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Update 26 - Breach Operations


Good Morning/Afternoon Dear Community,


This is the first update in quite some time, and we've all been waiting for it! Update 26 introduce the first mission instance inside Wargames. A mission which takes place in the treacherous corridors of Operations in full lockdown. Hordes of defective and patrols of submachine gun wielding CTRs is all that stands in the way of you (or your team) and the loot filled treasures enclosed beneath ... oh yeah, and 5 power relays at random locations! Update 26 also features a few minor bug fixes, several key improvements and various tweaks to e.g. HUD systems, foliage rendering, new loot crates, global messaging, increased performance in Wargames and more (Please check full changelog below for details). The Annual XMayhem multiplayer gamemode is back once again; allowing you to unlock our two very special seasonal xmas achievements for the duration of the holidays. From all of “us” here at Zero Point Software, “we’d” like to wish you a Merry Christmas and a Happy New Year. Thank you for supporting the game! FOR THE LOVE OF THE GAME, ZPSHicks, last survivor of Zero Point Software

Update 26 - Changelog:


What's New


ADDED: Operations mission instance to Wargames ADDED: System setup of mission crates, waypoints and access elevator platforms to gain access to Operations ADDED: Steam leaderboards to the Wargames server browser menu ADDED: Option for inviting players from chat lobby into Wargames (joining the same team and spawning close to each other) ADDED: Backpack icon in Mission Overview at location of backpacks dropped with +500 CPs ADDED: Chat announcement of CPs amount and zone location if player is killed with +500 CPs ADDED: Overhead icon for team members in different zones in Wargames ADDED: Revamped loot crates (model details, animation and textures) - Made by Hexe the Insane and Katrina the Insane (Thanks a million guys!) ADDED: Dynamic thumbnails in Wargames server browser menu ADDED: Support from streaming text and images from URL into menu ADDED: Simple "falling out of map" trigger pickup setup to all zones in Wargames ADDED: Cull groups and cull group triggers to all zones in Wargames except Jungle (20% boost in performance) ADDED: Backpack beacon light and sounds to dropped backpacks ADDED: Support for instantiating different waypoint icons ADDED: SARA helmet announcements 60 seconds before a drop crate lands in Wargames ADDED: SARA globally announces power state of Operations in Wargames ADDED: Waypoints and power system to loot crates ADDED: Defective CTR spawnbox to Sandbox ADDED: Simple cardboard target setup to Sandbox ADDED: Mission crate and small Operations access elevators system setup to Sandbox ADDED: Containment field to Sandbox (good for testing suit system shutdowns) ADDED: Respawn protection from CTRs in Wargames ADDED: Main menu now shows how many achievements you have out of all ADDED: Best Clan is now WaR-IM (Congrats guys!)

Improvements


UPDATED: Trees and foliage shader to work with Unity 5 (Removing black edges and receiving correct lighting) UPDATED: Trees and foliage billboard shader to work with Unity 5 (removing ugly edge in fog) UPDATED: Global chat log is kept when switching zones in Wargames UPDATED: Increased player revive-able timer to 60 seconds (from 30 seconds) UPDATED: HUD revive messages is only displayed for teams in Wargames, everyone else see them in the chat UPDATED: Kill messages removed from HUD, except from team players in same zone in Wargames UPDATED: HUD correctly shut downs all intended elements when suit is offline or helmet is open UPDATED: Restyled Mission Overview and added Operations access icons to the map of each zone UPDATED: Replaced Hell Week with Wargames theme across the game (screens, audio, text and UI UPDATED: Stamina is regained 150% faster when fully exhausted UPDATED: Lowered breath audio volume when fully exhausted by 25% UPDATED: Increased HUD compass width by 20% UPDATED: Wetlands night moonlight and ambience light color 50% more bright UPDATED: Jungle dusk weather mode is now more viberant and red in tones UPDATED: Removed windows from 90% of all buildings in Wargames UPDATED: Rebaked navmesh in all zones for more accurate pathfinding UPDATED: Retry count in mission/challenges menu selection UPDATED: Playing Lone Wolf the HUD scoreboard says DELTA instead of Player UPDATED: Backpack pickup speed 2x faster UPDATED: Loot crate unlock speed 2x faster UPDATED: Weapon pickup speed 2x faster UPDATED: CTR and Marine 3p walk sounds 2x volume UPDATED: Restyled global chat UI so chat messages is shown against the dark edge of the helmet for better clarity UPDATED: Increased brightness of flashlights 1p/3p (from 1.6 to 2.5) UPDATED: Drop crates in Wargames drops every 5 minutes in one random zone UPDATED: Tweaked the vignetting image effect to be more realistic and darker edges when aiming weapon for increased immersion UPDATED: Simplified emmisive mask (shown on combat suit of team players) UPDATED: Removed low pass muffling of suit audio system (SARA and audio logs)

Fixes


FIXED: Invert mouse/gamepad Y-axis in input settings FIXED: HUD Interaction brackets not showing when suit system was offline FIXED: HUD WARN message was not turned off if opening the helmet when the suit is offline FIXED: CTR reload sound radius FIXED: Rocks in zone connection tunnels where not blocking "sunlight" flares FIXED: Waypoints staying in Welcome to Project IM introduction mission

Known Issues


  • Players may sometimes fall through the floor of a map (Unity 5 bug)
  • 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. If you are in a Party, this will disconnect you from the Party
  • View jittering may occur when jumping on lossy networks
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
  • The gamepad implementation is early and experimental, so may cause issues
  • When viewed up-close, some CTR heads may increase in size
  • Standing in a doorway when the door closes may result in the player being pushed vertically
  • The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10


[ 2016-12-22 16:01:25 CET ] [ Original post ]


Update 26 - Breach Operations


Good Morning/Afternoon Dear Community,


This is the first update in quite some time, and we've all been waiting for it! Update 26 introduce the first mission instance inside Wargames. A mission which takes place in the treacherous corridors of Operations in full lockdown. Hordes of defective and patrols of submachine gun wielding CTRs is all that stands in the way of you (or your team) and the loot filled treasures enclosed beneath ... oh yeah, and 5 power relays at random locations! Update 26 also features a few minor bug fixes, several key improvements and various tweaks to e.g. HUD systems, foliage rendering, new loot crates, global messaging, increased performance in Wargames and more (Please check full changelog below for details). The Annual XMayhem multiplayer gamemode is back once again; allowing you to unlock our two very special seasonal xmas achievements for the duration of the holidays. From all of us here at Zero Point Software, wed like to wish you a Merry Christmas and a Happy New Year. Thank you for supporting the game! FOR THE LOVE OF THE GAME, ZPSHicks, last survivor of Zero Point Software

Update 26 - Changelog:


What's New


ADDED: Operations mission instance to Wargames ADDED: System setup of mission crates, waypoints and access elevator platforms to gain access to Operations ADDED: Steam leaderboards to the Wargames server browser menu ADDED: Option for inviting players from chat lobby into Wargames (joining the same team and spawning close to each other) ADDED: Backpack icon in Mission Overview at location of backpacks dropped with +500 CPs ADDED: Chat announcement of CPs amount and zone location if player is killed with +500 CPs ADDED: Overhead icon for team members in different zones in Wargames ADDED: Revamped loot crates (model details, animation and textures) - Made by Hexe the Insane and Katrina the Insane (Thanks a million guys!) ADDED: Dynamic thumbnails in Wargames server browser menu ADDED: Support from streaming text and images from URL into menu ADDED: Simple "falling out of map" trigger pickup setup to all zones in Wargames ADDED: Cull groups and cull group triggers to all zones in Wargames except Jungle (20% boost in performance) ADDED: Backpack beacon light and sounds to dropped backpacks ADDED: Support for instantiating different waypoint icons ADDED: SARA helmet announcements 60 seconds before a drop crate lands in Wargames ADDED: SARA globally announces power state of Operations in Wargames ADDED: Waypoints and power system to loot crates ADDED: Defective CTR spawnbox to Sandbox ADDED: Simple cardboard target setup to Sandbox ADDED: Mission crate and small Operations access elevators system setup to Sandbox ADDED: Containment field to Sandbox (good for testing suit system shutdowns) ADDED: Respawn protection from CTRs in Wargames ADDED: Main menu now shows how many achievements you have out of all ADDED: Best Clan is now WaR-IM (Congrats guys!)

Improvements


UPDATED: Trees and foliage shader to work with Unity 5 (Removing black edges and receiving correct lighting) UPDATED: Trees and foliage billboard shader to work with Unity 5 (removing ugly edge in fog) UPDATED: Global chat log is kept when switching zones in Wargames UPDATED: Increased player revive-able timer to 60 seconds (from 30 seconds) UPDATED: HUD revive messages is only displayed for teams in Wargames, everyone else see them in the chat UPDATED: Kill messages removed from HUD, except from team players in same zone in Wargames UPDATED: HUD correctly shut downs all intended elements when suit is offline or helmet is open UPDATED: Restyled Mission Overview and added Operations access icons to the map of each zone UPDATED: Replaced Hell Week with Wargames theme across the game (screens, audio, text and UI UPDATED: Stamina is regained 150% faster when fully exhausted UPDATED: Lowered breath audio volume when fully exhausted by 25% UPDATED: Increased HUD compass width by 20% UPDATED: Wetlands night moonlight and ambience light color 50% more bright UPDATED: Jungle dusk weather mode is now more viberant and red in tones UPDATED: Removed windows from 90% of all buildings in Wargames UPDATED: Rebaked navmesh in all zones for more accurate pathfinding UPDATED: Retry count in mission/challenges menu selection UPDATED: Playing Lone Wolf the HUD scoreboard says DELTA instead of Player UPDATED: Backpack pickup speed 2x faster UPDATED: Loot crate unlock speed 2x faster UPDATED: Weapon pickup speed 2x faster UPDATED: CTR and Marine 3p walk sounds 2x volume UPDATED: Restyled global chat UI so chat messages is shown against the dark edge of the helmet for better clarity UPDATED: Increased brightness of flashlights 1p/3p (from 1.6 to 2.5) UPDATED: Drop crates in Wargames drops every 5 minutes in one random zone UPDATED: Tweaked the vignetting image effect to be more realistic and darker edges when aiming weapon for increased immersion UPDATED: Simplified emmisive mask (shown on combat suit of team players) UPDATED: Removed low pass muffling of suit audio system (SARA and audio logs)

Fixes


FIXED: Invert mouse/gamepad Y-axis in input settings FIXED: HUD Interaction brackets not showing when suit system was offline FIXED: HUD WARN message was not turned off if opening the helmet when the suit is offline FIXED: CTR reload sound radius FIXED: Rocks in zone connection tunnels where not blocking "sunlight" flares FIXED: Waypoints staying in Welcome to Project IM introduction mission

Known Issues


  • Players may sometimes fall through the floor of a map (Unity 5 bug)
  • 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. If you are in a Party, this will disconnect you from the Party
  • View jittering may occur when jumping on lossy networks
  • Other players will seem to float above or interpenetrate while standing on a moving dynamic platforms (network smoothing will exaggerate this effect)
  • The gamepad implementation is early and experimental, so may cause issues
  • When viewed up-close, some CTR heads may increase in size
  • Standing in a doorway when the door closes may result in the player being pushed vertically
  • The HUD names and kill messages will be clipped on aspect ratios that are less wide than 16:10


[ 2016-12-22 16:01:25 CET ] [ Original post ]



Interstellar Marines
Zero Point Software
  • Developer

  • Zero Point Software
  • Publisher

  • 2013-07-02
  • Release

  • Action Indie RPG Simulation Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 37  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Mixed

    (4242 reviews)


  • Review Score

  • https://store.steampowered.com/app/236370 
  • Steam Store

  • The Game includes VR Support



    Linux Game Content [4.43 G]Linux 64-bit Game [4.91 G]

  • Public Linux depots

  • UPDATE 25 AVAILABLE - Interstellar Marines resurrects the old school tactical FPS, offering a unique blend of co-op, role-playing*, and non-linear gameplay. Set in a believable future, you take on the role of an elite operative handpicked to join Project IM, a top secret military program being assembled to protect mankind from all dangers outside our solar system.

    Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Final Fantasy; and games such as Half-Life, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with all the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion.

    *role-playing not yet implemented

    Welcome to Project: IM


    Since man first raised his head to the stars above, he has dreamed of conquering space. Interstellar Marines is the age old dream come true. It is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system.

    But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a new member of the Interstellar Marines, a secret battalion within the ITO special forces created to protect humanity against potential threats from the confines of the unknown universe.

    Now gear up Marine, we’ve got training to do! Welcome to Project IM.

    War Games

    Formerly known as Hell Week this game mode features 9 New and unique areas where 64 players battle until only 4 are left standing! This event runs every 3 hours in each timezone, so there’s always one somewhere in the world starting at the top of every hour. We also have a Steam Leaderboard for Hell Week here which tracks Combat Points globally, monthly, and survivors of Hell Week. We'll let you know more about Hell Week Finals when it’s ready.



    7 Singleplayer/Co-op Missions

    Play 5 co-op and single-player missions against unscripted AI with dynamic environment effects or two pivotal missions inside the Interstellar Marines universe, The NeuroGen Incident and Assault on Starcrown Aerospace. Play singleplayer or co-op with up to three friends in intense action with more co-op and singleplayer missions to come!

    9 Unique Multiplayer Maps Across 3 Game Modes

    Take your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.

    Realistic Simulation

    With a physics-based dynamic character controller there are no floating hands, and you can even see your feet! The physically present combat helmet has a HUD projected onto the visor and is affected by dust, rain, fogging, and damage. Aim down the sight for the long shots and use the tactical laser to assist aim when hip firing, as there are no artificial crosshairs to break immersion. Use the intuitive crouch and cover system; spacebar (default) peeks over cover, and looking down leans you forward to see over ledges. You can also shoot out the lights and prowl in darkness, or use the tactical flashlight if you’re afraid of the dark.

    We hope you enjoy the game, and look forward to developing it with you as we progress through Early Access!

    FOR THE LOVE OF THE GAME,
    Your team at Zero Point Software
    GAMEBILLET

    [ 5951 ]

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