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UT 3 2.0

CBL par CBL,  email  @CBL_Factor
Ils l'avaient dit et ils vont le faire : Epic va sortir une extension pour Unreal Tournament 3. Elle sera en deux parties. La première est un patch qui corrige et améliore trois tonnes de choses. On aura même le droit à des succès grâce à Steam. Il devrait sortir bientôt.

La seconde partie sera le Titan Pack, un bonus pack plus gros que "tous les bonus packs qu'on a sortis par le passé" dixit Steve Polge, le lead designer du jeu. On attend d'avoir plus de détails. Bien entendu, tout ceci devrait être gratuit. Voilà une bonne raison pour réinstaller/se procurer ce chouette jeu.


Major enhancements to Server Browser
Visual and menu flow overhaul for improved useability of user interface.
Significant AI improvements, especially in vehicle gametypes.
Client-side demo recording support
Improved networking performance.
Midgame map, game type, and mutator voting support
Award system using Steam Achievements
Improved mod support

Improved Steam integration
Steam Achievement support for Steam installations of UT3.
Integrated Steam Authentication support.
57 achievements mark your progress and mastery of UT.
Progress screen shows which awards you have earned, and completion progress on all awards.

Server Browser
Server Browser updates, expanded query filtering, clientside filters and a new UI option list.
Added mutator filtering to the server browser (filter by installed mutators, mutator classes and mutator names)
Now displays each servers IP in the server details box
Added 'Join IP' and 'Spectate IP' buttons to the join game menu
Added an 'Add IP' button to the favourites menu
Modified the main menu to return to the server browser after disconnecting
Added a new button to the midgame menu 'Add Favorite', and a new console command: AddServerToFavorites
Updated server browser code, so that custom gametypes are properly filtered.
Added a 'List All Game Modes' selection to the server filter menu.
Added more information to the server browser player list.
Fixed servers not being added to history, when following a friend to a server
You can now attempt to directly connect to offline servers in History and Favorites (even during master server downtimes).
Show "+" for player counts that are populated by bots.

Major visual and menu flow overhaul for improved useability.
Made the instant-action and host-game menus keep their settings.
Scoreboard double click functionality for kicking, messages to specific players.
Enabled gamepad stick sensitivity setting in UI.
Improved gamepad support on PC.
Added support for a whole mess of options on Advanced video settings page.
Easier to click buttons by fixing cases where mouse went just past them.
Max player counts always fit on all scoreboards.
Modifier cards should take display priority in toasts over character unlocks.
Improved voice command menu positioning and offsets.
Fixed showing as teleport destinations on map nodes which could not be teleported to.
Added tooltip while deployed in stealth vehicles to show drop deployable button.
Bot count UI changed from "Number of opponents" to "Number of combatants" to be less confusing.
Added support for showing top weapon user in end of match scoreboard. This shows which player got the most kills with a particular weapon. If a player was the leader with more than one weapon, it picks the weapon he or she got the most kills with.
Show beacon with name of enemies in DM if they are close enough.
Fixed ammo number on HUD pulsing on armor pick up instead of ammo pick up.
Third position for powernode beacon, when just looking at base.
Added speaking icon to player beacons.
Portraits shown for player speaking with VOIP.
Fixed onslaught teleporter tooltip not always displayed correctly.
fixed toasts that don't shut down properly popping up later unexpectedly
More delay before going back to ambient music from action.
Fixed text being obscured after removing a friend from the friends list
Fixed showing proper weapon icon on weapon bar for selected weapon when two weapons are in same slot.
Fixed issue where playercard and friend message screens were disappearing.
Reduced chat log spam.
Fixed rules for showing "change team" button.

Increased radius/volume of Manta, Raptor, and Viper engines.
Fixed scavenger legs disappearing in kill volumes.
Force occupied manta to rise if underwater.
Added sound effect and recharge bar to SPMA to indicate when the weapon is ready to fire
Increased water damage taken by vehicles.
Increased Goliath health.
Fixed nightshade beam weapon accuracy.
Fixed spidermines confused about nightshade that switches teams.
Tank shell is always relevant, so you'll see it if it kills you from a hidden tank.
Leviathan shield doesn't stay around after death.
Fixed leviathan passenger beacon positioning.
Fixed hoverboard rooster tail positioning when traveling over shallow water.
Fixed flag positioning on tracked turrets.
Fixed flying Manta exploit.
Fixed boost exploit with Fury vehicle

Added burn trail for link gun beam.
Weapon pickups now disappear for the player who picked it up, until it can be picked up again (now works like weapon lockers).
Weapon throwing always enabled.
Improved force feedback for various weapon and pickup actions.
Simpler crosshair for instagib rifle.
Third person translocate sound.
Stinger now higher priority than flak cannon by default.
Back splatter decals for hits with sniper rifle, stinger, and enforcer.
Improved spidermine aiming help on console with hitscan weapons (enforcer, stinger, sniper).
Fixed enforcer anim problems when become dual during initial loading.
No ammo display for instagib rifle.
Improved spidermine herding with Avrils.
Improved redeemer blast screen shake.
Spidermines work properly in deathmatch.
Fixed translocator discs being able to get embedded in geometry with zero extent collision on but box collision off.
Fixed deployable exploit (run over deployable while firing weapon, get in vehicle while still firing, and never switch to deployable).
Fixed trans discs getting stuck on instigator's head.

Added Drop Flag/Orb command (accessible through voice menu) to get bot teammates to drop the flag they are carrying.
Improved bot handling of navigation failures, don't stay stuck.
Bots understand ducking under obstacles with the Darkwalker.
Bots understand getting off hoverboard to use a lift.
Adjusted bot new enemy acquistion speed.
Low skill bots don't slow down if carrying flag.
Bots understand how to effectively use Orbs in Warfare much better.
Bots use the hoverboard more effectively.
Improved bot AI for using Translocator.
Improved AI for picking best weapon to use.
Improved AI for Leviathan, including aiming with the leviathan, and navigating the Leviathan.
Improved AI for using the Hellfire SPMA.
Improved Scorpion AI for trying to run over enemy foot soldiers and self destruct into big vehicles. TTP #103637.
Improved Manta/Viper AI for trying to run over enemy foot soldiers.
Improved stealth vehicle deployment AI.
Improved bots yelling "same team" when player is actually trying to hit nearby enemy.
Fixed bots not able to get in Darkwalker secondary turret in some cases.
Fixed bot AI issues in secondary turrets.
Bots go after countdown nodes if core can't be attacked.
Fixed bots grabbing orb without getting all the way to orb spawner.
Improved AI for bots deciding whether to get out of vehicles and continue on foot.
Automatic fix for not letting bots in vehicles try to go into areas that are blocked for vehicles by turnaroundvolumes.
Bots are move aggressive about driving vehicles without slowing down too much for slight turns.
Bots fully understand kismet disabled nodes.
Improved bot AI for fighting enemies in Slow Fields.
Improved bot understanding of targeting occluded powernodes.

Demo Recording
Added support for clientside demo recording.
Demo playback is now delayed until precaching completes.

Fixed localization of certain networking messages received from different language server.
Improved dynamic netspeed system based on player counts.
Improved hoverboard smoothness in net games.
Friend following now attempts to place friends on the same team.
Added team balancing between matches.
Fixed reachspecs occasionally keeping level references across seamless travel, causing levels not to be properly unloaded.
Increased net priority of movers with viewer based on them. Reduces mover popping in large playercount games.
Networking bandwidth use optimizations.
Improved prioritization of actor replication.
Improved network pawn position update smoothing using mesh translation.
Tweaked finding floors for simulated falling pawns.
Yaw and pitch change smoothing for other players on clients.
Fixed character mesh not getting onto hoverboard right away in high player count games.
Improved turret replication in high player count games.
Fixed remaining cases where team color skins weren't being properly set.
Fixed clients auto-switching to better weapon when they stop firing.
Don't dynamically adjust listen server client netspeed above max client has requested (for modem clients).
Make sure all audio components get cleaned up on seamless travel.
Fixed various exploits.

Server Administration
Removed download speed limitations, when hosting LAN servers.
Implemented auto-reconnect code for Gamespy uplink and advertising. Servers now continuously try to advertise to the master server upon failure.
Fixed buggy URL parsing function, which was breaking mutator advertising
Added code to recreate serveractors after seamless travel
Fixed case insensitivity issue with admin and game passwords
Added session banning, with the command: AdminSessionBan
Security fixes.
Added config variable 'SpawnProtectionTime' to UTGame.ini.
Optimized stats sending bandwidth.
Support `n as \n in MOTD.

Collision Octree optimizations
Particle system optimizations
Safe handling of inversing nil matrices. Addresses rare ragdoll physics crashes.
Removed unnecessary profile saves, improved saving progress when player expects it.
Improved Garbage collection performance.
Optimized decals.
Teleporter portal rendering updates are now disabled by default, even for high end systems (for performance reasons).
To enable, add the following to your UTGame.ini file

Option to allow for custom characters to load at all times (no default characters, but may get hitches when new players join).
CTF flag is hidden for player carrying it.
Can no longer teleport to node that is under attack.
Improved victim death messages (precise cause of death).
In game types using weaponlockers, players spawn with weapons from nearest weapon locker.
Fixed scoreboard issues during seamless travel.
Fixed lifts returning if you jump or get shot while on them.
Play taunts on upper body only for moving players.
Fixed black boxes on Leviathan shock balls.
Fixed lighting on first person spidermine death effect
Improved code for leaning players which are going around turns.
Reduced foot jittering on stairs.
No team change penalty for automatic swaps.
Improved lighting for characters.
Reduced mesh offsetting on slopes, removing exploit allowing players to hide.
Fixed winner pawn rotating after round ends.
Fixed sender not hearing autotaunts.
Fixed krall missing footstep sound notifies.
Fixed bots leaving game affecting TDM team score.
Fixed bad low LOD meshes (spiky when feigning or dead).

Mod support
UTHUD now responsible for drawing player and vehicle beacons, making it easier to support custom beacons for custom game types.
Added support for stretching IK limbs (see SkelControlLimb.uc).
Merged PC version script functionality to PS3 to improve mod compatibility for mods on PS3.
Added spectator notification hooks to Mutator.uc:
- AllowBecomeActivePlayer: Allows mutators to prevent spectators from joining the game
- AllowBecomeSpectator: Allows mutators to block players from spectating (not fully implemented).
- NotifyBecomeActivePlayer: Notifies mutators when a spectator successfully becomes an active player
- NotifyBecomeSpectator: Notifies mutators when a player becomes a spectator (not fully implemented)
Added two new functions to Object.uc, 'IsNetScript' which returns true if the current code was remotely executed, and 'GetNetFuncName' which returns the name of the replicated function where script execution began
Added a new function flag, 'DemoRecording', which replicates the function into the demo file when recording demos NOTE: Implicitly flags the function as simulated
Added the ability for mods to specify custom settings scenes, through new values in UTUIDataProvider_GameModeInfo.uc:
- 'ModGameSettingsScene', allows mods to specify a custom settings scene which is accessible through a 'Mod Settings' button in the Instant Action and Host Game menus
- 'ModClientSettingsScene', allows mods to specify a custom settings scene which is accessible through the main menu settings
page, and the mid game menu settings - Added ClearConfig and StaticClearConfig functions to Object.uc
- Added team change notification hooks to Mutator.uc
- AllowChangeTeam: Allows mutators to prevent players from changing team
- NotifySetTeam: Notifies mutators when a player successfully changes team
Added bCanRagdoll flag to UTPawn for mod authors.
Added slight player glow support for darkmatch (maps with DARKMATCH at start of worldinfo name
Made UIObject 'ResolveStyles' function accessible to script.
Added support for loading a Splash.bmp in a mod directory.
Fixed server browser not being able to filter custom gametypes; in the gametype data provider, set 'GameSearchClass' to: UTGameSearchCustom
Added code to reinitialize ServerActors after seamless travel
Added editable 'MouseBounds' property to UIScene, which allows you to configure mouse boundaries for the current scene
- 'MouseBounds.BoundaryObject' is set through the 'Set Mouse Boundary' submenu in the UIEditor context menu
- Also added a selection to the UIEditor View menu, 'Mouse Boundaries Outline', for viewing the current mouse boundaries
- Mouse boundaries can be changed during runtime using 'UIScene::SetMouseBounds' and 'UIScene::ResetMouseBounds'
Level specific:
Fixed redeemers nopt able to damage power cores in Islander.
Don't allow disabling of fog volumes. Fixes VCTF-Sandstorm exploit.
Fixed collision issues in VCTF-Suspense and Suspense_Necris.
Fixed real-time teleporter portal updates in WAR-Avalanche.
The old maplist system has been replaced with an entirely new one, which is configured through UTMapLists.ini, this allows mods using custom .ini files to have map cycles setup from the ingame menus
- To recover the old server maplist settings, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then for each 'GameSpecificMapCycles' entry you need to find (or create) an entry in 'GameProfiles' under [UTGame.UTMapListManager] in UTMapLists.ini, which has a 'GameClass' value that matches the 'GameClassName' value in 'GameSpecificMapCycles'.
Then you need to find the maplist in UTMapLists.ini which is specified by 'MapListName' value in the 'GameProfiles' entry, (e.g: [DMMapList UTMapList]), and then you must manually transfer each map name in 'GameSpecificMapCycles' to the maplist in UTMapLists.ini.
For example, Maps=("DM-Arsenal","DM-Biohazard") in 'GameSpecificMapCycles' would become: [DMMapList UTMapList] Maps=(Map="DM-Arsenal") Maps=(Map="DM-Biohazard")
Configuration options for [UTGame.UTMapListManager]:
- GameProfiles: This is a list which is used to define custom game type settings (mainly for game voting), options include:
GameClass: The FULL class name of the gametype, including package name as well as class name (e.g. "UTGame.UTDeathMatch")
GameName: The name that is displayed on the vote menu when selecting a gametype (e.g. "Deathmatch", "Warfare - No Orbs")
MapListName: The name of the maplist that this game profile will use (e.g. "WARMapList")
Options: Additional URL options which are used when switching to this gametype (e.g. "?WarmupTime=60")
Mutators: Mutators to be loaded for this gametype (e.g. "UTGame.UTMutator_LowGrav,UTGame.UTMutator_Instagib")
ExcludedMuts: Mutators which are disallowed for this gametype (e.g. "UTMutator_Instagib,UTMutator_Slomo")
bIsTeamGame: Specifies whether or not the current gametype is a team game (used internally for game voting)
MapReplayLimit: The number of matches which must pass before any one map can be played again
ActiveGameProfileName: The 'GameProfiles' entry which is currently active; mainly used by the game during runtime
PlayIndex: A value used for keeping track of when maps were last played, represents the total number of games played
AutoStripOptions: A list of URL options which are automatically removed upon map change (e.g. "LinkSetup")
AutoEmptyOptions: The same as 'AutoStripOptions', except these options are given an empty value on the URL (e.g. "GoalScore,TimeLimit")
Configuration options for [UTGame.UTMapList]:
- Maps: The list of maps used by the maplist, options:
Map: The filename of the map (minus the file extension)
ExtraData: An array of arbitrary data which can be associated with each maplist entry; mainly used by the game at runtime
AutoLoadPrefixes: Maps with the prefixes defined here will be automatically added to the maplist (e.g. AutoLoadPrefixes=CTF,VCTF)
LastActiveMapIndex: The index into the 'Maps' list which was last active; mainly used by the game during runtime
Added support for midgame voting for maps, game types, and mutators.
All vote related variables have been moved to UTVote.ini
- To recover the old vote configuration values, you need to open UTGame.ini and go to the [UTGame.UTGame] section, then manually transfer the vote configuration values to the [UTGame.VoteCollector] section in UTVote.ini; the affected values are: 'bAllowMapVoting', 'VoteDuration' (now 'MapVoteDuration' and 'GameVoteDuration'), 'bMidGameMapVoting' (now 'bMidGameVoting'), 'MapVotePercentage' (now 'MidGameVotePercentage'), 'MinMapVotes' (now 'MinMidGameVotes'), and 'InitialVoteDelay'.
Added new configuration options 'InitialVoteTransferTime' and 'RushVoteTransferTime'; the first slows down the speed at which vote related data (e.g. maps, game info) is transferred, to spread out bandwidth usage and prevent lag; the second speeds up the remaining transfers, for when the client opens the vote menu
Added gametype voting, allowing players to vote in a different game type before voting for a map (if map voting is enabled). Gametype configuration is setup in UTMapLists.ini, through 'GameProfiles' under [UTGame.UTMapListManager]; configuration options in UTVote.ini:
- bAllowGameVoting: Enable/Disable gametype voting
Added mutator voting, allowing players to decide which mutators get enabled/disabled in the next match; configuration options:
bAllowMutatorVoting: Enable/Disable mutator voting
VotableMutators: The list used to determine which mutators should be votable, options include:
MutClass: The FULL class name of the mutator, include package name as well as class name (e.g. "UTGame.UTMutator_Slomo")
MutName: The name that is displayed on the vote menu for this mutator (e.g. "Instagib", "Low Gravity") N.B. When left blank, the game will attempt to set this automatically
MutatorVotePercentage: The percentage of votes required to enable or disable a mutator; percentages are only checked at endgame
Added kick voting; configuration options:
- bAllowKickVoting: Enable/Disable kick voting
- bAnonymousKickVoting: If true, then the voters name is not shown when performing a kick vote (except to admins)
- MinKickVotes: The minimum number of votes required in order to kick a player
- KickVotePercentage: The percentage of votes required in order to kick a player


Masquer les commentaires lus.
A part ça il veulent la mort du PC.
Massif le patch tient, mais bon ce type de correction est vraiment inutile :

"Improved gamepad support on PC."

Bon bah il déconsolise un peu le jeu, ça peut devenir pas mal.

A noter sur le lien de test, que pour choki aucun fps ne regroupera plus de 5000 joueurs en meme temps, les jeux PC online sont morts ^^. Bah y a TF2 et Left4dead sinon.
Yes! J'ai bien fait de profiter de la promo Steam moi !
The Radec
oui ben hein !

Mr Steam, refaites la promo le jour de la sortie du patch svp

Pas trop cher chez ou Amazon UK
Dks a écrit :
Massif le patch tient, mais bon ce type de correction est vraiment inutile :

"Improved gamepad support on PC."

Bon bah il déconsolise un peu le jeu, ça peut devenir pas mal.

A noter sur le lien de test, que pour choki aucun fps ne regroupera plus de 5000 joueurs en meme temps, les jeux PC online sont morts ^^. Bah y a TF2 et Left4dead sinon.

j ai relu le test et mon commentaire de l epoque.
j viens d aller verifier ce jour la fréquentation :
-Unreal Tournament 3 (PC) :473 servers, 242 players
-tf2 : 750 servers, 1688 players
-left4dead :1421 servers, 1146 players

certes, ce n est pas l heure de pointe mais mon point de vue ne change pas...y a toujours "+" de monde sur les vieux jeux comme q3, ut2004, battlefield2 que sur les dernieres franchises qui meriteraient autant, voire + de succes que tous ses vieux titres qui restent malgré tout incontournables.
choki a écrit :

j ai relu le test et mon commentaire de l epoque.
j viens d aller verifier ce jour la fréquentation :
-Unreal Tournament 3 (PC) :473 servers, 242 players
-tf2 : 750 servers, 1688 players
-left4dead :1421 servers, 1146 players

certes, ce n est pas l heure de pointe mais mon point de vue ne change pas...y a toujours "+" de monde sur les vieux jeux comme q3, ut2004, battlefield2 que sur les dernieres franchises qui meriteraient autant, voire + de succes que tous ses vieux titres qui restent malgré tout incontournables.

C'est des stats mondiales ?
Electronike a écrit :

C'est des stats mondiales ?

malheureusement oui.
Gamespy scanne tout...
c est beau de rêver de 400 joueurs francais qui jouent à ut3 dans l heure du midi.
choki a écrit :

malheureusement oui.
Gamespy scanne tout...
c est beau de rêver de 400 joueurs francais qui jouent à ut3 dans l heure du midi.

Si c'est des stats mondiales il ne doit pas y avoir d'heure de pointe j'imagine.
Zlol, gamespy, un mardi après midi quand tout le monde travaille ou est à l'école.

Multiplie par 10 pour la fréquentation des jeux le soir et par 20 pour le week end. Au moment ou j'écris il y a 17 000 joueurs sur l4d, 13 000 sur tf2, 22 000 sur cod 4.

Quel grand analyste ce choki.
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(16h14) thedan et pendant ce temps t'as Julien Gamebeurk, en tant que "journaliste", qui fait la présentation de la ParisGameWeek... C'est "FORRRMIDABLEEE"
(16h05) thedan Crusing > vi, j'ai adoré le sous titre... Non mais le mec , vu le nombre de perles qu'il aligne soit il est complémentent con, ça soit de l'appel à troll
(15h59) Crusing thedan > haha j'abais pas vu le "Soit 685 pains au chocolat "
(15h58) Crusing il va falloir faire voter un loi pour que lorsque un dirigeant prend ouvertement les gens pour des cons ils soit verbalisé.
(15h57) Crusing thedan >" Avec ça, on ne rémunèrera jamais la création " HAHAHAHAHA mais TG donc gros frais de port.
(15h52) thedan 150€ le forfait, "ben ça serait normal..."
(15h52) thedan Ils sont hallucinant SFR, ils ont de plus en plus une mauvaise images de SAV et là ils te balacent ça : []
(11h42) Crusing lirian > []
(11h18) lirian []
dimanche 23 octobre 2016
(00h40) MaVmAn Doc_Nimbus > Cool, merci!
(00h09) Doc_Nimbus (23h46) MaVmAn > Check tes mp
samedi 22 octobre 2016
(23h46) MaVmAn Si quelqu'un a un code pour cet article, je suis preneur par mp: []
(23h27) MrPapillon Alors que ça a très bien pu être prouvé et non rendu public qu'il y en avait. Normalement il y a l'ONU pour ça, mais le problème c'est qu'il faut arriver à faire confiance à l'ONU.
(23h26) MrPapillon Sinon techniquement il n'a pas été prouvé qu'il n'y en ait pas : []
(23h24) MrPapillon Big Apple > Saddam avait des idées sympas parfois : []
Big Apple
(23h10) Big Apple Théorie du complot ou pas, j'attends toujours de voir où sont les armes de destructions massives de Saddam Hussein...
(21h31) hohun (20h38) ben techniquement c'est vrai vu qu'il a réussi à se faire élire malgré une incapacité à connaître les vrais chiffres de quoi que ce soit.
(20h46) Zakwil []
(20h46) Zakwil Zakwil [] pas mal (ca va couter cher)
(20h38) CBL "Dirigeant charismatique" pour Sarkozy
(20h03) Doc_Nimbus [] Civilization 6 mais avec les hommes politiques français
(16h29) _Kame_ Crusing > ah oki, j'avais regardé le début de cette vidéo y'a un bout de temps, mais j'me suis dis que ça m'apprendrait pas grand chose.
(15h01) Crusing Crusing > je sais plus ou est le passage, ou bien c'est as celle ci, mais ça expliquait bien comme le gvt avait abusé de l'élément de language "théorie du complot" pour produire l'ffet que tu disais.
(12h05) _Kame_ Bon, montons cet 6700K \o/
(12h00) _Kame_ Crusing > euh oui et ?
(11h09) Crusing Kame> []
(10h59) fwouedd Forcement, ça laisse des traces.
(10h59) fwouedd Premier contact avec civ 6 : []
(09h11) _Kame_ (02h44) Crusing > ce qui m'énerve avec ce terme de "théorie du complot", c'est que c'est tellement passé dans le langage courant, que dès qu'on soulève quelque chose de bizarre, bam, t'es catalogué, même si t'as des arguments solides.
(09h08) _Kame_ azedean59 > j'aimerai bien voir le rendu de leur écran 3d
(07h21) Dks GTB > Oui y en a un paquet, je range ça dans les anti linky style. En fait c'est que ces merdes sont affichées comme recommandées pour moi... j'ai envi de chier sur le paillasson de google quand je vois ça.
(07h20) Dks Khdot > tu as raison, que dieu me préserve.
(06h50) azedean59 Cela ressemble étrangement à la switch, mais ça date de 2015...[]
(02h47) Crusing Et y'en a un paquet de gens qui ont la tete pleine d'eau et qui vivent dans un caveau.
(02h44) Crusing Les théories du complot, aka ce qui remplace les mythes et légendes d'autrefois. Cf l'épisode 3x2 de black mirror, quand le cerveau n'est pas assez stimulé, il voit des trucs là où y'a rien.
(01h35) GTB Dks > Les théories du complot pullulent.
(00h41) Khdot si tu penses que c'est un fake tu devrais ne jamais sortir de chez toi, à priori tu n'as pas idée de ce qu'il y a à l'extérieur
vendredi 21 octobre 2016
(23h52) Dks J'espère sincèrement que le mec est un fake
(23h52) Dks merci youtube ! []
(23h19) CBL Je parle des versions 2016 de Hillary et Sarko :)
(23h18) CBL (23h14) euh non. Ils divergent sur à peu près tout : impots, rechauffement climatique, mariage gay...
Big Apple
(23h15) Big Apple donc Hillay + Trump = 2 Sarkozy
Big Apple
(23h14) Big Apple ou Hillary = Sarkozy - Le Pen
(22h46) CBL Trump = Sarkozy + Le Pen
(21h35) LeGreg Crusing > c'est pour ceux qui pensent toujours en France que Trump c'est un phénomène uniquement américain ?
(21h19) Crusing Segma > C'est surtout un débile avec un gros complexe d'infériorité, et zéro fond.
(21h15) Mimyke (19h22) thedan > []
(20h21) _Kame_ Et grâce à toi, je le connais maintenant. C'est fou le ouaib.
(20h20) Segma Crusing > Je le connaissais pas avant cet instant, merci à toi. J'aime bien, de la haine gratuite et il tape large. Le digne héritier de papacito.
(20h17) Crusing Donc on peut dire que ça lui fait une énorme pub gratuite.
(20h17) Crusing J'en ai vu un, sans savoir qui était le mec, et après j'ai vu que ça redirigeait sur tout un tas de youtubeurs qui en parlait pour faire la morale.
(20h12) CBL Mais pourquoi tu regardes ?
(20h01) Crusing je savais même pas qu'il existait avant aujourdh'ui, bande d'abrutis.
(20h00) Crusing tain tout le cercle de youtubeurs qui sort sa petite video sur raptor dissident, c'est d'un pathétique. "le YT drama c'est mal" mais on se jette dessus.
(19h57) _Kame_ Et merci Microsoft pour cette appli indispensable de maquillage par Skype []
(19h55) _Kame_ thedan > j'aime l'exemple Pornhub. Je sais plus où j'avais lu que depuis quelques années, des attaques ddos parraissaient ciblées et à taille variable, comme pour faire des stress tests des infrastructures importantes...
(19h44) Crusing kmplt242 > je m'attendais vraiment à une photo "post digestion" et pas nettoyé, déçu.
(19h31) kmplt242 Mon chien a bouffé mon amiibo, je trouve ça mega creepy []
(19h22) thedan internet ets en train de casser : [] !
(18h44) kmplt242 Le dernier single de Justice est mortel []
(17h57) CBL LeGreg > On avait au moins raison pour la retrocomp et Zelda :)
(13h18) Niko Black Mirror S3 sur Netflix \o/
(13h10) choo.t []
(11h48) Dks talc offert pour les news nintendo : Lilo et Switch. Je repars o/
(11h35) Doc_Nimbus Papier fort intéressant sur le procédural de No Man Sky (piqué chez NoFrag) : []
(09h21) LeGreg C'est marrant de relire les vieilles news sur la NX :P []
(00h28) Khdot il était fun celui au japon là, si siu
jeudi 20 octobre 2016
(23h50) Crusing C'est bon c'est acquis que les précédents films wolverine sont des daube, ça coutait rien de s'en détcher totalement.
(23h48) Crusing thedan > (23h17) Bein ils peuvent au moins se rapprocher de l'ambiance, c'est pas difficile, tu prend fury road, tu mélange avec la colline à des yeux, turbo kid, Ichi the killer et zebra man, et c'est bon.
(23h45) Crusing thedan > (23h17) y'a rien de plus hormis un plantage de griffe dans la tete sans sang
(23h35) GTB Le nouveau Verbinski []
Le vertueux
(23h30) Le vertueux MrPapillon > effectivement, très sympa comme film.
(23h18) MrPapillon Le meilleur film de super héros c'est Big Man Japan, et c'est pas américain : []
(23h17) thedan Crusing > pas vu le red band... Et au vu des droits ils peuvent pas faire Old Man, tu le sais tres bien
(23h04) Crusing Le red band trailer est risible en tout cas.
(23h00) Crusing Fallait faire Old Man Logan case par case, pas faire de la demi mesure en se l'appropriant, et ça aurait cartonné comme deadpool.
(22h58) Crusing Dks > (21h40) normalement dans la BD on comprends que ça ça se passe biennnnn longtemps après une apocalypse, que les enfants de hulk on fait des consanguins façon la colline à des yeux, et que c'est sale et sans aucune règle.
(22h55) Crusing ouin ouin je suis vieux je porte le poids du monde.
(22h55) Crusing thedan > (19h10) ouais bein on est bien loin du déluré et gore Old Man Logan. A des années lumière.
(22h52) MrPapillon C'est toujours la même chose avec un style différent.
(22h51) MrPapillon thedan > Bof, le scénar a l'air chiant.
(22h24) __MaX__ X-23 la gamine du trailer de Logan ? Ca pourrait être intéressant de voir quelle approche ils empruntent.
(22h18) __MaX__ fwouedd > Stoi le vieux.
(21h40) Dks thedan > je croyais qu'il ne pouvait pas vieillir avec ces os remplis de calcium :s
(21h07) Doc_Nimbus Old Man Logan ♥
(20h05) fwouedd Y'a tellement de stabilo qu'on a l'impression que c'est un trailer pour les gens qui comprennent pas que Logan est vieux.
(20h04) fwouedd thedan > Nope, trop de vieillerie tue la vieillerie. La main qui tremble, la grosse barbe, la vieille voiture, la vieille rouille, le vieux Johnny Cash, c'est bien du marvel, y'a pas de doute.
(19h45) Zakwil thedan > du coup ca fait moins marvel et plus dc
(19h38) Laurent thedan > Papy Wolverine joue The Last of US
(19h10) thedan oh, un film de superheros qui donne envie [] meme pour les haineux ...
(17h59) noir_desir fwouedd > D-Kalcke > 16h41 et 16h42... vous etes jumeaux ?
(17h50) Crusing ca sera foufou.
(17h50) Crusing fwouedd > l'étendue de la map et une vraie végétation (parce que le un le désert c'était bien pratique)
(17h30) fwouedd Mais je prefere une bonne surprise à une mauvaise.
(17h30) fwouedd Bref, ça serait vraiment cool, parce que ça dechirait le premier (sauf les passages à 15 fps).
(17h19) Crusing Ah oui c'est pas faux. Et ca avait clairement pas prix l'ampleur de GTAO, il est quand même dans le top des ventes PC depuis un bail grace à ça.
(17h16) Crusing fwouedd > (17h15) j'en acun souvenir.
(17h16) fwouedd Juste pour le fun.
(17h15) Crusing Quoiqu'i l en soit, d'ici à ce qu'il sorte, un PS4/X1 vaudra le prix d'une tablette tactile bas de gamme, donc ça n'est pas bien grave.