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Author Topic: ☗ Running with rifles ☗ - Indie isometric "Battlefield".  (Read 18734 times)

Ozyton

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #75 on: May 27, 2012, 02:10:03 pm »

http://www.youtube.com/watch?v=7x0hpnHFq-A

16 - player video is finally here after quite a wait =3

Ozyton

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #76 on: May 28, 2012, 05:18:39 pm »

Double posting for content update.

Quote from: Pasik
The new version brings in mostly performance optimizations, yet some minor feature updates have found their way into the release as well like the new stats (longest kill streak, kills per deaths, faction stats), better aiming on targets over platforms and smoothened sniper sight range changing. Check out the change log on the forum for details.

The work continues heavily on the vehicle feature; looking forward to get the jeep functional in online for testing very soon!

Quote from: changelog
Hey there! Beta 0.66 is out, this time concentrating on performance optimization more than anything else. On top of that some new stats are now shown in the stats view behind DEL key, some minor bug fixes and vehicle improvements. Note, that vehicles are still a non-supported feature.

Here's the change log for beta 0.66:
- general: rendering performance optimizations by reducing batches; improved building material sharing, better static geometry division, particle system usage revamped, improved container material usage, reduced polygons in various meshes, stats view text panels kept being rendered even if hidden
- gameplay: added new stats, longest kill streak, kills per deaths, factions stats (players only), more rows for player stats
- gameplay: fixed a bug with aiming on top of a platform causing the aiming to reach the terrain below the platform
- gameplay: smoothened weapon sight extension handling
- vehicle: preliminary support for stationary weapons
- vehicle: started the work with network support for vehicles
- vehicle: physics and models improved
- online: disconnected client soldiers die automatically now
- textures: shop shutter / garage texture added
- appearance: teeny tiny bit less fog

Ozyton

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #77 on: May 30, 2012, 06:39:30 pm »

Ayup, triple post, but some may be interested who missed this the other week. They're holding another multiplayer session at the same time (7 pm UTC) this Saturday (the 2nd). I think that means 2 pm Eastern time. This one won't be recorded though, unless someone else decides to record it.

Foamy

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #78 on: May 30, 2012, 08:17:58 pm »

I will be there. Should be a nice opportunity to test out my new PC.
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Ozyton

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #79 on: June 15, 2012, 10:08:58 am »

I don't know how I missed this...

There's a new demo available for those who have not bought it yet and would like to try out some of the newer features.

Additionally, the game is now on Desura if you don't want to have to deal with BMTMicro bullshat.

EDIT: http://www.youtube.com/watch?v=3rpnXOxsKms
« Last Edit: June 15, 2012, 08:08:19 pm by OzyTheSage »
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Ozyton

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Re: ☗ Running with rifles ☗ - Indie isometric "Battlefield".
« Reply #80 on: June 17, 2012, 11:30:08 pm »

Quote
Here's the change log for beta version 0.68:
- weapons: PKM accuracy and lethality adjusted, the weapon was a bit overpowered
- memory: ram consumption in e.g. map3 from 800mb -> 400mb, also reduces GPU ram consumption
- pvp/map editing: possibility to designate bases for factions for initial situation, and control whether green/grey faction always gets the same side or if it's randomized
---- joiners/mass-spawn at game start will happen only in designated bases, if those are available
---- note, initial occupied bases setting doesn't have any effect in the map that use designated bases
- appearance: lighting adjusted slightly
- loading: window messages are being pumped now, no more "not responding"-status
- online: a crash case fixed related to jeeps
- online: a crash fixed related to server restart
- online: bot count compensation for the weaker faction; should make large coop more interesting and pvp with bots more even
- online: mortar request in certain case could crash a client
- chat log: faction chat was leaking over to the other faction, duh
- vehicles: collision detection bug fixes
- vehicles: toned down steering a little, sliding needs further work still
- vehicles: spawn points added, each spawn point can uphold one vehicle
- vehicles: broken state added; once broken, will respawn after a while at the spawn point
- menu: whether vehicles spawn or not can be controlled from new game menu options
- ai: ai can handle entering vehicle a little better, also jumps out when leader leaves the vehicle
- map3: some slight adjustments
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