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31
Steel Beasts Pro / Re: Steel Beasts 5.0 Thread
« Last post by Rinix on April 05, 2024, 12:08:02 AM »
https://www.steelbeasts.com/topic/55-we-love-screenshots/page/140/#comment-239133
Ssnake is talking about repairing and re-crewing captured vehicles:
Quote from: Ssnake
Not an option in V4. V5 will use a different approach for a number of reasons, this being one of them.
32
Steel Beasts Pro / Re: Steel Beasts 4.3 Thread
« Last post by Rinix on April 04, 2024, 01:00:42 AM »
https://www.steelbeasts.com/topic/17467-ai-has-absurdly-good-vision-additionally-under-10times-game-speed-ai-drives-much-worse-than-they-are-under-normal-game-speed/#comment-239109
Quote from: Ssnake
Time acceleration can indeed cause trouble if the frame rate isn't high enough - which depends on the computer, and the scenario, of course.
While forests do help with reducing the likelihood of getting spotted (by a lot), once that a unit is spotted, it will get immediately identified and from that moment on has very little chance of escaping observation again. This is less than ideal, but to change this mechanism we need a new software architecture (which is in development). The good news, version 4.4+ will do something about infantry getting spotted at longer ranges.

https://www.steelbeasts.com/topic/17467-ai-has-absurdly-good-vision-additionally-under-10times-game-speed-ai-drives-much-worse-than-they-are-under-normal-game-speed/#comment-239113
Quote from: Ssnake
No. There will be a final 4.3 update this year (summer...autumn-ish), and, probably, a major upgrade next year. Whether that will bear the number 4.4 or something else, I don't know yet. We try to maintain the established three-year cycle
2013 (3.0)
2016 (4.0)
2019 (4.1)
2022 (4.3)
33
Games Discussion / Re: Black One Blood Brothers
« Last post by Asid on April 04, 2024, 12:17:05 AM »
Update 1.49: New Maps, Steam Achievements, Photo & Video mode, QOL Improvements
Wed, 3 April 2024




Greetings operators,
It is time. Set to be released on April 3, at 6pm, GMT+1, let’s deep dive in a quick preview of what Black One Blood Brothers 1.49 update has in store for you.





Mall of Eden & The Mines

First and foremost, the highly anticipated two new maps: Mall of Eden and the Mines. Both of them will unlock new endless possibilities of gameplay to enjoy.



First, the Mall of Eden is a maze of corridors, shops and rooms, that will allow exciting close combat fights. But beware operators. There is little to no place for mistakes, especially if you have to free hostages or captured agents. Mind the cameras, be stealthy, and plan carefully your next moves.

If you’re more into open theatres, you will enjoy the Mines. With a strong verticality and natural covers, you’ll have to be smarter than your enemies to take advantage of the topography of the map. It’s easy to lose yourself on the bridge and get caught off by the beauty of nature, but you’ll be completely vulnerable on this part of the map. So hurry up, keep your feet off the edges, and focus on your objectives.




Photo & Video Mode

1.49 is also bringing a fan favorite feature: the photo and video mode. Create great memories of your missions and custom maps, be creative, and take your game to the next level. Whether you’re a content creator or just a cinematographic lover, the photo and video feature will unlock a new horizon to the game. It’s easy to customize every aspect of the picture quality to create the perfect video or photo. Don’t forget to share them with us.


And much more...

Speaking of creativity, tons of new assets are brought to the map editor, from new doors to new environment items. It has never been a better time to bring life to your ideas.

These are not the only new features that you’ll enjoy in the 1.49 update: for instance, a new system of waves is being introduced in the siege and war modes. You’ll also notice some UI and quality of life improvements, such as better menus and way to hold your weapons more realistically, and a brand new soundtrack, for a darker game.


See below for the complete patchnote. We cannot wait for you to try the new update.

FEATURED

- Addition: New map - Mall of Eden
- Addition: New map - The Mines
- Addition: 94 new steam achievements
- Addition: Video mode

CONTENT

- Addition: New award - Collect "United We Conquer" in The Compound
- Addition: New award - Collect "Forces spéciales et unités d'élite (Tome 2)" in ARIAL offshore drilling
- Addition: New award - Collect "BRI: Les formes de l'ombre (Tome 2)" in Mall of Eden
- Addition: New award - Finish a mission on "Mall of Eden"
- Addition: New award - Finish a mission on "The Mines"
- Addition: New tutorial text about weight of your equipment

GAMEPLAY

- Addition: New arm posture when using a handgun, reducing the distance before the weapon is obstructed from firing upon collision with the environment
- Addition: Edit squad directly in mission menu
- Addition: Wave system in "War" and "Siege" mode
- Addition: New gameplay option "Depth of field with night vision"
- Addition: New lights in "Training Center" map
- Addition: Player-controlled operator stops leaning if he collides with their environment
- Addition: Lights near the prisoner at the start of a "Prisoner of War" night mission
- Addition: Difficulty options are displayed by category
- Addition: Security cameras fall when they are disabled or destroyed
- Addition: "Music" and "Logistics" tabs in the mission menu are now visible by unlocking access in the "Extras" menu of the game options
- Addition: Enemies are now manipulable in the photo/video mode
- Improvement: Camera behavior in third-person view when the camera collides with the environment
- Improvement: Animation of aiming a firearm with a laser sight in first-person view
- Improvement: Shot animation of handgun
- Improvement: Recoil effect of handgun
- Improvement: Night visions are more affected by electric lights
- Improvement: Many adjustments to the camera position when aiming with the weapon's sights
- Improvement: 3d markers of spotted enemies are always visible if battleplan is enabled
- Improvement: 3d markers of spotted enemies are visible at the beginning if "no spot" option is enabled
- Improvement: Reloading speed
- Improvement: Efficiency of flahsbangs
- Improvement: Broken door or window can no longer be closed
- Improvement: General optimization of footstep noises
- Improvement: Maximum field of view increased
- Improvement: Numerous adjustments in "Enila islands - Talmio" map
- Improvement: Spawn number in "Ancient ruins" map
- Improvement: Input "Escape" in tutorial menu return to main menu
- Improvement: Playing a mission in "Prisoner of War" mode randomly selects the captured operator at the beginning of the mission
- Improvement: Foliage of "The sanctuary" map
- Fix: Numerous bullet collision errors
- Fix: Numerous operator collision errors
- Fix: Numerous enemy collision errors
- Fix: Numerous drone collision errors
- Fix: Some errors in the visual and sound effects of bullet impacts
- Fix: Some errors of assets location in "University" map
- Fix: Some errors of assets location in "Burnwood Mansion" map
- Fix: Player-controlled operator was not properly oriented to throw a grenade in third-person view
- Fix: Operator didn't update his speed after inventory weight was updated
- Fix: Objectives assigned at the beginning of a 'Blind Ops' mission might require equipment that the operators didn't have
- Fix: Player-controlled operator may not automatically lean if the weapon is stuck against an open door or window
- Fix: Player's camouflage indicator was not updating correctly in training mode
- Fix: Doors on "Secret Bunker" map were not opening in the right direction
- Fix: Some collisions errors in "Secret Bunker" map
- Fix: Some aiming errors with third-person view
- Fix: First-person camera could clip through certain walls when operator leaned
- Fix: Thermal vision remained activated by the drone if it was destroyed by an enemy
- Fix: Press 'Escape' in loadout in campaign menu displayed main menu
- Fix: Numerous errors in the sound of footsteps
- Fix: Camera position error in first-person view when the player dies or falls unconscious
- Fix: Landscape error in "Ancient Ruins"
- Fix: Some errors in foot positioning on the ground
- Fix: An error could prevent lights from appearing correctly on the "University" map

AI

- Improvement: Behavior of the operators' focus when their weapon is lowered
- Improvement: Speed of movement of enemies to take cover depending on the environment
- Improvement: Enemies are slightly less accurate when firing in full-auto mode
- Improvement: Maximum speed of enemies when they run
- Improvement: Perception of operators
- Improvement: Pathfinding on complex assets
- Improvement: A character doesn't try to climb an obstacle if it has found its way to reach its destination
- Improvement: An operator will return to their position in the squad if they cannot enter a room during a "Breach and Clear" action
- Fix: Vision of operators could be significantly higher depending on certain difficulty options being activated or deactivated
- Fix: Enemy spawned on patrol point might not move correctly
- Fix: Operator might not interacte correctly on another soldier
- Fix: Some scripts errors

CAMPAIGN

- Addition: New weather and time setting for mission 3 'Blue Falcon'
- Addition: New task location for mission 3 'Blue Falcon'
- Addition: New spawn type for mission 4 'Ivory Freedom'
- Addition: New names of some tasks
- Addition: "Mall of Eden" can be played in dynamic campaign
- Addition: "The Mines" can be played in dynamic campaign
- Addition: Edit squad directly in campaign menu
- Improvement: Last mission of a dynamic campaign always takes place on a large map
- Improvement: "No spot" difficulty option is enabled in 'very hard' difficulty in campaign mode
- Fix: Enemies to neutralize during mission 3 'Blue Falcon' could not appear on top of the boat on the containers

MAP EDITOR

- Addition: Actors - Point lights - 11 assets
- Addition: Actors - Doors - 13 assets
- Addition: Mesh - Landscape - Rocks - 2 assets
- Addition: Mesh - Landscape - Cliffs - 1 asset
- Addition: Mesh - Landscape - Little - 3 assets
- Addition: Mesh - Exterior - Objects - 62 assets
- Addition: Mesh - Interior - Floors - 15 assets
- Addition: Mesh - Interior - Roofs - 22 assets
- Addition: Mesh - Interior - Walls - 66 assets
- Addition: Mesh - Interior - Stairs - 11 assets
- Addition: Mesh - Interior - Objects - 291 assets
- Addition: Mesh - Interior - Little objects - 22 assets

RENDERING

- Addition: Head-mounting system for night vision goggles depending on the headgear worn
- Addition: Ambient animations are also triggered by the player in third-person view
- Addition: Player-controlled operator naturally leans based on their movements
- Addition: New sequences for the main menu cinematic
- Addition: Random animations of operators in campaign HUB
- Addition: Smooth transition of the operator's appearance during its editing
- Improvement: Emissive power of laser beam
- Improvement: Bloom power of night vision
- Improvement: Sunlight ray propagation
- Improvement: Sunlight location of some maps
- Improvement: Rendering of ambient animations for operators and enemies
- Improvement: Ambient animations are triggered even when a soldier is in motion
- Improvement: Bullet impact on a enemy
- Improvement: Emissive material of some lights
- Improvement: Emissive power of multiple city towers
- Improvement: Cinematic movies are scale to preserve same ratio
- Improvement: Post-process effect when the player is injured
- Improvement: Propagation of ambiant occlusion
- Improvement: Blood impact in HUD
- Improvement: Triplanar on weapon camos
- Improvement: Black skin color
- Fix: Translucent material could not be affected by depth of field
- Fix: Facial morph of 'Branson' could slightly protrude through the balaclava
- Fix: Shadows on hair and beard
- Fix: Rotation error of tower light
- Fix: Camera shaking error when the player reloads while prone

MUSIC

- Change: Soundtracks of multiple menu

SFX

- Addition: New sounds for breaking down a door or a window
- Addition: New sound for picking a lock on a door or a window
- Addition: New sound for unlocking on a door or a window
- Addition: New sound when an operator disables an electronic system
- Change: Custom musics can be played locally only
- Improvement: General rendering of footsteps SFX
- Fix: Radio voices of female operators

UI

- Overhaul: New keyboard and mouse icons
- Overhaul: New special gear icons
- Overhaul: Reorganize the categories in the 'Mission' menu
- Overhaul: New deployment menu
- Addition: Animation of buttons
- Addition: Smooth spawn of tooltips
- Addition: Smooth spawn of buttons
- Addition: Smooth spawn of numerous texts
- Addition: Blur effect on unselected buttons with pictures
- Addition: Dark fog effect on unselected buttons with pictures
- Addition: Blur effect on unfinished awards and ranks
- Addition: Inputs are displayed by category
- Addition: Gameplay options are displayed by category
- Addition: Information text when sprint is impossible
- Addition: Popup texts of insertion menu
- Addition: Popup texts when squad or operator saved
- Addition: Popup text to switch operators when the player is killed or injured
- Addition: 'Loadout' option added in mission mode
- Addition: Text color of "Begin Mission" appears in red if a mission configuration error is detected
- Improvement: Gameplay options
- Improvement: Design of numerous buttons and borders
- Improvement: Outline of numerous icons
- Change: Photo/video option is enabled/disabled in "Extras" option
- Fix: Rendering of some special equipment icons
- Fix: Multiple scrollbars could fail to appear and disappear correctly
- Fix: Some options in the gameplay menu were not properly aligned.
- Fix: Tooltip of triggers
- Fix: Some errors of english texts
- Fix: Some errors of french texts


Don't forget to join the Discord Community to discuss the latest patch, issues in the game, or give us your feedback.

34
Games Discussion / Re: Headquarters: World War II
« Last post by Asid on April 03, 2024, 12:06:56 AM »
Headquarters: World War II - Dev Log #12 is out now
Tue, 2 April 2024



Hello!

It is Oleksandr from Starni Games with the new Dev log entry. The full release of Headquarters: World War II will happen very soon - on the 11th of April, and I would like to tell you more about our ongoing release preparations and the latest changes to the game.


This is the last Dev log before the release and I want you all to be well-informed about the project and our progress.






What have we been doing over the last few months of development?

I am sure many of you would like to know what the Dev team has been working on during the last few months before release. Here is some of that:

Integrating the final VO in the game and checking it.

Finalizing all technical texts and sending all the materials for localization from English to other supported languages.

Putting the localization in-game and checking it.

Doing some final balancing and review of the missions, units, and all other key elements of the game.

Finishing any things that lagged behind or were left unfinished. (For example, introducing a Terrain info window, correcting the Combat Prediction for Assault, and so on).

Conducting lots of playtests.

Putting a lot of effort into the overall polishing.

Working very intensely on bug fixing.

Doing our best to address all remaining issues in time for the release.

Finalizing the user Manual and other useful hints/tips.

Making sure that new changes do not introduce new problems. Or addressing those problems expediently, when they do happen.



This is by far not an exhaustive list, as we have over 200 completed tasks in our internal task tracker for the period of March 2024 alone. That is making it over 500 tracked tasks since January. So, you can imagine how busy the team was.



We released the Demo in February and gathered a lot of useful feedback and suggestions. Below are some key changes that were introduced since that build.



1) We introduced many changes based on players' feedback. Here are a few examples:
A) adjusted the Machine Guns AP attack value to make sure they cannot hurt armor of 30 and above - making them effective only versus unarmored or very lightly armored targets.
B) Made sure units that have no chance of dealing damage are no longer overwatching in these situations. So, now the tanks cannot be used to exhaust the enemy MGs' reaction attacks on futile strikes, for example.
C) Introduced the Camouflage presets designed by the dev team, as well as, functionality for users to add their own ones. Those presets can then be applied quickly to any of the units.



2) Added some features that were missing, for example, the Terrain information. You can quickly toggle between the short and full versions of the Terrain info, similar to the Combat Prediction.



3) Made some balance changes in terms of unit costs, and other parameters. We also added Smoke screen attacks for Artillery and Mortars (as was suggested by the players as well), as before we had it only as teh HQ skill.



4) Added some missing information and hints. For example, we found that some descriptions were missing important pieces of information during the final text review. Now, you should have all the necessary information to play comfortably, and if you cannot find answers to your questions, you will be able to consult the game Manual that we are also finishing right now. We are just finishing it right now so that it has all the most up-to-date information.



5) Dealt with some unexpected difficulties.
As I explained above, while making all the changes it is of critical importance that all the new changes do not adversely affect the overall stability of the game. We take precautions, but sometimes that is not enough, and some less obvious or hard-to-detect issues slip through. Here is one example: we changed how the Spotting system worked, and we did not immediately notice that the game started to freeze often due to that change. So, the problem made it to the Press preview build, as we were looking for the problem source. As soon as we figured it out, we addressed the issue and updated the Press preview, but unfortunately, some creators and press have already experienced the said freezes… Still, the issue was taken care of and we hope to avoid having such problems slipping through to the end users in the future.



The said Spotting change was also an important one. Before, you could only have a vision of enemy units you see at the moment. So, if you moved away, you would immediately lose sight of them. After the change, however, you keep the information on the spotted enemy units until they move. So, you could scout the enemy positions, move away, and then attack them with other units without losing the intel on them until the end of your turn. We did this to avoid the situations, where it feels like your troops have a very short-lived memory, and immediately “forget” where the enemy was. Plus, we avoid situations, where the player knows where the enemy units are, but his troops - do not, so you have to make “blind” shots, etc. Now this problem is resolved.

So, this was a glimpse into our team’s work before release. We will do our best to deliver the best game we can on the 11th of April. At the same time, the further support of the project does not stop on the release day, so while you will start exploring the full game on the 11th, our team will keep working tirelessly to solve any problems you might encounter, or add any improvements or suggestions we could have overlooked so far. So, the release of the game is not an end, it is a new beginning.

I will be back with another Dev log sometime after the release to let you know how it went from the Devs' point of view and update you on our further plans.
 
Stay tuned, and see you all on April 11th!




What have we been doing over the last few months of development?

I am sure many of you would like to know what the Dev team has been working on during the last few months before release. Here is some of that:

    Integrating the final VO in the game and checking it.
    Finalizing all technical texts and sending all the materials for localization from English to other supported languages.
    Putting the localization in-game and checking it.
    Doing some final balancing and review of the missions, units, and all other key elements of the game.
    Finishing any things that lagged behind or were left unfinished. (For example, introducing a Terrain info window, correcting the Combat Prediction for Assault, and so on).
    Conducting lots of playtests.
    Putting a lot of effort into the overall polishing.
    Working very intensely on bug fixing.
    Doing our best to address all remaining issues in time for the release.
    Finalizing the user Manual and other useful hints/tips.
    Making sure that new changes do not introduce new problems. Or addressing those problems expediently, when they do happen.



This is by far not an exhaustive list, as we have over 200 completed tasks in our internal task tracker for the period of March 2024 alone. That is making it over 500 tracked tasks since January. So, you can imagine how busy the team was.


We released the Demo in February and gathered a lot of useful feedback and suggestions. Below are some key changes that were introduced since that build.


1) We introduced many changes based on players' feedback. Here are a few examples:
A) adjusted the Machine Guns AP attack value to make sure they cannot hurt armor of 30 and above - making them effective only versus unarmored or very lightly armored targets.
B) Made sure units that have no chance of dealing damage are no longer overwatching in these situations. So, now the tanks cannot be used to exhaust the enemy MGs' reaction attacks on futile strikes, for example.
C) Introduced the Camouflage presets designed by the dev team, as well as, functionality for users to add their own ones. Those presets can then be applied quickly to any of the units.


2) Added some features that were missing, for example, the Terrain information. You can quickly toggle between the short and full versions of the Terrain info, similar to the Combat Prediction.


3) Made some balance changes in terms of unit costs, and other parameters. We also added Smoke screen attacks for Artillery and Mortars (as was suggested by the players as well), as before we had it only as teh HQ skill.


4) Added some missing information and hints. For example, we found that some descriptions were missing important pieces of information during the final text review. Now, you should have all the necessary information to play comfortably, and if you cannot find answers to your questions, you will be able to consult the game Manual that we are also finishing right now. We are just finishing it right now so that it has all the most up-to-date information.


5) Dealt with some unexpected difficulties.
As I explained above, while making all the changes it is of critical importance that all the new changes do not adversely affect the overall stability of the game. We take precautions, but sometimes that is not enough, and some less obvious or hard-to-detect issues slip through. Here is one example: we changed how the Spotting system worked, and we did not immediately notice that the game started to freeze often due to that change. So, the problem made it to the Press preview build, as we were looking for the problem source. As soon as we figured it out, we addressed the issue and updated the Press preview, but unfortunately, some creators and press have already experienced the said freezes… Still, the issue was taken care of and we hope to avoid having such problems slipping through to the end users in the future.


The said Spotting change was also an important one. Before, you could only have a vision of enemy units you see at the moment. So, if you moved away, you would immediately lose sight of them. After the change, however, you keep the information on the spotted enemy units until they move. So, you could scout the enemy positions, move away, and then attack them with other units without losing the intel on them until the end of your turn. We did this to avoid the situations, where it feels like your troops have a very short-lived memory, and immediately “forget” where the enemy was. Plus, we avoid situations, where the player knows where the enemy units are, but his troops - do not, so you have to make “blind” shots, etc. Now this problem is resolved.

So, this was a glimpse into our team’s work before release. We will do our best to deliver the best game we can on the 11th of April. At the same time, the further support of the project does not stop on the release day, so while you will start exploring the full game on the 11th, our team will keep working tirelessly to solve any problems you might encounter, or add any improvements or suggestions we could have overlooked so far. So, the release of the game is not an end, it is a new beginning.

I will be back with another Dev log sometime after the release to let you know how it went from the Devs' point of view and update you on our further plans.

Stay tuned, and see you all on April 11th!

35
Games Discussion / Re: Sea Power : Naval Combat in the Missile Age
« Last post by Asid on April 02, 2024, 01:15:01 AM »
Dev-Update 6/24
Mon, 1 April 2024




Hello everyone,

We hope you enjoy another quick update on the progress of Sea Power in the last couple of weeks. This one comes slightly later in the week than normal after some hectic few days for me in my day job, but I’m looking forward to some time away for a friend’s wedding over the Easter Holidays.


It’s been a tough couple of weeks with illness going around the team but we push on regardless, in the art department Nils and Mek are still hard at work. Mek has been prototyping more interesting fast attack craft and Nils has been expanding our global traffic with new Oil tankers, Fishing boats (some you might recognise as old Cold Waters friends given an update) and RORO ferries.

The coding team is as always busy too, as always hunting down bugs is our sniper Ivan. He found a particularly tricky one this week that was costing us 20 FPS in certain random situations.

While he’s not bugfixing Ivan has added a nice new feature that planing hulls and hydrofoils are now fully supported (There are two main types of hull, a ship is a displacement hull, as it goes faster it just displaces, or pushes out the way more water. A planing hull is a vessel that can ride the waves it generates to get extra speed. A hydrofoil is a vessel that flies above the waves altogether for incredible speed). As a part of this feature we have also been able to add variable draught (the depth a ships hull goes down to) based on cargo loads to the game.

Ian has got the autogen to a stable state awaiting new models and is taking a few days off, as well as pursuing his degree. He’s not the only one big on learning as Ben achieved his doctorate earlier on in the dev cycle. I (Matt) am working on some things that aren’t ready to show or talk on yet, but I am taking my laptop away on holiday from my day job.

The big shift this week that we haven’t spoken about yet is an internal update in the version of Unity Engine we utilise, to improve performance, stability, and to start looking at really optimising the use of multithreaded processing we have migrated to the 2022 LTS variant. Noah (who has a new working PC! Hooray!), Ben, Ivan, and Martin have got this working admirably. Our first version port a year ago was all pain, this one felt like a breeze to me (I will note I was sat in the office sneaking peaks at our private dev chat rather than helping).

And now you’ve read my waffle, please have some media!

The first of our hydrofoil classes breaks the surface!





Nils is working on more, here’s how the Pegasus-class developed over a few days.

Read on...

36
Games Discussion / Re: Freeman: Guerrilla Warfare
« Last post by Asid on April 01, 2024, 02:38:37 AM »
Freeman: Guerrilla Warfare | Recent Progress
Sun, 31 March 2024



Hello everyone! We're thrilled to share our progress we've implemented in the game, as well as its current status!




Rest assured, we're continuously working on it and, as it evolves, we'll keep you informed about our progress. Here are some major additions to the remastered version of Freeman that are vastly different from the older version of the game:


Combined Arms and Expanded Vehicle Arsenal

The remastered version of Freeman Guerrilla Warfare enhances the strategic depth of gameplay with a focus on combined arms combat. Players have access to an expanded arsenal of combat vehicles, including jeeps equipped with heavy machine guns, trucks carrying artillery, armored personnel carriers, assault vehicles, and light tanks. This diverse range of units, from long-range artillery to various types of infantry, allows for intricate battlefield tactics and a more dynamic combat experience.










Vehicle Upgrade and Modification System

A new feature in the remastered edition is the vehicle upgrade and modification system. Players can enhance their vehicles by upgrading weapons, adding secondary armaments like machine guns or rocket launchers, and improving vehicle performance through better engines and armor.








Enhanced Anti-Tank Options

To balance the enhanced vehicular capabilities, the game introduces a variety of anti-tank options. These include vehicle-mounted anti-tank missiles, armor-piercing cannons, and infantry equipment such as anti-tank rifles, rocket launchers, and grenades.

Direct Vehicle Control

Players will be able to directly control any vehicle in the game, managing both its movement and weaponry. This adds a new dimension to the gameplay, offering a more hands-on approach to vehicular combat.






Distinct Infantry Roles

Infantry roles have been distinctly defined in the remastered version. Units such as snipers, machine gunners, riflemen, and special ops have unique abilities, significantly differing from the original game where units were primarily differentiated by their equipment. This system allows for more strategic depth in unit composition.




Gun Modification System

The game also introduces a gun modification system, enabling players to customize their weapons with different muzzles, scopes, stocks, and skins. This allows for a personalized approach to combat, tailoring weapons to specific tactical needs.






Enhanced Combat Experience

Following the graphic improvements, the remastered version also introduces a comprehensive enhancement of the overall combat experience. This includes more sophisticated gun animations and gunplay, providing a more realistic and responsive feel to shooting mechanics. Additionally, the enemy AI has been significantly improved, offering smarter and more challenging adversaries. These enhancements work together to create a more dynamic and engaging combat environment, ensuring that each encounter is both realistic and strategically demanding.


Read on....

37
Games Discussion / Re: Napoleon's Eagles | Previously War and Peace by Avalon Digital
« Last post by Asid on March 31, 2024, 07:58:22 PM »
Update 1.13.14-15
27 Mar 2024


Bug fixes:
- Hex 3740 is a forest.
- The effect of frozen marsh in winter was not well implemented
- Display of Portuguese cavalry in training
- The UI was sometimes making it difficult to directly directly build a Spanish Cav under invasion
- The Pro-french Spanish unit could appear in 2 production rows
- The alliance die was not displayed properly the first time.

Finally Glory:
- Sweden enters wars in May 1813.
- Stralsund a green supply source during 3 months.
- All supply, alliance and special rules switches in March 1813.
- Reorganised reinforcement in 1813.
- Prussians moves were limited 7 hexes from Memel even after joining the Coalition.
- Alliance data should be reset only in March 1813.
- Brunswick and Hesse are unformed. When Prussia enters war, the log was stipulating the wrong side.

38
Games Discussion / Re: Ready Or Not (Elite SWAT Team)
« Last post by Asid on March 30, 2024, 11:23:25 PM »
Vol.71 - Ready or Not Development Briefing
Fri, 29 March 2024



Dynamic Dialogue

Attention Officers,

Thank you for joining us for the 71st edition of our development briefing, March 29th, 2024!

This week we’ll look at our new dynamic dialogue-related systems for AI which will give us more flexibility and nuance for storytelling, as well as showcase some of the recent work on our lip sync system.

These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, although they do not encompass everything that we’re working on at a given moment. Please keep in mind that everything in this development briefing is work in progress and subject to change.

Vol.71 Development Briefing Summary Points:
(not a changelog)

Dynamic Dialogue System
- Allows for easily creatable dialogue strings between multiple characters
- Intricate level of customization
- Complements existing reaction voice line system
- New dialogue being written and recorded

Lip Sync System
- Video showcase of the recent early implementation of our lip sync system


Read on....

39
Games Discussion / Re: Grand Tactician: The Civil War (1861-1865)
« Last post by Asid on March 30, 2024, 11:15:54 PM »
Latest patch 1.1403
23 Mar @ 1:55pm


fixed: Eastern theater campaign, West Virginia objective (both sides) cannot be undone once either side completes it
fixed: AI not changing commanding general in certain situations
fixed: entrenchments not recognized as cover objects in certain situations
fixed: Union can only have 1 officer of LTG rank, is properly promoted when LTG Act is completed
fixed: AI automanage of finances, subsidies
improved: AI picking of projects in certain rare situations
improved: Whiskey & Lemons end of campaign screen

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Games Discussion / Re: Modern Naval Warfare
« Last post by Asid on March 29, 2024, 12:16:27 AM »
Modern Naval Warfare - Navy Log Book #3
Thu, 28 March 2024




Ahoy, tech enthusiasts and oceanic visionaries! After a brief hiatus, the Navy Logbook Series is making a splash back into the scene this year.

We're committed to delivering a new logbook every month leading up to the simulator release and beyond, so keep those eyes peeled on the screen of the photonic mast.

In this edition, we're pulling back the curtain to introduce the team—actually, they'll be introducing themselves. You're likely familiar with the two dynamic Maslas brothers, Kyrmitsos and Kyrgiannis, one is good looking and smart, the other is smart and good looking!

But behind the scenes, there's a fresh squad of up-and-coming developers and 3D artists who recently joined our studio.

Amidst their challenging tasks, our talented team graciously took the time to answer some questions about themselves and their contributions to the project. Rest assured, no developers or 3D artists were harmed or injured during the course of this interview.

So, plunge into the pixelated depths with our coding and artistic crew as we set sail on a journey to craft Modern Naval Warfare, a simulator that'll have you exclaiming, "the sonar, the merrier! (I know, it’s a bad joke but I had to do it).

Let’s start!

Michael-Evangelos Diamantis (MAD) - Game Developer, QA/QC and Integrator.

I'm currently 23 years old - soon to be 24! As a character, I find myself constantly evolving, learning from experiences, and cherishing the relationships that shape me throughout my life.

With a small background at programming that started as a hobby back in to 2012, I began experimenting with various Game Engines, Programming languages and steadily began self-teaching myself through high quality programming books and of course a lot of tinkering. The rest is history because I've lost count of how many things I've done since then.

I joined the studio in 2022 because aside from the Maslas Bros being a damn good, internationally recognized development studio (OBVIOUSLY!) I chose to apply for the position of the -then- Internship Game Programmer to hone my skillset and further develop my programming skills in my line of work. As to why they chose me, aside from my then skillset they saw the "spark" and passion about my work and hobby called programming.

In the span of one year with them, I've developed several features (and bugs) inside MNW and not only these. I really can't "count" the things I'm doing in the project because it's a "love about my work and the subject of it" not "work I have to do so I get paid" situation.

I am a gamer, of course! I've played countless games in my lifetime and I've yet to play even more! Right now, I'm playing Baldur's Gate 3 and - still - trying to play Command (it's hard).

I am using a PC for everything except couch-gaming, this is where the consoles win.

Outside work I like to socialize, partying, make new friends and NOT stay inside in a Saturday night - although I do so many times heheh. When I'm not doing any of these I like studying about my field, playing games, having a coffee with a friend and trying new things. LEGO building is my guilty pleasure...

My favourites games are TESV: Skyrim, Cyberpunk 2077 and of course every LEGO game in existence. In the field of books, I'd say that the following are must-read:

    When Nietzsche Wept - Irvin D. Yalom

    The Anti-Christ - Nietzsche

    Ecce Homo - Nietzsche (still reading it for the 4th time...)

As of movies I love any kind of movie but psychological thrillers/horrors, action-packed and fantasy/sci-fi movies are my go-to e.g. "The Shadow People" or any John Wick and Harry Potter movie. My music taster varies based on my mood, but my non-changing music group is Rammstein. A martini Bianco with three ice cubes - other drinks do not exist.

Petros Daskalakis (DSK) - Game Developer

Well, I'm 20 years old and as far back as I can remember, I was always obsessed with consoles and computers. Even though my age, you would always catch me playing some very old school games, mostly 2D top-down or platform games.

From an early age, I loved the idea of programming and the opportunity it gave people to transform their ideas, in functional realities. The ability to bring concepts to life through code fascinated me. So, because I played those classic video games that gave many children like me moments of freedom and joy, I decided to become a Game Developer, so through my ideas I can give to other people those exact feelings I had while I was playing.

I join Maslas Bros because of my good posture? Well, who wouldn’t want to work with highly experienced developers and passionate people about their work? Since then, I've been involved in a variety of aspects within the project, including widgets development, tools creation, and systems managers.

I've been a gamer since I could understand how a console or a PC works! Currently, playing Shovel-Knight: Dig and Cyberpunk 2077 (yes, two completely different genres I know, don't judge me for being diverse...) I really don't have a preference between PC and consoles. I started my gaming addiction with an NES and then followed with PCs and other consoles. Anything that can run a videogame is good enough! My favourite games are Mario & Luigi: Bowser's Inside Story, Crash Bandicoot, Days Gone and Hellblade: Senua's Sacrifice.

With my free time, I mostly blast some music on my headphones, play guitar, I pursue photography as a hobby and of course gaming. Should I say that I try to socialize? Well, I'm a very social person so I try to have fun with my friends and family also!

Music is a big deal to me. I listen to lots and lots of Blues and Soul music. Favourite music group I'd probably say Snowy White & The White Flames, but I listen a lot of solo artists like Rory Gallagher etc.

My favourite drink is Whiskey...just any kind of Whiskey is good for me.

Evagelos Vasilakis (ZX) - Developer and Technical Artist.

I'm currently 21 years old, I enjoy winter (despise summer) and believe Windows 7 was Microsoft’s best OS (ok and maybe 2000). Back when I was 10, I discovered a "making of Halo 2" documentary, fiddled with game engines after and got hooked.

Well, I choose to work for The Maslas Bros because I wanted to work with games (or simulators) and they were making one! They also periodically feed us quality food which is a great bonus! The best part about my role as my tasks can range from Explosions and Shaders to the studio infamous zx map scalebar. Currently I'm working on water based explosions and I believe Damage modeling is next.(I make ship go boom)

When I am not working for the studio, I try and keep up to date with various games but I usually end up playing either the same old ones I enjoy (Halo), and yes, my favorite game is Halo Combat Evolved but I also like dabble with borderline ancient titles (Quake, Unreal, Half-Life, Wipeout etc.) on PC and Xbox 360 (specifically).

Outside work I enjoy coffees (and cocktails), limited socializing (I'm a cave goblin) and would you believe it dabbling with stuff on my computer. This usually entails failed attempts at Visual FX or studying/whining about Unity and other software. I also sometimes fiddle with music (my favourite music group is My Chemical Romance). The movie I like the most is Hackers 1995 (not a joke). Finally as you asked, what I like to drink, I will say anything with Mastiha liquor. (or lemon soda)

Andreas Konstantakopoulos (Learie) - Junior Game Developer

I am currently 24 years old going for the big 25. I am a very passionate for what I do in life whether that's working or playing video games whenever I have free time, I try to give the best parts to of me to what I m passionate about. I am very considerate of others, and I try to help out my coworkers whenever and however I can.

The inspiration to become a game developer came after years of being a casual gamer playing Pokemon, Call Of Duty and World of Warcraft I felt like this was my calling.

I recently join the studio, it is one of the very few Greek development team in the Greek gaming community and I m very happy I chose to work for them especially when I met the rest of the team. I m in training and for the time being I m still learning

As I told you earlier, I am a gamer and of course I play video games the game that i play a lot lately is World of Warcraft with some single player games along the lines. I don't have an issue with the platform because it really depends on the game for example if there is a game on console, I'll play on my PS4 or Nintendo Switch it really depends on what I feel like playing.

During my free time, I generally go out with friends and hopefully I’ll start going to the gym soon but I m mostly spend my time gaming.

Apart from that, Pokemon Emerald and WoW are my favorite games. John Green's "Looking for Alaska" is my preferred read, while Bring Me the Horizon takes the lead as my favorite band on the music front. Shrek is my favorite movie, and when it comes to beverages, I have a penchant for Weiss beer, especially for those in the know.

Nicolae Laurentiu Dulca (Dulcan) - Junior Programmer.

I am 23 years old. And I enjoy to learn new things and to constantly evolve.

Since I can remember myself, I've enjoyed playing games and I kept saying how interesting it would be to create one myself. So when i was in high school, with the support of my computer science teachers, my journey into programming began.

I join the studio last year and one of the many reasons is that they do something unique. Now that I've spent some time with the team, I really like working with the other members of the team and the vibe it has. They're not creating another shooting game. For the moment I am in training and learning a lot of new things.

As I said above, I've been playing games for as long as I can remember (my favorite game is Hollow Knight). I'm currently playing "Cookie Cutter". On the platform, I don't have a preference, I consider PlayStation a more "cosy" solution and the PC a more capable for better experience in games like Cyberpunk.

When I have free time after work, I enjoy listening to music (my favorite music group is Twenty One Pilots), walking in parks, and going on day trips. For me, the best movie is Deadpool and the book is The Da Vinci Code, and finally as you wanted to know, my favorite drink is whiskey.

Nick Michalopoulos - Game Developer/Programmer

I'm 25 years old, an only child and hail from Athens, Greece! In general, I try to assimilate and cherish all the knowledge and experiences I can while I am able, in order to better myself every way I can. I used to study Physics for a few years before acquiring my Computer Science degree, I love music and games

Ever since I was little I loved video games. Growing up, my way of thinking got a lot more analytical and this love turned into fascination, then into curiosity. So when the opportunity to study programming presented itself, I knew that was what I wanted to do.

I've worked for Maslas Bros for the last six months. I was very intrigued when I saw MNW; the combination its big scale and the small (at the time) size of the studio really impressed me. I also loved the concept of a submarine simulator, as well as the Maslas Bros' personalities. Now as to why they picked me, I have no idea. They say it was something about my decent mathematics and physics background, my personality and my potential, but I don't believe them!

In the span of this time I've developed a number of different tools, features and, of course, a lot of bugs and unstable code. Overall, I adore what I do, so it's hard to actually quantify my work; however I try to be involved, in any way, in a lot of different parts of the project, because I like learning new things

I am a gamer both PC and consoles and most likely will continue being one for the rest of my life. Currently I'm playing Resident Evil 4 Remake, Pokemon, Yu-Gi-Oh!, Dead By Daylight while anxiously waiting for the PC port of Spiderman 2 and God Of War: Ragnarok (to my bosses if you're reading this: of course this answer is hypothetical in nature, I spend all of my waking hours working on MNW and my absolutely-minimum-necessary-sleeping hours dreaming about how I will be working on MNW when I wake up/subconsciously working in my sleep!)

I generally have a reputation for doing a lot of things in my spare time, to the point where I don't have time to do all of them well. Except for playing games, I also study the guitar, singing and music theory and psychology. Furthermore, I work out a few times a week, and dabble in the art of handcrafts and miniature/replica painting and chess.

I cannot for the life of me pick a single thing of the above that is my favorite, due to me being extremely indecisive. If I can give a generalized answer for each, it would look like this: For games: God Of War (old & new), Uncharted, Darksiders, Dead By Daylight, Smite, Pokemon, Half-Life, Spiderman, Tomb Raider (old & new), Assassin's Creed, all the LEGOs and more that I'm certainly forgetting!

On the books side: Harry Potter, Percy Jackson, Sword of Truth, Mortal Instruments, Eragon, Greek Myths (by Stephen Fry), the Odyssey, Iliad, It.

Some of my favorite group and single artists are Bon Jovi, Garry Moore, Billy Joel, Queen, Scorpions, Evanesence, Kelly Clarkson, Green Day, Paramore, Pentatonix, The Beatles, Ed Sheeran and many more

As for movies, I love most genres, with horror and fantasy being my go-to; some examples include Star Wars, Harry Potter, all the famous horror and slasher movies of the 80s/90s and their sequels, Kung Fu Panda, most of the superhero movies from the last decade and more.
And finally, I will surprise you about my favorite drink: Nothing beats a cup of good old water!

Konstantinos Lampropoulos – 3D artist.

I am currently 21 years old. I grew up in Corfu, Greece. While I am working I like listening to music or even podcasts sometimes. Also I love coffee, I drink two or three per day (I am not addicted I swear).

From a very young age I wanted to create video games similar to the ones I was playing. Yes I wanted to make AAA games by myself... Anyway I started by making 3d assets and I loved every minute of the process and then soon enough I realized I want to make a career out of it. So I did. And honestly it is a dream come true situation. I always wanted to break into the gaming industry and was lucky enough to find The Maslas Bros where I am mostly responsible of the 3d modeling side of things.

Like my teammates, I am a gamer. Unfortunately I haven't played as many campaign games as I wanted, I am mostly stuck on multiplayer games. The last thing I played was PUBG. My favorite games are the Halo franchise, maybe Halo 3. Personally I play on PC but consoles are great too, in fact it doesn't really matter as long as you have fun.

My free time is mostly about spending time with family and friends, watching movies (and since you asked about my favorite movie I will say Parasite - 2019) and TV series. However, I really want to learn how to draw so I think I am going start doing that.

As for book, it’s hard since I not an avid reader but if I have to choose one, it will be Stranger by Albert Camus which is fantastic. Musically speaking, I am a Kanye fan. Finally, when it comes to drinks, I'm a wine enthusiast.

Christina (Qui) - 3D artists

I am 30 years old, (sadly) and I was a waitress for most of my life until one day I woke up and I realized I hate talking to people. So I tried to make some money to enroll to SAE College in Athens and start a different career doing something I like at last. That actually DID go well.

Since I was a kid I loved playing video games with my brother, and since he had kind of a rich godfather every year on his birthday he bought him gaming consoles. (My godmother didn’t remember my existence). I continue to play games as an adult and realized that this was not a "phase" as I thought and I decided to contribute in the gaming industry.

First of all. I really needed the money to not die of starvation. BUT to be honest when we did the interview, I really thought the vibe was so good and I knew I wanted to work in that kind of environment. I also liked the idea of working in this project cause they showed me how organized this company is and how the whole vision has inspired them.

Here at the studio, I mainly do the 3D texturing in Adobe Substance Painter but also I’m trying to learn how to do 3D modeling in Blender. We did learn modeling at the college but sadly we did it in 3Ds Max which is my arch enemy.

I am a gamer since birth PC, I think and right now I’m replaying Baldur's Gate 3.

I’m very fond of sleeping (he he!). I also love gaming in case I didn’t mention. I try to go the gym because at 30 if I don’t my whole body decays and hurts and dies. I listen to music and I go do different activities with my friends like bowling, cinemas and escape rooms.

My favorite game hands down is Baldur's Gate 3, I just can’t comprehend the level of dedication needed to make such a good game. As for movie it has to be Interstellar and for music group, I’m going to pick The Jonas Brothers, joke aside, I love the Archive a lot. And since you ask my favored drink, it has to be the hated by the whole world: Campari & tonic with a peel of orange (I know, I'm a psychopath!).



As we reach the end of this post, I want to thanks the incredible developers and 3D artists for generously sharing their time, a bit of their personal life and insights during the interview for this first Navy Logbook of 2024.

Their willingness to delve into the details and provide valuable perspectives has truly enriched the content. The passion and dedication they exhibit in their work are evident. Cheers to their exceptional talent and commitment to pushing the boundaries of innovation in creating Modern Naval Warfare!

We will continue to deliver more insight and unique content of the development of Modern Naval Warfare in the following months.

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