Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

2. Скачиваем и устанавливаем игру Gang Beasts

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Полный список изменений

The minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.

We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).

The game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.


We're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.

For reference support for VR touch controls is planned to come with full VR support next year.


We have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.

We need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).


We have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).

We have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).

For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.


We are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.

We have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).
added modified and optimised city geometry to the blimp and girders stages
added 17 new costume customisation parts and cat, panda, penguin, and rhinoceros kigurumi costumes
added food production worker 1, food production worker 2, boiler suit, and security guard costume presets for enemy AI on the grind and incinerator stages
added large character body types for enemy AI in waves mode
added modified and optimised geometry for the girders stage (with local and online support)
added modified and optimised geometry for the incinerator (with local and online support)
added modified and optimised geometry for the wheel stage (with local and online support)
added multiple stage escalations to the wheel stage
fixed a significant physics issue that made character geometry distort and freeze
fixed an issue that stops clients from joining servers if they had previously disconnected from a server in the same game session
fixed an issue where characters could pass into the grinders on the grind stage without entering the concussive state
fixed an issue with trains SFX ignoring the game SFX volume settings
modified and optimised city geometry to blimp and girders stage
modified concussion SFX to only trigger if characters are subjected to a concussive blow (concussion SFX should not trigger for falling and sinking hazards)
modified the colour system to support tinting (to support costume customisations variations)
modified gondola and wheel stages to use a custom atlasing system for performance (this work is the last batch of planned optimisations for the stage geometry)
modified server configuration to automatically restart less frequently (restarts is necessary for clearing memory)
modified some trigger volume tests to optimise performance and make detect specific character interactions and events (for the achievement implementation)
modified the climbing implementations for online and local games to standardise
modified and optimised UI for the character selection and character customisations screens
reduced memory usage
reduced the game file size by approximately 40% / 1.25GB
removed some redundant code from the client for optimisation
replaced buoyancy with optimised custom implementation (objects float before sinking. characters float but lose stamina, concussed characters sink)
temporarily removed the game over messaging for local single melee player games
temporarily removed support for the waves mode for the grind stage
The list of key issues identified with the 0.5.7 Early Access beta build are:
issues with camera on wheel stage (we are working on implementing support for the new Unity Cinemachine 2.0 CinemachineTargetGroup to improve the tracking of multiple characters)
issues with colliders on the pier on the wheel stage (online only)
costume parts can show through other costume parts in some context with some costume configurations
the implementation for the bridge deformation in vents needs modifications to stabilise the bridge
water implementation is not standardised
modified and optimised Beef City geometry is not standardised for external
large enemy AI characters can get stuck in doors on the grind and incinerator stages

Patch notes for the Gang Beasts 0.5.0 beta

Since the last Steam Early Access post was published at the start of December we’ve been working with Coatsink to test significant modifications and fixes to the character, costume, game mode and networking systems (the 0.5.0 build replaces the 0.3.4 and 0.4.4 Steam Early Access builds).

Servers will be intermittently unavailable for the next hour as servers are modified (the 0.5.0 build is needed to play online as pre-0.5.0 builds are not supported by the modified server scheme)

Thank you to everyone that nominated Gang Beasts for the “Better With Friends” Steam Award.

Online / Servers

Online multiplayer support in Gang Beasts has had numerous iterations since the online beta started in May and is now sufficiently stable and scalable to release in the default Early Access builds on Steam.

Currently the Gang Beasts online multiplayer supports the following server geographies:
US East (N.Virginia)
US West (N. California)
EU (Ireland)
Asia Pacific (Sydney)
EU (Frankfurt)
South America (São Paulo)
Asia Pacific (Tokyo)
Asia Pacific (Singapore)
Asia Pacific (Seoul)
India (Mumbai)
following the publishing of the 0.5.0 beta build we plan to add support for servers in US East (Ohio), and will then assess supporting server geographies in Canada (Montreal), China (Ningxia), China (Beijing), UK (London), and France (Paris) as and when Amazon Web Services, the server hosting solution we lease server capacity from, make these server geographies available.

For reference latency will be lower if you are can connect to servers close to your location (you can use the server filter to show proximate servers), if there are no servers in close proximity to your location please email with information on your location. If you are playing from a location that is not close to the currently supported servers please test the dedicated server tool (published with this post) as a temporary solution until the server infrastructure is expanded to support your locality (the server tool should be available through the Steam tools section and support Windows and Linux currently, please read the readme.txt file distributed with the build for more information on the server tool).

The list of modifications and fixes made to the online and server implementation in the 0.5.0 beta build are:
added support for modifying the camera Y axis with the single player camera (mapped to left and right D-pad and left and right cursors keys by default)
added an lobby to invite friends to before connecting to a server
added support for playing with multiple local players online
added online support for the blimp, billboard, buoy, and container stages
added PTT VoIP (Push-to-talk Voice over Internet Protocol) support
fixed an issue that could make input mappings fail online
fixed an issue that made servers ignore input held at round start (held inputs now trigger on round start)
fixed an input issue with servers
modified the scheme for storing and retrieving servers in the central server and refactored some backend server systems
overhauled the master server scheme (to improve stability and implement support for polyinstancing)
the default mapping for PTT VoIP is right trigger on game controllers and the “C” key on keyboards

Please note the 0.5.0 build will replace the current builds on both the default and unstable branches

Please note the 0.1.0 Dedicated Server Tool will only have support for Windows and Linux operating systems initially (please read the readme.txt file distributed with the tool for more information


Local multiplayer support in Gang Beasts has seen a number of improvements and fixes including, an provisional support for in game camera modification (single player only), support for playing online with multiple local players, provisional support for debug spawning (we plan to expand debug spawning support to form the template for sandbox modes in later builds), and a basic version of the revised waves game mode (currently limited to the grind stage).

The list of modifications and fixes made to the local game in the 0.5.0 beta build are:
added modified scenes and geometry for blimp, billboard, buoy, subway, vents, and containers
added provisional support for single player camera adjustments (with D-pad or cursor keys)
added support for playing with multiple local players online
exposed the debug spawning system in local (currently does not have support player-controlled characters and some nav meshes are missing)
fixed an issue in local game modes (with more than 4 players) giving false server disconnection errors
fixed an issue that could make playing a local game with more than 4 players fail
setup the waves game mode for local games (currently only the grind stage with default grey AI is available for the waves game mode)
the name of the fans stage has been modified to vents (the original name for the fans stage)
debug spawning is disabled for online for official servers


We are still working to finish modified geometry for stages but are close to having final geometry on most stages (excluding colour grading and post effects), the list of stages modified for the 0.5.0 build are:
blimp (optimisations, blimp geometry and colouring, beef city geometry, fog sphere)
billboard (optimisations, billboard and scene geometry, beef city geometry, fog sphere)
buoy (optimisations, water implementation, beef city geometry, fog sphere)
chutes (optimisations, scene geometry, escalation geometry)
containers (optimisations, container geometry, beef city geometry, fog sphere)
elevators (optimisations, provisional glass break particle system)
incinerator (optimisations, scene geometry, fire particles)
subway (optimisations, scene geometry)
vents (optimisations, scene geometry)
Menu / UI / messaging

We’re still working to standardise the game menus, UI, and messaging to remove annoyances and make key content more accessible, the 0.5.0 beta build fixes a number of issues with game menus and a modified score screen (with star shaped balloons for points), the key modification to menus, UI, and messaging:
added support for saving menu and character costume settings
added support for storing some settings (last character selection and other game settings)
fixed an issue with the Steam overlay triggering the in-game pause menu
fixed an issues that stoped local game modes from pausing when the pause menu is invoked
modified input mapping screen to show keyboard and game controller mappings concurrently
modified online menu UI to work with the new lobby system
modified server browser to show more server entries per screen
modified the score screen shown at the end of each round to prioritise score information (we are working on solutions to show other key information and metrics contextually in game)
modified the temporary main menu background to improve legibility
modified the loading and interstitial screens to only show a new stage is loading
modified when loading and interstitial screens show should now only appear when a new level is loaded

Character movement, force parameters, concussion system, and targeting hierarchies have been modified to improve game play and the character customisation system has been exposed for testing, the full list of modifications to the character and character costume systems are:
added a grab delay to the jump implementation to stop characters from targeting posterior objects and enemies when jumping
added the costume customisation system
fixed a field of view issue that stopped elbows from triggering
fixed a targeting issue to make characters prioritise anterior grab targets (over posterior grab targets)
fixed an issue in the character hierarchy that triggered inconsistent leg behaviour
fixed an issue that made characters slide vertically on walls when grip fails
fixed an issue that made kicking forces and movement inconsistent
fixed an issue where melee attacks would apply forces incorrectly (should be less prone to physics explosions)
fixed an issue that limited grip parameters when climbing from a jump state
modified and optimised character movement forces and timings
modified colliders on character feet for stability
modified concussion parameters (to reduce length for long concussions)
modified damage parameters for body parts to make them take more damage to the chest, waist, hips, arms, and legs on collisions (head, stomach, crotch, hands and feet parameters have not been modified)
modified drag forces on characters (to make lifting and throwing characters less difficult)
modified force parameters for climbing to make climbing less difficult (some surfaces will still be difficult to climb until grab targets are fully populated to all stages)
modified force scaling in damage calculations (to inflict more violence than other collisions)
modified force parameters for punches, head-butts, and kicks to standardise character movement
modified front and rear sliding to make characters elevate their legs immediately before sliding
modified kick parameters to limit spamming
modified targeting hierarchies to contextually prioritise anterior targets when jumping or falling
modified the character breathing simulation to improve character stability
modified the character’s vertical field of view (to reduce the frequency that characters target objects below their feet)
modified the climbing implementation to contextually offset targeting per arm
optimised the object targeting system for stability and performance
restored contextual elbowing (for contexts where enemies are immediately behind the character)
saved costume customisations could be lost or corrupted on subsequent updates while the system is in development

Information on switching to / from "stable" and “unstable” branches

To download the "unstable" branch on Steam right-click on the "Gang Beasts" game name on the Steam library page and select "Properties" from the window that opens, from this window select the "BETAS" tab and then the "unstable" option from the dropdown menu (the menu labelled "Select the beta you would like to opt into:". To revert back to the last 'stable' branch select "NONE- Opt out of all beta programs" from the same menu.

For reference switching between unstable and stable branches of the game forces the selected build to download to the Steam client (replacing the previously selected build).

Запуск игры:
1. Запускаем Steam, заходим в свой профиль.
2. Запускаем игру через ярлык Gang Beasts или через Gang Beasts.exe, который в папке с игрой.

В игре:
Online —> Browse Server —> Search —> Появится список серверов, подключаемся к любому.

Создание сервера:
Пока способа нет, но подключение к публичным официальным серверам работает.

Источник: http://coop-land.ru/rookovodstva/10405-rukovodstvo-zapuska-gang-beasts-po-seti-online-beta.html

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях

Как сделать ловец снов своими руками в домашних условиях