Freestyle 2: Street Basketball - [GM] Clyde


Breaking News: "Buzzer Beater's New Matching System Update
has made its way!"

Today marks a game-changing moment in Freestyle 2 history as we introduce
the long-awaited Auto Matchmaking function to the BZ Channel!

Say goodbye to the days of waiting around for a match, because now, you can
dive straight into the action with 1-2 person room matching and individual lobby
matching.

Let's check out the exciting new update this April 24, 2024!



[1] You can enter by clicking "Match Start" on the Lobby

→ To join a match, simply click "Match Start" in the lobby interface and wait for
the game to find your match before getting ready to play.



Preview:


[2] Set up a Private Team

→ You can create private rooms and match parties through the 'Set Up Private
Teams' button.
→ In the case of party matching, it can only be done through the
'Invite Friends' or 'Follow' function.
→ If you set it to 'private team', you can create a room and then proceed with
party matching.
→ When creating a trio, the position setting drop box is activated.
→ When creating one or two people, the position setting drop box is disabled,
and the position setting is fixed according to the role group of the room creation
character.



Preview:


[3] Closed Slot Option

→ You can use the player count dropdown box to change the maximum room
capacity.
→ If the matchmaking player count is 1 or 2, The role groups for teammates are
automatically set based on your character's position.
→ If you start the game with 1-2 team member's slots, the match will swich to
Auto matchmaking.



Preview:


Note: During auto matching, team composition will be formed within the
available role combinations."

Combinations by Role Group for Auto Matchmaking:


[4] Combinations by Role Group for Auto Matchmaking

If the matchmaking waiting time exceeds [100] seconds, the exploration of
secondary combinations will be conducted.



The secondary role combinations cannot be changed.



Automatic team composition is not possible for roles other than the
specified combinations.


[5] Matchmaking Match Booster

→ If [5] seconds have passed since starting the auto matching, the
'Match Booster' button will be generated.
→ Activating the 'Match Booster' expands the matchmaking search range,
allowing
for faster matching, but it may result in teaming up or matching with
higher-ranked users.

Preview:






=================================================

Step onto the court and experience the thrill of precision matchmaking like
never before. Let's make every match count!

Thank you once again for your patience and support.

Be free to create your own style, Freestyle!


- Freestyle 2 Team
Caliber - mr.somick


The Hylan Legendary Outfits have become available for purchase! Feel free to dress up your operators from the Jiaolong collection now.

You can purchase the Outfits on the website or in the game client.

To purchase on the website.
Apr 24, 2024
Animal Shake - Davanje
fixed bug about recording score
The Light of the Darkness: Origins - QUARTOMUNDO
Dive into the mystical world of "The Light of the Darkness: Origins" during our exclusive Steam Next Fest livestream. Watch as our game director takes the helm, guiding you through an immersive playthrough that showcases our game's unique physics-based flying mechanics and captivating dark fantasy universe.

Engage directly with the creators in real-time as they demonstrate the game's core mechanics, discuss the intricate design choices, and reveal insider secrets about the game’s development. Whether you're a long-time fan or a newcomer, this livestream is your chance to see the game's latest features before anyone else, ask questions, and get a behind-the-scenes look at what makes "The Light of the Darkness: Origins" a truly unique gaming experience.

Join us to discover the richly crafted world, master complex challenges, and hear firsthand about our exciting upcoming features planned for Early Access and official launch. Don’t miss this opportunity to connect with the developers and gain deeper insights into a game that blends dark fantasy with breathtaking adventures!
BeamNG.drive - BeamNG_Leeloo
Greetings everyone,

We've release a number of hotfixes intended to address some of the reported issues after the release of version 0.32. You can find all the details in the changelog below:



v0.32.5
(July/23, 2024)
Game Engine
  • This release implements more security improvements. Please update as soon as possible
  • Fixed a bug that some users might suffer while the Ctrl-F framerate panel is displayed



v0.32.4
(July/11, 2024)
Game Engine
  • Fixed a crash when using the native Linux port




v0.32.3
(July/10, 2024)

Vehicles
  • ETK I-Series
    • Added Gambler 500 configuration with new parts, new rim variation, lift, roof cage, front bumper, patent pending piano mount, and a new skin, it is based off of the vlog in the real-life Gambler 500 series
    • Updated lights
  • Props
    • Added configurations with weight and value info displayed on UI to all props. This is also needed for automated documentation
Levels
  • West Coast, USA
    • Fixed missing road/curbs mesh at fuel station near player garage
    • Fixed canal water
    • Adjusted tunnel light bleed
    • Fixed waypoints and enhanced AI flow in different areas
    • Updated Shuffleboard logistics computer screen
    • Fixed different decalroads layering issues and materials
    • Fixed different normal errors on some meshes
    • Fixed some mesh collisions
    • Deleted some materials duplicates
  • Italy
    • Fixed texture stretch on sidewalk
    • Deleted old test mesh
  • Common
    • Updated some old files version
Scenarios
  • Fixed Senseless Destruction Crawl scenario not working due to player vehicle breaking suspension on spawn
Input & FFB
  • Added input mapping for Turtle Beach Velocity-one Race
Game Engine
  • This release implements security improvements. Please update as soon as possible
  • Mod Manager: Fixed Lua exception when zip file isn’t done transferring to mod folder




v0.32.2
(May/23, 2024)

Vehicles
  • Autobello Piccolina
    • Fixed wrong model years on Baja Extreme configuration
    • Fixed incorrectly placed right mirror origin
  • Bruckell Bastion
    • Fixed wrong cargobox strap deform groups on rear seats
  • Bruckell LeGran
    • Fixed trunk opening/closing issues with some spoilers
  • Civetta Scintilla
    • Fixed seat cargo load box syntax error
  • ETK 800-Series
    • Improved stability of widebody doors to match the normal doors
  • ETK I-Series
    • Improved stability of mirrors
  • Gavril D-Series
    • Added log straps
    • Fixed issues with logs clipping with bed when high log diameter set
  • Gavril T-Series
    • Added lights to headache rack
    • Removed the ability to remove interior completely
    • Fixed mixer controls not working when default ignition state in settings is Off
    • Fixed duplicate stock ECU
  • Hirochi Aurata
    • Added cargo load box support
  • Hirochi SBR4
    • Added seat cargo boxes
  • Ibishu BX-Series
    • Added remaining parts to derby configs
    • Fixed duplicate flexbodies in sport intake
    • Fixed dynamic decals not working on aftermarket parts
    • Fixed brake booster position on LHD/RHD dashboards
    • Fixed some issues in the engine bay
    • Implemented improvements for arcade mode shift point
    • Implemented cooling improvements
    • Fixed steering breaking too easily with some 14x8 wheels
    • Fixed typo in rear bumper trim
  • Ibishu Hopper
    • Fixed headlight flares position
    • Added seat cargo boxes
  • Ibishu Pigeon/Wigeon
    • Made steering wheel prop move equal amount left/right (note, physical steering itself is now not symmetrical, car will turn more to one side than the other)
  • Soliad Lansdale
    • Fixed wrong lettering on 3.8 SE AWD (A) configuration
    • Fixed simple traffic variant deforming itself on normal driving, causing it to stop randomly in traffic
  • Common
    • Off-road lights
      • Fixed some offroad roof light props being inverted
    • Simplified traffic cars
      • Fixed duplicate triangles on some cars
  • Trailers
    • Converted all trailers to use the new landing gear system from log trailer
    • Fixed missing weight info in UI
    • Fixed inverted landing gear control key bindings
    • Container Trailer
      • Stiffened 40ft bogie
    • Flatbed trailer
      • Fixed console warnings on short trailer with steel coil
      • Fixed rear 20t steel coil spinning when loaded on some configurations
      • Reduced bogie autocoupling radius to prevent damage related to another issue
      • Fixed wrong light prop positions on 32ft variant
    • Log Trailer
      • Reduced maximum allowed log length to prevent issues with clipping and breaking straps
    • Tanker Trailer
      • Fixed wrong kingpin height on long variant
      • Fixed default config not existing
  • Props
    • Logs prop
      • Fixed literally unplayable ™ typo
Levels
  • Johnson Valley
    • Fixed duplicated materials
    • Fixed console warnings
  • Jungle Rock Island
    • Fixed console warnings
  • Common
    • Fixed several bugs on materials and meshes
    • Fixed some decals position
    • Fixed a number of floating objects
Missions
  • Updated prefab for AI Race mission: Wild West Trails
  • Added Finish and Outro camera path elements in the Missions editor for AI Races
Virtual Reality
  • Fixed a crash to desktop when using a Varjo VR headset with the native OpenXR support. In addition, if you experience a gray screen when using SteamVR, please update to the latest version of Varjo software
AI & Traffic
  • Made further improvements to the respawn logic
World Editor
  • Interface: replaced a few icons of the ScriptAI tool for more user-friendly ones
Flowgraph Editor
  • Play ScriptAI Recording node: Fixed ScriptAI data not loading if the input string contains an extension
Game Engine
  • Resource Checker: Fixed issues with false positives when file extension was missing from texture path
Jbeam
  • Fixed component merging
  • Added ability to use components inside calculations (documentation)
  • Added ability to use vec3, quat and concat functions inside calculations (documentation)
  • Improved expression error handling and error messages




v0.32.1
(Apr/24, 2024)

Vehicles
  • Bruckell Bastion
    • Fixed trunk not opening with Nomi wing
  • Gavril D-Series
    • Added log loads
  • Gavril H-Series
    • Fixed wrong rear load slot name on extended variant
    • Added log loads
  • Gavril T-Series
    • Fixed cement mixer halogen light deformmaterial
  • Hirochi Sunburst
    • Revised steering geometry to avoid over centering effect when reversing at full lock
  • Ibishu BX-Series
    • Added “Drag” skin
    • Updated “Drag (A)” config
    • Added “Old Paint” skin
    • Added “The Malodorous (M)” config
    • Added bash bars and other derby parts
    • Fixed wrong shifter on street tuned config
    • Moved horn slot to dashboard to fix sound location conflict with shifter
    • Fixed typo in radio blanking plate name
    • Fixed no texture odometer on traffic variants
    • Fixed coupe taillights having no collision triangles
    • Fixed non-centered brake discs with drift suspension
    • Fixed literally unplayable ™ bumper trim
  • Trailers
    • Frameless Dump Trailer
      • Fixed typo in Dump Body Hydraulics part name
    • Log Trailer
      • Fixed typo in short trailer config description
  • Props
    • Logs Prop
      • Lowered minimum length allowed in Tuning menu
  • Common
    • Fixed some typos in description of BX-series
    • Added explanation to drift config description about how the mirrored livery is intentional, reflecting (hah) the IRL japanese/drifting culture trend, rather than being a bug
Levels
  • West Coast, USA
    • Fixed collision issue in Logistic garage buidling
    • Fixed collision on railway bridge
    • Fixed glass material
  • East Coast, USA
    • Fixed tree eating car
  • Small Island
    • Fixed spiky terrain
  • Common
    • Fixed annotations on all maps
UI
  • Fixed an issue that prevented Steam username to be displayed on license plates
  • Fixed mission markers showing sometimes even when the setting was disabled
  • Increased the size of left panel in Garage
  • Improved Options layout to support long titles from localisation
  • Vehicle selector counter now respects Aux checkbox
  • In old vehicle configuration Tuning, Live updates option now saves its state
  • Icon color and size handling improvements
  • New Vehicle Configuration UI
    • Improved numerical order in dropdowns of Parts selector
    • Implemented filtering on Save&Load when entering a name
    • Fixed an error when switches being interactive when disabled
    • Tuning now respects "hideInUI" parameter
    • Live update option now saves its state in Parts selector and Tuning
    • Parts selector UI improved
    • Save&Load thumbnail checkbox now functional
    • Dropdown built-in search now shows "not found" message
    • Tuning now has everything sorted
Cameras
  • Crash Camera
    • Fixed camera getting triggered by pooled inactive traffic vehicles
    • Lowered cooldown between two triggers of the crash camera
    • Fixed issue where changing the camera reset the cooldown
    • Fixed broken interaction when recovering vehicle while the crash cam is active
Early Preview: Career Mode
  • Fixed several minor localization issues
  • Fixed tutorial out of bounds check not working properly in some cases
  • You can now “give back” trailers when delivering them
  • Improved delivery screens “locked” messages
  • Fixed milestones breaking the game in some cases
  • Improved Progress and Milestone pages visuals
  • Career Branches Landing UI facelift
  • Made branch skill cards look more clickable with mouse pointer
  • Milestones screen adjustments
  • Career Progress landing adjustments
  • Focus and hover styles update for the career Branch Progress Landing
Traffic
  • Fixed wrong calculation for minimum respawn distance
  • Small performance improvements
Audio
  • Changed muffling values of new i4 1600 and 2000 to 0.33 from 0.25, and re-balanced volumes between the different RPM loops.
  • Reduced volume of “low air pressure alarm”
World Editor
  • Added Vehicle Detail Viewer (Window → Experimental → Vehicle detail viewer)
Render
  • Fixed rare crash when using Vulkan renderer
  • Improved behaviour of Vulkan renderer during OOM situations (out of memory)
  • Fixed crash when using Vulkan renderer after minimize the game window
Jbeam
  • Fixed triangle visualization breaking with “loose tires”
Freestyle 2: Street Basketball - [GM] Clyde


Rise to the top and flaunt your privilege!

Show that you are the Emperor of FreeStyle2!

Spend the most amount of Gkash during the event and receive the Emperor's
Privilege rewards!

Event Period:
2024/04/24 00:00 ~ 2024/05/22 00:00 (PDT)

Reward Period:
Please be advised that users will receive their rewards once they login during
2024-05-22 00:00 ~ 2024-05-29 00:00 (PDT).






- This event is applicable to all users who have used Gkash
- Event Gkash and gifts does not apply
- During the event period, the single user who spends the most Gkash
will be granted the Emperor's Privilege!
- The user who ascends to the Emperor's position will acquire special
rewards and receive Homage from other users
- All user can receive a Sub Att. reward by paying Homage to the
Emperor user.

Note: Homage is limited to once daily





Here are the special rewards along with the number of players who will be
awarded them.



Check out the important items below!







Golden Dragon Jacket (M/F)



Yellow Dragon Jacket (M/F)



Black Dragon Jacket (M/F)



=================================================

Don't miss out on this opportunity to reign supreme. Let the games begin, and
may the most regal player emerge victorious!

Thank you for your continued support.

Be free to create your own style, Freestyle!

- Freestyle 2 Team
The Deadly Path - damian
Hey everyone.

It's time to introduce to you our first playable god...
Roiann The Blightcaster!



Play as Roiann at WASD

The Deadly Path is going to be showcased at WASD (Truman Brewery, London) from Thursday the 25th - Saturday the 27th of April with Roiann front and center as our first playable deity.

Come to booth T1.2 to get your hands the game and meet the team.

We look forward to seeing you all there!

Nerd Survivors - Heartbit Interactive
Hello dudes & dudettes!



Following the success of local co-op in Doom & Destiny Worlds, we're thrilled to announce that we're now diving into the development of ONLINE co-op for our latest bombastic adventure: Nerd Survivors!



Get ready for an even more preposterous chaotic action with your friends*



*friends not included with the Co-op update.
Sugar Mess - Let's Play Jolly Battle - Sneaky Rat
For a deeper dive into the game and shooting mechanics of our VR FPS, today we decided to compile a guide to the game’s arsenal. We included in it the information on all types of weapons that can be used in the main campaign and in the Arena Mode, which will appear along with the future update of the game.

Arcade Machine

Players have the option to unlock various weapons using the Arcade Machine in Sugar Mess - Let’s Play Jolly Battle. The weapons can be acquired in any order using the coins earned by completing levels. The amount of accumulated coins depends on the player's performance.

We used creative and imaginative terminology for in-game weapons to maintain an age-appropriate and non-violent gaming experience.

Main Campaign Weapons


The main campaign features three types of guns:

Ice Cream Gun - is a semiautomatic handgun that fires with ice cream one round every time the trigger is pulled. Long range, medium damage.
  • Pros: speed and mobility. Issued free of charge at the start of the game.
Fanged Ice Cream Gun - This skin will be available after the player completes all the campaign levels on 2 difficulties.



Blender Gun - is a carabin-type gun that fires continuously when the trigger is held down. It can be used one-handed (but suffers heavy recoil that way). Stable shooting requires grabbing it with both hands. You can fire it in full auto mode by holding the trigger button. The projectiles fly using a ballistic trajectory, each dealing minor damage.
  • Pros: large magazine, effective against crowds of enemies.
Fanged Blender Gun - This skin will be available after the player completes all the campaign levels on 2 difficulties.



Toaster Gun - is a hybrid gun that shoots a spread of several pellets that are actually chocolate crumbs. It can be used both two-handed and one-handed (but suffers increased cooldown that way). Fires pellets in a cone.
  • Pros: heavy damage, deals damage with each individual pellet. Effective against bosses.
Fanged Toaster Gun - this skin will be available after the player completes all the campaign levels on 2 difficulties.



Killing enemies earns weapon XP. The XP amount depends on the type of enemy. Reaching a set amount of XP takes the weapon to a new level. The weapons have three potential levels / upgrades. Each weapon level increases its damage, rate of fire, and magazine capacity.

We've covered the basics of Sugar Mess - Let’s Play Jolly Battle's weaponry, offering insights into the game's diverse arsenal. Stay tuned for Part II, where we'll unveil more guns and skins for the Arena multiplayer co-op mode, enhancing your gaming experience!

Join our Discord and discuss the game, ask questions, and participate in our weekly activities!
Space Trash Scavenger - pH_101
Note: If you are loading an old save, your machines will need to be turned on as the game now saves on/off states of machines and they will defaults to off on first load with this system
Hi All

I’m really happy to set the Automation and Rig Piloting update live today.

We’ve had 50 odd updates since launch (including the experimental branch), some very big, some smaller. This is one of the bigger, if not the biggest, so I’ve tagged it a major update.

I’ve been taking all your feedback from in game (via pressing F1) and have been updating these aspects of the game to make it a more versatile factory game and to improve the rig piloting experience.

Overall, you now have more flying and refuelling options, more automation options and the ability to automate the output of your factories by selling from your rig using the AutoSeller.

These updates have been tested over on the experimental branch for some time, and I really want to thank everyone who has been helping with that process! I couldn’t be improving or fixing the game without your dedication and assistance testing, especially with these very complex factory systems operating over 3D spaces.

There’s too much to summarise in text, so I’ve listed the primary changes since 0.387 below (minus some of the many interim details along the way).

During Early Access, my plan has always been to build from the “ground up”, so much of the time I’ve been fixing any remaining issues and problems with the existing games since launch, and in this case, helping the features reach their potential.

The coming updates are going to build and extend on some other aspects of the game, and I’m pretty excited to move on to those, so I hope you stick around to see what’s next!

Finally, big thanks to those of you who chose to leave the game positive reviews on Steam. It really helps small indie devs like us (there are 2 of us making this). Overall it’s going to help us continue to improve this game and maybe keep making games in the future too.

Al.



Automation

-Added a functional Order Number slider to machines. Eg. set Biotanks etc to make X number of algae, and no more, via a slider. Or leave at max for endless production (which was formerly how they always worked). Note, if you set an order number for a machine, it will only take the cubits is needs for the order when sent to it. Anything excess will overflow. This gives more leeway and control for automation.
-Added machine overflow. If a machine receives an item or cubit it doesn't need for the current craft target, it overflows it out the front. This means you can chain together factory things more easily.
-Numerous improvements to conveyor behaviours across 3D layouts.
-Show "stop after" slider on factory machines. This is a new slider visible when you open a machine. It allows you set a target amount of items to craft for any factory style machine. If you do this and it has completed it's target, any input it receives will be fed forward as throughput, and spat out as an overflow. In this way you may be able to set up more complex chains of machines and set targets ad hoc, especially if you use conveyors to loop back ingredients onto machine(s). If you leave this slider untouched the machines behave as normal.
-Machines now output any items or ingredients that are input into them, that they do not currently need for the recipe you have them set to, if you have set or they have carried out a target/"stop after" order. In this way it opens up way more possibilities for chaining together machines with disparate recipes or that require something from another machine. You might find conveyor pads are not needed as much in production.
-Conveyors act on items should you wish to automate storing output from fabricator
-Factory uses 120 u/s power (not 80 u/s).
-Assembler does not make sensor 2 (this was a mistake, only factories do now)
-Autofiller and drone pad does not pick up or move active drones, only act on inactive (dropped) drones.
-Shrink trash more to prevent erroneous pick up from adjacent conveyor pads for large items
-Autostorage will not pick up own item.
-Autostorage won't pick up items being Trash-tored.
-Trash-tor wont pick up items being conveyed during a (typically) vertical exterior corner transition (or for 1 second after dropped by conveyor).
-Incubators do not fill all slots with one item, they will stop taking more when they reach any max stack and overflow it instead. This means they will leave space for the second ingredient if it comes.
-Trash-tor beams now also act as conveyors so you can string them together as per popular demand.
-Trash-tor beam will not immediately operate on output items from incubator or atomiser or fabricator, allowing time to be conveyed or stored.



New tech
-Added new AutoSeller machines box. This is like an AutoStorage, but insta-sells any stock item it receives on input (or if you put items in manual and press Process button). Note it can only receive sellable stock items.
-Added Even Splitter conveyor type - takes one item and sends it left, takes the next one and sends it right, repeats.
-Added corner splitters. Popular request, send items around corners on one cell.
-Added Fuel Silo. You can now fuel thrusters from a fuel silo at one point. Fuel is shared across thrusters. As a point of note, fuel is also automatically shared between all thrusters by default. But the fuel silo allows you to place it anywhere and refuel from that location easily too, for example next to your rig control unit or storage areas, rather than climbing out back to the thrusters.
-Added New Thrusters 1, 2 and 3 with increasing force, fuel will go to most powerful first
-Added New AutoStorage 1, 2 and 3 with increasing size
-Added merger conveyors! Added 3 new conveyor types that allow you to convey forward while also merging streams from the left, right or both sides



Rig Piloting
-Added mass to floor and machines. This mass is shown in the object structure tool tip. Cubes are 1 tn, floor is 0.2 tn, machines are 0.5 tn. Existing Rigs may now need more powerful thrusters as a result to move! It just made sense for everything to have a mass.

New graphics and load options
-new options in Options > Graphics
-FPS limiter in graphics options. If you toggle of v-sync, you can set many manual fps you wish up to 300 fps. This is for those who disable v-sync but find their cards running the game a 300 fps or more, causing the fans to kick in when not needed. Now you have full control over your fps.
-Enabled windowed mode toggle. You could always toggle from window to full screen by pressing alt-enter. Now you can do it in the graphics options using this check box.
-Improved load game drop down folder expansion design. All save are now in their own "folder" in game. The top most item is just the world name, when you expand it, it then lists the possible saves, including a clear label for the latest, then autosaves and back ups below. This should fix those rare cases where users misunderstood the save system or failed to grok the autosave and manual save backup history.

Gui
-Hotbar indicator outline so visible when looking at sun
-Number of items picked up are correctly denoted in HUD when picking up a stack
-Added new rig pilot crosshair HUD to show rig mass, number thrusters active and thruster fuel

Misc
-Updated mining drill collider, so do not get stuck on invisible collider on some mining drills
-Updated conveyor T splitter textures to more clearly show they only split off left or right and have no left right throughput.
-When standing on the seam between floors, gravity behaves as expected
-Only show jump warnings on first map. This was really just causing player to remain on one sector too long. TFor the best experience you need to keep moving forward to experience more of the possibility space in the proc gen environments, and to avoid running out resources and starving.
-Fix hatch trash saving. If you pop a hatch and save/load, this will be preserved (exact positions on mining asteroid exteriors may alter but numbers will be conserved). Exact positions will be preserved inside ships.
-improved level of detail pop-in for mining trash
-Farming not agriculture in labelling quadrant
-Do not show crop water bar on load if fully grown
-Update assembler description to remove sensor 2.
-Standardise output rotation of items to prevent occasional clipping for larger items
-Do not spawn ship interiors on ship LPM boundaries by applying small sphere check at spawn point, preventing occasional invisible walls in ship interiors
-Drone masts can only be placed on asteroids (use drone pads on your rig), now have warning on placement
-Increased turret range
-When dropping items via dragging item off the inventory to the side of the screen, you can now split and drop, take account of whether splitting or halving stacks in amount dropped
-Using Drop button in inventory rather than dragging an item to drop it resets the source inventory cell, removing element labels correctly
-Reduced price drops on item sale
-Many other minor bug fixes along the way




...