1 gb para cambiar el menu' hola?
Screens / UI Elements
-Main Menu
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New Frontend Map
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Tutorial submenu in main menu (links for videos, guides)
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Added new options to connect to the Workshop and Community through the steam overlay
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News ticker can now be clicked to bring up the page for specified headlines through the steam overlay
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A new Credits screen!
Escape menu
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New appearance
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Buttons to open class and team select
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Added Map Vote
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Player List option for voting, muting etc
Customization Screen
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New appearance
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Larger displayed pawn, weapon image previews
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Character Click + Drag rotation functionality
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Update the customization screen so that it fades the locked panel on mouse over
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Hover allows users to view locked item on character
Scoreboard
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New appearance
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Reworked scoreboard code
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Map name displayed, localized
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More mod controllable with additional text fields for stuff
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Per-mode progress bars
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New objective icons; settable in the game mode (most modes) or in the map (TO)
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In post-game, an animated bar shows XP gains and how much is needed to hit the next level
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Player count displays server max player limit
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Spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon
HUD
Re-skinned
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New health and stamina bars with two states to indicate amount of damage taken
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New header that shows on spawn, detailing team progress and objectives, and has a timer in it
“Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health. This will distinguish Team kills. -
Victory/defeat messages properly localized
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HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size
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New Rank Up notification
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“Use” hand icon switched out
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Visually updated VO menus
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Visually updated Vote box
HUD Markers
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Significantly optimized to improve player frame rate
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Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard
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One can remove the text from hud markers altogether
Configuration
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New appearance
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Additional video options exposed (AF, AA, window mode, …)
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Additional audio options exposed (sound channels, …)
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There are now HUD scaling and opacity options in the configuration menu
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Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)
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Decal and ragdoll settings are based on maximum number of each, instead of a lifespan
Loadout
[list]*New appearance
*Player class weapon loadout now saves until player chooses to change manually [/list]
Team select
[list]*New appearance
*Player count displays server max player limit[/list]
Join game screen (Server Browser)
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Reskinned
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Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it
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Includes a legend explaining what the different colours mean
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Adds LAN queries
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Bots separated from players in server browser, and they won't affect sorting
Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows "Players (bots)", reflecting the new way we display bots. Column is wider to compensate.
Sort by ping by default for all users, not just beginners
Server list art polish
You can use the right click menu in the Join Game screen to view the server’s information[*] Hide modname for unmodded servers [*] For a server to show up in the LAN tab, it'll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine [*] Switched History and Favourites functionality out for Steamworks' API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something. [/list]
Create game
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New Create game screen
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Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)
Other changes
[b]Game modes[/b]
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New Duel HUD
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TDM backported from CDW. Now based on kills, there’s no resources, and won't get stuck in an unendable state
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LTS backported from CDW for bug fixes etc.
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End-game flow changed to facilitate localization etc.
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Maplist console command updated
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Self-damage not counted as ‘team damage’
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Adjusted the low health Post Process chain to be a bit more red in the corners
UI misc.
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New cursor
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Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)
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New animated movie behind some screens
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Split UI into multiple packages to reduce loading time / save memory
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Most screens now use a shared title and close button
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New Serif Font throughout the game (Scoreboard, Headers, Loadout..etc)
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Added loading screen hints
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The new dynamic melee crosshair turns red after a successful melee attack
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New kill feed weapon icons
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New kill feed colours
-weapons in white
-you appear in gold
-blue and red used are less offensive
Level
[list][*] Fixed instances of players being able to hide inside rocks in Moor. [*] Fixed collision on rock which previously allowed players to find a way on top of it in Moor. [*] Fixed camp-able tree spot in Moor. [*] Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up scaling up and down and flowing the wrong way) [*] Fixed string in last objective of outpost from "or" to ""and." [*] Fixed zfighting on boats in CTF frigid [*] Paths built in TD-Frigid [*] Removed spawn occluders to make it easier to find opponents in Duel Maps. (!) [*] Fixed floating spawns in citadel. [*] Fixed spawns out of place for Agatha in throneroom on stoneshill. [*] Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags). [*] Adjusted trigger and points volumes on cart in outpost - Agatha can only push from the back and mason shouldn't get free objective points any more [*] Players can no longer see through the Stoneshill bridge in first person [*] Fixed a bug where some crates were missing collision [*] Fixed Landscape clipping through aqueduct floor in Dark Forest. [*] Fixed minor collision bugs in Dark Forest. [*] Removed Duplicate barrel mesh in Dark Forest. [*] Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed Fix issue where XP bar won't initialize properly, or will run from rank 0 all the way to the current rank, and other things
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Tavern: fixed vendors so they're peasants again instead of vanguards; changed method used to force players to fists so it's less buggy
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Argon's Wall: moved level load camera so it's not outside the boundary blocking volume
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Killing king counts as a kill
king and 1p mason knight sockets updated (mostly for horde support)
SDK
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Automatically downloads/updates Workshop items from within the Create Game screen, allowing us to pull this functionality out of the launcher
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Fixed redundant skeletal mesh component in AOCDeathSpike that may be causing an editor crash
don't reextract every downloaded .cmwsdk file every time the game is started, only extract new ones that haven't been extracted before (speeds up initial load into the game, doesn't hang while loading)
don't extract DW .cmwsdk files in MW (or vice-versa) -
Re-enabled OpenGl cooking
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Increased the workshop file size from 200mb to 400mb
Eso es el Gb de descarga, pero no penséis que os ocupara 1Gb mas de lo que ocupa el juego, esta re-escribiendo la mayor parte de los archivos.
Ya era hora de que pusieran un medidor de experiencia para saber cuánto subes por partida y cuánto te queda para el siguiente rango.
Ayer me puse a jugar con 2 colegas más, si seguís jugando alguno y os apetece, podríamos medirnos en tierra medieval y tirarnos hachas arrojadizas
¿Alguien sabe cómo quitar los cadáveres? no es para ganar fps ni nada de eso, es que a veces hay tantos que molesta xD
#1777 En las opciones gráficas creo que está la opción para desactivar los cadáveres o limitarlos al número que tú quieras
#1775 yo esta noche me echaré unas partidillas, te agrego?
Sobre los FPS, es normal que los tenga limitados a 62? Tengo el sync desactivado y siguen estables.
Holas, yo dejé de jugar por un tiempo, ahora quiero instalarlo pero el juego no me sale en mi lista de juegos steam... a alguien le ha pasado algo parecido?
#1785 puede ser que la haya cagado y no pagué por el en su dia... Hace tanto tiempo que ni me acuerdo. De todas formas mi hermano lo tiene en su cuenta. Solo era para jugar juntos.
o me he vuelto un manco o la gente ha mejorado mucho su nivel. No gano un enfrentamiento a no ser que pille a alguien desprevenido.
#1790 La expansión es jugablemente bastante distinta. No se lleva ni por asomo el control de los golpes, la precisión y la velocidad, y prima mucho más el spam de swings, los contra ataques acelerados y los ángulos muertos.
Gente como para jugar hay, y en mi opinión está divertida por la diversidad que da las clases/modos de juego.
tan mal optimizado esta este juego, en un mapa con 28 personas, i5-3570k, GTX760 y 8GB de ram, que incluso me baje a 40fps?
#1794 Antes hablo, antes lo veo xDD El otro día cuando entré no había ni rastro de él, estaría off o algo.
#1792 en serio? yo tengo un i5 3570k, gtx 660 ti, y 8 GB de RAM y no me baja de 90 fps bajo ninguna circunstancia. Todos los settings al máximo y 1080p.
En opciones de vídeo mira a ver cómo tienes puesto el max ragdolls (yo lo tengo puesto en 10) son los cadáveres, contra más pongas, más pérdida de FPS, a parte de que molesta bastante ver muchos cuerpos.
Sobre la expansión... pues a mi no me dejó mal sabor de boca, es divertida si la juegas con colegas, pero para jugar duelos serios prefiero el normal, es mucho más controlable como dice #1791
Lo tengo al maximo, si.
En un mapa de 28 no te baja de 90 fps? pff no se yo xD
Supongo que será los ragdolls entonces.
Edit: Vale, si, al parecer era que tenia los ragdolls en 100 y eso me bajaba a punta pala los fps xd
Ahora que está de oferta en steam estoy mirando de pillar el complete pack pero, merece la pena el Deadliest Warrior? me refiero a si hay mas gente que en el Warfare, mapas y tal.
#1798 El rollo es muy distinto, clasi diría que es demasiado distinto al Medieval Warfare, las clases distintas y la forma de atacar simplifican un poco el sistema de combate. De gente, siempre puedes encontrar un servidor lleno sin mucho problema, y los mapas no están mal, pero tampoco son una obra de arte.
#1799 Gracias. Una cosa, nada del DLC vale para el Warfare no? No sé, armas o armaduras, cap lvl o algo por el estilo que sólo se desbloqueen comprándolo.