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Magicka(魔法反抗、魔能)版本更新日志 地址 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fstore.steampowered.com%2Fnews%2F%3Fappids%3D42910&urlrefer=5f63ce40b20d977987aec91f712a5eff STEAM没国内的服务器,打开可能慢一点。 我摘几段吧。 2011年3月22日Magicka Update Released Product Update - Valve Changelist(1.3.5.6)-21th March •     Another safety has been added to prevent gamer crash on startup. •     Fixed item stuck in air when detached from death characters. •     Decreased camera shake to one third of its original strength. •     Fixed incorrect trailing glyph in menu leaderboards. •     Fixed campaign chapter transition crash issue. •     Game should no longer appear to be modded unless it is actually modded. Known issues •     Beta testers of Vietnam will not be able to play challenges with regular players, regular players will also crash if beta tester tries to host using Vietnam content and regular players join. •     Network uplink bandwidth, while improved, can be demanding. •     Steam attempts to install XNA framework every time game is launched or rare occasion. •     Characters can in rare cases fall through the level collision mesh, this is due to lag or poor framerate. Many general network improvements and general optimization will reduce this risk. •     The game may appear to be stuttering even though framerate is good. 2011年3月19日Magicka Update Released Product Update - Valve Changelist (1.3.5.5) •     Fixed a threading related crash in the iconrenderer. •     The game will no longer crash when a undefined animation is played for a character. •     Fixed a issue when changing language. •     Fixed a issue with damageable physics entities statuseffects. •     Added modified content checking. •     Fixed a startup issue where a saved gamer is refering to a missing playable avatar. •     Readded VAC option when hosting an online game. •     Added file verification feature that disables achievements, online leaderboards and VAC protected games when using modified content. Modding is still fully possible. Known issues •     Network uplink bandwidth, while improved, can be demanding. •     Steam attempts to install XNA framework every time game is launched or rare occasion. •     Characters can in rare cases fall through the level collision mesh, this is due to lag or poor framerate. Many general network improvements and general optimization will reduce this risk.
FC联机活动之三人搞笑联机试验报告EP 网络问题已解决 Q群:94507302008-01-23 01:14  3人以上网络卡的问题已经完全解决。条件:一般11点以后,因为只有在11点人少了以后,铁通、网通、电信的线路才会通畅,从而进一个质量比较好的服务器时,三人的PING很容易就在100以内。今天我们是47ms/47ms/62ms联机。白天大家可以找线路相同的来联(网通的找网通,电信的找电信)。  今天打的最后一场热血格斗,相当有戏剧性。报条消息,今天偶是大赢家,嘿嘿。  地图雷区,我先挂了。LDX没多少血了。悟空吃了我的遗物,加了不少血。然后让LDX两套滚给打的没多少血了。他沉醉于滚的乐趣之中,无法自拔,就在这紧要关头,很有可能绝地大翻盘的时候,不能自拔的他滚到了一颗雷上,自杀了……  群里马上……2008-01-23 00:34:48 阿蒙哈哈哈哈2008-01-23 00:35:14 ldx1202。。。。。。。。。。 (Pkleemon:伟大的董存瑞无语了)2008-01-23 00:35:15 阿蒙哈哈哈!!!!2008-01-23 00:35:17 悟空哈啊哈度分斤克里十第时分斤十和 (PKLEEMON:打字都抽筋了)2008-01-23 00:35:19 阿蒙逗死我了2008-01-23 00:35:21 悟空笑死我了!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!2008-01-23 00:35:26 ldx1202不来了。。 (pkleemon:铁是郁闷了)2008-01-23 00:35:26 阿蒙太搞笑了2008-01-23 00:35:32 ldx1202睡觉了2008-01-23 00:35:36 阿蒙恩 拜拜2008-01-23 00:35:42 悟空笑的我肚子^^^^
DotA对加黄点的一点心得,附张美图,嘿嘿   前言:这段时间用舍友的笔记本玩DotA把VS号升到了9,路人升级难啊,偶尔还碰上开不败的。比较庆幸的是现在作弊现象没以前那么猖獗了。现在的7级房玩家操作和意识都有所提升,直到有一场不是因为阵容和操作而输的那一局,我深刻的体会到了另外一个问题——很多人使某个英雄的加点路线还有出装路线基本上是固定的,不论他遇到什么样的敌方阵营。不得不说说这个事,希望对路人有些帮助。  先说说加点,说一个例子,我经常看到用电魂的同志都是先加技能2和3。这样加点,是比较靠谱的。可考虑上对面阵容的因素我觉得应该有些变数,尤其是打中路碰上毒龙、宙斯这种BT压制王的时候。如果按照传统加点一般都是3级以后感觉被压的难受,只有靠不断吃树来顶着打钱,太过劲的话还没准把自己小命也搭上,弄的人为财死,鸟为食亡。分析原因,还是英雄特征的问题(废话),所以如果在加点上能有些变数,很可能会使你受益的。还是这个例子,电魂要想和宙斯在初期平起平坐,问题就出来了,魔少。3级矮子如果开始对你充电了,往往你充不过他。你的消耗品一般是比他要快一些。如果你把加点方式改为+CC+C的这种方式,你会好过一些,如果操作比对面强一点点没准拼命时还能剩丝血把他杀了。再比如边路,如果有两个想抢FB的家伙打你主意,这种加点会让你在塔的帮助下和人站着拼命都能把人拼死的优势,当然没把握最好通过树林的来解围反杀。对电魂压人也是相当有帮助的,A的更疼,频率更快,C的机会约多。再比如出HY的骷髅,前期加点T+T+T会更有压迫性。更多的例子不再举,祝愿大家不论输赢,玩的开心。Enjoy our DotA. GL!  附上一个美图。
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