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91
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on March 07, 2024, 12:01:43 AM »
Ready or Not - Game Update 1.04
Tue, 5 March 2024




Build 42473

Find the latest improvements and bug fixes for Ready or Not Version 1.04.

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)


PSA: Unreal Engine 4-based games patch all of a game's files when installing a new update through Steam. If you see the game taking a long amount of time to update due to file size (relative to the initial update download size), this is why. For example, an update may be a 1gb download and then have to patch ~50gb of RoN's existing game files.

Bug Fixes:

-    Resolved crash primarily relevant to RTX 4000 series cards regarding issue with "DXGI_Error_Device_Hung"
-    Resolved inconsistencies with Commander Mode traits applying incorrectly


Stack up and clear out
VOID Interactive
92
Games Discussion / Re: Panzer Corps 2
« Last post by Asid on March 06, 2024, 11:27:54 PM »
Panzer Corps 2: Frontlines - Bulge is coming on March 21st
Wed, 6 March 2024



The latest DLC in the Panzer Corps 2 series: Frontlines - Bulge is coming on March 21st

Prepare to dive into an immersive battlefield set amidst the historical backdrop of the epic Battle of the Bulge, commencing just days before the pivotal date of December 16th, 1944.




Mission Overview: A Journey Through History

Panzer Corps 2: Frontlines - Bulge invites players to embark on a dynamic campaign that unfolds during the iconic Battle of the Bulge.



Commencing with a smaller-scale US attack along the border region between Belgium and Germany, players are confronted soon with heavy German attacks that throw US forces back until they can finally turn the tide again. Rather than compressing the entire battle into a single scenario, Frontlines - Bulge divides it into smaller battles, offering players a more detailed and immersive gameplay experience.

New Challenges Await


Prepare to face a new array of challenges as you engage in the early stages of the German offensive. Players must strategize and adapt to adverse weather conditions that limit Allied airpower.



To ensure a balanced and enjoyable gaming experience, rewards such as heroes and extra units await those who rise to the challenge.

Key Features:

-    Experience the Battle of the Bulge within a more zoomed-in scale, featuring the famous Siege of Bastogne
-    Unique Campaign Structure divided into smaller battles for detailed, focused gameplay.
-    Allied airpower is limited early on due to adverse weather conditions.
-    Earn heroes and extra units as rewards.
-    Tailor the experience by selecting easier or more challenging battles.
-    Enjoy a balanced gaming experience with rewards and scenario selection.
-    Adapt difficulty to individual skill levels and preferences.


See you on March 21st

94
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00
« Last post by Oleg on March 06, 2024, 05:21:27 PM »
Two PC for me.
95
D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00


This scenario is a simulation and does not have any political message.



Recon At Vollsjo 1.0.0 by Apocalypse 31


Recon at Vollsjo
by Apocalypse

Situation

Torrike forces have continued their attack into the area and it must be stopped!

Torrike forces have moved an advanced guard force into the area which consists of a mechanized infantry company (3x Platoons of BMP-2) an understrengthed  Tank Company (6x T72B3), and a recon platoon (3x BMP2/Infantry). We expect their tank company to be set somewhear west of Vollsjo with supporting mechanized infantry platoons defending the area, and reconnaissance vehicles forward of the river. We expect mounted observation posts with 3-man recon patrols west of the river.

Your scout platoon is on point for the 28th Brigade- we have a friendly tank company nearby ready to strike against the Torrike advanced guard but you must provide a recommendation for which axis our tankers can advance across. You have 90 minutes to conduct a reconnaissance of the area - determine the BEST approach for our tanks so that they can destroy the enemy tank company and force a withdrawl of the advanced guard - this may halt the entire Torrike offensive in the area! We have 90 minutes to force the Torrike Advanced Guard from the area before they reinforce with the intent to continue their attack.

Our artillery batteries are falling back and you have no support for this mission.

You have 4x 2-man recon teams within the platoon that are equipped with 1x Spike SR, 1x Quadcopter, and JIM thermal imagers.

Your vehicles are equipped with medium-range radios - if the vehicles are destroyed then you will be unable to communicate your recommendation to our friendly tanks.

Use Triggers 1, 2, and 3 to recommend a route to the tanks.

Mission Failure If:
a. Loss of Scout Vehicles before you make the radio call to D-1 (no radios = no call)
b. No decision in 90 minutes
c. D-1 becomes inop and cannot destroy the enemy tanks (pick the best route!)

This scenario is randomized.
   

 







Dogs Of War Vehicles : (in mission)

SpPz Luchs A1/A2: Click here





********************************
** Notes **
********************************
SB Version: 4.379
Mission Name: Recon At Vollsjo 1.0.0
Created by: Apocalypse 31
Available at: https://www.steelbeasts.com/files/file/3187-recon-at-vollsjo/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command:Crew Position
Mission Duration: 90 minutes
Minimum number players: 2
Date: Wednesday Mission 6/3/24
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Read the Wiki page for SpPz Luchs A1/A2.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

SpPz Luchs A1/A2s
A-11:
A-12:
A-14:
A-13:

Any position:





Mission discussion Click here
96
Mission Discussion/AAR's / D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00
« Last post by Rinix on March 06, 2024, 04:21:23 PM »
D.O.W. Steel Beasts Wednesday Mission 6/3/24 @ GMT18:00


This scenario is a simulation and does not have any political message.



Recon At Vollsjo 1.0.0 by Apocalypse 31


Recon at Vollsjo
by Apocalypse

Situation

Torrike forces have continued their attack into the area and it must be stopped!

Torrike forces have moved an advanced guard force into the area which consists of a mechanized infantry company (3x Platoons of BMP-2) an understrengthed  Tank Company (6x T72B3), and a recon platoon (3x BMP2/Infantry). We expect their tank company to be set somewhear west of Vollsjo with supporting mechanized infantry platoons defending the area, and reconnaissance vehicles forward of the river. We expect mounted observation posts with 3-man recon patrols west of the river.

Your scout platoon is on point for the 28th Brigade- we have a friendly tank company nearby ready to strike against the Torrike advanced guard but you must provide a recommendation for which axis our tankers can advance across. You have 90 minutes to conduct a reconnaissance of the area - determine the BEST approach for our tanks so that they can destroy the enemy tank company and force a withdrawl of the advanced guard - this may halt the entire Torrike offensive in the area! We have 90 minutes to force the Torrike Advanced Guard from the area before they reinforce with the intent to continue their attack.

Our artillery batteries are falling back and you have no support for this mission.

You have 4x 2-man recon teams within the platoon that are equipped with 1x Spike SR, 1x Quadcopter, and JIM thermal imagers.

Your vehicles are equipped with medium-range radios - if the vehicles are destroyed then you will be unable to communicate your recommendation to our friendly tanks.

Use Triggers 1, 2, and 3 to recommend a route to the tanks.

Mission Failure If:
a. Loss of Scout Vehicles before you make the radio call to D-1 (no radios = no call)
b. No decision in 90 minutes
c. D-1 becomes inop and cannot destroy the enemy tanks (pick the best route!)

This scenario is randomized.
   

 







Dogs Of War Vehicles : (in mission)

SpPz Luchs A1/A2: Click here





********************************
** Notes **
********************************
SB Version: 4.379
Mission Name: Recon At Vollsjo 1.0.0
Created by: Apocalypse 31
Available at: https://www.steelbeasts.com/files/file/3187-recon-at-vollsjo/
Modified by: N/A
Multi-Crew: Yes
Single Crew: Yes
Largest command: Platoon
Smallest command:Crew Position
Mission Duration: 90 minutes
Minimum number players: 2
Date: Wednesday Mission 6/3/24
Time: 18:00 GMT
Time (local): Click here
Teamspeak IP: 104.153.105.2:35200
Room: Steel Beasts Pro

Player Skill/Ability:
•   Read the Wiki page for SpPz Luchs A1/A2.
•   Working knowledge of Comms procedure.
•   HAVOC designated members and Red Alert.
•   Our goal is to have the DOW session more immersive and realistic.


Manning list:

SpPz Luchs A1/A2s
A-11: Rinix
A-12:
A-14: Oleg
A-13:

Any position:

97
Games Discussion / Field of Honor : FPS/Strategic Napoleonic wargame
« Last post by Asid on March 05, 2024, 04:01:05 PM »


Field of Honor is a single-player game that combines elements of first-person shooter and strategy, set in the Napoleonic Wars. You can take command of massive battles or engage as a single soldier to defeat the enemy in various game modes.


Steam
Homepage
Discord

Single-Player


Editor: Planned
Multi-resolutions Planned
AI: Yes
Multiplayer: No


Field of Honor - Trailer




About

Field of Honor is a singleplayer, blend of first-person shooter and strategic warfare set amidst the gripping backdrop of the Napoleonic Wars.

First Person Gameplay
Prepare to be a foot soldier or cavalry in Napoleonic-era battles.





Strategy Gameplay
Command your army in first person or directly on strategy map.



Big Scale
Field of Honor brings to life the epic clashes of the past, featuring breathtaking engagements with over 1000+ units on the battlefield simultaneously.




Key Features


Nations:
Play with France, Austria, Prussia, Great Britain or Russia.



Different Units:
Each nations has its own units in 3 different category; Artillery, Cavalry and Infantry.

Command on Map:
Command your army corps over command map easily.

Command in FPS:
You can also control units with FPS view and make them to charge, attack or move etc.

Meelee Combat
Take up your sword and command a bayonet charge!

AI Commander:
Enemy is commanded by AI. Also you can leave friendly units comanded by AI and just fight as a single soldier in massive battle.

4 Different Mods:
Play in Conquest, Defense, Assault and Custom Battle modes for immerse different gameplay.


Roadmap

Field of Honor is developed as Earcly Access game. So there is more to come. We plan make updates in montly period. Key features that we plan to add are:

•   Historical Battles.
•   New nations of Napoleonic wars: Sweden, Spain, Portugal and Ottoman Empire.
•   New units for each nation.
•   Cannon, rocket and other tools control
•   New missile and melee weapons

98
News / Announcements: SB Pro / CodeMeter Runtime 8.00a released
« Last post by Rinix on March 05, 2024, 12:16:53 AM »
CodeMeter 8.00a
Release Date: 2024-Mar-01
Operating Systems Windows, Linux, Mac OS X
Download Windows (136.8MB): Click Here

Features:
FB90124: CodeMeter License Server: CmActLicense: The detection of fraud attempts in the area of network adapters in virtual machines has been improved.

FB95486: CodeMeter License Server: Linux: An error in the wbclientlib under Linux causes CodeMeter to crash. The error was caused by the corresponding Linux library and must be corrected there. The loading of this library can be temporarily prevented using a switch. The necessary and current information can be requested from support.

Bugfixes:
FB93088: CodeMeter License Server: CmActLicense: The detection of the XEN virtualizer has been adjusted. The first domain started (main domain) is no longer classified as a virtual machine (VM), all other domains continue to be classified as VMs.

FB94390: CodeMeter License Server: CmActLicense: In the event of system problems during the storage of a CmActLicense, it could happen that an unclean state of the license files was caused. In rare cases, this could lead to an invalid state of the CmActLicense. The storage of the CmActLicense is now more robust against such storage errors.
Among other things, entry changes can be detected using an API call (CmCheckEvents). Since version 7.51, this mechanism no longer worked for CmActLicenses with Universal Firm Code. Now the detection works again as expected.

FB95068: CodeMeter General: Memory losses occurred in a central library when converting strings to Linux / macOS. This increased the memory usage in various components when processing strings, for example in the HIP library.
99
Games Discussion / Re: Starship Troopers - Terran Command
« Last post by Asid on March 04, 2024, 08:56:06 PM »
Raising Hell DLC - Scenario Editor and Workshop support released
Mon, 4 March 2024




Heads-up Troopers!

We have just dropped another update for the Raising Hell DLC. Owners of the DLC can now create and play custom scenarios with all the new content and share these through the Steam Workshop.


Now available in the scenario editor:

- The volcanic planet environment
- Lighting modes exclusive for this environment
- All new unit types from the DLC
- Loads of new decorations


Here on Steam





100
Games Discussion / Re: Exanima
« Last post by Asid on March 04, 2024, 03:51:59 PM »
Coffee Diary - March 2024
Mon, 4 March 2024




This has been a month of mostly wrapping things up and getting them ready for a release. There have been a lot of important core improvements that affect the entire game and content, so we want to get the game in testing and updated before moving on to other things. This includes the switch to 64 bit and optimisations to many parts of the engine, the overhauled terrain system and all related assets, improvements our physics engine and important new features, a complete graphical overhaul of the golem area, a huge rework and expansion of the Catacombs map and a few other smaller, but still important improvements. It's a lot.

Most recently we've been working on improvements and additions to our physics engine. These are things we've been wanting to do for some time and are extremely important for the future of the game. The core physics improvements are immediately obvious in gameplay, they make weapon interactions feel and function better in combat, they solve many problems and we're already noticing how they allow us to do more with level design and interaction. Last month we released a video where we showed what was basically a prototype version of new cloth and soft body features. This is something we hope to use extensively for things like clothing, plants, those creepy fleshy growths, sheets of paper and generally the many things that should be soft, flexible, floppy and squishy. This would allow a new level of immersion and interactivity. Dynamic physical interactions are at the core of Exanima's gameplay and immersive world, and this is something we want to extend to every part of it.

The key breakthrough we demonstrated in our video was a performant way to do polygonal collision on deformable bodies. While it's great that we're able to do realistic interactions between cloth and things like weapons, this provides a versatile solution for all sorts of soft bodies beyond cloth, where simpler methods could be considered sufficient. Since the video we've further improved our model, stress testing it and making it very functional and stable under many conditions and applications. We can drape cloth over objects, hold objects in nets and sacks and do all sort of tricky things that require a very stable and accurate model.

Performance is of course a major concern, we identified good, fast methods, but we still had to optimise what we showed then. We knew our prototype implementation could be made roughly 10 times faster, and we joked about making it 20 times faster, but that's what we did. Then we optimised it even more, and made it 40 times faster. This being physics, This being physics, it means a bigger performance budget for more cool things. Another important optimisation was making deformable bodies that aren't currently doing much and actively interacting with anything, or visible, or casting a visible shadow etc., go into an idle state where they cost virtually nothing. This is ultimately what allows us to have a huge number of these complex objects in an environment.

In keeping with Exanima's full interactivity, we also added the ability to move and drag cloth around with the cursor. Besides that consistent immersive feel, this has a number of gameplay implications that we're eager to explore. Another of Exanima's more unique features is perfect persistence of everything, this means that if you leave a piece of cloth draped over something in a particular way and exited your game, it has to be in the same exact position when you return to it.

We've also extended our development tools to support these new features and generally improve our workflow for all physics. We've been constantly making improvements to our tools and also making them more intuitive and user friendly, for eventual modding use and also if and when we expand our team.

There is so much we can do with these new features and we're very excited by the possibilities, but as usual much will be revealed when we add new content and gameplay where you can experience it fully first hand. Everything we listed up top and these core improvements are in the polishing stage now and we hope to begin testing in the next few days and get it all released for everyone soon after.

Best,
Bare Mettle

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