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-NH-Not_Alone_Here / Not_Alone
-NH-Not_Alone_Here / Not_Alone
-NH-Not_Alone_Here / Not_Alone
Monday, September 6th 2010, 10:18am - by -NH-RevolutionX - 0 Comments

Wednesday, August 25th 2010, 8:11pm - by -NH-Recoba - 0 Comments
Monday, June 28th 2010, 10:44pm - by -NH-Catcher - 2 Comments
Quoted
Server - Some potential sources for lag/rubberbanding have been eliminated
Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
Server - Log file for server admins: all remote admin interface commands/events are logged
Server - Log file for server admins: major server events + all chat messages are logged
Server - Idle kick is controllable
Server - Profanity filter can be disabled
Server - Teamkill-kick system is controllable
Server - Ticket counts and bleed rate are controllable per-level
Server - Infantry only mode available per-level
Server - Initial spawn delay and respawn delay are adjustable
Server - Server description can be up to 400 characters, and use "|" for line breaks
Server - Banlist can contain up to 10.000 entries
Server - reduced latency in packet handling
Admin Interface - fixed the player.onKill spam that occasionally happened
Admin Interface - ensured that player.onJoin events always report the player name
Admin Interface - events triggered when people spawn
Admin Interface - much more info on kills
Admin Interface - detailed stats are reported at end-of-round
Gameplay - Various minor level bugfixes
Gameplay - Helicopter handling has been tweaked
Gameplay - Weapon tweaks have been implemented based on PC public feedback
Gameplay - Tracer dart gun speed has been changed from 300 m/s to 200 m/s
Gameplay - Fixed technical hang when a crate was armed outside of the combat area
Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed
Gameplay - Countermeasures can be fired when driving a helicopter
Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
Gameplay - Advanced Spotting scope works better
Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)
Gameplay - Hit box for moving targets expands based on the speed of the targets movement
Gameplay - G36 now has crosshair when in Hardcore mode
Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser – Added support for retrieving update progress
Server Browser - Now refreshes information
Server Browser - Join queue system when attempting to join a full server
Server Browser - All settings are automatically saved between sessions
Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well
Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
Client - Fixed some crashes
Client - Toggle/hold crouch is user controllable
Client - Toggle/hold zoom is user controllable
Client - Vsync bugfixed for DX10/DX11
Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen
Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
Client - Improved Play Now functionality
Client - Removed K/D ratio and Skill Level filters in the leaderboards
Client - Any points you get while being dead will be added to your score
Client - Reduced negative mouse acceleration
Client - Increased health on the Cobra to match other vehicles
Client - More informative disconnection/kick reasons
Client - Support for Map Packs so PC gets future VIP maps at the same time as consoles
Slightly increased the damage of the UZI at long range.
The AKs74u now has more felt recoil when aiming.
The G3, VSS, and all SemiAutomatic rifles now settle slightly faster between shots when aiming.
The PKM, Type 88LMG, G3, An94, and 40mm shotgun have returned to their former glory.
Increased the damage of the MG3 to bring it in line with the rest of the LMGs.
Fixed a bug where the Saiga12 with slugs would do too much damage at long range.
Fixed a bug where the SVU would do too little damage at long range.
Fixed a bug where M95 rounds would not kill armored targets with headshots.
Saturday, June 19th 2010, 1:08am - by -NH-RevolutionX - 1 Comment
Tuesday, June 15th 2010, 12:55am - by -NH-Catcher - 3 Comments





Monday, June 14th 2010, 4:17pm - by -NH-Catcher - 1 Comment

Thursday, June 3rd 2010, 8:49am - by -NH-RevolutionX - 1 Comment
Tuesday, May 25th 2010, 2:20pm - by -NH-RevolutionX - 0 Comments
Wednesday, May 19th 2010, 5:04am - by -NH-RevolutionX - 10 Comments
Sunday, May 9th 2010, 10:44am - by -NH-Catcher - 0 Comments
Quoted
The next release of the game client is currently in QA.
We will perform another synchronized client/server update. It is expected to take place early next week.
The client update will be roughly 500MB in size.
Changelog:
Server - Some potential sources for lag/rubberbanding have been eliminated
Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
Server - Log file for server admins: all remote admin interface commands/events are logged
Server - Log file for server admins: major server events + all chat messages are logged
Server - Idle kick is controllable
Server - Profanity filter can be disabled
Server - Teamkill-kick system is controllable
Server - Ticket counts and bleed rate are controllable per-level
Server - Infantry only mode available per-level
Server - Initial spawn delay and respawn delay are adjustable
Server - Server description can be up to 400 characters, and use "|" for line breaks
Server - Banlist can contain up to 10.000 entries
Server - reduced latency in packet handling
Admin Interface - fixed the player.onKill spam that occasionally happened
Admin Interface - ensured that player.onJoin events always report the player name
Admin Interface - events triggered when people spawn
Admin Interface - much more info on kills
Admin Interface - detailed stats are reported at end-of-round
Gameplay - Various minor level bugfixes
Gameplay - Helicopter handling has been tweaked
Gameplay - Weapon tweaks have been implemented based on PC public feedback
Gameplay - Fixed technical hang when a crate was armed outside of the combat area
Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed
Gameplay - Countermeasures can be fired when driving a helicopter
Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
Gameplay - Advanced Spotting scope works better
Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)
Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
Server Browser – Added support for retrieving update progress
Server Browser - Now refreshes information
Server Browser - Join queue system when attempting to join a full server
Server Browser - all settings are automatically saved between sessions
Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well
Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
Client - Fixed some crashes
Client - Toggle/hold crouch is user controllable
Client - Toggle/hold zoom is user controllable
Client - Vsync bugfixed for DX10/DX11
Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen
Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
Client - Improved Play Now functionality
Client - Removed K/D ratio and Skill Level filters in the leaderboards
Client - Any points you get while being dead will be added to your score
Client - Reduced negative mouse acceleration
Client - More informative disconnection/kick reasons
Tuesday, April 27th 2010, 4:53pm - by -NH-RevolutionX - 2 Comments
Wednesday, April 21st 2010, 10:13pm - by -NH-Killerwave HV - 0 Comments
Quoted
techfuels.com
In the second half of the new year, probably in the last quarter are expected to be ready for next-generation graphics processor architecture of the power of the ATI Radeon HD 6000 series will give the estimates were alleged to be in contrast to the year 2011. 40nm manufacturing technology, the efficiency problem of having to TSMC'nin seriously affected AMD's partners that plan to take steps to produce the GPU with GlobalFoundries known. Late in the day we explained Dirk Meyer, AMD hill manager, GlobalFoundries company will begin production of the GPU was confirmed. In the process of preparatory work for the transition to 28nm production in the last quarter of 2011 to complete to start volume production expected to GlobalFoundries plans.
ATI Radeon HD 6000 series according to information from the launch, production facilities for the 2011 GPUs GlobalFoundries accepted. Yet clear, but not information on AMD's new architecture with high 3D performance GPGPU approach will give greater weight and flexible design approach because it was prepared to oversee the GPU architecture, Fusion sornaki generation processor family in a more integrated into the processor is said to be.
Quoted
xbitlabs.com
Chief executive officer of Advanced Micro Devices said during a conference call with financial analysts that the company’s graphics division ATI was on-track to refresh its lineup of graphics cards in the second half of calendar 2010. The mystery, though, is with what the family of graphics processors will be renewed.
“We are ramping the ATI Radeon HD 5000 series now and look forward to refreshing the entire lineup in the second half of next year*,” said Dirk Meyer, chief executive officer of AMD, during quarterly conference call with financial analysts.
A little earlier this month AMD’s worldwide developer relations manager said that ATI hopes to maintain leadership position in terms of product performance “for the majority of 2010”. Still, it is not completely clear with what does AMD plan to refresh ATI’s lineup going forward.
The company has two ways of getting even faster products to market: it can redesign existing ATI Radeon HD 5000-series graphics chips so that to boost clock-speeds tangibly or it can introduce a brand new family of ninth-generation Radeon chips code-named Northern Islands, which is widely believed to feature a new architecture.
Not a lot is known about Northern Islands. Some sources claim that the new chips will be made using 32nm fabrication process, but the others believe that the new chips will be made on 28nm node. There are also reports that Northern Islands will have richer feature-set compared to Evergreen. According to some other reports, ATI’s next-generation family is code-named Hecatonchires and will feature code-named Cozumel, Ibiza and Kauai chips, which are not northern, but southern islands. As a result, it is possible that ATI may be working on two new architectures.
Earlier this week TSMC said that it would start mass production of chips using 28nm process technology in Q4 2010.
* Considering the fact that the call was dedicated to AMD’s financial results in the Q4 of fiscal 2009, the AMD executive referred to the second half of fiscal 2010 as to the “next year”, which is basically the second half of calendar 2010.
Quoted
Charlie D. : "ATI's Southern Islands tapes out, Game over for Nvidia".
http://www.semiaccurate.com/2010/04/21/a…ands-tapes-out/
ATI IS ON A ROLL, having taped out its next generation GPU family called Southern Islands. ATI might call it the HD6xxx series, and it could be out before Nvidia gets its GTX4xx line of GPUs fully fleshed out and to market.
The news is straightforward enough. Southern Islands (SI) taped out recently, and is now moving through TSMC. Although the schedule is very tight, if all goes really well we could see a demo or two at Computex in just over a month. This puts SI slightly behind where Evergreen was a year ago, but not by much.
Southern Islands is said to be a hybrid between the all new Northern Islands (NI) and the current HD5xxx Evergreen family. Those in the loop say that Northern Islands was meant to be on TSMC 32nm before that process was killed. Due to the ever-slipping nature of TSMC's 28nm high-K metal gate node, the SI hybrid GPU was slapped together to be fabbed on TSMC's current 40nm process.
Sources tell SemiAccurate that SI uses some of the NI uncore (unshader?), and wraps that around a mildly updated Evergreen shader. RAM is more of an open question. NI was set to use GDDR5+, but since DRAM makers might not be ready, we may end up with only GDDR5 on SI.
In any case, Nvidia has come out fighting with its GTX470 and GTX480, shipping hundreds, some say thousands, of units since ATI shipped Evergreen last September. If all goes well, and it appears to be doing just that, ATI might have Southern Islands on sale before Nvidia gets all of the GTX4xx variants out the door. The end of 2010 will see Nvidia fighting a new ATI line with a year late part that doesn't work within the promised specs, and can't be manufactured.
By the time Nvidia gets to 28nm next year, or possibly in 'GTX480' quantities this year, it is going to be fighting yet another new generation of ATI parts, Northern Islands. If the rumors are true, and the upcoming Fermi II is on TSMC's 28nm bulk process, and NI comes out on GloFo's 28nm high-K metal gate process, Nvidia won't even be in the game.
At this point, you really have to ask yourself if Nvidia will survive. Its chipset business is gone because it didn't understand Moore's law. Its GPU business is like a floating goldfish circling the drain. Its GPU compute business is wounded. And Tegra is being laughed out the door. Meanwhile, ATI is on a roll.
Wednesday, April 21st 2010, 4:30pm - by -NH-Catcher - 0 Comments
Quoted
Increased the base range of all Automatic and Semiautomatic weapons for more consistent close range combat.
Slightly increased the damage of Semiautomatic rifles over long range for more consistent damage output.
Increased the zoomed burst accuracy of LMGs and decreased LMG accuracy when moving to reduce LMG run and gun.
Decreased the base damage of the M60 and XM8 LMGs to bring them in line with the other LMG damage values.
Decreased the damage of the PKM over long range to balance it with other LMGs.
Increased the base damage of the Type88 LMG to balance it with other LMGs.
Slightly reduced the base damage of the M16 and G3 to balance the increased range.
Slightly increased the damage of the AEK971, F2000, AN94, and AUG over long range to balance them with other Assault Rifles.
Reduced the lethal blast range of the 40mm grenade and M2CG to highlight their role as a secondary weapon against infantry.
Slightly Reduced the max range of the 40mm shotgun to balance it with other shotguns.
Slightly increased the base damage of shotgun rounds and reduced their range to clarify ideal shotgun combat distance.
Reduced the base damage of the PP2000 to balance the increased range.
Increased the damage of the 9A91 over long range to balance its lower magazine size.
Increased the damage and range of the M9, M93 pistols to make them more desirable as a secondary weapon.
Increased the range of the MP443 pistol to make it more desirable as a secondary weapon.
Increased the damage of the MP412 over long range to balance its low rate of fire.
Slightly reduced the rate of fire of the M1911 pistol to balance it with other pistols.
Increased the repair and overheat speeds of the Power Tool. Now overheats sooner but repairs the same amount before overheating.
Increased the maximum number of Motion Sensors that can be carried from 2 to 3 and increased the speed which new sensors are acquired from ammo boxes.
Significantly increased the speed of the Tracer Dart projectile to make it more effective against airborne targets.
Increased the reload time of the Mortar Strike and reduced the damage it does to heavily armored vehicles.
Decreased the range of Bolt Action Sniper and Pump Shotgun Slug rounds when using Magnum Ammo for better Kit Balance, especially in Hardcore.
Slightly increased the Health of soldiers in Hardcore for better Kit Balance.
Increased the benefit from the Medkit Heal+ specialization to make it more desirable as a Specialization.
Decreased the benefit from Vehicle Reload Speed to balance it against other Vehicle Specializations.
Slightly decreased the benefit from accuracy specializations to balance the changes to range and accuracy tweaks.
Fixed a bug where the BMD3 would take extra damage to the front armor.
Reduced the explosive damage from Attack Helicopter cannons.
Increased the damage of AA guns against all targets. The AA gun should be much more effective against infantry on Port Valdez.
These changes will eventually make their way to the 360 and PS3 as we work with our partners Microsoft and Sony to continue to support BFBC2 on all platforms.
Monday, April 19th 2010, 5:29pm - by -NH-Catcher - 3 Comments
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)Friday, April 9th 2010, 6:20pm - by -NH-Catcher - 3 Comments

Wednesday, March 17th 2010, 5:38pm - by -NH-Catcher - 1 Comment
Quelle: PC-Games
Quoted
Acht lange Jahre ist es her, dass mit F1 2002 von EA zuletzt ein Formel-1-Spiel für den PC erschien. Im September feiert die Königsklasse des Motorsports mit F1 2010 endlich ihr Comeback. Für die Entwicklung zeichnen die Rennspiel-Experten von Codemasters verantworlich. Bei einem Studiobesuch betonten die Macher, dass F1 2010 nicht einfach nur ein Rennspiel mit Formel-1-Lizenz inklusive aller Strecken, Fahrer, Teams und Fahrzeuge wird. Vielmehr nahmen sich die Entwickler in puncto Präsentation mit Race Driver: Grid ein anderes Rennspiel aus dem eigenen Haus zum Vorbild. „Sei der Fahrer. Lebe dessen Leben“, lautet das Motto des Spiels.
Sie sehen das Geschehen daher nicht nur während der Rennen aus der Sicht eines Formel-1-Piloten, sondern auch im Fahrerlager. Letzteres ist wie in Grid die Schaltzentrale des Spiels. Für die richtige Atmosphäre sorgen dort an jedem Rennwochenende nicht nur andere Rennfahrer, sondern auch Journalisten, die Sie je nach Bekanntheitsgrad mehr oder weniger mit Fragen löchern.
Mit der 'Active Track'-Technologie teilt das Spiel die Strecken in 30-Zentimeter-Abschnitte ein und berechnet in jedem davon die Niederschlagsmenge Mit der "Active Track"-Technologie teilt das Spiel die Strecken in 30-Zentimeter-Abschnitte ein und berechnet in jedem davon die Niederschlagsmenge Leider bekamen wir während unseres Besuchs nicht die PC-Version von F1 2010 zu sehen, sondern die Xbox-360-Fassung. Diese sah für Konsolen-Verhältnisse bereits sehr gut aus, von der PC-Version erwarten wir aber mehr. Immerhin basiert die Technik auf Codemasters’ EGO Engine, die zuletzt Dirt 2 zu einem Augenschmaus machte.
Zudem versprechen die Entwickler Tag-und-Nacht-Wechsel sowie bahnbrechende dynamische Wettereffekte. Unter anderem soll sich das Wasser physikalisch korrekt auf der Strecke verteilen, wenn Sie durch eine Pfütze rasen. Je nach Niederschlagsmenge variiert dann pro Streckenabschnitt die Bodenhaftung Ihrer Reifen. Wer alleine zockt, darf sich auf einen Karriere-Modus inklusive Teamwechsel freuen. Online-Rennen wird es ebenfalls geben.

Wednesday, March 17th 2010, 12:21pm - by -NH-Catcher - 0 Comments
Monday, March 15th 2010, 2:01pm - by -NH-Catcher - 1 Comment
Quoted
Single Player -
Fixed: Graphical issues on some systems on SP_03 (at start and when displaying background mountains at “Up river”)
Fixed: Character voice issue during cut scenes in SP_03b (only affected Spanish)
Fixed: Hang when killed using TOW Launchers in SP_05
Fixed: Graphical issue on some systems on SP_05 (displaying background mountains)
Fixed: Voice volume in cut scenes on SP_06
Fixed: Unexpected dialog at start of SP_08 (only affected Italian)
Fixed: Random crash in SP_09 cut scenes
Multi Player -
Fixed: Server Browser - Joining a password protected server results in a connection timeout
Fixed: Server Browser auto updating server list when reopened causing a timeout issue
Fixed: Server Browser showing “all servers” when re-entering browser on the History or Favorites tab.
Fixed: Password issue during Friend invites
Fixed: Password text field issue on joining a password protected server
Fixed: “Flickering” ship on Arica Harbor
Fixed: Clan tags that use numbers in them displaying a “0” on the Select Spawn Point screen
Fixed: Display issue on long server names
Fixed: Mortar Strike icon not updating (Beta issue)
Fixed: No “Exit Game” menu option appearing at the end of some rounds.
Fixed: Flickering user rank icon (appeared as an animated gif) when user reaches rank 10.
Fixed: Flickering trees and “Red Box” on Laguna Presa
Fixed: User is logged out when failing to create a new soldier
Fixed: Zeus stationary weapon not appearing in stats
Fixed: Zu23 not appearing in stats
Fixed: BMD3 AA not appearing in stats
Fixed: Friend request displaying incorrect Veteran stats
Fixed: End of Round screen displayed incorrect “UAV_Station” – now displays correct localized text.
Fixed: K/D ratio displays in the Front End
Fixed: K/D ratio displays correctly when “comparing”
Change: Server browser now defaults to list via Ping first
Change: News Ticker font support for Spanish, Polish, Russian and Japanese
Change: New message for server full (reported as “I get no message when I try and join a server, it does nothing”)
Change: New message displayed for attempting to join a password protected server without providing a password (reported as “I get no message when I try and join a server, it does nothing”)
Change: Displays version number on Front End Legal Screen
Change: Display of weapon icon during loading screen
Friday, March 5th 2010, 6:13pm - by -NH-Catcher - 3 Comments