Jul 25, 2013
Insurgency - [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.

<ul><li>Improved player ShouldDraw() functionality to hopefully reduce or remove instances of invisible players.
<li>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.
<li>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.
<li>Map updates to Heights, Siege and Contact.
<li>Added support for spatialized voice chat in Mumble using sv_mumble_positionalaudio convar.
<li>New sounds for TOZ.</ul>
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.
Jul 25, 2013
Insurgency - JBlum
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.
Jul 24, 2013
Insurgency - [NWI]Jeremy
Here is a small update for you guys.

<ul><li>New Content
<ul><li>Added new official map: Buhriz.
<li>Updated Contact (Insurgent spawn area and lighting).
<li>New sounds for M16, AKM and M9.</ul>
<li>Gameplay Changes
<ul><li>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.
<li>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.
<li>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.
<li>Skirmish now has a 15 minute round timer instead of 10 minutes.</ul>
<li>Bug Fixes
<ul><li>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.
<li>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.
<li>Refined observer code to potentially fix a bug where players' first person weapons were being replaced with the wrong viewmodel.
<li>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.
<li>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.
<li>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.</ul></ul>
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.

<a href="http://www.playinsurgency.com/forums/topic/2089-update-july-24-2013/">Discuss on our official forums</a>.

Also if you missed our much more substantial update on Friday, you can find the details <a href="http://www.playinsurgency.com/forums/topic/1393-update-july-19-2013/">here</a>.
Jul 24, 2013
Insurgency - JBlum
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.
Insurgency - 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.

<a href="http://www.playinsurgency.com/forums/topic/1393-update-july-19-2013/">View full changelog on our Forums here.</a>
Insurgency - Spearin
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
Insurgency - Argyll
<img src="http://www.playinsurgency.com/images/media/insurgency_screenshot_07_18_13_06.jpg" style="width:100%" />

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.

<a href="http://www.playinsurgency.com/forums/topic/1561-situation-report/">Check out our full news post on the Forums</a>, where you can find details on our next update (tomorrow!), some screenshots, and a new video.
Jul 18, 2013
Insurgency - Spearin


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.
Insurgency - 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!
Insurgency - Spearin
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!
...

Search news
Archive
2024
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002