30 sep, 2014
Road Redemption - RoadRedemptionTeam
Changes:
-Fixed a nearly impossible mission in the desert territory
-Added missing colliders on a desert territory bridge.
-Fixed the "put me back on track bugs" and other bugs related to being put back on the track in general.
-Fixed rare bug related to buying too many upgrades in the store crash.
-Fixed bug where it was possible to get "stuck" on a car's rear bumper
-Fixed jet controls for mouse and keyboard (these now work as they were intended to)
-Performance improvements in the desert territory
-GUI fixes; it no longer loses focus of your gamepad, forcing you to navigate menus with the mouse
-More minor AI tweaks
30 sep, 2014
Road Redemption - RoadRedemptionDeveloper
Changes:
-Fixed a nearly impossible mission in the desert territory
-Added missing colliders on a desert territory bridge.
-Fixed the "put me back on track bugs" and other bugs related to being put back on the track in general.
-Fixed rare bug related to buying too many upgrades in the store crash.
-Fixed bug where it was possible to get "stuck" on a car's rear bumper
-Fixed jet controls for mouse and keyboard (these now work as they were intended to)
-Performance improvements in the desert territory
-GUI fixes; it no longer loses focus of your gamepad, forcing you to navigate menus with the mouse
-More minor AI tweaks
Infinity Wars: Animated Trading Card Game - Teremus
Congratulations to Nickellicker on his victory of the IWGold Launch Tournament!

Here are your finalists:

Supreme Champion: Nickellicker

Worthy Adversary: big_ZANPAKTOU

3rd Place: Vexbane

4th place: BDHeart

5th place tie: Logadd, BestSakuyaNA

Here was the prize distribution for those that missed it:

1st place: $50 in IP, 5 pack pre-order for Order upon release, Title: "The Golden"

2nd place: $10 in IP, 5 pack pre-order for Order, and "The Golden"

3rd-5th place: $5 in IP, 1 pack pre-order for Order

Match Commentary Video Archives:

Third place match between Nickellicker and Vexbane

First BO5 set between big_Zanpaktou and Nickellicker

Final BO5 set between big_Zanptaktou and Nickellicker

(Yes I know my audio balancing isn't proper. I'll work on it.)

For those that wish to see the brackets, Click here

Thank you everyone for making this an enjoyable and competitive yet friendly tournament. I enjoyed hosting it and looking forward to more and more competition as we move into the more regular stream schedule.

See you on the battlefield!

Infinity Wars: Animated Trading Card Game - Teremus
Congratulations to Nickellicker on his victory of the IWGold Launch Tournament!

Here are your finalists:

Supreme Champion: Nickellicker

Worthy Adversary: big_ZANPAKTOU

3rd Place: Vexbane

4th place: BDHeart

5th place tie: Logadd, BestSakuyaNA

Here was the prize distribution for those that missed it:

1st place: $50 in IP, 5 pack pre-order for Order upon release, Title: "The Golden"

2nd place: $10 in IP, 5 pack pre-order for Order, and "The Golden"

3rd-5th place: $5 in IP, 1 pack pre-order for Order

Match Commentary Video Archives:

Third place match between Nickellicker and Vexbane

First BO5 set between big_Zanpaktou and Nickellicker

Final BO5 set between big_Zanptaktou and Nickellicker

(Yes I know my audio balancing isn't proper. I'll work on it.)

For those that wish to see the brackets, Click here

Thank you everyone for making this an enjoyable and competitive yet friendly tournament. I enjoyed hosting it and looking forward to more and more competition as we move into the more regular stream schedule.

See you on the battlefield!

30 sep, 2014
Unturned - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.

Today I've been working on getting reloading and attachments into 3.0, but that will not be fully complete until tomorrow. (Sorry for not updating the Trello!)

These are the goals for 3.0 over the next month:
  • Completely swap over to server side input processing. This is the last major revolution that I want to make to 3.0 that I was discussing the other day, and it basically means that hackers will not be able to fly, noclip, etc and the hit detection will be far more accurate.

    Essentially rather than having the player say "I moved here, you can trust me, right?" the server handles their key presses and makes sure they're acting legitimately. An example of a game that does this very well is counter strike.

    Of all the things on the list this will take the longest amount of time, but the reward will make up for it with far fewer working cheats, fixing of issues like rubberbanding and the ability to do some really cool things that would not work before for fear of cheaters.

    This will gradually be applied over the coming weeks as more aspects of the game are adopted into it, rather than one giant update like 3.0 was.

  • Add navigation data tools into the editor. The introduction of this feature will likely include basic zombie types. This will also take quite a bit of time, and I'm still not entirely sure on how I want it to work.
  • Build many more buildings and props such as airports not necessarily for the Devtest map, but definitely for future maps and community creations.
  • Begin adding more item functionality such as flares and basic barricades.
  • Implement communication features such as voice chat, text chat and the in-game player list. Along with this allow admins to send server commands through chat.
  • Add reloading and attachment systems.
This list is erring on the side of caution, as at this point I am highly uncertain about how long the server side input and navigation will take to add. If all goes well way more than these will get done, but this is the worst case scenario.

Questions:

Jagulev
"So... Nelson is adding stuff from 2.2.5 AND working on all-new things for 3.0? Or am I getting this wrong?"
> 3.0 started out as simply porting over content from 2.0 to the new steam servers, but fairly quickly it turned into a whole new project so that things like the level editor, localization, better graphics, anticheat, etc could be added. This is why PEI can't be brought over since the game simply can't load it. This means that everything in 3.0 is being created from scratch to support all these new features, while building on ideas from 2.0.

VHDnewvegasguy
"Does unturned have a piracy problem? why did he need to Improve anti piracy for a free game?"
> For some reason there are jerks out there who not only play the game for free for hundreds of hours (which is great), but also feel entitled to a free Gold upgrade and use hacks to fake that they own it (which is bad). Fortunately with 3.0's update yesterday they get kicked from servers for doing this.

Thanks for reading!
30 sep, 2014
Unturned - Nelson Sexton
Hello!

These are patch notes for the preview branch, not what's currently default. If you're interested in testing this you'll have to go read the Black Box update.

Today I've been working on getting reloading and attachments into 3.0, but that will not be fully complete until tomorrow. (Sorry for not updating the Trello!)

These are the goals for 3.0 over the next month:
  • Completely swap over to server side input processing. This is the last major revolution that I want to make to 3.0 that I was discussing the other day, and it basically means that hackers will not be able to fly, noclip, etc and the hit detection will be far more accurate.

    Essentially rather than having the player say "I moved here, you can trust me, right?" the server handles their key presses and makes sure they're acting legitimately. An example of a game that does this very well is counter strike.

    Of all the things on the list this will take the longest amount of time, but the reward will make up for it with far fewer working cheats, fixing of issues like rubberbanding and the ability to do some really cool things that would not work before for fear of cheaters.

    This will gradually be applied over the coming weeks as more aspects of the game are adopted into it, rather than one giant update like 3.0 was.

  • Add navigation data tools into the editor. The introduction of this feature will likely include basic zombie types. This will also take quite a bit of time, and I'm still not entirely sure on how I want it to work.
  • Build many more buildings and props such as airports not necessarily for the Devtest map, but definitely for future maps and community creations.
  • Begin adding more item functionality such as flares and basic barricades.
  • Implement communication features such as voice chat, text chat and the in-game player list. Along with this allow admins to send server commands through chat.
  • Add reloading and attachment systems.
This list is erring on the side of caution, as at this point I am highly uncertain about how long the server side input and navigation will take to add. If all goes well way more than these will get done, but this is the worst case scenario.

Questions:

Jagulev
"So... Nelson is adding stuff from 2.2.5 AND working on all-new things for 3.0? Or am I getting this wrong?"
> 3.0 started out as simply porting over content from 2.0 to the new steam servers, but fairly quickly it turned into a whole new project so that things like the level editor, localization, better graphics, anticheat, etc could be added. This is why PEI can't be brought over since the game simply can't load it. This means that everything in 3.0 is being created from scratch to support all these new features, while building on ideas from 2.0.

VHDnewvegasguy
"Does unturned have a piracy problem? why did he need to Improve anti piracy for a free game?"
> For some reason there are jerks out there who not only play the game for free for hundreds of hours (which is great), but also feel entitled to a free Gold upgrade and use hacks to fake that they own it (which is bad). Fortunately with 3.0's update yesterday they get kicked from servers for doing this.

Thanks for reading!
Caffeine - Incandescent Imaging
Today's Update
Today a small update to the Caffeine Pre-Release Demo was pushed out to the magical Steam cloud.

This update included a few fixes and performance improvements that should give a small fps increase and less lag spikes for a smoother experience.

Upcoming Updates
I will be releasing a second update soon that will add a few more performance fixes and both a gamma slider and resolution options to the menu.

Caffeine - Incandescent Imaging
Today's Update
Today a small update to the Caffeine Pre-Release Demo was pushed out to the magical Steam cloud.

This update included a few fixes and performance improvements that should give a small fps increase and less lag spikes for a smoother experience.

Upcoming Updates
I will be releasing a second update soon that will add a few more performance fixes and both a gamma slider and resolution options to the menu.

Screencheat - Hellerphant


Hello screencheaters!

This week we've got a major update for everyone who has pre-ordered the game! Known as the Murder Mystery update, Samurai Punk has packed in a gigantic new map called Manor, and a brand new mode called Murder Mystery. We made a video to show you how the new mode works, so check it out:

http://youtu.be/h-fICWzTD90

We find that Murder Mystery forces you to stop spanning, screencheat more, and will have you tracking your foes down in an intense game of cat and mouse. Of course, we'd love to hear your feedback, so head over to this discussion

We are also setting up several developer play sessions leading up to the October 21st release. We're making event reminders on Steam, but below is the current schedule:

US SESSIONS

Mondays at 7:00pm PDT

Wednesdays at 7:00pm PDT

AUSTRALIAN SESSIONS

Tuesdays at 7:00pm AEST

Thursdays at 7:00pm AEST

Hopefully we'll see you online! Feel free to record the sessions, because if you manage to beat Samurai Nick in battle, that's quite an achievement!

So now it's heads down on hitting our release date. We're happy to report that we are feature complete, and all that remains is polish and minor bug fixes before we unveil version 1.0. You guys can expect two new weapons, a new map, and a new mode when the game launches!

Thanks again to all of your support! Have fun, and we'll see you online - Steve
Screencheat - Pixels for Breakfast


Hello screencheaters!

This week we've got a major update for everyone who has pre-ordered the game! Known as the Murder Mystery update, Samurai Punk has packed in a gigantic new map called Manor, and a brand new mode called Murder Mystery. We made a video to show you how the new mode works, so check it out:

http://youtu.be/h-fICWzTD90

We find that Murder Mystery forces you to stop spanning, screencheat more, and will have you tracking your foes down in an intense game of cat and mouse. Of course, we'd love to hear your feedback, so head over to this discussion

We are also setting up several developer play sessions leading up to the October 21st release. We're making event reminders on Steam, but below is the current schedule:

US SESSIONS

Mondays at 7:00pm PDT

Wednesdays at 7:00pm PDT

AUSTRALIAN SESSIONS

Tuesdays at 7:00pm AEST

Thursdays at 7:00pm AEST

Hopefully we'll see you online! Feel free to record the sessions, because if you manage to beat Samurai Nick in battle, that's quite an achievement!

So now it's heads down on hitting our release date. We're happy to report that we are feature complete, and all that remains is polish and minor bug fixes before we unveil version 1.0. You guys can expect two new weapons, a new map, and a new mode when the game launches!

Thanks again to all of your support! Have fun, and we'll see you online - Steve
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