The story that Minecraft: Story Mode Season Two tells takes place after the events of the first game. Our hero Jesse is just trying to live the good, quiet, and safe life in Beacontown, but a new threat arises in the form of, The Admin! The Admin attacks and leaves the town in tatters, but Jesse vows to make things safe again and heads out on a quest to stop The Admin once and for all. Look, the story is fun and has a lot of charm to it. If you liked the tale that the first game told, I have no doubt you will enjoy this one too.
I actually think that The Admin feels like a much better and more dangerous villain than The Wither Storm from the first game. If you have played any game from these guys, be it The Walking Dead , Batman , Guardians of the Galaxy, or whatever, you know what Minecraft: Story Mode Season Two has in store for you in terms of the gameplay.
You control Jesse and you move around interacting with people and objects and you get to converse with people and make various choices. The choices can move things in a certain direction, but I never felt like any of them truly mattered.
Still, it is always fun to at the very least have the element of choice in a game, like you can make a difference to the way things unfold. There is combat in this game and I think it is one of the biggest improvements from the first game.
You can now use this didge roll move to get out of the way, but you also have a stamina system to. The combat now feels more fleshed out and makes you think about what you are doing rather than just spamming an attack. Bill Gates' favorite books of Biden announces to release oil from strategic reserves. What your name means in Urban Dictionary. Windows Windows. Most Popular.
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To sucessfully spectate an entity, you always need at least two Spectator Keyframes created while spectating the same entity. On the Keyframe Timeline , the periods during which you are spectating an entity are marked with a blue line. You can edit any Keyframe by double-clicking it on the Keyframe Timeline. On the lower part of the screen, you can precisely set the Keyframe's position on the Keyframe Timeline.
Above that, you can modify Keyframe specific settings, for example its Position value. Alternatively, while a Keyframe is selected, its connected Button turns red, and clicking it removes the Keyframe as well. Using the X key, you can open the Keyframe Repository.
To save the Keyframes currently on your Timeline, click the "Save as You can change a Preset's name, select it from the list and click the "Rename" button. To load a Keyframe Preset, select a Preset from the list and click the "Load" button. Using the "Remove" button, you can permanently delete a Keyframe Preset from the Keyframe Repository. With the Replay Mod , you can render Camera Paths to videos without using a screen recording tool like Fraps.
To get started, first set up your Camera Path as described in the previous chapters. Then, press the "Render Camera Path" button in the upper left corner.
The Replay Mod does not only allow you to render "normal" vidoes as you see them on YouTube everyday, you can also render degree videos , 3D videos and more. To change the rendering method, use the dropdown on the upper half of the Render Settings Screen. Renders the video as a stereoscopic side-by-side 3D move, usable by different 3D technologies.
The image for one eye is half the width of the video. Renders the video with a degree panoramic view , using Cubic Projection. Renders the video with a degree panoramic view, using Equirectangular Projection. Follow this guide for a tutorial. After you chose the Rendering Mode you want to use, you can further customize the rendered video. You can enter any resolution there, but make sure to use reasonable values.
When using Stereoscopic Rendering , please note that the entered Width value is the final video's width. Videos in Equirectangular Projection always need to have an Aspect Ratio of Please note that you should generally use a high resolution when exporting Equirectangular Videos , as the Video will be mapped onto a spherical surface in the Viewer you're using. Note: If you're re-rendering Equirectangular footage e.
Note: If you simply want to render an MP4 video in good quality, don't change these settings. If you don't want to see Entity's Nametags in the rendered video, simply un-tick the checkbox. This setting is only applicable for Cubic Rendering and Equirectangular Rendering. Because you can rotate the camera in degree viewers , a tilted camera persepctive leads to a strange user experience: If the user looks around, his view might appear to be tilted because the camera looked up or down. Therefore, it is recommended to always stabilize the camera's Pitch and Roll using the repsective checkboxes.
This is an experimental setting for video producers which allows you to change the sky color to a fixed color. Read more about Chroma Keying here. Note: For best results, you should disable clouds before rendering, as they are transparent. This setting causes depth information to be recorded and included in video formats which support it currently only OpenEXR. Using a video editor which supports it e. Blender , you can then for example among many other effects add arbitrary geometry onto your rendered video in such a way that foreground objects in the video will still occlude background geometry as if it actually was part of the world.
Note: For best results, avoid semi-transparent blocks in front of your geometry, as they cannot be accurately represented in the depth map.
Note: Anti-aliasing is not supported when exporting depth. Instead simply render and edit your video at a higher resolution and scale it down at the very end. Note : This is for advanced users only. If you do not know what your're doing, leave these settings as they are. If you leave the left input field blank, ffmpeg will be used as command. In the right input field, you can input custom Command Line Arguments to be used in the console. Each of the Encoding Presets basically represents a set of Command Line Arugments which are used with the ffmpeg Command.
Customizing these Command Line Arguments allows you to use a specific codec or quality setting and much more. Before passing the given Command Line Arguments to the ffmpeg Command , the Replay Mod replaces the following placeholders with your inputs in the Render Settings Screen :.
Usually, this is perfectly satisfying regarding rendering speed, but you can increase it slightly using High Performance Rendering. High Performance Rendering has the following changes to improve rendering speed:. If you have a Replay in a dark setting for example at nighttime, or in a cave and Brightness: Bright just isn't bright enough for you, you can toogle Ambient Lighting using the Z key Y on some keyboards.
This works as a replacement for the Night Vision Potion Effect , without the side effect of a weird sky color. The same setting, onace with Ambient Lighting enabled, once with Ambient Lighting disabled. While Ambient Lighting is enabled, this eye symbol is displayed in the lower right corner of the screen.
When you first enable Quick Mode in a replay, an internal reference of certain entity and block properties is stored for quick access, allowing for faster navigation in the Replay Timeline. As a side effect, certain features like particles and second skin layers will not be rendered in the preview. By default, Quick Mode is toggled with Q. Using the B key, you can open the Player Overview. In the Player Overview , you see a list of all currently loaded Players in the Replay.
Next to each player, there's a checkbox using which you can toggle the player's visibility. This way, you can hide certain players from the Replay. Below the individual checkboxes, there are two checkbox buttons - one to hide all players and one to show all players.
If you want to save the player visibility settings , check "Remember Hidden Players" checkbox. If checked, invisible players will stay invisible after closing the Replay this can of course be reverted , otherwise all of the players are visible again after reloading the Replay.
While in a Replay, you can use the N key to create a Thumbnail of the current Replay. A Thumbnail is a Screenshot which should give the viewer a good impression of your Replay's content. Long Replays easily get really clunky and difficult to handle. Therefore, Event Markers are a simple way to mark important events in your Replay.
While recording a Replay , you can press the M key anytime to set an Event Marker. This Event Marker remembers the Position where you've added it and will later, while watching a Replay, be displayed on the Replay Timeline. You can also add new Event Markers while viewing a Replay using the M key as well. You can name Event Markers by double-clicking them.
When hovering over the Event Marker , its name is displayed. This way, it's even simpler to add structure to your Replays. Theoretically, a Replay File can be up to 24 days, 20 hours, 30 minutes and 23 seconds long - which is a timespan you'll probably never reach. If you're playing in Singleplayer , all of the loaded chunks within your Render Distance are recorded. If you're on a server, this depends on the view-distance setting in the server.
The Replay Mod of course records every loaded , not only the rendered chunks. Therefore, chunks behind your back are recorded as well. Due to the way the Replay Mod works, you need to start recording when joining a Server or World - otherwise some data which the Replay Files need is missing.
Usually, recording a Replay does not affect your framerate, and it also doesn't lead to lag on servers. We've tested the Mod on a low-end notebook with only 3GB of ram , and everything worked fine. The file size of the recorded. A Replay in which you travelled around and discovered a lot of terrain is significantly larger than a Replay which was recorded in a void world. Replays recorded on Minigame Servers with lots of particle effects and world changes might be larger. If you have trouble with rendering, please first consult the Documentation before asking for help in the Discord.
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