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https://w.atwiki.jp/battlefield1942/pages/110.html
Machine translation ver Original Information Page URL (Japanese Language) http //www4.atwiki.jp/battlefield1942/pages/55.html Forgotten Hope Secret Weapon ?plugin=ref page=FHSW file=FHSWlogo.jpg Official Title Forgotten Hope Secret Weapon FHSW Mod development team leader FHSWman Version of FHSW 0.5 FHSW Official blog "Secret Ordnance Factory" (Japanese Language) http //wbmuse.blog89.fc2.com/ FHSW Arms explanation website (Japanese Language) http //fhseheiki.web.fc2.com/ Contents list Machine translation ver Forgotten Hope Secret WeaponContents list MOD introduction Installation method DownloadFHSW 0.5 Client File FHSW 0.4 English Language and German Language Patch (Non Official) Old FHSW versionFHSW v0.3beta2 Client File Comment MOD introduction This MOD is never used for the actual combat and is miniMOD of FH that can use experimental arms that do not become arms and mass production that has faced the end of the war and other classified weapons. Main body of FH0.7 and fan map packing 6 are necessary for the FHSW play. Addition..map..appear..map..aircraft..test..for..custom..map. And, six MAP that exists in packing 6 of fan map of FH. "TEST FIELD" is a map for the bug check and the aircraft performance examination, and no multi directions. As for the map to which the cope is supported with FH, the cope is basically possible also by FHSW. Because a lot of bugs were confirmed with Ver0.1, a part of the function has been deleted by some arms. Concretely, it is a mobile installation function of Flak30, and a bullet change function of 42 expression charge howitzer shell. Other deleted parts exist, and details are being written in the file of 0.1A patch attachment. Installation method Download FHSW 0.5 Client File Mirror PrinceUmeboshi.jpn Website (http //princeumeboshi.servegame.com) (go to "Download" page) Mirror AKISABA http //akisaba.dyndns.org/up/bf1942/FHSW050Client1of3.rar http //akisaba.dyndns.org/up/bf1942/FHSW050Client2of3.rar http //akisaba.dyndns.org/up/bf1942/FHSW050Client3of3.rar FHSW 0.4 English Language and German Language Patch (Non Official) FHSWv0.4_EnglishAndGermanLanguagePatch_v1.1.zip (86.8 KB) FHSW Mini Info http //greatjapanempireld.hp.infoseek.co.jp/bf1942fhsw/download_file/FHSWv0.4_EnglishAndGermanLanguagePatch_v1.1.zip(DeadLink) Old FHSW version FHSW v0.3beta2 Client File FHSW030beta2ClientFull.zip (1.87 GB) FileFront http //files.filefront.com/FHSW+03b2+03b2/;13645383;/fileinfo.html Comment 名前 コメント
https://w.atwiki.jp/rydahmsreborn/pages/31.html
編集お願いします!! http //www.rydahforum.org/forum/showthread.php?5069-Full-Rydah-Commands-List .. Donor Commands .. @buff - Buffs you based on a list of the most common/important buffs. @donor - Takes you to the donor boat @dp - View your Donor Points and Donor Statuses. @recharge - recharges your arrows, stars, and bullets immediately. @giveds IGN - Gives 1 Donor Status to a non-donor designated character. (Donors also gain access to private training maps via Spinel, change gender for free, and have access to extra hair/eyes with a donor stylist NPC.) .. Regular Commands .. @apreset - APをリセットする @buy/sell - 1個のテトリスを 20億 mesos で 買う/売る @checkme/stat - @clearinv all/equip/etc/setup/cash/use - イベントリを削除する(?) @dispose - NPCに話ができない時 @exp - expを0にする. @event/@join - イベントが開催されているときに入力すると 1chのみ @gacha Number - ガチャチケをその数だけドロップする. @gender - @help - Shows a somewhat concise version of this thread in-game. @maplecoin/@coin - toggles the maple coin on and off (only applicable to players who have a maple coin). @on9/connected - Shows number of players online. @party - Fixes glitched party. @rank - Displays the top ten ranked players by Rebirths @rb - View the options for rebirthing. You can Reborn as a Warrior, Mage, Thief, Bowman, Aran, Noblesse, or Cygnus Knight. (rbc,rba,rbw,rbm,rbt,rbb,rbp,rbdw,rbwa,rbnw,rbtb,r bs,rbgm) @removedash - Removes the dash skill so you don t get the animation everytime you stutter step. @removeitem ID - If you know an item s ID, this command will allow you to remove all of the specified items from your inventory. @reset - Resets the map if you re alone. Does not work in certain maps. @save - Saves your current progress (use this @s/smega message - Lets you use a super megaphone as long as you have at least one in your inventory. @str/@dex/@int/@luk amount - Adds stats more quickly. @ts/togglesmega - Turns off your smegas and stops displaying others smegas to you. @unbuff - Unbuffs you (will not work properly if you have a glitchy skill @where - Provides Map ID of your location. .. Random Fun Commands .. @hug @kiss @rape @hold @touch @kick @smegarules/rules @emo - 死ぬ @mug - Assesses your w. att, Rebirths, etc. and either kills victim or kills you. Can steal money with it, with a low possibility to steal tetris i instead. @hitlist IGN tets - Puts out a bounty on a designated player, and the first successful mugger gets the bounty reward (which you pay immediately when hitlisting). .. Rankings .. @wanted - Lists top 20 bounties in Rydah @tetrank - Lists top 10 richest players @rank - 転生回数 トップ 10 を表示 .. Important NPCs .. @fmnpc/fred/all - All-In-One Shop. @bartos - Opens the Glitched Pet Replac @job - @malady - 職を変える @maxskills - スキルMAXNPC @news - ニューススタンドNPC @rydah - Opens the RydahReborn special NPC Directory. Contains a lot of the following useful NPCs. @shop - メガホン、エリクサー、召喚石などが買える @spinel - 移動NPC @spindle - Opens the Hair and Face stylist. @storage - Storage NPC. @zhang - Opens Zhang Liang, the Smega and GM Scroll Seller. .. Warping Commands .. @testdps - Warps you to the map where you may use this command and test your damage per second. @connected - Shows how many players are online. @msi - Warps you to the designated map where you can create powerful items. @join/event - Sends you to the event that s in progress if there is an event in progress. @towns - Shows you the possible maps to be warped to. @ map name - Warps you to a map from above menu (towns). .. Removed but not permanently.. @trade player - Warps you and a player to the designated trade map, where you will have 1 minute to drop trade (things like tetris, WS, etc can be traded here). If you waste time you will be warped out so make sure you finish your trade here. Other players cannot enter while you are with another person here.
https://w.atwiki.jp/hellishlondon/pages/55.html
Multiplayer Patch 1.2 - March 17th, 2008 North America and Europe Only In-game update. Requires Stonehenge Chronicles. Patch 1.2 Notes March 17th, 2008 Hello everyone! This patch has some major skill changes, a few vital balance tweaks, some pesky bug fixes, and a highly-requested new feature. First and foremost is the introduction of our in-game mail system. This is something that we know is of vital interest to our community, and is the foundation for our consignment / auction house system. Players can not only send and receive messages with anyone in the game, but they can also attach Palladium and items to their mail. This makes getting items from one character to another – even your own – much simpler and more convenient. And while you need to be in a Station to attach or receive items and Palladium, you can read your messages anywhere, anytime. We’re also rolling out the second of our major character class balance passes. In this patch, we’ve done a comprehensive balance pass on the Marksman. We focused on addressing a number of issues that have made the class vastly over-powered in comparison to the rest of the classes and the desired difficulty of the game. There are also numerous areas where we have increased the effectiveness of, or altered skills to give Marksman players a wider variety of builds and tactics. Chief amongst these changes is addressing the notorious skill/weapon combinations involving Ricochet, Reflecting Shot, Multishot, Rapid Fire, Heightened Senses, Beacon, Dead Eye, and Hollow Points, while using a high rate of fire weapon, such as an Arclight Rifle. While we realize that making choices on skill, item, and mod combinations which complement each other is a fundamental design element most emphasized with the Marksman in particular, there should never be one combination of skills which completely outshines the rest. We didn’t want to entirely remove the most overpowered Marksman skill combinations altogether, however, and we also didn’t want to leave other Marksman skill issues unaddressed. This would have been largely unfair to the Marksman players. As a result, you’ll see a large number of changes to the skills - such as synergies to the Ballistics, Grenade, and Precision Strike skill groups - that should promote an increased variety of specialized builds and create a more diversified play experience overall. We’ve been doing a lot of balance and tweaking over the past few weeks in Test Center with these changes, and we’re excited to roll them out to all of our players. Big thanks to everyone for all the great feedback! We’re also introducing our first “pets with abilities” in this patch. These pets can be found out in the Wild and offer more for brave adventurers than mere companionship. Keep an eye out for those Mysterious Eggs! Finally, there are a MASSIVE amount of other fixes and additions in this patch, including adjusting the difficulty of the Nightmare end-game, making the big Moloch battle more interesting and challenging, adding a slew of new Unique items and challenges in the Wild, and much, MUCH more. Thanks again to everyone for their great feedback and continued support of making Hellgate London bigger and better. See you online! The Hellgate London Team ----- In-Game Mail Characters can now send and receive mail from any other character, including characters within the same account. Mail consists of text messages, and one item of any size and any amount of Palladium can be attached for delivery. Here are some of the features of the mail system. Mail can be read anywhere in the game via the Mail panel. This can be accessed using the Z key or using the Mail icon located underneath the chat panel. Items and Palladium can only be attached or removed from mail while the character is in a Station. Mail can be sent to any player whose name is known, regardless of whether they are online or not. You can only send mail to one character at a time or to your entire guild. Mail is only stored for a certain amount of time. The mail panel shows how long each message has left before it is automatically deleted. Different types of mail (such as those with attachments or unread mail) may stay in your inbox for longer or shorter periods of time. While you can send mail to character in a different mode (Hardcore, Elite, and Hardcore Elite) you cannot attach items or Palladium in a cross-mode email. This follows the same rules as trading items. You can’t mail quest items or non-tradable items (such as Dye Kits or a Skill Retrainer). General Adjusted difficulty of the Nightmare endgame. Decreased the ramp of the damage penalty that players face against monsters higher than their level. Fields from different sources can now stack. Please note that the graphics♦ from new fields still override those of previous fields. Players must now wait 5 seconds before they can re-enter a Hellrift. Fixed a bug which caused weapons to disappear when swapping weapon sets in the middle of performing certain skills. Fixed a bug which caused the /played command to display the incorrect amount of time played. If a player dies during (or just before) a cut-scene begins playing or the game begins loading, the re-spawn options menu will come up after the cut-scene or loading screen is completed. Vendor inventories in Nightmare difficulty should now be stocked with Nightmare-level items. The Shock effect now deals damage immediately when it’s applied. Several character and monster animations have been improved. Fixed known Blueprint exploits. Fixed a bug which sometimes caused files to require unnecessary patching. Fixed a bug which caused the mini-game to become stuck if the player zoned to town or quit the game immediately after completing a round of the mini-game. Stonehenge Moloch The Necro Fall zone has an increased monster spawn density of approximately 25% and the monsters are now 2 levels higher than before. Moloch has been further increased in difficulty, as well as being more resistant to Ignite and Ignite Damage. Be sure you’re well prepared before attempting to defeat him in Hardcore Elite Mode! Moloch now has the ability to regenerate 20% of his total health when he kills a character. Moloch now has a chance to drop the following additional, extra-rare loot for every player who defeats him 1% chance to drop an Attribute Retrainer. This item allows a character to “zero out” all points put into attributes (Accuracy, Strength, Stamina, and Willpower) and freely reassign them. These items are tradable between all players. 5% chance to drop one of a new class of dye kits that have intrinsic properties. These properties scale with the level of the item, so one gained from Moloch at level 50 will be better than one gained from Moloch at level 30. These dye kits are tradable between subscribers. In order of least rare to most rare Earth Core Dye Kit Health regeneration Dark Vengeance Dye Kit + to luck Indigo Fire Dye Kit Electricity “thorns damage” effect Copper Sky Dye Kit + to all Elemental special effect defense Ivory Haze Dye Kit + to Shields Vanquish Dye Kit +1 level of Sprint skill (this does not scale) Cold Steel Dye Kit + to Armor Black Knight Dye Kit + to all attributes The Wild The Wild zone has a 20% higher monster spawn. The Foreboding Wild zone has a 30% higher monster spawn. The Deepest Wild zone has a 40% higher monster spawn. Even more champion monsters can be found in all the Wild zones Champion monsters in all Wild zones have a 1-in-250 chance to drop one of six new, Unique weapons. These weapons scale with the level of the champion dropping the weapon. These weapons are tradable between subscribers.Convulsor – a Sniper Rifle The Exterminator – a Heavy Rifle Novastorm – a Nova Gun The Unyielding Moon – a Sword Slipnaught – a Focus Item Alucard’s Continuum – a Dart Pistol A new boss monster, The Desiccator, has a 25% chance of appearing in The Deepest Wild zone. He should be extremely hard to kill, particularly solo or in small parties. As his health constantly regenerates, there is no guarantee a party will ever be able to kill him. When defeated, The Desiccator has a 20% chance to drop a “Mysterious Egg.” When placed in the Transmogrifying Cube, a Mysterious Egg will hatch into one of three new “pets with abilities”. These new pets and the Mysterious Egg are not tradable. These pets are Nautilus – occasionally heals all friends in range Revenant – occasionally fires a spectral missile at enemies Heap Raptor – breaks all those pesky crates for you General Stonehenge Updates Essences or Caste General Heads gathered in Normal and Nightmare difficulties may now be used in either difficulty setting. Players may no longer exploit the essence pedestals via trading. Monsters Winged Imps now lose their invulnerability earlier. Fixed some cases where monsters would get stuck in the ground. Wurm no longer spawns maggots when it dies. Maggots summoned by Wurm will now automatically die upon Wurm’s death. Fixed a bug which allowed the Wurm encounter to be exploited. The Lightning now looks like a giant robot as intended. Quests Fixed a bug which sometimes caused collection side-quest counters to count down under certain conditions. Players can now drop the train part quest items for the “…All the Live Long Day” quest. Also players may no longer pick up these items if they do not have the quest active or if they already have the item. Any leftover blueprint items from the “Threshold” quest will now be removed. Players who have more than one of an un-droppable quest items now have the option to destroy all but one of these items. User Interface / Controls Some UI panels have been improved. Fixed two bugs which caused the automap fog of war to be reset either when using a PRD or in levels with hellrifts. Added class and character level to the party member windows. Improved the /whisper and /reply interface. Shift-activation should now work for skills granted by items. The [Shift], [Ctrl], and [Alt] keys are now re-mappable, and may be set as key-modifiers. The [ACCEPT] button on the trade panel now greys out for 3 seconds after the trade terms are changed by either player. Fixed a bug which would omit some guild members in the guild member list for very large guilds. Graphics Fixed an issue where backgrounds would flicker or disappear.Graphics (DX10 Only) Various distortion effects have been fixed. Fixed a Hellrift portal graphical issue in which the image would slide inappropriately. Translucent models now render properly against the background. Particles and translucent models are no longer out of focus with the depth-of-field effect. Depth-of-field blur amount has been reduced and is now more subtle. Fixed a resource/memory leak that showed as either Page File or Commit Size growth. Skills PLEASE READ the changes to skills carefully as many have changed. Some skills now have new names to represent their different effects or make more sense within the context of the character class. Hunter Fixed a bug that sometimes caused grenades to not fire properly when the skill is being repeated. Phase Grenade Fixed a bug which caused the Phase Grenade to not receive the proper Attack Rating from the user. This caused the Phase Grenade to do less damage than intended against armored targets (but did not affect damage done to Shields). Tactical Stance Now also gives a base Firing Accuracy bonus of 50. Changed the Critical Chance bonus effect (3% at rank 1 and 1% per additional rank) to a damage bonus of 15% at rank 1 and 5% per additional rank. Escape Escape now provides 1 second of invulnerability when it is activated. Escape should now prevent enemy players in PVP from seeing the user. The cool-down for this skill now starts when the skill is used, not when it is cleared. The cool-down for this skill has been increased to 30 seconds. The duration for this skill has been decreased from 6 seconds to 3 seconds at rank 1, increasing by 1 second per additional rank. The rank cap on this skill has been increased from 5 to 7. Escape now clears all other speed boost effects while it is active, including Adrenaline Pills and Sprint. Using any skill or item that boosts speed will clear Escape, including Sprint. Precision Strikes Precision Strikes now have direct synergies with all other Precision Strikes. Precision Strikes no longer have skill prerequisites Decreased the shared cool-down of all Precision Strikes from 20 seconds to 12 seconds. Napalm Strike Increased base Damage by roughly 300%. Ranks in Napalm Strike now increase the Duration of all Precision Strikes by 50%. Decreased base radius by 50%. Smackdown Ranks in Smackdown now increase the Elemental Attack Strengths of all Precision Strikes by 25%. Increased base damage by roughly 300%. Decreased base radius by 50%. Shock and Awe Decreased base Damage by roughly 25%. Ranks in Shock and Awe now increase the Radius of all Precision Strikes by 15%. Decreased base radius by 75%. Marksman Rebounder Rounds (formerly Ricochet) “The Marksman uses modified ammunition that has a chance to ricochet off enemies and walls.” This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works. There is no power cost for using this skill. This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels. This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Rebounder Rounds has a chance (albeit smaller) to proc when either Ravager Rounds or Concussion Rounds are used.EXAMPLE The first rank of Rebounder Rounds gives a 10% chance for shots to ricochet while using Rebounder Rounds. Due to skill synergy, Ravager Rounds and Concussion Rounds have a 7% chance for this effect to occur while using either of those skills. Ravager Rounds (formerly Reflected Shot) “The Marksman uses modified ammunition that has a chance to blow through and subsequently retarget additional enemies.” This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works. There is no power cost for using this skill. This skill has a chance to proc its effect (based on the skill and increasing based on the rank of the skill) for each individual firing of the skill. Since its effect is no longer dependent upon landing a critical hit, the effect of this skills will be seen much more commonly at all skill ranks and character levels. This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Ravager Rounds has a chance (albeit smaller) to proc when either Rebounder Rounds or Concussion Rounds are used.EXAMPLE The first rank of Ravager Rounds gives a 3% chance for shots to blow through and re-target a new enemy while using Ravager Rounds. Due to skill synergy, Rebounder Rounds and Concussion Rounds have a 2% chance for this effect to occur while using either of those skills. Concussion Rounds (replaces Homing Shot) “The Marksman uses modified ammunition designed for maximum impact.” This skill is now an Active skill. You must use this skill in order to gain the effect and functions similarly to how “fire both weapons” works. There is no power cost for using this skill. This skill increases the Interrupt Strength (indirect chance to proc) of the Marksman’s weapons (based on the skill and increasing based on the rank of the skill) while the skill is used. This skill has indirect synergies with the other skills in the “Ballistics” line. Each rank in Concussion Rounds increases Interrupt Strength (albeit by lesser amount) when either Ravager Rounds or Rebounder Rounds are used.EXAMPLE The first rank of Concussion Rounds gives a 12% increased Interrupt Strength for shots fired while using Concussion Rounds. Due to skill synergy, Ravager Rounds and Rebounder Rounds have a 8% increased Interrupt Strength when using either of those skills. Weapon Master (formerly Hollow Points) Increased the Critical Damage bonus of this skill from 20% at rank 1 and 10% per additional rank, to a flat 30% bonus per rank. Beacon Decreased the power cost by 33%. Increased the per-rank bonus to 7% from 5%. Decreased the base effect to 21% from 45%. Duration is now fixed at 6 seconds. Beacon may now be used on targets who already have the Beacon effect to refresh the timer. The Multi Beacon and Beacon effects no longer stack. Elemental Beacon Now also decreases the target’s Elemental Attack Strengths. Gives increasing Elemental Attack and Defense penalties per rank that scales with the character’s level. Multi Beacon Fixed a bug which caused increasing ranks in Multi Beacon to not provide any bonuses. Increased the cooldown to 12 seconds from 2 seconds. Duration is now fixed at 6 seconds. The Multi Beacon and Beacon effects no longer stack. Sniper Is now available at level 5. No longer forces the Marksman to crouch and stop moving when used. The character now moves at 50% speed while the skill is active (in addition to the Armor and Weapon Energy Consumption penalties). Weapon Accuracy, Range, and Missile Velocity bonuses are now fixed at 60%, 60%, and 25%, respectively. Damage bonus has been decreased from 200% to 150%. Rank progression now decreases its rate of use and rate of fire penalties by 3% per rank, beginning at a 50% penalty at rank 1 and ending at a 23% penalty at rank 10. Master Sniper Now provides a 1% Critical Chance bonus per rank, in addition to its previous 20% Critical Damage bonus. Rapid Fire Now clears Multishot when used. Multishot This skill has been moved under Weapon Master in the skill tree. It required two points in Weapon Master to unlock, thus requiring fewer total points to unlock than before. Overshield Increased the Shields bonus per additional rank from 33% to 100%. Overshield now grants Shields in a fixed ratio the Marksman s current Shields Percentage will not change when the skill is activated or deactivated. Escape Artist The Movement Speed bonus has been increased to 25% per rank. The rank cap on this skill has been increased from 5 to 7. Grenades Grenades now have direct synergies with all other Grenades. Increased the damage of all Grenade skills by roughly 70% in addition to individual Grenade skill damage changes. Increased the cool-down of all Grenade skills from 5 to 6 seconds. Explosive Grenade Explosive Grenades now explode on impact with monsters (but not objects) and have a 2 second fuse. Decreased base Damage by 23%. Decreased base Ignite Attack Strength by 33%. Ranks in Explosive Grenade now increase the Damage of all grenades by 12%. Phase Grenade Increased base Damage by 6%. Ranks in Phase Grenade now increase the Elemental Attack Strengths of all grenades by 30%. Toxic Grenade Toxic Grenades now bounce off of objects (ignoring monsters) before exploding after 1.5 seconds. Toxic Grenades now create a field that lasts for 4 seconds, dealing field damage. Decreased base Poison Attack Strength by 50%. Ranks in Toxic Grenade now increase the splash or field radius of all grenades by 10%. Flashcrasher Grenade Increased base Damage by 12%. Decreased base Stun Attack Strength by 50%. Ranks in Flashcracker Grenade now grant and increase the Shield Penetration of all grenades by 10%. Engineer Engineer Drones now properly receive Armor bonuses from Armor affixes. Fixed bugs that caused Engineer Drones to receive more than twice as much Armor than intended. Fixed a bug that prevented the effects of Medpak Retrofit and Shield Generator Retrofit to properly scale up with additional levels. Engineers should no longer erroneously receive bonuses from items which grant the Overshield skill. Summoned pets should no longer fail to spawn when summoned. Beacon Decreased the base effect to 15% from 25%. Templar Guardian Aura of Thorns Aura of Thorns should now properly increase Thorns damage from items. Aura of Thorns has been rebalanced to fit the standard Aura progression model. Blademaster Crosscutter Crosscutter now requires a target in order to use the skill. Whirlwind Fixed a bug which caused Whirlwind to immediately cancel itself. Call Of The Chosen The range of Call Of The Chosen has been increased. Cabalist Brom’s Curse Fixed description for Brom’s Curse to match the actual health gained. Summoner Hand of Nostrum Hand of Nostrum should now properly increase the number of healing beams used by the Witch Doctor. Evoker Hellfire Hellfire can now be aimed as long as the skill trigger is held down, and fires once the trigger is released. Lightning Field The skill description has been corrected to match the actual increase in radius per rank. Items New Mutentacles have been improved, with higher base Damage and Elemental Attack Strengths bonus. Id Pulsar weapons should now ignore friendly targets. Patch Notes Disclaimer While we make every effort to include all upcoming changes in our patch notes, please be aware that occasionally some changes are unintentionally omitted.
https://w.atwiki.jp/alienswarmsource/pages/28.html
Swarm Campaign Add-on Tutorial http //developer.valvesoftware.com/wiki/Swarm_Campaign_Add-on_Tutorial Swarm Campaign Add-on Tutorial キャンペーン チュートリアル There are five basic steps to creating your own custom campaign Add-ons for Alien Swarm Alien Swarmにカスタムキャンペーンを入れるには、5つのステップがあります。 1.Make an Add-on folder and content sub-folders. Add-onフォルダとsubフォルダを作っときます。 2.Create game assets and place them in the proper sub-folder. ふさわしいフォルダにゲームアセットを作って入れます。 3.Create metadata files and place them in the proper sub-folder. sabフォルダにメタデータを作って入れます。 4.Pack the contents of the Add-on folder into a .VPK file. vpkファイルの入っているAdd-onフォルダを用意します。 5.Create a homepage for the add-on where it can be downloaded by players. Install the Authoring Tools In order to author content for Alien Swarm, you will need to install the Alien Swarm Authoring Tools (SDK). This provides you with the applications and utilities you will need to create game content. Mainly, you will be using the Hammer application to create levels, and the other utilities to create custom textures and models. A description of how to create these assets is beyond the scope of this tutorial, but you can find useful information in the Alien Swarm Mapping Basics. Because the focus of this article is how to assemble the assets into a campaign Add-on, we will assume that you have already learned how to successfully create these assets from this point forward. The Authoring Tools provides an example Add-on campaign that has source examples. Create an Add-on folder To begin, navigate to the addons folder of your Alien Swarm game install location. For most users, this will be similar to C \Program Files\Steam\steamapps\common\alien swarm\swarm\addons Note If you have a folder with a hyphen, i.e. "add-ons", make sure it s empty and go ahead and delete it. The correct folder has no hyphen "addons". To create your own addon campaign, create a new folder inside the addons directory, and give it an appropriate name. This new folder will be the name of the .VPK file you ll ultimately create and distribute, so it s good practice to avoid spaces and use all lowercase letters. You may also include the game in the title, to differentiate it from add-ons for other titles, and optionally a version number. We ll use "infested" as the name of our addon. ...\swarm\addons\infested Conceptually, this add-on folder will serve as the base “game” folder for your assets, and will mirror the layout in the shipped .VPK files as we shall see below. Create primary game assets The assets you create will essentially append those shipped with the game. For a campaign, the primary assets are the .BSP files that are your individual missions. Make a folder called maps inside your add-on project folder. This is where the .BSP files will go which will make up your individual missions ...\swarm\addons\infested\maps To define your campaign, you ll need a campaign file that defines the missions that are in it, which order they are played and where they exist on the campaign map. Create a new folder called resource and inside that create another folder called campaigns . In here will be your campaign file which (for the sake of this tutorial) you should just name infested_campaign.txt . Use ...\swarm\addons\ExampleAddon\resource\campaigns\ExampleCampaign.txt as an example. ...\swarm\addons\infested\resource\campaigns In your campaign file you should update the name of your campaign to something unique. The file explains what each entry does so go ahead and customize how you see fit. You may also optionally create custom .VTF texture images, custom .VMT material description files, and custom .MDL models which your maps can utilize. In order to keep the size of your add-on small, it s advisable to use as many textures and models from the game as possible. Additional .VMT and .VTF materials (see Creating a Material) should go under this folder ...\swarm\addons\infested\materials .MDL and related model files (see exporting and compiling a model) should go under here ...\swarm\addons\infested\models And materials for your models should go under here ...\swarm\addons\infested\materials\models It should be noted that Alien Swarm treats the /infested folder much the same way as the /swarm folder, so any folders you use inside the /materials and /models that you employ must also be present in your addon s folder. Create secondary game assets Secondary assets such as a campign map, mission maps, mission and objective thumbnail images not required, but they can give your campaign an extra level of polish. If you haven t already, go ahead and make a materials folder and a vgui folder inside of it. The campaign overview map is defined in the campaign file (we called it infested_campaign.txt ). The individual mission thumbnails and the mission overview maps are defined in the mission overview files ( ...\swarm\resource\overviews\ ) ...\swarm\addons\infested\materials\vgui Campaign Map Inside the vgui folder you ll want to place your custom campaign map .VTF file, along with the .VMTs that reference it. You can call it whatever you want, but it s a good idea to include the name of your addon in the name of the file. Once you ve created your custom campaign map image, you ll want to edit the campaign file (we called it infested_campaign.txt ) to point to it. .VMT files which are used for interface elements such as campaign maps, thumbnails, etc., (I.e. Those typically found in the materials/vgui folder,) often need to specify an UnlitGeneric material. See L4D s Deadline vgui .VMT File for an example. Mission Thumbnail In addition to the campaign map image, you ll also want to make thumbnail images for each map in your campaign. These serve to provide a visual reinforcement indication for users while they re selecting map "chapters" in the UI. To do so, create a new folder named MissionPics under the vgui folder ...\swarm\addons\infested\materials\vgui\MissionPics In this folder, you ll want to create a .VTF/.VMT pair for each map you wish to create. They should each be 256 by 256 pixels and be representative of the mission in some way. Once you ve created your custom mission image, you ll want to edit the mission s overview file (which we placed in ...\swarm\resource\overviews\ ). Objective Images Just like the mission thumbnails, we can create custom images for you mission s objectives. Once created, your objective image can be defined in the Hammer objective entity (see Swarm_Objectives) inside your .VMF (see examples located in the example .VMF files here ...\alien swarm\sdk_content\mapsrc\tutorial\ Mission Overview Map You can optionally create an overview map for each mission that you ve created, but you must create objective files for all of your missions. Under the resource in your addon path, create a folder called overviews . In here you should place an overview file for every mission (.BSP) that you have made. These files need to be named the same as the .BSP file. (see the files in ...\swarm\addons\ExampleAddon\resource\overviews\ as an example) ...\swarm\addons\infested\resource\overviews For more detailed information on creating overview maps, see this page Swarm_Overview_Map. Create metadata files There are a few more files that you will make in order to allow your add-on content to function in game. addoninfo.txt The first is the addoninfo.txt file. This allows your content to be recognized by the game. It should go inside your add-on root folder, which was the first one we created way back at the top ...\swarm\addons\infested\addoninfo.txt This file is used by the game in the Extras- Add-ons screen. It describes your add-on in general and what it provides. The example (...\swarm\addons\ExampleAddon\addoninfo.txt) includes comments and instructions for using it as a template for your own add-on. addonimage.jpg Another file you can create in the root folder is an image named addonimage.jpg. This serves as an icon to help differentiate your add-on and is displayed when an add-on is selected in the UI along with add-on details listed in the addoninfo.txt. Some JPG files may not work, depending on which application they are saved from. If you re having trouble getting you JPG to work, try exporting it from VTFEdit. Test it out At this point, your add-on should be fully functional. You should be able to launch the game, go to Extras- Add-ons, and enable your add-on. If you type path into the console, you should see the root directory of your add-on near the bottom. This means that the game will search your add-on folder for files that it cannot find in the standard game .VPK files. You can continue tweaking your content in folder form until you re ready for that magical moment Release into the wild. Packaging and shipping The final remaining step is to package your add-on into a .VPK for distribution. The .VPK serves as a convenient, one file method for others to install your add-on folder. They need simply put the .VPK in their own add-on folder. Or, assuming they, like most non-authoring players, haven t associated the .VPK extension with something else, they can double click on it and it will install itself in the correct place. Every .VPK file contains a unique ID that allows the game to ensure everyone is running the same content. If you ve put in meta-data properly, the game will also prompt users to download a newer version if it is required to play. Navigate to this folder C \Program Files\Steam\steamapps\common\alien swarm\bin\ Locate the vpk.exe packaging utility and make a shortcut to it on your desktop. Drag your add-on root folder and drop it onto the shortcut. The utility should make a new .VPK next to your original folder. By default it will not include source files such as .VMF, .TGA, .SMD, .QC etc., and it will always strip out executable binaries. Remove the folder version of the add-on (or move it to a safe location) so that the .VPK is alone and test it out. The .VPK should function exactly as the add-on folder does. If it works, you re ready to upload it to a location you specified in the metadata files and from which it is available. Ideally, you ll want an add-on "homepage" that includes ratings, screenshots, and player comments. A simple L4D example can be found here. Compression Since full Alien Swarm campaigns can be very large it is advisable to compress them before uploading to file sharing sites for distribution. The open source Windows utility 7-zip supports compressing files in the 7z format/LZMA algorithm, which provide a very high compression ratio. The bulk of a campaigns size comes from the .bsp map files, which are highly compressible, so a vpk can be reduced to 25% or less of its original size. For example an unofficial version of Death Aboard was packaged up by a fan; the vpk was 267MB uncompressed, 92MB zipped, and 55MB with 7z. Final testing At this point, you should test out the download prompt. Start a lobby with a local server, and invite a friend to join. When they accept, they should be prompted to download the necessary add-on, after which a browser window will opened to your add-on homepage. They should be able to download and install the add-on without having to restart the game, and then join your lobby. See also VPK VPK File Format
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Home » Admin and Setup » Installing the database Installing the Database This document attempts to provide information for both experienced and novice users alike. If the command line is your preference, we have command line examples for you to follow. There are also simple GUI approaches, as described in the pgAdmin section. And if all you want is a quick install for demo purposes, then check out our automated installers information. For additional information, you might also read Perry Clark s blog post "Installing PostBooks... the long way." Quick Overview This quick overview assumes you are not using one of the automated installers. Download and extract the xTuple ERP client application to a local directory Download and install PostgreSQL Initialize PostgreSQL for xTuple (This simply means adding the super user admin and the group xtrole .) Create a database using UTF-8 encoding Download and restore an xTuple database on your new database Automated Installers Automated installers are currently available for PostBooks on Windows and Mac. You can download the installers from the PostBooks project pages on SourceForge. The installers are perfect for users interested in demo-ing the product. When you run the installer, everything is handled for you Installs (and starts) PostrgreSQL Loads a demo PostBooks database Installs the PostBooks client Enterprise users should not rely on the installer for their production systems. Instead, install production databases manually as described in this document. The reason for this is that the installers make certain assumptions which may not be recommended for production environments. PostgreSQL Considerations Before you can start using xTuple ERP, you must first have PostgreSQL 8.1.x or later installed and properly configured. Also make sure to check the SupportedPostgresVersions page for the latest details on which PostgreSQL version will work best with your xTuple ERP version. For information related to easy database administration using the open source tool pgAdmin, please see the pgAdmin section below. And for additional information related to installing PostgreSQL, please visit www.postgresql.org where you will find in-depth documentation and other resources related to PostgreSQL. xTuple ERP uses encryption for credit card processing--and because of this, the PostgreSQL "pgcrypto" module is required to support encryption in xTuple ERP. You should be sure to include the pgcrypto module when installing PostgreSQL. If you do not, you will encounter errors. Detailed Instructions The following paragraphs detail the steps (long version) required to both initialize your PostgreSQL instance to support the xTuple Database and load the database schema. To skip these details, see the (short version) Command Line Examples section below. Or skip to the pgAdmin section below to learn about initializing and loading your database using pgAdmin, a free GUI database administration tool. Once you have the PostgreSQL server running, the next step is to establish the user admin and the group xtrole on your PostgreSQL instance. This is done by executing the init.sql script, which is available in the downloads area. The complete text of the init.sql file is as follows -- ** PLEASE NOTE, THE GROUP ROLE IS NOW xtrole , not openmfg -- This script creates the group xtrole and the user admin -- -- -- Create the xtrole group CREATE GROUP xtrole; -- -- Create the admin user with createdb and createuser -- permissions. Place the user in the xtrole group and -- set the password to the default of admin. -- CREATE USER admin WITH PASSWORD admin CREATEDB CREATEUSER IN GROUP xtrole; -- End of init.sql If you are initializing the database server instance from the command line, the init.sql script must be loaded by the postgres superuser. This is not required if you are using pgAdmin to initialize the database server. Please also note that since the default password the admin user is "admin," you ll want to change it immediately. You may create a different admin user with a different name if you choose to. However, do this with caution as all documentation examples refer to the default admin user. When you have finished executing the init.sql script, you should next create a new PostgreSQL database to contain the xTuple Database schema. Use UTF-8 encoding when creating the database. You can name the database anything you want. Shorter names that are easy to remember are preferred. Once the database has been created, you are ready to load the xTuple schema into it. There are several starter schema to choose from, including the following empty.backup - This is an empty database with no data, but all the tables and structures created. quickstart.backup - This database contains a basic Chart of Accounts and also the Account Assignments required to run the full range of transactions. demo.backup - This database (if available) contains a suite of sample data built on top of the quickstart database Like the init.sql script, the database schema can be loaded on the command line. Alternately, you may use GUI tools like pgAdmin III to execute the script and load the schema. For information on loading the databases using pgAdmin, please see the pgAdmin section below. The .backup format of the xTuple Database schemas is a compressed format used by the pg_restore binary. This format may be loaded seamlessly using pgAdmin. To load a .backup file using pgAdmin, connect to the database you created. Right-click on the database object and select the option Restore . On the resulting screen, use the ellipses to navigate to the location of the .backup file on your local machine. With the .backup file selected, simply click OK. To learn more about the psql utility or the pgAdmin application, please consult the PostgreSQL documentation. Command Line Examples The following examples demonstrate the steps needed to initialize, create, and load an xTuple Database. You may give the database you create any name which does not conflict with the rules for naming PostgreSQL databases. However, we recommend that you choose a simple name with all lowercase characters. For example, we have used a database named production in the following example. With a clean PostgreSQL instance installed, you can use the following commands to get started psql -U postgres -f init.sql template1 createdb -U admin production pg_restore -U admin -d production quickstart.backup -v The first command line example uses the psql utility to load the init.sql script. This script creates the user admin and the group xtrole . The first option ( -U postgres ) tells the system to connect as the postgres user. This user is typically the default PostgreSQL superuser. The next option ( -f init.sql ) tells psql to read the init.sql script and execute the commands. The last option ( template1 ) tells psql which database to connect to. You are not required to run the init.sql script against the template1 database. You may also run it against another database you create. Also In newer versions of PostgreSQL, the postgres database is the new default template. By default, the init.sql script will create the admin user with the password of "admin". You should be sure to change the password once you have your xTuple system installed and running. The second command line example uses createdb to create a new database. Notice that this command uses the same first two options as used in the psql command to specify the user to connect as. Note that now we are using the option -U admin to indicate we want to connect as the admin user created previously. The last option is the name of the new database we want to create (e.g., production ). The third command line example loads the schema for the xTuple quickstart Database. The .backup file format is a compressed format and is used by the pg_restore binary. The -d switch enables you to specify the database into which the restore will be performed (i.e., the production database in this example.) Next, we specify the name of the .backup file with the path to its location if necessary. Finally, we specify -v for verbose output. It is important to keep in mind that if you configured PostgreSQL to listen on a port other than the default port of 5432, you will need to specify this with -p XXXX where XXXX is the port number. If you want a .sql file instead of a .backup, you can easily do this using pg_restore, as follows pg_restore -f quickstart.sql quickstart.backup This example says use pg_restore to create a file called quickstart.sql from the file called quickstart.backup . This completes the command line examples section. Using pgAdmin To Get Started pgAdmin is a free, cross-platform GUI tool for administering PostgreSQL databases. In this section we assume you have PostgreSQL already installed on your system. The following screenshots and narrative describe how to get xTuple ERP running on your PostgreSQL server. We will describe how to accomplish two main objectives Configuring PostgreSQL for xTuple Loading the xTuple database(s) Configuring for xTuple Since you already have PostgreSQL installed, the first thing to do is initialize the server so xTuple databases will run successfully on it. While that last sentence may sound complicated, the reality is you only have to do the following things Link pgAdmin to your PostgreSQL server Create a group called "xtrole" Create a user "admin" Put the user "admin" in the group "xtrole" This section assumes you installed PostgreSQL on your local drive (a.k.a. "localhost" or "127.0.0.1"). Okay, so the first thing to do is to create a link between your pgAdmin application and your PostgreSQL database. If that link already exists, then you can skip this step. But if not, simply select the "File" menu option and then select the "Add Server" option. Add New Server When you are presented with the new server screen, enter the information as it s shown in the next screenshot. You have flexibility in some of the options you choose. However, the following must be used Host = localhost or 127.0.0.1 Port = 5432 Username = postgres Password = Password used for postgres user when you installed PostgreSQL Server Definition Once you have the connection between pgAdmin and PostgreSQL completed, the next step is to configure PostgreSQL so xTuple databases will run successfully on it. The first thing to do then is to create the "xtrole" group. By right-clicking on the Group Roles section, you can select the "New Group Role" option. Group Roles When creating the new group role for "xtrole", you only need to enter a minimal amount of information. Enter the same information as it s shown in the next screenshot. The Role name should be lower case. And the only Role Privilege you need is "Inherits rights from parent roles". That s it. No password required. And you don t have to add any information under the other tabs that are shown. Group Role for xtrole Now that you have the "xtrole" group role define, the next step is to create the "admin" user and place the user in the group "xtrole". The next screenshot shows how you can access the screen for creating a new login role. Login Roles The screen for creating a login role for "admin" looks similar to the screen we saw before for creating the "xtrole" group. However, this time we will need to add more information--and select more options. You have some flexibility over some of the options you choose, but the following should be the same as shown in the screenshot Role name = admin Role Privileges = Select all If you don t need the account to expire at a certain point, then just leave the expiration date blank. That will keep the account open indefinitely. Login Role for admin User Once the "admin" user s properties have been defined, select the Role membership tab. It s on this screen you make the user "admin" a member of the group "xtrole". The following screenshot shows the end result of this action. By using the double arrows " " you can move "admin" from not being a member in "openmfg" to being a member in "openmfg". Admin in Group xtrole And that s all you need to initialize PostgreSQL for xTuple. You can now load xTuple ERP databases onto the server and connect to them using your xTuple ERP client application. Creating New Database The last getting started step is to create a database and load (i.e., restore) an xTuple ERP backup file into it. The next screenshot shows how right-clicking on the "Databases" element enables you to access the "New Database" option. List of Databases You can name your database anything you want to. In our example we will be calling our new database "dbTest". When you are creating a new database with pgAdmin, be sure to use the following values, as shown in the screenshot Owner = admin Encoding = UTF8 Template = template1 You can leave everything else with the default values pgAdmin gives you. And there s no need to enter additional information under any of the other tabs. Create New Database The database we just created now appears in the list of databases, as you can see in the next screenshot. Our final step is now to load an xTuple database backup file into the database we created. For the purposes of this example, we will assume you have already downloaded the database backup file from either the PostBooks site on SourceForge--or from the xTuple website (Standard and Manufacturing Editions only). Restoring from Backup File As the next screenshot shows, we can reach the "Restore" option by right-clicking on the new database we just created. The "Restore" option is the one we need to load the xTuple .backup file. Restore Backup File The Restore screen looks just like the next screenshot. All you have to do here is Browse your computer for the xTuple .backup file you downloaded Select it the .backup file so the path to it appears in the "Filename" field You should leave the other options not-selected--except for the last one, which will give you more verbose messaging during the load process (this can be helpful). And then simply select the OK button to begin the restore process. Begin Restore BeginRestore.png Don t worry if the restore takes several minutes to complete. This is normal. At the end of the process you will see log messages which look like those shown in the following screenshot. Depending on the circumstances of your PostgreSQL installation (e.g., whether previous databases have been installed there, etc.), the messages pgAdmin reports may vary. The ideal scenario on a fresh PostgreSQL install is for 0 errors to be reported and an exit code = 0. However, as the next screenshot shows, pgAdmin may report a number of errors and a non-zero exit code. If this is the result you get, don t be alarmed. Simply review the list of errors by using the scroll bar in the "Restore Database" screen. Scroll to the top and review the list of errors which were reported. Most if not all of the errors you get can safely be ignored. Here are some examples of error messages which can safely be ignored. The first error reports that the PostgreSQL procedural language plpgsql is already installed--and so it does not need to be restored pg_restore creating PROCEDURAL LANGUAGE plpgsql pg_restore [archiver (db)] Error while PROCESSING TOC pg_restore [archiver (db)] Error from TOC entry 2121; 2612 48797691 PROCEDURAL LANGUAGE plpgsql pg_restore [archiver (db)] could not execute query ERROR language "plpgsql" already exists Command was CREATE PROCEDURAL LANGUAGE plpgsql; Likewise, you may see other messages such as the following two, which both indicate functionality already exists and does not need to be restored from the .backup file Example 1 pg_restore [archiver (db)] Error from TOC entry 18; 1255 7469922 FUNCTION armor(bytea) admin pg_restore [archiver (db)] could not execute query ERROR function "armor" already exists with same argument types Command was CREATE FUNCTION armor(bytea) RETURNS text AS $libdir/pgcrypto , pg_armor LANGUAGE c IMMUTABLE STRICT; Example 2 pg_restore [archiver (db)] Error from TOC entry 20; 1255 7470043 FUNCTION crypt(text, text) admin pg_restore [archiver (db)] could not execute query ERROR function "crypt" already exists with same argument types Command was CREATE FUNCTION crypt(text, text) RETURNS text AS $libdir/pgcrypto , pg_crypt LANGUAGE c IMMUTABLE STRICT; In short, you should review any error messages you get when restoring an xTuple database backup file. However, in many cases the errors that are being reported can safely be ignored. Use your common sense when reviewing error messages. If you come across an error message which concerns you, search the xTuple forums to see if others have been concerned about the same thing. Quite often others in the community will have seen the same errors you are concerned about. Once the restore is completed, select the OK button. Restore Complete To see that the restore operation loaded the xTuple database successfully, simply refresh your pgAdmin view. Then expand the new database element to see the xTuple schema (i.e., tables, functions, etc.) listed under the Schema element. The following screenshot shows the "api" and "public" schema found in every xTuple database. Database Schema Loaded Successfully So that s all you have to do. Now simply locate your xTuple client application and open it up. Then use the following login options Server = localhost or 127.0.0.1 Database = dbTest (or whatever you named yours) Port = 5432 Username = admin Password = admin You can use the same steps described above to add more databases to your PostgreSQL server. However, if you are running a production database, we recommend that you run only the production database on the server--and don t load other databases onto the same PostgreSQL instance.
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目次 I ve found my village on the map, what does it look like? I can see my village but it looks a bit bare, what should I do first? How do I place buildings? Does it matter where I place buildings? What determines how many resources are produced by a building? When I try to place a building what does the number on the building mean? When I try to place a building the building is red? What resources are required to build buildings? How do I make wood? How do I make stone? How do I delete a building? How do I make food? Why can t I build more buildings when I have the resources? What does the bar at the top of the screen mean? No one appears to be working in one of my buildings? How do I make more peasants? Can I own more than one village? How does the spare unit space work? Building Limits Renaming your village What happens if my village is conquered? Salt Flats village - Why can t I place buildings on the left side? What happens with inactive players? Why isn t my brewery working? How do I go about purchasing a new village? I ve found my village on the map, what does it look like? Village_icon.jpg Click on the village tab to view your village. I can see my village but it looks a bit bare, what should I do first? We would recommend following the in-game tutorial and quests. 75px|thumb|right|Build panel75px|thumb|right|Building info How do I place buildings? Left click on the building in the build panel then hover over your village and left click again to place the building. NB Not all terrains allow the placement of buildings, check before that it doesn’t require a certain terrain. e.g. Iron Mines require Iron Ore on the ground, woodcutters need to be close to but not on trees, to work. Does it matter where I place buildings? Yes, placement is very important. Where you place a building determines how many resources that building will produce per day. Placing them closer to their storage building which may be the stockpile, keep, granary or Inn increases the total amount yielded per day. e.g. placing Apple Farms closer to the granary, will yield you more food per day. What determines how many resources are produced by a building? The amount produced per day depends on how close the building is to it s respective storage area i.e. stockpile, granary or village hall. The closer a building is to its storage area, the more resources it will produce. When placing a new building, the number displayed above it, is how much the building will produce each day. By clicking on a completed building, you can view how much that particular building makes per day, as well as the total production of all buildings of that type. When I try to place a building what does the number on the building mean? That is the amount of resources that the building will produce per day. The number will change depending on how far from the storage area the building is. Placing them closer to the storage type they need will greatly increase resource income. When I try to place a building the building is red? Either you do not have enough resources to build the building or you cannot place the building on that area of land. Some buildings can only be placed on specific types of land e.g. woodcutters must be placed around the edge of trees and stone quarries must be placed on stone. What resources are required to build buildings? All buildings require wood and/or stone to build them. Some other buildings also require gold. How do I make wood? To make wood place a Woodcutters Hut just outside an area of forest. How do I make stone? To make stone place a Stone quarry on an area of rocks. How do I delete a building? Click on the building and select Delete this Building . If the building is under construction or hasn t started building it will be deleted instantly and all the wood/stone/gold needed to build it will be returned. If the building is complete it will take sometime to delete and half the wood/stone/gold used to build it will be returned How do I make food? To make apples place an Apple Orchard near the granary, this is available in the farm tab. You will need to do research to be able to produce other types of food, such as Dairy or Wheat Farms from the farming tab. Why can t I build more buildings when I have the resources? A maximum of one building can be under construction at the same time in any given village. If you have a Premium Token running, you can queue up to 5 at once, per village. 300px|thumb|right|Village info bar What does the bar at the top of the screen mean? The top bar displays the current resources available to you in the selected village. You can see from left to right, the amount of wood, stone and food you have available. Further along you have the total village population/housing capacity and peasants available who can be made into workers for the village or be made into troops, merchants, scouts or monks. No one appears to be working in one of my buildings? If you do not have enough peasants available in your village, placing another hovel or disbanding troops or units may help to solve this. If your popularity is not high enough to attract peasants to come to your village, you need to boost your popularity. If your building are turned off. If you can see a Zzz sign above buildings, buildings are switched off. Click on a building with this sign and click Turn this on or Turn All Industries on . How do I make more peasants? You can make more peasants by placing hovels. The closer to the village hall you place your hovel the more peasants will be created. You can also research housing to improve the capacity in each hovel. You may need to raise your popularity to get peasants to come quicker, ways to do this include lowering taxes or giving a bribe, increasing rations, feeding more types of food, placing entertainment buildings. You can also disband troops or other units, if you wish to quickly get peasants into the village and therefore have workers available quickly. Can I own more than one village? Yes. Once you raise your rank to Alderman (12) you can own a second village. To take ownership of a second village, you would need to research leadership and own a captain. You could buy a village on the map, as long as you have purchased a captain and have 10,000 gold for the second village. You can also capture an enemies village by attacking an enemy and reaching the keep in the castle section. See the Table of Ranks to find out how many villages you are allowed to own at each rank. For the list of village types see the Village Table. NOTE Capitals are not included in the maximum number of villages i.e. it is possible to be Alderman (12) and own 2 villages + a parish capital. How does the spare unit space work? Each village can support a maximum of 500 units , units are anything which the player decides to create, such as troops, scouts, traders or monks. Each type of unit takes up different amounts of unit space out of the maximum of 500. Unit Unit space taken up Soldier,Catapult,Captain 1 Scout 10 Merchant 10 Monk 25 An example of this would be, with no scouts, traders or monks created, you could build the maximum army size of 500 troops. However, if you had created 8 scouts and also 10 traders in your village, then you have used 80 + 100 units, leaving only 320 unit spaces for any other units, leaving your maximum army size at 320. Building Limits The maximum amount of hovels you can place in one village is 10. Production buildings are 30 for each building type. While gardens and decorations have the following values Building Max available Flower beds 5 Formal gardens 5 Stone statues 10 Gilded Statues 5 Small Shrines 6 Large shrines 4 Dovecotes 5 Justice 4 Entertainment 5 Small Church 3 Medium Church 3 Cathedrals 1 The number of buildings left that you can place is displayed in the bottom right corner of the building icon in the build panel. Renaming your village To rename the village, first select the village you own and want to rename. Then using the main menu bar at the top of the screen. Click on Settings and then Rename current village . What happens if my village is conquered? If you have one village, you will be randomly assigned a new village on the map. You will keep all your gold, honour and research you have done. If you have more than one village, you will lose that village and be left with the rest of the villages you have available. Salt Flats village - Why can t I place buildings on the left side? The west side of the map is only for salt working buildings and no others. What happens with inactive players? A village will be automatically abandoned when a player hasn t played or is dormant for a specific period of time, this time is dependant on which rank they have reached. The higher the rank the longer it takes for the village to become abandoned. If a premium token is in play at the time of going inactive, they will stay active until the premium token runs out. Rank Days till inactive. Village Idiot 2 Bumpkin 3 Yokel 4 Peasant 5 Serf 6 Villein 7 Bondsman 8 Freeman 9 Commoner 10 Thane 11 Yeoman 14 Alderman 16 Gentleman 18 Page 20 Squire 22 Knight 28 Baron 32 Viscount 36 Earl 40 Marquis 44 Duke 48 Prince 60 Why isn t my brewery working? An Inn is required for the Brewery to produce ale. An Inn can be placed with no Breweries. How do I go about purchasing a new village? When you have reached rank 12 (Alderman) you can buy a second village (as opposed to capturing one). This will require gold, a captain, leadership research and is based on a few variables. If the new plot is inside the same Parish as another of yours, it will be significantly cheaper. If the new plot is in another Parish, or even County, the further away it gets, the more expensive. Rank and amount of villages also apply here too. Generally a new village price increments by 10k gold. A second village will cost you 10k gold. A third Village will cost you 20k gold (if within the same Parish, above rules will make it more costly) and so on. Additionally, Captains are required to purchase a village (1 per village), and the appropriate level of Leadership research needs completed. Each level of the research allows another village to be controlled, but requires a higher rank. The costs listed below are for a buyable village based within the same parish. Purchasing a village also requires Captains and completing the appropriate level of Leadership research. Amount of villages Cost in gold Leadership Research 2nd village 10,000 gold 1 3rd village 20,000 gold 2 4th village 30,000 gold 3 5th village 40,000 gold 4 6th village 50,000 gold 5 7th village 60,000 gold 6 8th village 70,000 gold 7 9th village 80,000 gold 8 10th village 90,000 gold 9 The purchase price is also affected by the distance the village you wish to buy is from the parish your current village is based within. Switching to a village you own located in a parish in closer proximity to the buyable village will reduce the purchase cost. View the table of ranks
https://w.atwiki.jp/gyakusai/pages/79.html
When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama http //multiplayerblog.mtv.com/2007/10/31/when-you-play-phoenix-wright-are-you-really-phoenix-wright-capcom-talks-about-about-gamings-top-courtroom-drama/ October 31, 2007 When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama 日本語要約 If you’re played the “Phoenix Wright” Nintendo DS games you may have noticed that they’re a little different. Part throw-back to text-adventure games, part shining beacon of how funny games can still intentionally be. Part rare video game coutroom drama, part case study in just how non-interactive a game can be. Last week I e-mailed Capcom a bunch of questions about the series How do these games get made? How do they get so funny? Would they designers ever make a law game in which you only defend guilty people? What have lawyers said to you about these games? And so on… I wrote up some of the answers in my MTV News GameFile column yesterday, but I found the interview so interesting that I’m posting the whole thing here. Some of the answers were quite brainy, much to my delight. Two things jumped out at me in the interview. The first is series producer Minae Matsukawa’s description of the relationship between the player and Phoenix Wright, the character they control. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The other ties into a comment made by gamer Calvin Smith on a “Zelda” post I published yesterday. He lamented that “a lot of developers and gamers claim open-endedness as a virtue.” When I asked Matsukawa about the common critique that the gameplay in “Phoenix Wright” is too linear, she said If we were to give players any more leeway … the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. Food for thought. The full interview is below. Multiplayer There are many TV shows and movies that are all about legal trials, but very few games. Why do you think that is? Do you think there should be more? Or does the genre have limited appeal as a video game? Minae Matsukawa, Capcom producer I think it’s because there is a certain level of difficulty in making a game based on court proceedings. Back in 2001 when we, Capcom, were making the first “Gyakuten Saiban” (which later became “Phoenix Wright Ace Attorney” overseas) game for GameBoy Advance (GBA), we were the only ones making a courtroom-based game. Now, the number of games in this genre is increasing, for example, the “Harvey Birdman” game being made overseas. To be honest, though, I’m not sure the base idea of a law game is inherently interesting on its own to most people, although I really can’t speak for the rest of the team. I believe that more than wanting to create a courtroom game, the original director and creator, Mr. Shuu Takumi, had wanted to make a game where the player would find the lies and contradictions in statements when he set out to make the first GBA “Gyakuten Saiban” (”Ace Attorney”) game, and it was from that single gameplay concept that he realized the perfect setting would be in the courtroom, or so I’ve heard. If it wasn’t for this, we might not have ended up with that as our setting, and that would’ve been a shame since the “courtroom” is right there in the title. (The literal translation of the Japanese title, “Gyakuten Saiban,” is “Comeback Court.”) But in the end, I think with the increase in the number of trial-based games being made nowadays, the genre will become increasingly popular. Multiplayer The “Phoenix Wright” games are very funny, but as far as I know are not at all accurate to the way the legal system works. How did you decide upon the legal system in “Phoenix Wright”? Is it based on any real-world legal system? Or is it just designed to be one that simply works well as a game? Matsukawa Well, going back to how the game system was conceived, the team didn’t think of the court idea first, and instead was focused on the idea of uncovering lies and contradictions. Actually, what’s funny is when the Japanese press asks us about this same issue, they usually think we based the game’s system off of the American judicial system! But if we really had based the game off of a real court system, it might not be quite as interesting as a game, simply because court proceedings usually aren’t interesting, right? I think that more than the setting, the game itself has to be interesting. The system in the game is really, at its core, about chasing down witnesses and trying to catch them in the act of lying, so keeping this as the most important aspect of the game and gameplay in mind, we didn’t base the judicial system in “Ace Attorney” off of any real systems, but instead created something unique to the “Ace Attorney” world. Multiplayer Do you know if the series has any fans who work as lawyers or judges? If so, have you ever heard feedback from anyone in those professions? If so, can you tell me an anecdote about that? Matsukawa Sure! I remember when I made my first trip to [the San Diego] Comic-Con 2 years ago, before any of the “Ace Attorney” games had been released or was as well known as it is now, there was a young man, about 17 or 18 years old, and he told me that his father is a lawyer. Even now, I distinctly remember him telling me that he and his father were greatly anticipating this game, and that he hoped that we wouldn’t let him down. I remember being very happy to hear him say that since the game hadn’t even been released yet back then. Fast forward to a few months ago in July. I went back to Comic-Con for the first time in 2 years, and this time, a gentleman came up to me and said that he was a professor at a law school! He told me that as an educator of lawyers-to-be, he highly recommended the “Ace Attorney” games to his students. We ended up talking for a little while as I signed his poster, and he told me such things as, “Americans really love all things law,” and that he thought it was amazing that he could teach his students through a good video game, which was great to hear from a law professor. While he wasn’t trying to teach the law system in the game, since as I just mentioned, the game system is purely fictional, I think the basic ideas that a lawyer should trust their client, and to expose lies to find the truth – those are things that are pretty universal, and things we can all learn about. I hope on my next visit, I can hear from even more fans, whether they’re related to the law or not. I’m really looking forward to hearing everyone’s stories. [SKIP THE NEXT QUESTION TO AVOID A MILD SPOILER ABOUT THE SECOND “PHOENIX WRIGHT” GAME, “…AND JUSTICE FOR ALL”] Multiplayer There was a really interesting case in the second “Phoenix Wright” game, during which Phoenix is forced to defend a man he knows is actually guilty. I really liked this case, because it made me play the role of someone who knew he was doing something wrong. Very few video games have ever put me in that situation before. To what extent has the development team wanted to put players in unusual situations like that? Would you be interested in making a game like “Phoenix Wright” where you were always defending people who were guilty? It could be fascinating. Matsukawa One thing you often hear when you talk with the team is “we want to betray the player’s expectations,” and that’s usually the starting point when they write the scenario. Now, by the time you get to that particular episode, it’s become pretty standard that whoever Phoenix defends is always innocent, so the player’s expectation will lead them to believe that their client this time will be innocent as well. And it was this expectation, this belief in the innocence of Phoenix’s client that the team set out to overturn by constructing the case in such a way that the true nature of your client and the truth behind the murder will only be revealed ever so slowly to the player. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The fact that we were able to put players in such an “unusual situation” is in itself praise enough for us that we were able to accomplish what we had set to do, and we are very grateful for this. As for if we would be interested in making a game where the defendant was always guilty, if the demand is there, we will think about it. But knowing the team, I suspect that if the game was to be about always defending guilty clients, they would throw an innocent one in there somewhere in their attempt to betray the player’s expectations. Multiplayer I mentioned that the game is funny. Very few video games actually make me laugh, but the “PW” series does. How does your team go about making sure the game is funny? Is the game designed without humor first and then the jokes are added in? Is it funny right from the start? Matsukawa The game starts out as a collection of ideas and concepts, such as, “Let’s use this trick,” “This is where the contradiction should be,” “We should betray the player here,” or “Let’s put a misleading lie here”, and is centered on the idea of the case. The team then uses these ideas to construct an outline of the cases. After that, Mr. Takumi comes up with what kinds of characters should appear in the story, and the team works to bring each one to life. Then all of these various building blocks are brought together to create a rough draft of the scenario. “Ace Attorney” games are at their most basic, text dialogue pieces, so like any piece of writing, there are 3 phases, or “drafts” of any particular case – the outline, the rough draft, and the polished version. After the initial outline and rough draft, the team then sits down to really evaluate the pacing of the game, or how interesting a particular section is, or maybe what sections need more explanation. They write many, many drafts during this polishing phase to really bring the story together. The story is interesting right from the start, but sometimes, even though it looks good on paper, and this has happened to me before too, by the time it’s implemented in the game, you realize that maybe the timing or the pacing is not as good as you thought it would be. It’s a bit disappointing sometimes, but in order to give players a smooth, fun experience, these various interim steps where you are constantly adjusting and readjusting things, such as where to drop hints, must be taken. So even though the initial draft may have been interesting, it’s important that the end version is the best it can be in the game itself, and I think the team feels fortunate that they have been able to bring the variety of stories that they have to the fans. As for when the humor is added, it’s there from the very beginning, but the majority of the humor is written into the scenario during the second phase when the characters are inserted into the skeleton of the story. When you see the characters and how they behave in the story, then you can do things with them and create situations and humorous lines that fit well within the context of the story. Multiplayer Some fans of the “Ace Attorney” games have said that they would like to have more flexibility in arguing court cases. The games currently only give you choices of when to press a witness for more information, when to yell “Objection” and when to present evidence. The player can’t really make their own arguments. Has the development team considered giving players more abilities to argue the case as they wish? Matsukawa Ah, this is something we get asked a lot, but I have to say that the “Ace Attorney” games are, while on the one hand, interactive, they are also on the other, very heavily story oriented. If we were to give players any more leeway, I’m afraid the amount of text the team would have to write would increase by three, four, or even five times the amount they have to write now. That’s not to say we don’t want to, but the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. If we were to give players a bit more freedom, we might have to hide the pieces a bit better, or make the contradictions even harder to find, and in the end, the cases might become too hard or even impossible for people to solve. But we are always open to ideas and suggestions. Multiplayer What’s the most notable feature in “Phoenix Wright 3″ that you would like players to appreciate? Matsukawa I think the one thing I hope players will enjoy is the ending itself. For those who have played the first and second games, I think they will find that the ending is even more involved and deeper than the previous. Also, the ending of “Trials and Tribulations” is the climax and culmination of the Phoenix arc, so it has even more mysteries and puzzles to figure out than its predecessors. There may be times when they may feel frustrated, or think they have no chance of winning, but “Ace Attorney” games are always about happy endings, so I hope players will be able to enjoy it in the end. It’s really hard to talk about the game, and especially the ending, without spoiling anything, but I sincerely hope everyone who plays “Trials and Tribulations” will be able to enjoy the ending, despite any frustrations they may encounter along the way. Multiplayer Finally, can you explain your role on the game and let us know how many people worked on it? Matsukawa The original team that created the game was around 10 or so people, and there were about another 10 people who worked on the localization, so in the end, a little over 20 people worked in total on this game. As for myself, my role is to keep everyone on track, arrange the production schedule, watch out for the production costs, and of course, my main job, to manage the promotion of the “Ace Attorney” games, which includes attending events, such as Comic-Con back in July, where I hand-signed over 2,000 posters! I was really moved to see all those people waiting sometimes over an hour and a half at the Capcom booth just to see the new “Ace Attorney” game. When I compare that to what I experienced two years ago where I was handing out postcards to passer-bys and trying to promote the game in my limited English, I am in awe of how much the series has grown in two short years, and am extremely grateful for the support and love the North American fans have shown the Ace Attorney series. I hope everyone will continue to support the franchise and will look forward to upcoming games in the series. Thank you very much. 日本語要約 Q テレビ番組と映画には法廷ものがたくさんあるのに、ゲームには極めて少ないのは何故だと思いますか? ゲームで法廷ものを扱う場合の制限はありますか? 松川 ゲームに法廷ものが少ないのは、裁判に基づくようにするのが難しいからだと思います。2001年に最初の逆転裁判を作っていたころは、このゲームだけが裁判を扱う唯一のゲームでした。そもそもディレクターの巧舟の考えは、法廷ものを創ろうということではなく、嘘や矛盾を暴くゲームを創ったら法廷ものになったのです。現在は裁判に関するゲームも増えて、このジャンルも人気があるように思えます。 Q Phoenix Wrightシリーズは面白いのですが、法律や制度が正確に表現されていません。どのように法制度を決めたのですか? それらは、現実の法制度に基づいていますか? ゲーム内で都合のよいように設計されているのですか? 松川 開発チームは最初、法廷については考えておらず、「嘘と矛盾を暴く」というアイディアに集中していました。面白い話ですが、日本のプレスもこの質問をしてくるのですが、彼らはアメリカの司法制度を基礎にしたと思っているのです。本当の法制度でゲームを創ったら、面白くはならないと思います。本当の裁判はたいてい面白さとはかけ離れているので。ですので、ゲームを面白くするためにゲーム内での法制度を決めたのです。 Q 弁護士や裁判官のPhoenix Wrightファンは居ますか? もし居るのなら、それらの職業の人からの感想を聞きましたか? 松川 居ます! 私が2年前、サンディエゴのComic-Conに初めて行った時、まだAce Attorneyシリーズが発売される前でしたが、父が弁護士であるという17、8歳の男性に会いました。私は今でも、彼と彼の父親が、このゲームを待っていた、期待しているよ、と言ってくれたのを覚えています。 そして今年の7月、2年振りにComic-Conに行った時は、ロースクールの教師をしているという紳士が来たのです。彼は、法曹界の教育者として、Ace Attorneyシリーズを学生に推薦したと私に話しました。ゲーム内の法律は虚構ですが、弁護士が依頼人を信用し、真実を見つけることは私たち一般の人間でも学ぶことができるものです。 私は次のアメリカを訪問する機会を楽しみにしています。 Q 2作目では、実は有罪である人物を弁護しなければならなくなりますが、このエピソードは非常に魅力的でした。開発チームはこのような、プレイヤーを変わった状況にすることが好きなのですか? 松川 開発チームがよく言うことの一つが、「プレイヤーの予想を裏切りたい」ということです。そのエピソードにおいては、今までは無実の人のみを弁護してきたので、今回も無実だろうというプレイヤーの予想をひっくりかえずことが目的でした。 プレイヤーは事実を知ったあともPhoenixが逆のことをしようとしているのを見ることになります。プレイヤーだけでなくPhoenixをもひっくり返したのがこのエピソードでした。 Q ユニークで笑える部分が多いのがAce Attorneyシリーズですが、どのように創っているのですか? 最初はストーリーのみを創って、後からジョークなどを入れるのですか? 松川 まず、「このトリックを使おう」、「ここは矛盾が必要」、「ここでプレイヤーを裏切ろう」、「まぎらわしい嘘をここに置こう」といった骨子から作り始めます。その後に、その物語から必要とされる人物を巧氏が考えて、それらのキャラクターを生き生きとさせていきます。Ace Attorneyはテキスト量が多く、どんな場合でも概略、下書き、推敲されたバージョンの3つが存在します。また、紙の上の文章とゲームにしたときでは変わるので絶えず調整をします。 ユーモアが加わる段階は、最初からある場合もありますが、多くは第二段階の下書きの時です。 Q Ace Attorneyの一部のファンは、もっとゲームに柔軟性が欲しいと言っています。今はいつ異議をとなえるか、何の証拠品を出すかをプレイヤーに選択させるだけで、プレイヤー自身の議論を本当にできるわけではありません。そのあたりを検討したことはありますか? 松川 その質問はよくあるのですが、もしそうすれば、開発チームが書かなくてはならないテキストの量が3倍にも4倍にも、それ以上にも増えてしまうでしょう。それができないということではないのですが、それによりゲームの構造自体も変わってしまいます。ストーリーを分岐させるよりも、ひとつの流れの中でバラバラだった謎が集約させるのがこのゲームの重要な点です。 Q アメリカでの最新作のPhoenix Wright 3について。 松川 楽しんで欲しい点のひとつは結末そのものです。1、2作目をプレイした人なら深い結末を味わうことができます。 ネタバレなしでゲームについて話すのは難しいですが、途中に困難があったとしても最後にはハッピーエンドを楽しむことができるでしょう。 Q 最後に、ゲームを開発しているチームが何人なのか、あなたの役割は何なのかを教えてください。 松川 最初のチームは10人ほどで、翻訳スタッフがもう10人ほどいたので、トータルで20人くらいです。私自身の仕事は、開発の計画の準備、生産コストの注意、そして主要な仕事としてComic-Conのような所での宣伝があります。Comic-Conでは2,000枚以上のポスターにサインをしました! アメリカのファンがAce Attorneyシリーズに見せた支持と愛にとても感謝します。 ▲ページ上へ▲
https://w.atwiki.jp/rssiege/pages/98.html
Patch Notes - Update 2.0 PC 2016/2/適用 コンソール 2016/2/ 適用 http //rainbow6.ubi.com/siege/en-US/updates/blackice.aspx BALANCING Operator shouts are now muted for enemy team From now on, the enemy team will not be hearing your team’s automatic character shouts. This will allow for stealthier approaches while maintaining non-verbal communication within the respective teams. Defender objective rotation (for Ranked and Custom Games) In Ranked and Custom Games, Defenders can vote for the objective location they want to defend. We noticed that certain maps have objective locations that are considered easier to defend than others, and that those are frequently being chosen. We believe that it will make for a more competitive and interesting experience to force variety upon the Defenders. From now on, when on the defending side, if a team wins an objective location, they won’t be able to pick it again until they’ve won the remaining locations. If the match goes into overtime, all objective locations become available again. Reduced bullet trail intensity, especially for suppressed weapons Reduced the visibility of bullet trails for all weapons, with an additional reduction for suppressed weapons for a stealthier approach. We believe this tweak will make silenced weapons more useful, as the damage reduction trade-off will now be more worthwhile, on top off the sound reduction. Increased the flashbang range of effect We are roughly doubling the range of flashbangs, making them more effective. Reduced noise levels of multiple Defender gadgets Reduced the noise levels of Mute’s jammers. It will now be considerably lower for Defenders and we reduced the verticality of its sound (will not be heard from two floors up or down anymore). Reduced the electricity noise levels on electrified gadgets. Reduced the noises levels of the Kapkan trap. Reinforced walls and Castle barricades now block bullets while being deployed It used to be possible to get shot while deploying reinforced walls and Castle barricades, even if they seemed to be covering the players. From now on, there will be collision on those surfaces even during deployment and therefore the bullets will be stopped. Thatcher now has a shotgun available in his loadout options We added the English shotgun M590A1 to Thatcher’s loadout options. Removed Bandit’s unique gadget’s (CED-1) electricity damage on the hostage Removed electricity damage on the hostage. This will avoid some edge cases where it wasn’t clear who was responsible for the hostage’s death. PLAYER COMFORT Added map and mode name display during loading and planning phase screens Reduced screen dust effect When surfaces break or explosions occur, nearby players get a dust effect on the border of their screen. We reduced it to be less intense and occluding. Altered matchmaking timer display Timer now counts up to estimated time. Fixed weapon damage numbers in menus We have changed the damage numbers in the menus according to the light armor values. PLAYLIST CHANGES Individual spawn location selection for Attackers (Ranked, Custom Games setting) In Ranked (and as a Custom Game setting), each Attacker can now select their own spawning location instead of having to vote as a group. This will give more tactical flexibility on approaching the building and will also greatly reduce the amount of instances in which Attackers get picked off as a group by the Defenders right as the Action phase begins (team spawn killing). Ranked population repartition tweak Our data tracking shows that the upper ranks (Gold, Platinum, Diamond) are less populated than expected. Therefore, we have reworked how our players are distributed through ranks. This means that many players will see their ranks change instantly after the February 2nd update. Here’s how it was before this update 1.17% Copper (1-4) 34.6% Bronze (1-4) 58.8% Silver (1-4) 5.27% Gold (1-4) 0.1% Platinum (1-3) Less than 0.001% Diamond Note Players in Platinum were often matched against Silver players, almost always against Golds and rarely against other Platinums, which gives the impression that matchmaking is unbalanced. Here’s the repartition we are aiming for with this update 15% Copper (1-4) 25% Bronze (1-4) 35% Silver (1-4) 20% Gold (1-4) 5% Platinum (1-3) 0.2% Diamond We will be closely monitoring how the rank repartition evolves over time and will be doing additional tweaks if needed. To learn more about the Ranked System, read this forum post. Ranked fluctuation parameters tweak From now on, players ranked Silver 3 and below will have a higher fluctuation rate compared to the ranks above that threshold. For example, Bronze 3 could contain players that have skill ratings between 15 and 16.5 while Gold 3 would have a larger spectrum, between 32.5 and 35. The intention behind this is that players from the lower ranks can climb out of them faster. This will make it more fun for newer or less experienced players, while the constant, highly skilled players will be able to maintain their rank. OTHER IMPROVEMENTS Web feature Tactical Board improvements Auto-save. The Tactical Board will now automatically save tactics in progress every 30 seconds. This will prevent you from losing your work if any disconnection or bug occurs while working on a tactic. It will also allow you to leave the Tactical Board without having to hit the Save button. Just make sure you noticed the “Autosaved” text popping on the top of the Tactical Board, to the right of the tactic name. Maintenance alerts. The Tactical Board will alert you of upcoming maintenances 15 minutes prior to downtime. Fixing the Tactical Board bugs requires us to switch off the servers for some minutes. When a maintenance is upcoming, you’ll see a warning on the bottom of the board. As we also have the autosaves ongoing, there will be less risks to lose your work, which will occur only if you edit the tactic 30 seconds or less before the maintenance starts. Texts are now easier to select and edit. Bug fixes. Fixed an issue preventing users to validate the removal of the tactician. Fixing an issue making undo/redo actions sometimes unresponsive until a change of tool was made. Inviting someone in the tactic will now correctly update the Attendees panel (top right). Fixing an issue preventing to dismiss a share notification from their dashboard when clicking "See it later". MAIN BUG FIXES Please be aware that this is not an exhaustive list and that we are only highlighting fixes that were done about the most commonly raised bugs. GAMEPLAY FIXES Right stick dead zone is resetting to default after exiting the game - FIXED Thermite can’t place an Exothermic Charge on damaged and reinforced walls - FIXED Attackers win if a teammate kills Fuze as soon as he detonates his cluster charge on the hostage – FIXED Guard break does not work if a shield-wielding Operator moves while receiving a melee hit - FIXED When in rappel mode, the Operator does not have collision under specific structures and clips through textures when moving upwards – FIXED End of round camera clips through the Operator – FIXED PVE on rare occasions one of the AI doesn’t spawn at the start of a match - FIXED PVE AI Engineers end up in a loop between evade and idle reaction for every damage tic received from poison gas – FIXED LEVEL DESIGN FIXES Defenders are able to pass through red blocker walls during the preparation phase - FIXED Players in support mode sometimes don’t get a correct replication of the watched player’s point of view. For example, the player could have destroyed a wall and seen through it while the player watching in support mode would see an intact wall. - FIXED On the Hereford Base map, players are able to get out of the building through the red blocker wall when vaulting over the sandbags during the preparation phase. - FIXED On the Oregon map, players can see through the ceiling when vaulting over the bunk bed. – FIXED On the Kafe Dostoevsky, character can remain stuck when vaulting on a recycle bin in EXT Park Alley – FIXED On Consulate map, character can remain stuck between chairs at the Visa Office location – FIXED On the Kanal map, players can see out of world through the ceiling if he placed his drone over the air vents in the Hallway. – FIXED There are minor lighting issues on our maps. – FIXED ONLINE FIXES The game sometimes boots on CENTRAL-US data center instead of WEST-EUROPE – FIXED Some players don’t receive renown after a match. – FIXED 0-0x00000602 error is sometimes being received when returning from a matchmaking game to looking for players step - FIXED 2-0x00000067 error is sometimes being received when trying to join a squad having previously went through a direct disconnection - FIXED 2-0x00000068 error is sometimes being received when accepting a party invite. - FIXED Some players from a squad are left in the main menu when searching for a match if specific steps were not followed - FIXED There is no timer present during the lobby screen - FIXED Player gets stuck indefinitely loading a lobby when joining in progress if a player of the same game got killed and then quit the lobby first. - FIXED Some users are getting the "Connection Failure" error every time challenges reset while in-game – FIXED PVE On some occasions, players are not awarded XP points and Renown after finishing Terrorist Hunt sessions. – FIXED Ranked Players leaving for any reason except a network disconnection receive no warning and are automatically banned for 2 minutes – FIXED PC, Ranked Players leaving match using F10 don’t receive reconnect message – FIXED PC, Ranked Players leaving match using ALT+F4 don’t receive reconnect message - FIXED UI FIXES A placeholder appears on the prompt with the abandoned match message after quitting a Ranked game – FIXED On the House map, missing location indicator in Laundry Room - FIXED MISCELLANEOUS FIXES PC If the player switches Aiming settings From Hold to Toggle, the player can’t ADS in Tachanka’s Turret - FIXED PC Some keys are hard binded in the game involving movement and chat box - FIXED PC Push-to-talk functionality is missing in the Options menu - FIXED Uplay Alpha Team Uplay action is not unlocked after completing 50 ranked matches - FIXED 名前