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Και..έχουμε release date. 16 Δεκεμβρίου...:magic:

Elite: Dangerous Newsletter #48

Επίσης, ένα αρκετά ενδιαφέρον βιντεο για τα σχέδιά τους μετά το release.

[ame=http://www.youtube.com/watch?v=8yd-m9AR7mY]The Future of Elite: Dangerous - YouTube[/ame]

Προσωπικά, περισσότερο με ενδιαφέρει το planetary landing/exploration. Όταν το πετύχουν αυτό, θα έχουμε επιτέλους τον πραγματικό διάδοχο του

.

Cephei Sector QT-A B4-0

ZoDUlbal.png

θέλω να κατέβω κάτω γαμωτ'...

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  • 2 weeks later...

Beta 3.9 Change log:

NEW CONTENT/FEATURES

Permits needed to access systems within excluded regions or specific systems requireing permits (like Sol)
Missions can give permits as rewards
Mission branching added
Major faction missions added
Added many new mission templates
System states generate USSs and missions
Multiple user voice comms support added
Rare goods added
Fixed event scenarios added
Added imperial starport variants
Add custom Earth and Mars to Sol
Trade Route data for the current system is provided for free upon connecting to the Station Services
Charge player for non-local trade route data, and ensure the galaxy map updates when it changes
Dormant fines/bounty support added
Major faction (Imperial and Federation) missions added
Permits for systems and regions added
Added support for the free-track protocol in addition to TrackIR. This will allow FaceTrackNoIR to work with the game without any additional setup
Support for starports in supercruise added
Can drop cannisters that aren't marked as stolen
More variety for USSs added

STABILITY FIXES

Safeguard against a null dereference when changing location
Fix for crash when unable to lock vertex buffer
Fix for Nearby Player Faction Choice using Location Information before it's initialised
Fixed memory leak destroying landing gear on shutdown
Fix for occasional softlock when quitting the game. This looks to be caused by a trio of components waiting for one another shutdown
Fix crash when rendering stars
Fix crash in AI advance
Fix crash from race condition in phase transitions
Fix softlock caused by starting a Save and being Deactivated before it finishes
Fix crash when navigating comms menu
Fix shutdown soft-lock when we haven't logged in
Fix a crash on arriving at a system before that system's bodies are created, the player ship would try to do rather unsafe things with no body set
Deal with jump route requests with max jump distance of zero without asserting
If one component of a binary star needs to be destroyed while its partner component doesn't handle that case correctly rather that just asserting
Don't unlock the vertex buffer if it didn't successfully create/Lock when creating distant star billboards
Fix for rare hard lock during location change (exit)
Delay creation of PlayerControlDuty until object has gone live
Added extra check when locking vertex buffer in meteoroids
Fix memory leak in star system generator
Fix for countdown exit dialog when in danger softlocking
Fix crash in AI power distribution
Fixed the SetStartingLocation activity to wait for the star system to be ready before starting
Fixes for a few potential normalisation asserts in trails
Fixed effects crash when fuel scooping in anaconda
Made sure that the initial star and binary bpdies are given the same body address when generating the system with stars only and the entire system. Fixes a possible softlock in the system map
When an interdiction breaks because the other party left/disconnected, make sure the Interdictor returns to idle rather than getting stuck
Disconnects in hyperspace will actually disconnect, rather than softlocking
Fix softlock by making sure ring cells are destroyed when the ring is not visible
Crash fix server to support mission data that has no data in a suffix when it was expected
Fix for some rare scaleform crashes
Accept/decline mission screen stuck and unselectable after exiting bulletin screen without selecting either fixed
Fix assert when dropping out of supercruise in an asteroid cluster
Only ask for a system's controlling minor faction's state if such a faction actually exists
Bail out of application startup if there are no suitable display modes available


TWEAKS AND FIXES

Added in sets of baked greebles for the Anaconda and Type9, which should optimise these ships considerably
Enable use of Chaff by AI
Added baked greebles for the Bernal Sphere station for optimisation
Added baked greeble optimisation for CobraMKIII
Fix minor issue that would leave the text mesh renderer always thinking it's seeing a perspective camera
Set 'Islawless' flag based on whether the controlling faction has laws, instead of whether there is a controlling faction at all. This should also help some AI issues with police in anarchies
Don't worry about updating asteroids for correct collisions with a player if that player is not a live object
Added in optimised baked greebles for Hauler
Tiny fix for insurance screen: don't show redundant options in the odd case where a player has died during the start flow after collecting a fine
Added optimised baked greebles for the Eagle
Life-cycle unglitching: if the receiver of an authority transfer causes the object to die immediately (eg its too far from the object) then clear down the authority transfer attempt
Fix for the player schematic still rotating from user input when the engines have been powered off
Update time in system map UI
Fix for some larger ship schematic models intersecting into the landing pad schematic model
Reduced vertex cost of distant ring cells
Added muzzle flash lens flares to the multicannon, plasma accelerator, cannon and railgun
Scientific Outpost - Fixed Z-fighting and deleted geo on LOD 2/3
Updated the near UV calculation for planetary rings to fix obvious sliding on the Hepa 1 ice ring
Don't try to pop the system map camera stack override if the startup process was interrupted before the overriding began
Re-export backer NPC names. This fixes most of the malformed characters used
Added latest nebula additions
Fix for cargo collection on Imperial Clipper
Provide min distance for size scaling to lens flares that scale in size with the source
Apply min distance for size scaling to supercruise lens flare
Adjusted station lights so they can be seen better using low graphics settings
When coming out of a player vs AI interdiction, increase the separation to 500m (from 200m), put the AI within a 45 degree angle of the player's facing direction (was just in the facing direction), and make this behind the player if the AI was doing the interdicting (was always in front).
Added ship manoeuvrability stats
Fixed the Dropship outfitting cameras from clipping through the hanger floor
Improved the look of the Orion nebulae
Big update to loadouts:
New miner loadouts, now with refineries.
Pirate update, hopefully adding more variety
Added in a trader asp loadout
Fixed a couple of issues with other trader loadouts
The ship docking component should not do anything if the ship is dying
Make the high config default to the nicer AA method Ma
Small rejig of AI archetype ships, removed Asp from the bounty hunter role and replaced it with the Imperial Clipper
Slight adjustment to the fed dropship loadouts, to create a more turret orientated ship for AI
Discard parsed market list items that don't have market data
Fixed the incorrect ratings for the new modules as they didn't get shifted up by 3 like everything else
Fixed issue with rings testing their parents object type rather than their own type for determining how they render and generate ring cells
Fixed station idents not respecting faction
Memory optimisations for hyperspace effects
Chance of unlawful AI in a high security system increased from 10% to 30%
Time between spawns reduced from 20-40s to 10-20s
Chance of patrolling AI (rather than travelling) increased from 40% to 60%
Fix star frustum culling to account for glow effect
Point defence guns now shoot down drones
Sensors now treat drones like missiles
Missiles and drones can now include an extra collision capsule which point defence guns can shoot. The idea is to make it a bigger target so point defence can actually hit small fast moving things. The hack to sub-munitions is no more, if you want to shoot a missile with a non point defence you'd better be a good shot
Imperial Clipper landing gear intersection fix, animation for gear doors
Landing gear now removes any physics objects it might have attached as the gear is erased on shutdown
Added thread guards to decals manager
Pausing on the Starport Services screen now fades out the ship schematic
Commodities UI art pass
Added the Asp, Clipper and Dropship to pirates, to add even more variety to their archetype
The small Fighters no longer have 100000 tonne fuel tanks, meaning they should no longer destroy anacondas and other big ships on impact!
Fixed not returning to home page when backing out of contacts menu
Text is cut off when looking at an Anaconda Authority Vessel's faction on the contacts tab of the left hand panel fixed
FSD charging indicator no longer starts at 100%
Prevent the first player who asks for missions from influencing the missions that are generated based on his relationship with the minor faction
Knocked back the red highlight on unselectable shipyard purchase options
AI should deploy hardpoints upon starting Attack Duty
Use GPU, not CPU, to populate nebula volume textures from loaded 2D resource
Rebalances to ships like the asp and empire trader and fixed a bunch or problems with armour values not being set correctly
Missions Interaction should be informed when mission progression elements are removed form the server mission hub
Show current player ship in loading screen, when model is available
Federal distress signal now uses new damaged prototype
Fixed stars suddenly fading out
Stop players being spawned inside station geometry when exiting the game during the undocking sequence
Updated Oculus SDK to version 0.4.3
Fixed contacts panel so that the table will always have a complete top row
Show the Excess Value (aka Rebuy cost aka Resurrect cost) in the Commander Status panel
Only send one telemetry event when disconnecting from missions
Adjusted maximum vertex and index buffers for planets and stars
Miniatures (planets and stars in the system map) has smaller buffers now
Implement regular autosaves
Updates to the veil nebula west
Ensure requests for investigation and backup occur on the authority of the ship that's being summoned over to help, otherwise they'll be ignored
AI miners: don't try to mine ice asteroids, you won't get anything out of them
If a player is refused docking permission because a station/outpost is full, ask a docked AI ship to leave promptly. If an AI ship is already in the process of doing this, don't force any more to leave
Speed up take-off from outposts, it doesn't need to be that slow
Soften the edges of the flame nebula
Improved nebulas inter sorting
A few bug fixes to handle unexpected non live drone game objects
Cockpit side panels don't work in shipyard fixed
Make sure constraints on text width work correctly when kerning is factored in on text mesh renderer
Reworked real stars renderer to improve the performance
Damage Client now clamps its health. This will fix a rare bug where the server would reject a save because a module reported having health outside.
Mouse over selects systems in Galaxy Map when rotating using the Left Mouse Button fixed
Added a little bit the the horse head to make the shape a bit more recognisable
Reorder of the control scheme prorities. Now the order is UI > GalaxyMap > Panel controls > everything else
When docked, we should be able to discard cargo in the same way that we would jettison cargo when not docked (but without spawning the cargo canister)
AI - improve lead for best weapon logic/firing logic
Tidying up the edge work and increasing the source image size to help improve the quality of the flames on the final vector output of the Cobra hotrod paintjob
Enforce single login for client
Improvements to slugshot muzzle flash effect
Stars of classes without dedicated noise files now calculate which noise file is best suited for them, based on temperature. This should provide better visuals for Wolf-Rayette, carbon stars, and proto-stars.
The client should send the appropriate language code to the news API
Improvements to slugshotimpact effects
Brightened the appearance of the system map icons for missions and ships
Traffic reduction (frame rate improvement): NewObjectLetters are only sent once even if several stimuli happened before the first opportunity to send
Frame rate improvement: WeaponControl: remove replication spew when there's a targeted ship, especially bad if there's a ship being given a bad day by a space station
Fix non-station bodies were all lawless
Art tweaks on Dropship
Update thrusters effects to be more analogue

Give AIs the same requirement as the players to be moving at a sufficiently high speed before hyperspacing away
Improved the speed of the system generation
Fixed an error with the generation causing extremely hot Ice worlds
Improved the authored Earthlike and terraforming calculations, now it can figue out a way to make Mars an Earthlike
Extended the number of nebulas that are in front of the dust billboards
The distance from the camera position to the nebulas are based now on the centre of the nebulas instead of the bounding sphere
Fix for a small slot mismatch on Imperial Clipper AI loadouts
AI firing missiles should have an in-built cooldown, rather than activity based
AI ships should be suspicious of certain threatening behaviour by players
Lens flare optimisations
Prevent accepting a mission if the player has a bad reputation with the mission giver
Prevent accepting a mission if the mission has less than 10 minutes remaining to complete it
When a player is successfully scanned by an authority ship, don't allow other authorities to interdict them until after the player next leaves supercruise
Correctly rank a machine against other machines after its sent its first parcel in a frame
Apply network bandwidth limits in all versions of the game, not just Profile
Turreted weapons/point defence turrets do not use fire groups. Do not warn the player about them not being assigned to fire groups when leaving outfitting
Re-instate packet flow control regulation
Minor factions now show in the location panel and on targetted (local) location panel.
Display the outpost type in the targetted location panel
Distinguish between items flagged by the server as buyback <bb>, and those that are not
Actually disable interdictions when offline, e.g. in tutorials
Don't allow the mission generator to generate multiple missions for a single template (reduces the number of missions at a station)
Improved the scaling on ScaleformLabel so that system names fade better with respect to the mission and ship icons
We now distinguish between stations and outpost nav icons
Optimisations in class generation of new stars when viewing the core in the galaxy map
Optimise glass shattering
Galaxy map art-pass plus support for data-driven buttons on info panel popup
Outfitting reskin
Continually update the Info panel when browsing shop item
The 'ok' button is hard to find on the Livery, when applying a paint job when one isn't available fixed
Allowed the player to supercruise through the visual gaps in the rings without getting mass-locked
Missions no longer displayed if the player doesn't reach the reputation required for a mission
Clean the Exploration data correctly instead of allowing an assert to occur
You can now scan asteroid clusters to the basic level, much like planets, etc
Fix for the way thrusters cut out. should now behave much more smoothly
When acknowledging replications, don't queue a backlog, instead send the most recent one once
Loading screen assets update
For scanner modules, in OutfittingItemInfo add range and time to scan
Checks along the line of mouse input, to try catch when not-a-number values are creeping in when the window does not have focus
Update to the status panel:
3 separate ranks
Faction icons
Coriolis art tweaks
Don't award combat skill points when committing a murder
Changed the Station Type for manually added outposts so that they show with the correct icon
Insurance screen selection tweaks
Remove a authored asteroid scenario in dahan that is now out of the ring
Fix for QNAN cursor position when outside the letterbox area
Award combat skill points to killer on player death
Fix bug where bounties were still being converted to fines
Added credit balance to galaxy map
Make the gui behave appropriately for asteroid clusters and exploration
Reduce the call spew when authority is transferred
AI - stop group members from jumping away when their leadship dies if they are in a minor faction that is at war
Changed deferred shading depth stencil state to use greater-equal instead of greater. May prevent lights from failing when precision starts to run out
Fix mission cargo not being unlinked on mission end
Fix memory corruption when changing graphics configuration
Removed some Galaxy map data (wanted status, security) that we can't support at this level
Added very short star descriptions for the target info panel
Reordered the system popup data gathering code so it requests the server data after the short delay of spooling up the system. Therefore, should reduce the load on the server when player is moving the selection through a number of systems before coming to rest
Hauler door animations updated
Disabling RepairsPanelItemRenderer when corresponding item is 100% health
Outfitting fix for info panel updates
Tweak A class stars to appear more bright
Dropship art tweaks
If we do not want to update m_nearbyMouseCursorSystem then do not clear it either, this stops the gui flicking on and off when you hover over the pop up menu
Add details of planetary rings to planet info pane in system map
Trade route data is time stamped and expires after 24 hours
Retry user login on failure, just in case it was a one-off
Add controlling minor factions and allegiance to pop-up in system map for stations
Implement gating missions based on universal commander ranks
Add mission gating by commander rank
Made sure rings only have the correct material type in them, i.e. no 1000K ice rings
When we are no longer considering what items to equip to a slot, we should display the ship info for the current ship, not accounting for module changes
Fixing the render order of the cockpit struts on the Asp
Fix for some broken pirate Asp loadouts, and adjusted one of the miner ones
Some rework in icy planets
A fix for planet texture generation with SLI/Crossfire
When comparing items and pushing ship info to the UI, we should consider the hyperdrive's max fuel consumption. We should also consider the effect of increasing/decreasing module mass on jump distance
Viper - Bring the left & right rail panels forward to avoid clipping with the cockpit struts. Rescaled in the prototype to shrink the perceived size back down to offset the change in position
Fixed bug where shadow near clamping was being incorrectly applied when running with inverted depth. Fixes shadow glitches seen inside space stations and on capital ships
When leaving supercruise safely at a station, ring or asteroid cluster (notably, not interdiction), use an 8km arrival zoom
When Leaving supercruise into a ring scenario, no longer snap us to the scenario transform, instead appear at the edge of the ring pointing at the scenario
Prevent camera shake going mental if you're several times faster than normal max speed
Correct the direction shove when dropping inside s body so that we no longer appear facing away from clusters
Increase containment radius of clusters so we don't get very odd effects flying more than a few kilometers from them
Increase the containment height of rings to a megametre so you can actually manoeuvre close to them without the reference-shift screwing with things
Fixed the misaligned "Charging" text
Vary player's ship's conspicuousness based on their reputation with the faction which the scanning ship is from
Stop AIDefenceComponent from continually unsetting deploy-hardpoints, and continually set it while scanning
Additional backer NPC names added
Fix for spinning ship on loading screen disappearing while wearing the Oculus Rift
Groups UI fixes
Allow for player dying while saving
When a ship explodes before the local instance has gone live, dispose of the local instance instead of leaving a dead carcase lying around
Fix to prevent pow of 0.f in the fresnel shader for ring fog
Reduce frequency of USS scenarios
Correction to depth link for restore nodes to stop the softlock when in low settings
Added missing camera shake parameters to Imperial Clipper and toned them down a bit
Toning down the harshness of the external cockpit materials to help improve the look of the glass canopies
Matching the position of the schematic export to that of the actual ship, so that the GUI schematic sits where it's supposed to for the Hauler
In normal space, non-authority, non-interdictors won't scan ships (NPCs or players) with a rank 5 or more levels below theirs
If a drone control module game object vanishes some how without destroying it's drones, prevent the drone from trying to use a non existent controller
Fixed nebula seams. Now when capturing the galaxy background, the nebulas are sorted once and they are all consistent in the different faces of the cube
Removed UV symmetry that was giving an obvious seam down the centre of the Asp's canopy
Slight tweak to front-end menu meshes - now in-line with other fullscreen UI's
Set up kerning tables for TextMesh fonts - this should vastly improve the look and spacing of our text on spacestations etc
Dropship now does have a ship preview on the contacts panel
Refinery shown as unpowered in Cargo panel fixed
Distinguish between stolen contraband and owned contraband in the market interaction

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Μήπως είναι εύκολο να μου επιβεβαιώσει κάποιος που το παρακολουθεί περισσότερο μέχρι πότε είναι διαθέσιμο το Mercenary Edition με την έκπτωση? Είδα κάπου να λέει release date, αλλά κάποιοι λένε μέχρι το τέλος του beta (αύριο?).

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Το αναζήτησα και γω μόλις και βρήκα το εξής (από 14/11):

 

There are also only 32 days left to pre-order the game and get The Elite: Dangerous Mercenary Edition additional content and benefit from the £4.99 discount. Available to buy now.

 

Οπότε ασχολούμαστε με άλλα πράγματα μέχρι τα μέσα Δεκέμβρη και το ξανακοιτάμε τότε. Να δούμε τι θα κάνουν και με τη γκρίνια για το always online...

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Καλησπέρα παιδιά,

 

Χαίρομαι που υπάρχει active space-sim community :)  

 

Μεγάλο δράμα στα ΄φόρα του elite. Τόσο καιρό, όποιος προσπαθούσε να υπονοήσει το παραμικρό για PVP ή για player interaction πέφτανε τα carebear fanboys να τον κατασπαράξουν, flame war μετά σε όλο το θρέντ και locked topic... Κάτσε πάνω τώρα derelict space hoarder.(no offense).  

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Elite: Dangerous Releases On December 16th, Single-Player Missions Available On November 26th

 

In addition, the team has announced that on November 26th all players who have pre-ordered the game can download and play the game’s single player combat missions in preparation for Elite: Dangerous’ 16 December launch, when players will influence the vicious power struggle to succeed the recently-deceased Emperor.
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Αλήτες. :p

 

Έχω πήξει στη δουλειά και δεν είχα χρόνο.

 

Ως πρώτη εντύπωση, νομίζω η πτήση έχει πιο πολύ πλάκα από το SC.

Αλλά ειναι και κομματάκι πιο δύσκολες οι μάχες.

Θα δοκιμάσω και με το gamepad μήπως είναι καλύτερα τα πράγματα (στο SC δε με είχε βολέψει).

 

Α! Πάντως είναι playable ακόμα και στην ταπεινή 6870.

Ευχάριστη αλλαγή από το SC - για να μη πω ότι στο τελευταίο με i7 + Velociraptor ψήνεις καφέ μέχρι να φορτώσει.

Έγινε επεξεργασία από Shaman
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Αλήτες. :p

 

Έχω πήξει στη δουλειά και δεν είχα χρόνο.

 

Ως πρώτη εντύπωση, νομίζω η πτήση έχει πιο πολύ πλάκα από το SC.

Αλλά ειναι και κομματάκι πιο δύσκολες οι μάχες.

Θα δοκιμάσω και με το gamepad μήπως είναι καλύτερα τα πράγματα (στο SC δε με είχε βολέψει).

 

Α! Πάντως είναι playable ακόμα και στην ταπεινή 6870.

Ευχάριστη αλλαγή από το SC - για να μη πω ότι στο τελευταίο με i7 + Velociraptor ψήνεις καφέ μέχρι να φορτώσει.

 

I have two words for you: HoTaS. Να μας πεις πώς τρέχει και σε 4k :p.

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Gamma 1.05 is out 

 

https://forums.frontier.co.uk/showthread.php?t=41122

 

- Minor improvements to server reliability, user presence and matchmaking 

 

Και συνεχίζεται η απαράδεκτη πορεία της FD όσον αφορά το multiplayer.Δε νομίζω να αλλάξει κάτι στο release και το παιχνίδι μάλλον θα πέσει στην κατηγορία glorified single player space arcade. 

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@Errer, σε παρακαλώ κάνε ένα κόπο να εξηγήσεις τι εννοείς. Είχα μείνει στην πρόβλεψη για always-online, αλλά δεν έχω παρακολουθήσει τι συμβαίνει με το multiplayer...

 

Εννοώ ότι ουσιαστικά δε μπορείς να παίξεις με κάποιο φίλο σου ή να βρεθείς στο ίδιο Instance έστω και αν επιλέξεις να παίξεις σε κλειστό group. Από το early beta το θέμα έχει χιλιο-ειπωθεί σε πολλά threads του Elite forum και 30 updates αργότερα, Gamma, και release  σε δύο εβδομάδες, ακόμα δεν έχω καταφέρει να παίξω "μαζί" με κάποιο φίλο  και αυτό οφείλεται στο ότι το game δημιουργεί instances/player και κάθε φορά που μπαίνεις σε κάποιο instance προσεύχεσαι ευλαβικά μήπως και καταφέρει ο client του συμπαίχτη σου να συνδεθεί. Επίσης στα forum οι εμπειρίες διαφέρουν. Υπάρχουν παίχτες που λένε ότι δουλεύει, άλλοι ότι καταφέρνουν να παίζουν μαζί αλλά ένας από τους δυο δε μπορεί να δει τον άλλο κ.ο.κ  Ότι να ΄ναι δηλαδή...

 

Τον Οκτώβριο είχε βγει ένα fix όπου έπρεπε να κάνεις map ta ports για να παίξεις σε group δίχως ταραχές.

 

 Elite Dangerous does not work well with UPNP. If you leave it to work out what port to use and how to get to the PC on your home network it seems to do a very poor job.

By manually configuring everything I've found not only do Groups and Friends functionality work as intended, but Supercruise and Frameshifts happen much quicker.

To see if you would benefit from switching from UPNP to fixed ports go into your game install directory and into the logs directory and open the latest network.log, if you see a lot of this then you should manually map ports because these are all people you COULD have seen in-game if it was working.

Code:
{23:06:36} FailToJoinSession1: 0x000004cc2c202a62: at 21.5s : 110.174.123.244:50522 x 5 WatermelonGrove

{23:06:36} FailToJoinSession1: 0x000004cc2c202a61: at 21.5s : 110.174.123.244:50522 x 4 WatermelonGrove

{23:06:45} FailToJoinSession1: 0x000004cc2c202a62: at 30.0s : 121.45.98.228:52328 x 5 # Name Unknown

{23:06:45} FailToJoinSession1: 0x000004cc2c202a61: at 30.0s : 121.45.98.228:52328 x 4 # Name Unknown

{23:06:45} FailToJoinSession1: 0x000004cc2c202a62: at 30.0s : 121.45.242.200:60784 x 5 # Name Unknown

{23:06:45} FailToJoinSession1: 0x000004cc2c202a61: at 30.0s : 121.45.242.200:60784 x 4 # Name Unknown

To map the ports manually rather than have the game use UPNP follow these instructions -

http://forums.frontier.co.uk/showthread.php?t=11361

NOTE: If you want MORE THAN ONE PC on your network to be able to play Elite together you should give each other different ports, and direct each port in your router to that local IP on the network. For example 5100 for 1 PC and 5150 for the other. 

I've done a lot of testing and this was the only way we could get Friends and Groups working and we immediately saw each other in-game.

 

Αλλά, το θέμα δεν είναι να κάνεις information mining  σε forum για να μπορέσεις να παίξεις με άλλους σε ένα παιχνίδι που παρουσιάζεται ως MMO... ΜΜΟ my ass. 

Ελπίζω να σε κατατόπισα και συγγνώμη για το επιθετικό ύφος.

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