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INSURGENCY

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Community Announcements - Argyll
Remember to join us at 1pm PST (4pm EST, 8pm GMT) on the official Insurgency Twitch.tv channel - http://twitch.tv/insurgencygame

We will be playing the new game modes with our special guests Sp00n, Diction, and GassyMexican. It should be tremendous fun!

We are releasing a small hot fix before the Twitch event today:


  • Fixed an infinite loop server crash related to the new chain reaction explosions.
  • Reverted new blood particle system until we discover what is causing it to lag (and potentially crash to desktop) when knifing someone.
  • Attacking/defending team roles shown under team name on scoreboard.
  • Adjusted map cycle so the map/mode combinations are less sporadic.
Oct 27, 2013
Community Announcements - [NWI]Jeremy
We have just released a new hot fix and posted the changelist on our forums.

Here's a snapshot of the changes:

- C4 and frag grenades can now be detonated by bullets or explosions.
- Made team label colors on the scoreboard neutral so the red and blue no longer has anything to do with the team, just simply "hostile" vs. "enemy" player or objective.
- Floating objective icons are now slightly smaller and their display behavior is reversed so you see them more if you are not looking at them.
- Moved timer and active objective display to the bottom so everything is centralized on the bottom of the screen, you never have to look up anymore.
- Fixed VIP on Contact.
- Temporarily removed auto team switch after each round in Strike and Push until we work out a better solution that allows multiple rounds to be played before the teams are swapped.
- May have fixed the bug that spawns people with their camera tilted if they were spectating a player who was leaning before spawning (needs testing).
Oct 25, 2013
Community Announcements - [NWI]Jeremy
Update October 25, 2013: We've got a fairly substantial update for you all today! You can see the changelist on our forums or you can read below for part of the changelist (the list is so big it exceeded the maximum character limit for this announcement):


Features

-Added new "Strike" game mode which is a reinforcement based cache hunt mode, where one team must defend 4-5 weapon caches (depending on player count) against the other team, which must blow them all up before the round ends. Teams get unlimited reinforcements until there is only 1 cache remaining, at which point the defending team no longer has any reinforcements. Mode is supported by District, Heights, Market, Buhriz and Ministry.
-Added new "Search and Destroy" game mode which is a single life mode with 1-2 weapon caches (depending on player count) where the attacking team must destroy one to win. Mode is supported by Contact, District, Heights, Market, Buhriz and Ministry.
-Added C4 back into the game. C4 costs 4 supply and is the best way to destroy a weapons cache, although multiple frag grenades work too. You can get two C4s if you have a chest carrier. The Specialist role now has C4 by default.
-New particle FX for explosions, muzzle flashes, car fires, smoke, impacts, and more.
-New HUD elements implemented (e.g. relative team colors, objective icons and scoreboard).
-Added new toggle Walk as the default walk in the game. If you preferred the old way of holding the Walk key down, you can change it back in Game Options.
-Added the ability for destructible weapon caches to be used as objectives in Checkpoint and/or Push (currently this is only implemented in siege_coop on Checkpoint).

Improvements

-Visually updated maps: Heights, District and Market.
-Greatly improved animation movement blending so players will now fully extend themselves when moving instead of appearing rigid like before.
-Spectator reinforcement information is now a little bit more descriptive, depending on the game mode. No longer says "Waiting for reinforcements..." when there are no reinforcements left.
-Improved the volume levels of footsteps.
-Tweaked shotgun damage.
-Kit selection now automatically comes up, and must be accepted before you can spawn for the first time (should be less confusing for new players).
-Buying weapons, upgrades or gear won't give you the items as you buy them. Instead, it will give you the items when you close the menu (saves some bandwidth).
-The VIP is now displayed as VIP in the kill feed.
-The VIP can now see their teammates everywhere in the map.
-In VIP and S&D your team receives a supply token if you win.
-In VIP the escorting team now loses if time runs out.
-Improved Coop bot count scaling based on how many people are playing.
-Added console variable mp_coop_min_bots so the server can specify the minimum amount of bots on a server with 1 human player in Coop (it will scale up depending on what maxplayers is set to).
-Improved Outpost mode so the bots find players better and the wave times are more appropriate.
...

Bug Fixes

-Fixed a major damage bug where players were being spawn protected for 30 seconds after they spawned, even if they left their spawn zone. Now players still get the spawn protection in certain modes, but it goes away as soon as they exit the spawn zone.
-Fixed switch teams functionality (as well as mp_switchteamseachround) so it no longer crashes the server if there are a lot of players and team scores properly switch.
-Fixed fall damage
...


C4 is back! Better be careful.. We will see ya on the servers!
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Rich Stanton)

The big question with any Insurgency – who’s it for? For ‘the people’, that nebulous concept underlying the promises of kings and tyrants? Against the foreign devil? Or is Insurgency for folk who find Counter-Strike too arcadey, ArmA too serious, and want something that’s a bit like Red Orchestra but is not Red Orchestra?

Eternal questions like this are addressed below.> (more…)

Community Announcements - Argyll
Check out this week's episode of Insurgency Fight Night, streaming live on our official Twitch.tv/insurgencygame channel starting NOW!

This week we are joined by Altair of TacticalGaming.net community and will be playing some Insurgency on the beta branch of the game.

You can join in the test of a brand new cache destruction game mode - Strike - so flip the beta switch over and hop in combat!
Community Announcements - [NWI]Jeremy
See our forums for more information:

www.playinsurgency.com/forums/topic/2692-hot-fix-october-13-2013/

- New Security VIP character.
- VIP now supported on Siege and Contact (fixed map script issues).
- Outpost gameplay and bot tweaks so the difficulty scales better.
- Fixed an exploit where players could lean while walking to be completely silent.
- Fixed some strange behavior in spawn protection calculation.
- Hunt now determines how many bots to spawn based on how many human players there are.
- New smoke grenade particle.
- Impact FX were tweaked so muzzle smoke is no longer over exaggerated.
Community Announcements - [NWI]Jeremy
Just a reminder, we will be streaming tomorrow's Insurgency Fight Night on the front page of Twitch.tv.

Be sure to tune in and tell your friends to watch as we demonstrate the game and its new game modes!
Community Announcements - [NWI]Jeremy
We are pleased to see everyone enjoying VIP and Outpost so far!

We have another update on the way. We've posted the changelog already, so you all can see what we have in store.

Check it out on our forums:
www.playinsurgency.com/forums/topic/2687-hot-fix-october-12-2013/

Map and Game Mode Improvements

- Updated Ministry (VIP), Market (Coop) and Heights (Coop).
- VIP and Push now switch teams half way through playing a map.
- Push has been modified to consist of 5 minute start time with 5 waves for attackers and 15 waves for defenders. Each additional capture adds 5 waves for attacking team and 5 minutes to the timer.
- Checkpoint bot count now scales appropriately based on how many people are playing.
- Outpost games are now fixed to 5 rounds.

Other Important Fixes and Improvements

- Fixed potential crash where we were going over the limit of player class templates.
- Friendly VIP location is now displayed on the HUD at all times.
- VIP is now displayed in red on the map overview and HUD.
- Moving in crouched ADS is now silent.
- Footstep levels/volumes have been adjusted all around.
- New particle effects for weapon smoke and concrete bullet impacts.
- Updated player model blood decals.
- Fixed corrupt overview materials.
- Adjusted nextbot attack spread.
- Players do slightly more damage to teammates when mp_friendlyfire is enabled (default mp_friendlyfire_damage changed from 0.35 to 0.50).
- Freeze time at the start of a round is now set to 15 by default.
- Player speed is no longer reduced when in a restricted area. Player still may not shoot or sprint.
Community Announcements - Argyll


We have quite the update for you today! Including two brand new game modes to play, some map updates, Skirmish mode in smaller maps, improvements to AI, and various other tweaks.

New Content

  • Added new game modes: VIP Escort and Outpost.
  • Updated maps: District, Ministry, Heights and Market.
  • VIP Escort enabled on District, Market, Ministry and Heights.
  • Outpost enabled on District, Heights, Siege and Buhriz.
  • Skirmish now enabled on Ministry, Siege, Uprising and Contact.
  • New VIP character and updated Security character skins.
  • Updated level overviews.


Fixes and Improvements

  • New capture blocking system where even if you are outnumbered as a defender and unable to stop progress, you are still able to block the completion of an enemy capture. Teams must now completely clear an area in order to secure it.
  • Players can no longer sprint sideways.
  • Added a firing delay to coming out of a sprint/crawl.
  • Players can now properly throw grenades when leaning.
  • New blockzone system that is no longer an invisible wall, but instead a restricted area that you may enter but not engage within.
  • Player is now informed when they are the last man standing.
  • Grenades and RPGs no longer detonate in an enemy spawnzone for improved spawn protection.
  • Cleaned up the muzzle flash code as it could cause doubled up muzzles.
  • Removed auto team scramble by default. Servers may enable it if they wish (mp_scrambleteams_auto).
  • Added grace period so waves don't get deducted if they are triggered within the first minute of play.
  • When friendly fire is enabled, players now deal a fraction of damage to their teammates (mp_friendlyfire_damage is set default to 0.35) and an even smaller fraction of damage to their teammates in spawn areas (mp_friendlyfire_damage_spawnarea is set default to 0.05).
  • Firemode, flashlight and laser sight can be toggled while sprinting without interrupting it.
  • Fixed micro-stutter for the first time a smoke grenade is thrown.
  • Freecam spectators can now move around during the pre-round countdown.
  • Removed some unnecessary code that might have killed spectator on round reset.


Nextbot

  • Flashbangs now stun AI and smoke grenades block their visibility.
  • Improved investigation functionality to prevent herding.
  • Improved where AI looks while moving around normally.
  • Reduced instances of AI shooting through walls.
  • Improved attack delay so it's determined by distance and whether their target is in their FOV.
  • Reduced silent weapons' alert volume.
Community Announcements - [NWI]Jeremy
We have a big update coming later today, and a big play with the devs at 7pm PST for those who are around. Stay tuned!
...

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