Driftwood @TheDud: pourquoi tu ne peux pas commenter là-bas ? Rage 2 je n'y ai pas trop joué donc pas certain. Soit c'est bien Ratchet, soit un autre jeu m'échappe. :) (il y a 18 Heures)
TheDud @Drift, je peux pas commenter sous la video d'Horizon Lego mais la bombe qui rapproche les ennemis c est dans Rage 2 ;) (enfin à mon avis c est à ça que tu pensais) (il y a 23 Heures)
reneyvane @CraCra: Les clés pour le test qui sont distribués différemment, la version Gog day-one, on est cmairement sur une exclu Xbox/PC, très différente du traitement habituel de ce que signe MS. (il y a 1 Jour)
CraCra @reneyvane: bah oui juste exclu console, justement téléchargé le jeu hier 146Go (il y a 1 Jour)
Driftwood @face2papalocust: ça n'arirvera probablement jamais. :/ (il y a 1 Jour)
face2papalocust @CraCra: Oui je sais justement j'attends que ça se normalise pour tout les jeux peu importe l'éditeur ou la plateforme. (il y a 1 Jour)
Driftwood Il est de nouveau possible de télécharger les vidéos sur le site. Désolé pour le mois et demi de panne. (il y a > 3 Mois)
Driftwood Retrouvez notre review de Rift Apart dès 16h00 aujourd'hui, mais en attendant Guilty Gear -Strive- est en vedette en home ! (il y a > 3 Mois)
Driftwood Nouveau live sur Returnal à 14h30 aujourd'hui. (il y a > 3 Mois)
Driftwood Rendez-vous à 17h00 pour un direct de 40 minutes sur Returnal (il y a > 3 Mois)
IMO, Crysis 1/Warhead is great games if your PC can handle it, and it does fill you in with some backstory of the Ceph and all.
If not, just check walkthrough of the cutscenes or something from youtube and get Crysis 2.
IMO, Crysis 1/Warhead is great games if your PC can handle it, and it does fill you in with some backstory of the Ceph and all.
If not, just check walkthrough of the cutscenes or something from youtube and get Crysis 2.
Currently playing: Bad Company 2(PC), Uncharted 2(PS3), Dead Space (PS3)
Well if you can, go for it.
But still a great game! Best FPS in years! BTW this game also features Bokeh DoF as seen in the Unreal Engine next gen video, it looks cool but takes at least 10 FPS. You guys should check it out
overall a half decent FPS and well worth the rental, but not one i expect I'll want to ever play again.
EDIT : also, what is with the suit upgrade that lets you see through enemy cloaking? and costs an absolute shit ton of points to buy? there is only like, what?, 6 enemies that even HAVE cloaking in the entire single player? seems a bit pointless.
That night/thunder map with the ceph tentacles everywhere looks so good man!! Unbelievable
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
if there are more clocking ceph on harder difficulties, it would make more sense to buy it, but otherwise it seems like a huge waste of time for the ability to even be in the game. almost as if they planned on having more cloaked ceph, but forgot to add them?
that upper left upgrade column was pretty crappy in general tho. see cloaked enemies, get an audible cue when you're near enemies, and see tracer fire...
; Sys_Spec settings
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
sys_spec_Water = 4
sys_spec_GameEffects = 4
sys_spec_Quality = 4
; Sys_Spec Quality settings
q_ShaderGeneral = 4
q_ShaderMetal = 4
q_ShaderGlass = 4
q_ShaderVegetation = 4
q_ShaderIce = 4
q_ShaderTerrain = 4
q_ShaderShadow = 2
q_ShaderFX = 4
q_ShaderPostProcess = 4
q_ShaderHDR = 4
q_ShaderSky = 4
q_Renderer = 4
; Sys_Spec Game Effects Settings
i_lighteffects = 1----------------------------------------------------------------------------------------------------------------------------------------------------------
; Extra Game Effects Settings
g_SkipIntro = 1
g_radialBlur = 1
g_nanoSuitEnableSuitShapeDeformation = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
g_no_secondary_breaking = 0
; Sys_Spec Object Detail Settings
e_ObjQuality = 4
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_DecalsOverlapping = 1
e_LodRatio = 100
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 200
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 2.5
es_DebrisLifetimeScale = 3.2
e_OcclusionCullingViewDistRatio = 2
e_Dissolve = 4
ca_AttachmentCullingRation = 400
e_TerrainOcclusionCullingMaist = 300
e_streamCgf = 0
; Sys_Spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 0.25
e_ParticlesObjectCollisions = 4
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend =
e_ParticlesForceGI = 1
; sys_spec Physics Settings
e_CullVegActivation = 200
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 24000
es_MaxPhysDist = 400
es_MaxPhysDistInvisible = 5
e_PhysOceanCell = 0.1
e_FoliageWindActivationDist = 10
g_breakage_particles_limit = 640
p_max_object_splashes = 8
v_vehicle_quality = 4
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6
; sys_spec PostProcessing Settings
r_MotionBlur = 2
r_sunshafts = 1
r_UseEdgeAA = 3
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
r_PostMSAA = 0
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0775
r_HDRBloomMul = 0.7
; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 1
r_DetailNumLayers = 2
r_DetailDistance = 200
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 1
sys_flash_edgeaa = 1
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.001
r_TexturesFilteringQuality = 0
e_GINumCascades = 3
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.55
r_HDRBrightOffset = 4.25
r_HDRBrightThreshold = 8
r_HDRLevel = 5
r_HDROffset = 15
r_EyeAdaptationBase = 0.2
r_EyeAdaptationFactor = 1
e_GI = 1
e_GIMaistance = 200
e_GIAmount = 0.6
; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 2048
r_ShadowJittering = 4
e_GsmLodsNum = 5
e_GsmRange = 1
e_ShadowsCastViewDistRatio = 3
e_GsmCache = 0
e_ShadowsResScale = 5.4
; sys_spec Sounds Settings
s_MPEGDecoders = 64
s_Obstruction = 0.5
s_ObstructionAccuracy = 5
s_ObstructionUpdate = 0.05
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3
; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 320
r_TexAtlasSize = 4096
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_VegetationSpritesTexRes = 256
r_TexMinAnisotropy = 16
; sys_spec Volumetric Effects Settings
r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 300
e_Clouds = 1
; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 30
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010
; Extra Render settings
sys_MaxFPS = 60
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 16
r_AnisoMax = 16
e_CharLodMin = 0
es_maxphysdistcloth = 200
;r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 0
r_TexMaxAnisotropy = 16
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 65
r_UseMergedPosts = 3
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 256
r_HDRGrainAmount = 0.1
r_ShadersUseInstanceLookUpTable = 1
;;;;;;;;;;;;;;;;;;;;;;;;;
; Player / suit movement
;;;;;;;;;;;;;;;;;;;;;;;;;
pl_health.normal_threshold_time_to_regenerateSP = 3
pl_health.normal_regeneration_rateSP = 300
pl_freeFallDeath_fadeTimer = 1
pl_cover_and_lean.num_detection_rays = 20
pl_movement.crouch_SpeedScaleWithoutNanosuit = 1
pl_movement.nonCombat_heavy_weapon_crouch_speed_scale = 1
pl_movement.nonCombat_heavy_weapon_speed_scale = 0.85
pl_movement.nonCombat_heavy_weapon_sprint_scale = 1.35
pl_movement.nonCombat_heavy_weapon_strafe_speed_scale = 0.95
pl_movement.speedScaleWithoutNanosuit = 1.3
pl_movement.sprint_SpeedScaleWithoutNanosuit = 1.9
pl_movement.sprint_timeInAirToStopSprinting = 0.35
pl_movement.strafe_SpeedScaleWithoutNanosuit = 0.95
pl_nano_vision.max_distance_visible = 300
pl_clientInertia = 55
cl_bobHeight = 0.079
cl_bobMaxHeight = 0.099
cl_bobWidth = 0.105
cl_speedToBobFactor = 0.402
cl_bobSprintMultiplier = 1.21
cl_fov=72
pl_movement.power_sprint_targetFov=72
;hud_hide = 1
Oooh, Profound, isn't it?
Make sure to make a copy of the file first before you fiddle with it.
Osu! Tatakae! Ouendan 2
Rocktober!
Btw, what do I have to do to remove the motion blur on the weapon when I move around, its really annoying.
Currently playing: Bad Company 2(PC), Uncharted 2(PS3), Dead Space (PS3)
http://www.msxbox-world.com/xbox360/news/article/1...
Thsi pic is from the mycrysis.com forums member celliott80:
Real Madrid C.F. fan.
Makes me wonder what they have done with the delay they did, game was suppose to be out in the end of 2010 but delayed it to polish it up, sure.
According to Raptor, that problem he has happened after they patched it on the 360 version, even on Mass Effect 2 on PS3 it happened.
Real Madrid C.F. fan.
Delete the patch, play it offline so you are not forced to download the patch.
I did that with ME2 on PS3, until Bioware fucking fixes the shit, which I doubt they will care anymore.