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Guild Wars 2 Public Beta Signup Limited Time Only
Sapphire Unveils Edge-HD3 Mini PC
Sword of the Stars II: Lords of Winter Update Released
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Critical Fixes:
+ Fixed crash on startup for Russian players.
+ Fixed crash that could occur when attempting to scrap stations.
+ Fixed crash that could occur when exiting the Battle Manager after
placing fleets.
Other Fixes:
+ Stations will no longer show up alongside fleets in transit.
+ Battle Manager fleet positions are now obeyed.
Other Changes:
+ Added Slaver encounter.
Now Available - Wargame: European Escalation
2 sides, 8 nations, and one battlefield: Europe!
Wargame: European Escalation is an intense and spectacular Real Time Strategy game, where realism and strategy are brought to the front lines.
With a phenomenal range of vehicles and units (over 350 different models), build your army and enter a huge military campaign across Europe of the 80's, as the Cold War is about to become World War 3.
Saints Row: The Third Update Released
Additions:
- Added Co-Op compatibility files for "Gangstas In Space" DLC.
- Added an option to disable input device detection.
Fixes:
- Fixed a crash in the ragdoll system where sometimes after the player ragdolled, the game could crash.
- Fixed tutorial text for advanced airplane controls when using keyboard & mouse.
- Fixed a bug where DLC vehicles were not showing up in the garage if DLC packs were mismatched.
- Revised an error message displayed when incompatible versions attempt to play together in Co-Op.
SanDisk Develops World’s Smallest 128Gb NAND Chip
New Release - Fallen Earth Free-to-Play
Its 2156, and the world has been destroyed by both nuclear and bio-chemical means. Your story takes place in one of the few habitable places left in the world, the Grand Canyon. As a clone with an uncertain past, your job is survival in a world now built on destruction, betrayal and fragile factional alliances.
Returning Steam players of Fallen Earth-Blood Sport will receive two special loyalty items:
3 Days of Commander Premium Enjoy the benefits of the highest level Premium package available in Fallen Earth, including increased XP gain, crafting speed, a 20% Marketplace discount and the team effect Commander Aura which grants your premium benefits to your entire group (and is stackable)!
Trashy the Hermit Crab This oversized hermit crab serves as a loyal companion in the Wasteland, and provides you with 5 extra inventory slots!
Noctua Announces Low-Profile NH-L12 CPU Cooler
Serious Sam 3 Update Released
o SeriousEditor can now natively import and export meshes in Wavefront .obj format. You may need to reset the Common toolbar in mesh editor to see the new buttons for it.
o Various fixes and improvements in script edit control in SeriousEditor: added scrollbar, fixed scrolling errors, fixed rare crashes in undo/redo, better assignment of variable on drag&drop of entity from world, some other small fixes.
o Fixed severe visual errors on GI baking that happened when models had compressed normals.
o Fixed rare server crashes caused by malformed RPC messages from client.
o When server has problems executing an RPC, client ID and name are output to log, and the client is disconnected to prevent further damage. If client cannot execute receives an exception when trying to execute an RPC, it will disconnect from the server. o Fixed some minor issues in menus when rendering for stereoscopic display. o Fixed problems with some shaders not being rendered correctly under OpenGL. o Fixed Chinese and Japanese versions of Kanji characters mixing up in some cases. Now Japanese glyphs have precedence when using Japanese locale, and Chinese glyhps when using Chinese locale.
o Fixed an issue causing snapping instead of smooth transition between fire animations on player model in some cases. o Character animation selection system was changed to facilitate more complex combinations of legs and torso animations.
o Fixed an issue causing scaffolding pole to remain on third person player model when switching weapons or performing melee while scaffolding pole is equipped. o Created new jump animations for player character. o Created some more player animations for swimming/diving while carrying explosives or sledgehammer.
o Added support for Raw Input for mouse and keyboard, enabled with inp_bRawInput. This should give more precision in mouse reading, for those who want every micrometer of aiming accuracy.
Deals Feb 22: 17.3" Dell Core i7 Quad-core Laptop $849
Steam client update released
- Installscript changes for upcoming titles
- Fixed sporadic syncing issues when downloading Skyrim workshop mods
- Added link to Workshop from the game overlay for supported games
- Fixed crash on startup on machines with a certain Windows Firewall configuration
AMD Piledriver Cores to Use Energy Recovery Tech
Now Available - 1000 Amps
Light up the world! As Plug, you are charged with restoring the expansive Amp-Tree-System, and thwarting an enigmatic intruder. Solve puzzles and explore in 1000 Amps!
Daily Deal - Ceville, 75% off!
Backwards then forwards
“The future influences the present just as much as the past.”
-Friedrich Nietzsche
Hello again everyone. It’s time to to look back at the last few months and then take a quick peak into the near future for the pilots of EVE Online. Last November’s release of Crucible was a key moment for us. Not only did it herald a shift in focus in what types of releases we were going to deliver to you, it also coincided with significant changes in how we, CCP, go about making the game we all love. There is plenty of detail about all of this in this dev Blog from CCP Zulu and in the December CSM minutes. In short, we are focusing the majority of our efforts on the “core” game of EVE whilst taking some time to give some TLC to our own internal structure, processes and tools.
The good thing is that the first big mountain of work on our reorganization has been completed, although there will be more change for us ahead. After the initial disruption that an effort like this always creates, all our developers are back in the serious business of making EVE better and better. You have already seen some of the results of this with January’s 1.1 point release for Crucible which brought balancing changes for Assault Frigates, Neocom improvements, Factional Warfare increments and a host of other changes all designed around making it a better experience to play EVE. Time Dilation has brought a level playing field in super-populated server situations and Team Gridlock have now turned their attention to performance improvements for the client, having recently released some of their work in Crucible 1.2.
A picture from a recent Time Dilated fleet fight courtesy of Deathcrow (click to enlarge)
You will also have noticed an increase in the pace of small targeted patches and hotfixes, many in response to the reports we are getting in from new back-end systems we put in place to help us react to issues faster.
In addition to the many small fixes and improvements we’ve deployed, we have also released a completely revamped eveonline.com website, designed to lead new pilots into the wonders that await them in the game. Poke around with it if you haven’t yet. It’s complemented by a simultaneous release of an ever improving community website for those who have been in the game for a while longer.
That’s actually quite a bit when you consider it has only been two and a half months since Crucible launched. However, it is time to look to the future and see what it brings.
EVE’s developers are really getting into their stride for our upcoming releases. I recently emerged from many demos where the teams have been showing off their progress from their second sprint (short development cycle). I have to say that even at this early stage I think we have some great features, content and improvements for you coming up over the next 4-5 months. We are hoping to have a number of small releases as we go through February, March and April culminating in our major, war-themed release coming just before the summer, EVE Online: Inferno
The next few months will be spent reinvigorating Concord-sanctioned warfare, giving tools and a framework to groups who wish to take advantage of these conflicts both directly and indirectly. We are also looking to introduce many new things which will mix up all forms of combat in a way not seen for a long time. Factional Warfare will also be seeing changes to make it much more relevant and fun by giving real reasons to fight for your faction.
As we continue development there will also be smaller changes, improvements and usability fixes, and we will not forsake our game performance focus. We will be making some changes and additions to our avatar technology and many other parts of the game. The websites will continue their metamorphoses and there may even be sight of more developer events on TQ.
Finally, we will revealing more concrete steps in the link between EVE and DUST 514, bringing an unprecedented level of collaboration, conflict and purpose to both games living in the same EVE Universe.
Am I playing my cards close to my chest? Of course. I’m keeping details light right now as it is still early on in the development process. I’d also much rather let the people putting all the hard work into making these features a reality have the chance to unveil things. Expect dev blogs, forum posts, interviews and video blogs packed full of information in the coming weeks and months.
Of course, if you want to witness the next big reveal of plans for EVE Online: Inferno, then you can hear it in person by coming to Fanfest in March. There you will be able to get quite cozy with your favorite devs and find out the real lowdown on EVE. This year Fanfest will be at a bigger, better venue right in the social epicenter of downtown Reykjavik, allowing us to bring MOAR EVE to Fanfest than ever before as well as some sneak previews of DUST 514, including the first-ever hands-on demo.. I can’t wait for the event and I hope to talk spaceships with a lot of you in person.
Time to sum up what has become a giant tease of a blog. A lot of work was put into YourEVE by everyone at CCP over the last few months and we all hope to continue momentum into what is shaping up to be the best year ever for EVE Online. The changes we painfully undertook appear to already be paying dividends via the Crucible releases.. More importantly though, I hope each one of you is experiencing benefits from our recent releases and that our plan going forward will bring even more of the same. I thank you for being here with us as we co-develop EVE with you, the greatest gaming community ever assembled. I trust that, come EVE Online: Inferno, you will be having the grandest time blowing each other up and/or profiting from it.
CCP Unifex
Jonathan Lander
Senior Producer of EVE Online
New to EVE? Start your 14-day free trial today.
Returning pilot? Visit Account Management for the latest offers and promotions.
EU Courts Asked to Rule On ACTA
Intel's Rosepoint Puts Wi-Fi Radio, Atom CPU on Single Chip
Ship Simulator Extremes Update Released
[ UPDATE ]
[ Multiplayer ]
* Fixed issue where creating ropes on your own server would not work properly
* Improved rope / towing behaviour
* Connection points updated when ropes are changed, prevents issue where connection points show incorrect information
* Prevented an issue where leaving a server would leave a ghost-ship behind
* Horns and watercanons are now syncronized
* Sinking has been disabled
* Player names are displayed above the ships.
* Statistics being tracked
[ Ships ]
* Improved various ships with new lights, better bridge graphics, improved dynamics
* The Hide GUI action no longer resets the controls
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