人间地狱更新日志#112(熟肉)
Hey everyone,
嗨,大家好
Welcome to Dev Brief #112!
欢迎阅读更新日志112号
This week we're doing our weekly post slightly earlier than usual to coincide with this morning's hotfix.
本周,我们将比往常稍早一点发布我们的每周更新,这是为了与今天早上发布的补丁同步。
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.
所以,准备好阅读我们的补丁说明,当前VoIP工作室的情况,Max工作室的开发状态,以及在我们即将到来的社区问答中提交热门话题的机会。
Oh and there's a little uniform reveal for our next faction...
哦,对了,我们将稍微解密一下我们下一个新阵营的制服……
Hotfix Notes
补丁说明
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!
我们发布了一个补丁来解决一些服务器在浏览列表中不显示的问题。因为这是一个低风险的修复,我们可以自己做这个,现在你们可以在列表中看到更多的服务器!
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.
我们一直在与我们在Vivox的朋友保持联系,并努力与他们一起找出游戏中VOIP丢失的原因。虽然现在后台已经解决了一些问题,我们觉得我们很快就会解决断开/重新连接的问题。
Community Q & A - Ask your burning question!
社区问答:说出你的问题!
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.
随着第一个2021年更新方向的放出,我们想再次给玩家们机会,去提出他们可能存在的迫切问题。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玩家们一个尽可能详细的答案。
We look forward to going through your questions and sharing our answers with you soon.
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
游戏的开发状态:游戏质量,新内容等等
A Message From Max
来自MAX工作室的消息
Hi everyone,
大家好
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.
与往常一样,我们的团队正在进行大量的游戏质量修复、漏洞修复、崩溃修复、优化、新内容和未来计划。
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:
我们认为我们应该花些时间快速解决当前玩家热议的问题,让你知道我们在这些话题上的进展:
Tank MG Hit Registration
坦克机枪的击杀判定
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.
目前,坦克机枪正在使用一种简陋版本的命中判定,我们最初的目的是为了把他设计成符合以前弹道形式的机枪。我们把他设计为尽可能的简单,因为这样坦克就会有很强大的火力。
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.
我们认为,持续的射击会快速降低服务器的tickrate——这会导致出现滞后、人物扭曲等现象。在把弹道学模型加到坦克机枪上之后,我们在测试中认为旧的弹道模型会像以前一样继续发挥作用。然而,自从第8次更新后,我们发现当玩家胶囊(玩家在服务器上的网络位置)以及坦克机枪子弹的飞行方向到达某些角度时,会发生一些非常奇怪的事情。
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. 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.
虽然我们已经测试了几个修正,但是这几个修正都会造成其他荒诞的效果。我们最后的解决方案是把之前解决步兵战斗BUG的解决方案(从轻武器)应用在坦克机枪上。虽然这是可行的,但这么做所花费的时间将意味着游戏中所有车载机枪的重做和重新测试。这是我们下一个更新的计划,现在并没有修复。
HE Shells
高爆弹
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.
虽然我们限制了HE炮弹的射程,但我们注意到一些问题。,当玩家的炮弹落在敌人非常近的地方(比如在杀伤范围内),敌人却毫发无损地离开时
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.
我们已经研究了修复这个问题的方法,并且大量重做了从爆炸源追踪伤害的方法。在测试中,我们已经看到着陆的炮弹的伤害有时会被地形和其他小场景的微小部分遮挡。然后伤害就会向外反射,这些伤害不会击中敌人玩家。虽然我们已经做了大量的修改和修复了大部分的爆炸类武器(如炸药包,手榴弹,火炮)的这个问题,但仍然有一些复杂的东西需要添加和改进——特别是我们的重型投射武器。
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.
因此,我们重新编写了追踪爆炸类武器伤害的方法,这些新代码使这个系统占用了更多的网络资源,但同时也提高了效率。因此,应该不会再出现高爆弹精确命中敌人却杀不死的情况了。很明显,这是我们在第9次更新推出后会继续关注的事情。
Grass Issues
植被的问题
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.
因为这是我们以前已经说过的(重生之后草丛需要一定时间加载,导致地面光秃秃的问题),我们已经优化了许多引擎代码来处理这一点,并看到了显著的改进。现在的游戏引擎需要更长的时间来卸载草丛模型,所以,当玩家死亡时,草的模型来不及卸载,就会继续被保留,这样我们就可以在玩家重生的时候将草带回来。我们非常高兴在即将在第九次更新中推出这个改进。
Armor Issues
装甲的问题
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.
游戏中有很多这样的问题,很多时候玩家们这样操作觉得会发生这种情况,但是游戏总是和他们期望的不一样。我们已经从网上和其他的社群中得到了很多详细的反馈,我们已经将每个问题分解成一个有待解决的bug(许多已经解决了)。有一些问题比较简单,也有一些问题很棘手。处理物理效果总是非常痛苦的。
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.
这里的主要内容是:机动性,击中判定,伤害效果,炮弹效果,解决奇怪的击中判定问题造成一发入魂,坦克碰到地形弹跳/坦克泅渡的物理效果等。这些问题真的很复杂,通常当你调整物理引擎的某个参数时,都会发生很多更加荒谬的事情。在任何情况下,我们都在尽可能有效地处理反馈,以便为第九次更新带来尽可能多的有意义的改变。你们也应该注意到,我们仍然在为游戏构建基础装甲阵容——包括引入更多的未被推出的载具,比如四号坦克和突击炮,以及谢尔曼的几种变体。
Metagame
游戏性
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.
我们目前正在研究所有的反馈,并一直在思考如何调整游戏机制,以便更好地在关键点上进行战斗,而不是回到之前的到处藏据点的游戏状态。
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.
这是我们在开发过程中一直在进行的,因为我们要解决大量的问题,并彻底修改基本原理。现在,许多修复已经完成,我们已经能够取得一些大的飞跃,在未来会继续取得进步。武器的大修和草地材质的变化以及其他优化已经提高了性能。
Tutorial and Tips
教程和提示
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.
这些对玩家来说是非常重要的,但在我们开始搞其他东西之前,它们被搁置了,因为我们需要先确定游戏本体的游戏机制是什么(一旦我们对游戏机制做出改变,之前的教程便用不了了,所以就没有先做教程)。但是玩家对于教程的需求越来越强烈,我们也越来越重视这一点。
Localisation
字体
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.
随着一些新玩家的加入,我们将为所有语言引入本地化(更新游戏中已经过时的文本)并添加特定的语言。Field Manual中的文本也会有其他语言版本。
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...
感谢你们一直以来的支持、反馈和耐心。真的很有帮助! 现在,我们想让你第一次正式地看一看东线的制服…

Russian Summer Field Uniform 1940-1943
1940-1943年苏军夏季野战服(工兵)
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. SH-40钢盔
2. 1940-1943年夏季野战制服
3.防水帆布鞋
4. 通用弹药袋
5. 莫辛纳甘步枪弹药袋
6.小型步兵铲
7. 电缆带
8. 小工兵斧
9. 工兵工具包
10. 带背包的行李袋。


That wraps up this week's Dev Brief!
这就是本周开发简报的总结!
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!
我们希望你喜欢你今天读到和看到的!我们的团队期待着通过我们的社区问答,我们会热切地给你解答,所以如果你有什么你想问我们,确保向我们提交你的问题!
Have a great weekend everyone.
大家周末快乐
See you on the frontline.
我们前线见!
(有一些翻译可能不太准确,如有错误请多指正)