Proud to be part of steams halloween sale. When it comes to halloween who else will be more spookier than our stained monsters. Its happy halloween to all of you from roachguard,hammerguard, spiders and scorpions ːsteammockingː
Proud to be part of steams halloween sale. When it comes to halloween who else will be more spookier than our stained monsters. Its happy halloween to all of you from roachguard,hammerguard, spiders and scorpions ːsteammockingː
Happy (almost) Halloween! 'Tis the season for candy, horror movies, costumes, and scary video games. Well, we just released Death Tractor, a goofy, fun, scary multiplayer experience that will complete your Halloween experience. We'd love for you to give it a shot. It can be enjoyed in minutes or binged for hours, so there's almost no reason NOT to try it!
-4 player online/LAN multiplayer -Multiple levels -Accurate corn harvesting physics and real-time growth patterns -Tractors so frightening you will dream of nothing but them bearing down over your soul. -Gameplay so easy to learn even your Grandma could do it. Until she has a heart attack from the TERRIFYING DEATH TRACTORS.
Happy (almost) Halloween! 'Tis the season for candy, horror movies, costumes, and scary video games. Well, we just released Death Tractor, a goofy, fun, scary multiplayer experience that will complete your Halloween experience. We'd love for you to give it a shot. It can be enjoyed in minutes or binged for hours, so there's almost no reason NOT to try it!
-4 player online/LAN multiplayer -Multiple levels -Accurate corn harvesting physics and real-time growth patterns -Tractors so frightening you will dream of nothing but them bearing down over your soul. -Gameplay so easy to learn even your Grandma could do it. Until she has a heart attack from the TERRIFYING DEATH TRACTORS.
The classic Rail Blue livery of British Rail from the 1960s typified the heyday of diesel traction across the UK’s railway network, as depicted in this collection of diesel locomotives for the Weardale & Teesdale Network.
The BR Class 03 was one of the most successful small shunters that British Rail ever produced, built between 1957 and 1961. With a very short 0-6-0 wheelbase, the Class 03 had a top speed of 28.5mph (46km/h) and found itself working at places like Ipswich Docks where heavier Class 08s were unable to operate, and as station pilots across the UK network. Today, a total of 56 in the Class have survived into preservation, with one remaining in active service until 2008 for Govia Thameslink Railway as a yard shunter.
With a demand for faster, less restrictive diesel locomotives in the early 1960s, the BR Class 25, with its 1,250bhp engine and 90mph (145km/h) top speed, could be seen across the UK network, earning their affectionate nickname of ‘Rat’. Initially designed for freight work, some ‘Rats’ were fitted with boilers so they could heat passenger trains, in particular on the Crewe to Cardiff services in the 1980s. In March 1987, the final Class 25 was withdrawn from service with 20 examples surviving the cutter’s torch and today can be found in various states of operation at heritage railways across the UK.
The diesel-electric BR Class 31 was built by Brush Traction between 1957 and 1962 with Mirrlees engines and a top operational speed of 80mph (129km/h). Their original 1,250bhp or 1,365bhp engines proved to be unsuccessful, and the fleet was subsequently fitted with English Electric engines instead – the same motive power as fitted to Class 37s but with a lower 1,470bhp. The Class 31 is probably best known for its numerous variants, the /0 variant easily recognisable for its lack of headcode box above the cab, earning the nickname ‘Skinhead’.
The sound of ‘Tractors’ is synonymous to the 1960s, the BR Class 37 being a frequent sight across the UK, in particular in East Anglia and Scotland hauling InterCity services. Built between 1960 and 1965 by English Electric at their Vulcan Foundry and Robert Stephenson and Hawthorns, 309 of the Class were produced. British Rail initially placed an order of 42 locomotives in January 1959, with the remainder of the Class being built between 1960 and 1965, very much as a mixed traffic locomotive, easily pulling coaches or hauling freight.
Built by Cravens between 1956 and 1959, the BR Class 105 had the same side design profile as Mk1 coaches, utilising the same doors and windows for efficiency and cost saving. A total of 302 cars were built with 150bhp per engine and a top speed of 70mph (112km/h), initially made up as three-car (19 units) and two-car configurations. The Class 105 was used throughout the UK on rural and branch line services in East Anglia, North East and North West England and parts of Southern Scotland, and also running in and out of London Kings Cross on suburban services before electrification.
The BR Blue Pack for Train Simulator recreates these popular diesel locomotives as they worked over the Weardale & Teesdale Network in the 1960s. Also included are PCA, PCAV and YGH ‘Sealion’ freight wagons, plus BR Mk1 passenger coaches in blue/grey livery.
The locomotives are also Quick Drive compatible, giving you the freedom to drive the BR Blue Pack on any Quick Drive enabled route for Train Simulator, such as those available through Steam. Also included are scenarios specifically for the Weardale & Teesdale Network route (available separately and required to play these scenarios).
The classic Rail Blue livery of British Rail from the 1960s typified the heyday of diesel traction across the UK’s railway network, as depicted in this collection of diesel locomotives for the Weardale & Teesdale Network.
The BR Class 03 was one of the most successful small shunters that British Rail ever produced, built between 1957 and 1961. With a very short 0-6-0 wheelbase, the Class 03 had a top speed of 28.5mph (46km/h) and found itself working at places like Ipswich Docks where heavier Class 08s were unable to operate, and as station pilots across the UK network. Today, a total of 56 in the Class have survived into preservation, with one remaining in active service until 2008 for Govia Thameslink Railway as a yard shunter.
With a demand for faster, less restrictive diesel locomotives in the early 1960s, the BR Class 25, with its 1,250bhp engine and 90mph (145km/h) top speed, could be seen across the UK network, earning their affectionate nickname of ‘Rat’. Initially designed for freight work, some ‘Rats’ were fitted with boilers so they could heat passenger trains, in particular on the Crewe to Cardiff services in the 1980s. In March 1987, the final Class 25 was withdrawn from service with 20 examples surviving the cutter’s torch and today can be found in various states of operation at heritage railways across the UK.
The diesel-electric BR Class 31 was built by Brush Traction between 1957 and 1962 with Mirrlees engines and a top operational speed of 80mph (129km/h). Their original 1,250bhp or 1,365bhp engines proved to be unsuccessful, and the fleet was subsequently fitted with English Electric engines instead – the same motive power as fitted to Class 37s but with a lower 1,470bhp. The Class 31 is probably best known for its numerous variants, the /0 variant easily recognisable for its lack of headcode box above the cab, earning the nickname ‘Skinhead’.
The sound of ‘Tractors’ is synonymous to the 1960s, the BR Class 37 being a frequent sight across the UK, in particular in East Anglia and Scotland hauling InterCity services. Built between 1960 and 1965 by English Electric at their Vulcan Foundry and Robert Stephenson and Hawthorns, 309 of the Class were produced. British Rail initially placed an order of 42 locomotives in January 1959, with the remainder of the Class being built between 1960 and 1965, very much as a mixed traffic locomotive, easily pulling coaches or hauling freight.
Built by Cravens between 1956 and 1959, the BR Class 105 had the same side design profile as Mk1 coaches, utilising the same doors and windows for efficiency and cost saving. A total of 302 cars were built with 150bhp per engine and a top speed of 70mph (112km/h), initially made up as three-car (19 units) and two-car configurations. The Class 105 was used throughout the UK on rural and branch line services in East Anglia, North East and North West England and parts of Southern Scotland, and also running in and out of London Kings Cross on suburban services before electrification.
The BR Blue Pack for Train Simulator recreates these popular diesel locomotives as they worked over the Weardale & Teesdale Network in the 1960s. Also included are PCA, PCAV and YGH ‘Sealion’ freight wagons, plus BR Mk1 passenger coaches in blue/grey livery.
The locomotives are also Quick Drive compatible, giving you the freedom to drive the BR Blue Pack on any Quick Drive enabled route for Train Simulator, such as those available through Steam. Also included are scenarios specifically for the Weardale & Teesdale Network route (available separately and required to play these scenarios).
-----Major Changes: - School now decorated for Halloween! Go smash some pumpkins! - Completely redone network code for coop - connections should be faster, more stable and hassle-free - Added smoothing for remote clients so that movement is less jerky in coop - Game now handles disconnection/reconnection better - Game will switch host if the host disconnects during a game or in the lobby - Mouse sensitivity is now adjustable under the Options menu - Added new pets to the game, including some themed for Halloween - Janitor boss fixes and animation updates; should be functioning much better now - Environment adjustments to improve broken collisions - Numerous graphical updates/fixes - Added tons of new assets - Added item unlocking with XP - Tons of audio fixes to reduce load times and make exiting the game much faster - Updated navigation arrow - now 3d, hopefully more useful - Added a Mission Start countdown to improve entering the game - Updates to particle effects for weapons - A bunch of UI fixes and updates - Fixed a bunch of crash bugs - Fixed a bug where players would enter multiplayer with multiple characters - Added pets tab
-----Known Issues: Unity Game Engine has a bug that does not allow dynamic shadows on any lights except directional. (so no realtime shadows inside the school in this build) Missions don’t always synchronize properly for players in coop There are positions that players can exploit to kill zombies without danger of getting hurt There are still some AI issues with the boss Camera clipping through walls/ceiling Performance hiccups Memory leak crash to desktop Mouse pointer pops up in-game (tapping ESC twice is temporary fix) Visual bug with bullets if the player’s back is too close to a wall Character shader does not display properly on Macs with Intel integrated graphics (should work fine on dedicated graphics chips)
-----Please Give Us Feedback/Bug Reports On: Feel of Combat Control scheme (can be customized in Options) Is it too slow? Too fast? What would you change and how? Too easy? Too hard? Do zombies deal too much damage? Too little? If you could change one thing to make combat feel better, what would it be? How is the new networking solution?
-----UI: How is the FOV? Is there anything we should change on the HUD? What do you think of the menu navigation UI? Are there any elements that are unclear or confusing, and how could we make them better for you?
-----Network Functionality: Is it working? what problems are you having? how are you encountering them? How does the new networking solution work for you? Brief Explanation of Issue Where You Encountered It How It Happened / Conditions (how many players/zombies/equipped weapon/location/were you using a skill?/etc.) Can you make it happen again? Please test disconnecting as both the host and client during a mission to see if anything goes wrong - if it does, let us know! Saving your log file immediately after your networking issue or crash is very helpful to us. You have to save it before playing another game or it will get rewritten. You can find the file here: ...\Steam\steamapps\common\Zombie Playground\zombieplayground_Data\output_log.txt
-----Major Changes: - School now decorated for Halloween! Go smash some pumpkins! - Completely redone network code for coop - connections should be faster, more stable and hassle-free - Added smoothing for remote clients so that movement is less jerky in coop - Game now handles disconnection/reconnection better - Game will switch host if the host disconnects during a game or in the lobby - Mouse sensitivity is now adjustable under the Options menu - Added new pets to the game, including some themed for Halloween - Janitor boss fixes and animation updates; should be functioning much better now - Environment adjustments to improve broken collisions - Numerous graphical updates/fixes - Added tons of new assets - Added item unlocking with XP - Tons of audio fixes to reduce load times and make exiting the game much faster - Updated navigation arrow - now 3d, hopefully more useful - Added a Mission Start countdown to improve entering the game - Updates to particle effects for weapons - A bunch of UI fixes and updates - Fixed a bunch of crash bugs - Fixed a bug where players would enter multiplayer with multiple characters - Added pets tab
-----Known Issues: Unity Game Engine has a bug that does not allow dynamic shadows on any lights except directional. (so no realtime shadows inside the school in this build) Missions don’t always synchronize properly for players in coop There are positions that players can exploit to kill zombies without danger of getting hurt There are still some AI issues with the boss Camera clipping through walls/ceiling Performance hiccups Memory leak crash to desktop Mouse pointer pops up in-game (tapping ESC twice is temporary fix) Visual bug with bullets if the player’s back is too close to a wall Character shader does not display properly on Macs with Intel integrated graphics (should work fine on dedicated graphics chips)
-----Please Give Us Feedback/Bug Reports On: Feel of Combat Control scheme (can be customized in Options) Is it too slow? Too fast? What would you change and how? Too easy? Too hard? Do zombies deal too much damage? Too little? If you could change one thing to make combat feel better, what would it be? How is the new networking solution?
-----UI: How is the FOV? Is there anything we should change on the HUD? What do you think of the menu navigation UI? Are there any elements that are unclear or confusing, and how could we make them better for you?
-----Network Functionality: Is it working? what problems are you having? how are you encountering them? How does the new networking solution work for you? Brief Explanation of Issue Where You Encountered It How It Happened / Conditions (how many players/zombies/equipped weapon/location/were you using a skill?/etc.) Can you make it happen again? Please test disconnecting as both the host and client during a mission to see if anything goes wrong - if it does, let us know! Saving your log file immediately after your networking issue or crash is very helpful to us. You have to save it before playing another game or it will get rewritten. You can find the file here: ...\Steam\steamapps\common\Zombie Playground\zombieplayground_Data\output_log.txt