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Update 27 - To Hell and Back


Update 27 - To Hell and Back


Good news everyone! Thanks to our wonderful crew of community volunteer developers, Update 27 has been wrapped and released! Going into the volunteer program we weren’t sure what to expect, but we knew development was much too slow and something had to be done, and we sure are glad we took a chance and accepted some help. Now that we have a better idea what the volunteers are capable of and how to manage volunteers rather than regular employees, we plan on more frequent updates in the future. We’ll need to upgrade the Unity engine sooner rather than later. Our current engine version is the 2 year old 5.1.3 released August 2015, and by upgrading we’ll be able to utilize all the new and improved features, graphical and performance benefits of an up-to-date version of Unity. We’re also very focused on getting more weapons and tactical features into the game and we also really want to expand the AI of our enemy Combat Training Robots, to make them much more intelligent and challenging; with the AI teaming up playing SP/COOP/Wargames with strategy and tactics. We’ll update Trello the second we know what we’ll focus on for Update 28. FOR THE LOVE OF THE GAME, Your small team and awesome volunteer army at Zero Point Software

Interstellar Marines - Update 27


(0.5.27 - Revision 1354) Platforms available, 32-bit & 64-bit Windows, Linux, OSX

Changelog for Update 27


What's New


ADDED 64 Bit support for all platforms. ADDED Tactical Reload. ADDED 2 light modes (dark/light) to GKBB controlled by a power box & other changes. ADDED New AR03 Firing sound. ADDED New OS-1 Pistol Firing sound. ADDED Support for arrow keys bindings and quality of life changes to the skin menu! ADDED 10 random Bullet Whiz sounds from Running Man into Marine 1P impact sound list, until we get a proper bullet whiz system implemented ADDED CheckIfMinAndMaxValuesMatch to IntelligenceBase to eliminate unnecessary calculations ADDED New Suppressor_2_A model iteration 1, added materials and created Suppressor_2_A.prefab ADDED Support for CTR's spotting targets with their flashlights.

Improvements


UPDATED CTR defective, SMG and AR with changes made by Tanner, they're much more reactive and precise now UPDATED HP for defective (melee) decreased so all CTR's will die if hit in the head, and done some general normalization of the HP on the body parts UPDATED Movements speed of CTR SMG and AR, so SMG is faster in patrol (walk) and assault (run) and the AR is a bit slower in patrol and assault UPDATED Get Killed By Bots map with more accurate Navigation mesh and CTR teams 1 and 2 is now White vs Black (no political agenda intended), it was just the two CTR skins most different to each other ;) UPDATED InputManager.cs to fix the controller firing bug UPDATED AR Aiming noise time increased from 0.75 to 0.8, equal with SMG UPDATED SMG Recoil Aim scale reduced from 0.9 to 0.75, equal with AR UPDATED SMG Breath/noise bob aim ratio lowered from 1 to 0.5, equal with AR UPDATED Welcome Mission scene with adjusted suppressor pickup prefab and change so you only get one (to share between weapons) UPDATED Sandbox scene with Arsenal locker + 3 suppressor pickup prefabs. UPDATED All weapon prefabs to accept new Suppressor prefab UPDATED Suppressor Pickup to present the Suppressor_2_A model UPDATED CTR AR/SMG Accuracy values changed UPDATED Fixed values related to spinning CTR, fixed reaction time UPDATED Increased pistol ADS recoil scale UPDATED Reduced AR reload speed to be more consistent with SMG UPDATED AR and SMG prefab lurch values UPDATED Made CTR's identification of targets less random and more consistent. UPDATED CTR SMG/AR accuracy values making them more accurate. UPDATED increased SMG ammo capacity to 32 and SMG ammo pickups to 32. UPDATED increased SMG burst mode to 4 rounds. UPDATED Get Killed By Bots with two different light settings to test CTR’s new ability to “detect/see” players with their flashlight. (Cycle the light switch to re-illuminate red lights that get shot out). UPDATED Skin menu with new quick select option (Select and stay in the menu or HOLD CTRL to exit as soon as you select a skin). UPDATED SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification) UPDATED Recoil lurch V3 system. UPDATED CTR's spotting targets with their flashlights.UPDATED SMG ammo capacity to 32, ammo pickups to 32. UPDATED Minor tweaks in lens flare distance. (visible from a bit further away and close up) UPDATED Lighter ammo and weapon crate interiors. UPDATED Defective and Guard CTR damage values updated to correspond to player's. UPDATED Defective CTR body and limb damage values halved, head shot now 1 hit kill. UPDATED Weapon recoil values adjusted. UPDATED Smaller camo patterns for purchasable ZPS created camo skins. UPDATED Increased the length of the mouse setting scroll reticle so all options fit in all resolutions. UPDATED NGI CTR medical cross to green, resolving a Geneva Convention compliance issue. UPDATED Reload mechanics with CTR animation controller. UPDATED Ammo counter sights optimization. UPDATED Supply crate Pre-fab updated for more exact placement and new aligned pickup locations. UPDATED Suit Systems to properly work with reload sound.

Optimizations


OPTIMIZED recoil view rotation calculations by disabling them unless weapon is being fired.(except in semi-auto mode it always calculates when fire button is hold down) OPTIMIZED exhaustion view rotation calculations by disabling them when not needed

Fixes


FIXED canceling suppressor attach, when quickly hitting the key multiple times. FIXED Ammo counter visible through everything. FIXED Client not knowing it had suppressors. FIXED Multiplayer suppressor bug when equipping and unequipping super-fast. FIXED Revive attachment poof bug. FIXED Semi-auto aim slow rise. FIXED Random no recoil bug on burst mode. FIXED Weapon swap with alpha keys. FIXED Weapon swap using d-pad on gamepad. FIXED UI not showing at certain resolution. We will continue utilizing the ITO tester program to test progress on upcoming updates. To become an ITO tester join our official Discord server and post “!Enlist ITO Tester” in the role-requests channel. Then you'll receive access to the ITO testing announcements where you’ll find the code to unlock the beta branch in Steam.


[ 2018-01-20 22:52:26 CET ] [ Original post ]


Update 27 - To Hell and Back


Update 27 - To Hell and Back


Good news everyone! Thanks to our wonderful crew of community volunteer developers, Update 27 has been wrapped and released! Going into the volunteer program we werent sure what to expect, but we knew development was much too slow and something had to be done, and we sure are glad we took a chance and accepted some help. Now that we have a better idea what the volunteers are capable of and how to manage volunteers rather than regular employees, we plan on more frequent updates in the future. Well need to upgrade the Unity engine sooner rather than later. Our current engine version is the 2 year old 5.1.3 released August 2015, and by upgrading well be able to utilize all the new and improved features, graphical and performance benefits of an up-to-date version of Unity. Were also very focused on getting more weapons and tactical features into the game and we also really want to expand the AI of our enemy Combat Training Robots, to make them much more intelligent and challenging; with the AI teaming up playing SP/COOP/Wargames with strategy and tactics. Well update Trello the second we know what well focus on for Update 28. FOR THE LOVE OF THE GAME, Your small team and awesome volunteer army at Zero Point Software

Interstellar Marines - Update 27


(0.5.27 - Revision 1354) Platforms available, 32-bit & 64-bit Windows, Linux, OSX

Changelog for Update 27


What's New


ADDED 64 Bit support for all platforms. ADDED Tactical Reload. ADDED 2 light modes (dark/light) to GKBB controlled by a power box & other changes. ADDED New AR03 Firing sound. ADDED New OS-1 Pistol Firing sound. ADDED Support for arrow keys bindings and quality of life changes to the skin menu! ADDED 10 random Bullet Whiz sounds from Running Man into Marine 1P impact sound list, until we get a proper bullet whiz system implemented ADDED CheckIfMinAndMaxValuesMatch to IntelligenceBase to eliminate unnecessary calculations ADDED New Suppressor_2_A model iteration 1, added materials and created Suppressor_2_A.prefab ADDED Support for CTR's spotting targets with their flashlights.

Improvements


UPDATED CTR defective, SMG and AR with changes made by Tanner, they're much more reactive and precise now UPDATED HP for defective (melee) decreased so all CTR's will die if hit in the head, and done some general normalization of the HP on the body parts UPDATED Movements speed of CTR SMG and AR, so SMG is faster in patrol (walk) and assault (run) and the AR is a bit slower in patrol and assault UPDATED Get Killed By Bots map with more accurate Navigation mesh and CTR teams 1 and 2 is now White vs Black (no political agenda intended), it was just the two CTR skins most different to each other ;) UPDATED InputManager.cs to fix the controller firing bug UPDATED AR Aiming noise time increased from 0.75 to 0.8, equal with SMG UPDATED SMG Recoil Aim scale reduced from 0.9 to 0.75, equal with AR UPDATED SMG Breath/noise bob aim ratio lowered from 1 to 0.5, equal with AR UPDATED Welcome Mission scene with adjusted suppressor pickup prefab and change so you only get one (to share between weapons) UPDATED Sandbox scene with Arsenal locker + 3 suppressor pickup prefabs. UPDATED All weapon prefabs to accept new Suppressor prefab UPDATED Suppressor Pickup to present the Suppressor_2_A model UPDATED CTR AR/SMG Accuracy values changed UPDATED Fixed values related to spinning CTR, fixed reaction time UPDATED Increased pistol ADS recoil scale UPDATED Reduced AR reload speed to be more consistent with SMG UPDATED AR and SMG prefab lurch values UPDATED Made CTR's identification of targets less random and more consistent. UPDATED CTR SMG/AR accuracy values making them more accurate. UPDATED increased SMG ammo capacity to 32 and SMG ammo pickups to 32. UPDATED increased SMG burst mode to 4 rounds. UPDATED Get Killed By Bots with two different light settings to test CTRs new ability to detect/see players with their flashlight. (Cycle the light switch to re-illuminate red lights that get shot out). UPDATED Skin menu with new quick select option (Select and stay in the menu or HOLD CTRL to exit as soon as you select a skin). UPDATED SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification) UPDATED Recoil lurch V3 system. UPDATED CTR's spotting targets with their flashlights.UPDATED SMG ammo capacity to 32, ammo pickups to 32. UPDATED Minor tweaks in lens flare distance. (visible from a bit further away and close up) UPDATED Lighter ammo and weapon crate interiors. UPDATED Defective and Guard CTR damage values updated to correspond to player's. UPDATED Defective CTR body and limb damage values halved, head shot now 1 hit kill. UPDATED Weapon recoil values adjusted. UPDATED Smaller camo patterns for purchasable ZPS created camo skins. UPDATED Increased the length of the mouse setting scroll reticle so all options fit in all resolutions. UPDATED NGI CTR medical cross to green, resolving a Geneva Convention compliance issue. UPDATED Reload mechanics with CTR animation controller. UPDATED Ammo counter sights optimization. UPDATED Supply crate Pre-fab updated for more exact placement and new aligned pickup locations. UPDATED Suit Systems to properly work with reload sound.

Optimizations


OPTIMIZED recoil view rotation calculations by disabling them unless weapon is being fired.(except in semi-auto mode it always calculates when fire button is hold down) OPTIMIZED exhaustion view rotation calculations by disabling them when not needed

Fixes


FIXED canceling suppressor attach, when quickly hitting the key multiple times. FIXED Ammo counter visible through everything. FIXED Client not knowing it had suppressors. FIXED Multiplayer suppressor bug when equipping and unequipping super-fast. FIXED Revive attachment poof bug. FIXED Semi-auto aim slow rise. FIXED Random no recoil bug on burst mode. FIXED Weapon swap with alpha keys. FIXED Weapon swap using d-pad on gamepad. FIXED UI not showing at certain resolution. We will continue utilizing the ITO tester program to test progress on upcoming updates. To become an ITO tester join our official Discord server and post !Enlist ITO Tester in the role-requests channel. Then you'll receive access to the ITO testing announcements where youll find the code to unlock the beta branch in Steam.


[ 2018-01-20 22:52:26 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

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