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【新闻部】Steam 专属区 2

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发表于 2013-9-24 12:41 AM |只看该作者
我想请问下关于Steam Wallet的问题能吗?


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242#
发表于 2013-9-24 06:54 AM |只看该作者
小忍者 发表于 2013-9-24 12:41 AM
我想请问下关于Steam Wallet的问题能吗?

可以。只要是相关的问题可以在这里问,然后我知道的我会尽量帮助你。


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243#
发表于 2013-9-24 02:19 PM |只看该作者
kirassss 发表于 2013-9-24 06:54 AM
可以。只要是相关的问题可以在这里问,然后我知道的我会尽量帮助你。

就是我有个朋友和我用$20交易了几个Dota 2的物品,但是交易后我发现steam wallet里没收到$20,该怎么办好?


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244#
发表于 2013-9-24 05:56 PM |只看该作者
小忍者 发表于 2013-9-24 02:19 PM
就是我有个朋友和我用$20交易了几个Dota 2的物品,但是交易后我发现steam wallet里没收到$20,该怎么办好 ...

这个问题应该只有打电话去询问解决的哦。
但是我看到一些需要等3天后见效。


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245#
发表于 2013-9-24 06:31 PM |只看该作者
kirassss 发表于 2013-9-24 05:56 PM
这个问题应该只有打电话去询问解决的哦。
但是我看到一些需要等3天后见效。

那好的,谢谢你的帮助


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246#
发表于 2013-9-24 06:34 PM |只看该作者
小忍者 发表于 2013-9-24 06:31 PM
那好的,谢谢你的帮助

你和国外的交易吗?Dota 2物品建议交换就好。但是交易前请三思哦。


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发表于 2013-9-24 06:37 PM |只看该作者
kirassss 发表于 2013-9-24 06:34 PM
你和国外的交易吗?Dota 2物品建议交换就好。但是交易前请三思哦。

对啊国外的,心想反正那些物品也没用到,就交易看看了


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248#
发表于 2013-9-24 06:46 PM |只看该作者
steam官网上线新页两日后将会有新东西发布

  恭候多时的Steam Box离我们越来越近了!Valve联合创始人Gabe Newell在上周的LinusCon会议上就表示会在这一周放出更多关于这款设备的信息,而今天他们就先在官网上做出了一个可能关于Steam Box的“客厅”页面,暗示Steam Box会在明年上市,并将会在两天后公布更多的资料。

  Steam介绍,他们去年针对电视和手柄用户设计的发布过一个叫“大屏幕模式”的新界面,而现在他们需要找到更多方法满足想把Steam搬到客厅的用户的需求,指的应该就是他们将推出Linux系统的客厅游戏机Steam Box。

  同时Steam还表示,他们将会让用户加入到他们的设计过程中,让用户帮助构建Steam的未来。这有可能是指让用户反馈使用体验,或者是提意见,又或者是直接让用户参与到其开发、改进过程。

  根据页面中的倒计时可知,Steam将会在两天内公布这一计划的详细资料。另外这个页面上还有一些奇怪的图案,大家可以揣摩一下Steam的用意。

更新:http://store.steampowered.com/livingroom/SteamOS/















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249#
发表于 2013-9-26 07:06 AM |只看该作者
Valve Announces Steam Machines



http://store.steampowered.com/livingroom/SteamMachines/


A powerful new category of living-room hardware is on the horizon

Entertainment is not a one-size-fits-all world. We want you to be able to choose the hardware that makes sense for you, so we are working with multiple partners to bring a variety of Steam gaming machines to market during 2014, all of them running SteamOS.

一個全新類型的客廳用硬體設備即將出現
馬上加入硬體測試
在 2014 年選擇最適合您的機型


終於,有了多種選擇

娛樂並不是個一制通用的東西。我們希望您能自由地選擇最適合自己的硬體,因此我們正與多個合作夥伴共同努力,在 2014 年推出數種內建 SteamOS 的 Steam 遊戲主機到市場上。


您可以依任何順序來完成這些條件。在完成了所有條件後,您將獲得一枚特殊的徽章,同時您也將正式加入測試 / 硬體接收候選名單之中。

名單將於 10 月 25 日鎖定,因此請在這之前完成!

您的協助是我們設計過程中極為重要的一環。您的意見反饋將幫助塑造一個新版的作業系統,及一個使用該系統的全新類型遊戲主機。

提問!

在哪裡能買到!?
自 2014 年起,將會有數種不同的 SteamOS 主機由不同的製造商生產,供大眾選擇。

我非常滿意我現在的電腦遊戲桌機配置,我必須立即買一個新的硬體嗎?
不須要。我們過去十年來在 Steam 上的努力將會延續下去。

既然 Valve 已經要提供作業系統給硬體製造商,為什麼你們還要自行製造主機?
我們正對 Steam 的客廳使用經驗進行一個整體測試,因此我們需要製造一個能作為測試的原型機。在 Valve,我們總是將實境測試作為設計研發過程中的一個部分。我們現在測試的硬體是給那些想要取得完全掌控的進階玩家所設計。其它主機將會特別針對大小、價格、安靜度等因素而進行優化設計。

你們要如何挑選出那 300 名測試參與者?
我們將依據社群貢獻度和過去的測試經歷來挑選一小部分( 30 人以內)的人選,其餘的測試者我們將從候選人名單中隨機挑選。

那我是否應該建立數個 Steam 帳戶以提高我的獲選機率?
不,那不會有用的。

Valve 原型機的規格如何?
我們近期內將會提供更多訊息。請記得,最終將會有許多不同個機種可以選擇,各自搭配著不同的規格、價格與效能。

怎麼沒有圖片?它有多大?
我們答應近期內將會提供更多訊息。

原型機大約何時會寄出?
今年。

測試者是否被允許在線上分享他們的使用經驗、圖片和意見?
當然,我們認為那才是測試的主要意義。測試者的意見通常以各種型態來自四面八方:錯誤回報、論壇發帖、概念設計圖、3D 列印、詩歌俳句、kuso 影片及任何其它公開發表的看法意見。

我是否能夠自行組裝一台 SteamOS 主機?
可以。

我能否自行修改主機的軟體?安裝別的作業系統?自行變更硬體?安裝我想要的軟體?用它來製造一個機械人?
當然。

我能自行下載這款作業系統來測試嗎?
目前還不行,但未來您將可自行下載(若原始碼比較對胃,您也一樣可以下載)。

若我不在測試行列,我能如何幫助提供意見反饋呢?
Steam 宇宙群組 將會是我們收集反饋的地方。該群組的大部分空間有開放給全體 Steam 使用者進入。雖然某些空間只限測試員使用,但一定會提供各種不同的管道給所有人來提供反饋意見。

測試期會有哪些遊戲可以玩?
Steam 上目前有近 3,000 款遊戲。有數百款已能在 SteamOS 上運行,而且仍在逐漸增加中。其餘的您仍能透過家中串流無縫接續地存取。

SteamOS 是什麼?裡面包含了什麼?
這是我們不久前發表 SteamOS 相關的訊息連結。我們還有更多訊息將會在近期內發布。

我是否能在客廳使用滑鼠與鍵盤?
若你想要的話當然可以。但 Steam 和 SteamOS 用遊戲控制器也會是個不錯的選擇。說到遊戲操控這件事情,我們其實還沒講完,近期內會再作說明 - 請密切留意。


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发表于 2013-9-28 07:12 AM |只看该作者
本帖最后由 kirassss 于 2013-9-28 07:14 AM 编辑

Valve Announces Steam Controller



A new way to play your entire Steam library from the sofa

We set out with a singular goal: bring the Steam experience, in its entirety, into the living-room. We knew how to build the user interface, we knew how to build a machine, and even an operating system. But that still left input — our biggest missing link. We realized early on that our goals required a new kind of input technology — one that could bridge the gap from the desk to the living room without compromises. So we spent a year experimenting with new approaches to input and we now believe we’ve arrived at something worth sharing and testing with you.

Complete catalog

The Steam Controller is designed to work with all the games on Steam: past, present, and future. Even the older titles in the catalog and the ones which were not built with controller support. (We’ve fooled those older games into thinking they’re being played with a keyboard and mouse, but we’ve designed a gamepad that’s nothing like either one of those devices.) We think you’ll agree that we’re onto something with the Steam Controller, and now we want your help with the design process.

Superior performance

Traditional gamepads force us to accept compromises. We’ve made it a goal to improve upon the resolution and fidelity of input that’s possible with those devices. The Steam controller offers a new and, we believe, vastly superior control scheme, all while enabling you to play from the comfort of your sofa. Built with high-precision input technologies and focused on low-latency performance, the Steam controller is just what the living-room ordered.

Dual trackpads

The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.

Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2.

In addition, games like first-person shooters that are designed around precise aiming within a large visual field now benefit from the trackpads’ high resolution and absolute position control.

Haptics

Trackpads, by their nature, are less physical than thumbsticks. By themselves, they are “light touch” devices and don’t offer the kind of visceral feedback that players get from pushing joysticks around. As we investigated trackpad-based input devices, it became clear through testing that we had to find ways to add more physicality to the experience. It also became clear that “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), was not going to be enough. Not even close.

The Steam Controller is built around a new generation of super-precise haptic feedback, employing dual linear resonant actuators. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.

This haptic capability provides a vital channel of information to the player - delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. It is a higher-bandwidth haptic information channel than exists in any other consumer product that we know of. As a parlour trick they can even play audio waveforms and function as speakers.

Touch Screen

In the center of the controller is another touch-enabled surface, this one backed by a high-resolution screen. This surface, too, is critical to achieving the controller’s primary goal - supporting all games in the Steam catalog. The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.

The whole screen itself is also clickable, like a large single button. So actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players can swipe through pages of actions in games where that’s appropriate. When programmed by game developers using our API, the touch screen can work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes we haven’t thought of yet.

In order to avoid forcing players to divide their attention between screens, a critical feature of the Steam Controller comes from its deep integration with Steam. When a player touches the controller screen, its display is overlayed on top of the game they’re playing, allowing the player to leave their attention squarely on the action, where it belongs.

Buttons

Every button and input zone has been placed based on frequency of use, precision required and ergonomic comfort. There are a total of sixteen buttons on the Steam Controller. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. All controls and buttons have been placed symmetrically, making left or right handedness switchable via a software config checkbox.

Shared configurations

In order to support the full catalog of existing Steam games (none of which were built with the Steam Controller in mind), we have built in a legacy mode that allows the controller to present itself as a keyboard and mouse. The Steam Community can use the configuration tool to create and share bindings for their favorite games. Players can choose from a list of the most popular configurations.

Openness

The Steam Controller was designed from the ground up to be hackable. Just as the Steam Community and Workshop contributors currently deliver tremendous value via additions to software products on Steam, we believe that they will meaningfully contribute to the design of the Steam Controller. We plan to make tools available that will enable users to participate in all aspects of the experience, from industrial design to electrical engineering. We can’t wait to see what you come up with.

Steam Controller Q&A

Q. Is this the same beta as the Steam machines one, or is it separate?

A. Same. So you only need to sign up once.

Q. How does the beta work? When will it start? How will you choose participants?

A. Please see the FAQ on Steam Machines Machines, because it covers lots of important questions.

Q. I’m a happy Steam customer happily using my happy mouse and keyboard. I don’t want a controller?

A. You can’t make a sentence into a question by just putting a question-mark at the end. But we’re happy you’re happy, and by all means keep using whatever input method makes sense for you. Rest assured, we won’t abandon you. We love mice and keyboards, too.

Q. Can I use a controller if I don’t have a Steam machine?

A. Yes. It’ll work very well with any version of Steam.

Q. I’m a developer - how can I include support for the Steam Controller in my game?

A. On the same day that our prototype controllers ship to customers later this year, the first version of our API will also be made available to game developers.

Q. How will the beta controller differ from the one that’s for sale next year?

A. There are a couple important differences: the first 300 or so beta units won’t include a touch screen, and they won’t be wireless. Instead, they’ll have four buttons in place of the touch screen, and they’ll require a USB cable.

Q. What’s next?

A. We’re done with our announcements, and we promise to switch gears now and talk specifics over here in our Steam Universe community group. Also we’ll talk soon about the design process and how we’ve arrived at our current prototype. (We’ll post detailed specs next week for our living room SteamOS prototype, too.)

We look forward to working together with you to design the future of Steam in the living room.

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