So BB II is actually looking more expansive then it is. They even permantly reduced the sale price so that even without waiting for another sale you can get the game cheaper. So actually they always made sure that you need to pay for the game not more then 70$ because of 45$ for base game with DLC races and another 25$ for the expansion. Then for those that bought it when it whas first released they gifted the 6 DLC races as a thank you for supporting them from the start so they get the same content for the same price then those that waited until the first expansion came out. So when it came out back then for 45$ Pre-orderer and First Day Buyer got the first two DLC races for free. So for BB II you need to look as a new player actually at the Legendary. Official Expansion which costs now normally 15 and has beside the races further league content. 8 of the DLC Races are actually part of the. They always tried to make the original buyers not feel riped off buy buying from first hour. Yes the way BB II made it via DLCs is a money grab for people that do not bother to read or make the price difference look bigger. So for BB II you need to look as a new player actually at the Legendary Edition which has fixed price of 30€ now.īut you are doing Cyanide a bit unfair. Official Expansion which costs now normally 15€ and has beside the races further league content. 8 of the DLC Races are actually part of the Yes the way BB II made it via DLCs is a money grab for people that do not bother to read or make the price difference look bigger.
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A new image including all textures will be available in UV editor, and UVs of all object will be correctly placed within this new image! Just select all objects to pack textures from and go to menu Objects > Lily Texture Packer. Anyway, check out the image encoding & game optimization pages - I'm sure you'll find them useful.Blender add-on to pack many textures into a single image. They won't reduce VRAM, but they will decrease loading times due to the file-sizes being a lot smaller than the png counterparts. A Lot of tricks can be done by manually setting the delay time between each frame (how long a frame should be displayed for) or by inserting Lua script into animation frames themselves.Īlso I recommend using webp format for the images you import into VS. Some things may reduce VRAM, such as reducing the amount of frames you use (i.e: by not using duplicate frames to control duration of an animation or by using duplicated frames in reverse for creating a pendulum type of animation that plays forwards & backwards or vice versa in a loop). I wrote up a few useful things regarding images & optimizing your games with Visionaire Studio. P.S: I recommend checking out the A Few Tips. Hell, I paid $99 for Articy Draft + articy 2 dlc during one of the Steam sales & that was too expensive for me too, but I wanted something decent for planning stuff with rather than relying on cloud mapping apps, online task managers & open office - too many things for me to keep track of.Īnyway, I hope Spine ends up in one of the humble software bundles at some point or that Simon considers adding the runtime library for Spriter - though not sure if that would create conflict of interest with Spine runtime library. It's about $300 for the pro edition with the meshes/mesh warping & kinetic stuff amongst other things. December, 17:48Īye, the $69.99 license for Spine is only for the basic essentials edition which is just the basics. In Unity, I always put as many sprites of a level into one png as possible toīy joerg-burbach Friday, 30. When coding for iOS or Android, you must creature texture atlasses because the current graphics chips are optimized for images in 2048x2048 or 4096x4096, and heavily reduce draw calls when drawing a lot of sprites. choosing optimized compression algorithms for audio is a better way to reduce data No need to save some bytes with special compression algorithms for images. Combine them to a huge file brings no advantages. I do not understand the purpose of tools like TexturePacker. But I have avoided Spine so far because of the price (it's at $ 69,99 atm). I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. Thanks for the welcome, and your information. There's some screenshots with notes detailing the walk system. P.P.S: here's some information I wrote up a while back on the characters tab. There's some other stuff as well I think, such as physics engine - but don't hold me on that as it's just stuff I'm recalling from past conversations with Simon. P.S: I believe Simon was working on normal / depth maps for the upcoming update of Visionaire Studio. It's buggy in the current version & I'm afraid I can't give out any details on it as it's a feature I haven't used & probably won't ever use. It's a shame Spriter runtime isn't integrated into the engine (maybe Simon will consider adding it at some point) as Spine is somewhat pricey in comparison to Spriter & Spriter Pro can be bought at the minute for $1 in the current humble dev bundle whatsit.ģ. Simon has been working on making it a little more flexible for the upcoming release (I believe runtime support for swapping out spriteparts & other things on the fly via Lua script). Also it doesn't matter if some numbers are missing as it will import all with the same name in order based on the prefix number).Ģ. export single frames (png or webp) format from your image editing / 3D software application & import them frame by frame or animation by animation (each file in an animation needs to have the same name & then have a number prefix on the end, for example: name_1, name_2 or name_001, name_002 or name_(1), name_(2), etc. A'llo, welcome to the Visionaire Studio community.ġ. Grouping the report by type, status or user. Postsecondary enrolments, by registration status, institution type, status of student in Canada and gender Frequency Annual Table 37-10-0018-01 (. Click on Reports link available in the left sidebar as below. You should really use status reports regularly (either weekly or monthly). More than 180,000 members are here to solve problems. 10:51:53,208 WARN Could not obtain connection metadata .SQLNestedException: Cannot create PoolableConnectionFactory (FATAL: password authentication failed for user "alfresco") at .BasicDataSource.createPoolableConnectionFactory(BasicDataSource.java:1549) at .BasicDataSource.createDataSource(BasicDataSource.java:1388) at .BasicDataSource.getConnection(BasicDataSource.java:1044) at 3.LocalDataSourceConnectionProvider.getConnection(LocalDataSourceConnectionProvider.java:83) at .buildSettings(SettingsFactory.java:84) at .buildSettings(Configuration.java:2079) at .buildSessionFactory(Configuration.java:1304) at 3.LocalSessionFactoryBean.newSessionFactory(LocalSessionFactoryBean.java:863) at 3.LocalSessionFactoryBean.buildSessionFactory(LocalSessionFactoryBean.java:782) at 3.AbstractSessionFactoryBean.afterPropertiesSet(AbstractSessionFactoryBean.java:188) at .(AbstractAutowireCapableBeanFactory.java:1573) at .(AbstractAutowireCapableBeanFactory.java:1511) at .(AbstractAutowireCapableBeanFactory.java:521) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(BeanDefinitionValueResolver.java:328) at .(BeanDefinitionValueResolver.java:108) at .(AbstractAutowireCapableBeanFactory.java:1419) at .(AbstractAutowireCapableBeanFactory.java:1160) at .(AbstractAutowireCapableBeanFactory.java:519) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(AbstractBeanFactory.java:283) at .(AbstractBeanFactory.java:191) at .(BeanDefinitionValueResolver.java:328) at .(BeanDefinitionValueResolver.java:108) at .(AbstractAutowireCapableBeanFactory.java:1419) at .(AbstractAutowireCapableBeanFactory.java:1160) at .(AbstractAutowireCapableBeanFactory.java:519) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(AbstractBeanFactory.java:412) at .(PropertyPathFactoryBean.java:184) at .(AbstractAutowireCapableBeanFactory.java:1534) at .(AbstractAutowireCapableBeanFactory.java:1502) at .(AbstractAutowireCapableBeanFactory.java:521) at .(AbstractAutowireCapableBeanFactory.java:458) at .(BeanDefinitionValueResolver.java:276) at .(BeanDefinitionValueResolver.java:122) at .(AbstractAutowireCapableBeanFactory.java:1419) at .(AbstractAutowireCapableBeanFactory.java:1160) at .(AbstractAutowireCapableBeanFactory.java:519) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(BeanDefinitionValueResolver.java:328) at .(BeanDefinitionValueResolver.java:108) at .(AbstractAutowireCapableBeanFactory.java:1419) at .(AbstractAutowireCapableBeanFactory.java:1160) at .(AbstractAutowireCapableBeanFactory.java:519) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(BeanDefinitionValueResolver.java:328) at .(BeanDefinitionValueResolver.java:108) at .(ConstructorResolver.java:637) at .(ConstructorResolver.java:145) at .(AbstractAutowireCapableBeanFactory.java:1077) at .(AbstractAutowireCapableBeanFactory.java:981) at .(AbstractAutowireCapableBeanFactory.java:487) at .(AbstractAutowireCapableBeanFactory.java:458) at .support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:293) at .(DefaultSingletonBeanRegistry.java:223) at .(AbstractBeanFactory.java:290) at .(AbstractBeanFactory.java:191) at .(BeanDefinitionValueResolver.java:328) at .support. A project status report is a document that describes the progress of a project within a specific time period and compares it against the project plan. Changelog report Report on changes: Changes in your Org Elements reporting Who made changes in my Org. To make it available to the users, you need to change the report type status to Active. SolarWinds solutions are rooted in our deep connection to our user base in the THWACK online community. I'd much rather play the horde mode over this. I'm not gonna argue about the new Demon on matter overpowered/underpowered, i just don't care about battlemode till slayer's weapons gonna get nerfed, or demon side gonna get rebalanced Gotta agree, I just want the rewards to not be locked by this mode if its gonna be the state it is. Damage report after is just amazing, 3 shots with ballista and 2 shotgun blasts to kill me, that's cool right? What about my damage? 800 overall, 12-14 PER SHOT ( if i manage to directly hit the target) and that's with blocked loot. I was playing pain elemental, slayer from the spawn dealt enough damage to keep me out of the fight and whilst i was healing, he managed to completely obliterate my teammate on marauder in just about 10 seconds. I played my second match of the day on the map Penance, where there's not that much room to hide. Marauder getting killed in just 3-4 seconds? Is this ok? I'm not even gonna talk about pain elemental. There's no demon rebalancing, instead we got weapons buff which is a complete BS, the amount of damage that slayer can deal in a just couple of seconds is just stupid. There's not that much content added to call it 2.0, it's more like 1.5. Originally posted by PeSiG:Battlemode 2.0 honeslty is a big joke of a gamemode. I'm not gonna argue about the new Demon on matter overpowered/underpowered, i just don't care about battlemode till slayer's weapons gonna get nerfed, or demon side gonna get rebalanced Everythings fine searching like a Slayer. 1 hour ago BattleMode Crash when playing as a demon I dont know whats happening, but when Im searching a match like a demon, when its finding the game its just crashing to desktop after a freeze. Marauder getting killed in just 3-4 seconds? Is this ok? I'm not even gonna talk about pain elemental. DOOM Eternal > General Discussions > Topic Details. Update 6.66 Rev 2 contains new Accessibility features, QOL improvements and bug fixes. There's no demon rebalancing, instead we got weapons buff which is a complete BS, the amount of damage that slayer can deal in a just couple of seconds is just stupid. Update 6.66 Rev 2.1 for DOOM Eternal on Nintendo Switch fixes a freeze that could occur in BATTLEMODE. Speech-to-text is a feature that provides an onscreen transcription from incoming voice chat in the Battlemode 2.0 chat window.Battlemode 2.0 honeslty is a big joke of a gamemode. However, converted text chat messages are only audible to Demon teammates during matches.Ĭonversely, there’s an option that allows you to transform voice messages into text. This message is audible to all people in the Battlemode 2.0 lobby. The outgoing text message will appear yellow in the chat window, signifying that it has been converted to speech. There are multiple speech profiles to choose from and you can cycle through them in the profile selections menu. There’s now a Text-to-Speech option that, when enabled, converts text entered in the chat window into a synthesized voice. That said, Update 6.66 Rev 2 adds new accessibility features in Battlemode 2.0. If you are part of the demon group, you can choose from a variety of demons available in DOOM Eternal, including the Dread Knight, Mancubus, and Revenant. Update 6.66 Rev 2 also implements various quality-of-life improvements on all platforms.īefore anything else, Battlemode 2.0 is a 2v1 competitive game mode where two demons will fight against a fully equipped Slayer. The frenetic shooter DOOM Eternal received a new update that adds new accessibility features in Battlemode 2.0. |
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