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92
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.
93
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
94
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:

95
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

96
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.
97
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





98
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

99
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on March 03, 2024, 07:11:28 PM »
Dev-Update 4/24
Sun, 3 March 2024



Hi all,

Just another quick update on what we have been up to in the last two weeks.



The art department (Mek and Nils) have been fixing some performance issues with the vegetation, adding base city textures and a few other tweaks to really make the game look great. Mek has given urban areas their unique per-biome textures. Nils has also been busy adding more variety to the existing vessel inventory with new versions of the Adams-class destroyer while keeping us busy with UI concepts.

The coding team (Martin, Ivan, Ben, Ian, Danill, and Matt) have been hard at work too. Ivan, Ben, and Danill have been hard at work improving the AI systems. Ian has been focusing on getting the Autogen for cities working to really sell that low-altitude work. Matt has been busy implementing Nil’ UI concepts and Martin has been helping out by making a utility tool to allow some really nicely detailed river masks on top of our normal terrain system.

Our newest team member, Noah, joins us in a QA role, keeping us coders on the straight and narrow, and helping make sure that the game performs as well as it possibly can.


And now to our regularly scheduled screenshots!

Mek takes us on a little sightseeing tour of his new work, checking out the cities of Tokyo, Haiphong and Odessa.








Mek also brings us some updated fire effects. Here a Galveston-class is suffering after a dusk attack.





The Kilauea-class ammunition ship USS Flint suffers a rocket attack (those shells are scary!)






The Mission Editor and Instant Action UI have both had some updates, we thing they look really nice and clean now!






The biome and season system is starting to really come together, showing off the different colour schemes for Winter, Spring, and Autumn.








Ivan has been taking us through some engagements, showing off quite how quickly things can get really chaotic!









That's it for today! Thank you for reading!

100
Scourge Of War / Re: New SOW Waterloo Toolbar (DOW Toolbar)
« Last post by General Sandman on March 02, 2024, 08:17:08 PM »
Late reply:

I am in GMT +8 so I can't join your multiplayer event at 21:00 GMT.

However, over the past few years, I have used your toolbar and played many memorable multiplayer games with my friends. Thank you so much for your work! :doh


But I want to ask a question: is sandbox multiplayer online can only choose one side, and the other side can only be randomly refreshed? This creates a very large number of unfair division games.


Yes, coop-sandbox-mode does not allow to compose the opposing force.
So it can happen that an infantry division is facing a cavalry division or other inadequate setups occur.

Therefore I recommend to use the scernario editor "SowWLSdkv2" to create setups individually. You can select any detail about the forces.
A couple of years ago we did like 90 % of our MP sessions by using the sandbox mode, so coops could result in unwieldy Opponents. Nowadays its just the opposite. We mostly play scenarios built with the editor.

At the first glance it might look a bit confusing. But its not hard to create a simple scenario very quickly.

1. Select a map
2. Select an OOB
3. Drag the active units from the OOB and drop them on the desired positions on the map
4. Place one or more objectives on the map and set its conditions
5. Set End Time and save the scenario.
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