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Patch 0.9.4 - Unreal 4.18 upgrade, Vive support, and heavy optimization
- Upgraded engine from UE 4.17 to 4.18 - Drastically reduced texture-memory usage by optimizing mip-maps - HTC Vive should now work via the OSVR plugin (needs testing) - Eliminated many unused materials and textures to lower required disk-space - Joystick-input is now fed through the UE4 raw-input plugin - Reduced all texture-pool sizes (varies with texture-quality setting) - Lowered overall game-size by nearly 2GB (~50%)
- Angular drag is now customizable (very useful for joysticks and VR) - Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button) - Up to 8 joystick-axes can now be mapped (must be manually set for now) - Steam Controller plugin is now enabled
- Improved visibility of menu-text - Changed off-screen target-reticle to a simpler arrow-design - Added angular-drag slider and joystick-axes fields to the controls-menu
- Increased resolution of some skyboxes - Reduced debris in frigate-explosions
- Fixed issue with loading-screen hanging occassionally due to a race-condition - Eliminated NULL-spawning attempts by injecting class-validity guards - Removed excessive debug-logging from motion-controllers
[ 2017-12-09 09:24:17 CET ] [ Original post ]
Core
- Upgraded engine from UE 4.17 to 4.18 - Drastically reduced texture-memory usage by optimizing mip-maps - HTC Vive should now work via the OSVR plugin (needs testing) - Eliminated many unused materials and textures to lower required disk-space - Joystick-input is now fed through the UE4 raw-input plugin - Reduced all texture-pool sizes (varies with texture-quality setting) - Lowered overall game-size by nearly 2GB (~50%)
Controls
- Angular drag is now customizable (very useful for joysticks and VR) - Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button) - Up to 8 joystick-axes can now be mapped (must be manually set for now) - Steam Controller plugin is now enabled
UI
- Improved visibility of menu-text - Changed off-screen target-reticle to a simpler arrow-design - Added angular-drag slider and joystick-axes fields to the controls-menu
Visuals
- Increased resolution of some skyboxes - Reduced debris in frigate-explosions
Bugs
- Fixed issue with loading-screen hanging occassionally due to a race-condition - Eliminated NULL-spawning attempts by injecting class-validity guards - Removed excessive debug-logging from motion-controllers
[ 2017-12-09 09:24:17 CET ] [ Original post ]
Patch 0.9.4 - Unreal 4.18 upgrade, Vive support, and heavy optimization
- Upgraded engine from UE 4.17 to 4.18 - Drastically reduced texture-memory usage by optimizing mip-maps - HTC Vive should now work via the OSVR plugin (needs testing) - Eliminated many unused materials and textures to lower required disk-space - Joystick-input is now fed through the UE4 raw-input plugin - Reduced all texture-pool sizes (varies with texture-quality setting) - Lowered overall game-size by nearly 2GB (~50%)
- Angular drag is now customizable (very useful for joysticks and VR) - Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button) - Up to 8 joystick-axes can now be mapped (must be manually set for now) - Steam Controller plugin is now enabled
- Improved visibility of menu-text - Changed off-screen target-reticle to a simpler arrow-design - Added angular-drag slider and joystick-axes fields to the controls-menu
- Increased resolution of some skyboxes - Reduced debris in frigate-explosions
- Fixed issue with loading-screen hanging occassionally due to a race-condition - Eliminated NULL-spawning attempts by injecting class-validity guards - Removed excessive debug-logging from motion-controllers
[ 2017-12-09 09:24:17 CET ] [ Original post ]
Core
- Upgraded engine from UE 4.17 to 4.18 - Drastically reduced texture-memory usage by optimizing mip-maps - HTC Vive should now work via the OSVR plugin (needs testing) - Eliminated many unused materials and textures to lower required disk-space - Joystick-input is now fed through the UE4 raw-input plugin - Reduced all texture-pool sizes (varies with texture-quality setting) - Lowered overall game-size by nearly 2GB (~50%)
Controls
- Angular drag is now customizable (very useful for joysticks and VR) - Joystick-buttons are now customizable from any control-mapping field (shown as GenericUSBController Button) - Up to 8 joystick-axes can now be mapped (must be manually set for now) - Steam Controller plugin is now enabled
UI
- Improved visibility of menu-text - Changed off-screen target-reticle to a simpler arrow-design - Added angular-drag slider and joystick-axes fields to the controls-menu
Visuals
- Increased resolution of some skyboxes - Reduced debris in frigate-explosions
Bugs
- Fixed issue with loading-screen hanging occassionally due to a race-condition - Eliminated NULL-spawning attempts by injecting class-validity guards - Removed excessive debug-logging from motion-controllers
[ 2017-12-09 09:24:17 CET ] [ Original post ]
ASTROKILL
Doomsday Games
Developer
Doomsday Games
Publisher
2016-05-27
Release
Game News Posts:
45
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(45 reviews)
The Game includes VR Support
Keyboard & mouse: 1
Gamepad support: 1
Seated: 1
Public Linux Depots:
- ASTROKILL Linux Depot [4.45 G]
A modern space shooter and combat sim
Focused on combat without compromising realism, ASTROKILL is a modern space shooter drawing inspiration from old-school games like TIE Fighter and Freespace 2. Players pilot fighters, gunships, interceptors, and medics (in 1st or 3rd person) from warring factions in ballistic dogfights. Wage war flying for either the sprawling Dominion of Man or the rebellious Outer Belt Alliance!Full-featured space combat
- True 6DoF flight-controls via directional thrusters
- All spacecraft and projectiles obey real-world laws of physics
- Kinetic projectiles deal damage proportional to their relative speed
- Unique shields use anti-gravity to repel projectiles
- Clever and convincing AI with a range of skill-levels
- Fully customizable controls: mouse, keyboard, gamepad, and joystick
Ballistic warfare in zero-G
In the world of ASTROKILL, kinetic weapons dominate the battlefield. Deliver destruction with machine guns, flak cannons, homing missiles and rail guns. You will wipe out entire squads and bring down frigates in glorious explosions. But, be wary of camping interceptors, homing space-mines, and ace-pilots. To succeed in this unforgiving zero-G battlefield, you must master your ship and its weapons. You will blow away spaceships with machine guns, flak cannons, homing missiles, and rail guns.Fly smart, fly hard
To survive, you will master your spacecraft and strategically manage your squad. Command squad-members to guard areas or strictly hold positions. By flying as a medic, you will repair and rearm your fellow wingmen. Protect yourself from enemy fire with anti-gravity. Use asteroids and debris as concealment from enemy-detection. Support friendly capital-ships as they reign down hellfire on enemy-positions. And, above all us, out-maneuver and outgun all who cross your path.MINIMAL SETUP
- OS: Linux or SteamOS
- Processor: 2.8 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 660 or AMD Radeon HD 6800
- Storage: 5 GB available space
- OS: Linux or SteamOS
- Processor: 3.2 GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1050 or AMD Radeon RX 460
- Storage: 5 GB available space
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