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We have released an update that includes a new map and numerous features, fixes and improvements. The new map is called Dry Canal, originally created by community member Tribly and a finalist in our Gamebanana level design contest last year.
We are also releasing the foundation for our competitive ranking system. The system is not fully functional yet, but the game now loads the web-based system that will evolve into the competitive component. We can begin to update our competitive and stats systems without requiring a game update.
We know our competitive community are anxiously awaiting the competitive matchmaking features, and we appreciate everyone’s patience. You can expect to see ingame progress in the near future, and if you want a preview of our competitive features, we will be creating a Competitive Testing group on Steam which will give you early access to features before they are introduced to everyone else. We will use this group to test the systems on a smaller base of users and solicit feedback.
In addition to the update to Insurgency, the Day of Infamy mod has also been updated on Workshop. Five new community-made maps have been added to the official map rotation for the mod, and some new content has also been added including a new weapon and new weapon assets. Full changelist found here.
http://steamcommunity.com/sharedfiles/filedetails/?id=601757902
Important note regarding custom player models: Because of animation changes made in this patch, any Workshop custom player models now will cause the game to crash because they do not have the correct IK settings compiled. Please unsubscribe and notify the Workshop creator that their models must be updated.
Full changelist is below:
New Maps
- Dry Canal (Day and Night versions)
- Multiplayer
- Dry Canal Push
- Dry Canal Skirmish
- Dry Canal Occupy
- Dry Canal Firefight
- Dry Canal Strike
- Dry Canal Elimination
- Dry Canal Ambush
- Cooperative
- Contact Checkpoint
- Dry Canal Checkpoint
- Dry Canal Conquer
- Dry Canal Outpost
- Dry Canal Survival
- Dry Canal Hunt
- Implemented facial animations for your guide in the training level.
- Created Clean Sweep achievements for every map running Hunt game mode.
- Created Decisive Victory achievements for every map running Checkpoint game mode.
- New first person AK-74, AKS-74u and Makarov animations.
- New third person animations for reloads, grenade throws and foregrips.
- M16, M4 and AK-74 world models have been updated with moving bolts.
- IK support for third person hands and feet. Mod authors will need to update any player model mods they have on the workshop.
- Steam View Game Info dialog now shows the player score rather than kill count. Player score can be hidden on the View Game Info dialog if server enables sv_suppress_steam_score.
- Damage and suppression is replicated to spectators watching in first person.
- Player spawn staggering implemented to reduce server lag spikes that occurred when a large amount of players spawn at once.
- Survival improvements
- Adjusted price and amount of ammo received from chest rig and chest carrier to make ammo more limited.
- Tweaked AI behavior so bots are less likely to patrol parts of the map humans can avoid.
- Added win condition for level 100
- Players now get correctly damaged and flashed by grenades while leaning around a corner.
- Fixed the black sky issue when Shader Details were set to medium or low settings.
- Fixed the subtitles not working in the training level.
- Fixed the clean sweep hunt achievements not triggering properly.
- Possessing a bot no longer reloads when using a controller.
- Fixed being able to crash servers by spamming the inventory_resupply command.
- Fixed FPS drop caused by main menu HTML panels after connecting to a server.
- Character models are now positioned with their head where the first person view is in crouched and standing stances, which should help prevent “head glitching”.
- Fixed multiple world model bipods attaching to a weapon.
- Fixed detached foregrip on shotgun world models.
- Added IK support to first person hands on various weapons to prevent any sliding during transitions, specifically pistols.
- Fixed being able to skip the M249 reloads.
- Players now experience fall damage when landing in shallow water.
- SourceTV demos can now be viewed without crashing the client. Demos recorded prior to this patch may fail to load.
- When viewing a player in first person through SourceTV, proning and leaning is now shown correctly.
- sv_hud_deathmessages can now be enabled on co-op servers.
- New District checkpoint layout
- Fixed an issue in Embassy where you could jump behind the map.
- Added invisible walls in Panj to prevent players from accessing certain exploit locations.
- Fixed a bug in Siege Outpost where cache B would be in a bad location.
- Fixed many other miscellaneous issues in multiple levels.
- Pressing escape now closes menus properly.
- HTML MOTDs have been disabled due to player feedback. Unfortunately, too many servers were abusing this ability by playing ads that could not be stopped or were obnoxious.
- Server-side Workshop now supports collections.
- Workshop servers will now correctly query for map updates between games.
- Spawn points and spawn zone entities can now be assigned a squad ID, allowing mappers to create squad specific spawn areas.
- Theaters:
- Added mutual exclusion to weapon upgrades. This can be used to exclude any two upgrades from being equipped simultaneously that are in different upgrade slots. Under a weapon upgrade add “excluded_upgrades”, with an arbitrary key and a value set to the name of the upgrade to exclude. The exclusion should be defined on the latter of the pair in the theater file.
- Added “overlay” setting to gear definitions.
- Added the “third_person” subsection to weapon definitions.
- Replaced c_thirdpersonshoulder with sv_thirdperson and all the associated settings.
- spec_camera_options_gui 1, displays UI to adjust f-stop, focal length, and focal distance
- spec_bank 1, enables camera banking
- spec_bank_angle <-180...180>, Maximum camera banking/roll angle
- spec_bank_smoothing <0..1>, Banking interpolation amount (higher = slower)
- spec_handheld <0...n>, enables handheld camera feature that moves the camera around as if it were held by a camera operator
- spec_handheld_frequency
, frequency at which the camera shakes (recommended value is 0.3)
- spec_handheld_frequency
- spec_fov 1, enables manual FOV control while in Capa mode allowing you to zoom in and zoom out using the scroll wheel
- spec_fov_angle <0.0001...179.0>, manual FOV angle that can be changed using the ConVar or by scrolling
- spec_fov_delta <-n...n>, Amount of degrees to add or subtract depending on scroll wheel movement
- spec_fov_smoothing <0...1>, interpolation amount
- spec_fov_lockdoftofov 1, Use FOV to calculate the focal length of the brute force Depth of Field effect (mat_insdof 1)
- spec_interpolate 1, smooth out mouse movement
- spec_interpolate_smoothing <0...1>, interpolation amount
- spec_interpolate_position 1, smooth out camera position
- spec_interpolate_position_smoothing <0...1>, interpolation amount
- Fixed grenade prime animation getting stuck in third person.
- Fixed missing resource file for the depth of field/spectator control UI (Capa mode UI).
- Fixed server log output displaying “TEAM ONE” and “TEAM TWO”.
- Custom playlist can now be selected.
- Added Dry Canal Checkpoint to Coop Elite playlist.
- Added Tell Hunt and Tell Night Hunt to playlists.
- Fixed muzzle bone on AC-556 world model.
- Removed windows in Market to avoid spawn camping Security.
- Fixed Dry Canal survival objectives disappearing after capturing B.
- Fixed a respawn issue on Tell Checkpoint
- Spectator fixes for sv_thirdperson.
- Added mp_ignore_win_conditions for customising gamemode behavior.
[ 2016-05-26 18:14:33 CET ] [ Original post ]
🎮 Full Controller Support
- Insurgency Linux [100.81 M]
Features
- Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
- 16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
- 7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
- 5 cooperative game modes where you and your friends team up to complete mission-based objectives.
- Free content updates that include weapons, game modes, maps, and new features.
- Offline practice mode, playing with bots on all game modes.
- Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
- Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
- Overhead map detailing objective and teammate locations.
- Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
- Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
- Highly immersive particle FX and audio to intensify the game experience.
- Create custom maps and content using the Insurgency SDK and scripting system, and share them on the Steam Workshop.
- Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
- Dedicated Server Support for PC and Linux.
Multiplayer Game Modes:
Push --- Three territorial objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely. Once the third objective is captured by the attackers, a fourth cache objective must be destroyed, while the defenders have only one life to make a last stand.
Firefight --- Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.
Skirmish --- In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.
Occupy --- There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or "tug of war".
Ambush --- A high value target ("HVT") must be escorted to an extraction point. It's one team's goal to make this happen and it's the other team's goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.
Strike --- Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.
Infiltrate --- The standard Capture the Flag mode, but with a twist. Your team's goal is to take the enemy's intel and return it to your base. Your team will only gain reinforcements when someone takes the enemy's intel, or when an enemy stealing your team's intel is neutralized. This mode requires very strong team coordination and strategy.
Flashpoint --- One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy's caches. Your team respawns when they secure the territorial objective or destroy a cache objective.
Elimination --- In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.
Cooperative Game Modes
Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.
Hunt --- Insurgents are dispersed in the environment, and your squad must eliminate all targets while locating and destroying the weapons cache. High on tension, with only one-life.
Survival --- Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.
Outpost --- Defend your supply cache against endless waves of enemy trying to destroy it. Each successfully defended wave will bring in reinforcements of your teammates.
Conquer --- Capture the objectives in the area and defend them from enemy trying to retake them. Destroy enemy weapon caches to thin out their numbers.
- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Hard Drive: 10 GB available spaceSound Card: OpenAL Compatible Sound Card
- Memory: 8 GB RAM
- Graphics: Video card 2048 MB or moreHard Drive: 10 GB HD space on a SSD
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