补丁介绍
使用说明:
1、解压缩
2、安装Crack_EN文件夹下的升级补丁到游戏目录
3、复制Crack文件夹下的免DVD补丁到游戏目录覆盖
4、运行游戏
升级档安装步骤:
1.安装《龙与地下城:地下城主》原版游戏:http://down.ali213.net/pcgame/dungeonlordssteamiso.html
2.安装本升级档
更新说明:
机翻:
地下城领主蒸汽版补丁#1
固定:
免去DEAD STATIC怪物(固定怪物被杀死)
处理并放置在MODE_HOLD现在从加载时保持删除
游戏存档或场景文件。此前,死静的怪物被恢复到
装载MODE_DEATH时,导致它们积极处理再次,包括
世界的物理和无效的(浮点)碰撞位置的数据。在
地牢场景,这可能潜在地导致堆栈溢出条件
递归碰撞处理过程中。
修订:
将对象添加到游戏对象列表(OList)现在检查,如果已经
插入并执行除去以重新加入之前。一个OList错误现在写入
记录与对象和来电显示。
修订多人:
修订版:当最小化应用程序窗口,现在游戏不断
流程网络消息和发送/接收心跳。此前,该游戏
可以断开的球员,如果他们最小化游戏窗口超过60
秒,和网络消息没有被处理。
修订:现在的游戏显示中列出的游戏比较发行版本
蒸汽大堂,但不包括从目前显示的是不是同一版本的游戏。
玩家建议始终更新到游戏的最新版本。
修订:扭捏,为改善旋转和运动的新插值方法。
新:出现新增“LOADING”,弹出栏时,户外活动和比赛暂停
从磁盘加载未缓存世界的数据和对象。
FIXED:户外场景加载加过滤,以去除任何排队事件
跨越到Fargrove下水道现场。以前,如果玩家点击
下水道开关不止一次最初进入下水道Fargrove那么当
这些额外的事件被存储并可以重新触发Fargrove下水道场景
再加载当玩家试图在后面的比赛要退出所有Fargrove大门。
修订多人游戏:
*修正:在第三方NAT求解库入侵数据包解析是
在游戏的DirectPlay的消息作为“内部”消息解释数据
用于自身,破坏主机和网络之间的信息交换
客户在多人。该NAT库代码是专门针对(但
不限于)含有地形块加载信息的消息和
在游戏存档球员的位置数据,导致突然的游戏会话
终端,断开的,错误的数据交换。这个问题是
认定为多人游戏的失败在最初的蒸汽源
发布。
*修正:Emmindor现在奖项完成交付Galdryn的合恩角
Talendor在党的字符之前没有收到追求。
Elderon现在使塔电梯后打开大门给大家
Galdryn的号角已交付Talendor。对于“迟到”字
未从最初Emmindor接收任务提供Galdryn的
喇叭,可能有必要以接合Elderon和Emmindor多于一次
完成。请阅读“重要事项关于多人游戏”的进一步
了解更多信息。
*修正:现在的主机反复检查地形中有效连接播放器
分段负载。以前,如果一个球员被地形过程中断开
装载锁定主机可以为响应无限期地等待(挂起)从不
即将出台。需要注意的是本场比赛之前,断开当前等待60秒
由于非响应性的球员,因此在如果一个球员没有拔下
场景转换或地形加载,然后主机游戏可能会推迟这一
时间恢复行动之前。
*修正PCStream,MonsterStream和PCAOP(PLAYER位置更新)消息
如果有新的消息已经被处理拒绝旧的邮件,
拒绝的消息,其中的场景(幅数)不匹配当前加载
现场。此前,一个老/晚UPD消息可能被处理的带
当前加载的场景无效的位置数据。
*修正默认UPDPC频率62ms =每秒16的更新(以前
每秒28更新)。这是为了进一步减少网络流量和匹配
在未来可能流的潜在支持怪物刷新频率
合并。
* PC流数据修改运行时包括远程玩家方向
斜(边运行)。
介绍*新的插值方法,以减少可见的位置,
旋转抖动进行远程球员。玩家的位置数据是现在比较
硬性地控制主机。此前,该主机在欺骗位置
通过客户为了减少可见位置抖动的报道。
*增加了补充日志为所有现场多人装载方法
在场景转换和地形的连接问题faciliate跟踪
块加载。新增系统时间戳游戏日志和NatLib日志消息。
*增加了网络信息流量监控输出到日志文件。这是为了
便利的任何报告的网络问题的诊断,并且可以以去除
将来的更新。
***重要事项关于多人游戏***
当恢复多人游戏存档,始终选择从方显英雄本色
游戏存档名册显示,而不是“加载字符”按钮。该
“加载字符”按钮是一个功能,让玩家加载方显英雄本色
启动新的多人游戏,让玩家增加一个额外的
方显英雄本色,以秘技方被收回。加载使用的字符
“加载字符”按钮,将摧毁所有任务的信息(除了个人
级任务)和所有NPC的相遇信息,如果这些字符有
从来没有玩过游戏。游戏的任务信息和NPC的相遇信息
通过在游戏存档名册其他字符得到不会被tranferred
这些附加的字符,因此,它是可能的一些
任务可能无法识别或授予这些“迟到”字。
所以玩家们要谨慎留意:从持续的游戏
秘技只有“迟到”字,而不会对原始主机英雄
人物在党内,可能会遇到后续任务块防止
游戏的成功的结论。
重要提示:在此之前结束了多人游戏会议上,东道主选手应
始终保存游戏之前的任何玩家退出游戏。这将保留所有的
信息存在于所有玩家的游戏会话。如果一个球员
断开连接,重新开始游戏主机应该总是加载上次完整
秘技包括党(即使一些前瞻性的进步所有的字符,
丢失),使得在一方的所有字符的所有信息被保存
在整体。
因为它是在开头:经常保存你的游戏!
地下城领主具有快速秘技记录,这样频繁的储蓄不
颠覆性的游戏。然而,总是补充疏忽,本场比赛
做一个完整的自动保存,只要执行场景转换。
最后一点:当一个非主机玩家角色由叶多人聚会
退出游戏,所有需要的任务物品和所有主要的任务状态
该字符的信息会被自动传送到主机
字符,允许主机继续正常游戏的进展。因此,如
只要主机角色是沿着一个完整的秘技链不断,
党要始终能够通过游戏的进展,以达到最终
结论。
原文:
Dungeon Lords Steam Edition Patch #1
FIXED:
DEAD STATIC monsters (fixed monsters that have been killed) removed from
processing and placed in MODE_HOLD now remain removed when loaded from a
savegame or scene file. Previously, DEAD STATIC monsters were reverting to
MODE_DEATH when loaded, causing them to be actively processed again, including
world physics and collision with invalid (floating point) position data. In
dungeon scenes this could potentially result in a stack overflow condition
during recursive collision processing.
Revised:
Adding objects to game object list (OList) now checks if already
inserted and performs removal prior to re-adding. An OList error now writes to
log with object and caller id.
REVISED MULTIPLAYER:
REVISED: When minimizing the application window, the game now continues to
process network messages and send/receive heartbeats. Previously, the game
could disconnect players if they minimized the game window longer than 60
seconds, and network messages were not being handled.
REVISED: The game now compares release version for displaying listed games in
the Steam Lobby, and excludes games from showing that are not the same version.
Players are recommended to always update to the latest version of the game.
REVISED: Tweak to new interpolation methods for improved rotation and movement.
NEW: Added "LOADING" pop-up bar that appears when outdoors and the game pauses
to load uncached world data and objects from disk.
FIXED: Added filtering on outdoor scene loading to remove any queued events
crossing over into the Fargrove Sewers scene. Previously, if players clicked the
sewer switch more than once when initially entering the Fargrove Sewers then
these extra events were stored and could re-trigger Fargrove Sewers scene
loading again when players tried to exit any Fargrove gates later in the game.
REVISED Multiplayer:
* FIXED: Invasive packet parsing in 3rd party NAT solver library was
interpreting data in the game's DirectPlay messages as "internal" messaging
intended for itself, corrupting network message exchanges between host and
clients in multiplayer. The NAT library code was specifically targeting (but
not limited to) messages containing terrain block loading information and
player position data in savegames, resulting in abrupt game session
terminations, disconnects, and erroneous data exchanges. This issue was
identified as the source of multiplayer gameplay failures in the initial Steam
release.
* FIXED: Emmindor now awards completion for delivering Galdryn's Horn to
Talendor for characters in the party that did not previously receive the quest.
Elderon now enables the tower lift and opens the doors for everyone after
Galdryn's Horn has been delivered to Talendor. For "late arrival" characters
that did not initially receive the quest from Emmindor to deliver Galdryn's
Horn, it may be necessary to engage Elderon and Emmindor more than once for
completion. Please read "IMPORTANT NOTES ABOUT MULTIPLAYER GAMES" further below
for more information.
* FIXED: Host now repeatedly checks for valid player connections during terrain
segment loading. Previously, if a player was disconnected during a terrain
loading lock the host could wait indefinitely (hang) for a response never
forthcoming. Note that the game currently waits 60 seconds before disconnecting
a player due to non-responsiveness, thus if a player does disconnect during
scene transition or terrain loading, then host gameplay may be delayed this
time before resuming action.
* Revised PCStream, MonsterStream, and PCAOP (PLAYER POSITION UPDATES) messages
to reject older messages if a newer message has already been processed, and
reject messages where scene (spoke number) does not match the currently loaded
scene. Previously, an old/late upd message could potentially be processed with
invalid position data for the currently loaded scene.
* Revised default UPDPC frequency to 62ms = 16 updates per second (previously
28 updates per second). This is to further reduce network traffic and match
monster update frequency in potential support of possible future stream
consolidation.
* PC stream data revised to include orientation of remote players when running
oblique (side run).
* New interpolation methods were introduced to reduce visible position and
rotation jitter for remote players. Position data for players is now more
rigidly under control of host. Previously, the host was cheating positions
reported by clients in attempt to reduce visible position jitter.
* Added supplemental logging for all multiplayer scene loading methods to
faciliate tracking of connection problems during scene transitions and terrain
block loading. Added system timestamps to game log and NatLib log messages.
* Added network message traffic monitor output to the log file. This is to
facilitate diagnosis of any reported network issues, and may be removed in a
future update.
*** IMPORTANT NOTES ABOUT MULTIPLAYER GAMES ***
When resuming a multiplayer savegame, always select your hero character from
the savegame roster displayed, and not with the "Load Character" button. The
"Load Character" button is a feature to allow players to load a hero character
for starting new multiplayer games, and to allow players to add an additional
hero character to a savegame party being resumed. Loading a character using the
"Load Character" button will destroy all quest information (except for personal
class quests) and all npc encounter information as if these characters had
never played the game. Game quest information and npc encounter information
obtained by the other characters in the savegame roster will NOT be tranferred
to these additional characters, and consequently, it is possible that some
quests may not be recognized or awarded for these "late arrival" characters.
Players are therefore cautioned to take heed: continuing gameplay from a
savegame with only "late arrival" characters, without the original host hero
character in the party, may encounter subsequent quest blocks preventing
succesful conclusion of the game.
IMPORTANT: Prior to ending a multiplayer play session, the HOST player should
always save the game before any players exit the game. This will preserve all
information as exists in the game session for all players. If a player is
disconnected, to resume gameplay the host should always load the last complete
savegame including ALL characters in the party (even if some forward progress
is lost) so that all information for all characters in the party is preserved
in entirety.
AS IT WAS IN THE BEGINNING: SAVE YOUR GAME OFTEN!
Dungeon Lords features fast savegame recording so that frequent saving is not
disruptive to gameplay. However, to supplement the neglectful, the game always
makes a full auto-save whenever performing scene transitions.
FINAL NOTE: When a non-host player character leaves a multiplayer party by
quitting the game, all required quest items and all major quest status
information of that character are automatically transferred to the host
character, allowing the host to continue gameplay progress normally. Thus, as
long as the host character is continued along an unbroken savegame chain, the
party should always be able to progress through the game to reach its final
conclusion.
by BAT
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