Главная| Трекер ▼| Поиск| Правила| FAQ| |
Автор | Сообщение |
---|---|
Assassins
Модератор ![]() Сообщения: 87029 Откуда: Красноярск ![]() |
Год выпуска: 2012 Жанр: Strategy (Real-time) / Arcade / 3D/ Разработчик:Modulaatio Games Издательство: Modulaatio Games Системные требования: Неизвестны Тип издания: Repack Язык интерфейса: Английский Язык озвучки: - Лекарство: Не требуется Описание: Тактический шутер с видом сверху. Бегаем с винтовками «за хороших» или «за плохих», отвоевываем территории, неотвратимо набегаем на огневые точки противника, организованно отступаем на заранее подготовленные позиции, ведем партизанские бои в лесных, степных и городских условиях! При этом в ушах топот ног, треск ломаемых сучьев, отголоски дальних взрывов и выстрелов, надоедливое шипение рации. А по земле стелется туман, наступает рассвет или закат. v0.59: - weapon system made more generic, enabling more modding too - added a shotgun - thanks to ComJak for the voxel model and MissDjax for the HUD icon! - added a cap for flying force on a soldier when a grenade explodes right at feet - AI should no longer try to stab an enemy at a significantly different height level - soldier animations are now separated from the model files for easier maintenance - pasting clipboard in Join online game -menu with no selected text areas attempts to parse address:port from clipboard and set the address and port fields accordingly - Host online game -menu features a choice of registering the game session in the server list at http://serverlist.modulaatio.com - separated storage of join / host server ports - added feeder pillar box model - increased AI accuracy setting range - new feature: squad command, RMB by default -- use it to place a target position for the squad, target self to regroup - added various decorative signs in map2, a few can be used as cover too - a squad leader playing as a client in online game never automatically said "reloading" or "cover me" - corrected height at several locations in map2, the water had flooded some parts of the town unintentionally v0.582: - added floating point precision control calls -- some PCs/OSs use different values by default, causing differences while loading the maps and crashing -- now fixed - fixed a crash happening on area capture on client(s) in online multiplayer, when a client or server had initially launched the game in different map than the other -- area ids thus could became off-sync due to non-existent area id reset while changing maps - fixed a server crash with a joining client with version mismatch - fixed another bug with AI starting to dance around a block boundary due to previously being steering in a block with walls - change map -menu now detects the current map, and dims it, so you won't change to current map again by accident - added ambient water sound, and a splash sound when starting to swim v0.58: - slightly closer camera, bigger voxels - better soldier falling down motion - much awaited clipboard paste functionality, with Ctrl-V and Shift-Insert - footstep sounds and dust effects are now correct for all roofs and platforms too - changed the way first floor texture patterns are generated - water areas, foam - swimming, only knife can be used while swimming - knife can now be used also when falling down - trench texture had become awkwardly thin at some point -- fixed now - global chat by pressing shift-enter when completing chat, plain enter chats within faction v0.572: -Fixed issue when map2 refused to load up on some people’s computers -Include a greater radius for spawn zone safety, and the collectible weapons and grenades exist for a little longer now v0.57: - fixed a crash with menu and empty text fields - tab-key is now neglected as text input - all numbers are now usable while chatting - auto key click repeater for text input usability - added a pavement texture for the dock and villa area - made the grenade auto-pickup radius bigger - spawn points near a base center become disabled if there are more enemies than friendlies in the base center, should make capturing bases more fair - when respawning, the weapon will be the same as before getting killed - arrow markers are now bigger and brighter, outlined with white - falling weapons now align to surface they land on, making the weapons easier to see - fixed the buggy deck at villa in map2, + other tiny changes in both maps - made map1 lighting slightly brighter - added some logging for online connection making to hunt down the seemingly random crashes with it v0.56: - noticeable improvement on the loading time, will be improved more in the future - a following AI soldier jumps less off the roofs - walking on to top of low rocks is now restricted - jumping down the ladders from a roof is temporarily disabled -- simply jumping off the roof is always safe - removed the jump animation from the end of climbing a ladder up to a roof - added (EDIT: Czech) hedgehogs - soldiers no longer go back-against-wall when colliding with a wall really low or if the soldier is practically on top of the wall on a roof edge - replaced the old title-text/logo with a new one - added utility posts and power lines v0.55: - added access to roof tops, especially for map2 - initial ladder climbing animation - container tops are also accessible now - optimized the map view greatly - sound device auto-choice logic changed - adjusted spawn timers, preferred attack party size, amount of defensive forces - a little longer day/night cycle - fixed a minor tree color bug - objects can now be positioned on top of multi-story buildings - added chimneys on multi-story building roofs for cover use - fixed bugs with bullet spread and re-adjusted it - added a dynamic crosshair - added itty-bitty lines to visualize occluded building contour - fixed a bug with AI behavior, with a leader entering a block with walls/trenches sometimes starting to move back and forth within about 2 meter range - slightly modified map1 here and there - modified map2 extensively v0.52: - fixed a launch bug with ATI X1200 graphics card, likely affecting all X??00-series cards - added ladders, with AI capability to climb them too - added tables and chairs - added decks, heightened accessible areas with waist-height walls - reimplemented shadows -- building/tree/etc selfshadowing using shaders, bigger shadow texture size used when shaders are present - minor building texturing improvements - building, tree leaf and bush visual performance optimizations - improved map 2 details, tweaked map 1 tiny bit - fixed a crash with game ending while playing online - replaced terrain height-based shading with an isoline shader -- use keys 6 and 7 to change line intensity, 8 and 9 to change occurrence - key control config now shows the actual key name instead of number - changed default prone key to C - changed map view colors - reduced amount of bullet trails to gain some performance v0.51: - fixed a launch bug with graphics cards without vertex shaders - reverted some AI settings back to beta 0.4, AI should now respond quicker to certain events - bullet lethality should now be increased over beta 0.4, really - AI should no longer see through platforms - fixed issues with reloading when shooting over wall - fixed issues with HUD text positioning on various resolutions v0.5: - fixed an issue with the post processing shader showing solid color fill on cards not capable of using the shader - added a new map - added a possibility to change the map in Change content package -menu; note, that saved games are now handled content package wise, which means you'll see different saves depending on which content package is currently activated - AI can now navigate around crossing rectangle buildings - added platform-object type, can be used to even-out areas, good for buildings on slopes, or making piers - optimized character animation system for vertex shader supporting graphics cards - day/night color can be controlled per map in objects.svg - blood behaves differently - mortar strike! You get rewarded a mortar strike round every 500 points, starting from 3000 points which is Sergeant - less grenade bounce and throw range, less kill range - battle blocks now show up on clients' map as well, also beyond their 8 surrounding blocks - soldiers behind obstacles now render with slight tint of team color, requires vertex shaders - if the config/launcher can't detect videomodes or anti-alias capabilities, all possible alternatives are given regardless if they are actually usable - fixed a bunch of steering issues in narrow areas - AI no longer turns his back to a fight after getting to cover, or at least does it less - AI gets an accuracy penalty when starting to shoot in opposite direction - theoretically, map mods can now be added by simply copying the map resources into media\maps -folder as a subfolder - new version notifier on the menu - revamped HUD v0.4: - enabled online mode(disabled in free version) - added no-ai soldier count for PvP - EDIT: PvP works with chain captures - only the base where the attack target is shown in the map can be captured - added savegame delete functionality - lowered AI range of sight slightly - reduced probability to get killed by a far-away shot bullet - reduced variance of defender count in bases slightly - increased total amount of defenders slightly - added more spawn points - enabled road lines again - fixed loading screen crash when pressing Esc or Tab - added player and team stats view (with network info), use Delete key - fixed bugs with AI detecting suppressed incoming fire - fixed a location bug with spawning - initial spawning location more random now - sounds behind the camera are now muffled - added Mansion base - added rendering technique for terrain for graphics cards without shader support - fixed resolution-dependent bug with chat/radio bubbles - added support for umlaut letters for chatting, ä, ö and the like, let me know if it works funny for your keyboard layout - added ability to take screenshots, use your Print screen key - added save game info - added birches - when leader has his back against wall, AI soldiers now prepare for the enemy in opposite direction of leader's facing - AI soldier crouch move following improved - added a new command line parameter "safemode", which disables post processing shader completely - redesigned West trench - added possibility to control tree trunk texture in objects.svg Issues found: - clients see battle blocks in the map only in their neighbor blocks - EDIT: graphics cards that can't handle the post processing shader show the game screen as single solid color, but the menu works just fine -- go to options and disable post processing to be able to play v0.3.5.1: - post processing shader disabled for ATI Radeon X1xxx cards due to problems at game launch, for now - installer requires admin rights v0.3.5: - fixed a virtualize character crash related to reseting the ongoing game - lifted the soldiers up from ground a little bit - fixed a crash with reaching 10k points, too few squad-member-size-control icons in the HUD - fixed a nasty crash with grenade explosion - added decorations for single story building roofs - added dust particles, for running on sand and dirt - added rifle dust - added actual 3D trees instead of the old "cardboard" trees - wall separator objects now have proper height - reduced batch count and increased partitioning among objects, increases performance but increases loading time - AI soldiers form lees large tight groups when taking cover from fire - AI defenders are distributed in relation to closeness to the borders - terrain is now lighted only with the height lighting, to make the elevation more visible - increased simulated (far away AI) movement speed radically, should be now closer to actual running speed - increased AI soldier spawn rate radically - blocks already under fight attract more soldiers - bigger attack parties are formed - attack reinforcements are sent into attack without stopping by the attack start, when the attack is still ongoing - loading screen - crouch moving - less jumping corpses - changes of attack orders also on radio now - improved AI shooting - slight changes in how area is determined as captured - reduced point reduction due to dying - changed AI soldier behavior more active when no visible enemies but nearby alarm - soldier info text color in green/grey for green/grey faction - new graphics for squad size and grenades on carry - new graphics for the map - map shows number of fellow soldiers in each block, to be worked on later v0.3: - prone key added, usable for any weapon - firing behind wall works now for assault rifles in similar way as machine gun, i.e., if shot while crouching, the soldier automatically stands up if it's required to stand up to shoot over wall -- with assault weapons, you can also move near the wall - fixed facing direction bugs with crouching against wall - carríed weapon types are now saved - increased probability to get an m240 or mp5sd from crates, also on respawn - fixed a bug with saving if dead - fixed a "virtualize character" crash when respawning -- there's hoping that's the last one, but let me know if you still get these crashes! - bullet billboards are now properly removed - weapon specifications are now public -- weapon type amount is not dynamic though, must be 4 - dynamic ambient occlusion, initial coarse version - AI accuracy options - shooting off-target now has random height, helps in shooting soldiers behind target both standing and in prone - added small decorative rocks near big rocks - added a few soldier max count options -- more accurate control will be provided as soon as the slider UI control gets simplemented - added some new building textures, affecting Hospital - added building texture and color controlling from objects.svg - killed soldiers drop 50% of their grenades on ground now, which are collectable - victory over the last base is declared only after the base center and its surroundings have been wiped from any enemies - reduced max amount of grenades on carry to 4 - added walls and boxes around Hotel - added security fence sounds - added map observation mode for map modders: launch it by giving parameter "map" on command line, e.g. "rwr_game.exe map" (ASDW to move around, left shift for faster movement) - changed team names to Green and Grey - made the fake ground ao effect on tree trunks bigger Issues: - ambient occlusion effect produces artifacts on ground occasionally - turn off post processing and/or shadows if you experience low framerates - ambient occlusion will work only if your graphics card has shader model 2.0 support - corpses are again more jumpy than before, changes made in character implementation for online support must have affected that v0.2: - aim target on ground increased, to make bullets fly farther to hit enemies behind the crosshair better - M240 machine gun, shoots either on prone or if there's a wall/crate of suitable height, either from standing or crouch, limited turning range - AI pushes reinforcements constantly towards attack target if situation in attack target is tight -- helps with winning areas alone while one enemy is somewhere hard to find - AI trench steering improved, less aimless spinning - color model revamped; terrain is also shaded by height relative to player soldier position (requires vertex program support in graphics card); different fog - run animation made more bouncy, varied animation speed - HK MP5 SD -like suppressed submachine gun - improved AI for nearby alerts; AI now "sees" the gun muzzle at night, so shooting draws fire from the enemy for some time unless suppressed smg is used - when a battle starts, the AI on the team not-firing-first suffers a random reaction time penalty - AI reacts to suppressive fire by staying in cover more - AI uses knife - added ability to change weapon by picking up a new one - crates sometimes pop out weapons when smashed - added option for number of initial occupied bases on player's team when creating a new game - added controls for managing team members amount: page down/page up - soldier amount model tweaked -- the less occupied areas you have, the more soldiers you get per area -- the more occupied areas you have, the less soldiers you get per area -- let's see how it works - AI leader selection tweaked; attacking team (including player's) should be more interesting to join to in AI's choices - loading a previously saved game near map boundaries should work better now - the Town became bigger, and got divided into east and west sides - Hotel base added v0.11: - AI attackers actually stay to defend a previously occupied base, if needed - fixed shooting through wall if crouching close to a wall - sandbag / trench wall height reduced, enabling better shooting over the wall - enabling climb over only with wall-like structures, trenches, sandbag walls, fences - soldier is no longer rewarded for killing fellow soldiers with grenades, rather there's a penalty - soldier is no longer rewarded for shooting corpses or throwing grenades at corpses - added the throw grenade -button in the readme - player respawn location check improved, should no more respawn in places with enemies - mouse sensitivity scale increased - reduced point gain for using grenades to kill enemies - player weapon mag is now full after respawn - crosshair center visual and obstruction marker for line of sight aid - reduced fog slightly - reduced AI initial rank scale - reduced AI willingness to change team - reduced max distance to throw grenade - reduced grenade kill range - moving uphill is now slightly slower - corpses behave better now, less jumping around - improved going alert when a grenade is thrown - smoothened the heightmap a little bit, should reduce bumpiness that also obstructs bullets for no purpose - config: changed how antialias is handled, makes use of graphics card capabilities now - added fallback techniques for graphics cards without vertex programs, not tested - fixed map view block aspect ratio - map view coloring changed slightly - team member following improved; members in front don't run straight up to the leader if leader is anyway coming their way - base definitions un-hardcoded; map modding basically now possible by modifying objects.svg, terrain5_*.png and worldcolor.png.. - AI trench steering improved, still some issues there - double step sound is now heard when soldier touches ground after jumping - dead soldiers generated by not-nearby block battles are now cleaned up -- should fix "character pool size" errors - game saving no longer stores dead soldiers - UPDATE: Center trench -base added [/spoiler] Помоги нашему сайту на расходы за сервер и качай торренты НЕОГРАНИЧЕННО!Пожертвовать 100 ₽ ![]() Или 2204 1201 2214 8816, с комментарием "Помощь трекеру" Связь с администрацией |
Страница 1 из 1 |
![]() |