Creeper World 3: Arc Eternal - Knuckle Cracker
First, Greenlight fell to the Creeper. Now the full Steam community will succumb. Prep your defenses and prepare for its arrival!
Creeper World 3: Arc Eternal - Knuckle Cracker
First, Greenlight fell to the Creeper. Now the full Steam community will succumb. Prep your defenses and prepare for its arrival!
Mar 16, 2014
Fistful of Frags - R_Yell
Added:
- final Volcanic pistol skin by Paul68Rageous

Updated:
- desperados: some slight geometry/cover related changes, different explosive barrel placement
- revenge: bonefires added, pro-tip: don't step over them

Changes/Balance:
- notoriety awarded by high tier guns increased from 4 to 6, and some mid tier guns were upped from 6 to 7
- kill streak notoriety bonus multiplier also was increased
- sawed shotgun: +15% damage single, +10% double
- knife: normal damage +15%, thrown damage +30%, +20% throw speed
- fists: view punch effect on enemy gets stronger when player uses brass knuckles
Mar 16, 2014
Fistful of Frags - Rebel_Y
Added:
- final Volcanic pistol skin by Paul68Rageous

Updated:
- desperados: some slight geometry/cover related changes, different explosive barrel placement
- revenge: bonefires added, pro-tip: don't step over them

Changes/Balance:
- notoriety awarded by high tier guns increased from 4 to 6, and some mid tier guns were upped from 6 to 7
- kill streak notoriety bonus multiplier also was increased
- sawed shotgun: +15% damage single, +10% double
- knife: normal damage +15%, thrown damage +30%, +20% throw speed
- fists: view punch effect on enemy gets stronger when player uses brass knuckles
War Thunder - DiscorderlyChaos
Today we stay true to covering the exciting matches that goes on in the Gladiator.WT Tournaments last stages.

Plus we do our weekly Golden Eagle Sunday Event! Meaning we give out Golden Eagles to you watching it! And after the matches we host Custom Battles in which you also win Golden Eagles!

We will keep running our "Tweet your paintjob competition"! Read the instructions below:

Tweet your best War Thunder paintjob to @WarThunderEN & @MetagamingTV with the

following hashtag: #WTPaintJob And we will pick our favorites on the stream which will win 400 Golden Eagles!

On top of all that! We have breached the 2000 Followers mark yesterday and will therefore give out 1 Mustang Pack & 1 Dora Pack after the Gladiator.WT Matches!

We hope to see there!

Where?
On the MetagamingTV channel over at twitch.
http://twitch.tv/metagamingtv

When?
Every Sunday @ 5pm CET - For more timezones click this link, and watch the table

below!
http://www.timeanddate.com/worldclock/converted.html?iso=20140316T18&p1=37&p2=179&p3=137&p4=240

London, Sunday, 5 PM GMT
Berlin, Sunday, 6 PM CET
New York, Sunday, 12 PM EST
Los Angeles, Sunday, 9 AM PST
Sydney, Monday, 4 AM AEDT
Men of War: Assault Squad 2 - Instinct
We want to share some thoughts with you about the beta and the plans we have for the upcoming weeks. In this regard, I want to thank everyone who takes part in the beta and helps us providing a better game.

We have done some significant progress since Closed Beta, yet there are still issues that need to be solved. You might have noticed that the bug fixing lost a little bit of pace in the last 1-2 weeks. This is due to the fact that we were entirely reworking the internal error log system to support structured exception handling, which allows us to create minidumps of your crashes for much easier and faster bug fixing. On top of that we also support Steamworks Error Reporting that anonymously and automatically stores and uploads minidumps when a crash occurs. Even if no minidump was created, we still get a report every time a user crashes. This way we can clearly identify the biggest and most common issues and solve them more rapidly in the future, including rather rare issues.

Why have we experienced so many issues in first place? This is because many core aspects of the engine have been changed or updated to fit modern hardware requirements and technology. While the game looks similar to other MoW games, the backend is very different. Multi-core support, updated shader model, updated material rendering, Steamworks and many more things were admittedly too ambitious for the time we had. None the less, we think those changes were important as you deserve to finally get a serious engine upgrade. These improvements might not show off right now, but they definitely will be in the future.


We are rather pleased with the Singleplayer component, but the Multiplayer is undoubtedly not good enough, especially not the performance. Here we are working on a new thread manager to get the Multiplayer performance to a similar level like you have in Singleplayer. We should be able to present it to you later next week. We are also working on a new background resource loading/managing system which affects many parts of the engine and therefore it takes a while to complete. It should enable us to make better use of the new graphics features without such a hit on performance.

Also we have plans to update to DirectX10 and 64bit after the game has been released, which will allow us to further improve performance and stability. We also consider OpenGL and controller support for SteamOS. While quite likely, these are all subject to change.


Lastly, we will release the game when it reaches the quality standards we have. Should we need to further postpone the game, we will provide you additional content for the beta to make the waiting shorter. Again, we want to thank you for your support and we are working very hard to provide you the best possible Men of War experience to date! :)
Men of War: Assault Squad 2 - Instinct
We want to share some thoughts with you about the beta and the plans we have for the upcoming weeks. In this regard, I want to thank everyone who takes part in the beta and helps us providing a better game.

We have done some significant progress since Closed Beta, yet there are still issues that need to be solved. You might have noticed that the bug fixing lost a little bit of pace in the last 1-2 weeks. This is due to the fact that we were entirely reworking the internal error log system to support structured exception handling, which allows us to create minidumps of your crashes for much easier and faster bug fixing. On top of that we also support Steamworks Error Reporting that anonymously and automatically stores and uploads minidumps when a crash occurs. Even if no minidump was created, we still get a report every time a user crashes. This way we can clearly identify the biggest and most common issues and solve them more rapidly in the future, including rather rare issues.

Why have we experienced so many issues in first place? This is because many core aspects of the engine have been changed or updated to fit modern hardware requirements and technology. While the game looks similar to other MoW games, the backend is very different. Multi-core support, updated shader model, updated material rendering, Steamworks and many more things were admittedly too ambitious for the time we had. None the less, we think those changes were important as you deserve to finally get a serious engine upgrade. These improvements might not show off right now, but they definitely will be in the future.


We are rather pleased with the Singleplayer component, but the Multiplayer is undoubtedly not good enough, especially not the performance. Here we are working on a new thread manager to get the Multiplayer performance to a similar level like you have in Singleplayer. We should be able to present it to you later next week. We are also working on a new background resource loading/managing system which affects many parts of the engine and therefore it takes a while to complete. It should enable us to make better use of the new graphics features without such a hit on performance.

Also we have plans to update to DirectX10 and 64bit after the game has been released, which will allow us to further improve performance and stability. We also consider OpenGL and controller support for SteamOS. While quite likely, these are all subject to change.


Lastly, we will release the game when it reaches the quality standards we have. Should we need to further postpone the game, we will provide you additional content for the beta to make the waiting shorter. Again, we want to thank you for your support and we are working very hard to provide you the best possible Men of War experience to date! :)
PlayClaw 5 - Game Recording and Streaming - CyberDemon
New build 3075 is ready to download.
  • Added H264 NVidia Encoder hardware acceleration support (for Geforces 6xx / 7xx)
  • Changed H264 Intel QuickSync encoder settings, please check if you use it
  • Fixed OpenGL 4 games compatibility with GeForce video hardware
  • Fixed bug with little desync in MKV
  • Teamspeak 3 overlay plugins are updated to API 20
  • Fixed GPU overlay render bug after replacing Radeon with Geforce
  • Now current profile name is in main PlayClaw window caption
  • Fixed Elder Scrolls online crash
  • Now "draw cursor" option affects screenshots too

PLEASE, make sure you don't run when steam client will update it.
PlayClaw 5 - Game Recording and Streaming - CyberDemon
New build 3075 is ready to download.
  • Added H264 NVidia Encoder hardware acceleration support (for Geforces 6xx / 7xx)
  • Changed H264 Intel QuickSync encoder settings, please check if you use it
  • Fixed OpenGL 4 games compatibility with GeForce video hardware
  • Fixed bug with little desync in MKV
  • Teamspeak 3 overlay plugins are updated to API 20
  • Fixed GPU overlay render bug after replacing Radeon with Geforce
  • Now current profile name is in main PlayClaw window caption
  • Fixed Elder Scrolls online crash
  • Now "draw cursor" option affects screenshots too

PLEASE, make sure you don't run when steam client will update it.
Awesomenauts - ronma|oli4
Watch episode 9 of this weekly Awesomenauts show.

Ronimo's Olivier joins FourCourtJester and SlowWolf to talk about the upcoming new 'Naut Penny Fox and game metrics!

https://www.youtube.com/watch?v=1BM2YquXYbw
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