- Fixed issue with LUA integration, could cause undefined behaviour or crashes.
- Updated LUA runtime to latest version.
- Fixed issue which caused excessive logging of unhandled network events.
- Fixed string conversion error for some weird nicknames etc.
- Improved callstacks on Linux in case of crashes.
- Fixed a resource race condition in UI renderer which could cause graphics driver to crash.
- NVidia driver version logged, really useful for determine cause of driver crashes.
- Fixed issue causing nvidia driver crash.
- Integrated BugSplat crash reporting tool to help us track down rare and/or difficult bugs. Please help us by sending reports when Gear Up crashes.
- Reduced OS dependencies, less contact with external components will hopefully make the game a bit more stable.
- Executable built with latest version of windows compiler and sdk.
- Fixed Steam C++ runtime installer setting, GU require VS2017 runtime.
- Rewrote 9-grid scaling in UI renderer, which reduce number of draw calls alot. - Player colors on minimaps consistent with team colors. - Fixed missing glyphs in name tags causing some tags to be invisible.
- Some UI optimizations, preventing unnecessary layout updates. - Fixed crash with sniper zoom and spider legs. - Option in Settings to turn on/off chat implemented. - Able to turn on/off FPS (and latency) meter. - Fixed layout issues with end-of-round UI. - Reduced contrast of name tags, hit scores and event log. - Fixed scrollbars in lobby.
- Fixed issues with P2P topology layer, resolve issues with network routing between players especially noticable on Linux version, but will hopefully result in better connectivity between players regardless.
- Windows executable now 64-bit. - Fixed invite. - Tanks are no longer team colored in conquest nor TDM, instead name tags are colored and the tanks have their user customized colors. Also an icon left of player health indicate on which team the player is. Let us know if we should keep it. - Fixed a floating rock in front end scene. - Fixed script crash if player leaves while in TDM intermission. - Fixed text clipping issues. - Added top 3 scoreboard in hud for DM. - Reduced font size in event log. - Fixed incorrect colors of players in minimap. - Fixed friendly players always visible on the minimap.
- Completely rewritten user interface to improve consistency, performance, usability and future extensibility. - Literally tons of bugs squashed. - A lot of performance and compliance improvements, especially in rendering and user interface. - New level "Cargo ship" - Massive Linux and MacOS compatibility improvements. - Linux and MacOS binaries 64-bit only. - OpenGL performance increased by 20-30%. - Optional motionblur effect implemented.
-Refactored aiming. -Randomized camera paths for level cameras. -Tweaked shadow biases to fix some shadow acne. -UI optimizations. -Level polishing. Added tank wrecks to Island, Hillsides, Oasis and Consite, added grass to Oasis map center. -Updated some accessory meshes. -All flags and accessories have been merged. -Added generic collision effect to a lot of bangers and small dynamic entities. -Ensure camera always above water. -Fixed a packing bug DX11 renderer. -Optimized renderer with to keep same shader between draw calls. -Fixed undergrowth bug. -Tweaked many parts to improve balance.
-Refactored aiming. -Randomized camera paths for level cameras. -Tweaked shadow biases to fix some shadow acne. -UI optimizations. -Level polishing. Added tank wrecks to Island, Hillsides, Oasis and Consite, added grass to Oasis map center. -Updated some accessory meshes. -All flags and accessories have been merged. -Added generic collision effect to a lot of bangers and small dynamic entities. -Ensure camera always above water. -Fixed a packing bug DX11 renderer. -Optimized renderer with to keep same shader between draw calls. -Fixed undergrowth bug. -Tweaked many parts to improve balance.
Focus has been to fix bugs from the community buglist.Big thanks to everyone who have reported bugs and to Flavio for compiling the list. Fixes: -Save game tracks last selected loadout. -Replayer time scale bugs fixed. -Do not render while application is minimized in order to reduce CPU usage. -Charge based secondary weapons no longer stick with red background in UI when swapping from a previous empty secondary. -Also fixed issue with HUD elements disappearing in SP/Replayer when toggling in game menu. -Splash damage included in accuracy. -Stealth implemented in Ball shader + a couple of other shader issues. -Fixed issue which allowed hover tanks to return to game on Tankodrome after falling of into the water. -Smaller "Z velocity error" impulse when using rockets on sniper. -Searchlight thumbnail fix -Also fixed issue with having multiple trails within same effect as part of a child effect. -Improved tank/part rotation by mouse, able to set spin in different directions and also pause the auto rotation. -Balance tweaks, small radius on Aux Repair and slightly higher exit velocity for Proton Cannon -Added "slippery" collision group which prevents spider to walk on that surface. Used for palmtree and various narrow structures. The community bug list is here: https://steamcommunity.com/app/214420/discussions/6/613956964597928380/
Focus has been to fix bugs from the community buglist.Big thanks to everyone who have reported bugs and to Flavio for compiling the list. Fixes: -Save game tracks last selected loadout. -Replayer time scale bugs fixed. -Do not render while application is minimized in order to reduce CPU usage. -Charge based secondary weapons no longer stick with red background in UI when swapping from a previous empty secondary. -Also fixed issue with HUD elements disappearing in SP/Replayer when toggling in game menu. -Splash damage included in accuracy. -Stealth implemented in Ball shader + a couple of other shader issues. -Fixed issue which allowed hover tanks to return to game on Tankodrome after falling of into the water. -Smaller "Z velocity error" impulse when using rockets on sniper. -Searchlight thumbnail fix -Also fixed issue with having multiple trails within same effect as part of a child effect. -Improved tank/part rotation by mouse, able to set spin in different directions and also pause the auto rotation. -Balance tweaks, small radius on Aux Repair and slightly higher exit velocity for Proton Cannon -Added "slippery" collision group which prevents spider to walk on that surface. Used for palmtree and various narrow structures. The community bug list is here: https://steamcommunity.com/app/214420/discussions/6/613956964597928380/
-Added usage duration for each part. -Change min players in Tag to 3. -Changed initial match countdown to 10 seconds. -Increased restart time with 5 sec. -Lots of parts rebalancing. -Weapon and turrent elevation angle fixes.. -Added strafe to joypad settings. -Added Tankodrome to list of selectable levels in the replayer. -Replicator fail in case of catastrophic delta time is measured (30s atm). -Fixed crash in sound engine, was crashing Army Mode and sometimes in-game. -Changed "wait vblank" option in settings, able to set number of vblanks to wait (max 3). -Fixed issue with part stats not showing when hovering over parts in vehicle building menu. -Opened up bridge passage on Hillsides. Lowered "jump to" health pickup on Arena. -Fixed missing specular on tanks when in "near camera" range.
-Added usage duration for each part. -Change min players in Tag to 3. -Changed initial match countdown to 10 seconds. -Increased restart time with 5 sec. -Lots of parts rebalancing. -Weapon and turrent elevation angle fixes.. -Added strafe to joypad settings. -Added Tankodrome to list of selectable levels in the replayer. -Replicator fail in case of catastrophic delta time is measured (30s atm). -Fixed crash in sound engine, was crashing Army Mode and sometimes in-game. -Changed "wait vblank" option in settings, able to set number of vblanks to wait (max 3). -Fixed issue with part stats not showing when hovering over parts in vehicle building menu. -Opened up bridge passage on Hillsides. Lowered "jump to" health pickup on Arena. -Fixed missing specular on tanks when in "near camera" range.
- Fixed thread issue on OSX and Linux which was causing crash when entering match. - Fixed crash on OSX when updating name tags. - Minor script fixes. - Mouse improvements for OSX. - Updated to latest Bullet physics version. - Updated to latest steamworks-sdk.
- Fixed thread issue on OSX and Linux which was causing crash when entering match. - Fixed crash on OSX when updating name tags. - Minor script fixes. - Mouse improvements for OSX. - Updated to latest Bullet physics version. - Updated to latest steamworks-sdk.
- Fixed crash related to P2P time out. - Fixed occasional crash when searching for lobbies. - Fixed crash when invalid events caused runtime errors. - Minor balancing tweaks. - Improved Dutch translation.
- Fixed crash related to P2P time out. - Fixed occasional crash when searching for lobbies. - Fixed crash when invalid events caused runtime errors. - Minor balancing tweaks. - Improved Dutch translation.
- A lot of community provided tweaks of tank parts. - A lot of CPU and memory usage optimizations. Reduced memory usage by atleast 25%. - Improved ocean reflections, only in high quality mode. - Improved specular lighting. - Fixed cool-down indicator of desecrator. - Special track and wheel spin effect on tarmac. - Scripting bugs fixed. - Reworked gbuffer layout for improved visual fidelity. - Improved loading time of UI resources. - Fixed potential crash bug with UI glyph rendering running out of memory. - Improved triangulation of UI shapes. - Improved usage of dynamic textures in UI. - Fixed some placed where players could get stuck on ConSite.
- A lot of community provided tweaks of tank parts. - A lot of CPU and memory usage optimizations. Reduced memory usage by atleast 25%. - Improved ocean reflections, only in high quality mode. - Improved specular lighting. - Fixed cool-down indicator of desecrator. - Special track and wheel spin effect on tarmac. - Scripting bugs fixed. - Reworked gbuffer layout for improved visual fidelity. - Improved loading time of UI resources. - Fixed potential crash bug with UI glyph rendering running out of memory. - Improved triangulation of UI shapes. - Improved usage of dynamic textures in UI. - Fixed some placed where players could get stuck on ConSite.
FIXES Lots UI optimizations. Rendering improvements. Improved fidelity of normals, specular term, roughness and reflectivity parameters. Sound optimizations. Merged sound mixer/submission into a single thread which saves a lot of both cpu time and memory, also reduce latency. Updated SteamWorks SDK to 1.35. Updated LUA to 5.3.2.
FIXES Fixed font rendering. Fixed capture below the map on Arena in Conquest. TWEAKS Minor parts re-balancing. Minor script optimization. Improved AI behavour in Bot Game.
FIXES Fixed crash related to shooting with greyhound. Fixed crash that could happen during shutdown. Fixed terrain collision in Oasis. TWEAKS Major performance optimizations. Lots of part re-balancing. UI optimizations.
NEW Winning tanks as a "podium" when DM and Tag ends. FIXES Fix Linux build. Broke down due to changes in the Steam client. Fixed sniper trails. Terrain occlusion fixes Fixed blocky shadows on ATI cards. CPU optimization. Statically link Windows executable and use "link time code generation". Various Flash optimizations. Only award Royal Straight achievement in team mode. Updated to Steamworks SDK 1.34 Rewrote proximity mine, detection is only performed if a body enters or leaves the trigger radius. Fixed count down of bots message. Fixed issue with invisible UI if user press Escape twice in rapid succession. Updated translations with community suggestions. Fixed crash that could happen when shutting down. Fixed rare infinite-loop hang. Improved support for Steams Big Picture mode. Fixed grayhound material shader. Fix stealth mass. TWEAKS Lots of tweaks to tankparts for better balance.
NEW Dutch translation. FIXES Stability fixes. Reduced stalls when joining matches.
NEW French translation. Royal Straight Flush achievement. FIXES Lots of collision masks fixes. Fixed bots not firing. Updated Russian and Chinese translation. Fixed blocky bloom artifacts on ATI cards. Various UI issues fixed. Cancel wheel sliding events when tank become dead. Cleaned up and improved shooting range. Major improvement to Ocean reflections, a lot of artifacts fixed. Fixed issue with post-match awards was sometimes given twice for primary peer. Improved event log, smooth scrolling and fading in/out events. TWEAKS Healer bumped. Also improved "replanting" of undergrowth clusters. Fixed issues with "Buy" banner in Freemium out of place and button scaled wrong when hover. Added support for rotating the part using the mouse.
NEW New part Health Generator. Added achievement Savior. FIXES Fixed a lot of issues with gameplay connect and spawn. Ensure two-way route is available in P2P topology before node is established. Fix armour bug. Fixed "invisible" flamethrower bug. Fix gamepad for turret bug. TWEAKS Randomizing front end scene between Lava-land and Hangar, only for premium. Minor UI tweaks. Nerfed vintage laser and harpon. Bumped saw and auto-missile. Increase the other teams score for pointless death. Lower the hungry for victory in conquest to 10 towers. Change sensitivity for gamepad movement.
NEW
- New level "Tankodrome" added.
- Fixed scroll offset bug when updating lobby list.
- Fixed sniper camera with spider legs.
- Fixed correct values for tank achievement.
- Fixed invisible ghosts, still need further testing.
- Fixed bug causing ghost tank to get stuck in ground.
- Keep ammo when re-building vehicle.
- Self heal not allowed with repar unit. Will be reversed if unpopular.
- Added stat and leaderboard for tracking healing. (Leaderboard soon to be added to UI.)
- Smaller granularity of resource creation locks in DX11 renderer, was causing big stalls when new player enter match and also when new ghosts was created.
- Removed tonemapping when post processing is disabled. Now only color
- correction is performed.
- Randomized initial set of levels when creating new lobby.
- Changed sorting in lobby list to account for XP.
- Loading time optimization. Checking if threaded resource creation is allowed by driver in DX11 renderer.
- Shader graph optimizations.
- Script optimizations.
- Localization fixes.
- Text layout fixes.
- Some minor polish in terrain color layers of hillside and oasis.
- Don't display acceleration stat if it is 0.
New -"Tag" game mode added. -Support for Chinese, Czech and Polish languages. Fixed -More work to prevent cheating. -OSX input fixes, now using plain Cocoa events for mouse and keyboard thus should be much more supported. -OSX chat fixed. -Using manual upscaling on OSX, no longer change physical resolution. -Lots of more work on network and P2P topology. -Fixed front-end terrain with OpenGL. -Crash fix for texture quality changes. Tweaks -Prevent message box when leaving SP and Replayer. -Prevent interaction with other than message box in UI. -Updated Swedish and Russian translations. -Widen name tags in game UI. Made name tags have the "real" team color in tag mode. -Performance optimizations for OpenGL renderer. -Re-enabled collision manifold callbacks from physics. -Added "intense" sound layer to SP when running out of time. -Localize replayer. -Lots of script refactorisations. -Optimized point emitter shader fragment.
New
- Grouping secondary weapons into pairs. Only one pair activated at once, use space to toggle.
- Added a charge bar for weapons which have charge and not ammo.
- Name tags visible in death-cam.
- Some cheating countermeasures.
- Script fix when lerping follow camera head angle.
- Fixed shutting down thread pool bug, might fix hang when shutting down on OSX.
- Fixed minor memory leak of each rigid body instance.
- Rocket parts a lot more predictable, was applying incorrectly scaled impulses due to different masses of parts and damping.
- Fixed crash bug in BlendGrain sound node if child grains failed to create.
- Fixed assert in Army bonus script.
- Stealth changes. Invisiblilty depends on number of aux slots used.
- Updated lua to 5.2.4.
- Death follow camera updates, initial head angle correct and smoother interpolation.
- Fixed some issus with text team coloring, as initial connect messages in DM was being colored red etc.
- Added default "inverse gamepad" values to config.
- Ignore "I am" responses in P2P topology if no "I am" has been sent, might be queued up in network since last failure.
- Fixed "invalid resource id" warnings, was actually null and thus valid.
- Discard lobbies that doesn't have complete meta data.
- Fixed potential crash when destroying render resources.
- Implemented checkboxes for mouse and gamepad inverted input (finally!).
- Parameter value replication no longer verified against network time but instead a simple counter scheme for determine if values are up-to-date when received.
- Added sanity check for number of coins to prevent corrupted data in savegame.
New
- Added gamma slider to the Display settings.
- Logging number of cores according to Win API as well as from CPUINFO.
- Logging of all attached monitors to each GPU device.
- Logging whether Windows is 32- or 64-bit.
- Spawn protection removed when player fires weapon.
- Stop updating camp team balance after the match is finished.
- Filtering out data received from not yet established peers.
- Fixed incorrectly colored parts in part shop.
- Fixed Slimeball, Power Tracks, Tracks Basic and Jack Knife Tracks beind displayed incorrectly in the Part Shop.
- Redesigned the blue home base for Atoll map.
- Moved spawn effect emitters up a bit.
- Added manual pivot points for each part in the shop.
- 3 second spawn protection only in DM.
New
- Generic loading screen implemented for Replayer, Army and Shooting Range.
- New splash screen.
- In game event log remade using icons.
- Implemented "Change team" feature at spawn selection screen.
- Added spawn selection screen to Team Deathmatch.
- Smooth camera blend between ordinary player camera and UI camera.
- Able to define a separate "spread angle" of snipers when firing "no scope". Set some pretty conservative values in Basic and Desecrator but still effective.
- Updated to latest Steamworks SDK.
- Added command line option, -force-render-device=
, to force selection of render device.
- Fixed camera clipping issues while in game tank customizer.
- Fixed bad format of player name in kill message.
- A lot of UI control scripts refactored and cleaned up.
- Prevent camera clipping with ocean waves.
- Implemented proper UI texture mipmapping.
- Remove deserter effect after death camera.
- A lot of CPU optimizations.
- Fixed "escaping mouse cursor" syndrome.
- Fixed network issues with invisible/invulnerable/wrong team etc.
- Fixed visual seams glitch in terrain, especially noticable in low quality setting.
- Added Italian, German and Romanian as available languages.
- Prevent multiple release of DX11 resources if destroy being issued for multiple threads (could cause crashes at end of rounds).
- In-game UI optimization, mini/big map markers stopped and hidden instead of using _alpha.
- A lot of CPU optimizations.
- No locks in sound channel class when attaching sounds to channel.
- Changed MaxAimDistance for flamethrowers (affected support weapons).
- Made sure map is always on top of crosshair and below hit direction indicator.
- Fixed minor issues with instance meshes.
- Fixed description for Harpoon.
- Implemented smoke puff for spawning tank.
- Fixed respawn glitch of ghosts.
- Aborting while connecting sends the player to lobby list instead of main menu.
- Fixed a lot of tweens being created in crosshair code.
Dear Gear Up community,
We’re constantly thinking about cool, new parts to add to the Gear Up part roster. Right now we’re prototyping a deployable shield, and we’d like to hear what you think about it.
Our idea:
The shield attaches to a support socket. By default the shield is inactive and offers no protection (lower right corner picture). By pressing [strike]LMB[/strike] RMB the shield activates and deploys a semi-sphere around that side of the tank. The shield lasts for a number of seconds before it collapses. After a cooldown the player can activate the shield again.
The shield could also have a set number of armor points. Once they’re depleted the shield collapses as well.
We’re also considering disabling weapons while the shield is active.
Now it’s your turn. Are we on the right track? How can we make it more interesting? Are there any foreseeable consequences that we’re missing? Do they look totally lame?
Please head over to the Gear Up discussions and let us know your thoughts.
Best regards,
Gear Up devs
EDIT: We first wrote LMB in the text - but it should've been RMB (as with the other support parts).
- Fixed ray casts to bodies with 0 mask, caused direct hits on hit body to be ignored. - Changes so DX11 renderer restore fullscreen if DXGI leaves fullscreen (most common due to systray popups). - Fixed restoring mouse cursor when render window isn't active in DX11 renderer. - Disable resolution and vblank options in display settings when running in windowed mode (as those options are only valid when running in fullscreen). - Using Nvidia hack to get Optimus drivers to enable Nvidia GPU instead of integrated card. - Activated locks around DX11 resource creation (due to poor drivers causing crashes). - Using best latency to determinate ping kick. So if lowest ping to any other peer is above 1000ms for a period of time then the player is kicked. - Fixed initial spawn issues in conquest. - Fixed pivot on Arena floors and plywood ramp. - Tweaked light on Arena. - Increased number of permitted events to be sent per frame per ghost to 4. - Fixed spawn positions for Deathmatch modes on Docks. - Fixed incorrect Time clip in SP when in death state. - Background filler now fills entire screen when showing UI dialog. - Slight script cleanup when entering match. - Replayer mode: Added Oasis map, bangers now react to explosions). - Moved banger layers to prevent them from getting stuck inside other entities. - Voice chat implemented, able to speak to teammates. - Added voice volume control to Audio settings panel. - Added Voice mode to audio settings (disabled, manual or automatic). - Set categories to various music tracks. - Fixed a lot of uncategorized sounds. - Updated Swedish translation. - Removed Network settings panel (no longer used). - Tweaked light for free garage. - Fixed some textfields in Flash in order to fit other languages. - Panel caption is dynamically reduced in size if it doesn't fit horizontally. - Fixed Confirm button location bug in-game. - Fixed alternate arena side piece.
- Added two more homebases for Conquest on Docks.
- Redesigned the lab chamber on Docks and added two elevators.
- Removed d3dcompiler_nn.dll dependency from DX11 renderer.
- Fixed the blown up text.
- Added the correct reflection maps to Arena level.
- Added a neutral cylinder banger.
- Work on Valley terrain.
- Redesigned concrete foundation blocks.
- Don't localize user name in lobby list items.
- Prevent weird nick names from causing text format issues.
- Self destruct now needs to be pressed for five seconds before destructing.
- Incorrect number of instances per batch fixed.
- Minor UI tweak.
Gear Up
Doctor Entertainment AB
Doctor Entertainment AB
2015-01-28
Action Indie F2P
Game News Posts 38
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(8404 reviews)
http://play-gearup.com
https://store.steampowered.com/app/214420 
The Game includes VR Support
Gear Up Content Linux [1.09 G]
- Master the art of propulsion – Will you go for the rumbling caterpillar tracks, swoop across the arena using wind turbines or let loose the smell of burning rubber with go-kart tires?
- Adapt your arsenal of weaponry – Do you prefer the cold steel of the minigun or the heartwarming sensation of the flamethrower? Will you fall for the old world charm of a thundering bronze cannon or does the electric zapping of the tesla generator tickle your mind?
- Wage war your way – Regardless if you deploy the body of a submarine, blend into the background with stealth generators or love giving your opponents the dry taste of gunpowder with a barrage of missiles – the choice is yours to make.
Features
- Battle up to 16 players online
- Play Deathmatch, Team Deathmatch and Conquest
- Massive customization with over one million different combinations of parts
- Arcade physics simulation
- Leaderboards and achievements
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