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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Steel Storm: Burning Retribution 

 

Developer

 Kot in Action Creative Artel 

 

Publisher

 Kot in Action Creative Artel 

 

Tags

 Action 

 Indie 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

Release

 2011-05-11 

 

Steam

 6,01€ 4,89£ 6,44$ / 57 % 

 

News

 29 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

Players online

 0 

 

Steam Rating

 Mostly Positive 

Steam store

 https://store.steampowered.com/app/96200 

 

How long to Beat

Main Story

 5 Hours 

 

Main Story + Extras

 7 Hours 

 

Completionist

 11 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 259  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 265 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Steel Storm Linux bins [6.78 M] 


DLC

 Steel Storm: Forgotten Prison DLC 




LINUX STREAMERS (0)




Storm Engine 2 at first glance

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 :)

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)


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


[ 2014-06-17 06:38:20 CET ] [ Original post ]

Storm Engine 2 at first glance

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 :)

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)


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


[ 2014-06-17 06:38:20 CET ] [ Original post ]