Half-Life: Cross Product Multiplayer - hiphopparappa

Hey all! We really enjoyed last night's Launch Party game night, and we've been able to pop into some of your lobbies too! We are so relieved to see that people are having fun with the game, and, inevitably, we noticed some slight issues last night. Therefore, they have been fixed! As usual, if you notice any problems or need help, head over to Steam Discussions.

Season 9, Patch III (v2.9.3)
🔧 General Updates
  • Fixed an issue where the server would crash on Linux.

  • Fixed an issue where Crossfire & Subtransit would crash the game under a heavy amount of players.

  • Added some missing team members to the in-game credits document.

  • Fixed an issue where the low ammo indicator would sometimes trigger, even if the player's weapon was at full capacity.


🗺️ Map Changes
  • Added an extra light to one of the hallways in Subtransit.


🎮 Gameplay
  • Reduced the Glock ("9mm Handgun") damage in the Halo gamemode.


🌐 User Interface
  • Made the in-game HUD typeface easier to read with improved kerning.


⚠️ Known Issues
  • #143 The Tau Cannon charge sound persists after an overcharge.

  • #144 In CTF & Domination, the flags appear twice on the map.

    • This is a visual bug only, the functionality of the flags is not affected.

  • #145 Weapon viewmodels do not appear in FPV when Spectating a player.

  • #164 The cursor sometimes does not appear in the Team Selection, MOTD, and Command Menu screens.

    • As a workaround, you can use the number keys and spacebar to navigate these basic menus.

We plan to address these issues in a future update.

Milo - ammoburger

Milo Demo Update v1.9.11

- persistent bones no longer cast shadows

- DLSS implementation fixed

- AA is locked to TSR when using DLSS

- lowered the max amount of persistent bones and gibs

- lowered max cultists to 25->20

- fixed ghosting artifacts that happened to the sky/clouds

- slightly increased length of daytime

- adjusted some global post-processing

- weather states can now last a bit longer

- raised volume of K98 fire and adjust ADS FX

- video settings "epic" replaced with "creamy"

- cultists do more random groans now

13:10
Evil Superhero Simulator - marcus
Fixed several bugs.

Improved performance.

Altered The Crethian's lasers.
Psychomachia - KornuxGames.com 👑
Increased base walking speed by a little over 20%.
This change is meant as a compromise to make movement feel smoother, while still keeping the oppressive, nightmare-like atmosphere that defines the game.

Thank you for your feedback — keep it coming, it really helps shape the experience!
Rock Hoppers - stately

Join us on twitch at once again at 2 Pacific / 5 Eastern / 10 BST for even more multiplayer gameplay, including the first incursion of our current playthrough. I also have a few new features to show off, so don't miss it!

https://twitch.tv/statelyMC

BMX Bastards - csfgamestudio
🆕 New Content

- Added 7 new park pieces with size variations to expand creativity and help fill more complex spaces:
  • 4 new floor pieces.
  • 3 new transition pieces.
🎮 Gameplay & Tricks

- Walk-to-bike function reworked: mounting the bike from walking has been improved to prevent some bugs.

- New coping grinds and stalls: you can now grind or stall directly on coping (see Tricklist → Basic Tricks for instructions).

- Smith & Feeble positions added: The bike and rider now adopt the correct grind position while in the air. Currently still being worked on for maintaining the position during grinds (the wheel tends to be pulled down by physics), but it’s already usable in stalls.

⚙️ Physics Improvements

- Adjusted and polished physics to reduce sudden, “erratic” movements that sometimes occurred.

- Ongoing grind physics tweaks: adjustments are being tested to make them feel more natural and smoother little by little.

🛠️ Park Creator Updates

- Movement controls are now more responsive and precise: Instead of instantly reaching top speed, movement now eases in gradually.

This makes it easier to perform small, controlled adjustments when positioning pieces.



Real Life - ProfessorG
Island Notes - 小康宝

Update optimizations:

1. Added in-game gamma adjustment.

2. Added automatic optimal framerate adjustment: when V-Sync is enabled, the game will automatically choose the optimal framerate.

Undying Harvest - Birddie

Thank you for playing Undying Harvest! I know it's been a while, but I'm glad to bring the next update. This update mostly consists of small changes to make the game feel a bit better, with some minor bug fixes, balancing, and quality of life features.

I have some big plans for the near future to really spruce the game up, make sure to follow me on Twitter to keep up to date with what I'm currently up to!

https://x.com/CSBSoftware

Release V0.1.1.8:

-Implemented an input buffer

-Implemented an indicator that lets you know how much money you received from harvesting a plant

-Fixed invulnerable mushroom enemies

-Enemies no longer give money on death

-Mushroom enemies summoned by the Fungus boss will now no longer be able to spawn under the player

-Temporarily removed Big Jack (he will return)

-Reduced the purchase amount of the first plot upgrade

-Added new boss bonus, rewarding you for farming when there's a boss

Shadow Project - Fallen781

Hey everyone!

Today we're releasing the biggest update to the demo yet, introducing some massive changes to not only the look of the game, but the feel of the game.

Improved Lighting

We've overhauled the first level quite a bit visually, giving it a more darker tone overall. Interiors in the first level have gotten a huge upgrade visually. Before interiors we're very flat, only lit by SSAO. Now we've introduced a more hand-tuned lighting system, allowing us to get much more realistic and pleasant results. This change has no performance cost other than a slight memory increase. Ray tracing of course builds on this improvement looking even better than before, if you so choose to turn it on.

Bye-bye healing and grenade slots.

One of the big mechanical changes in this update addresses healing and throwables. Before, you had a slot in your inventory for both healing and throwables. Bandages would automatically be placed, and your first throwable would automatically be placed. After that, it was all on you. This was janky. We've now introduced a radial menu for both healable and throwables. This eliminates any accidental usage of items and generally just feels much better, while also solving the med-kit issue. The game speed is slower but not stopped, meaning you can still get hit in this state if you take too long or don't have cover.

Resource scarcity and management

One of the more inconsistent design issues we found was the amount of bandages and ammunition players we're ending up with at the end of the demo. This was largely dependent on play styles. If you explored every corner and looted every body, you ended up with way too many resources. If you instead rushed through to progress, you ended up with barely enough. This is a very tricky and complex game design issue and something we're always looking at. Here's how we've addressed it in this update.

  • All ammunition picked up has been reduced by 20%

  • On the 'Tactical' difficulty, ammo has been reduced again by 25%

  • Guns found now will drop a variable amount instead of being fully loaded

The changes above should address the over abundance of ammo, especially on tactical difficulty. As we see it, the tactical difficulty should be much more resource scarce than casual, resulting in a more intense combat environment. In the full game, we're probably going to go with a more dynamic system that will depend on how much ammo you already have for a certain gun, etc.

Gunplay and fluidity

One of the major initial complaints we received was about fluidity. We've addressed some of this in the previous small patches but we've made big strides in the gunplay department. Animations have been changed and modified to allow for smoother gunplay. We've animated new walking animations for each gun, and heavily modified all fire animations. We've also improved weapon audio, fixing a bug where the audio would be cut short. We've also completely changed how aiming works. Instead of coming from the barrel, hip-fire shots will now aim at center screen. To accompany this change, we've also added a crosshair option in the gameplay section. It is defaulted to off. Weapons have also been modified to aim a little closer in when aiming. Most notably the XM4 got a big buff in this aspect.

Human AI

Oh where do I begin. JK. Anyways, Human AI is going to be evolving constantly but we've put some work in to improve it's feel and make them more tactical. One of the big issues with the AI is the randomness. That's why some players think they feel great and some think they're... well not smart. We're likely to completely overhaul AI in the near future, but for now we've added a couple of new states.

  • Some AI now have set paths they can walk along in the bases, instead of just standing there.

  • AI can now see dead bodies and search the perimeter if not already in combat.

  • AI can now see better and act smarter when the player is leaning.

  • Previous patch added flanking and confidence systems

  • Increased difficulty on casual mode

We hope these changes will satisfy. If they don't, then feel free to talk sh*t in the community hub. I'll be reading.

Performance Improvements

We've managed to significantly improve the consistency of performance. We've addressed several issues regarding loading and saving, audio loading, and prefab warmups. We've also introduced a system that will constantly be cutting a cost of our CPU budget instead of creating a huge cost at random. This should resolve any major stuttering or consistent framerate issues. It's been a big goal to have buttery smooth performance and we're getting very close.

Looking forward

We're now entering into our content production phase. We will fully be focused on the full game from now on. We do have big changes planned for the demo, such as remaking the first 10 minutes of the demo. But this won't happen for a little bit. Of course if bugs arrive and are reported, small patches will go out. We'll be looking for testers for new content in our discord, and we'll of course be doing monthly dev-logs. Before I go, I'll share a little sneak peek of one of the levels in development. Screenshot is in game.

(Work in progress)

Many thanks,

Shadow Project Team

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