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phil bottle

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phil bottle last won the day on May 16

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About phil bottle

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    Ruiner of the Internet

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    Wat_Tyler71
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    pHiL bOtTLe
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    phil bottle

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    London
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  1. phil bottle

    Rage 2

    Sadly I was misinformed, no co-op after all. Strange though as it has a tab for Friends... Sent from my SM-G955F using Tapatalk
  2. phil bottle

    Rage 2

    Managed to sink a bit of time into this game now and I'm enjoying it for what it is. Reminds me a lot of Mad Max but with first person shooting. I'd recommend in a sale for certain.
  3. I'm focusing on copying the daily races and seeing how I compare but I did enter a proper race today for the first time in a bit. GR3 at the Autodromo Nazionale Monza (class D) I was fairly pleased with my qualifying time but I was surprised to find myself on pole. 9 lap race, I got done in the pit stop and ended up second. Happy enough with that
  4. Ah you metrosexuals and your north atlantic charm, how can a poor cockney resist[emoji23] Sent from my SM-G955F using Tapatalk
  5. I'd have preferred a tuppence Sent from my SM-G955F using Tapatalk
  6. phil bottle

    Rage 2

    As far as I'm aware the multiplayer is just co-op Sent from my SM-G955F using Tapatalk
  7. phil bottle

    Rage 2

    Had another quick go after work yesterday. I heard the driving was poor but I must disagree. I get the feeling I'm going to play this game for a bit of mindless fun. Driving around there are ppl fighting each other everywhere. It's nuts. I like it. Sent from my SM-G955F using Tapatalk
  8. Footage of the game from a very good Gran Turismo youtuber
  9. OK, so now the notes Hello Survivors, we have just released the initial 1.03 Experimental update. With this update we have also updated the Public Experimental Server Files. Patchnotes It is highly recommended to use the Steam client option to verify the integrity of the local game cache to avoid corrupted data and control issues after downloading this update. GAME ADDED Added: Switch on/off for walk modifier ('CTRL' by default) Added: Separated hold breath and walk inputs (both 'CTRL' by default) Added: Erect, crouch and prone inputs (no binds by default) Added: Turn on/off headlight/night vision goggles ('L' press/hold by default) Added: Rotate item in inventory ('SPACE' by default) Added: Possibility to change the orientation of items in the inventory (press 'SPACE' while dragging item) Added: New vehicle Gunter 2 with its attachments Added: VSS rifle with its attachments Added: 9x39 ammunition Added: 9x39 armor-piercing ammunition Added: Tracer ammunition (5.56x45, 7.62x39, 7.62x54R, .308WIN) Added: Night Vision Goggles (NVG) Added: NVG head strap Added: NVG can be attached to Tactical Helmet (hold 'L' to switch on/off) Added: Universal Flashlight can be attached to Tactical Helmet (press 'L' to switch on/off) Added: Baraka sights Added: Backup Iron Sights (BUIS) Added: PSO-1-1 Scope, designed for the VSS rifle Added: Bayonets for KA, M4-A1, Mosin 91/30 and SK 59/66 Added: Firearms Melee Attacks with pistols, buttstocks, and bayonets Added: Hand Saw Added: 4-dial Combination Lock Added: Strawberry Jam Added: Handheld Transceiver and Glow Stick attachments on backpacks Added: Separated erect, crouch and prone inputs Added: Quickbar working in inventory Added: "You are here" marker for each tourist trail map stand Added: Instead of press, some actions are now triggered by holding 'F' button for a continuous action Added: New optional server.cfg parameter - disablePersonalLight = true/false; which toggles personal light on all connected clients Added: Quantity bar for energy based items and fireplace Added: New 'swayModifier' config param for weapons and their attachment Added: Milliseconds to client/server rpt files Added: check to prevent invalid requests from clients (inventory optimization) Added: Possibility to execute different types of melee hits (expanded melee command to execute stationary melee animations) Added: Character statistics into the main menu Added: Baseball/nailed bat Added: Drop and pickup sound for scopes Added: Sounds for death animations Added: Sounds for suicide animations Added: Lock/unlock sound for doors Added: Sounds for prone animation with a rifle in hands Added: One male and one female character sound set Added: Different character sounds when wearing certain headgear (e.g Combat Gas Mask, Motorbike Helmet) FIXED Fixed: Server crash when planting seed into a watered garden plot (T138343) Fixed: Server error when crafting torch (T136903) Fixed: Building position updated after the first open/close door action (T137749) Fixed: Issue with flickering lights when there were more than 6 lights in render view (now sorted based on the distance) (T136038) Fixed: Transition between close and distant light is now instant (without dark gap in-between) Fixed: Jammed weapons make shooting sounds for other players Fixed: A crash when looking at the outside terrain from the close-up at certain terrain configurations Fixed: Sea outside of the terrain borders was not rendered when enableTerrainSynth was set to false Fixed: Black dots on a single wooden plank model Fixed: Incorrect visuals for Patrol Pants in 1st resolution LOD Fixed: ClockHour and clockMinute animation sources now synchronize with the accelerated time Fixed: Breath vapour should now properly handle temperatures lower than its lower range threshold Fixed: Torch displaying "pieces" as quantity Fixed: A dropped Road flare now points forward, not always north Fixed: A dropped Flash light now points forward, not sideways Fixed: Universal Light and Pistol Light now face forward when dropped, not sideways Fixed: Corrected texts and animations for digging hidden stash Fixed: Watering a garden slot had no progress bar Fixed: Possible desync issues when using base building actions Fixed: Torch did not update its quantity while not burning when rags were added to it Fixed: Infected can attack player through tent walls Fixed: Weapon fire mode is not saved upon relogging (T137708) Fixed: Infected can hit player character through walls (T138230) Fixed: Equipment window gets cut off on specific resolutions (T128448) Fixed: Loot in infected corpses spawns after a while (T133245) Fixed: Drinking gasoline does not harm your character (T117406) Fixed: Character doesn't go to the crouch position when lying on the back and moving (T138970) Fixed: Lens flares are visible when unconscious TWEAKED Changed: Limit of dynamic lights in render view has been increased to 16 Changed: Many fixes and tweaks to the Chernarusplus terrain Tweaked: Ladders on deer stands should be easier to get on Removed: airtemperaturecheck() function removed and its functionality moved to a new modifier breathvapourmdfr.c Changed: Config parameter recoilModifier[2] now used to modify cam offset Tweaked: Minor improvements for the fireplaces Tweaked: Minor improvements for the radial menu Tweaked: Improved Road flare particles Tweaked: Torch no longer illuminates the world during daytime any more Tweaked: Muzzle flash illumination range at night increased from 5m to 15m Tweaked: Improved variability of the muzzle flash particle for the VSD and LAR rifles Tweaked: Improved visibility of the blood splatter particle Tweaked: Smoke particles on weapons Tweaked: Decreased lethal radius of the landmines Changed: Melee refactor targeting related changes, locking of aim when the attack is committed (turning while attacking is not possible now) damaging of vehicles/doors Changed: Extended checking of client-server inventory requests (inventory optimization) Changed: Read and check of file signatures moved to different thread so it won't block the main thread Changed: Checking client signatures on the server is done in multiple frames Changed: Possibility to render proxy objects on creatures Changed: Unified unlocking behaviour for house doors (using Lock pick or brute force) Tweaked: Death darkening not playing when already unconscious Tweaked: Inventory improvements to correctly display higher stack of items in the vicinity Tweaked: Inventory icons for bladed weapons, food and drinks Tweaked: Projectiles damage Tweaked: Bleeding sound Tweaked: Distance attenuation for weapons reloads Tweaked: Land Mine activation/explosion sounds Changed: Jumping is disabled when a player is significantly injured Changed: Separated hold breath and walk inputs MODDING Fixed: Cast warning spam caused by a modded playerbase class Changed: Greatly optimized RecipeCache, now built automatically on startup (mods no longer require to rebuild it when adding custom recipes) Added: Workbench script debugging documentation https://community.bistudio.com/wiki/DayZ:Workbench_Script_Debugging Added: Enfusion script syntax documentation https://community.bistudio.com/wiki/DayZ:Enforce_Script_Syntax Changed: Loading unpacked mods using -mod= parameter (both game and workbench) no longer requires deprecated mod.cpp, now reads from CfgMods class in config.cpp Added: '-gproj custom.gproj' parameter to workbench for custom selection of gproj files. Changed: Constants are now moddable through modded class https://community.bistudio.com/wiki/DayZ:Enforce_Script_Syntax#Modded_constants Fixed: FPrint crash when writing extremely large strings to file Changed: Increased max file size limit for script created files to 50MB Added: Separated lifetimes for dead bodies of players, infected and animals (CleanupLifetimeDeadPlayer / CleanupLifetimeDeadInfected / CleanupLifetimeDeadAnimal for globals.xml) Added: Energy Manager - new config parameter convertEnergyToQuantity = true; Added: New script events OnQuantityChanged() & OnAttachmentQuantityChanged(ItemBase item) Added: Human::LinkToLocalSpaceOf & Human::UnlinkFromLocalSpace for character link to different entities Changed: User actions inputs refactor (optimizations for adding inputs for user action and modifying input behavior , input synchronization optimizations) → old actions defines to be removed with Stable update! Changed: User actions initialization refactor (Set actions moved from config to script (support for inheritance), reduced exceptions in system, reduced number of steps for creating new user actions, Action input is part of action now) Tweaked: User actions selection process and conditions check optimizations
  10. I'll copy over the patch notes in a bit.
  11. phil bottle

    Rage 2

    Early impressions. Played about an hour of it and would provisionally rate it as follows: Sound: 8/10 - The music aint all that but the sound effects are very very good and really enhance the combat in particular. Graphics: 9/10 - World looks good, guns look good, everything looks good. On high settings of course this is a PC review after all... Settings: 9/10 - Plenty of options and keys are rebindable Story: 5/10 - It's a bit meh so far but I'll come back and update this as I progress. Characters: 5/10 - Forgettable so far to be honest but it's early days. The main protagonist is pretty one dimensional. We'll see if that's a bad thing. Gameplay: 8/10 - Combat and shooting is very enjoyable but I've not been in a vehicle yet so this score may change once I do. I've heard the humour is a little cringe-worthy so we'll see what happens and - as I say - I'll update my scores further down the line.
  12. phil bottle

    Rage 2

    I picked it up with my 10% off on humble bundle store. Sent from my SM-G955F using Tapatalk
  13. Don't know how Pep got manager of the year. Do they just give it to the winners of the Prem? It's like rewarding a dog for licking its balls. Sent from my SM-G955F using Tapatalk
  14. The shooting is extremely satisfying on PC. On the console it's perfunctory but it's pure pleasure with kb&m. Now I'm on a higher refresh rate and 1440p it runs really smooth too. I've not tried PVP but I'm off work all next week and that's an idea[emoji41] Sent from my SM-G955F using Tapatalk
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