so try moving around. You can also teleport to a friend or via the gallery, or log out and in again.)
  • seeing no chat in a chat channel (such as /General) if you log out while in it (work-around: manually /leave the chat channel, then rejoin)
  • lighting props not turning off. 
Please note: until we can fix the claimable spires bug, we request that you please do not claim the land on a spire hub.  If you do, please expect that your claim WILL be deleted and you may not get your materials/props back.

Hotfix Notes - 10/6/14

 
  • We've addressed a few issues in regards to the area surrounding the spire.
    • That area will now properly suppress procedural props.
    • You can no longer mine / harvest in this area.
    • You can no longer place a claim in this area.
      • If you do happen to see a claim that has been placed over a Spire, please stand in the offending claim and type /reportclaim. Our CS crew will take care of it!
  • We've fixed a couple issues that could prevent teleporters from working correctly. There are definitely some remaining issues with Teleporters, and we hope to address these in a future update.
  • Previously a pasted volume would default to rotate - it should now default to translate.
  • We have also increased the capacity of personal storage for raw resources to 900,000 up from 100,000. Also expanded the capacity of vault raw resource storage to 500,000, up from 100,000
    • Please note that in the future, the expansion of personal storage will be unlocked via Progression / Achievements. This is a temporary increase for Closed Beta.
  • We've added some logging in an attempt to catch the odd issues that people are seeing with Props disappearing on their claims, and with Chests in general. This should let us gather some good data in order to squash these bugs once and for all.
 

AGW TS3