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INSURGENCY

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Jul 25, 2013
Community Announcements - [NWI]Jeremy
Since the invisible player bug still exists we've decided to put out another hot fix today that should in the best case scenario fix it, and in the worst case scenario allow you guys to help us debug it and come up with a resolution as soon as possible.

  • Improved player ShouldDraw() functionality to hopefully reduce or remove instances of invisible players.
  • Added ins_debug_visibility convar for debugging invisible players if they still exist. If you notice the bug, please enable this console variable and report to us a log of what your console informs you.
  • Made the amount of objectives and their locations consistent from map to map instead of from game mode to game mode. For example, Contact contains the same 3 objectives in both Firefight and Skirmish and District contains the same 5 objectives in both Firefight and Skirmish.
  • Map updates to Heights, Siege and Contact.
  • Added support for spatialized voice chat in Mumble using sv_mumble_positionalaudio convar.
  • New sounds for TOZ.
Please report back to us on the invisible player issue, and if it still exists please provide us with some logs from your console using the new debug message we've provided as it will help us resolve the issue further.

Let us know what you think of our efforts to add more consistency to the maps. The changes we've made were done so that we can properly design the maps around certain objectives instead of trying to force maps to work with varying objective layouts. Players should be able to learn the maps much better this way and feel like objective spacing is more consistent throughout all the maps. As we near Beta and attempt to solidify and strengthen our level and game design to be as cohesive and consistent an experience as possible we will be looking to you guys for input, so let us know what you think!

We are also curious what you guys think of the changes to Heights. We've reduced the water exploit greatly and have also opened up some more areas of play that should allow the Insurgents to be a little less bottle necked and to open the map up a bit more as a whole.
Product Update - Valve
Here is a small update for you guys.

New Content
Added new official map: Buhriz.
Updated Contact (Insurgent spawn area and lighting).
New sounds for M16, AKM and M9.

Gameplay Changes
Push rounds now starts with 8 minutes, 10 waves for attackers and 20 waves for defenders. When the attacking team captures a point, the round timer is extended 4 minutes and the attacking team receives an additional 5 waves.
In Push the defending team can now block a capture with a single person in the capture zone. This mechanic is currently only applied to Push, but can be extended to other modes if desired.
Added pre-owned capture points back into Firefight (A and C) after noticing that with the new system people would wait to capture the first point until their team desired a respawn, which has encouraged an unintended level of "gameyness" to the mode.
Skirmish now has a 15 minute round timer instead of 10 minutes.

Bug Fixes
Improved the player ShouldDraw function, hopefully addressing what was causing the invisible player bug. This will require some testing so please provide us with feedback whether this appears fixed or not.
Changed some of the animation code around so player abilities can override the main activity. Switched the slide animations to this system which should make them more reliable and reduce instances of the slide pose bug people have noticed.
Refined observer code to potentially fix a bug where players' first person weapons were being replaced with the wrong viewmodel.
Fixed a bug where the name of a map would not properly refresh on the scoreboard, sometimes saying that the current map is a different map than it actually is.
Fixed a bug where when teams were swapped you would get a supply refund for your grenade but not actually have the grenade taken away from you, so in actuality you were getting an extra supply.
Made sure supply refund on team switch clears the item out of both team's item banks just in case teams are shuffled and you end up on the same team.

A few of the issues including the invisible player bug, the slide animation issue, and the weapon viewmodel being replaced with the wrong weapon, all need further testing. Let us know the status of these issues as you play.

Discuss on our official forums.
Jul 24, 2013
Community Announcements - [NWI]Jeremy
Here is a small update for you guys.

  • New Content
    • Added new official map: Buhriz.
    • Updated Contact (Insurgent spawn area and lighting).
    • New sounds for M16, AKM and M9.
  • Gameplay Changes
    • Push rounds now starts with 8 minutes, 10 waves for attackers and 20 waves for defenders. When the attacking team captures a point, the round timer is extended 4 minutes and the attacking team receives an additional 5 waves.
    • In Push the defending team can now block a capture with a single person in the capture zone. This mechanic is currently only applied to Push, but can be extended to other modes if desired.
    • Added pre-owned capture points back into Firefight (A and C) after noticing that with the new system people would wait to capture the first point until their team desired a respawn, which has encouraged an unintended level of "gameyness" to the mode.
    • Skirmish now has a 15 minute round timer instead of 10 minutes.
  • Bug Fixes
    • Improved the player ShouldDraw function, hopefully addressing what was causing the invisible player bug. This will require some testing so please provide us with feedback whether this appears fixed or not.
    • Changed some of the animation code around so player abilities can override the main activity. Switched the slide animations to this system which should make them more reliable and reduce instances of the slide pose bug people have noticed.
    • Refined observer code to potentially fix a bug where players' first person weapons were being replaced with the wrong viewmodel.
    • Fixed a bug where the name of a map would not properly refresh on the scoreboard, sometimes saying that the current map is a different map than it actually is.
    • Fixed a bug where when teams were swapped you would get a supply refund for your grenade but not actually have the grenade taken away from you, so in actuality you were getting an extra supply.
    • Made sure supply refund on team switch clears the item out of both team's item banks just in case teams are shuffled and you end up on the same team.
A few of the issues including the invisible player bug, the slide animation issue, and the weapon viewmodel being replaced with the wrong weapon, all need further testing. Let us know the status of these issues as you play.

Discuss on our official forums.

Also if you missed our much more substantial update on Friday, you can find the details here.
Community Announcements - Argyll
We have a large update deployed, so update Insurgency and join us on the servers!

Among the changes are:


  • Environment and objective layout updates to Siege, Contact, District, Ministry, Uprising, Heights and Market. (All of them!)
  • New multiplayer game mode: Skirmish.
  • New limited reinforcements system implemented for Skirmish and Push.
  • Modifications to Firefight: Points no longer start captured, and objectives no longer have a neutral state.
  • Option to toggle on/off floating HUD elements (objectives, player names). Default key bind is "\".
  • Shortened capture time of objectives by 25% to 15 seconds.
  • Added HUD element to show the names of players using voice chat.
  • Dead players in Firefight will now be informed that their team needs to capture a point to respawn.
  • Dead players in Checkpoint will now be told how many objectives the team needs to respawn.
  • Switching teams or being auto-switched will reimburse your supply points.
  • Refined player hitboxes to greatly reduce graze-hits.
  • Fixed major POV issues where player's view mis-aligned from the player's body in third person.
  • Leaning is now asymmetrical - you actually lean further right than you lean left to more realistically match third person character movement.
  • Modified realism damages to create better separation in mechanics of armor penetration, getting close to realistic values and allowing for better granularity.
  • Added new Nextbots to the game to replace the existing bots. They still have a long way to go, but this update serves as a starting point for them and they will only get smarter over time. Please refer to the Nextbot thread we've started for any issues or ideas specifically related to the bots in the game.
  • Bots are now supported with all PVP game modes.


View full changelog on our Forums here.
Jul 18, 2013
Community Announcements - Argyll


Lots to talk about... but it's too long to post here in its entirety!

We plan on shifting from Early Access to our Beta development phase later this summer. What we have planned for Beta is a more refined and cohesive experience by taking what we have learned from testing, watching our community play, and listening to your feedback.

Check out our full news post on the Forums, where you can find details on our next update (tomorrow!), some screenshots, and a new video.
Community Announcements - Argyll
Join us tonight at 6pm EST to launch our Twitch.tv channel - http://twitch.tv/insurgencygame - while we livestream our Play With the Devs event!
May 27, 2013
Community Announcements - [NWI]Jeremy
Well we got another one for ya.. Here it is.
  • Fixed bug in Firefight where the round would sometimes end before winning conditions are met.
  • Fixed grenade crash and cleaned up grenade management code in the process.
  • Fixed bug where ragdolls would not reset at the start of a new round.
  • Converged a bunch of realism gameplay balance into normal mode.
  • Set default FOV to 90 instead of 75.
  • Changed "M-16A3" to "M-16" since A3 (auto) variant is used in Normal while A4 (burst) variant is used in Realism.
  • Added a new survey. Please help us out by spending some time and taking it!
May 26, 2013
Community Announcements - [NWI]Jeremy
We've made some changes and decided to put out another update.
  • Brought Firefight back to the way it was on Friday, with the primary exception being slightly faster capture times, B starts out as the only unassigned point, games last more rounds, and there is an elimination winning condition in place so if your team has no one playing the round ends instead of waiting for the remaining points to be captured.
  • Fixed leaning, muzzle flashes and laser pointers in first person spectator.
  • Added new convar mp_spectator_allow_chase which determines whether third person spectating is allowed. By default third person spectating is now disabled on coop and realism.
  • Added new convar sv_vote_kick_min_players which dictates the amount of players required to be on a server to start a kick vote.
  • Capture messages only display individual captors when it is your team that is capturing. If the enemy is capturing, it doesn't tell you who the individual enemy captors are.
  • RPG-7 rockets will now break glass instead of detonating.
  • Fixed some localization scripts where the names of the weapons were inconsistent between weapon selection and death messages.
  • Implemented another potential fix for UFO ragdolls. Please let us know if you still see them or if they subside.
May 25, 2013
Community Announcements - [NWI]Jeremy
Hey guys thanks for being patient with some of the issues in the most recent patch. We've released a hot fix today addressing some of them.
  • Fixed invisible player bug.
  • Fixed first person ragdoll deaths.
  • Firefight game rules have been modified based on feedback.
  • Cleaned up game settings to refer to each hold/toggle setting as just that.
  • Added option to control 4x scope sensitivity in mouse options. Sets assaultscopesensitivity convar.
  • Decreased step size for sensitivity settings down to 0.25 to allow more precise adjustments.
  • Ironsight and scope sensitivities can be set to as low as 0.5 in the options.
  • Cleaned up new ragdoll manager which has been causing some of the new issues related to this patch (disconnect issue, first person ragdoll issue, invisible player issue, etc.).
That's all for now! Thanks and stay tuned.
Product Update - Valve
We've been hard at work on an update for Insurgency and are excited to give you guys something new to play with over the weekend!
Added new coop game mode: Checkpoint. Checkpoint is an objective-based coop mode with 4 objectives that must be secured one by one. After capturing the second objective, your team receives reinforcements and anyone who is dead gets to respawn. Checkpoint is currently supported in Uprising_Coop, Siege_Coop and Market_Coop.

Firefight is now using a new reinforcement mechanic. Instead of players respawning infinitely, reinforcements are only triggered when a point is captured, distinguishing it from Occupy and incorporating some of the intensity of Elimination into objective-based gameplay.

Battle now supports moving spawn points. When your team captures the middle point, your spawn point moves up giving your team momentum and making it less of a stalemate.
Market and District now support Push game mode.

Fixed a bug in Push and Battle where the defending team could not block enemy capture.

Implemented new server and client controlled ragdoll manager that will limit ragdolls for the client depending on FPS.

Added new convar "sv_vote_kick_quorum_ratio" (default value 0.8) to help prevent "gang-banning." Instead of requiring 60% of the vote (which is the default), it now takes 80% of the vote to kick/ban someone, to decrease instances of people being unfairly kick-banned from servers.

Added new convars "bot_health" (default 1.0) and "bot_damage" (default 0.6) to allow server admins to modify bot health and damage.

Updated realism mode scripts.

Bots can no longer see through smoke.

New gameplay sound cues related to objectives and receiving supply.

Point captures are now displayed in the upper left along with death notices, and display each player involved in the objective capture/neutralization.

Moving while prone in iron sights will put down your weapon and allow you to move instead of force-restricting player movement.

Player stats are no longer reset after each round.

Reduced cost of RPG and C4 to 1 supply now that supply rate is slower than it was previously.

Increased fuse time on Flashbang.

Increased the rate of fire of burst mode for M16A3 and MP5K.

Removed spark particle from muzzle flashes.

New Mini-14 and Mosin Nagant textures.

New character animation improvements - players no longer run in place, smoothed idle -> run transition, new idle animations.

First person spectator is now the default for Coop. In the future we will make it the ONLY supported spectator mode in Coop, however we need to fix leaning and laser sight in spectator mode before doing so.

Potentially fixed ragdoll UFO abduction bug. Don't want to claim we've fixed it officially, as it's a latency related issue and requires more testing. However, if any of you still notice this bug or notice less of it occurring, we would very much like to know!

Starting to evolve environment art a little more (see barber shop in Siege/Contact as an example of what we will be doing to all of our environments in coming weeks/months ahead).

Fixed a crash in the ClientLeafSystem that caused a crash whenever IsLeafMarker was hit in AddRenderablesToRenderLists.

Fix the following problems in hammer: 3D Shaded Textured mode for the 3D viewport not working, displacement texture blends not showing up in 3D Shaded Textured mode, and texture blends on non-displacement surfaces being glitched in 3D Textured mode.

Siege bug fixes and new art

Ministry map cleaned up and playable - no more missing textures.

Heights map cleaned up with more spawn exit options for Security

We will be hosting a Play with the Devs event later today at 4pm Pacific for those interested in joining us for some INS action. We look forward to getting more detailed feedback from you all on the changes!
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