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As addressed in the 5th anniversary sale announcement, the development builds pertaining to The Wastes post-RC1 and pre-game revival are now available to download! If you have any official or community content from Wasteland HL, The Wastes, and/or any of the mods related to the lineage of the mod, then please reach out to us at "archive (at) [noparse]vera-visions.com"[/noparse] Previous news post has been updated to have links to the content. We will also provide links here for convenience:
Hello everyone! Hope you're enjoying the current Steam Summer Sale. We have a patch for you all that will address some bugs. General bug fixes:
Hello everyone, here's the change-log for the build of today! Thanks to everyone who reported bugs and features last week.
Come join us tomorrow as we hold a play testing session for the v1.3 Open Beta on July 10th, 2022 at 8PM EST/5PM PDT to 9PM EST/6PM PDT! This play test will only occur for a hour opposed to the 3 hours that we typically run the play test for. If you have previously played The Wastes on Steam, make sure you go into your "My Games/The Wastes/wastes" inside of your documents and delete the config file! Otherwise, you will experience issues with running the game!
We have released an update for The Wastes v1.3 Open Beta. Changes in this update are:
Come join us tomorrow as we hold a major play testing session for the v1.3 Open Beta on June 3rd, 2022 at 10PM EST/7PM PDT to 1AM EST/9PM PDT! We will be focusing on game play balance during this play test! If you have previously played The Wastes on Steam, make sure you go into your "My Games/The Wastes/wastes" inside of your documents and delete the config file! Otherwise, you will experience issues with running the game!
Hello everyone! We have a changelog for the 1.3beta branch to share with you! General changes: - Melee weapons now 'swing' across the screen with multiple hitscan checks instead of just one. This should make the melee gameplay even more enjoyable - Fixed pogo-stick like firing with the burst-fire mode of the SMG-9 and the US-R16 - Fixed some bugs on the Winston, related to aiming down the sights and idle states - Fixed bullet decals on Tile and Wood surfaces - Fixed line-break for map credits in the menu - Fixed the Night Hawk having a missing texture on the akimbo player model attachment - Fixed Akimbo guns reloading instantly - Fixed that the RC Bomb Car can be deployed inside of a player, or other entity - Fixed a crash that happens when you try to select a weapon when dead, or when you're inbetween the state of having a weapon in your hand without actually having it in inventory - Fixed the frag grenade from not being able to be held down - During Intermission, we now go back to the camera system you see in the spawn menu instead of being stuck in first-person - Added detail textures to the game. You can disable them in the Video Options menu as well Singleplayer: - Added Skirmish sub-menu - Added Edit Profile sub-menu, the editing functionality will be taken out for the final build however (it will become a 'preview' instead) - Polished some visuals for consistency, moved plenty of things around - Attributes and character model should now be respected properly across the game Multiplayer: - Added 'Disable ICE' option, for when you need to host a game for over 8 players - Updated the interface for choosing your team - Several minor interface changes Invasion: - Looney's now use a new logic to determine if a player is visible, which should minimize them teleporting away in front of your eyes - Looney spawn count per round now correlates to how many players are playing, this will increase the total amount of Looneys spawned - Changed the slow-mo timer to work better on dedicated servers - Looney's now are gradually dropped into a 'Wave' instead of spawning all at once - Looney's should now seek out the nearest player whenever they need a new target Editor/Mission: - Added item\_pouch, which is like an ammo crate but in pickup form that can be placed around the map - You are now able to set the reserve ammo you spawn with in the Editor - Several interface code improvements, mainly for text-fields and windowing - Pickups should no longer pass through a floor on plague and on other maps Vehicular Carnage: - The mode has been redone to incorporate a never ending stream of Looneys that you need to squish. Please give feedback as we're still trying things out - Cars now can no longer flip over - Players will now 'die' with the vehicle Maps: - The Dunes: Fixed wall collision bug in some areas of the map - Grime Base: Fixed the water sometimes appearing fully black - Plagued Hospital: Fixed the radio being pitch black all the time Bots: - Added 'Clan Tag' option for them in the menu - Added filters for which category of weapons they can use Engine: - Recompiled engine binaries for Linux 32-bit and 64-bit. The 64-bit binary links against SDL2, the 32-bit one links against GLX. This should hopefully run better on older/stable distributions
Come join us tomorrow as we hold a major play testing session for the v1.3 Open Beta on May 27th, 2022 at 10PM EST/7PM PDT to 1AM EST/9PM PDT! If you have previously played The Wastes on Steam, make sure you go into your "My Games/The Wastes/wastes" inside of your documents and delete the config file! Otherwise, you will experience issues with running the game!
We apologize for the inconvenience but a build is not ready to ship for this week. We've been hard at work getting Singleplayer finalized and gearing up to get v1.3 ready. See you all next week on Friday, May 27th, 2022 at 2PM PDT/5PM EST to 5PM PDT/8PM EST!
We have released an update for The Wastes v1.3 Open Beta. Changes in this update are:
We're running very slightly behind schedule with today's patch, so we're delaying the play test by 2 hours. However, the play test WILL still be going on today! Come join us! It will run from 4PM PDT/7PM EST to 7PM PDT/10PM EST instead of 2PM PDT/5PM EST to 5PM PDT/8PM EST. If you have previously played The Wastes on Steam, make sure you go into your "My Games/The Wastes/wastes" inside of your documents and delete the config file! Otherwise, you will experience issues with running the game!
We're currently holding a major play testing session for the v1.3 Open Beta! Come join us! If you have previously played The Wastes on Steam, make sure you go into your "My Games/The Wastes/wastes" inside of your documents and delete the config file! Otherwise, you will experience issues with running the game!
We're currently holding a major play testing session for TWTest before discontinuation of the build! Come invite your friends! TWTest is shareware! TWTest Shareware available here: https://www.vera-visions.com/twtest.html
We have released an update for TWTest. Changes in this update are:
We will be holding a major play testing event on April 22nd, 2022 for TWTest! This will be the final stress test for TWTest before discontinuation.
We have released an update for TWTest. Changes in this update are:
We have released an update for TWTest. Changes in this update are:
[previewyoutube=etb_hVxckHU;full][/previewyoutube] Hello everyone. We really wanted to ship the update today and things are very close to releasing here shortly. Unfortunately some unexpected events in life happened at around the time of our scheduled release. This largely affected testing as the core game is done. What we need is a little more time to fix some very important technical and implementation issues affecting the two platforms we support to make sure things will go smooth on launch. Here's what we'll do to make sure this happens as soon as possible: Over the course of this week we'll be making a beta version of this update available to ensure everything works as expected. The build will most likely not have all the audio features (EAX/OpenAL EFX) available at launch. This is one of the many technical issues affecting the release. Testing with such a small team is a difficult and daunting task, but some of you have already offered help with testing on our IRC channel. Thank you! We cannot wait to give you all access to what we've been building later this week. In the meantime, the video above should give you a good showcase of what you can look forward to. Now it's time for us to get back to work. Please stay healthy and safe. If you want to ask any more questions, and get to know us, we're available around the IRC channel #wastes on irc.frag-net.com. Stick around if we don't respond immediately! Thank you for your patience, Marco and Gethyn of Vera Visions
Everyone at Vera Visions wishes our players a Happy New Year!
It's been a long time since we've put out an official update in written form, so we'll start off
strong by giving you a hard-date of when The Wastes 1.3 will ship:
April 12th, the 4th anniversary of our game.
A small update for The Wastes is now available: Client:
It's finally here - The Wastes 1.2 is now live, with improvements across the board.
Introducing 2 NEW maps, Operation Snowbound and Bunker.
A changelog would be way too large to display. We've applied thousands of changes and fixes, it's safe to say that very few things have been untouched.
Happy fragging!
ALSO: Please delete your config files if you encounter any issues upgrading or have difficulty seeing servers!
Config data location on Microsoft Windows:
My Documents/My Games/The Wastes
Config data location on Linux/SteamOS:
~/.local/share/wastes
We worked hard on bringing the updated stuff for 1.1 out today just in time for the Summer Sale! With that comes a hefty 70% discount to get many more players in. We'll be around and playing whenever we can, too! Don't forget that tomorrow (22nd of June 2018, 10 PM GMT+1) We'll have an event going on where we play on our new servers! Hope you guys can all join us then. It's been really awesome to meet so many players who love TW as much as we do. If you can spread that love further, organize matches or just report bugs to us - that'd be incredible. As a tiny team it's getting increasingly harder to find exposure in all that noise - we thank everyone who has helped us get this far. Hope you all grab some great games at the Summer Sale! ːUT2004flakː
We've been working on refining so many things since releasing 1.0.
One of the things that we did for 1.1 is to go over all the maps, redo the lighting and make it all flow better.
The map ramshackle was completely overhauled to mirror the mod-version in layout and lighting.
Finale has seen a similar type of polish, with the vault-entrance area being redone in a head-turning fashion.
The Dunes has seen a drastic change of lighting, using the very same light values that were used by Postman in the mod-version.
Grime has seen a number of cosmetic changes and some slight alterations to the layout, to improve the flow and to make items more visible.
A new map has been added, too. That one is titled Recotta Alley and is not based on any map of the original mod.
I always wanted to work on an industrial park/backalley type map, so there I went and did it. It will definitely see a series of enhancements and updates in the future!
Updates to the vehicles are still coming, but we shifted their priority away from 1.1 as we wanted to get
all those changes and improvements out there as soon as possible. Working with new physics and mechanics requires
a longer time of development and testing.
As said before, we are going to seperate the vehicle component a bit more. We will not give up on them entirely, however they'll find their place and I assure you we're going to make them a lot more fun (intentionally fun!).
Here is a changelog of all the major code-changes:
Hey there, we just pushed Patch 1.05!
It includes fixes, and most important some new weapon-balancing tweaks.
We're looking forward to playing with all of you and trying out this new set of changes.
- Attempting to mitigate the death-counter overflow (needs loads of testing due to funky VM behaviour)
- Pistol damage has been recalculated completely, more buff and balance across the board
- Several other weapons have been tweaked according to a new, internal DPS table
- Fixed the grenade-cooking bug when sprinting
- Fixed the grenade-exploding bug when switching from primary to secondary fire
- Fixed the hud settings not saving after quitting the game
- Lots of other tiny things to prepare for 1.1 and fixes
Now, we've been EXTREMELY busy working on 1.1.
That's going to be the first big update. It'll introduce a whole bunch of crazy new features and visuals - but most importantly polish across the whole board.
We've also been doing some internal roadmapping towards the other updates. May I spoil that we might have some promising ideas for a Singleplayer? I think so!
If you've been following us on social media, you will have seen these already:
If you haven't, please follow us on twitter and facebook! We try to post regularily. See you in-game soon!
Vera Visions on Twitter
Vera Visions on Facebook
Hey everybody! The first day of release went pretty well! We've already been working on adding in some improvements that you have suggested.
It's been 3 years since we started this journey. It feels quite a bit longer than that thinking about it. It was just 2 people, Marco and I who thought that The Wastes needed to come back. The original team loved the idea and gave us their full blessing. Other than that, it was just us two. Hacking away and trying to make something fun and crazy. We're very happy to present the release of The Wastes. A lot of experience has been gained along the way and I'd like to spend some time talking about it. Making a game is extremely difficult. We knew that as modders, but never truly faced the same sort of pressure until now. The industry, in a lot of ways, is in a tough state for a lot of players. Without going into much detail, we all know that there are a lot of developers pushing technologies and business models that aren't very appealing to many players. Most just want to buy a game and not worry about the state it's in. We didn't go into Early Access a year ago, because we wanted to send a message to people. That game-development can be handled differently. While this puts enourmous pressure on us, the developers, we believed it was worth it. We hope you, the players, appreciate this philosophy and hopefully spread the word. Now, since it's finally here, let me outline our future plans for the game! Technically speaking, this is The Wastes 1.0. This release marks the introduction. It is the base-game that we wanted to deliver at launch. Surely, there are loads of other things we wanted to put in, but couldn't bundle it into the release right away. We've got a bunch of weapons, game-modes and levels in the pipeline. All of those will be included in future updates. For free. Generally, we'll be focusing on YOUR feedback. We're very much open to tweaking things and putting our resources into places you'd love to see us work on the most. This is just the beginning!
Hello everyone!
To give you a feel of the game, I'd like to guide you through our interface. We loved the original look and feel of the mod version, however it was rather limited by engine and interface restrictions in GoldSrc modding at the time (for the main menus at least).
And afterall, we aren't simply porting a mod, we're making a true game in the spirit of 3D accelerated shooters of the early 2000s!
Pictured above: The original mod menu.
We loved the idea of the screen-interface that the mod tried to implement a lot. Sadly GoldSrc didn't really allow you to modify the layout of elements back then. So we went to the drawing board and tried to create something with a familar look but a refined feel that'd beat the original design of not just the mod, but the game it was made for.
Pictured above: Game version, with a hint of skeuomorphism.
If you're going to put in a screen, we figured it needed some buttons as well. Those buttons on the left provide an easy way for you to go through the main menu categories. Inside those categories you'll find sub-menus which will be remembered for when you switch between categories - giving fast access to all essential options. That's something the original menu didn't do, because you'd have press "Back" many, many times in order to go from graphics options to let's say, creating an Internet game.
Click the above thumbnails to enlarge...
The spawnmenu was quite messy. The GoldSrc VGUI menus are a great framework, but the mod implementation lacked personality that the mod needed. Supporting multiple resolutions properly also required fiddling to get the layouts just right, so in the end compromises were made. We went back and looked at some of the ideas the team had and came up with a much more unified design with a less drab interface.
Combining main interface and message of the day into one.
We also made it so that the current layout is very clearly visible.
Here you can also see what displaying weapon information looks like . We're still refining that one to give more helpful information about the Primary/Secondary/Tertiary weapon functions. So stay tuned.
The mod sported a very big heads-up-display at times. While we liked the look, we did want to minimize the default configuration a little bit to be not as overwhelming.
Pictured above: Same place, over 15 years later.
The heads-up display of course, is not just that single design. No way.
We offer players the ability to customise the look and feel as much as possible, while not overcomplicating things too much. We had the idea of creating one design for every faction in the game's lore... so we're giving you, the player, free rule to choose whatever design you want. You can choose the interface colors as well. With more options to be added.
Going into a vehicle expands the interface to its full size. With all the gauges, bells and whistles attached.
We love the idea of making the game moddable without having to tinker around the internals too much. We'll be shipping with a simple plug-and-play system to installing and choosing skins for the player hands and eventually weapon designs as well. We've got a lot of content you'll be able to pick and choose so that you can make the game your own. We hope all of you will create amazing skins and content using the system in place.
This was a quick overview about the look and feel of the interface. There are of course lots of minor elements we couldn't cover (we also don't want to spoil any surprises!).
Oh and by the way, if you'd like to communicate with us and see what we're up to - you're invited to join the official Vera Visions IRC server! We're online most of the time and occasionally post exclusive pictures (and sometimes videos) there. So spread the word and get hyped!
Join The Wastes' IRC:
Server: [noparse]irc.frag-net.com:6667[/noparse]
Channel: #wastes
Steam Discussions
Edited:
We now use IRC exclusively, sorry for anyone affected by this change. Thanks for your participation and we hope to see you in our IRC channel!
Hello everyone!
To give you a feel of the game, I'd like to guide you through our interface. We loved the original look and feel of the mod version, however it was rather limited by engine and interface restrictions in GoldSrc modding at the time (for the main menus at least).
And afterall, we aren't simply porting a mod, we're making a true game in the spirit of 3D accelerated shooters of the early 2000s!
Pictured above: The original mod menu.
We loved the idea of the screen-interface that the mod tried to implement a lot. Sadly GoldSrc didn't really allow you to modify the layout of elements back then. So we went to the drawing board and tried to create something with a familar look but a refined feel that'd beat the original design of not just the mod, but the game it was made for.
Pictured above: Game version, with a hint of skeuomorphism.
If you're going to put in a screen, we figured it needed some buttons as well. Those buttons on the left provide an easy way for you to go through the main menu categories. Inside those categories you'll find sub-menus which will be remembered for when you switch between categories - giving fast access to all essential options. That's something the original menu didn't do, because you'd have press "Back" many, many times in order to go from graphics options to let's say, creating an Internet game.
Click the above thumbnails to enlarge...
The spawnmenu was quite messy. The GoldSrc VGUI menus are a great framework, but the mod implementation lacked personality that the mod needed. Supporting multiple resolutions properly also required fiddling to get the layouts just right, so in the end compromises were made. We went back and looked at some of the ideas the team had and came up with a much more unified design with a less drab interface.
Combining main interface and message of the day into one.
We also made it so that the current layout is very clearly visible.
Here you can also see what displaying weapon information looks like . We're still refining that one to give more helpful information about the Primary/Secondary/Tertiary weapon functions. So stay tuned.
The mod sported a very big heads-up-display at times. While we liked the look, we did want to minimize the default configuration a little bit to be not as overwhelming.
Pictured above: Same place, over 15 years later.
The heads-up display of course, is not just that single design. No way.
We offer players the ability to customise the look and feel as much as possible, while not overcomplicating things too much. We had the idea of creating one design for every faction in the game's lore... so we're giving you, the player, free rule to choose whatever design you want. You can choose the interface colors as well. With more options to be added.
Going into a vehicle expands the interface to its full size. With all the gauges, bells and whistles attached.
We love the idea of making the game moddable without having to tinker around the internals too much. We'll be shipping with a simple plug-and-play system to installing and choosing skins for the player hands and eventually weapon designs as well. We've got a lot of content you'll be able to pick and choose so that you can make the game your own. We hope all of you will create amazing skins and content using the system in place.
This was a quick overview about the look and feel of the interface. There are of course lots of minor elements we couldn't cover (we also don't want to spoil any surprises!).
Oh and by the way, if you'd like to communicate with us and see what we're up to - you're invited to join the official Vera Visions Discord server! We're online most of the time and occasionally post exclusive pictures (and sometimes videos) there. So spread the word and get hyped!
https://discord.gg/ENfjwsT
We're opening up our IRC server to the public for anyone that's interested in connecting with us or keeping up with progress and any other news related to the game! Join The Wastes' IRC: Server: [noparse]irc.frag-net.com:6667[/noparse] Channel: #wastes Edited: We now use IRC exclusively, sorry for anyone affected by this change. Thanks for your participation and we hope to see you in our IRC channel!
We're opening up our Discord server to the public for anyone that's interested in connecting with us or keeping up with progress and any other news related to the game! Click this link to join us! https://discord.gg/ENfjwsT
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