Today, VladSib72 joins us to answer our questions and give us a glimpse behind the modder!
How did you discover SnowRunner? What about it appealed to you?
I’ve followed this series since 2014. The game about heavy (and small) trucks struggling through the wilderness to get the job done became my favorite. So there was no doubt I had to play SnowRunner on release.
How did you get into gaming?
With my first PC back in 2002. One of the CDs was the Insane racing game. Free roaming, progressive physics, vehicle deformation, fun challenges - all this gave me many, many hours and I remember that spirit of freedom when playing the Runner series too.
Could you tell us a little bit about your background?
I live in the west Siberian countryside. Celebrated my 33rd birthday a few days ago. I'm not involved in any significant job, so I just live a boring life (especially after the pandemic began) and watch the world's things going. Travelling is maybe the only thing I really like.
What got you into modding?
First, to drive new vehicles. Lately, to bring life to forgotten trucks. I started to play custom maps in the original game of the series and at the same time learned the truck xml structure. Later I built a few mods from scratch, but only for my own use because the rumor about "MudRunner 2" had already spread, so that stuff was never released.
Have you modded for any other games?
Yes I have a finished mod project called 'Man's Work' for an old strategy Civilization III, with a ton of machines from around the world.
What's your favourite SnowRunner mod?
Rebalance Trees & Stumps mod. Though I was never able to get it to work. My top respect to vehicle mods that are exclusive to SnowRunner and can’t be found in any other games.
If someone could only download one of your mods, which would you suggest?
My mod list is still short and vehicles are unusual. I'd suggest waiting for the next mod I'm going to add, that's a very common-style truck as most in the game. Speaking of published mods, start with the smallest one, the SUMB.
What would be your dream change or addition to SnowRunner?
Fully functional interior cabin as a potential addition. A dream is the random map generator.
What’s your favorite thing about SnowRunner?
The extreme growth of game content compared to MudRunner. Also remember how I said Wow! sitting in a teammate’s truck in multiplayer. This new trick with synchronization was really unexpected to me.
What advice would you give to people who would like to get into modding?
To communicate or cooperate. Gain experience from others, if possible. I’d say it’s the fastest way to make things work. I'm saying this because my folly to work solo on everything costs me a lot of time.
Working on any exciting mod at the moment?
One project is in progress, but my summer modding activity was low, I’m sorry to admit. Support for my published mods after every game update, if needed, is my highest priority.
What’s your all-time favourite real life vehicle? What about SnowRunner vehicle?
I’m not interested in driving in real life, I prefer to travel as a passenger. But if I decide to have a car someday, it would certainly be a pickup, perhaps the newest or unused Hilux. Should I say my favorite in-game vehicle is a Chevy CK1500?
Wildcard Question: What’s the best costume/disguise you’ve ever worn? If you don’t have one, what would it be?
Oh God, a helicopter cosplay, that's what I want! Now it is my fantasy... Thanks for the questions!
Thank you for the answers, Vlad! I dearly hope you one day achieve your fantasy of being a helicopter.
Kulebra and the Souls of Limbo - Prologue - gallaentertainment
Here are a list of the changes for this version: - Now it's possible to skip text by holding the "continue" button (Z on Keyboard, A on Xbox controller), no more mashing. - Xbox controller is now natively supported. Game properly displays buttons for the input you're using. - Optimized collision calculation. This should make it easier for lower-end computers to run the game. - Optimized lighting in some busy areas. This should minimize frame-drops. - Small bug fixes.
As always, feel free to give us feedback. The game is still early in development, so if there's something you'd like to see fixed, now is the chance!
Increased range of proximity voice chat. Please comment below if you think it still needs improvement.
Fixed bug where stickers would not work correctly.
Fixed bug related to teleporting players.
Fixed bug where PvP ghost would render both ghost types simultaneously.
Fixed bug where some repairs could be accessed from the other side of the wall.
Fixed bug where players in the attic could be killed if the ghost walked below them.
Fixed bug where players would sometimes get teleported on top of the level.
Fixed bug where players could interact with objects even when the game was paused.
Fixed bug where players could toggle their flashlight while the game was paused.
Fixed bug where players could stun while the game was paused.
Fixed bug where typing "V" in chat would trigger push to talk.
Fixed collision issues on multiple hats.
Please let me know if you experience any other issues or have any kind of feedback. Quickest way of getting in touch with me is by joining the discord group here: https://discord.gg/fJWwnSS
Welcome, Cultists, to the 2nd edition of Fan Art from Beyond!
This time, we’re happy to present a few wonderful paintings by Sabinian Moonstone. This picture here is just a teaser. Due to the 18+ nature of these pieces, we posted the full gallery on our Discord. Join us here.
Sabinian is an exceptional artist and was kind enough to allow us to put his works in Lust from Beyond. If you’re up for an explorer’s challenge, find them in the game!
Do you have an artist in you?
We’ve received a great deal of fantastic art pieces from you after our first call. We’re thrilled and shocked to see how creative and talented you are. Yet, we always crave more!
Send us your works to fanart(at)moviegames.pl, and they’ll most likely go to our publishing schedule.
A month has passed since the streets of Prague were first filled with conflicts and blood, and now we invite you to our third community stream live from Sharkmob’s studio in Sweden. Join us on October 4 at 8 PM CEST / 2 PM ET / 11 AM PT. The stream will be broadcasted on our Twitch Channel.
The focus of the stream will be on how we are approaching optimization issues as well as what ACT 2 is and what you can expect from it.
Shamine King, Senior Concept Artist on Bloodhunt will be returning as our host for this evening. Please give her a warm welcome back!
The topics for this stream are:
Performance and Optimization
Guests: David Sirland (Bloodhunt Producer) and Jaqub Ajmal (Global Community Manager) Act 2
Guests: David Sirland (Bloodhunt Producer), Gustav Stigenius (Lead Game Designer), and Jaqub Ajmal (Global Community Manager)
Content Creation Plan Screenshot competition winners
Guest: Samir Arabi-Eter (Live Production Coordinator)
We will end the stream with a Q&A session, so you get to ask a few questions to us directly!
For today’s offer, we’ve prepared a series of Battle-Hardened bundles for three German progression MBTs, including the Leopard 2AX. These discounted bundles contain Gold as well as the Battle-Hardened status, which will turn your Progression vehicle into a semi-Premium one by increasing its Credit income, Experience income, and by improving its matchmaking quality so that you meet lower Tier opponents in battle than usual, much like Premium vehicles do.
The discounted Battle-Hardened bundles are available for the following vehicles:
Leopard 2AX Tier 10 MBT (50% discount)
Leopard 2A6 Tier 9 MBT (45% discount)
Leopard 2A5 Tier 8 MBT (35% discount)
Please note that if you do not own the vehicle in question, you will receive the Battle Hardened status price in Gold instead.
We hope that you will enjoy the offer and, as always:
Version 2.0248 includes the following improvements:
- Items for Sale scroll bar moved to the right side of list and list index numbers added. - Other inventory console scroll bars updated for improved response and click ranges adjusted. - Gun turret mode pitch control aligned with flight control axis input settings for consistency. - Enabled ability to trade cargo from AI/NPC ships in multiplayer to align with single player options. - Added '-lang' filename options to 'bitmapfont32b.png', 'bitmapfont32c.png', and 'bitmapfonts.evo' character image sets in the '\media' folder for custom/translated files. - The 'Asteroids' button in the nav console's local points of interest menu can now be used to plot a safe jump point near an asteroid field. - Improved lens flare bypass detection in external views for capital ships, asteroids, comets, and station/city modules. - New loading circle for startup and when connecting in multiplayer (including active mouse response for the latter). - Certain activity/response AI/NPC radio chatter enabled for multiplayer mode to match single player. - AI/NPC ship cargo loadouts in multiplayer better aligned with single player types and quantities. - Minor flickering that could occur when certain station modules were connected together fixed. - Collision and weapon impact shake effects left/right movement improved to be more balanced. - Server programs updated to better handle very rare potential out of range array error. - Fuel and countermeasure bar graph options in custom cockpit display system corrected. - Improvements to AI navigation around station modules in open space. - Option added to play a custom sound when mining probe finishes. - Fix for button input bypass when mapping controls. - Afterburner shake effect reduced. - Minor improvements.
Notes:
Cargo carrying capacity for AI/NPC ships has been expanded in both single player and multiplayer. Previously, there was more of a total bay restriction in place for single player and a one bay cap in multiplayer for various gameplay reasons in the past. These limits have now been removed and the system expanded to support certain ship types being able to carry up to 10 bays of commodity cargo in either mode. Ships with restricted cargo capacity due to design limitations will carry less, but it's now possible for them to also carry contents up to the bay limit of their ship's design. These changes have been applied to accommodate player requests for expanding ambush and overall combat reward opportunities.
Players can now trade directly to and from AI/NPC ships in multiplayer using the trade console in the same way they can in single player. The only difference being that a player will need to keep pace with a ship they are trading with in multiplayer as it will continue to move rather than stop as in single player for various gamestate requirements. So it's recommended to join formation and course align with a ship before sending a trade request.
When adding custom cockpit displays, applying the fuel or countermeasure value in bar graph form could result in the indicator exceeding the frame of the display. This has been corrected so both values now properly align with their frame design limit and relative quantity value.
The 'bitmapfont32b/c.png' and 'bitmapfonts.evo' file options for custom in-game text characters have been updated to align with the other text file options to optionally include '-lang' in their filenames to preserve the default files and retain any custom files after updates. Details available in the updated customizing kit: https://www.starwraith.com/evochronlegacy/customkitse/readme.htm