Translations for our friends around the world.

Recent Posts

Pages: 1 ... 7 8 [9] 10
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on September 11, 2023, 01:42:01 AM »
Vol. 59 - Ready or Not Development Update
Fri, 8 September 2023

Motion Capture

Attention Officers,

Welcome to the 59th edition of our biweekly newsletter, September 8th, 2023! Have your heads on a swivel, because today we'll be taking a look at brand new motion capture from a recent major multi-week motion capture shoot. For this mission the team made a wonderful visit to our friends at Bohemia Interactive and their mocap facilities. Our development team here at VOID is thrilled so far with the results of this marathon of studio time, and we're sure you will be too!

Ambition Through Animation

Some major reasons for this specific motion capture session are the expansive scope in which we want to take our game and the high fidelity variety of animations we wish to include, all with the consistent direction of law enforcement operators. Our expectations are best met by the affordances of optical motion capture, with subsequent attentive tweaking to suit cinematics or gameplay.

This is a massive team effort, and the VOID Animation Team will be giving a more in-depth look into the entire process throughout this newsletter for what this brand new haul of animation data contains, and what it means going forward. This is not our first time working with motion capture so we already knew quite early what we wanted to achieve. To ensure the highest quality we had both cinematic and gameplay animators at the mocap stage to oversee the entire shoot.

Glimpses of just a slice of content from the past weeks of mocap are presented throughout below!

Dramatic Cinematics and Tactical Realism

“Trained [operators] performing what they have been doing naturally in their jobs, on stage, [...] to make the entire experience more authentic and immersive"

This new motion capture data will be represented via compelling cutscenes, gameplay animations, and future trailers that will help bring Ready or Not's gripping storyline to life.

Among 6 dedicated individuals who simultaneously donned their mocap suits for this shoot were several law enforcement professional stunt people with up to decades of Close Quarters Combat career experience, including tactical team leadership.

In close collaboration with our VOID developers we aimed to act out scenarios that are grounded in tactical realism and fit for integration into the game. The combination of trained stunts and CQB experience also meant we had a unique opportunity to capture dynamic animations that will see a wide range of potential use. It was especially a game changer and a humble learning experience to be able to “consult with [the operators] directly on stage, learning everything regarding CQB and SWAT tactics” during the shoot.

Video below: A tactical team climbing into an overwatch position.

With improved tactics shining in mocap performance for SWAT operators comes revamped arrest animations, allowing you to safely secure subjects with confidence using 20 variations of trained officers making arrests. It goes without saying that all of their other movements as well were recorded and will find places across countless areas of SWAT portrayal in-game.

Also in the expected changes are improved variations between animation types such as Suspect AI fake surrenders, melee, hostage taking, and more.

Video below: Suspects engaging in bladed combat.

Read on...
Tornado / Re: Modding Tornado
« Last post by Frankie on September 10, 2023, 02:00:34 AM »
Mod 208.

Breathing life to a 30-year old DOS flight sim - Digital Integration's Tornado. I've added a 200-degrees pannable pilot view (non-HUD) to simulate the player moving his head inside the cockpit. See video below:

Let's see if I can't add this feature to the sterile and limited existing "Glance Left View" (End key) and the "Glance Right View" (PgDn key).

Frankie Kam
Games Discussion / Re: Armoured Commander II
« Last post by Asid on September 10, 2023, 12:56:11 AM »
Update 1.2.37
Sat, 9 September 2023

ADD: Description for Acclimatized (Desert) skill, added by some modded campaigns

CNG: Immobilization attempts on Wheeled targets are now only -25 to hit, and on Half-Tracked targets -35 to hit; all other targets still -50 to hit
CNG: Penetrating hits on the player vehicle that don't knock it out can still cause spalling injuries to crew in the hit location
CNG: For guns where RoF is NA and there's one or more dedicated Loaders, there is now a penalty to hit if the Loader is / Loaders are not on Reload orders (player unit only)

FIX: Stock and captured Crusader III availability began too early (thanks Marsouin!)
FIX: Hull Loaders in Grant tanks can now no longer fire the turret smoke mortar; does not apply to units spawned before the update is applied (thanks Marsouin!)
FIX: 'Advanced Gyro Use' skill now properly replaces the basic version
FIX: Occasional crash after final campaign log is exported
FIX: Changed requirements for adding 'Coordination' skill, since previously 'Natural Leader' was a prerequisite but could be replaced by 'Inspiring Leader'
FIX: When a crewmen gained familiarly with a crew position, the previous level of the skill that it replaced was not removed

Mius Front / Re: Mius Front: Patches/Updates
« Last post by Asid on September 10, 2023, 12:56:03 AM »
Update 09/09/2023
Sat, 9 September 2023

1) Updated DLC Predators in the Mist - Heavy mortar companies in Soviet regiments have been changed.
2) Added Soviet 107mm mortar as offmap artillery support.

Steel Beasts Pro / Re: S B Videos Thread
« Last post by Rinix on September 09, 2023, 03:36:16 AM »
Games Discussion / Re: Victory At Sea Pacific
« Last post by Asid on September 09, 2023, 12:29:56 AM »
Update 1.14.1 - New ships and planes, better numbers for MODs
Fri, 8 September 2023

We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update sees brand new ships and planes as well as a change to the way the backend works that will help create more detailed MODs!

In order to play this now go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

With Victory At Sea Atlantic moving forward we are not forgetting our older games, Atlantic has allowed us to change the way some of Pacific works (it has led us down new paths) as well as getting in some new ships and planes to use!

We have been listening to player feedback on allowing for greater number ranges when it comes to allowing for greater differences in ship types (Including weapons etc). We have been stuck on this for a while as any change would mean a major change to the backend and would break everyone's MODs. We have, thanks to Atlantic, come to an (obvious) solution! We needed to step back and look at how Atlantic worked to see a way to do it.

So now when players MOD, and where appropriate, you are no longer stuck using whole numbers. For instance rather than having a rating of 1 you can have 1.5, this should give the game much broader capabilities.

Not only that we have also added the Queen Elizabeth-class battleship, County-class heavy cruiser, and Town-class light cruiser to the Royal Navy as well as Updated the model of the Illustrious-class carrier.

Planes have not been forgotten, we have added the Supermarine Spitfire and Supermarine Seafire fighters to the Royal Navy,

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Added the following ships;

    Queen Elizabeth-class battleship
    County-class heavy cruiser
    Town-class light cruiser

Added the following planes;

    Supermarine Spitfire
    Supermarine Seafire

We have also updated the model of the Illustrious-class carrier.

    Docked aircraft carriers will launch aircraft in defence of the port at which they are docked.
    Changed the way numbers work in Pacific.


    Weapon damage and armour piercing values, and armour values on ships and structures, are no longer restricted to whole numbers.

Bug Fixes:

    Fixed a case in which the UI could get stuck when splitting a fleet.
    Fixed a bug preventing saves using mods in single-fleet mode from loading correctly.
    Various small bug fixes

Games Discussion / Re: Warlord: Britannia
« Last post by Asid on September 09, 2023, 12:29:51 AM »
Development News
Fri, 8 September 2023

Cavalry to release September 15th!

Greetings! It has been a while since the last official announcement. In fact, Steam (as opposed to Discord, where my announcements are more frequent and less formal) has not been treated to any news since Animals and Ambience, before my trip to Greece, my apologies for this. Well, I have been back in the States and hard at work these past two months! After a series of delays, it became very hard to pinpoint an exact date for the Cavalry update, but things are finally coming together!

I am happy to announce Cavalry will be launching next week, Friday the 15th, alongside a 20% discount!
Not only has this update taken the longest to finish, but it also contains the most new "things," and the largest file size increase to date. Both Roman and Barbarian forces are getting big upgrades, the conflict over Britannia will ratchet up even further.

Get ready to trade in your gladius for a spatha, and Mount up! I will be working now to get the last things done for the release. Thank you all for your patience as we approach the final Warlord: Britannia major update, this will be very exciting. Until then!
Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/9/23 @ GMT18:00
« Last post by Asid on September 08, 2023, 12:29:59 AM »
D.O.W. Steel Beasts Wednesday Mission 6/9/23

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/9/23 @ GMT18:00
« Last post by Asid on September 07, 2023, 11:25:48 PM »
Thanks for the AAR Rinix  :thumbsup

Mission Discussion/AAR's / Re: D.O.W. Steel Beasts Wednesday Mission 6/9/23 @ GMT18:00
« Last post by Rinix on September 07, 2023, 12:51:29 AM »
Here's my screenshots:

The plan

The enemy attack is fierce, and we slowly crumble

The enemy retreats, and I counterattack

Pages: 1 ... 7 8 [9] 10