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人間地獄更新日志#112(熟肉)

2021-01-31 15:20 作者:六六玖六  | 我要投稿

Hey everyone,


嗨,大家好


Welcome to Dev Brief #112!


歡迎閱讀更新日志112號


This week we're doing our weekly post slightly earlier than usual to coincide with this morning's hotfix.

本周,我們將比往常稍早一點發(fā)布我們的每周更新,這是為了與今天早上發(fā)布的補丁同步。


So, get ready for patch notes, an update on the current VoIP situation, a development state of play from Max and the opportunity to submit your hot topics for our upcoming community Q&A.

所以,準備好閱讀我們的補丁說明,當前VoIP工作室的情況,Max工作室的開發(fā)狀態(tài),以及在我們即將到來的社區(qū)問答中提交熱門話題的機會。


Oh and there's a little uniform reveal for our next faction...

哦,對了,我們將稍微解密一下我們下一個新陣營的制服……

Hotfix Notes

補丁說明


We’ve released a Small hotfix to address some servers not being shown in the browser. As this was a low risk fix we are able to do this by itself and you should see more servers to choose from now in the browser!

我們發(fā)布了一個補丁來解決一些服務器在瀏覽列表中不顯示的問題。因為這是一個低風險的修復,我們可以自己做這個,現(xiàn)在你們可以在列表中看到更多的服務器!


VIVOX/VOIP
We’ve been in constant communication with our friends at Vivox and are working hard with them to establish the cause of the VOIP loss in game. While several issues have now been addressed in the back-end (specific server VOIP dropouts), we feel we are getting close to a fix for the disconnect/reconnect issue.
我們一直在與我們在Vivox的朋友保持聯(lián)系,并努力與他們一起找出游戲中VOIP丟失的原因。雖然現(xiàn)在后臺已經(jīng)解決了一些問題,我們覺得我們很快就會解決斷開/重新連接的問題。

Community Q & A - Ask your burning question!

社區(qū)問答:說出你的問題!


With the first roadmap of 2021 just around the corner we wanted to again give you a chance to ask that one burning question you may have. Although we won’t be able to answer them all, we will do our best to consolidate them and give you as detailed of an answer as possible at this current point of development.
隨著第一個2021年更新方向的放出,我們想再次給玩家們機會,去提出他們可能存在的迫切問題。雖然我們不能回答所有的問題,但我們會盡我們最大的努力把它們整合起來,并在目前的發(fā)展階段給玩家們一個盡可能詳細的答案。


We look forward to going through your questions and sharing our answers with you soon.

我們期待著盡快與您分享您的問題和答案。


Development State of Play: Quality of Life, New Content and Beyond

游戲的開發(fā)狀態(tài):游戲質(zhì)量,新內(nèi)容等等


A Message From Max
來自MAX工作室的消息


Hi everyone,
大家好


As always, the team is working across a huge amount of quality of life fixes, bug fixes, crash fixes, optimisation, new content and planning into the future.
與往常一樣,我們的團隊正在進行大量的游戲質(zhì)量修復、漏洞修復、崩潰修復、優(yōu)化、新內(nèi)容和未來計劃。


We thought we’d take some time to quickly address the hot topics currently in the community and let you know where we're at with them:
我們認為我們應該花些時間快速解決當前玩家熱議的問題,讓你知道我們在這些話題上的進展:


Tank MG Hit Registration
坦克機槍的擊殺判定


Currently the Tank is using a cheap version of hitreg that initially was designed and suited to the pre-ballistics form of the MG (linetrace). It was designed to be as cheap as humanly possible, due to the then incredibly high volume of fire that Tanks could put out.

目前,坦克機槍正在使用一種簡陋版本的命中判定,我們最初的目的是為了把他設計成符合以前彈道形式的機槍。我們把他設計為盡可能的簡單,因為這樣坦克就會有很強大的火力。


The basic thought was that continuous saturation of fire was a quick way to degrade the tickrate of a server incredibly quickly - causing lagging, rubber banding etc. After adding the ballistics model to the Tank MGs, we thought in testing that the old hit reg would continue to function as well as it always had. However, we've seen since the update that there are some very strange things occurring when different angles are reached from both the player capsule (the networked position of the player on the server) and the way the hit prediction works for the MG rounds fired from the Tank.
我們認為,持續(xù)的射擊會快速降低服務器的tickrate——這會導致出現(xiàn)滯后、人物扭曲等現(xiàn)象。在把彈道學模型加到坦克機槍上之后,我們在測試中認為舊的彈道模型會像以前一樣繼續(xù)發(fā)揮作用。然而,自從第8次更新后,我們發(fā)現(xiàn)當玩家膠囊(玩家在服務器上的網(wǎng)絡位置)以及坦克機槍子彈的飛行方向到達某些角度時,會發(fā)生一些非常奇怪的事情。


We've tested several fixes for this and each one has introduced other weird effects, so the outcome we're going to push for is implementing the infantry hit reg solution (from the handheld firearms) onto the Tank MGs. While this is certainly do-able, the time it takes to do this will mean a significant rework and re-test of all vehicle mounted MGs in the game. It's on our list for the next update, but isn't something we've been able to hotfix.
雖然我們已經(jīng)測試了幾個修正,但是這幾個修正都會造成其他荒誕的效果。我們最后的解決方案是把之前解決步兵戰(zhàn)斗BUG的解決方案(從輕武器)應用在坦克機槍上。雖然這是可行的,但這么做所花費的時間將意味著游戲中所有車載機槍的重做和重新測試。這是我們下一個更新的計劃,現(xiàn)在并沒有修復。


HE Shells
高爆彈


While we limited the total insta-gib range of the HE shell, we've noticed that there are several issues occurring where players are landing shells very close to the enemy (ie within the killzone) and they're walking away unscathed.
雖然我們限制了HE炮彈的射程,但我們注意到一些問題。,當玩家的炮彈落在敵人非常近的地方(比如在殺傷范圍內(nèi)),敵人卻毫發(fā)無損地離開時


We've investigated ways to fix this, and have reworked a huge amount of the way we trace damage from an explosive source. In testing, we've seen that landing shells can sometimes have damage occluded from the blast by tiny portions of the landscape geometry and other Small props. The damage then reflected outwards and wouldn't hit the area of the player that would trigger the damage. While we've made tons of changes and custom fixes to most explosives to negate this (satchels, grenades, arty), there are still complexities to add and refine - especially on our heavy weapons projectile weapon type.
我們已經(jīng)研究了修復這個問題的方法,并且大量重做了從爆炸源追蹤傷害的方法。在測試中,我們已經(jīng)看到著陸的炮彈的傷害有時會被地形和其他小場景的微小部分遮擋。然后傷害就會向外反射,這些傷害不會擊中敵人玩家。雖然我們已經(jīng)做了大量的修改和修復了大部分的爆炸類武器(如炸藥包,手榴彈,火炮)的這個問題,但仍然有一些復雜的東西需要添加和改進——特別是我們的重型投射武器。


As a result, we've re-written the way in which we trace damage for the heavy weapons, both making some aspects of it more expensive on the netcode, but we've also made efficiencies in other places too. As a result, there should be no more accurate shots failing to kill your target. Obviously though, this is something we'll continue to monitor after we roll this change out in U9.
因此,我們重新編寫了追蹤爆炸類武器傷害的方法,這些新代碼使這個系統(tǒng)占用了更多的網(wǎng)絡資源,但同時也提高了效率。因此,應該不會再出現(xiàn)高爆彈精確命中敵人卻殺不死的情況了。很明顯,這是我們在第9次更新推出后會繼續(xù)關(guān)注的事情。


Grass Issues
植被的問題


Since this was spoken about recently, we’ve optimised much of the engine code that handles this and are seeing significant improvements across the board. The engine now longer force-unloads the grass, and instead keeps it culled when the player dies which then allows us to bring it back in on spawn very quickly. We’re very excited to roll this out in Update 9.
因為這是我們以前已經(jīng)說過的(重生之后草叢需要一定時間加載,導致地面光禿禿的問題),我們已經(jīng)優(yōu)化了許多引擎代碼來處理這一點,并看到了顯著的改進?,F(xiàn)在的游戲引擎需要更長的時間來卸載草叢模型,所以,當玩家死亡時,草的模型來不及卸載,就會繼續(xù)被保留,這樣我們就可以在玩家重生的時候?qū)⒉輲Щ貋?。我們非常高興在即將在第九次更新中推出這個改進。


Armor Issues
裝甲的問題


There are tons of these and each dependent on the vehicle, the player and the expectation of what should happen. We've got lots of detailed feedback across this from clans and the community more broadly, and we've broken each issue down into a bug to be worked through (and many already are). There are some easy ones to fix, and then there are some tough ones to fix. Physics are always exceedingly painful - especially when using them in a way that needs to be incredibly lightweight.

游戲中有很多這樣的問題,很多時候玩家們這樣操作覺得會發(fā)生這種情況,但是游戲總是和他們期望的不一樣。我們已經(jīng)從網(wǎng)上和其他的社群中得到了很多詳細的反饋,我們已經(jīng)將每個問題分解成一個有待解決的bug(許多已經(jīng)解決了)。有一些問題比較簡單,也有一些問題很棘手。處理物理效果總是非常痛苦的。


The main thing here is that we're working on aspects such as: manoeuvrability, hit boxes, damage effects, shell non-pen effects, weird hitbox issues causing single shot kills, bouncing/floaty physics, offset reticles etc. The list is really long and often the moment you tweak any aspect of the physics, lots of strange things happen. In any case, we're working through the feedback as efficiently as possible to get as many meaningful changes in for U9. We should also note that we’re still building out the base armor roster for the game - including bringing in the more unsung heroes like the Pz4 and Stug, alongside the stock Sherman variants.
這里的主要內(nèi)容是:機動性,擊中判定,傷害效果,炮彈效果,解決奇怪的擊中判定問題造成一發(fā)入魂,坦克碰到地形彈跳/坦克泅渡的物理效果等。這些問題真的很復雜,通常當你調(diào)整物理引擎的某個參數(shù)時,都會發(fā)生很多更加荒謬的事情。在任何情況下,我們都在盡可能有效地處理反饋,以便為第九次更新帶來盡可能多的有意義的改變。你們也應該注意到,我們?nèi)匀辉跒橛螒驑?gòu)建基礎(chǔ)裝甲陣容——包括引入更多的未被推出的載具,比如四號坦克和突擊炮,以及謝爾曼的幾種變體。


Metagame
游戲性
We’re currently looking across all feedback and have been thinking deeply about how we will adjust the metagame in order to better enable off-set attacks on Strong Points, without returning to the previous ninja Garrison metagame.
我們目前正在研究所有的反饋,并一直在思考如何調(diào)整游戲機制,以便更好地在關(guān)鍵點上進行戰(zhàn)斗,而不是回到之前的到處藏據(jù)點的游戲狀態(tài)。


Optimisation
優(yōu)化
This is ongoing over the course of development as we work through a ton of issues and overhaul the fundamentals. Now that many of those overhauls are complete, we've been able to make some big leaps forward, with more to come. The weapon overhaul and grass changes have increased performance, as well as other optimisations.
這是我們在開發(fā)過程中一直在進行的,因為我們要解決大量的問題,并徹底修改基本原理。現(xiàn)在,許多修復已經(jīng)完成,我們已經(jīng)能夠取得一些大的飛躍,在未來會繼續(xù)取得進步。武器的大修和草地材質(zhì)的變化以及其他優(yōu)化已經(jīng)提高了性能。?


Tutorial and Tips
教程和提示


These are key for us, but they've also been on the back burner while we work out what the actual meta and functionality of the base game is before we start creating tips (that would soon become outdated the moment we changed something). The need for this and good localisation is ever more apparent, and something that we're prioritising more and more.
這些對玩家來說是非常重要的,但在我們開始搞其他東西之前,它們被擱置了,因為我們需要先確定游戲本體的游戲機制是什么(一旦我們對游戲機制做出改變,之前的教程便用不了了,所以就沒有先做教程)。但是玩家對于教程的需求越來越強烈,我們也越來越重視這一點。


Localisation
字體


With the growth of several new communities, we’re introducing improved localisation for all languages (with updates to the now long out-of-date text currently in the game) and adding certain languages. This will include iterative updates to the in game Field Manual.
隨著一些新玩家的加入,我們將為所有語言引入本地化(更新游戲中已經(jīng)過時的文本)并添加特定的語言。Field Manual中的文本也會有其他語言版本。

Thank you all for your continued support, feedback and patience. It really goes a long way! Now, we'd like to give you a first official look at a uniform from the Eastern Front...
感謝你們一直以來的支持、反饋和耐心。真的很有幫助! 現(xiàn)在,我們想讓你第一次正式地看一看東線的制服…


Russian Summer Field Uniform 1940-1943

1940-1943年蘇軍夏季野戰(zhàn)服(工兵)


1. SH-40 (Steel helmet-40)
2. Summer field uniform 1940-1943
3. Tarpaulin boots
4. Universal ammo pouch
5. Mosin rifle ammo pouch
6. MPL-50 (Small infantry spade-50)
7. Сable pouch
8. Small sapper ax
9. Sapper tool bag
10. Sidor (Duffel bag) with satchel charge.
1. SH-40鋼盔

2. 1940-1943年夏季野戰(zhàn)制服

3.防水帆布鞋

4. 通用彈藥袋

5. 莫辛納甘步槍彈藥袋

6.小型步兵鏟

7. 電纜帶

8. 小工兵斧

9. 工兵工具包

10. 帶背包的行李袋。




That wraps up this week's Dev Brief!
這就是本周開發(fā)簡報的總結(jié)!
We hope you like what you've read and seen today! The team are looking forward to going through your questions for our Community Q&A and we're keen to give you some answers, so if you've got something you'd like to ask us make sure to get it submitted!
我們希望你喜歡你今天讀到和看到的!我們的團隊期待著通過我們的社區(qū)問答,我們會熱切地給你解答,所以如果你有什么你想問我們,確保向我們提交你的問題!
Have a great weekend everyone.
大家周末快樂
See you on the frontline.

我們前線見!

(有一些翻譯可能不太準確,如有錯誤請多指正)


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