wolves Σεπτέμβριος 1, 2013 #21 Σεπτέμβριος 1, 2013 Έχετε υπόψη σας ότι το Alpha Access του Steam, είναι το αντίστοιχο kick starter.Μην περιμένετε να παίξετε co-op etc, μία πρώτη γεύση θα πάρετε και μέχρι εκεί. Πάντως το game είναι promising. Το "τσιμπησα" τελικα... Οντως αυτο που εχουν δωσει μεχρι στιγμης ειναι σε πολυ πρωιμο σταδιο. Παντως τα παλληκαρια βρισκονται σε σωστο δρομο. Καλα το πανε...
AstraLgr Σεπτέμβριος 1, 2013 #22 Σεπτέμβριος 1, 2013 τώρα το ida καλή φάση φαίνεται έχει και ωραία ατμόσφαιρα. σκέφτομαι να το τσιμπήσω το απόγευμα .
wolves Σεπτέμβριος 1, 2013 #23 Σεπτέμβριος 1, 2013 τώρα το ida καλή φάση φαίνεται έχει και ωραία ατμόσφαιρα. σκέφτομαι να το τσιμπήσω το απόγευμα .Απλα σου αναφερω οτι η αγορα τωρα αξιζει σε σχεση με την τιμη που θα εχει οταν βγει. Οταν με το καλο βγει.Μην περιμενεις να δεις, αυτη τη στιγμη, τιποτα απο ολα αυτα που βλεπεις στα βιντεο. TDM 6vs6 ή 8vs8 σε 4-5 χαρτες ειναι αυτο που ειναι διαθεσιμο τωρα και αυτο ακομα ειναι πανω στην αναπτυξη και σε πολυ πρωιμο σταδιο...
wolves Σεπτέμβριος 6, 2013 #24 Σεπτέμβριος 6, 2013 νεοτερα για την αναπτυξη του παιχνιδιου[ame=http://www.youtube.com/watch?v=qCaxgVgFcSY]Warning: Sharks Ahead! - YouTube[/ame]
wolves Οκτώβριος 11, 2013 #25 Οκτώβριος 11, 2013 [ame=http://www.youtube.com/watch?v=CIFeJ3q40Is]Interstellar Marines: Early Access Update #5 - YouTube[/ame]
tragikos Οκτώβριος 12, 2013 Author #26 Οκτώβριος 12, 2013 Μαζί με το παραπάνω video πάει και αυτό:What's NewADDED: New playground map "Elevation" - this is the first iteration of Martin Jonsson's winning entry in the community map making contest. Modes: Power online, emergency power, fire alarm, power offline and shut down.ADDED: First iteration of dynamic platforms for the new Elevation map.ADDED: Support for "join game" on Steam friends.ADDED: Louie Ishii's work-in-progress concept models to the Spearhead content folder.ADDED: Tap/Hold key functionality to Run, Aim, Flashlight and Laser.ADDED: Camera shakes on weapon firing.ADDED: Basic bobbing animation to the weapon.ADDED: Separate mouse sensitivity for zoom and hip.ADDED: Ability to sort servers by name, map, players or ping.ADDED: Ability to set the speaker setup (Stereo, 5.1, 7.1 etc).ADDED: Basic HUD concept.ImprovementsUPDATED: The Evacuation map with new "capture" areas (tower and platform area).UPDATED: Muzzle flash particle fx and lighting to be a bit less obscuring in aim and added shadow casting.UPDATED: Network system with improvements in CPU usage and data throughput.FixesFIXED: "network smoothing isn't saved when quitting"Known IssuesFIXED: Camera shaking becomes unstable with low FPS.
tragikos Οκτώβριος 31, 2013 Author #27 Οκτώβριος 31, 2013 Steam Community :: Group :: Interstellar MarinesVersion: 0.5.6 Released: 30th of October 2013 Click to see the update image What's NewADDED: New "Domination" capture game mode: - The team that has most presence in a Domination zone takes tickets away from the enemy - Tickets are distributed evenly between the dominating players in the zone - The team that ends on 0 tickets OR has the fewest tickets left when the time runs out loses - Only one Domination zone is active at a time ADDED: Domination zones to all existing maps ADDED: Global team score thats always visible ADDED: Support for in-world UI overlays (currently used to outline the Domination zones) ADDED: 1st iteration of queued SARA announcements to local player ADDED: Network capability to dynamic platforms ADDED: Taser light to marine's impact effect ADDED: Ville-Valtteri Kinnunen's combat suit concept art to the Spearhead content folderImprovementsUPDATED: Elevation map with improved bunkers, markers, reverb zones etc. UPDATED: Alternate routes to Arch and Rupture to support new Domination game mode UPDATED: Dynamic platforms now performs better and works with physics (ragdolls) UPDATED: Marine run speed and weapon bobbing to be a bit slower UPDATED: Team colors are now always the same for friends (blue) and enemies (red) UPDATED: Player names over friends now positions correctly with distance UPDATED: There's now a small wait period after dying before respawn is possible UPDATED: Marine spawning now takes enemy vicinity and respawn point occupation into account UPDATED: Spawning is now always "grounded" UPDATED: It's now possible to switch team during countdown regardless of team sizes UPDATED: Initial countdown increased from 10 to 20 seconds UPDATED: Tracking color and label markers on all maps UPDATED: Impact effects now spawn more persistently and accurately on client-side UPDATED: All image effects to the latest from Unity 4.2FixesFIXED: "Tapped keys stay on after dying/loading level" FIXED: "Camera shaking becomes unstable with low FPS" FIXED: "Cannot switch team" FIXED: "Join game friend info is not cleared on disconnect" REMOVED: Corrupted shader that made flashlight cones pink (possibly fixes black screen bug for Intel HD graphics cards)Known IssuesPlayer scores does not always sort correctly Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
wolves Αύγουστος 26, 2014 #28 Αύγουστος 26, 2014 [ame=http://www.youtube.com/watch?v=yBa7SJmgTMs]PAX 2014: Co-op Begins Teaser - YouTube[/ame]
wolves Οκτώβριος 3, 2014 #29 Οκτώβριος 3, 2014 [ame=http://www.youtube.com/watch?v=MXsmZSj7Las]The NeuroGen Incident Trailer (Survival Co-op) - YouTube[/ame]
Spirosssss Νοέμβριος 21, 2014 #31 Νοέμβριος 21, 2014 Πρέπει να βιαστούν για να προλάβουν και το hype με το σινεμά
GruntGR Φεβρουάριος 9, 2015 #32 Φεβρουάριος 9, 2015 free weekend ! http://store.steampowered.com/app/236370/
wolves Φεβρουάριος 9, 2015 #33 Φεβρουάριος 9, 2015 Update 17: Welcome On Board! Update 17 Version: 0.5.17 Released: 6th February, 2015 What's New ADDED: New Introduction Mission: Welcome To Project IM ADDED: Early iteration of the Accuracy, Stamina and Sprint changes. These changes will be completed in Update 18 ADDED: Hell Week introduction video and sign up form to main menu ADDED: Admins can now change multiplayer map from in-game ADDED: Spawn locations of power boxes in Operations are now completely randomised ADDED: Server browser is split into Coop and Multiplayer servers for easier and quicker browsingADDED: Chat is now logged on a per-server basis ADDED: Warning message given to players joining a high-ping server ADDED: New hit detection is default on servers ADDED: Spearhead icon now shows for Spearhead players on singleplayer scoreboards ADDED: Several new Steam achievements ADDED: Several new TP rewards ADDED: List of TP rewards in the Profile tab, removed outdated list from levelcam view Improvements UPDATED: The NeuroGen Incident re-built as version 3. Improved map, resolved several issues, improved performance, added mercenary bots to different team, reworked several areas of the map UPDATED: Server browser filters are now expanded by default UPDATED: In-game chat function now allows multiple lines UPDATED: Several additions to stats tracking UPDATED: Arch to ensure players cannot glitch out of the map UPDATED: New reticule for the Assault Rifle Known Issues - Some new achievements and TP rewards may not work. We're investigating - Not all new achievements have icons, we'll add next week - New achievements do not show up within the in-game Profile tab. We will add these soon - The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10 - The game will stop updating when switching out of fullscreen in Windows (known bug in Unity 4) - View jittering may occur when jumping on lossy networks - Audio may cut off partially/completely on weapon/helmet sounds - Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect) - Potential to fall through elevator when moving Fixes FIXED: "Keycard in crew quarter in NGI sometimes not appearing" FIXED: "Inability to revive in multiplayer maps other than Dynacore" FIXED: "Logs can only be played once in NGI" FIXED: "Death skull now shows for bots in Playground maps" FIXED: "No more floating bots at the start of Stronghold Coop" FIXED: "No extraction marker on Starcrown" FIXED: "No extraction marker on Colony if you leave and rejoin during a match" FIXED: "Bots sometimes not appearing in single player" FIXED: "The 'no run/crouch' triggers occasionally cause permanent 'no run/crouch'" FIXED: "Multiplayer scoreboard styling" FIXED: "Difficulty in single player sometimes incorrect after playing co-op" FIXED: "Revived players experiencing black screens'" FIXED: "Cargo elevators in NGI have crate shadows above them" FIXED: "HUD difficulty text not going offline when HUD goes down" FIXED: "Bots spawning and instantly dying in NGI research" FIXED: "Exiting the coop poster now works" FIXED: "Revive no longer completes if reviving player is killed" FIXED: "Spawn time is now accurate when waiting to spawn in Deadlock" FIXED: "Players not correctly first person spectating other players when dead"
GruntGR Ιούλιος 24, 2015 #34 Ιούλιος 24, 2015 Update 20: Unity 5 Upgrade24 JULY - ZPS.DARK5TAR1 We now have the game running in Unity 5, allowing improved performance and visuals. Nucleus is now back for COOP play, and we were able to include the Linux version in this update. (We thought it would be delayed earlier if you didn’t know.) For Update 20, we listened to your feedback about two things people really wanted: Improved performance and fixing Nucleus so to play with your friends in coop. We’ll be continuously listening to you in the forums, social media, and on our Trello page. The next step we want to do is improve performance even more with Speedtree and boost the graphics even more with physically based shaders, global illumination, linear lighting and deferred rendering 2.0. FOR THE LOVE OF THE GAME, Your Team at Zero Point Software What's New ADDED: Updated code base to Unity 5 from Unity 4 ADDED: OSM are now the number 1 clan after winning season 1 of the competitive league Improvements UPDATED: Nucleus map has been fixed, and coop servers are up UPDATED: Enlisted profile name has been changed to Frontlinter UPDATED: Hell Week main menu button moved to below multiplayer button Fixes FIXED: "Linux players can join password protected servers" FIXED: "Dropped backpacks are now properly destroyed between Hell Week games" FIXED: "Crates from earlier Hell Week games are now properly destroyed between games" Known Issues **SPECIAL NOTE** This update contains the upgrade from Unity 4 to Unity 5. We have fixed most of the bugs, and need your help to find any more. Please let us know of any bugs you find via our support email: support@zeropointsoft.com. Thank you! The mission overview is currently a place-holder, and will be completed in a later update When viewed up-close, some CTR heads may increase in size Rag doll physics, and CTR dismemberment on death, need fine tuning Water and some vegetation are not affected by fog, which can lead to them looking black from a distance When looking down, snow particles may disappear Hell Week combat points are currently not recorded in Steam leaderboards Some crates may require several attempts to open Players may sometimes fall through the floor of a map VOIP does not work on coop Game may temporarily freeze when players join the server Players joining within a few seconds of a Hell Week starting may get an error that they cannot join. This is due to out-of-sync clocks. Please wait a few seconds and rejoin Some new achievements and TP rewards may not work. We're investigating The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10 The game will stop updating when switching out of fullscreen in Windows. If you are on a moving elevator or platform, this will cause you to fall through it View jittering may occur when jumping on lossy networks Audio may cut off partially/completely on weapon/helmet sounds Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect) When joining an in-progress The NeuroGen Incident game, additional waypoints may be visible Player may sometimes spawn with no ammo in one or both weapons. Reloading fixes this
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