• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[TÓPICO OFICIAL] Hell Let Loose

Tem servidor brasileiro nesse jogo?

Tem sim. São 3 oficiais America do sul e tinha 1 da comunidade, mas o da comunidade fecharam não sei porque.
Tem partidas todos os dias a noite.
Finais de semana o pessoal joga mais de dia também.
A comunidade só tem crescido...
 
HLL Seasonal Winter

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Vídeo (melhores momentos)
82AD vs PBS


PHX vs CFR
 
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Developer Briefing #114 - Early Access Roadmap Update 2021!


Hey everyone,

Welcome to Dev Brief #114!

This week we're pleased to be sharing with you our updated Early Access Roadmap for 2021!

We'll also be sharing with you the key parts of Update 9 today! On top of that we're letting you know how you can test out these new additions and changes ahead of Update 9's launch to give us your thoughts and feedback before they go live.

We'd seen from various parts of the community that you'd like to get more involved in changes to the game ahead of their implementation and we're looking forward to further embracing that mantra with you.

Now I'm going to pass the Dev Brief over to Lead Developer Max to show you what's next for Hell Let Loose -


A Message From Max - Roadmap Update!



Hi everyone,

We are excited to share the first roadmap update of 2021! This will show what’s coming up in Update 9 and what is still to come this year and beyond. We also want to give you more info about some of the changes well in advance of Update 9 itself, in order to keep new and veteran players better informed and to provoke conversation before we open testing up in the PTE.


Hell Let Loose PTE Application

Within the next few weeks we will begin testing U9. This is to make sure we have stable servers and clients before the update gets pushed live. We will have a focus on specific things we want the community to test and give feedback on, and will let you know what these are closer to the test date. We are happy to tell you it will now have a separate Steam application dedicated to testing.

While this was a large amount of work to set up for previous playtests, it had always been our desire to provide you with a separate app for quick access. We were able to take the time shortly after the launch of U8 to establish this new system.


Updated Roadmap - 2021!


d2d75da5a731a9f5658c2b8bd1304e374af3600c.jpg


Update 09: Q1 2021
  • Melee
  • Server Admin Camera
  • Implement correct weapon zeroing for all firearms
  • Beginning the armor system rework
  • Community Voice Overs
  • Steam Achievements
  • Barbed Wire functionality
  • Added and refined localization
  • MG34
  • Additional loadouts
  • Continued Bug & Crash fixes
  • Warmup Staging Period for Warfare Mode
  • XP level increase
  • Sound Improvements across the board (BAR to footsteps to death)
  • UI Changes
  • Max level Increase
  • Improve optimisation
  • Grass and Foliage spawning improvements
  • Utah Beach Offensive mode for both German and US forces
  • Weapon visual quality overhaul
  • Improved Damage Occlusion System

And many more changes!

Medium Term Still To Come:
  • Continued improvements to armor systems
  • Campaign Mode
  • SMDM Overhaul
  • Russian Forces
  • Russian Weapons
  • Russian Vehicles
  • Flamethrowers
  • Kursk
  • Unannounced Eastern Front Map currently in development
  • 2 Unannounced Western Front Maps currently in development
  • Continued in-game FX overhaul
  • Continued in-game SFX overhaul
  • Continued implementation and expansion of RCON features

Beyond this Roadmap

We want to assure you that there’s tons to come beyond this roadmap, we simply can’t fit it all on here and feel it’s more important to communicate short and medium term goals on this image.


Armor System Rework

One of our toughest challenges has been how we tackle the armor bugs and inconsistencies, and get it to a place where it is fun, satisfying and consistent.

Update 9 contains many changes to armor. Some large ones are:
  • Increased the MG belt size to 200.
  • Fixed zeroing on the MGs resulting in far less drop off.
  • Reworked several associated sounds.
  • Created new FX to better designate non-penetrating hits.
  • Reworked HE shell damage tracing to make them ignore smaller occluding collision (ie. a fence won’t protect you from the damage). Includes all radial damage on explosions.
  • Buffed HE shell damage radius on all vehicles.
  • Began reworking smart materials and geometry on all vehicles and vehicle viewports to increase visual fidelity and lower vram requirements.
  • Altered Fuel costs
  • Hitbox adjustments
  • Collision adjustments
  • Penetration values & angles
  • Armour values
  • Tank handling and stability

We will continue work on the many different aspects of the armor system in response to community feedback, taking into consideration but not limited to the following:
  • Main gun alignment
  • Coaxial gun alignment
  • Vehicle PhysX
  • Handheld AT Damage
  • AT Gun Damage and distribution
  • Mine Damage
  • Tank Speed

  • Turret speed
  • Switching seat speed
  • Expansion and balancing of vehicle rosters
  • Reconsideration of vehicle componentry
  • Repairing
  • Rearming
  • Tank commander loadouts
  • Crewman loadouts
  • Introduction of new vehicles
  • Ongoing hitbox adjustments
  • Ongoing collision adjustments
  • Ongoing penetration values & angles
  • Ongoing maintenance and balancing of armor values

We want to acknowledge that the current tank play can be very frustrating, and we are 100% dedicated to improving the overall armour and vehicle experience based on the community's feedback. This will not come all at once, as it requires rigorous testing and significant development time, but we want to reaffirm this is a top priority. The reason we’re unable to achieve this in a single update is due to the intense complexity behind the scenes as to how the vehicle physics model works. Often, adjusting one aspect of the vehicles will cause unintended other issues.

For example, while we can easily alter some aspects of penetration or armour values, we feel that there are endemic issues in the way the physics model works that will require a bigger relook.

We still have a lot to do, and are far from happy with it’s current implementation. We will be continuing to make significant changes, and will be asking the community for feedback when we have more focused PTEs post Update 9.

We are aware of some current optic and gun offsets that can arise during gameplay. We understand why this is happening and are currently troubleshooting the best approach, however this is likely a significant rework and will require a lot of development and QA time.

There are some immediate collision and hitbox issues that we will be looking to resolve for U9, but will require additional work to make this more consistent and intentional. We will do our best to eliminate as many armour bugs we can for U9, and we appreciate the patience as we work to fix this for the community, especially for those who main tanks.


.INI File & AA Settings

We have made the decision to lock the .ini file to avoid exploits and game-breaking alterations. As we’ve had to lock this, we’ve collated a huge number of community-specific AA settings and have included these as an AA setting (this can be accessed in the Options menu under “Community”).


VIVOX / VOIP

We have seen some significant improvements to the in-game voip since last week due to changes made by Vivox. We are going to continue to troubleshoot with them and we will continually provide updates as we work to resolve these issues.

We have also included in U9 the ability to re-connect to the VIVOX server via the game options menu, this may resolve your VOIP bug, depending on the issue you are experiencing.


Grass & Foliage

We’ve rewritten the way we spawn grass so it is now near-instant. This will provide a significant upgrade to the cover and concealment within the game - especially near spawns. We have also worked through all maps to make sure that grass and bushes are not affected by setting scaling. This means that low foliage quality settings will no longer remove concealing bushes.


Loadouts

We are looking at ways to balance loadouts as we look to introduce the Russian forces and therefore more weapons into the game. The current loadouts are by no means final and will be something that will be constantly tweaked for gameplay and balance throughout ongoing development.

Also we will be introducing some new loadouts specifically to those roles that lack a second loadout.
  • Commander
  • Machine Gunner
  • Sniper
  • Tank Commander


Warfare Forward Garrison Meta

The Warfare Garrison meta has been updated and the rules around their placement have been adjusted to encourage offset placement, but to discourage ninja-garrison spawn bombing.
  • Garrisons can now be placed in the first row/column of the red zone.
  • Garrisons placed in the red zone cost 100 supplies.
  • Garrisons placed in the red zone are disabled if enemies are within 100m of them. This is to encourage conservative placement.

NOTE: We will be testing this during the PTE and specifically observing the placement and effectiveness of these in opening up a more circular frontline.


Achievements

As mentioned when we released achievements, we want to reiterate that many will not be available to unlock until we make client and server side changes in Update 9.


UI Changes

We’ve reworked the deployment screen format and main menu to better include explanatory descriptions and format the text better to multiple resolution scales. This also includes adding an available spawn point list in the deployment menu.


Weapon Zeroing

We’ve fixed the zeroing across all firearms. Effectively, this means your sights are adjusted to compensate for bullet drop, meaning you’ll need to aim a smaller amount above your target's head to correct for bullet drop.


Max Level Increase

We have increased the max level from 200 to 500. For those who are already at level 200 you can expect to see your level jump to your new level, based on your existing experience points


A Note on Dev Briefs

We’ve noticed that the content of dev briefings tends to be angled towards one of two parts of the community: one side is keen to hear about future content or to look behind-the-scenes at the development process, while the other is interested in granular updates on specific technical issues.

While in the past we’ve tried to balance the briefings between addressing hot button issues and future content or things we’re working on, we’re now going to do our best to include running status updates on hot button issues - even if we’ve addressed them in previous dev briefings. We will include these at the end of the dev briefing to try to keep you as up to date as possible.


Tell us what you think!

That wraps up this week's Developer Briefing!

We're really excited to be sharing more on the future of Hell Let Loose with you, we'll be delving more into Update 9 and its contents over the coming Dev Briefs too so watch this space!

As always we love to hear what you think, so feel free to share your thoughts on the Roadmap, Update 9 and PTE changes in the comment section.

If you're yet to join us in battle Hell Let Loose is currently 25% off until Feb 15th
 
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Promo
Fica a dica, compre antes que o preço base do jogo aumente (novamente).

O jogo tá saindo por R$56
 
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Developer Briefing #115 - Admin/Spectate/Content Camera!

Hey everyone,

Welcome to Dev Brief #115!

This week we’re pulling back the curtain on our first iteration of the Admin camera!

While this will primarily be thought of as an admin tool, we’ve thought a lot about it’s usage as a way for the community to create engaging content by capturing cinematics and screenshots. We’ll go into a bit of the technical detail today on how it’s used.

To demonstrate this we'll have the usual text based goodness, but we felt that the best way to show you what you can expect with this feature is with a short video. Coming in just shy of 4 minutes you'll see what to expect both as a player and a camera driver.

Then as a cherry on the cake we've got another new image from the Eastern Front and an update on how we're continually working to maintain game integrity and keep Hell Let Loose cheat free.

Now I'll hand you over to Max and Spono for all the info:


Footage from the frontline with Max and Spono!

Admin / Spectator / Content Camera

We’ll be rolling out the admin/spectate camera in Update 9. This will allow the user to better follow the events of the battle - from watching infantry units, to spectating vehicles and capturing intense firefights.


This will have limited availability; with permissions given out by the server owner. They will be able to assign this using Steam IDs, which means this ability will be limited to those individuals only. Admins with those permissions will also have the ability to Kick and Ban within the camera itself. Spectators will have only the camera functionality.


Camera Keybindings

Here is a breakdown of the default keybindings and their purpose.

[End] Enter/Exit Camera: Allows those with server permissions to enter/exit camera
[T] Lock/Unlock to target : This will lock/unlock the camera to the highlighted target
[Y] Lock/Unlock rotation: This will lock/unlock the ability to rotate camera
[H] Highlight Mode:
Target Only - Highlights your target only
All - Highlights all enemy and friendly players
All Enemies - Highlights all enemy players
All Friendlies - Highlights all friendly players
OFF - No highlighting

[K] Toggle Clip on/off - Will allow camera to clip through objects (Is handy for cinematic tracking)
[Home] Toggle UI mode: This will toggle the camera UI elements on/off
[Enter] Toggle Search: Will toggle player search window on/off
Search window options
Search: Player name search
Kick/Ban: Admin ability to Kick/Ban players
Snap to player: Will immediately snap to the selected player’s location
Clear selection: Clear/Unselect the selected player
Copy player name
Copy STEAM 64ID


Camera Server Logging

Entering and exiting of the camera will be captured in the server logs and accessible to server owners. It will show the timestamp of camera entry and exit, player name, and STEAM user ID.


Camera Permissions

Permissions will be set by the server owner. Nobody will have access to the camera unless permission is granted.


Camera Admin / Spectator Slot

The use of the camera will take up one player slot on the server. Which means that the admin/spectator will need to be on a team and deployed.


Server Owners

If you are an old or new server owner and are currently not in the HLL server owner & admin Discord, please DM @_Spono in the official HLL Discord, with your server IP & details.


Server Stability

We are working with server providers to ensure the best possible HLL experience for server owners, the admins and their communities. We are currently investigating what we believe to be sporadic network related issues. If you are a server owner and are having stability issues, you can contact @Corex or @_Spono via DM in the official HLL Discord.


Get your HLL server

We currently have three server providers for Hell Let Loose. If you wish to setup and run your own HLL server and community, checkout the game server provider links below:

GTXgaming.co.uk

NITRADO

GPORTAL


Привет из Курска

A view from a German-held hamlet towards the Russian lines south of Prokhorovka.
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Cheating

We’re always in constant communication with our partners at EAC - our anti-cheat provider.

Occasionally, videos are flagged of cheating behaviour or that are designed as promotional material for new cheats. We immediately flag these with EAC and they work hard to ban anyone using these. Like most development studios, we don’t often address this publicly, as granular information about cheats benefits those making or distributing them.

You can also help us by directly reporting a cheat HERE.


New Issue Status

You can find a granular status update on several issues (grass spawning, Garrison meta etc.) in last weeks Roadmap Dev Brief:

Dev Brief #114 - Update Early Access Roadmap 2021


Onwards to the weekend!

That wraps up this week's Dev Brief!

What do you think of our first iteration Admin Cam? Let us know in the comments!

Have a fantastic weekend everyone, we'll see you on the frontline.
 
Developer Briefing #116 - Hell Let Loose Public Testing App!

Hey everyone,

Welcome to Developer Briefing #116!

This week's one is slightly earlier than usual as we've just put our new PTE app live!

Please note whilst the app is a permanent addition to Hell Let Loose, it will only be 'active' during certain times windows which we'll advertise here on Steam, Discord and our social media channels.

I'll pass you over now to Spono who'll explain all:



Using the HLL Public Testing App!

Today we're launching our Hell Let Loose Public testing app. This is a separate application in your Steam library that you’ll need to download in order to participate in the PTE. Servers will be made available during testing periods only. We’ll announce these times in the HLL official Discord.

The PTE on the EU servers will commence at approximately 11AM GMT Thursday 25th of February, and will run until approximately 8PM GMT (we’ll do an announcement when servers go online). We’ll then switch over and continue the PTE on US servers, where testing will continue from approximately 3PM till 11PM, Eastern Time USA.

Feedback Form

Please use THIS FORM for feedback during and specific to the PTE -

What we are testing:
  • The stability and utility of this new public testing app
  • Weapon zeroing
  • Melee (animations are WIP and are yet to be updated and finalised)
  • Changes to the Garrison placement meta (red zone Garrisons)
  • Partial reload (ability to discontinue a reload beyond a critical points and still be functionally reloaded)
  • UI changes
  • VOIP stability fixes, including a reconnect button in the Options menu
  • Weapon material overhaul
  • Weapon sight picture overhaul (cleaned up and standardised a lot of the sizing and sight cleanliness, geometry and colours).
  • Grass optimization, longer cull distances and quicker loading times
  • MG34 (animations are WIP and are yet to be updated and finalised)
  • New sniper rifle non-blurry optics
  • Utah Beach US and German Offensive modes
  • Barbed wire functionality
  • Gamepad and controller support
  • General increased game optimization
  • New loadouts for the MG, Commander, Tank Commander and Sniper roles
  • Vehicle gameplay experience, including weapon effectiveness, traction and vehicle handling

Please note: this is not the full changelist for U9, it is what we are keen to focus community attention on.

Maps in the PTE roster
  • Utah Beach Offensive US
  • Utah Beach Offensive Germany
  • Foy Warfare
  • Hurtgen Warfare
  • Carentan Warfare


VOIP

We are continuing to improve the in game VIVOX/VOIP experience. If you do have VOIP issues during the PTE, try the reconnect function in the game menu under Audio and let us know in the PTE feedback form. With your feedback we ask that you please provide as much information as possible, including which server, which map, time and date. Also include if you noticed other people also being affected by the same issue as you, and if you used the reconnect option, if it worked or not.

Sound

Lots of general sound improvements to test, but particular things to listen out for are:
  • Community Voice over acting - Wilhelm scream
  • Footsteps and movement
  • New BAR sound


Servers

We will be testing and observing server stability and performance during the test. If you notice any server issues such as rubber banding and or loss of connection, please let us know in the PTE Feedback form.


Game UI

We have made some significant changes to our UI and HUD as we look to future proof the layout and fix scaling issues for more unorthodox resolutions. Upcoming features and QOL improvements are all part of this. This means there may be bugs related to the UI. We have tried to address as many as we can so it’s playable for the PTE, but please report any UI issues you see.


Player XP

For this PTE all XP levels will be reset as if you are a new player. This does not mean you lose your XP for the Public build of the game, this is just a chance for us to see if any issues are present for new players. In future PTEs we will likely max out the XP level so all loadouts and cosmetics are unlocked and testable. This also means that initially there will be no Commanders, as it requires level 10.


Public Testing vs LIVE Game user settings

There is an issue where launching the PTE will override your .ini files for the base game. This means any selections you’ve made in the Barracks will be reverted to the defaults.
This does not reset any of your progression - only what you have selected.

To prevent your .ini files from being overridden whenever you launch the PTE, we recommend setting a new .ini directory for the PTE build.

STEPS
  • Right click Hell Let Loose (Public Testing) in your Steam Library
  • Click Properties
  • Under Launch Options add “-UserDir=<PATH>”

Note: Exclude the quotation marks and replace <PATH> with a suitable directory. The image below provides an example directory of using the user’s AppData folder. Please do not use this example without first replacing the username.

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Please note
  • Extra drive space will be required (approximately 23 gb)
  • Access to the servers will be on a first come first served basis and will be limited to 3 servers / 300 players at a time.
  • XP will not be saved during the PTE.
  • Achievements will not be able to be obtained.


A Reminder

This PTE build is taken from our live development environment for Update 9, so may include significant bugs or issues that are being currently worked on. We ask you to please report any and all bugs and other issues you may encounter.


Is there an NDA?

While we’re not forcing a strict NDA, we’d greatly appreciate it if you would help us build up to the release by not streaming or broadly sharing content from the test app.

This app has been designed and distributed to assist us in testing and to get your direct and specific feedback about the coming Update. It has not been designed as a marketing tool, and as you can imagine we’d much prefer not to broadly distribute media of content that is a work in progress.


That wraps this week's Dev Brief!

For those of you who take part in today's PTE test - We look forward to reading through your thoughts and feedback.

See you on the frontline





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Developer Briefing #117 - Melee in Hell Let Loose!

Hey everyone,

Welcome to Dev Brief #117!

This week we're sharing with you the details on our upcoming melee combat mechanic!

To take you through all the details, as well as when you'll be getting to grips with your new melee weapons, I'll be passing you over to Lead Developer Max -

A Message From Max - Melee in Hell Let Loose

Hi everyone!

In Update 9 we’ll be introducing melee for the first time to Hell Let Loose.

Melee in World War Two was a far more common occurrence than most people think and often took place in brutal room to room fighting - perhaps most poignantly depicted in a tragic scene in Saving Private Ryan.

How to Melee

We wanted to emulate the ability to immediately draw your melee weapon and plunge it into the enemy. To do this, we’ve enabled the B key as a quick melee attack. It’ll go for the immediate stab on the target by checking your inventory, seeing which melee weapon you possess and then actioning the attack.

For those who enjoy a more deliberate rampage, you can simply equip your melee weapon in your inventory before going for the kill.

giphy.gif


In terms of parameters, we’re going to be testing relative reach and speed of a stab in order to give each melee weapon its own benefits. As a result of this, we’re then able to add different melee weapons to different loadouts later - with different speeds and ranges (including bayonets).

giphy.gif


We thought a lot about how we’d introduce melee into such a fast and hardcore game like Hell Let Loose. If we made melee require multiple hits on the target, then it’s very likely that melee would almost never be used - as any attempt to do so would get you killed before being able to administer the killing blow. Similarly, we thought about potentially adding the ability for a blocking or parry system, but realised that this would also be entirely unused as it’s highly unlikely your target will resort to melee in the circumstance.

We felt that melee would most frequently be used when successfully flanking the enemy - moving your way through a trench or building brutally dispatching the enemy as quickly and efficiently as possible. As a result of this design, meleeing in Hell Let Loose kills the enemy instantly, covering your weapon and hands in blood.


Development Update

The team is incredibly busy right now working through issues that arose during the previous PTEs. Thank you everyone for the very useful feedback. We’re excited to action all of it in order to ensure a smooth release of Update 9.


Onwards to the weekend!

That wraps up this week's Dev Brief!

It's slightly shorter than usual, but we wanted to get... Straight to the point and share the core mechanics of how this new combat feature will work.

Let us know what you think too! What melee weapons would you like to see in the future?

Have a great weekend everyone.

We'll see you on the frontline.
 
Alguma dica além do "-DX12" na inicialização pra melhorar a performance? Nem com uma 3070 eu me livro de ver o jogo caindo pra 50 FPS em algumas áreas, e isso com a VGA abaixo de 50% de uso (CPU, um 3800X, mal chega a 25%). Tou jogando em 1440p.
 
Alguma dica além do "-DX12" na inicialização pra melhorar a performance? Nem com uma 3070 eu me livro de ver o jogo caindo pra 50 FPS em algumas áreas, e isso com a VGA abaixo de 50% de uso (CPU, um 3800X, mal chega a 25%). Tou jogando em 1440p.
Não sei como o jogo fica com processador AMD

Mas uso essa config (uso Intel)

Em opções de inicialização na Steam coloque
-dx12 -USEALLAVAILABLECORES -malloc=system


depois
Vá em C:\Users\UserName\AppData\Local\HLL\Saved\Config\WindowsNoEditor
Abre o GameUserSettings.ini com editor de texto

[ScalabilityGroups]
sg.ResolutionQuality=100.000000
sg.ViewDistanceQuality=2
sg.AntiAliasingQuality=0
sg.ShadowQuality=1
sg.PostProcessQuality=1
sg.TextureQuality=2
sg.EffectsQuality=0
sg.FoliageQuality=1

Abra da mesma forma o Engine.ini na mesma pasta
E adicione as seguintes linhas de comando

[/script/engine.engine]
bEnableMouseSmoothing=False
r.TonemapperOutputGamut=0.80
r.Color.Mid=0.50

[SystemSettings]
r.RenderTargetPoolMin=200
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.StaticMeshLODDistanceScale=1.3
r.Shadow.DistanceScale=1.1
r.Shadow.CSM.TransitionScale=0.25
r.Shadow.CSM.MaxCascades=1
r.Shadow.MaxResolution=16
r.Shadow.FadeResolution=32
r.Shadow.MinResolution=8
r.Shadow.RadiusThreshold=0.06
r.Shadow.PerObject=1
r.BlurGBuffer=0
r.DepthOfFieldQuality=0
r.AmbientOcclusionRadiusScale=0
r.AmbientOcclusionLevels=0
r.ReflectionEnvironment=1
r.Atmosphere=0
r.DetailMode=0
r.LightShaftQuality=0
r.RefractionQuality=0
r.BloomQuality=0
r.Shadow.Quality=1
r.FastBlurThreshold=0
r.Streaming.MipBias=1.0
r.MaterialQualityLevel=0
r.EyeAdaptationQuality=1
r.ParticleLightQuality=0
r.SSR=0
r.SSR.Quality=0
p.ClothPhysics=0
r.TranslucencyVolumeBlur=0
r.SSS.Scale=0.5
r.SSS.SampleSet=0
r.Shadow.TexelsPerPixel=0.6
r.EyeAdaptation.MethodOveride=0
r.Upscale.Quality=0
r.DefaultFeature.AntiAliasing=2
r.TemporalAASamples=16
r.TemporalAACurrentFrameWeight=0.25
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=0.6
r.PostProcessAAQuality=4

Salve tudo e coloque como somente leitura


OBS:
Como os arquivos vão ficar como somente leitura tudo que vc fizer dentro do jogo depois de ativar o somente leitura não ficará salvo.
Ex: vc ativou somente leitura, e depois modificou a altura do som do mic dentro do jogo. Quando entrar novamente no jogo a altura do Mic vai estar no padrão
Ex2: Se vc modificou a sensibilidade do mouse. Quando entrar novamente o jogo vai estar com a sensibilidade padrão

Então faça tudo antes (config de áudio, sensibilidade de mouse, opções em Jogabilidade...) e depois ative o somente leitura no jogo.
Lá em Jogabilidade (opções do jogo) vc pode fazer algumas alterações, Por Exemplo, eu não gosto de ver o nome do player pq acho que polui muito a tela, então sempre desabilito isso.


Mais um detalhe
No arquivo GameUserSettings.ini
sua resolução deve estar na linha de comando

[/Script/HLL.ShooterGameUserSettings]
ResolutionSizeX=2560
ResolutionSizeY=1440
FullscreenMode=0


Faça um backup dos arquivos originais
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EVENTO 1 VIDA - A LUTA POR SAINTE MÈRE EGLISE


Data: 13 de março, sábado
Horário: Reunião 20:40, instrução 21:00, início 21:10
Local: Discord Cobras Fumantes e servidor de eventos FEB
Público: Aberto para a comunidade
Inscrições: https://docs.google.com/.../1FAIpQLSf5cZNq0UVCKk.../viewform
Whatsapp: https://chat.whatsapp.com/DUvDeRgUVYABvjfekfBWQH
Discord Cobras Fumantes: https://discord.gg/yt6qbKtvWP
Discord Comunidade Brasileira: https://discord.gg/U69xMWxQGm
Discord OTAS: https://discord.gg/SnTEjfCsfX

FUNCIONAMENTO:

  • A equipe Cobras Fumantes convida a todos para a terceira edição do evento 1 vida de Hell Let Loose, a luta por Sainte Mère Eglise, o combate será a busca e defesa de suprimentos
  • Nos primeiros 10 minutos, todos os participantes deverão permanecer no HQ
  • Durante os 5 primeiros minutos, o comandante de cada time irá lançar um suprimento de paraquedas dentro do setor central do mapa
  • O objetivo de cada time é capturar o suprimento inimigo, quem fizer primeiro vence
  • Caso todos os integrantes de um time morram, o time adversário vence
  • O suprimento NÃO pode cair em telhado ou área inacessível do mapa, antes dos 10 primeiros minutos um fiscal de cada time irá verificar esse requisito, caso haja problemas, o comandante irá lançar outro suprimento e a equipe adversária será avisada
  • Durante a partida, todos ficarão nesse discord, em salas dividias por times e esquadrões, quem morrer, deverá sair da sala do seu esquadrão ir para a sala "cemitério", além de sair do servidor do jogo
  • Médico poderá curar
  • Após os players saírem do setor do HQ, não poderão voltar nele em hipótese alguma, sob pena de kick
  • Obviamente não pode dar respawn, quem fizer está banido de eventos futuros

REGRAS:

  • Evento com vagas limitadas, preenchidas por ordem de chegada de preenchimento do formulário
  • Necessário estar no discord dos Cobras Fumantes durante o evento
  • Pode fazer stream e gravação
  • Não será permitido a criação de outposts ou guarnições, passível de kick automático do esquadrão inteiro
  • Cada equipe terá diversos fiscais de respawn, eles serão players normais
  • Caso haja morte por fogo amigo, queda de conexão, imprevisto, ou qualquer outra coisa, NÃO haverá perdão, infelizmente não haverá segunda chance (CUIDADO COM O FOGO AMIGO)
  • Não serão tolerados atrasos, chegue com antecedência, você poderá ser eliminado sumariamente
  • Qualquer regra poderá ser alterada sem aviso prévio, de acordo com a necessidade e a conveniência

PRESTIGIE SUA COMUNIDADE!!!

E-SPORTS TAMBÉM É FAIRPLAY!!!

 
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Developer Briefing #118 - Utah Offensive Mode!

Hey everyone,

Welcome to Dev Brief #118!

This week we're going to touch base on what we're up to on the map making front. We're also sharing the details on Utah Beach's upcoming addition of Offensive Mode for both American and German forces in Update 9!

So, I'm going to hand straight over to Max now as he's got all the juicy info, including plenty of pictures as we take you through what you'll find when you land at Utah Beach in the near future...


A Message From Max - Making Maps & Utah Beach!

Hi everyone,

We have a large number of maps cooking in the oven currently - from the SMDM rework, to several Eastern Front maps - to an unannounced Western Front map. As such, we’re taking this time to go back to our current map rotation and flesh out Offensive mode varieties alongside optimising and reworking trouble-spots on specific maps. Ultimately, we’ll introduce Offensive mode for every map in the game, and have standardised the practice of implementing Offensive mode alongside all new maps.

In addition, Update 9 will see some under-the-hood changes to the Offensive mode that we’re making in a move to make the gamemode equal in time length to Warfare, as we realise that the sheer time it takes to finish an Offensive battle can be off putting to many players and cause the game to drag on in an unintended way.

Ultimately, Offensive and Warfare modes will be determined by the selection made by teams during Campaign mode, so we’re keen to make sure that they’re equally succinct and as satisfying as we can possibly make them.

Utah Beach Offensive Modes


While many of you will have played Utah Beach many times before, we’re excited to add Offensive modes for both the US and German forces. Each brings its own weather and lighting to add to the totally new way you’ll experience this map. Like Omaha, the US will also land in Offensive mode via boat - providing an intense new beach landing experience.

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You’ll also notice that we’ve worked on the hedgerow assets, as well as extended the cover range of grass as much as we can before negatively affecting the performance in the map.

Upgrading and improving the visuals and performance cost of each asset - especially foliage - will be a continuing process over the course of development.


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Optimisations


We’re continuing our work in optimising the entire game, and Utah Beach has benefited from this, with increased FPS on all machines profiled.

Due to the way we’re reusing and batching assets, we’re confident in our ability to continually improve performance across the game, as we’re aware that this is one of the key technical barriers to people being able to enjoy the game.


Watch the Hell Let Loose Winter Seasonal Finals this Saturday!


Today we're excited to share with you that the finals of the epic community organised and led tournament, the Winter Seasonal, are being broadcast live on Twitch tomorrow.

From 16 teams of 50 players down to two, this final is going to be a battle like no other!

To share the details we spoke to tournament organiser and all round community bastion, Heidegger:

This Saturday will conclude the Winter Seasonal and crown the champion for this season.

After a fierce competition between 16 fully fledged teams of 50 players (and their reserves, registering upwards of 1600 players), only 2 teams remain in this 2 months tournament : WTH and EXD will battle on the fields of Sainte-Marie-du-Mont, Saturday 13 March at 7PM UTC.

Luckily, the match of the titans will be broadcast by multiple point of views, from both teams, accompanied by a live commentary.


Watch live here: twitch.tv/dasaltberg

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Onwards to the weekend!


That wraps up this week's Dev Brief!

Let us know what you think of the changes and addition to Utah Beach, it'd be great to hear your thoughts on it!

Also if you're looking for something to do, check out the Winter Seasonal finals and get immersed in the competitive side of Hell Let Loose - it'll definitely be one hell of a show!

Have a great weekend everyone.

We'll see you on the frontline.
 

Brutal World War II Shooter Hell Let Loose Is Hitting PS5 In 2021​


MICHAEL HARRADENCE / MARCH 16, 2021

Hell Let Loose, o jogo de tiro em primeira pessoa da Segunda Guerra Mundial da desenvolvedora Black Matter Party, está oficialmente indo para PS5 e Xbox Series X / S em 2021. O jogo foi originalmente lançado para PC via Steam no Early Access em junho de 2019 e foi um candidato quente para um lançamento de console de próxima geração desde então.

Publicado pela Team17, Hell Let Loose apresentará jogadores envolvidos em batalhas históricas na Frente Ocidental, como Carentan, Omaha Beach, Foy e muito mais. Você estará mergulhado no caos da batalha em uma linha de frente que muda dinamicamente, completa com veículos controlados pelo jogador e jogabilidade focada na unidade que dita a maré da batalha.

Hell Let Loose oferece batalhas épicas de 50 contra 50 multijogador nos modos Ofensivo e Guerra, com várias 14 funções exclusivas para dominar, incluindo Oficial, Médico, Machinegunner, Comandante Crewman, Sniper e muito mais. É também um caso bastante brutal, com inimigos desmembrados por armamentos pesados enquanto batalhas sangrentas acontecem ao seu redor.

Conforme mencionado, os veículos terão um papel importante na experiência, com tanques incluindo o Tiger, Sherman, Stuart, Puma e mais totalmente controláveis, com mais por vir em uma data posterior. Você também empurra o ataque com armas pesadas, como canhões anti-tanque e ataques de artilharia devastadores.

Link da notícia em inglês AQUI!

XIIIIIIIII Se fizerem ain asist pra ter cross over com os consolistas acho que pode matar esse jogo
Se lançarem sem cross over tudo bem!
Mas lançar pro PS5 sem terminar pro pc me preocupa
 

Brutal World War II Shooter Hell Let Loose Is Hitting PS5 In 2021​


MICHAEL HARRADENCE / MARCH 16, 2021

Hell Let Loose, o jogo de tiro em primeira pessoa da Segunda Guerra Mundial da desenvolvedora Black Matter Party, está oficialmente indo para PS5 e Xbox Series X / S em 2021. O jogo foi originalmente lançado para PC via Steam no Early Access em junho de 2019 e foi um candidato quente para um lançamento de console de próxima geração desde então.

Publicado pela Team17, Hell Let Loose apresentará jogadores envolvidos em batalhas históricas na Frente Ocidental, como Carentan, Omaha Beach, Foy e muito mais. Você estará mergulhado no caos da batalha em uma linha de frente que muda dinamicamente, completa com veículos controlados pelo jogador e jogabilidade focada na unidade que dita a maré da batalha.

Hell Let Loose oferece batalhas épicas de 50 contra 50 multijogador nos modos Ofensivo e Guerra, com várias 14 funções exclusivas para dominar, incluindo Oficial, Médico, Machinegunner, Comandante Crewman, Sniper e muito mais. É também um caso bastante brutal, com inimigos desmembrados por armamentos pesados enquanto batalhas sangrentas acontecem ao seu redor.

Conforme mencionado, os veículos terão um papel importante na experiência, com tanques incluindo o Tiger, Sherman, Stuart, Puma e mais totalmente controláveis, com mais por vir em uma data posterior. Você também empurra o ataque com armas pesadas, como canhões anti-tanque e ataques de artilharia devastadores.

Link da notícia em inglês AQUI!

XIIIIIIIII Se fizerem ain asist pra ter cross over com os consolistas acho que pode matar esse jogo
Se lançarem sem cross over tudo bem!
Mas lançar pro PS5 sem terminar pro pc me preocupa
Vi isso aí
Até fiquei um pouco surpreso
Consolista agora vão ter jogo bom para jogar :bwahaha:
Não pera, não tem PS5 para vender......


Crosplay não deve existir

Devs têm que correr com o desenvolvimento do jogo
Pq tem uns bugs que não dão para passar.... :feelbad:

Tinha visto aqui
 
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