Scraps: Modular Vehicle Combat is a vehicle combat game where you build your vehicle from parts, and where success lies just as much in designing a well-crafted vehicle as in your combat skills. Design from the chassis up, then pit your creation against humans or AI in a combat arena. When you take out other players, scavenge from their wreckage to repair or upgrade your own vehicle in-game.
Scraps lets you create a vehicle that’s great or a vehicle that sucks. Maybe your vehicle falls over when it corners or doesn't have enough power to fire its weapons – that’s okay. Maybe it doesn't need an engine because it moves by firing its cannons backwards. You decide what you drive.
Your design choices aren't just cosmetic - they're truly functional and at the very least affect the weight and balance of your vehicle. Battle in single-player against the AI, on LAN, or over the Internet. Easily host your own LAN or Internet games. Using the Scraps demo version, your friends can join a LAN game even if they don't own the full game.
The only complete language at this time is English, but partial in-game translations are selectable for Russian, Danish, Dutch, Norwegian, Romanian, French, and Swedish.
Scraps lets you create a vehicle that’s great or a vehicle that sucks. Maybe your vehicle falls over when it corners or doesn't have enough power to fire its weapons – that’s okay. Maybe it doesn't need an engine because it moves by firing its cannons backwards. You decide what you drive.
Your design choices aren't just cosmetic - they're truly functional and at the very least affect the weight and balance of your vehicle. Battle in single-player against the AI, on LAN, or over the Internet. Easily host your own LAN or Internet games. Using the Scraps demo version, your friends can join a LAN game even if they don't own the full game.
language Note:
The only complete language at this time is English, but partial in-game translations are selectable for Russian, Danish, Dutch, Norwegian, Romanian, French, and Swedish.
                        Scraps v0.6.0.0
                        
                        
Merry Christmas.
0.6.0.0
- Added the first four worlds of the in-progress GAUNTLET game mode
 - Completing the current in-dev version of Gauntlet bestows a little crown you can put on your vehicle
 - Singleplayer games (Gauntlet, and Melee with "Allow other players to join" off) are now truly local without a separate server process, improving CPU performance and start time
 - Updated firing modes. Primary mode now fires weapons in a staggered fashion. Secondary fire (mouse 2 by default) fires together
 - Middle mouse button now zooms view (visual effect only
 - doesn't affect accuracy)
 - AI players may appear using a new Micro chassis and/or a CPU brain instead of a cockpit in Gauntlet mode
 - Rewrote the vehicle sound manager. No more sounds dropping out, smoother sound balance overall with any number of simultaneous weapons firing etc. Less sound sources playing at once
 - Fixed a bug where sounds could get cut off suddenly when they shouldn't
 - Revamped how parts calculate scrap to drop. You can now expect roughly the same amount of scrap no matter how a vehicle is destroyed (previously, destroying a part with other parts connected dropped less scrap than destroying each part individually)
 - Weapon tracers are more visible with thicker lines up close
 - Made wreckage stand out a little more against the background
 - Significantly improved interpolation on other player's vehicles in networked games
 - Radar GUI now includes off-radar indicators
 - HUD: Weapon reticle edits, with a different design for weapons with bullet drop
 - Balance: Decreased TTK
 - Everything has around 20% less HP, with weapons doing the same amount of damage as before
 - Balance: Decreased all weapon hit forces significantly. Firing force (recoil force on the shooter) is unchanged
 - Medium Cannon bullets are no longer affected by gravity (no bullet drop)
 - Tweaked camera shake
 - Completely revamped the How To Play screens
 - Added light flashes to weapons firing
 - Updated firing FX on Plasma Artillery and Plasmanator
 - Added damage debris FX for weapon hits and collisions
 - Fixes for labels above vehicles/things. Better damage indication effect
 - Some terrain types now always leave wheel marks
 - not just when skidding
 - New skidmark formula. Skidmarks also now show up while using the handbrake
 - Containers are stronger, more expensive, and hold more scrap. Some other minor part stat tweaks
 - Load vehicle dialog now shows vehicle scrap values in orange if they're above the currently available scrap allowance
 - Load vehicle dialog now supports filtering out overpriced builds entirely
 - Load vehicle dialog now remembers your filter settings
 - Removed sounds that played when parts were damaged, they were poor quality and mostly unnecessary
 - Some improved explosion sounds
 - Standard colour coding for quit/continue buttons
 - Improved in-game GUI performance
 - Revamped the auto-repair sequence that happens when the repair button is pressed
 - Revamped turrets
 - the gun part can now be destroyed separately to the base
 - Shockwaves show up better and look kind of cooler in a late 90s game sort of way
 - Added a momentary red flash effect on parts that take damage
 - Destruction can now cause camera shake
 - Adjusted wheel colliders so vehicles are a bit less tippy in general
 - Shift key now doubles as the same modifier as Ctrl on the build screen: Allows deleting with one click, or duplicating on place.
 - Smoothed out AI aiming; mostly obvious with laser weapons which are now less jittery
 - Minor font changes
 
Bug Fixes:
- Tamed the occlusion culling. No more weird flickers when the game decides something is not visible when it actually is.
 - Fixed rotation pivot point on small machine gun (visual fix)
 - Fixed AI vehicles being able to trigger "Skipped rebuilding x: Connection point is missing." messages when doing their own rebuilding
 - Fixed occasional failures to rebuild vehicle parts in the correct order, due to a sorting bug
 - Fixed shockwaves flickering when multiple shockwaves were running at the same time
 - Reduced some unnecessary garbage generation
 - Fixed electrical damage FX being backwards, showing the most "lightning" at the least damage
 
[ 2019-12-20 07:55:26 CET ] [Original Post]
                    Minimum Setup
- OS: Tested on UbuntuGraphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.Network: Broadband Internet connectionStorage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
 - Graphics: Radeon HD 6570 / Mobility Radeon HD 5850. Shader model 3.0.Network: Broadband Internet connection
 - Storage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
 
Recommended Setup
- OS: Tested on UbuntuGraphics: Radeon HD 5750 / Radeon HD 6750MNetwork: Broadband Internet connectionStorage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
 - Graphics: Radeon HD 5750 / Radeon HD 6750MNetwork: Broadband Internet connection
 - Storage: 1 GB available spaceAdditional Notes: Broadband is only required for Internet play.
 
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