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人间地狱开发者简报#112--游戏修复及未来开发进度

来源:菜鸟下载 | 更新时间:2025-06-14

Hey everyone,Welcome to Dev Brief 112!This week we& 39;re doing our weekly post slightly earlier than usual to c

Hey everyone,

Welcome to Dev Brief #112!

This week we're doing our weekly post slightly earlier than usual to coincide with this morning's hotfix.

So, get ready for patch notes, an update on the current VoIP situation, a development state of play from Max and the opportunity to submit your hot topics for our upcoming community Q&A.

Oh and there's a little uniform reveal for our next faction...

嘿,大家好,

欢迎来到开发者简报#112!

本周,我们将比往常稍早一点发布我们的每周帖子,以配合今天早上的热修复。

所以,准备好补丁说明,当前VoIP情况的更新,游戏的发展状态,以及在我们即将到来的社区问答中提交热门话题的机会。

哦这里还有关于下一个阵营的制服揭秘。。。

Hotfix Notes

热点修复

We’ve released a small hotfix to address some servers not being shown in the browser. As this was a low risk fix we are able to do this by itself and you should see more servers to choose from now in the browser!

VIVOX/VOIP

We’ve been in constant communication with our friends at Vivox and are working hard with them to establish the cause of the VOIP loss in game. While several issues have now been addressed in the back-end (specific server VOIP dropouts), we feel we are getting close to a fix for the disconnect/reconnect issue.

我们发布了一个小修补程序来解决一些服务器在浏览器中不显示的问题。因为这是一个低风险的修复,我们可以自己做这个,你应该看到更多的服务器选择从现在的浏览器!


VIVOX /VOIP


我们一直在与我们在Vivox的朋友保持联系,并努力与他们一起确定游戏中VOIP丢失的原因。虽然现在后台已经解决了一些问题(具体服务器VOIP连接中断),我们觉得我们正在接近解决断开/重新连接的问题。

Community Q & A - Ask your burning question!

社区问答

With the first roadmap of 2021 just around the corner we wanted to again give you a chance to ask that one burning question you may have. Although we won’t be able to answer them all, we will do our best to consolidate them and give you as detailed of an answer as possible at this current point of development.

Please fill outthis formfor your one burning question!

(译者注链接 https://docs.google.com/forms/d/e/1FAIpQLScDZGytllchmn-iBe5lkfa_Dr8m0luOEIz5arCaiNiiLgskQg/viewform)
We look forward to going through your questions and sharing our answers with you soon.

随着第一个2021年路线图的到来,我们想再次给你一个机会去问你迫切想知道的问题。虽然我们不能回答所有的问题,但我们会尽我们最大的努力把它们整合起来,并在目前的发展阶段给你一个尽可能详细的答案。

请填写这张表格来回答你最迫切的一个问题!(链接如上)

我们期待着尽快与您分享您的问题和答案。

Development State of Play: Quality of Life, New Content and Beyond

游戏进展状态-游戏品质及全新内容

Hi everyone,

As always, the team is working across a huge amount of quality of life fixes, bug fixes, crash fixes, optimisation, new content and planning into the future.

We thought we’d take some time to quickly address the hot topics currently in the community and let you know where we're at with them:

大家好!

与往常一样,该团队正在进行大量的质量修复、漏洞修复、崩溃修复、优化、新内容和未来计划。

我们认为我们应该花些时间快速解决当前社区中的热门话题,并且让你知道我们在这些话题上的进展:

tank MG Hit Registration

坦克机枪命中问题

Currently the tank is using a cheap version of hitreg that initially was designed and suited to the pre-ballistics form of the MG (linetrace). It was designed to be as cheap as humanly possible, due to the then incredibly high volume of fire that tanks could put out.

The basic thought was that continuous saturation of fire was a quick way to degrade the tickrate of a server incredibly quickly - causing lagging, rubber banding etc. After adding the ballistics model to the tank MGs, we thought in testing that the old hit reg would continue to function as well as it always had. However, we've seen since the update that there are some very strange things occurring when different angles are reached from both the player capsule (the networked position of the player on the server) and the way the hit prediction works for the MG rounds fired from the tank.

We've tested several fixes for this and each one has introduced other weird effects, so the outcome we're going to push for is implementing the infantry hit reg solution (from the handheld firearms) onto the tank MGs.

HE Shells

高爆弹

While this is certainly do-able, the time it takes to do this will mean a significant rework and re-test of all vehicle mounted MGs in the game. It's on our list for the next update, but isn't something we've been able to hotfix.

While we limited the total insta-gib range of the HE shell, we've noticed that there are several issues occurring where players are landing shells very close to the enemy (ie within the killzone) and they're walking away unscathed.

We've investigated ways to fix this, and have reworked a huge amount of the way we trace damage from an explosive source. In testing, we've seen that landing shells can sometimes have damage occluded from the blast by tiny portions of the landscape geometry and other small props. The damage then reflected outwards and wouldn't hit the area of the player that would trigger the damage. While we've made tons of changes and custom fixes to most explosives to negate this (satchels, grenades, arty), there are still complexities to add and refine - especially on our heavy weapons projectile weapon type.

As a result, we've re-written the way in which we trace damage for the heavy weapons, both making some aspects of it more expensive on the netcode, but we've also made efficiencies in other places too. As a result, there should be no more accurate shots failing to kill your target. Obviously though, this is something we'll continue to monitor after we roll this change out in U9.

关于高爆弹在离敌人非常近的位置爆炸而无伤害问题,原因是高爆弹弹头着陆区会被小部分3D几何模型挡住然后反弹导致无伤害,尽管已经对大部分爆炸物(手雷,炸药等等)做出改进,但是重型武器炮弹仍需大量修复工作,所以重置了当前重型武器炮弹杀伤代码,选择更为复杂的代码代替当前杀伤计算方式,在更新9之后还会继续改进与修复。

Grass Issues

草,植被问题

Since this was spoken about recently, we’ve optimised much of the engine code that handles this and are seeing significant improvements across the board. The engine now longer force-unloads the grass, and instead keeps it culled when the player dies which then allows us to bring it back in on spawn very quickly. We’re very excited to roll this out in Update 9.

优化引擎代码,不再是不加载草与各类植被,而是在玩家阵亡时将草和植被暂时移除,当你重生时又可以快速的将各类植被加载出来。

Armor Issues

装甲问题

There are tons of these and each dependent on the vehicle, the player and the expectation of what should happen. We've got lots of detailed feedback across this from clans and the community more broadly, and we've broken each issue down into a bug to be worked through (and many already are). There are some easy ones to fix, and then there are some tough ones to fix. Physics are always exceedingly painful - especially when using them in a way that needs to be incredibly lightweight.

The main thing here is that we're working on aspects such as: manoeuvrability, hit boxes, damage effects, shell non-pen effects, weird hitbox issues causing single shot kills, bouncing/floaty physics, offset reticles etc. The list is really long and often the moment you tweak any aspect of the physics, lots of strange things happen. In any case, we're working through the feedback as efficiently as possible to get as many meaningful changes in for U9. We should also note that we’re still building out the base armor roster for the game - including bringing in the more unsung heroes like the Pz4 and Stug, alongside the stock Sherman variants.

优化不同装甲载具的机动性,命中方式,损坏效果,单发击杀的奇怪命中效果,跳弹问题,炮弹飞出并非笔直发射,并且可能在未来加入更多类型的装甲载具如4号坦克,3号突击炮,以及谢尔曼变体。

Metagame
基本游戏

We’re currently looking across all feedback and have been thinking deeply about how we will adjust the metagame in order to better enable off-set attacks on Strong Points, without returning to the previous ninja Garrison metagame.

正致力于优化游戏进攻方式,当玩家进攻强力据点时,偏移攻击重心,而不是回到最初的忍者小队据点超远绕后偷点模式。

Optimisation

优化

This is ongoing over the course of development as we work through a ton of issues and overhaul the fundamentals. Now that many of those overhauls are complete, we've been able to make some big leaps forward, with more to come. The weapon overhaul and grass changes have increased performance, as well as other optimisations.

在处理游戏基本问题的过程中优化引擎及代码,武器代码优化及各类草丛植被优化从而提升了性能。

Tutorial and Tips

游戏教程及各类小提示

These are key for us, but they've also been on the back burner while we work out what the actual meta and functionality of the base game is before we start creating tips (that would soon become outdated the moment we changed something). The need for this and good localisation is ever more apparent, and something that we're prioritising more and more.

现在玩的人越来越多,游戏基本教程与小提示被提上进程,即将安排!

Localisation

本土化

With the growth of several new communities, we’re introducing improved localisation for all languages (with updates to the now long out-of-date text currently in the game) and adding certain languages. This will include iterative updates to the in game Field Manual.

游戏新开了几个地区的服务器,所以正在添加各类语言的战场手册文本翻译以及游戏性翻译

(能不能用心翻译,丢三落四的翻译可还行哈哈哈)

Thank you all for your continued support, feedback and patience. It really goes a long way! Now, we'd like to give you a first official look at a uniform from the Eastern Front...

感谢所有玩家的不懈努力,现在想给大家展示的是东线战场的服饰预览!

Russian Summer Field Uniform 1940-1943

苏军夏季战地制服1940-1943年


1. SH-40 (Steel helmet-40)
2. Summer field uniform 1940-1943
3. Tarpaulin boots
4. Universal ammo pouch
5. Mosin rifle ammo pouch
6. MPL-50 (small infantry spade-50)
7. Сable pouch
8. small sapper ax
9. Sapper tool bag
10. Sidor (Duffel bag) with satchel charge.

1.钢制-40头盔

2.夏季战场制服 1940-1943年

3.篷布靴子

4.通用弹药包

5.莫辛纳甘步枪弹药包

6.小型步兵工兵铲

7.线材包

8.小型工兵斧

9.工兵工具包

10.行军背包


That wraps up this week's Dev Brief!

We hope you like what you've read and seen today! The team are looking forward to going through your questions for our Community Q&A and we're keen to give you some answers, so if you've got something you'd like to ask us make sure to get it submitted!

Have a great weekend everyone.

See you on the frontline.

菜鸟下载发布此文仅为传递信息,不代表菜鸟下载认同其观点或证实其描述。

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