Patch ver 1.4.1 per Stronghold 2.
11MB.
Patch ver 1.4.1 per Stronghold 2.
11MB.
Eco il LINK dove potrete trovare gli indirizzi dei server dove poterla scaricare.
Sono 234MB e implementa parecchie migliorie al gioco.
Una MEGA PATCH da 1.3GB!!
Quì si tratta quasi di un add-on.
Ci sono 2 nuove mappe,le armi sono state tutte "bilanciate" per portata e potenza,hanno risolto dei bug nei nomi dei giocatori nel MP,hanno alzato i conteggi per i ranghi ecc.
Altro link.
http://www.infinityward.com/modernwarfare/patch/
Sotto ci sono i mirror
E' arrivata la tanto agoniata patch.
Intanto i link:
Filefront
Atomic gamer
File shack
Gamers Hell
Pixel Rage
Cosa indirizza?
*Fixed: Potential crash in D3D10
*Fixed: Orange boxes apearing when hispec savegame loaded into lowspec game.
*Fixed: Inconsistent damage dealt to vehicles when shot by LAW.
*Fixed: Reflection resolution on D3D10, MultiGPU reflection update fix
*Fixed: Memory leak with FSAA modes
*Fixed: Infinite ammo hacks.
*Fixed: Memory leak in D3D10 when switching screen modes
*Fixed: Muti optimizations
*Fixed: When player melees during gun raise animation, their gun will be in a permanantly raised position.
*Fixed: Crash when loading savegame with level exported recently by editor
http://www.fileplanet.com/184611/180...ural-Mod-2.0.2
http://files.filefront.com/Natural+M.../fileinfo.html
(il primo link richiede la registrazione).
Questa mod migliora la qualità generale del gioco Crytek, aggiungendo cose interessanti come la nebbia volumetrica e i raggi solari, livelli di oscurità notturna e la posizione della luna. I livelli interessati sono:
Island - Contact
Village - Recovery
Rescue - Relic
Harbor - Assault
Tank - Onslaught
Mine - Awakening
Sphere - Exodus
Ascension - Ascension
Enjoy, sono solo 20,5mb!!
Ecco la patch 1.03
Una patchona da oltre un giga con mappe nuove ed una serie di migliorie soprattutto nel multi.
bene, prima o poi lo prendoOriginariamente inviato da CALMA INSOLITA
"Nove volte sette, pensò Shuman con profonda soddisfazione, fa sessantatrè, e non ho bisogno che me lo dica nessun computer. Il computer ce l'ho nella testa. Era stupefacente il senso di potere che gli dava quel pensiero."
Crysis – Hotfix 1.21 Available
The highly anticipated hotfix for Crysis has been approved and is now ready for distribution. The 37MB sized patch for Crysis fixes the known security hole in the game code which causes client and server crashes when playing online.
Be sure that you have patch 1.2 installed before, since this is required to apply the hotfix to your Crysis installation.
Download diretto qui.
http://www.crymod.com/thread.php?threadid=22141
è stata rilasciata ieri una nuova patch, la 31.3 per Unreal Tournament 3
File size: 256.8 MB
Download diretto
Revision History
1.3
Gameplay:Engine/Rendering:
- Fixed overlay mesh showing up on hidden sniper rifle when un-zoomed.
- UTGame.bNoCustomCharacters is now globalconfig.
- Now hear own auto-taunts.
- Fix for Liandri bots riding high in vehicles.
- Fixed mutators disappearing between matches.
- Fixed up PC DLC screenshots and player counts.
- Vipers can no longer be driven around underwater if entered while underwater - they pop up out of the water, even if deep in it.
- Fixed announcements not playing properly in WAR-MarketDistrict during the campaign.
- Fixed manta crouch exploit.
- Fixed loaded RL switching away before releasing load on net clients.
- Fixed occasionally getting stuck when getting up from ragdoll.
- Fixed ending zoom when go into feign death.
- Fixed giving proper stats credit for translocator telefrags.
- Fixed giving proper suicide stat credit for certain environmental suicides.
- Fixed Hoverboard foot placement when watching other client get on.
- Improved the turret controls on the rail turret with analog controller.
- Fixed friendly fire mutator showing up as option for Duel.
- Fixed bug where second enforcer wouldn't show up if picked up while switching to enforcer.
- Fixed shock/instagib beams which were grabbed from emitter pool sometimes incorrectly having DPG_Foreground set.
- Fixed "missing required file for demo playback" error message.
- Fixed redeemer explosion on client when shot down.
- Fixed big head mutator head scaling popping out at distance.
- End the match right away in duel if a player leaves.
- Fixed not getting kismet node destroyed event when node captured by orb.
- Fixed effect showing up for disabled weapon lockers.
- Don't modify power core damage caused by kismet.
- Fixed scavenger legs disappearing in kill volumes.
- Deployables can no longer be deployed onto hover/flying vehicles.
- Fixed Hoverboard script warnings and possible crash if hoverboard fails to spawn.
- Fixed impact hammer impact camera shake for low gore clients.
User Interface:
- Added motion blur menu option for PC (defaults to off).
- Fixed zero extent collision bug in octree code (finding nodes in Z axis).
- LOD Hysteresis / LOD Decision making bug fix.
- Fixed default mesh not having proper LOD settings.
- Fixed rare darkwalker physics crash.
Networking:
- Added player name list to server browser.
- Added midgame map voting, with serverside config options in UTGame.ini:
- bMidGameMapVoting: Enables/Disables midgame map voting
- MapVotePercentage: The percentage of votes required to initiate a map switch, counts down based upon VoteDuration;
- NOTE: When VoteDuration=0, votes for a single map must exceed this percentage, but when VoteDuration is not 0, the number of players voting must exceed this percentage
- MinMapVotes: The minimum number of players that must vote in order to initiate a map switch.
- InitialVoteDelay: Delays the enabling of map voting for this many seconds
- Fixed History being saved for servers joined via cmdline and console.
- Fixed leading vote count indicator when map voting underway.
- Don’t show muted talking player portraits on HUD.
- Simple crosshair tweaks.
- Added the number of files left to download to the package downloading message.
- Fixed Krall portrait.
- Fixed clipping vehicle HUD beacon when not visible.
- Fixed endgame timer so that it isn't affected by changes in game speed (also fixes vote timer)
- Fixed SPMA deploy icon offset.
Server administration:
- Always sort relevant actors by priority. Should fix the weird actors/properties never getting replicated issues.
- Fixed gibs not showing for clients of listen server if the gibbed player wasn't visible to the server player.
- Fixed gibs not showing for clients of low-gore listen server.
- New dynamic netspeed adjustment system for listen servers. Improves network performance for listen servers which typically have limited upstream bandwidth by dividing available bandwidth between clients. Configurable through new properties in UTGame.ini:
- TotalNetBandwidth=32000 (total upstream bandwidth to be apportioned)
- MaxDynamicBandwidth=7000
- MinDynamicBandwidth=4000
- Fixed "you have lost the match" messages to spectators at end of duel match.
- Fixed cases where GameSettings cache in the GameInfo wasn't properly getting NULL'd out on DestroyOnlineGame().
- HTTP redirect with compression now falls back to the uncompressed case if the compressed file could not be found.
- Fixed erroneous "connection failed" error when performing non-seamless travelling.
- Fixed hoverboard link failure sound playing in the world and being replicated.
- Fixed low gore clients seeing gibbed players as headless if playing on full gore server.
- Increased tracked turret net priority.
- Fixed Hoverboard networking replication issues (hoverboard now smoother in net games).
- Fixed network vulnerability.
Mod support:
- UWeb fixes for WebAdmin.
- Fixed downloaded cooked maps not being loaded correctly in some cases when requested by the server at initial connect time.
- Fixed net object count problem when using the conformed/cooked audio packages in PS3ModTools. Fixes some networking issues for custom maps.
- Final fix for packagemap problem with going from DLC -> RTM maps.
- Fixed properly showing number of players needed for match to start when minplayers is set and bots are enabled on the server.
- Fixed bug with PlayerID being reused for bots after a seamless travel.
Map specific:
- Added support for Interactions to have a PostRender call (to render to canvas).
- Added support for Interactions to have exec functions be called on them.
- Added cut/copy/paste support to the console.
- Added Deproject() to canvas.
- Fixed base InventoryManager implementation of GetWeaponRatingFor().
- Fixed crash when placing a new UINumericEditBox in UI editor.
- Fix for custom factions in the UI.
- Added optional flag for ScriptedTextures to skip next clear so that a ScriptedTexture client doesn't need to draw every texel of the ST every update.
- Added support for -mod commandline option so that a TC mod can have a .ini file "sandbox" - where they can have new content paths, new startup maps, etc..
- Improved system for getting camera death effect.
- Implemented fix from Aegia for an NxFluid crash.
- Fixed beams not rendering in Cascade.
- Fixed crash when updating a UIPrefab.
AI improvements:
- Fixed CTF-Searchlight black boxes before match starts.
- Fixed CTF-Searchlight search lights.
- Fixed CTF-Hydrosis collision issues.
- Fixed DM-Morbias collision issues.
- Fixed collision issue in DM-Deck.
Fonte TechPowerUp
- Fixed bots not using link gun beam on enemies.
- Better bot celebration management.
- Fixed bots doing multiple end of match celebration taunts.
- Improved impact hammer AI.
- Improved darkwalker AI support for crouching under obstacles.
- Improved bot hoverboard AI.
- Fixed bots sometimes not picking up flags/orbs they dropped.
- Fixed bots never spawning in if initially not enough playerstarts.
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