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 Tytuł: PR 0.9 5 luty
PostNapisane: 2 lut 2010, 16:57 
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Dołączył(a): 12 wrz 2009, 10:22
Posty: 142
Pełna lista zmian:
Factions:
Added new faction: Canadian Forces (CF)
Added new faction: Israeli Defense Force (IDF)
Added new faction: Islamic Resistance Movement - Hamas (HAMAS)
Added new soldier variants to all conventional factions including the militia
Added new US Army Kit Geometries
Added new Russian Army Kit Geometries
Added new soldier faces for most factions
Added new British Desert Soldier Textures
Changed faction name for Chechen Militia to Militia (MIL)

Maps:
Added Beirut (IDF vs RU) (AAS)
Added Dragon Fly (GB vs MIL) (AAS)
Added Gaza Beach (IDF vs HAMAS) (INS)
Added Iron Ridge (RU vs MIL) (AAS, Insurgency)
Added Lashkar Valley (GB vs TALI) (Insurgency)
Added Siege at Ochamachira (GB vs MIL) (AAS)
Added Silent Eagle (US ARMY vs RUS) (AAS, CNC, Vehicle Warfare)
Added Yamalia (CF vs RU) (AAS, CNC, Vehicle Warfare)
Updated Qwai River (USA vs PLA) (AAS)
Updated Fallujah West (USMC vs INS) (Insurgency)
Updated Korengal Valley (USA vs TALI) (Insurgency)
Updated Operation Archer (CF vs TALI) (Insurgency)
Updated Asad Khal (IDF vs HAMAS) (AAS)
Updated Fools Road (GB vs MIL) (AAS)
Updated Ramiel (USA vs INS) (AAS)
Tweaked Kashan Desert (USA vs MEC) (AAS, CNC, Vehicle Warfare)
Tweaked Battle for Qinling (GB vs PLA) (AAS, CNC, Vehicle Warfare)
Tweaked all Insurgency maps to have a Vehicle Depot for Insurgents in their main spawn (placeholder until we get an insurgent specific vehicle depot)

Game Modes:
Insurgency
Increased amount of tickets BLUFOR get when a cache is destroyed, now 25 tickets (increased from 10)
Decreased amount of cache needed to be detroyed by BLUFOR (7 cache now instead of 10)
Tweaked civilian/collaborator rules: (a) no extra spawn penalties unless you get arrested; (b) civilian cannot be run over by vehicles anymore without penalty; (c) getting on a rope/ladder no longer qualifies the civilian/collaborator to be killed; (d) using a medic bag no longer qualifies the civilian/collaborator to be killed
Updated meinsurgent unarmed kit to be considered civilian/collaborator and follow the same rules
Updated the messages you'll recieve as a civilian/collaborator on these occasions: (a) civie was arrested; (b) civie was shot outside the ROE; (c) civie was shot inside the ROE

Co-Op
Added new game mode: Co-Operative/Singleplayer (AI controlled soldiers) is now fully integrated into PR v0.9
Added new bot names from the PR Team

Vechicle Warefare
Added new game mode: Vehicle Warfare, a mode that focuses on large amounts of heavy armour
300 tickets per team to start default (has a config value so it can be changed on private/password matches if needed)

Command and Control
Tweaked Forward Outpost deployment rules. The objective is to deploy and defend only ONE FO, and simultanously hunt and destroy the enemy FO. Destroying the enemy FO (while your FO is still deployed) will cause the enemy to bleed tickets
Tweaked the amount of deployable assets that can be built in CnC, now you can deploy double the amount of defenses: 20 static defenses (foxhole and/or razorwire), 2 AAs, 2 TOWs and 4 HMGs. All deployable assets can be built 400m from the FO (up from 200m)
Updated CNC win conditions: Both teams have 10 min to setup the FO before the checks for ticket bleed start. Once your FO is destroyed and the enemy still has theirs, your team will have ticket bleed. You can stop the bleed by rebuilding the old FO, or deploying a new one some other place.
Updated CnC default ticked bleed to be 1 ticket every 5 seconds; there is now an enemy ticket bleed multiplier, the further away your FO is deployed in relation to your ACV/Command Post, the faster ticket bleed the enemy will have (starts at 1000m with 1 ticket per second, to 4500m+ with 8 tickets per second)
Updated CnC when losing the FO your team will lose 50 tickets

Skirmish
Updated skirmish rallypoint rules, they now expire (like the rest of the game modes) but they are unlimited and dont require a Squad Leader to "rearm" them. There is a 2 minute cooldown between placing RP's and they expire after 1 minute of placement
100 tickets per team to start default (has a config value so it can be changed on private/password matches if needed)

General Gameplay
Added check for last time you got points for deploying an outpost to stop spammers/exploiters
Increased points for neutralizing and capturing flags to 50p each (used to be 30p each)
Increased the time you need to avoid getting crtically wounded again after revive to 120s (was 60s)
Changed all destroyable runways to be Non Destroyable since it did not have the desired effect on gameplay and contributed to a program error
Changed the bridge on Fools Road to be Non Destroyable since it impacted negatively on gameplay

Weapons
Added Tavor 21 and CTAR/STAR variants (IDF)
Added M4 with MARS and MEPRO21 reflex sights (IDF)
Added Negev LMG with ACOG, MEPRO21 and ironsights (IDF)
Added GALIL SAR (IDF, MIL, HAMAS)
Added M72A6 LAW (IDF, CF)
Added Jericho 941 pistol (IDF)
Added Matador HAT Launcher (IDF)
Added Buttstock melee smash with M4 and TAR21 rifles (IDF)
Added C7 with Elcan Optics (CF)
Added C9 and C9A2 (CF)
Added NLAW AT Launcher(GB)
Added AK47S (TALI, HAMAS, INS, MIL)
Added M16A1 and sawed off variants (IDF, HAMAS)
Added MG3 with Elcan Optics and ironsights (MEC)
Added RPG-7 Tandem Warhead (RU, MIL)
Added Type 82 Fragmentation Grenade (PLA)
Added Browning Hi-Power (INS, MIL, TALI, HAMAS)
Added Remington 870 shotgun (IDF, INS)
Added Milan Stationary ATGM (MEC)
Added DHsK Heavy Machine Gun (TALI, MIL, HAMAS, INS)
Added M4 and M16A4 bayonets, mounted on the weapon with increased range (USA)
Added QBZ95 bayonets, mounted on the weapon with increased range (PLA)
Added LMG, Grenadier, Rifleman AT, and Marksman rifles with new Ironsight variants (All Factions)
Readded Remote Detonated Anti Personnel Mines (All Factions)
Anti Personnel Mines have a 25m kill radius and 50m wound radius in a 60 degree forward arc, with a maximum of 4 mines deployable at any one time
Readded P226 Pistol (MEC)
Added Squad Leader Radio "weapon" to use Squad Leader tools and commands
Added Salute and Surrender "weapons" on pilot and unarmed kits
Decreased the effective range on buckshot shotguns, these weapons will now do very little damage past 50m
Updated Deviation on ALL hand held weapons. Full settle time for ANY weapon is not required unless you've been on the move for 5 seconds. This works linearly, so if you've been on the move for 1 second, you'll only require 1/5th of the settle time, for 2 seconds, 2//5ths etc
Updated QBB95 LMG to include an optic sight (PLA)
Updated QBZ95B (PLA)
Updated Melee system to be less spammy and more a matter of timing and positioning
Updated all Rifle Underbarrel Grenade Launcher ladder sights to a much improved and accurate version
Updated all Marksman Rifles to have a deployed fire mode with much more precision
and a higher rate of fire (2 second settle time between shots for maximum accuracy)
Updated all IED's and VBIED's to now have realistic blast radii and damage values
Updated frag grenade and 40mm grenade explosion radii. 2m kill radius (up from 1.1m), 20m wound radius (up from 12m)
Updated MG recoil, standardised un-deployed recoil based on calibre, standardised deployed recoil based on calibre
Updated reticles for various optics
Updated Frag Grenades to do 50% more damage to jeeps/trucks
Changed Al-Quds selection name to RPK
Changed High Explosive UGL grenade reserve capacity from 9 to 20 rounds on Grenadier kits
Changed Enfield rifles to use a slightly more powerful 7.7x54mm projectile
Updated maximum deployable proximity IED to 30 (increase from 10)
Updated numerous weapons to be scaled properly to the soldier
Updated 5.8mm round (used on PLA rifle arms) shell casing to be a dark, non reflective casing
Updated Simonov and No.4 SMLE Ironsights reload behavior, disabling reloading mid-magazine
Tweaked all grenade projectiles, the thrown grenade now does not have the safety pin and lever attached and makes an ejection sound
Tweaked AA Missiles to only do 1/10th their damage to non-air assets (vehicles and buildings)
Decreased required parachute flight time so you need to stay at least 20 seconds in the air to get no damage on landing (was 30s before)
Changed the parachute to be less manoeuvrable, can only control left/right rotation, you move forward constantly, very slightly
Changed free-falling soldiers to go straight down, with no forward movement

Animations
Added new third person reload animations to most weapons
Updated all third person weapon animations to represent a lowered, resting stance when not in action
Updated a huge amount of deploy and reload first person animations
Updated MP5A3 deploy animation
Updated SKS bayonet animation so it is folded in if not in use
Updated the fidelity of the firing animations both in first person and third person
Updated prone third person animations for Surrender "weapon" so it appears like the person is covering their head with their face in the ground
Updated prone third person animations for Cellphone "weapon" so it appears like the person is talking on the phone while lying on his stomach
Updated all Bayonet Animations
Updated all Knife and Ziptie Arrest Animations
Updated all firing and zoom firing animations to be 'snappier'
Updated all 3p reload animations for AK series weapons
Updated undeployed M249 deploy animation to be quicker, changed M249 ammobox
Updated 3p reload animations for M14
Tweaked PPSH animations to use an open bolt action
Tweaked RPG-26 zoom animation to present only the ladder sight, making aiming and correcting for projectile drop easier

Vechicles
Added Armored Command Vehicles (All Factions)
Added M1A1 Main Battle Tank (USMC)
Added M1A2 Main Battle Tank (US-A)
Added Chinook Transport Helicopter (CF, GB, US-A)
Added MAN Supply/Logistics Truck (GB)
Added Leopard 2A6 Main Battle Tank (CF)
Added LAV-3 APC with fully modeled interior (CF)
Added G-Wagon Jeep (CF)
Added BTR80 APC (RUS)
Added BTR80A APC (RUS)
Added MiG 29 Fighter (RUS)
Added Merkava MK4 Main Battle Tank (IDF)
Added M113 Light APC (IDF)
Added HMMWV (IDF)
Added Recon HMMWV (IDF)
Added VN3 Armored Reconnaissance Vehicle (PLA)
Added Ammunition Resupply Technical (TALI, HAMAS, INS, MIL)
Added a new vehicle-deployable Wooden Ammunition Resupply Crate for unconventional factions
Added Alternative Technical from BF2:SF (TALI, HAMAS, INS, MIL)
Added Dumpster Bomb Truck (INS, TALI, HAMAS)
Added CROWS HMMWV (US-A)
Added unarmed variant of BRDM-2 (RUS, MIL)
Added unarmed variant of Big Red Truck (TALI, INS, HAMAS)
Added different colored variants of civilian bomb cars (TALI, INS, HAMAS)
Increased 25-30mm cannon damage vs APC/IFV Armour by 20%
Decreased waterspeed for BTR60, BRDM2, BMP3
Updated T-62 reload time to 15 seconds, decreased sabot ammo to 12 rounds, increased heat ammo to 28 rounds and decreased turret moving speeds
Updated Type 98 MBT to have an AT11 ATGM
Updated TOW Launcher on M2A2 Bradley it now takes 2 minutes to reload after firing both missiles
Updated engine settings for many vehicles to handle better
Updated and Optimized many vehicle textures to save space/performance
Updated UAZ jeeps with improved physics
Updated T-90 Tank with 9K119M AT11 ATGM rocket, changed ammo loadout to 17 rounds for sabot/heat each and 6 AT11 ATGM rockets
Updated BTR-60 armor, it will now be set on fire by one regular RPG warhead and sent into orbit by a H-AT equivalent round, BTR-60 scale to be slightly smaller
Updated BRDM-2 and all its variants startup exhaust effects, added codriver ability to switch to views with "X" (default) like the driver has, increased BRDM2 and variants ground speed
Updated Blackhawk M134 minigun to not have zoom
Changed all APC passenger cameras with generic HUDS to not have any rotation control
Changed Tunguska AAV and Type95 AAV AA missilelauncher delay to use to 30s
Updated flare launch locations of all helicopters to be to the sides/back
Updated landrover 50cal to have no zoom when sighting in
Updated all russian vehicles with desert skins
Updated tanks to use correct driver HUDs
Updated all helicopters with realistic water damage and fording (the landing skirt can now be in the water without problems)
Updated all helicopter water damage handling (they take less damage and have a 3 sec delay when in water [cabin floated 0.1m to 0.3m] and when in deep water 6 sec delay [cabin floated over 0.3m])
Updated Scimitar, BMP3, M2A2 to have additional top hatch entrypoints
Updated "Heatobject" positions on all helicopters
Updated stationary AT launchers traverse speed/acceleration decreased speed 50%
Updated engine speeds of the PLA Type 95 AAV
Updated all civilian vehicles waterdamge/fording settings and time to stay as wreck
Updated all civilian jeep wreck textures and wreck effects
Updated chinese Z-8 and russian Mil-8 helicopter engines to be more balanced with their BLUFOR counterparts
Updated all tank commander view levels to be 2.5x, 8x and 20x (used to be 1x, 2.5x and 20x)
Updated all Jet Laser guided bombs damage radii now comparable to a Mk82 500lb bomb (approx 75m kill radius, 175m wound radius)
Updated UAZ Jeep to now be an open top and carry more passengers (MEC, PLA)
Updated Tank Driver position and removed black/white screen from tank CO view (All Factions)
Updated all weapon layouts for tanks to be more close to realistic values
Updated Challenger 2 main cannon to have an added WP (smoke) round
Updated/Fixed all driving effects on all ground vehicles (the effect that play when you drive over terrain and stuff is flying around right after the vehicle)
Updated MEC Mil-17 and Havoc with new skins
Updated Huey topspeed to be slightly decreased
Updated ZIS-3 target reticle
Changed desert Stryker skin to tan coloured
Changed all ground vehicles Hitpoints lost while at criticalDamage to be 1% of vehicle hitpoints
Changed all ground vehicles criticalDamage to be 10% of vehicle hitpoints
Changed cupola MG on T-62 to DHsK
Changed all technicals to have the new DShK MG
Changed all MEC/RUS coaxial mgs to have a reload time of 5 seconds and chinese coaxials 5.2 seconds
Changed all jeeps/trucks/tanks waterdamage settings to (damage in water -50 hp/s, deepwater -100 hp/s; delay for damage in water 5s, deepwater 1s)
Changed WZ551 coaxial mg to to have 4 belts of 250 rounds each
Changed M1A1 Abrams main cannon ammocount to be 40 in total
Changed Type-98, T-72 and T-90 reload times for main cannons to be 8 seconds
Tweaked dirtbikes to have a smaller smoke damage indication effects
Tweaked critical damages on M1A1, Merkava, T-62 and BTR60
Tweaked M2A2 Bradley suspension to work better
Tweaked 50cal rounds, they now do twice as much damage to jeep/truck armour. Will destroy a HMMWV in 30 rounds as opposed to 50
Tweaked all tanks to have realistic turret depression/elevation values
Tweaked overheating values slightly on the .50cals
Tweaked vehicle handling, speed and terrain grip on all vehicles
Tweaked all vehicles water fording capabilities to be more realistic
Tweaked vehicle disabling and damage status effects for all land vehicles [/color]
[color=#408040]Commander
Added new commander mutiny system accessible to Squad Leaders
Added Armored Command Vehicle (ACV) for all factions, this replaces all Command Trailers for most factions and is where you can use the UAV (Carriers still have command post)
Removed requirement for Commander to be in the Command Post/ACV to use his Command Screen. Commander can now use his Command Screen anywhere (but still needs to be in the ACV to use the UAV)
Removed requirement for insurgent, taliban and hamas commanders to have the officer kit to enter the command post
Updated UAV with 20 min flight and 10 min reload for conventional forces. Militia grayscale UAV stays with 10 min flight and 10 min reload
Updated Mortars/Artillery, they no longer damage ammo caches
Updated Commander requested Mortar strike, they are now representative of a 2 x Mortar team firing a 30 second barrage of 30 81mm HE rounds. Approx. 20m kill radius, up to 40m wound radius
Updated Commander requested Artillery strike, they are now representative of a 4 x Battery team firing a 60 second barrage of 105mm M1 rounds. Approx. 35m kill radius, up to 80m wound radius
Updated Commander requested "JDAM" strike, , they are now approximately representative of a GBU-32 or KAB500L. Approx. 175m kill radius, up to 350m wound radius.

Spawn and realypoints
Decreased maximum spawn penalty from 30s to 15s
Decreased number of players needed to be close to disable RP to one (used to be two)
Changed Rally Points, they now expire after 60 seconds from being placed.
Changed Rally Points, they now cannot be placed with a single enemy close (100m radius)
Changed Rally Points, they are now limited to only one placement before needing to be "rearmed"
Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot
Updated spawn time code so if you are supposed to have less than 5 seconds to spawn (killed while wounded, wounded time is over or gave up after 30 seconds) you will have 5 seconds to select a new spawn point instead of insta spawning

Kits
Added new Rifleman AP kit with remote detonated anti-personnel mines.
Added alternative kits selections to nearly all main kit selections
Added new "Unarmed Kit" - right-click on the kit request button this will "drop" your kit, you now need to pickup the unarmed kit that spawns at your feet
Removed identifyable kit bag for conventional factions as it's just too much work to maintain and resource hungry, will eventually replace all kit bags with weapon models
Increased Limited infantry kits requirement. You now need a squad of 4 to request or spawn with: Automatic Rifleman, Medic, Grenadier, Rifleman AT and Marksman (increase from 2) Officer kit still requires only 2 players in squad to request
Increased incendiary grenade count on all kits to 2, and for rifleman specialist to 3
Decreased Sniper's field dressing count to 1 (reduced from 3)
Updated kit geometry settings to draw at range
Updated drop kit geometry to stay for 5 minutes, the same time a wounded soldier can survive for
Updated British officer and medic kits to now wear helmets
Updated Chinese medic kits to now wear helmets
Updated insurgent pickup kit respawn times to be 30s after they disappear from the world, as they now stay on the ground for 5 min (used on Insurgency cache pickup kits)
Changed the Field Dressing from weapon slot #8 to slot #9 (won't show up on weapon selection list but pressing the slot 9 key will select it)
Changed the Incendiary Grenade from weapon slot #9 to slot #8 so it is visible in the weapon selection menu
Reenabled selecting and reserving kits while wounded
Effect
Added new JDAM explosion effects (courtesy of CA)
Added new aircraft flare effect (courtesy of CA)
Added 14.5mm impact effect for BRDM-2, BTR60/80 and chinese VN3 jeep
Removed dynamic light flash on firing both small arms and large caliber weapons
Increased smallarms projectile suppression radius to counter multiplier changes
Decreased suppression effect radius multiplier by approx 25% to account for realistic explosion radii on artillery etc
Decreased delay for all ground vehicles to show wreckeffects (should be now nearly instantly after being destroyed)
Tweaked impact effect for APC AP rounds (the one with the red sparks)

Nie jest to pełna lista.Canada jest już,Izraelskie wojsko też jest,Lepsze taliby ze tak powiem są,Teraz tylko czekać na Polish Forces

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Góra
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PostNapisane: 2 lut 2010, 17:54 
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Więcej kolorów!

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Góra
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PostNapisane: 2 lut 2010, 18:01 
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Dołączył(a): 29 maja 2008, 20:53
Posty: 211
Chyba najlepszy pierwszy post jaki tu widzialem :lol:

A przy okazji witam na forum.

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Góra
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PostNapisane: 2 lut 2010, 18:13 
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Dołączył(a): 3 sie 2009, 11:07
Posty: 416
No fajnie ale cholera nie na mojego PC (złoma) 0.87 lekko mi mulił to 09 będę oglądał pokaz fotek, no trudno zbore kompa nowego i zaczne ściągać ale 0.9 zapowiada się fajnie.

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Góra
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PostNapisane: 2 lut 2010, 18:41 
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Dołączył(a): 20 mar 2007, 16:40
Posty: 25
Od tego jasnego żółtego i zielonego to można oczopląsu dostać :?


Góra
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PostNapisane: 2 lut 2010, 19:07 
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Dołączył(a): 12 wrz 2009, 10:22
Posty: 142
sorki myślałem że bedzie widać :wink:
Zar3 następnym razem :)
Blood witam i dziękuje

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Góra
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PostNapisane: 2 lut 2010, 19:09 
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Dołączył(a): 3 sie 2009, 11:07
Posty: 416
Można jeszcze zaznaczyć i będzie elegancko widać :roll:

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Góra
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PostNapisane: 5 lut 2010, 03:10 
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Dołączył(a): 29 maja 2008, 20:53
Posty: 211
Bierzcie i czytajcie z tego linka wszyscy Wy co spać nie możecie w oczekiwaniu na 0.9 8)

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Góra
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PostNapisane: 5 lut 2010, 04:04 
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Dołączył(a): 4 lis 2005, 21:41
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jak sie siada przy kompie o północy tyo 2-3 godzina to normalność :) :twisted: a poczytam, poczytam przyda się

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Góra
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PostNapisane: 5 lut 2010, 07:39 
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Dołączył(a): 12 wrz 2009, 10:22
Posty: 142
bedzie sę musiało przydać

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Góra
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PostNapisane: 5 lut 2010, 11:13 
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Dołączył(a): 11 lip 2009, 21:36
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Lokalizacja: Eteryczna kraina snów pełna przygód
Poczekamy zobaczymy ;)

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Góra
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PostNapisane: 5 lut 2010, 12:31 
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Dołączył(a): 30 lis 2008, 11:13
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Ja już mam- tylko zainstalować i git.

Tylko... nie wiem, czy przy 512mb ramu nie będzie mulić ( 087 trochę muli ).
Jeśli ktoś ma RAM DDR1 do sprzedania, pisać.

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Góra
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PostNapisane: 5 lut 2010, 12:35 
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Dołączył(a): 24 paź 2009, 13:31
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A ile ten pr będzie zajmował???


Góra
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PostNapisane: 5 lut 2010, 12:43 
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Dołączył(a): 9 wrz 2006, 13:08
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zajmuje w ciul, ponad 3gb jak sie nie myle.

PIERWSZY PROBLEM:
wywala po wczytaniu mapy, gdy juz pisze ze verifing cos tam, z tego co przez sekunde zobaczylem to cos odnosnie pamieci czy cos.
wie ktos o co biega?

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Góra
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PostNapisane: 5 lut 2010, 13:43 
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Dołączył(a): 10 sty 2008, 21:47
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Na wszystkich mapach? Może masz mało miejsca na dysku albo za mało pamięci na daną mapę? :lol:

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