I am happy to announce the release of Steam trading cards for Steel Storm: Burning Retribution!
Along with the cards we got numerous bug fixes and updates pushed into the public branch:
- Updated game engine Win32 build to be current (current Darkplaces engine svn build).
- Updated game engine Linux64 build to be current (current Darkplaces engine svn build). Linux 32bit is no longer supported.
- Added limited vertical autoaim for some of the player's weapons (works within certain threshold).
- Limited vertical autoaim for enemy AI (works within certain threshold).
- Enemies no long bunch up above/below player, when player is not on the same floor as enemies (works within certain threshold).
- Shockwave no longer zaps enemies a way above/below player, except for Fliers.
- Beam turrets die even when killed while they were firing.
- Enemies can be killed even if they are immediately off-screen .
- Join messages when joining multiplayer server.
- In coop enemies lock on target (players) properly.
- Updated Necro campain (user-made content).
- Server restarts after time set by 'sv_forcerestarttime' (default 12 hours now), prints warnings message in the HUD when the restart is close to happening.
- Flack and minigun bullets don't create particles if they don't hit anything in range.
- Join/Leave messages are prettier.
- All possible challenges are visible in the player's Profile now. The unearned ones are grayed out.
- Fixed a logic error in AI causing AI to behave incorrectly with multiple targets nearby (including friendly tanks).
- Changed AI to react to friendly AI tanks even if players aren't nearby (offscreen).
- Fixed leaderboards after a finished mission to display challenges properly again.
- Changed 'Marksman' requirements to make it possible to actually earn it.
- Fixed Purgatory mission (western Pump had toggle states swapped).
- Removed annoying camera options from the player's Profile section.
- Updated many effects for player's weapons, explosions and enemies.
I am happy to announce the release of Steam trading cards for Steel Storm: Burning Retribution!
Along with the cards we got numerous bug fixes and updates pushed into the public branch:
- Updated game engine Win32 build to be current (current Darkplaces engine svn build).
- Updated game engine Linux64 build to be current (current Darkplaces engine svn build). Linux 32bit is no longer supported.
- Added limited vertical autoaim for some of the player's weapons (works within certain threshold).
- Limited vertical autoaim for enemy AI (works within certain threshold).
- Enemies no long bunch up above/below player, when player is not on the same floor as enemies (works within certain threshold).
- Shockwave no longer zaps enemies a way above/below player, except for Fliers.
- Beam turrets die even when killed while they were firing.
- Enemies can be killed even if they are immediately off-screen .
- Join messages when joining multiplayer server.
- In coop enemies lock on target (players) properly.
- Updated Necro campain (user-made content).
- Server restarts after time set by 'sv_forcerestarttime' (default 12 hours now), prints warnings message in the HUD when the restart is close to happening.
- Flack and minigun bullets don't create particles if they don't hit anything in range.
- Join/Leave messages are prettier.
- All possible challenges are visible in the player's Profile now. The unearned ones are grayed out.
- Fixed a logic error in AI causing AI to behave incorrectly with multiple targets nearby (including friendly tanks).
- Changed AI to react to friendly AI tanks even if players aren't nearby (offscreen).
- Fixed leaderboards after a finished mission to display challenges properly again.
- Changed 'Marksman' requirements to make it possible to actually earn it.
- Fixed Purgatory mission (western Pump had toggle states swapped).
- Removed annoying camera options from the player's Profile section.
- Updated many effects for player's weapons, explosions and enemies.
I just propped current engine Linux 64bit binaries to the beta branch. Linux folks, please give it a spin and let me know if it all works. Linux 32bit is no longer supported.
I just propped current engine Linux 64bit binaries to the beta branch. Linux folks, please give it a spin and let me know if it all works. Linux 32bit is no longer supported.
More updated, including AI fixes, are available in the beta branch: http://steamcommunity.com/app/96200/discussions/0/618463738384400912/ We would appreciate if you could fire up Steel Storm, despite mega summer sale and E3 and test it. Currently I am working on Trading Cards and have some ideas for a free DLC that will serve as testing grounds for new gameplay mechanics :)
More updated, including AI fixes, are available in the beta branch: http://steamcommunity.com/app/96200/discussions/0/618463738384400912/ We would appreciate if you could fire up Steel Storm, despite mega summer sale and E3 and test it. Currently I am working on Trading Cards and have some ideas for a free DLC that will serve as testing grounds for new gameplay mechanics :)
Whaaaatttt ?! Yep, I got some updates cooking for the game! Check out the list of current fixes here: http://steamcommunity.com/app/96200/discussions/0/618463738384400912/ or better yet try them in the game's beta branch.
Whaaaatttt ?! Yep, I got some updates cooking for the game! Check out the list of current fixes here: http://steamcommunity.com/app/96200/discussions/0/618463738384400912/ or better yet try them in the game's beta branch.
Working on the lite transport vehicle:
Youtube video: https://www.youtube.com/watch?v=0H6jtH2gYto
Working on the lite transport vehicle:
Youtube video: https://www.youtube.com/watch?v=0H6jtH2gYto
Please visit: http://steamcommunity.com/app/96200/discussions/2/612823460273206777/ and express your opinions.
Please visit: http://steamcommunity.com/app/96200/discussions/2/612823460273206777/ and express your opinions.
We beat Goofle to it and put autonomous vehicle in mass production! :P
It can drive itself, player can ride it as a gunner, or can hijack it and drive it him(her)self.
Full video is here: https://www.youtube.com/watch?v=OLvye9O7Yx0
Follow development on:
Twitter https://twitter.com/phaeton_game
Official blog: http://www.kot-in-action.com/blog_new.html
We beat Goofle to it and put autonomous vehicle in mass production! :P
It can drive itself, player can ride it as a gunner, or can hijack it and drive it him(her)self.
Full video is here: https://www.youtube.com/watch?v=OLvye9O7Yx0
Follow development on:
Twitter https://twitter.com/phaeton_game
Official blog: http://www.kot-in-action.com/blog_new.html
https://www.youtube.com/watch?v=0r-SOxXFM3c It's been a loooooong time since the last video. One of the biggest reasons is that we have been ironing out engine's bugs, enhancing rendering and porting over almost all existing tools (Material Editor doesn't help making materials quicker, so it was left broken, DoomScript Debugger was disabled in vanilla Doom 3, so it's in queue for resurrection). This video is rather long'ish, so we suspect only diehard fans of the game engines, iD Software and their legacy, and of course Phaeton game fans, will watch it all :) [quote]
Changelog 06/07/2014:
==================== Rendering --------- + HDR 64-bit rendering + Fixed AMD crash with security cameras + Image based bloom (glow) + Ported evnShot cmd (render cubemaps) + Implemented RoQ video playback with support for high resolution RoQ video files + Partially fixed transparent surfaces sorting + Fixed majority of r_show* cvars + Updated all shaders to be compliant with modern standards + Added support for RGBA textures (material key defines whether image will be kept RGBA or will be compressed; useful for GUI elements, view weapon elements, etc.) + Added "mask" to exclude surfaces from motion blur + Replaced stock YCoCg encoder with threaded one, with much higher quality output + Skybox and RGB images now compressed as YCoCg "scaled" DXT5 to achieve highest quality possible Shaders ------- + Ambient lighting + Blurry real-time reflections + Dither post-process for HDR rendering [1] + Fogging for transparent surfaces + Feathered particles Tools ----- + Ported dmap/aas tools from idTech 4 to Storm Engine 2 + Ported at full capacity and fixed Level/GUI/Particles/Lights/Sounds/AF/Decls/PDA Editors from idTech 4 to Storm Engine 2 + Progress bar for images compression General ------ + Created fully functional Flash GUI system + Removed SDL1 + Overhauled input events handling on Linux + Implemented full support for gamepad on Linux via SDL2 + SLD2 can be embedded on compile + Implemented video and cinematics skip on keyboard/gamepad/mouse press + Fixed decal projections when using FX system + Implemented savegame preview images + Implemented map loading progress bar + Modified .resources vfs to handle/package mods and eliminate assets duplication Gameplay -------- + Re-implemented vehicles, with save/load game support + Implemented melee combat system (wip) + Implemented compass (wip) + Implemented grappling hook (wip)[/quote] Images: 1. Banding artifacts are gone now (levels have been enhanced to make it obvious to see; image compression artifacts are present due to TGA > PNG > JPG conversion
Feel free to ask questions and follow us on Twitter @motorsep
https://www.youtube.com/watch?v=0r-SOxXFM3c It's been a loooooong time since the last video. One of the biggest reasons is that we have been ironing out engine's bugs, enhancing rendering and porting over almost all existing tools (Material Editor doesn't help making materials quicker, so it was left broken, DoomScript Debugger was disabled in vanilla Doom 3, so it's in queue for resurrection). This video is rather long'ish, so we suspect only diehard fans of the game engines, iD Software and their legacy, and of course Phaeton game fans, will watch it all :) [quote]
Changelog 06/07/2014:
==================== Rendering --------- + HDR 64-bit rendering + Fixed AMD crash with security cameras + Image based bloom (glow) + Ported evnShot cmd (render cubemaps) + Implemented RoQ video playback with support for high resolution RoQ video files + Partially fixed transparent surfaces sorting + Fixed majority of r_show* cvars + Updated all shaders to be compliant with modern standards + Added support for RGBA textures (material key defines whether image will be kept RGBA or will be compressed; useful for GUI elements, view weapon elements, etc.) + Added "mask" to exclude surfaces from motion blur + Replaced stock YCoCg encoder with threaded one, with much higher quality output + Skybox and RGB images now compressed as YCoCg "scaled" DXT5 to achieve highest quality possible Shaders ------- + Ambient lighting + Blurry real-time reflections + Dither post-process for HDR rendering [1] + Fogging for transparent surfaces + Feathered particles Tools ----- + Ported dmap/aas tools from idTech 4 to Storm Engine 2 + Ported at full capacity and fixed Level/GUI/Particles/Lights/Sounds/AF/Decls/PDA Editors from idTech 4 to Storm Engine 2 + Progress bar for images compression General ------ + Created fully functional Flash GUI system + Removed SDL1 + Overhauled input events handling on Linux + Implemented full support for gamepad on Linux via SDL2 + SLD2 can be embedded on compile + Implemented video and cinematics skip on keyboard/gamepad/mouse press + Fixed decal projections when using FX system + Implemented savegame preview images + Implemented map loading progress bar + Modified .resources vfs to handle/package mods and eliminate assets duplication Gameplay -------- + Re-implemented vehicles, with save/load game support + Implemented melee combat system (wip) + Implemented compass (wip) + Implemented grappling hook (wip)[/quote] Images: 1. Banding artifacts are gone now (levels have been enhanced to make it obvious to see; image compression artifacts are present due to TGA > PNG > JPG conversion
Feel free to ask questions and follow us on Twitter @motorsep
.. HAPPY NEW YEAR .. !! 2014 !! Happy New Year to all of you! Thank you for choosing Steel Storm series and thank you for being supportive, and engaging with us using Steam, Facebook, Twitter and YouTube!
.. HAPPY NEW YEAR .. !! 2014 !! Happy New Year to all of you! Thank you for choosing Steel Storm series and thank you for being supportive, and engaging with us using Steam, Facebook, Twitter and YouTube!
For those who missed it last night, here it comes! Bam! http://www.youtube.com/watch?v=P7aHCKlXg0o&hd=1
Bam! http://www.youtube.com/watch?v=P7aHCKlXg0o&hd=1
Forgotten Prison DLC for Steel Storm is finally released: Visit DLC's storefront http://www.youtube.com/watch?v=zVtdbzZwB2U 'nuff said, please come and check it out - you won't be disappointed! NOTE: When you launch Steel Storm, please pay attention to the launcher menu. I got complaints from people who bought DLC but couldn't play it simply because they didn't choose to play DLC from the menu:
Steel Storm: Forgotten Prison DLC is Now Available on Steam
Steel Storm: Forgotten Prison DLC will bring you back into Steel Storm's universe after a prolonged period of peace.
The command of Royal Interstellar Armored Corps (R.I.A.C.) discovered ongoing activity at their long abandoned installation on a remote planet. Union separatist forces took over the forgotten prison, restored it and turned it into a new detention camp. The command obtained an intel that separatists might be holding key officers of R.I.A.C.
Additionally, Steel Storm: Burning Retribution is 20% off for a limited time* to celebrate this launch.
*Offer ends October 1, 2013 at 10AM Pacific Time
Remember when you died right a the end of the level and had to driver across entire map just to get there again? Such nonsense no more! While it's not exactly a checkpoint system, it will get you from spawning spot to the closest point where you found your peace :P
New level for SS:BR DLC2 YouTube LINK Check this out! (watch it fullscreen in HD) Coming to your nearest Steam store soon ;)
A small video update: http://www.youtube.com/watch?v=ATmHY7qWpKk Almost all goodies are there, now I just need to add keyed doors, lifts, and start putting it all together :) Otherwise I'll get carried away and make Episode 3 :P
Version 3.00.3103 - A.M.M.O. mod for Steel Storm: Burning Retribution
CHANGES:
- Update: Font updates for Victory/Defeat notifications.
- Update: Minimap has been made larger.
- Update: Improved AI and weapon performance. (Should help with lag issues)
- Update: Plasma/proton towers do not respawn.
- Update: Team-colorization for some weapons (Storm and Bolt weapons)
- New: Booster is now a permanent loadout item on Shift key.
- New: Obelisk advanced defense tower test map.
- Removed: Storm Shield has been removed temporarily due to upcoming rewrite and issues in current code with respawning Storm Shield correctly.
+gl_mesh_testmanualfeeding 1
in command line options.For those who missed it last night We are getting ready to open official community hub and group for Steel Storm 2. Meanwhile, I am going to keep posting updates here :) A new video update:
Steel Storm: Burning Retribution
Kot in Action Creative Artel
Kot in Action Creative Artel
2011-05-11
Action Indie Singleplayer Multiplayer Coop
Game News Posts 29
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(75 reviews)
http://www.steel-storm.com
https://store.steampowered.com/app/96200 
The Game includes VR Support
Steel Storm Linux bins [6.78 M]
Steel Storm: Forgotten Prison DLC
The events take place in an alternative universe where you control an advanced hovertank, packed with the most advanced and sophisticated weapons. Your task is simple, but nevertheless not trivial. In the fight against extraterrestrial invaders, you must prevail!
Key features:
- Enjoy fast paced and streamlined gameplay
- Engage in online warfare with up to 16 players in any of the multi-player modes
- Pave your way to victory with the burning remains of your enemies through 25 different missions
- Complete Challenges and unlock First-Person camera mode
- Create new missions or modify existing ones using the unique real-time collaborative mission editor and share them with the world
- OS: Ubuntu 12.04 or alike
- Processor: 2.0+ GHz Single Core Processor (Dual-Core Processor recommended)Memory: 1 Gb RAM (2 Gb or greater recommended)
- Memory: 1 Gb RAM (2 Gb or greater recommended)
- Graphics: NVIDIA GeForce 7600GT+ or ATI Radeon 2400+ HD with 256 Mb of VRAM (512 Mb of VRAM recommended). Latest video drivers must be installed.Hard Drive: 900 MbInput: Keyboard + mouse or generic 6-axis gamepad (XB360 gamepad is not supported currently on Linux)
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