Nuclear Dawn - Viper
Sittard, The Netherlands, 19 December 2012 – InterWave Studios announces the release of Nuclear Dawn Patch 6.9.

This long-awaited patch for the award-winning FPS-RTS hybrid Nuclear Dawn features a major update to gameplay, with the implementation of the Player Levelling Systems.

As of Patch 6.9, players will be able to gain levels, and unlock an upgrade of their choosing with each level reached. Not only will they be able to increase their health and weapon damage, but also to unlock features such as access to Siege Classes, which were previously only unlockable by the Commander.

Further enhancements brought by 6.9 include game controller support for both game and in-game menus, positional audio for Mumble clients, and a reworked, extended server browser that implements much of the community’s feedback.

There is of course more, including bug fixes and community mod support. For a full list of changes in 6.9, head over here on our <a href="http://forums.interwavestudios.com/topic/4731-nuclear-dawn-patch-69-november-2012/" target="_blank">forums</a>.

With this update, InterWave continues its post-release commitment to supporting our community, to whom we owe so much for believing in Nuclear Dawn from the very earliest of days.
Nuclear Dawn - Viper
Sittard, The Netherlands, 19 December 2012 – InterWave Studios announces the release of Nuclear Dawn Patch 6.9.

This long-awaited patch for the award-winning FPS-RTS hybrid Nuclear Dawn features a major update to gameplay, with the implementation of the Player Levelling Systems.

As of Patch 6.9, players will be able to gain levels, and unlock an upgrade of their choosing with each level reached. Not only will they be able to increase their health and weapon damage, but also to unlock features such as access to Siege Classes, which were previously only unlockable by the Commander.

Further enhancements brought by 6.9 include game controller support for both game and in-game menus, positional audio for Mumble clients, and a reworked, extended server browser that implements much of the community’s feedback.

There is of course more, including bug fixes and community mod support. For a full list of changes in 6.9, head over here on our forums.

With this update, InterWave continues its post-release commitment to supporting our community, to whom we owe so much for believing in Nuclear Dawn from the very earliest of days.
Nuclear Dawn - Viper
SITTARD, THE NETHERLANDS– November 9th, 2012– InterWave Studios announces the release of Nuclear Dawn patch 6.8, which brings a new game mode, Steam Workshop support, and several improvements, all at a reduced price of 9.99USD.

As well as fixing several exploits and updating the localizations, we introduce Skirmish, a Team Deathmatch game mode for players itching to sample Nuclear Dawn’s class-based tactical combat without the intricacies of RTS gameplay.

Two teams, four classes and a whole lot of weapons and ammo should make for some interesting, brutal and visceral matches. Skirmish stars its own release map, sk_metro, based on the homonymous Warfare location, tweaked for even closer combat.

It’s not all war and destruction, however, and Patch 6.8 also includes full Steam Workshop support for the distribution of custom, community-made maps and content. Now is the time to finish up those maps to share with the world!

It would have been wrong to provide two major goodies without a third. Therefore, Nuclear Dawn’s price has as of today been lowered to 9.99USD, and the equivalent amount in your local Steam currencies.

To celebrate the new release, Nuclear Dawn will be 75% off today only, in a Steam daily deal.
Nuclear Dawn - Viper
SITTARD, THE NETHERLANDS– November 9th, 2012– InterWave Studios announces the release of Nuclear Dawn patch 6.8, which brings a new game mode, Steam Workshop support, and several improvements, all at a reduced price of 9.99USD.

As well as fixing several exploits and updating the localizations, we introduce Skirmish, a Team Deathmatch game mode for players itching to sample Nuclear Dawn’s class-based tactical combat without the intricacies of RTS gameplay.

Two teams, four classes and a whole lot of weapons and ammo should make for some interesting, brutal and visceral matches. Skirmish stars its own release map, sk_metro, based on the homonymous Warfare location, tweaked for even closer combat.

It’s not all war and destruction, however, and Patch 6.8 also includes full Steam Workshop support for the distribution of custom, community-made maps and content. Now is the time to finish up those maps to share with the world!

It would have been wrong to provide two major goodies without a third. Therefore, Nuclear Dawn’s price has as of today been lowered to 9.99USD, and the equivalent amount in your local Steam currencies.

To celebrate the new release, Nuclear Dawn will be 75% off today only, in a Steam daily deal.
Nuclear Dawn - Viper
A new update is now available on Steam for Nuclear Dawn. This update brings Skirmish mode to Nuclear Dawn which basically is Team Deathmatch. In this gameplay mode there will be no commander, no rts elements and no resources or capture points available. Down below the full changelog:

Nuclear Dawn 6.8

- Added new Skirmish team deathmatch game mode.
- Added new Skirmish map sk_metro.

Server
- Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to disable and use only mp_roundtime.
- Added support to execute a cfg/gamemode_skirmish.cfg or cfg/gamemode_warfare.cfg at map start if existing.
- Added support to execute cfg/
.cfg at map start if existing after mode cfg.
- Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and mp_roundtime variables as Warfare.

Other fixes
- Fixed spawning-related glitches that could occur if pressing spawn button multiple times.
- Fixed issues where server tags displayed improperly in server browser for some servers.
- Fixed average rank in server browser not always adjusting after a player leaves.
- Fixed an exploit that could allow a commander to use actions on enemy structures.
- Fixed a server crash related to bots.
- Updated localizations.

Workshop and custom content
- Skirmish maps are now accepted.
- Added sk_metro map source to sdk_content.
- Updated hammer fgd file with new skirmish and spawn point entities.
- Skirmish maps do not require rts camera info in map script.
- Skirmish maps do require spawn points for both Consortium and Empire are required.
- Skirmish maps may not have resource points. Structures will not spawn on skirmish maps.
- Map overview script is now marked as required for all maps.
- BSPZIP now auto-corrects slashes for internal paths when adding files to avoid confusion.
- Added -deletefile option to BSPZIP to remove files from bsp.
- Fixed client crash when loading custom map having description but no title.
- Fixed map loading background not being shown if vtf file was named differently than vmt file.
- Added support for bots in custom maps without structures or resource points
Nuclear Dawn - Viper
A new update is now available on Steam for Nuclear Dawn. This update brings Skirmish mode to Nuclear Dawn which basically is Team Deathmatch. In this gameplay mode there will be no commander, no rts elements and no resources or capture points available. Down below the full changelog:

Nuclear Dawn 6.8

- Added new Skirmish team deathmatch game mode.
- Added new Skirmish map sk_metro.

Server
- Added nd_skirmish_limit convar for Skirmish team kill limit. 0 to disable and use only mp_roundtime.
- Added support to execute a cfg/gamemode_skirmish.cfg or cfg/gamemode_warfare.cfg at map start if existing.
- Added support to execute cfg/
.cfg at map start if existing after mode cfg.
- Skirmish mode uses same mp_timelimit, mp_winlimit, mp_maxrounds, and mp_roundtime variables as Warfare.

Other fixes
- Fixed spawning-related glitches that could occur if pressing spawn button multiple times.
- Fixed issues where server tags displayed improperly in server browser for some servers.
- Fixed average rank in server browser not always adjusting after a player leaves.
- Fixed an exploit that could allow a commander to use actions on enemy structures.
- Fixed a server crash related to bots.
- Updated localizations.

Workshop and custom content
- Skirmish maps are now accepted.
- Added sk_metro map source to sdk_content.
- Updated hammer fgd file with new skirmish and spawn point entities.
- Skirmish maps do not require rts camera info in map script.
- Skirmish maps do require spawn points for both Consortium and Empire are required.
- Skirmish maps may not have resource points. Structures will not spawn on skirmish maps.
- Map overview script is now marked as required for all maps.
- BSPZIP now auto-corrects slashes for internal paths when adding files to avoid confusion.
- Added -deletefile option to BSPZIP to remove files from bsp.
- Fixed client crash when loading custom map having description but no title.
- Fixed map loading background not being shown if vtf file was named differently than vmt file.
- Added support for bots in custom maps without structures or resource points
Nov 8, 2012
Nuclear Dawn - Viper
Stay tuned for today's big Nuclear Dawn update (including Skirmish mode)!
Nov 8, 2012
Nuclear Dawn - Viper
Stay tuned for today's big Nuclear Dawn update (including Skirmish mode)!
Nuclear Dawn - Viper
We will be updating Nuclear Dawn this week with the following changes, including Steam Workshop support and Sketchup Tools to ND Authoring Tools:

<b>Enhancements</b>
- Added support for Steam Workshop for maps.
- Added average player rank to server browser and Play Now calculation.
- Sprays and kit/gizmo preferences now sync with Steam Cloud.
- Improved alt-tab handling under Windows Vista and Windows 7.

<b>Other fixes</b>
- Fixed occasional 'stuck' bug after spawning.
- Fixed ammo counter on daisy cutter for CT Assault & Support and Empire Support.
- Fixed ammo counter on CT Stealth.
- Fixed an issue where chat would not show to commanders until they clicked the chat box.
- Fixed crash on game launch if squad talk key is pressed during start.
- Fixed glitch where research-restricted kit could show as selected even if unusable.
- Fixed squad chat not working if mega menu was open.
- Fixed exploit allowing research/structure pre-reqs bypass for building.
- Fixed a con_logfile ConVar exploit.
- Fixed an issue with localization of disconnect messages.
- Fixed an issue with bullet particle effect on some weapons.
- Fixed command bunkers decloaking own team's Stealths.
- Fixed another joinclass command crash exploit.
- Fixed console error when reloading shotgun.
- Fixed some intermittent client and server crashes, including crashes related to multi-core rendering being enabled.

<b>Community requests and mod support</b>
- Added Sketchup Tools to ND Authoring Tools.
- Added a Reset input to resource point entities for map scripting.
- Changed Warfare win condition to All bunkers eliminated instead of one bunker eliminated by request for custom maps.
- Unlocked sv_gravity and cl_show_self_hypospray_effect ConVars by user request.
- Fixed further issues with load order between disk files, map files, and vpk files.
- Fixed bspzip'd map backgrounds and map scripts to be read correctly.
- Fixed vpk.exe always implying -M and -v options despite documentation.
Nuclear Dawn - Viper
We will be updating Nuclear Dawn this week with the following changes, including Steam Workshop support and Sketchup Tools to ND Authoring Tools:

Enhancements
- Added support for Steam Workshop for maps.
- Added average player rank to server browser and Play Now calculation.
- Sprays and kit/gizmo preferences now sync with Steam Cloud.
- Improved alt-tab handling under Windows Vista and Windows 7.

Other fixes
- Fixed occasional 'stuck' bug after spawning.
- Fixed ammo counter on daisy cutter for CT Assault & Support and Empire Support.
- Fixed ammo counter on CT Stealth.
- Fixed an issue where chat would not show to commanders until they clicked the chat box.
- Fixed crash on game launch if squad talk key is pressed during start.
- Fixed glitch where research-restricted kit could show as selected even if unusable.
- Fixed squad chat not working if mega menu was open.
- Fixed exploit allowing research/structure pre-reqs bypass for building.
- Fixed a con_logfile ConVar exploit.
- Fixed an issue with localization of disconnect messages.
- Fixed an issue with bullet particle effect on some weapons.
- Fixed command bunkers decloaking own team's Stealths.
- Fixed another joinclass command crash exploit.
- Fixed console error when reloading shotgun.
- Fixed some intermittent client and server crashes, including crashes related to multi-core rendering being enabled.

Community requests and mod support
- Added Sketchup Tools to ND Authoring Tools.
- Added a Reset input to resource point entities for map scripting.
- Changed Warfare win condition to All bunkers eliminated instead of one bunker eliminated by request for custom maps.
- Unlocked sv_gravity and cl_show_self_hypospray_effect ConVars by user request.
- Fixed further issues with load order between disk files, map files, and vpk files.
- Fixed bspzip'd map backgrounds and map scripts to be read correctly.
- Fixed vpk.exe always implying -M and -v options despite documentation.
...

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