Automation - The Car Company Tycoon Game - Killrob
Added info for patch B171104, B171106, B171107 to changelog below!

Okay, it was not the last patch before the big update Autobahn after all, there were a few more things we wanted to put in this version. The reasoning here is that with mods there will be a lot more fixtures coming, and we want to give you a way of handling those with some efficiency. Hence, we’ve now properly implemented the favorites system for fixtures. This also allows you to save custom variants of certain fixtures for which you changed materials and such.



Here are the changelogs for B171101, B171104, B171106, B171107:

B171107 Additions & Fixes
  • Another test and potential fix to the random crashes
  • Reimplemented fixed high-res screenshots
B171106 Additions & Fixes
  • Potentially fixed one of the major "random crash" causes
  • Added even more logging to hunt more of the crashes
  • Fixed one of the doorhandle not being placable
B171104 Additions & Fixes
  • Added more logging to get more info about crashes
  • Added a few more fixtures
  • Improved fixture thumbnails
  • Fixed material (glass) issues on headlights
  • Fixed taillights that did not deform correctly
  • Fixed mirrors that did not spawn
B171101 Additions & Fixes
  • Added favorites system for fixtures
  • Added various headlights, taillights, and mirrors
  • Improved granularity of color sliders for paints
  • Improved paint and material previews
  • Improved loading procedure when exiting out of photo scenes
  • Fixed various car bodies and their morphs
  • Fixed small bug in game loading procedure
  • Updated to the latest translations
We’ve started work on the next big update now, with the first thing on the ToDo list being the engine size calculation revamp to make it compatible to the car AI. The latter just learned how to tune the brakes it puts on a car, it’s getting there!

Cheers!
Automation - The Car Company Tycoon Game - Killrob
Added info for patch B171104, B171106, B171107 to changelog below!

Okay, it was not the last patch before the big update Autobahn after all, there were a few more things we wanted to put in this version. The reasoning here is that with mods there will be a lot more fixtures coming, and we want to give you a way of handling those with some efficiency. Hence, we’ve now properly implemented the favorites system for fixtures. This also allows you to save custom variants of certain fixtures for which you changed materials and such.



Here are the changelogs for B171101, B171104, B171106, B171107:

B171107 Additions & Fixes
  • Another test and potential fix to the random crashes
  • Reimplemented fixed high-res screenshots
B171106 Additions & Fixes
  • Potentially fixed one of the major "random crash" causes
  • Added even more logging to hunt more of the crashes
  • Fixed one of the doorhandle not being placable
B171104 Additions & Fixes
  • Added more logging to get more info about crashes
  • Added a few more fixtures
  • Improved fixture thumbnails
  • Fixed material (glass) issues on headlights
  • Fixed taillights that did not deform correctly
  • Fixed mirrors that did not spawn
B171101 Additions & Fixes
  • Added favorites system for fixtures
  • Added various headlights, taillights, and mirrors
  • Improved granularity of color sliders for paints
  • Improved paint and material previews
  • Improved loading procedure when exiting out of photo scenes
  • Fixed various car bodies and their morphs
  • Fixed small bug in game loading procedure
  • Updated to the latest translations
We’ve started work on the next big update now, with the first thing on the ToDo list being the engine size calculation revamp to make it compatible to the car AI. The latter just learned how to tune the brakes it puts on a car, it’s getting there!

Cheers!
Star Conflict - ST_Team


Pilots! It's time to improve your fleet strength! UMC reports that a new transport convoy has arrived in fringe sectors from inner worlds. It seems that the blockade has been broken. We are expecting even more trade caravans in the fringe sectors soon!

Only today, November 1, we offer a 50% discount on Karud components! They can be purchased directly from the ship tree.

Long-term testing of the ship ‘Karud’ secured its fame as the most mobile and effective ECM interceptor. For this reason, the leading designer of Saladin family chose a prototype for a new experiment.

The special offer is valid for a limited time and will end on November 2!

Sincerely,
Star Conflict Team
Star Conflict - ST_Team


Pilots! It's time to improve your fleet strength! UMC reports that a new transport convoy has arrived in fringe sectors from inner worlds. It seems that the blockade has been broken. We are expecting even more trade caravans in the fringe sectors soon!

Only today, November 1, we offer a 50% discount on Karud components! They can be purchased directly from the ship tree.

Long-term testing of the ship ‘Karud’ secured its fame as the most mobile and effective ECM interceptor. For this reason, the leading designer of Saladin family chose a prototype for a new experiment.

The special offer is valid for a limited time and will end on November 2!

Sincerely,
Star Conflict Team
Super Indie Karts - OneLeggedSeagull
*Update v0.64a* - Halloween 2017 - Diamond Cup Update

Well, this one's a BIG one! :D



main changes
  • 4th Indie Cup added!! Featuring: Freedom Planet's DragonValley, StarrMazer:DSP's Telchines Supercluster, INK's INK Trail, and KnightmareTower's Lava Knightmare!
  • New Indie Characters added! Sash Lilac from Freedom Planet, Brick M. Stonewood from StarrMazer, Roy G. Biv from INK, and The Knight from Knightmare Tower!
  • Added a new weapon! Welcome to the arsenal PumpKing - a pumpkin that's 4x the size of a regular pumpkin! PumpKing won't explode on impact, but you can see it from a long way away making it easy to avoid (as long as it doesn't sneak up behind you). A shockwave blast on initial landing is pretty handy for knocking out a few birds with one stone!
  • Added a First Person internal kart view to the cheats menu so you can test it out while I polish it up.

other changes
  • added new max fps values 120, 144, and 180
  • fixed problem where some thumbsticks weren't turning the kart as quickly as the D-pad(!), leaving some players steering at only an 80% turn speed!
  • fixed a situation where the kart could turn slower if the fps was running low (like when screen-recording while playing)
  • stopped Left&Right keys conflicting with each other if both were pressed, now the kart will straighten out
  • added a few walls and widened a problematic platform in Rhombus Square Oval
  • removed some landmines, barrels, and a pit in Duck Race
  • eased the annoyance of a trap corner in TeslaTower
  • add more details to the Canabalt track including giant robots destroying the city skyline
  • added a bunch of bouncy castle walls and background bubbles to the Shutshimi track
  • polished some of the kart select menu, added sounds, and you now get asked if you're ready after making your selection
  • cleaned up some more of the character avatars
  • revamped the ground flame trails when boosting
  • jazzed up the camera swing that's triggered on winning a race to be more punchy
  • smoothed out some of the main camera movements and rotations
  • changed how much the kart can bounce off of walls and obstacles
  • added a much quicker Brake, Reversing Speed, and Acceleration from Reversing (Reverse-reversing?)
  • fixed a bug that allowed you to build up the driftboost meter while reversing
  • Weapon Jars expand in size when respawning instead of just re-appearing, and also play an electric particle when collected
  • added some 3d Ramp models to make the Jump Pads easier to see
  • added a small amount of bounciness to the kart when landing from a high jump
  • fixed a glitch that let you hop just as the kart reaches ground height when over a dropoff to stop yourself going into water etc
  • increased the polycount on the finish line banner so it looks nicer from side-on angles
  • fixed a bug in the TeslaTower elevation shafts that saw you drop out if you went in with a downwards velocity
  • fixed a bug where a jumpPad could be ineffective if you hopped onto it
  • added some new animated wheel dust effects when on grass, mud, and sand
  • remastered the Shutshimi kart graphics
  • cleaned up elements of the TotoTemple and the WhisperingWillows tracks
  • fixed how some 3D walls looked dark in mirror mode
  • spruced up some of the race screenshots on the cup select screen
  • added a flash anim to the RaceGoal icons on the scoreboard if you get all 3
  • you can no longer get a jewel or shroom RaceGoal star after the race has ended!
  • added some soundfx for the pause screen button presses
  • updated Canabalt's kart select with a new variant: Canabalt HD
  • added some more detailed titlecards on race openings
  • linked alt+enter and the fullscreen menu setting
  • made the kart engine revs a bit beefier
  • added golden explosions to objects that goldrushing destroys

With an update this huge, there's bound to be a few new gremlins in the works, so anything serious please post it in the discussions area and I'll do all I can to iron them out over the next short while.

Spooky karting,
1leggedseagull
Super Indie Karts - OneLeggedSeagull
*Update v0.64a* - Halloween 2017 - Diamond Cup Update

Well, this one's a BIG one! :D



main changes
  • 4th Indie Cup added!! Featuring: Freedom Planet's DragonValley, StarrMazer:DSP's Telchines Supercluster, INK's INK Trail, and KnightmareTower's Lava Knightmare!
  • New Indie Characters added! Sash Lilac from Freedom Planet, Brick M. Stonewood from StarrMazer, Roy G. Biv from INK, and The Knight from Knightmare Tower!
  • Added a new weapon! Welcome to the arsenal PumpKing - a pumpkin that's 4x the size of a regular pumpkin! PumpKing won't explode on impact, but you can see it from a long way away making it easy to avoid (as long as it doesn't sneak up behind you). A shockwave blast on initial landing is pretty handy for knocking out a few birds with one stone!
  • Added a First Person internal kart view to the cheats menu so you can test it out while I polish it up.

other changes
  • added new max fps values 120, 144, and 180
  • fixed problem where some thumbsticks weren't turning the kart as quickly as the D-pad(!), leaving some players steering at only an 80% turn speed!
  • fixed a situation where the kart could turn slower if the fps was running low (like when screen-recording while playing)
  • stopped Left&Right keys conflicting with each other if both were pressed, now the kart will straighten out
  • added a few walls and widened a problematic platform in Rhombus Square Oval
  • removed some landmines, barrels, and a pit in Duck Race
  • eased the annoyance of a trap corner in TeslaTower
  • add more details to the Canabalt track including giant robots destroying the city skyline
  • added a bunch of bouncy castle walls and background bubbles to the Shutshimi track
  • polished some of the kart select menu, added sounds, and you now get asked if you're ready after making your selection
  • cleaned up some more of the character avatars
  • revamped the ground flame trails when boosting
  • jazzed up the camera swing that's triggered on winning a race to be more punchy
  • smoothed out some of the main camera movements and rotations
  • changed how much the kart can bounce off of walls and obstacles
  • added a much quicker Brake, Reversing Speed, and Acceleration from Reversing (Reverse-reversing?)
  • fixed a bug that allowed you to build up the driftboost meter while reversing
  • Weapon Jars expand in size when respawning instead of just re-appearing, and also play an electric particle when collected
  • added some 3d Ramp models to make the Jump Pads easier to see
  • added a small amount of bounciness to the kart when landing from a high jump
  • fixed a glitch that let you hop just as the kart reaches ground height when over a dropoff to stop yourself going into water etc
  • increased the polycount on the finish line banner so it looks nicer from side-on angles
  • fixed a bug in the TeslaTower elevation shafts that saw you drop out if you went in with a downwards velocity
  • fixed a bug where a jumpPad could be ineffective if you hopped onto it
  • added some new animated wheel dust effects when on grass, mud, and sand
  • remastered the Shutshimi kart graphics
  • cleaned up elements of the TotoTemple and the WhisperingWillows tracks
  • fixed how some 3D walls looked dark in mirror mode
  • spruced up some of the race screenshots on the cup select screen
  • added a flash anim to the RaceGoal icons on the scoreboard if you get all 3
  • you can no longer get a jewel or shroom RaceGoal star after the race has ended!
  • added some soundfx for the pause screen button presses
  • updated Canabalt's kart select with a new variant: Canabalt HD
  • added some more detailed titlecards on race openings
  • linked alt+enter and the fullscreen menu setting
  • made the kart engine revs a bit beefier
  • added golden explosions to objects that goldrushing destroys

With an update this huge, there's bound to be a few new gremlins in the works, so anything serious please post it in the discussions area and I'll do all I can to iron them out over the next short while.

Spooky karting,
1leggedseagull
Battlerite - sls_Liz


With the Free to Play launch comes a new Champion. Thorn, The Twisted Terror will enter the Arena on November 8th.

View the Champion preview here:

https://www.youtube.com/watch?v=9ycRdJtBafs

Battlerite - sls_Liz


With the Free to Play launch comes a new Champion. Thorn, The Twisted Terror will enter the Arena on November 8th.

View the Champion preview here:

https://www.youtube.com/watch?v=9ycRdJtBafs

Rumble Fighter: Unleashed - [GM]Gourdy

Hello all, thanks for waiting! The servers will re-open now at 23:20 PDT (11:20PM PDT). Thanks Everyone!
Rumble Fighter: Unleashed - [GM]Gourdy

Hello all, thanks for waiting! The servers will re-open now at 23:20 PDT (11:20PM PDT). Thanks Everyone!
...

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