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RAnDOOm

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Everything posted by RAnDOOm

  1. He actually did this live for real.
  2. "Just keep that going...."
  3. Watched it live. Very impressive.
  4. Also watched it . Great at the beginning but the last episodes where a big let down for me.
  5. The download link will be provided this upcoming week in the topic below
  6. Lets go guys! Dont be shy! Register your team and try to get the honor of being one of the best FH2 players !
  7. After the success of previous editions of the Nations Cup and Team Cup we are happy to announce that the sign-ups for the new Team Cup are now opened! We will use several 16 layers of FH2 maps , but with a different and exciting twist! Check out the TeamCup 2018 forums to learn all about it. 1st matches are planned for the 26 and 27 of January followed each Friday and Saturday for 2 weeks depending on the number of teams. This year the Team Cup is even bigger, stronger and better. With Forgotten Hope 2 players of all nationalities and communities playing together in teamwork based squads in a 2 week tournament style competition. We can ensure you will see a lot of action. In this edition of the Team Cup you will experience: Forgotten Hope 2 competitive fast matches A brand new way to play 16p layer maps Intense 6 versus 6 matches Medals awarded to the 1st, 2nd and 3rd placed teams It is free and everybody is welcome! Register your Team If you wish to register a team with 6 players go to the thread below and follow the instructions. If you do not have a team and want to be a part of one, go to the thread below and follow the instructions. On behalf of the CMP Community we would like to wish good luck to all the participants.
  8. Also reading Megatech: Technology in 2050 https://www.amazon.com/Megatech-Technology-2050-Daniel-Franklin-ebook/dp/B01K7Z7L5O "Technology moves fast - so where will it have taken us by 2050? How will it affect the way we live? And how far are we willing to let it go? In Megatech, distinguished scientists, industry leaders, star academics and acclaimed science-fiction writers join journalists from The Economist to explore answers to these questions and more."
  9. I recommend the The Golden Age by John C. Wright . https://www.goodreads.com/book/show/207410.The_Golden_Age Its not for everyone i can tell you that. You need to have an open mind regarding humanity future. But i liked it alot.
  10. Post what are you reading Give your recommendations good or bad
  11. RAnDOOm

    Nintendo

    First impressions of Nintendo's latest left-field revolution Whenever an invite is extended to check something new and interesting at Nintendo's offices immediately after a Nintendo Direct broadcast, it's easy to fall into the trap of making rash assumptions. Given that it has just been confirmed that Dark Souls is Switch-bound, we took it almost as a given that the hands-on session we'd been booked in for would revolve at least a little around that; other possibilities were the unveiling of the much-anticipated online subscription service, which is supposed to be coming at some point this year. What we actually got was something wouldn't have guessed in a million years, yet it could be one of the most significant ideas to come out of Nintendo's R&D labs since the inception of the Switch itself. Ushered into Nintendo UK's lavishly-decorated Windsor showroom - adorned with Miyamoto artwork, framed sets of Hanafuda playing cards and even Wil Overton's iconic Retro Gamer cover featuring some of the company's most famous characters - we were initially befuddled to discover a large table festooned with art and craft material. The video presentation began to roll, and we were shown a assembly line of cardboard sheets which would eventually become fishing rods, pianos, houses and other toy-like objects. Even at this stage, it felt impossible to shake the idea that this was merely an elaborate stylistic choice; that these cardboard creations would be replaced in the video by fully-fledged plastic accessories, ushering in "Wii Era 2.0". Just as we were inwardly grimacing at the thought of filling our cupboards with yet more plastic tennis racquet attachments, an anonymous finger fell onto the cardboard piano's keys. One of the other journalists in the room summed up what we were all thinking with a simple yet perfect exclamation: "No! At first sight, it's easy to dismiss Nintendo Labo; DIY creations like Google's Cardboard VR headset have perhaps prejudiced us against this cheap and disposable material; however, Nintendo is using cardboard to shape the future of creative play - not just in the realm of video games, but in toys as well. At its most basic Labo is a selection of flat-packed creations - dubbed "Toy-Con" - which are assembled with the aid of on-screen instructions like those seen in Lego Dimensions. These play out on the Switch's screen and show you step-by-step how to construct these objects, allowing you to rotate the model in full 3D to ensure you've got everything slotted in the correct place. The Toy-Con all make use of the main Switch console and Joy-Con in unique ways. The most basic creation is the Toy-Con RC Car (which is actually a remote-controlled bug-like creature not entirely dissimilar in concept to the Hexbug Nano range of toys) and this takes around 10 minutes to make and uses the HD Rumble of two Joy-Con to move around the room; you control the action with the Switch touchscreen and you can even view the world through the right-hand Joy-Con's IR camera, sending the bug on secret missions inside unexplored nooks and crannies. Outside of that the potential for competitive play is obvious; one of the demonstrations we took part in was a sumo battle where the last bug inside the circle wins. At the other end of the scale there's the aforementioned piano, which is utterly, utterly ingenious. Everything is made from cardboard, right down to the keys which use folded flaps to spring back into place when pressed. The Joy-Con slots into the back, with its IR camera pointed at a small slot just above the rear of the keys. When one is pressed, it pops into view through the slot and reveals small strip of reflective tape - the camera picks this up and plays the relevant note. The same visual trick is used to change the tone of the keyboard, adjust the pinch, record patterns and much more besides; you can even use the slot on the top of the piano to insert a cut-out (created by yourself) which changes the sound of a keypress based on the shape of cardboard. The first time you witness this, it's nothing short of magic. You can't fathom how this primitive cardboard assembly is producing these sounds with such accuracy (despite the promotional video showing it quite clearly). Run your finger down the keys and it plays a perfect sequence of notes; turn the dial on the top-left and the tone of each note is subtly altered. Even when you realise the IR camera is behind all of this - perhaps the best application it's ever had, in fact - you'll struggle to withhold your amazement. It's jaw-dropping stuff, made all the more remarkable by the fact that Nintendo takes delight in lifting the curtain and showing how it's done; the app even presents you with a real-time read-out which shows the "hit boxes" the IR camera is looking for so you can place the reflective tape correctly. Even when fully constructed, the piano has an easy-to-access flap which allows you to open it up and view how it all works inside; there's a child-like joy in seeing these tricks revealed. The only other Toy-Con we got to play with on the day was the fishing rod, which features a clever telescopic design and is a fairly lengthy build. One Joy-Con is inserted into the handle which can be turned to reel in your catch, while the other Joy-Con slots into the bottom of the rod to track how you're holding it. The Switch slots into a cardboard dock which connects to the rod itself via "line" - the physical line disappears over the top of the screen and appears on the display, creating a surprisingly convincing connection between the real and virtual worlds. When you get a bite a quick flick of the rod snags the catch, then it's a case of gingerly reeling in your prize without putting too much tension on the fragile line. Sink your hook down into the shadowy depths of the ocean and you'll pass wrecked ships and larger fishes - including some which can only be lured by first hooking a smaller fish and using it as bait. There's a degree of depth (no pun intended) here which isn't immediately obvious at first glance, and all of the Toy-Con models included feature similarly engaging activities and games. Elsewhere, there's a house into which the Switch is inserted, presenting a living doll's house which can be interacted with using special buttons attached to the side (again, it should be stressed that everything is fashioned from cardboard here). The IR-enabled Joy-Con is placed in the chimney and "looks" for reflective tape on the button, causing something to happen on-screen (or, in this example, "in the house"). Another Toy-Con is a set of motorcycle handlebars complete with a turning throttle and string-linked brake pedal; the Switch is mounted to the handlebars and presents a view of the road. Turning into corners is a given, but like Sega's Super Hang-On, you also need to lean into the tighter bends. The most basic Toy-Con won't take long to construct but the piano - the most complex build - could take you almost two hours to complete, depending on your skill level. While the idea of spending that amount of time folding cardboard might not seem all that interesting, it's incredibly satisfying in practice; a gloriously tactile experience which has universal appeal. Nintendo's message with this concept is simple; it wants to make "screen time" seem less like screen time. It's easy to see how Labo can bring families together; the bigger builds are more fun with helping hands. The on-screen 3D instructions are crystal clear and superbly written, shot through with just the right amount of humour, and the sound of tabs slotting home never gets old. Everything we've discussed so far relates to just one of the proposed Labo packs you'll be able to buy this April. The second pack - which we sadly weren't able to sample - is more focused and includes a single build, but it's a doozy. You make a cardboard backpack into which you place your right-hand Joy-Con. This reads a series of reflective markers (like the piano) which are attached to a series of ropes. These in turn are linked to your feet and hands, allowing your real-world movements to be replicated on the TV screen; another Joy-Con is attached to your bonce for head tracking. You assume the role of a massive, Optimus Prime-style transforming robot who stomps around a massive cityscape (comparisons with the ill-fated Project Giant Robot were made by several people in the room). As we didn't get chance to demo this pack we can't comment on its depth or accuracy, but the video footage alone had us yelping with excitement. After the initial surprise had worn off, concerns about Labo as a concept began to swirl and form in our consciousness. While the Toy-Con are expertly designed, with marvelous engineering which ensures that points of stress are reinforced by additional pieces of board, it's not as robust as plastic and all of these items will have a limited lifespan. However, because it's cardboard, there's nothing stopping you from repairing ripped or snapped sections, and while Nintendo UK representatives couldn't confirm it on the day, it's highly likely that some kind of spares service will exist which allows you to purchase individual boards and replace broken parts. A key feature of Labo is customisation - the announcement video shows Toy-Con being painted, covered in tape and much more besides - so it stands to reason that Nintendo would want to make it as easy as possible to keep your designs fresh with new (and replacement) boards. Long-suffering parents concerned with how well these items will fare when left into the company of unruly children will no doubt appreciate such a service. What initially feels like clutching at straws soon gives way to something truly revolutionary; we could happily have spent an entire day mastering the fishing game, while the adorable piano is such a remarkable feat of technical engineering it could easily have been sold as a stand-alone product. The promotional video shows other Toy-Con in action, which hints at more packs in the future and more creations to uncover, but it's truly stunning just how much content is being included in this initial pack. Many of the builds come with optional extras and once you've done with the "play" side of things you can move onto the "discover" part of the game, which adds even more value and playability. Nintendo, it should be remembered, was a toy company for many decades before it revolutionised the world of video games. That history is glaringly apparent when you look at Labo; this is unquestionably a master toy maker at work. While its rivals clamour to conquer the world of Virtual and Augmented Reality, Nintendo has thrown a curve-ball by creating actual reality; games and toys which, while dependant on hardware such as the Switch and its Joy-Con, become living, moving objects that you can touch, move and interact with. Can this cardboard-based concept really find a mass-market audience? How easy will it be to order spares? Will Nintendo open up the idea and allow players to create their own code and manufacture their own Toy-Con in the fullness of time? While we can't answer any of those questions at this moment in time, we're still stunned by the inventiveness of this concept and the fact that we weren't expecting it in all our wildest dreams. Nintendo Labo will go on sale on 20th April 2018 with a $69.99 price tag for the Variety Kit (Toy Con 01) and $79.99 for the Robot Kit (Toy Con 02). Full Article here: http://www.nintendolife.com/news/2018/01/hands_on_the_future_of_gaming_is_cardboard_thanks_to_nintendo_labo
  12. RAnDOOm

    Nintendo

    The Big N just announced a weird and original thing. Will it work or not ? What do you think ? In my opinion everyone, including myself, was doubting the Switch and now it is the fastest selling console ever. I own a Switch and i can say it was the best buy in 2017. But to be honest i wont be buying this for myself, but for my nieces and nephews. Sure Will i use it instead of them ? Yes i will.
  13. RAnDOOm

    Nintendo

    Im a big Nintendo nerd since my childhood so i've decided to create a topic for this great company
  14. Also fresh news for an upcoming FH2 event will arrive this week. Keep your eyes open!
  15. Got it! Thanks for the headups. We should try this together out one day.
  16. A new study by researchers in China has put forward a novel new way of tackling the problem of space junk. Satellites and spacecraft are already running a daily gauntlet of spent rocket stages, screws, bolts and other objects that currently encircle our world. As time goes on, the problem will reach the point at which it will be too risky to send anything else up in to space due to the risk of a collision. Now in a renewed bid to find a solution, scientists at the Air Force Engineering University in Xi'an, China have come up with a radical new solution that would involve using powerful space lasers to break the larger chunks of debris up in to smaller, less harmful pieces. According to the study, a computer simulation of the system "provided (the) necessary theoretical basis for the deployment of (a) space-based laser station and the further application of space debris removal by using (a) space-based laser." NASA estimates that there are currently over 100 million pieces of space debris smaller than 1cm, however even at this size there is still the risk of serious damage in the event of a collision. Among the larger pieces being targetted by the Chinese team are objects such as spent rocket boosters left behind by previous launches and old satellites that are no longer in use. Whether breaking these up in to smaller pieces is the answer however remains unclear. Full article here: http://home.bt.com/news/science-news/china-wants-to-shoot-down-space-junk-with-giant-lasers-11364243499481
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  17. Happy Birthday @Airshark79
  18. RAnDOOm

    Battalion 1944

  19. RAnDOOm

    Battalion 1944

    Alpha 0.8 - Changelog, Updates, and Big News! 12 January - brammertron Welcome to the final Alpha in preparation for Closed Beta on January 20th and then finally our release to Steam Early Access on February 1st 2018! In Alpha 0.8 we see a huge list of changes go in, most of which have come straight from the communities feedback from Alpha 0.7 and previous versions. Alpha 0.8 will see two sessions both running competitive 'Wartide' and the Arcade. Here are the starting times: Saturday January 13th from 18:00 GMT until early morning Sunday January 14th from 18:00 GMT until early morning This will be the absolute final alpha before we hit beta next weekend! Introduction to Alpha 0.8 Changelist Fixes & Technical Improvements + Jumping/Air Travel networking fix (no more jittering/lagging players in the air) + ADS Sprint Cancel fixed + Entirely new main menu & menu system + Fixed Steam icons in game + Constant sound improvements and additions + MASSIVE overhaul of main menu's functionality and visuals Gameplay Tweaks + New Falling/Jumping animation. When jumping, player models are now easier to see/hit. + Added penalty for jump / strafe. Upon landing, your velocity will be momentarily reduced. This has been brought inline with Promod. ~ Thompson & MP40 given entirely new damage falloff values + STG-44 & BAR given entirely new damage falloff values + STG-44 & BAR added more recoil to increase weapon skill requirement - BAR nerfed & reduced clipsize from 30 to 20. + BAR head hitbox multiplier increased, this weapon can now get 1 bullet headshots at range ~ M1 Carbine & Gewehr nerfed to 15 rounds in a clip - M1 Carbine & Gewehr rate of fire decreased to counter fire macros and given a peak firing rhythm + M1 Carbine & Gewehr head hitbox multiplier increased, these weapons can now get 1 bullet headshots at range - Default Class move speed reduced from fast to regular (including ADS silent walk speed) + Trenchgun rechambering speed (between shots) increased by 39% - Trenchgun clipsize nerfed from 6 to 5 - Reduced Trenchgun camera shake when firing - Reduced aimpunch ~ Smoke time increased from 11 seconds to 17 seconds + Grenades & Smokes save if unused - Reduced air acceleration by 50% (Not speed or strafe, acceleration) + Sprint regeneration method changed and regen time increased slightly. After depleting sprint the first 1 second of non sprint will now give you 1.5 seconds worth of sprint instead of 1. After that every 1 second of rest is regenerates 1 second of sprint. Up until the max sprint time. Network Jumping & Air Issues For the dev team, this has always been on our bug list. A competitive game needs to have great net code and our team have been working hard this past month to really iron out the issues with our net code. Many of you won’t have seen the bugs because you didn’t play in the earlier alpha. However, we’ve now managed to make our jump / in-air time nice and smooth with no jittering or bad predictions. Players also felt that the optimal way to play the game was to jump around corners because it was so hard to hit/track enemy players in the air. We have changed the player animation so that when the player is in the air, they effectively go into ‘gorilla stance’ instead of a slenderman stance. It makes the target much bigger. Couple these fixes with the new loss of momentum when you land and the game should feel much much better and will begin to lend itself to different play styles. YouTube™ Video: Networking & Jump Animation - Update Alpha 0.8 Views: 278 Pathfinder weapons (Thompson / MP40) new ranges The community has regularly reported since Alpha 0.5 that the Pathfinder’s weapons were too powerful at range and that their TTK (Time to Kill) was way too low. To fix this, we decided not to change their damage value, but rework the falloff on bullet damage. This means now that the SMG is one of the most deadly weapons at short to mid range engagements. However, at long range its now the worst. Previously it’s maximum bullets to kill was 5. Now it is 13, rendering it useless at range. This has also happened to other weapons to balance it out, but the Thompson & MP40 will now be effective only at close to mid range. YouTube™ Video: Pathfinder range nerf - Alpha 0.8 Update Views: 158 Trenchgun rechambering buff The Trenchgun was voted by the community as the worst gun in the game. So we decided it needed some love. We’ve said since we first showed our shotgun that we want Battalion to be one of the few games where the shotgun has a very valid role. We want it to be another ‘SMG’ option. We didn’t want to give it more damage or guaranteed kills, so if your crosshair doesn’t entirely cover someone, then chances are you’ll only do 90 damage. However now, you can pump the shotgun and get the second round fired just under 40% faster than you could before. Internally we’ve tested it and we think it’s really well balanced now, we ask you to put a lot of hours into the game before making sweeping guesses here! YouTube™ Video: Shotgun rechamber buff - Alpha 0.8 Update Views: 136 The BAR can now land 1 shot headshots Battalion’s core gameplay as about creating balance through asymmetry. Meaning; we want a fair and balanced fight, but we don’t want the teams to always be equal. We also wanted to allow higher skill players to excel, without damaging the game for players who just want to jump on and frag. For this reason, we felt one of the big differences between Battalion and CS:GO was that the attacking team in CS have the 1 shot weapon advantage (AK47). We also wanted to remove some of the ‘spay and pray’ element from the game and refocus our sights onto rewarding players who practice and show skill. The BAR now has the ability to land 1 shot headshots. This week we also gave it higher recoil and nerfed its range. Meaning, its max bullets to kill is “5”. This is the same with the STG, except the STG does not have the 1 shot ability. The BAR has been reduced to 20 rounds in a clip. So far we’ve seen people using it virtually the same as before at short and mid ranges, however at long range, they will begin to tap fire instead. Please let us know how it plays on the private alpha discord or forum. Buffing the default classes It’s been pretty heavily discussed by the community and the devs that, even if it was possible to come back from having no cards in your teams stack. That the M1 Carbine & Gewehr just didn’t feel that good to use. So we decided to make it a seriously skillful weapon, similar to how pistols work in CSGO. The default class weapons can now land 1 shot headshots. Their accuracy from hip fire is remaining the same but their clip size has gone back down to 15. Arguably one of the biggest changes here is the class move speed. Previously the default class was a fast running and fast ADS weapon. Now, they are set to ‘regular’ and they move at the same speed as a rifleman (Garand/Kar98k). Our initial worry was that the M1 Carbine & Gewehr would become too powerful, but this simply isn’t true. It’s created an extremely high skill ceiling and the weapon remains usable as a spam class, the difference is; you can comfortably engage enemies and win fights vs any weapon. Landing headshots is a difficult skill to master and in a game that is considerably faster than CSGO, it will be even harder. We’re excited to see how the weapon pans out on the weekend. Please let us know after putting a healthy amount of hours into the weapon itself! Derailed big map changes We definitely made the right choice to release Derailed to the community early. The testing and knowledge that the community supplies us with has been imperative to improving this map. First of all, we always put ‘A Bombsite’ on the left of the attackers and ‘B Bombsite’ on the right of the attackers. We sometimes get this backwards and on Derailed, the bombsites have now been fixed! We knew both teams needed more options on B bombsite (cinema). So we decided to work really late to get a lot of big changes into the map. Take a look at the routes on B Bombsite. I now wider and ‘more simple’ mid lane, and finally a new defensive position for rotating B players overlooking part of A Bombsite! We have also moved the Germans spawn slightly further back to make the timings match better in middle and on B Bombsite. Let us know what you think of these changes! Could Derailed be finished? YouTube™ Video: Derailed Changes - Alpha 0.8 Update Views: 388 New large map ‘Battery’ added the arcade rotation Battalion is a competitive game, but that doesn’t mean everyone has to be focused on being serious 24/7. We’ve added ‘Battery’ to the arcade map rotation for this alpha. It’s specifically designed for CTF and DOM where attacking and defending simultaneously are key. It’s a very pretty map and it’s also great fun, let us know how you get on and please, as always with a new map; anticipate bugs. Shroud’s Signed Silver STG-44 SSSS-44! We’ve been working with ex-CSGO pro and current PUBG streamer Michael “Shroud” Grzesiek to try and build something unique for professional teams and players. We’ve given Shroud 15 skins of his favourite weapon, the STG-44, with his signature in gold on the side. This skin will be one of the most rare in the game and the best part, the developers have no control over the skin itself. If you find yourself picking up a SSSS-44 then you know, it’s come straight from the man himself. What Shroud plans to do with his skins, we do not know! But if you’re looking to maybe be one of the lucky 15, we suggest getting over to his twitch channel pretty fast! https://www.twitch.tv/shroud Thanks for reading, if you have any questions feel free to contact our devs on the official discord, Steam Discussions, Reddit, or through Twitter! Our devs are constantly reading all of them! See you on Saturday! Bramm Studio Lead
  20. RAnDOOm

    Comedy Central

  21. There will be a season 5 in 2019.
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