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🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS /...

184,300 次观看 • 2 年前 •via X (Twitter)

10 条评论

kozze 的头像
kozze2 年前

Game is gonna be one for the ages

Aemon-Oni 🔞 的头像
Aemon-Oni 🔞2 年前

"Housing, Runes, Embers and other miscellaneous items will now be sorted into MISC Inventory and free up space from other categories" Hmm.. I still think Runes should be a "unique" inventory, like a collection book you'd find in a TCG/CCG (Hearthstone).

🏹 的头像
🏹2 年前

I don’t wanna hear no more complaints from here on out! We need them to start working on this multiplayer update asap 😂

Henris 的头像
Henris2 年前

1 Fallen Ember per 1 Attribute Point? Someone who came up with this idea havent touched the game or were completely drunk.

Radomir, the Mediator 的头像
Radomir, the Mediator2 年前

Absolutely fantastic work @moongamestudios! Can't wait to try this new patch. 👍

J 的头像
J2 年前

Can't wait for the PS5 release!

toshi 的头像
toshi2 年前

I'm happy with the steam deck support.

🔥Foogley🐲 的头像
🔥Foogley🐲2 年前

And the performance is still horrible even with dlss. Meanwhile Tsushima runs at a constant 150 fps.

Nugzeez‼️ 的头像
Nugzeez‼️2 年前

hoooooly shit les gooooo

Mieszam 的头像
Mieszam2 年前

Need ps5!

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NEW APP UPDATE! 👑 Update your apps, Kings. Release 2.5.0 is now available in app stores. This update introduces the fully revamped Destiny Attack mechanic, increases game speed, fixes numerous issues/bugs, and continues to optimize & improve the first-time user experience (FTUE). Upcoming releases will focus on further FTUE enhancement for new players, and continue to introduce new features aimed at early retention and stickiness — en route to scale as we strive to become the #1 Luck Battle game in mobile, supercharged by onchain features. NEW FEATURES — 👑 Revamped Destiny Attack: We've refreshed the Destiny Attack with updated animations, lightning effects, and improved audio for more immersive battles. 👑 Destiny Attack Multipliers: Rewards are now multiplied by your Deal Multiplier. 👑 Feature Map Widget: New animated map lets players track city progress and preview upcoming unlocks directly from the play screen. 👑 Customizable End-Of-Level Reward Chests: Complete cities to unlock bonus rewards, now delivered through a sleek new chest system that evolves with the player journey. 👑 Improved Offer Popups (Phase 1): Redesigned sales & limited-time offer popups to feature smoother transitions, cleaner visuals, and a better browsing experience. IMPROVEMENTS — ⚡️ 3-Sword Attack & Destiny Attack sequences can both now be skipped with a tap. ⚡️ City completion rewards are now configurable per city for better scaling (end-of-level rewards will be updated in the near future to better reward deeper game progression). ⚡️ Badge system & Avatar images now load faster. ⚡️ Sales popups now support multiple animation styles in higher resolution. ⚡️ Improved UI responsiveness across attacks, tutorials, and reward screens. ⚡️ Reduced app size to meet further reduce load time. BUG FIXES — 🐛 Fixed a bug where autodeal wasn't working for returning players. 🐛 Fixed a bug where Destiny Attacks were only granting coin rewards for some players. Rewards are now randomized based on the attack type. 🐛 Fixed a bug where the incorrect city was being shown during Destiny Attacks for certain existing players. 🐛 Fixed numerous minor bugs causing crashes for some players. Additionally, multiple different types of live ops have resumed for players. See you in the game, Kings!

King Of Destiny 👑

17,279 次观看 • 1 年前

Crimson Desert Update 1.04 is HUGE, adding difficulty settings and more. • Difficulty options added • New pets - birds, 5 new cats, and more • Added new Storage Chests that allow materials and ingredients to be used directly from storage • New weapons, quests, and armor for all 3 playable characters • Improved the rendering quality of distant objects and textures • Can now name your pets and horses • Pets can now equip accessories for a wider variety of roles • Abyss Gears, insects, fish, and animals now stack in inventory • Can now select between different house layouts • Improved housing controls and UI • Observing a skill you already have now rewards an Abyss Artifact • Added a new item that allows cats to stay on your shoulder for a longer time • New weapons for all three playable characters • New Baltheon armor for Kliff • New pet gear shop added to Pororin • Added more ores and wells across Pywell • Nerfed the amount of attack and defense gained from anvils and grindstones • Greymane camp NPCs now sell items at a 10% discount • Can now 'Lock' items to prevent accidental selling or deletion • New control presets for controller and KBM • Added a feature where, when the interaction key is pressed, the corresponding action is performed immediately • Can now switch the controls for Dodge Roll and Evasion • Improved aiming controls • Can now open the map directly on controller by holding down the Touch Pad or View button • Adjusted the overall balance of bosses - bosses are no longer immune while performing powerful attacks and the frequency at which they escape or counterattack has been adjusted • Increased damage taken from elemental status effects • Force Palm Pulse can now be charged up to 3 stages • Improved the overall speed of 'Examine' • Improved the speed of pushing or rotating objects during puzzles • Improved follow-up attacks so they connect more quickly even when the initial attack is blocked • Blinding Flash can now be used anywhere and auto-targets whatever target you're facing • Added a Weapon Throw ability while dual-wielding • Improved Force Palm attack speed • Inventory now has 5 category tabs • Inventory groups will now show relevant icons • Added a Filter/Search to the map • Reaching max trust with a shop will allow you to see their current stock directly from the map • Minimap now shows north, south, east, west • Shops now show how many of that item you own • Improved the visual quality of characters at long distances • Improved hair lighting in shaded areas, errors and flickering • Camera distance is now maintained when adjusting visual range • Can now disable Chromatic Aberration • Added Colorblind and Photosensitive accessibility modes Update is out now on Steam, PS5, and Xbox with other platforms coming soon.

KAMI

535,025 次观看 • 3 个月前

Grok Build CLI just got an update with v0.2.113! 🚀 Changelog v0.2.113 Features: • MCP servers can now be enabled or disabled directly from the CLI with `grok mcp enable ` and `grok mcp disable `. • Full plan markdown can now be copied to the clipboard with `y` during plan approval or preview. • Added support for the new SuperGrok Plus subscription tier in authentication and feature gating. • Enabled automatic recovery from repetitive loops in model output by default. Performance: • Cold start shows the UI instantly while models and settings load in the background. • Large session forks and resumes now use far less memory and avoid spikes. • Prevented thread exhaustion on high-core shared machines by limiting the workspace daemon's worker threads. Bug Fixes: • Terminal command output is no longer lost or duplicated when the gateway is unreachable. • Invalid MCP server entries in config.toml no longer prevent Grok from starting; problems are shown in `grok inspect`. • SessionEnd hooks now run on exit in non-leader TUI and headless sessions. • Paste chips now display with the correct background in inline prompts and question inputs. • Pasted content chips now behave consistently when editing answers in the question view. • Background task status now shows only elapsed duration instead of absolute timestamps. • Session lists no longer drop real sessions when the remote registry reports an outdated turn count of zero. • /loop now stores prompts that include stop conditions so recurring tasks can terminate themselves when done. • Reduced spurious warning messages for common auth and config scenarios. • Fixed conda activation (and other sourced scripts that read $@) when using persistent or login-capture shells. • Fixed stuck background-task tray rows after long foreground shell commands complete. • Agent subprocesses and idle inhibitors are now cleaned up when the parent CLI process dies unexpectedly. • Fixed truncated plans in minimal mode and improved visual separation between reasoning and output (including NO_COLOR). • Fixed credential loss across multiple grok processes sharing the same auth file. • Fixed doubled Enter and other keys on older Alacritty terminals. • Fixed false paywall messages for free-tier and unmatched users.

Puck

94,213 次观看 • 22 天前

Keet Mobile 4.0.0 Changelog 🍐 Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development. Improvements - Faster room loading with optimised icons and image-preview caching. - Media previews respect maximum image size to save bandwidth. - Added a system-update banner to keep you informed of important upgrades. - Cleaner room creation flow and refined DM request handling. - Down arrow and room avatar colours match desktop application. - Bottom tab bar is now hidden until onboarding is complete. - Clearer username error messages and progress indicators on slow networks. - Better feedback form now includes your username automatically - Call experience tweaks: hangs up cleanly; DM ring logic improved; Android auto-end in background. - Introduced hang-up icon for when call ends in rooms. - Device naming screen now auto focuses the input field. - Updated confirm device screen. - Software version list now shows Hyperdiscovery and lists WebRTC as keet-webrtc. - Refreshed onboarding pages and UI text updates. - Improved audio record UX and many Fixes - Fixed avatar rendering issues. - Removed grey bars at the top of several pages. - Stopped the tooltip from appearing when the username is already set. - Aligned the error-log message-field layout. - Resolved cursor and emoji picker jumps when switching between emoji and keyboard input. - Corrected chat text input width. - Restored fullscreen video previews. - Fixed image loading status indicators. - Adjusted code block spacing for messages sent from mobile. - Prevented locked recordings from following you when leaving a room. - Fixed a crash when opening a room on Android. - Stopped unnecessary FlatList re-renders. - Center aligned preview images. - Resolved chat UI breakage after double tapping the emoji picker icon. - Corrected contentFit on image messages. - Ensured pinned messages remain visible during a call. - Fixed speaker tooltip content overflow. - Calls: fixed orientation breaks, crash when app is killed, call-ring answer now opens the screen. - Resolved unrecoverable error when sharing a file from Google Files. - Eliminated flicker when searching usernames. - Disabled button presses while a tooltip is visible. - Fixed Discover Communities being cut off on small devices. - Disabled bottom tab presses when no identity is set. - Corrected tooltip orientation on tablets. Keet Desktop 4.0.0 Changelog Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development Improvements - Introduced system-banner UI for updates and notices. - Added a 'Quit' button to uncaught error screens. - Displayed an app loader before the app initialises. - Added a toast notification and an informative banner when sending a DM request. - Consistent avatars between DM rooms and member views. - Added support to medium sized file previews in chat. - Smoother last message rendering in the room list. - Added a chat loader on start up when no cache is available. - Clearer version display in the software section and added hyper db version to the list. - Updated texts for system and migration banners. - Refactored DM request actions and block member logic. Fixes - Prevented image preview blinking while loading. - Fixed crash when removing an avatar file from a deleted message. - Onboarding status is now remembered after a restart. - Eliminated room menu blinking via useDeferredValue. - Prevented Rive animation from disappearing when switching monitors. - Stopped creation of duplicate DM rooms for the same member. - Resolved broken file preview when a file lacked a name. - Restored missing styles on error pages. - Prevented error pages from appearing behind the loader. - Corrected emoji rendering on macOS. - Repaired chat voice message playback. - Fixed useRoomConfig imports. - Corrected file item height in room info. And more

Keet

25,883 次观看 • 1 年前

= Kemo Passion Studio = I can't believe it's already been 5 months since the release of Ver2.0. Now we have essentially achieved most of the features envisioned for the initial stages of the project, except for the rest armor and new voice. The development of this mod costs a lot of energy and time, we didn't expect to achieve this far. Thanks to everyone for your support. This is not the last version of this mod, we will continue working on remaining armor adaptations and voice packs. And I'm thrilled to see more and more like-minded individuals spontaneously getting involved in the development of the mod and its derivatives. Your participation has given the pupper endless possibilities. Thank you all guys! Meanwhile, a new plan has been initiated. in TotK, we still have more things want to do. please stay tuned for our future announcements. Here's the details of the update, enjoy!😋 [ New Features ] You can be natural You can choose the type of the pupper's buttock (twink / cake) You can force the unadopted clipping armor invisible You can swtich the color of beans Wolflink but BokobLink You can turn off the buff of cold resistance and running speed [ Additional Adopted Armor Set ] Archaic Warm Greaves Snow Boots Hylia Zonanium (Helm adaption is wip) Barbarian (Helm appearance is optional) Phyantom Ganon [ Improvement ] Wagging tail Enhanced expressiveness of facial expressions Now he has finger beans Improved details on legs and paws Added belt to adopted trousers Make barefoot walking sound while wearing armor [ Bug Fix ] Fixed some clipping issues with certain adapted armor (Hylia Rito Gerudo Charged) Fixed the issue of losing eyes expression when wearing the Ancient Hero's Aspect armor Corrected unnatural lighting on the waist and head Fixed hair curling and deformation issues Fixed incorrect display of the right arm in the ending scene Restored the damage bonus of bone weapons to standard values

KEPA | Cain

85,343 次观看 • 2 年前

** Mega Parodius Update ** The team have been busy over last couple of weeks , implementing more of the games engine. WIP since last update : White Bell power up ( this is the text attack ) Blue Bell power up ( full screen explosion ) Catboss & animating Trees Updated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) . Pyron has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately. Vector Orbitex has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb. I keep telling him its 2025 - not 1990 for rom sizes haha , a professional is always a professional though !! The Blue Bell power up uses the static large sprite class I made for SOTA where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object. We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring. The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B. The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times. At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites . So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . I analysed the SNES/PCE versions and we use less sprites than those versions for him so that will help reduce the chance of sprite dropout when attacking. The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc. We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !! We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far. So the team is very happy with the progress !! #SGDK #Parodius #SegaGenesis #SegaMegadrive #indiegame

Shannon Birt

19,284 次观看 • 10 个月前

Patch 0.12.3 - "Blades of Ezochi" is now released! Patch 0.12.3 is a minor update patch that includes 3 new classes, some rules updates and a lot of changes to classes. Earthcleaving and Searing Lotus style are two elemental style sword classes, one of which is an anti-tank and the other a tank. Another paladin has also been added with gun paladin. A lot of classes have seen some key abilities redesigned or changed. Some of these such as backlash were too easy to use and lacked counterplay, while other such as defensive flexibility were resourceless defenses that warped the game around having them or not having them. Some other less used abilities have gotten some number buffs to make them less clunky to use. For the basic rules, precise attacks now have pinpoint by default to make them a better option against dodgy targets who often would still have enough guard to negate most of the damage. Block now works against damage in general, giving more of a reason to take it over simply dodging everything and making failed save damage have some counterplay. As always, thank you for your support. Rules Precise attacks now gain Pinpoint. Some abilities do not gain it. Added a Push basic action. Block reaction now works vs damage in general and not just attacks. Updated rules for abilities to state all abilities as general rule require you to have line of sight to it. Races Ryujin Dragon Breath now has the Safe keyword. Classes NEW: Gun Paladin, a ranged support/striker hybrid. Earthcleaving Style, an anti-tank earth melee striker. Searing Lotus Style, a fire style tank Abjurer Mana Shield slightly reworked Adventurer Steel Aura now has the Circuit and Rage keywords. Secret Art now also resets your Circuit keyword when used. Power Jump now has the Circuit keyword. Aeromaster Razor Hurricane now deals Wind damage. Alchemist Stone Grinding now also works on shielding effects. Amanita Spore Burst now deals Poison damage. Assassin Study Target can now apply Death Mark with only 2 AP spent. Battlemage Battle Cast now has the Circuit keyword. Battlemaster Can now be accessed through adventurer. Bloodbinder Blood Drain now deals Dark damage. Now has the Safe keyword. Transfusion and Life sacrifice no longer trigger effects on yourself that would trigger from taking damage. Carpenter Hammer and Nail now has the Rage keyword. Felling Strike mana cost reduced from 2→1. Chronofighter Past Self slightly reworked Attacks from the past reworked Secret Art reworked and renamed. Chronomancer Haste mana cost increased from 1→2 and given the circuit keyword. Colossus Can now be accessed throguh adventurer. Two Sword Crush now has the Rage keyword. Double Slam now gives you the option to make only 1 attack even when wielding two 2 handed weapons. Mighty Leap range increased from 20→40ft. Culinarian Herbal Stock now keeps the bonus for the entire node. Curse Knight Backlash is now Offstep rather than Sure Hit Devil's Blow wording updated to prevent confusion on the full pierce. Cutthroat Can now be entered through Culinarian. Deadeye Disarming Shot mana cost reduced from 3→2. Death Knight Call of the Grave AP cost reduced from 3→2. Dragoon Can be Jiangshi instead of the jumping expertise now. Duelist Deflect Missiles renamed to Deflect Everything, now works vs all attacks. Electromancer Zap no longer gains Sure Hit against targets valid for your superconductor. Forked Lightning now applies Focus x 2 static. All electromancer abilities now scale their static of Focus instead of Power. Electromaster Static Field now scales static of Focus instead of Power. Exalted Blade Divine Storm clarified. Execavator Cave Raider now has the Circuit keyword. Executor Holy Orders now can only be used before you attack and the free movement only occurs if the target moves away from you while in your melee range. Farmer Scarecrow's Gaze now has the Circuit keyword. Fencer Precise Thrust updated to not disable updated dueling weapon. Fighter Slam now lets you spend a mana to ignore the power requirement. Power Strike reworked. Defensive Flexibility reworked. Geomancer Earthquake now states it only hits people on the ground. Gravitect Black Hole now allows for a save. Graviturge Localized Collapse RP spend now fully avoids it. Gunfu Gun Martial Arts now lets your unarmed attacks benefit from your pistol material bonuses. Highlander Aftershock now has the Rage keyword. Can now be accessed through adventurer. Hydromancer Aqua Drill now deals Water damage. Now has the Safe keyword. Crashing Foam Wave now has the Active keyword. Lancer Can now be accessed through Adventurer and Cavalier. Mage Arcane Barrier now has to be in reaction to damage taken and no longer prevents true damage. Mycomancer Poison Spore damage reduced from Power + 5 → Power + 2. Necromancer Soulreap now also instantly kills the enemy on killing blow. Corpse Explosion now deals Dark damage. Pyromancer Incendiary Ray mana cost increased from 1→2. Now applies Burning on damage. Pyromaster Hellfire only applies when you inflict Burning on your own turn. Sage Lengthened Incantation capped to 2 additional AP, now applies to Scattering AoE attacks again. Can now be entered through Mage Knight. Selective Casting now has the Circuit keyword. Scout Can now be accessed through Rogue. Shield Paladin Holy Weapon light emitting part now also works on ranged weapons. Spearmaster Updated Gae Bolg wording. Spellblade Spellstrike wording updated. Sky Talon Style Heavenfall Descent now has the Rage keyword. Keywords Added an Opener keyword for abilities who must be used as the first action in a turn. Added a Circuit keyword for some abilities to give them a one time discount on their mana use. Added a Safe keyword for attacks that do not provoke AoO's Items NEW: New mods for thrown weapons. New mods added for poison materials. New ghimslag armor mod. New mod for shields. Some cloaks now gain a higher benefit if made with a higher tier base material. Bags now gain a benefit from higher materials and have a mod. Carts now gain a benefit from higher materials. Shields no longer gain bonuses to evasion or guard from material, only to block/dodge. (Does not affect existing ones) Elemental Weapon Alloy crafting point costs reduced from 15→10. Dueling weapon ability no longer works if you make a Heavy attack with it using AP. Added a mod that regains the ability for 1 heavy. Scythes Reworked Long Haft. Added a Focused Spin B mod. Armor Anti-poison silver mod removed. Chain Links reduced from 8→4. Flexible armor values increased. Gourmet Cooking Stock old wording updated. Greenhouse labor cost fixed to be consistent with other values. Perfect Balance mod now also works with precise attacks.

Angel's Sword RPG Official

16,548 次观看 • 5 个月前

To further enunciate our plans for the Murtala Mohammed International Airport (MMI) in Lagos, let me further clarify the approval we secured from the Federal Executive Council Meeting last week. 1. There are two international terminals in Lagos. Terminal One is that old building directly facing the long stretch of road leading to the airport built & commissioned in 1979 by the Obasanjo-led Military regime. It has two wings known as WING D and WING E. Terminal Two is the new building on the right-hand side as you drive into the airport, started by President Jonathan’s govt. with a Chinese loan, completed during President Buhari’s govt (with the loan) & made operational during President Tinubu’s first one month in office. 2. Due to years of neglect & because the traffic over time quadrupled beyond its capacity, the building & facilities at Terminal One became totally decrepit. We have been engaged in some patch jobs over the years just to make it a bit presentable. Now, shorn of all the rhetoric, what we simply want to do is to totally strip down that building, including the entire roof (leaving only the carcass), then re-design/reconfigure it & build a brand-new airport for the nation to meet modern, international standards that can also cater for the increased traffic. Both wings D and E would be affected. 3. As for the new Terminal (Two), we got approval to expand the building and the Apron (where aircraft park for boarding and disembarkation) in order to accommodate more aircraft, including wide-body aircraft. That is not all; we are constructing two new independent ring roads in and out of the airport (one for departure and one for arrival) and a bridge that will take travellers directly to the upper floor of Terminal Two Departure lounge, instead of lifting our luggage up the escalators when we are departing. It is a design error we intend to correct. 4. We have also introduced smart solutions to the new designs in order to deliver a smart airport to Nigerians that can compete with any airport in the world. 5. In all, Nigerians will be proud of what we are going to deliver. And take note, this will not be done by a loan from anywhere, but by the Renewed Hope infrastructure Development Fund, which is one of the gains made from the removal of subsidies. 6. As the work progresses, we will be inviting the Press, Civil Society groups, members of the National Assembly and interested Nigerians on regular tours of the facility to monitor the extent and quality of work. It is part of our national heritage and we should all rightly be interested in the final outcome. 7. I will also encourage our compatriots to simply google the cost of most modern airports built around the world in the last few years (including those in Africa like Angola, etc) and you will agree with me that the Bureau for Public Procurement that scrutinised and fixed the final cost of this project did a fantastic job for the nation. 7. And as a final word, it is important to tell Nigerians that we also have brand new Terminals in Kano, Abuja & Port-Harcourt. However, presently, they are all underutilised due to the traffic that is less than thirty percent of their capacities. 8. For further explanation and transparency, we have produced a video (which I attach hereunder) that graphically explains the proposed works upon which we are embarking. I hope you find it useful. Thank you.

Festus Keyamo, SAN, CON, FCIArb (UK)

231,291 次观看 • 1 年前

So how is the Sega Dreamcast's very own native port of Mario Kart 64 coming along? Well, lets take a look at some footage I just captured directly from my DC of jnmartin's latest build! Minor texture corruption is still present on some of the sprites here and there, plus there's no audio yet, BUT MY OH MY! She's running like a dream and looks SHARP as hell at with progressive scan at twice the resolution! You'll immediately notice virtually all of the texture corruption on the text and UI sprites have been fixed. You can now actually see your item box, and clouds are drawn properly in the background, rather than over the top of the scene in the foreground. Somehow, along with fixing all of this in the past few days, jnmartin has also found the time to get the monitors in the backgrounds of Luigi's Raceway and Wario Stadium correctly projecting a view of the scene onto their screens. This somewhat-advanced effect (for the time) was actually done on the N64 (in this game) WITHOUT doing a secondary render-to-texture pass, which requires submitting the scene a second time to the GPU. Instead, the framebuffer was divided into small, tiled chunks (1/6 of its total size), with only a single small chunk getting updated per frame. This way, the amount of direct VRAM access from the CPU (which is typically slow as hell) is kept to a minimum within the duration of a particular frame, with multiple frames being required to update the entire screen. But anyway, she's starting to look and play incredibly well, and those of us with early access to the builds have been thoroughly enjoying revisiting this title on our favorite platform!

Falco Girgis

45,613 次观看 • 1 年前

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 次观看 • 7 个月前

First of all, we here at AMGI want to thank you all for being on this journey with us. We have been extremely busy. Over the last few weeks we have delivered a huge early access patch to My Pet Hooligan, delivered a new on-chain governance solution with WinVote, brought back NFTs in game, started testing the Street Kred system, made some new hires, delivered a new site for AMGI Studios and smashed the largest gaming event in the USA, PAX West. What does all of this mean and importantly what is next!.... PAX West You have seen the videos, you know the vibes were on point, but let's dive deeper into this and what the key takeaways are. PAX West was completely different to the WAGMI Crypto events that we are mostly used to in this space, although these are always fun and important, when creating gaming products, it is also important to get directly in front of people who have a passion for gaming. That's what PAX West was, hosting over 100,000 gamers who just want to play games and have fun. PAX West was a great success for us on many fronts. It confirmed that we have something special in our hands. Gamers loved both the brand and the game and were eager to get involved. It opened up new exciting opportunities with gaming and hardware companies. It was a blast seeing event goers from Day 2 onwards wearing the My Pet Hooligan t-shirts around the city. It was great to see parents playing the game together with their kids. The choices to not include blood and gore made a huge difference and have opened some new unexpected doors for us. If we truly believe in the progression and adoption of this industry we need to move beyond degen products and into real life consumer products that people can truly enjoy. That's what we are here to do, no matter how difficult it is, and no matter what the current ‘meta’ is. We have been here for many years grinding day in and day out and are still here today delivering like we are the new kids on the block trying to prove ourselves. The Game PAX West marks the end of a phase of the project, whilst we now posture more into continued efficiency, growth and retention. The game is not feature complete by any means yet but the foundations are strong. There are a number of features still being developed, including a progression system, consumables system, further build out of questing, token utility and more. As these are continuing to be developed we also continue on our journey to make the game more accessible. This will start with Steam and then Consoles. A Microsoft rep at PAX told us “we are going to make it”, who are we to disagree!... Lots of new ideas, lots of new feedback to work from and a renewed drive and hunger which are only going to help make this an even more compelling and fun game. The Web3 Marketplace In the coming days, Version 1 of the My Pet Hooligan Web3 Marketplace will be going live. Version 1 for now will allow for the trading of My Pet Hooligan NFTs, OG Hooligans and Zuckbots for $KARRAT. It will also serve as the marketplace for all of our upcoming in-game blockchain assets. This will eventually become part of your online My Pet Hooligan central hub and will include features such as rentals and subscriptions. It's been a long time coming but it shall be here very soon. Everything's coming together, one step at a time. It is important to note that there are many pieces of a complex puzzle that must come together in order for us to succeed. Between payment solutions, L1 & L2 blockchains, wallets, distribution platforms and the laws of the land. We are in uncharted waters and continue to do things in the most flexible ways possible to ensure we have strong resilience with our operations. The MPH website is next on the list for an uplift too as well as an overhaul of the user accounts system UI/UX. Team We continue to strengthen the team bringing in new hires and stepping up individuals from the community. Some of the new resources being brought in include a new Game Producer, Senior Game Engineer, Senior Blockchain Engineer and the former Dean of the Epic Unreal Fellowship Programme. Collectively bringing in experience from Epic, Solana, Blizzard and more. There are also some community role changes and new advisors that will help with social strategy and web3. As well as new marketing efforts through new channels of distribution that we are exploring. More to come on this… WinVote V1 Governance isn't sexy but building tools for the benefit of the space that others can license is. Governance is a key part of the industry and a need for most of the foundations in the crypto space. WinVote has started its trial with the KARRAT Foundation. Whilst the trial continues it will continue to be built out with an aim to be the premier tool for on-chain governance in the space. Access to WinVote for other communities and organizations wishing to use WinVote will be secure through licenses that utilize $KARRAT. We still have much more at work here in the studio, such as continued R&D, The Others, AI, Feature Development and more. This list is long, but we are grateful to get to do it. Stay tuned and let us cook, this s#it ain’t easy! Karrat Gang, thank you again for being on this journey with us. We love and appreciate you all! Look out for a catchup with the team next week. Hooli-hoo!!

My Pet Hooligan

26,616 次观看 • 1 年前

** Mega Parodius Update ( MegaDrive / Genesis ) ** 2 vid updates - In the first the Vic Viper players ship is heavily damaged .. only the bomb bay is operational ... so the viper goes on a bomb *blast* processing rampage !! ... This shows enemy destruction and some polishing of the bomb effect. The 2nd vid shows VRAM handling of objects with the tile viewer opened below the gameplay window. You can see objects load in , then as only the burning chests remain those animations are shifted live to maximise free object buffer. Progress since last progress vid : All collisions now implemented : Enemy to Player added , Bomb to Enemy added, Enemy Destruction added. Auto Defragging VRAM system implemented for Enemy Objects. Supports variable slot size also to maximise tile space . Fixed slot sizes wouldn't allow enough slots as they would need to be too large to cover all objects. Without defragging the VRAM would become like swiss cheese after a few screens of enemies also making larger slots difficult to allocate. Vram was getting tight due to things like the Blue Bell Bomb / White Bell text needing a reserved amount of vram ( as they can occur anywhere in the level via powerups ) . Theres also theres quite a bit of variety in Level 1 with warmup enemies , bottle enemies, chickens, crabs, orcas, chests, bees, penguin bathes, walking penguins, bouncing heads etc. We are also using all the arcade assets without trying to cut frames. It can't be loaded all at once so a dynamic system is needed. The enemy object buffer is 444 tiles presently for Level 1 , but the Catboss for example takes 308 when he's onscreen so things can get squeezed. For Mega versions of levels I wanted to ramp things up so that might mean we need more diversity in places than for the arcade accurate option , this system will help that also. The system can stream animation or utilise static animation if vram allows. Seems a mundane thing but sloppy vram management is the achiles heal of GFX diversity in a retro game . To help reduce the Bell effects VRAM buffer , Blue Bomb tiles required reduced to 120 tiles Max ( was 172 ) with no loss of quality . I've also reduced the sprite count by 6 sprites overall - down to 46 sprites used at max frame size. Lots more action / enemies to add yet but particularly the VRAM handling had to be improved before we can implement everything so glad thats in place now. Pyron and Vector Orbitex have been busy with upcoming GFX / Audion for the port , as always I'm very gratefull to have these Masters working with me on the port . #SGDK #Parodius #SegaMegadrive #SegaGenesis

Shannon Birt

13,453 次观看 • 7 个月前

Padawans! We are excited to announce the return of Jediswap with concentrated liquidity, full audits, points, and incentives. Check it out at Since our last update two months ago, we have been working hard on a fresh new version of Jediswap, focused on bringing capital efficiency and the best price execution to our users. After two months of dedicated efforts, a full audit by Nethermind Starknet , and passing rigorous security tests, we are excited to announce the launch of Jediswap v2. Jediswap v2 significantly enhances user experience and performance while introducing new features and surprises. Our commitment to community and user growth remains strong, and we have exciting plans to expand the Jediswap ecosystem. Take a look at key updates coming with the launch. A points system that empowers genuine, loyal users: Jediswap's origins go back to early 2020 when we started our journey not as a product but as a community known as the Mesh community. Our mission was clear: bring Open Finance to billions of people. Recognising the strength of community-driven efforts, we understood that collective belief and collaboration, rather than individual or corporate endeavours, would be the most effective path forward. Early loyal users are the most crucial pillars of any community and product. This point system is Jediswap’s first step in recognising and rewarding the value each user has added to the protocol. We have prepared separate point systems for liquidity providers and traders. In short, as an LP, you can maximise your points by earning more fees on your LP positions and maintaining your liquidity in Jediswap over the long term. You can check out the complete math behind points here. For traders, use Jediswap when you genuinely need to swap tokens. There is no need to do any wash trading. We have published the points system for Jediswap v2 and will soon release points for all the activity that has occurred on Jediswap v1 to date with a boost. Check out the points logic on our docs: Improved performance and user experience: We have significantly enhanced Jediswap's performance, making it faster and more user-friendly. One notable improvement is the integration of pool analytics directly within the Pool page, eliminating the need for users to navigate to a separate analytics page. Additionally, balance fetching has been optimised for smoother operation. Any liquidity added to pools now updates the My Positions page in real-time. Battle-tested security For this launch, we implemented several security measures. We underwent a rigorous 7-week audit process with Nethermind. With the help of the Nethermind team, we also created a test framework for Jediswap to compare security against Uniswap v3, which has been operational for 3+ years and is one of the most battle-tested smart contracts available. We simulated real data from different Uniswap v3 pools on Jediswap. We achieved a 100% match in the contract state after each on-chain action, such as swaps and liquidity adjustments, bolstering our confidence in our code's security. We will announce many cool things over the next few weeks. Keep an out JediSwap ;) Mint a Galxe NFT: To commemorate this launch, we have published a new campaign on Galxe, which rewards users with an NFT for being an early user of Jediswap v2. To earn the Galxe NFT, add at least $25 worth of liquidity to one of the pools listed in the Galxe quest.

JediSwap

107,533 次观看 • 2 年前

Check out our latest #Earth2 #creation the #MotorwayMarauder🌍✌️From #ConceptArt to #gameready, gives me #MadMax & #Terminator vibes - love it! Some #IMPORTANT things to remember about #Earth2 #drops leading up to #E2V1👇 1⃣Acquiring #skins is completely optional 2⃣ Notably, the #skins we drop leading up to the #E2V1 release will more likely have a ‘Limited Supply’, something that rewards our early supporters with increased rarity. These Limited Supply drops will become less frequent in the future being replaced with drops of unlimited supply but restricted availability requiring Players to wait for a skin to become available in the skin store or hope to acquire it via game play inside #E2V1 3⃣ Our goal is not to have these early #skin drops sell out during their maiden release, but rather provide an opportunity for our early supporters to secure skins they like at a discounted price with the welcoming guarantee of an all time Limited Supply. 4⃣ Most of the early #skin drops will naturally allow #Players to resell them, but importantly many will also be assigned with a once ever discount rate. #Skins that have Future Price Reduction assigned with “No” means that if the #skin does not sell out on its maiden drop and subsequently gets listed in store again at a future date, #Earth2 will never resell that #skin at any discounted rate. 5⃣ #Earth2 is building a modular clothing system, meaning that most items of clothing, especially if sold separately, will be interchangeable on avatars making them more useful and giving the #Player more ways to mix up their outfits, look the part & express themselves. 6⃣ The version of the skin you see in store is the base version you receive with the skin, however, there will also be opportunities to tailor outfits in game allowing for the adjustment in fabrics, prints, colours and more (be prepared for a little legwork though, unless you want to take your clothing items to another #Player who specialises in tailoring). 7⃣ #Earth2 is proud to have uniquely designed the #skins you listed in our store & it is important to remember that these #skins are the end result of a long and stringent internal character pipeline we have developed. Each skin starts from concept art which is reviewed and iterated on numerous times before being approved. Once approval is given, it is handed to our 3D modelling team for sculpting into high poly, then low poly, while receiving numerous reviews and adhering to our pipeline protocols. When the low poly version is finished, the 3D team then finishes with UV mapping and texture baking and runs their own QA process. Once the entire 3D sculpting process is approved, the models enter the skinning, rigging and weight painting process and are then passed to the animation team for further testing with various animations and another set of QA such as minimising clipping and identifying any other potential flaws in the model. The model then needs to go through the final process with a game developer to ensure it passed the final tests and is game ready for #E2V1. 8⃣ The above steps only represent a light explanation of our character and clothing pipeline, but as you can see we’re not simply selling static concept art images or a high poly 3D model that lacks any kind of optimisations resulting in little chance of it ever being game ready in its advertised state - there is a lot of work that takes place in order to get these skins to the stage our #Players see them in the video footage. Each skin sold helps support different parts of the development of Earth 2 providing us with new opportunities to further expand our team, speed up development and keep stepping closer to our short and long term goals for #E2V1 and #Earth2. 9⃣ We understand that fashion will become a big part of the #Metaverse, but we want to remind people that while some #Players may decide to set rules for certain skins being required for access or a ticket to entry under certain circumstances, from #Earth2’s perspective these skins are for cosmetic purposes only. 🔟 These skin drops also give #Earth2 the chance to show off our ability and versatility in avatar creation and accessories so even if you’re not keen on picking up a skin, remember to have fun and simply enjoy the progress! Also take heart every time you see a #skindrop, if the #E2V1 pre-alpha was not launching this year I wouldn't be dropping skins. We want to have at least some diversity for #avatars inside #E2V1 from the early stages! #Earth2 #Metaverse #Skins #Fashion #Collectibles #3DWorld #WIP #prealpha2024

Shane Isaac 🌍2️⃣

19,007 次观看 • 2 年前

Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

178,290 次观看 • 2 年前

Mamata Banerjee (Didi) in Supreme Court - why this was historic and what was oh, so regular! 1. There was a palpable energy in the SC that could be felt by everyone present in Court Room No. 1 - everyone was waiting to hear - will she be allowed to speak? She did! And what an epitome of intelligence, humility and grace. She was interrupted a few times but the message was clear - she will not leave without making her voice heard! She spoke - and asked some pertinent questions : A) The #SIR process which should take at least 2 years properly, why is it being done in 3 months ? B) Why is SIR exercise happening in election going states? C) Why has the Election Commission not responded to the various letters written by her and the State? D) She pointed out crores of people stand the risk of disenfranchisement because they may not have the time to get corrections done in such a short time due to the festivals and harvest season. 2) I heard whispers by some - “Ah, the DRAMA - Political Drama!” But why does no one notice the alleged DRAMA of the State Counsels, who need instructions, argue on technicalities and were willing to say anything that doesn’t require them to argue on merits today. When the State Counsels tried to stop her, CJI remarked - let her speak, she has travelled a long distance. (Mild laughter in court!) 3) What was most heartening is the abated breaths with which people heard on both sides - those who had managed to squeeze themselves and still keep standing in a full packed court! Most heartening personally was the eye glances - with women in the room - smiling softly - who knew what’s happening beyond what’s being said - the subtext! And the power of a woman taking on the powers to be. 4) The Court listed the matter for Monday - said it will also hear the petition filed by Election Commission and asked the State of West Bengal represented by Senior Advocate Shyam Diwan ji, to give a list of government officers who can help with correcting discrepancies that may arise from Bengali spellings /names. So what’s historic is - a tigress leading from the front, not yielding an inch to argue, for her people. What’s regular is - no debate on META questions, technical nitty gritties of the case, and ofcourse - next date. My only regret - not be able to tell her, while she got in the car and waived goodbye - “Didi, you are a warrior princess!” This moment will be etched in my memory till I am alive. Love my profession on days like these when you see history in making - firsthand! But all legal battles like this one - will be a long one! Someday perhaps, in our lifetimes, we would be able to argue and the Court will hold that matters of these type that impact our constitution’s foundation have to be heard in FIXED time and resolved in FIXED time. No drama - just swift and substantial ACCESS TO JUSTICE FOR ALL. P.S. Senior Advocate Gopal Shankarnarayan raised two important points - that different states are having to raise different points regarding SIR - the subtext I think was that the META questions regarding SIR should be heard and settled for once and all so that SIR related litigations do not become a never ending relay. To this it was responded by the Bench - that this is how it’s going to be, it’s only natural (not verbatim). Also Senior Advocate Kapil Sibal intervened, and on a lighter note was told by the CJI - Mr. Sibal you are not well, you should rest today! (Mild laughter in court) Deep breath and onto the next day in the Supreme Court! Am not a journalist, but then who can resist documenting history. And yes lawyers - we all pretend that this is business as usual but then there are days where everyone knows that it is not. When power and law interact in a lively way, for all to see. When the sometimes haughtiness of the lawyers gives way to their humanness - and what’s not said in words has to be read in their eyes and energy. #MamataBanerjee #SupremeCourt

Avani Bansal

108,681 次观看 • 6 个月前

It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥

Falco Girgis

88,417 次观看 • 5 个月前

This is where I have to share my raw feelings about Rivian software currently on R1. The software experience they have created is good. It’s their own, with their software stack that they control. With that said, we have to stop making excuses for longstanding bugs. Like Quinn Nelson had posted about long ago, having to do multiple Resets, logins and out to get core functionality to work is not the experience we should be having. I know Rivian and Wassym do not want this. I also know they are working on R2 stuff as well. As a person who has spent real money on 4 Rivian’s with 3 R2 reservation between me and hubby, we are huge fans. Have helped many become Rivian owners as well. But the long outstanding bugs are starting to boil over. It’s dragging the software reliability down. Apple Music has been in Rivian vehicles for just about 2 years now. We are past the stage of it being “new”. Spatial Audio is a key music feature, and for me, and plenty of others, you have to turn that off sometimes just to get music to play. I shouldn’t have to do that. Plus, you can’t change that feature while the vehicle is in drive. So then you have to pull over and fiddle with it just to get it work and sometimes it doesn’t. Rivian assistant can’t do it either. Among other issues, like HVAC preconditioning, unstable cabin temps, GPS locking issues, profile switching not getting right or switching profile after the driver has gotten in, mobile app live activities not functioning properly, and more. The live activities is important, because we don’t have a notification for charging start stop/complete except for charging complete on DCFC, so on a level 2 charger, I don’t know if there is an issue with charging if the live activities don’t appear. Same for HVAC if it’s not showing up I have to keep opening the app to check to see what the temperature is. If you aren’t going to push me a notification that the cabin is at the temp I selected in favor of the live activities, then the live activities has to work. I could go on, but I really love my Rivian. I love the brand, I love what they want to do. And I think R2 is going to change the market for most things, but I want their focus to be on software and stability. Focus on polish, focus on features that many people want, don’t over complicate those things. Example, valet mode should be here by now that locks down speed acceleration and access to certain parts of the vehicle. Basic Pin to drive, not the multi factors drive one that depends on your phone and vehicle having an internet connection. Speedy, clean, stable software is always a win. I know Wassym Bensaid and plenty of others at Rivian can do this. We have seen it before and seen what they can do. The YouTube app is by far the best app they have added. I haven’t had any issues with it. It’s responsive, and works. Everything needs to work like that across the board. Please guy let me help in anyway I can, I just want the best for you and the community and customers. Let’s focus on that. I know some will see this as a complete complaining post but it’s not. It’s a plead to make the experience better for everyone and making the Rivian software the best software it can be.

Tyrone Holland🚀🧑🏽‍💻

51,082 次观看 • 2 个月前