News Liste Interstellar Marines

Update 27 - To Hell and Back
Interstellar Marines
20.01.18 22:52 Community Announcements

Update 27 - To Hell and Back

[b]Good news everyone![/b] Thanks to our wonderful crew of community volunteer developers, Update 27 has been wrapped and released! Going into the volunteer program we weren’t sure what to expect, but we knew development was much too slow and something had to be done, and we sure are glad we took a chance and accepted some help. Now that we have a better idea what the volunteers are capable of and how to manage volunteers rather than regular employees, we plan on more frequent updates in the future. We’ll need to upgrade the Unity engine sooner rather than later. Our current engine version is the 2 year old 5.1.3 released August 2015, and by upgrading we’ll be able to utilize all the new and improved features, graphical and performance benefits of an up-to-date version of Unity. We’re also very focused on getting more weapons and tactical features into the game and we also really want to expand the AI of our enemy Combat Training Robots, to make them much more intelligent and challenging; with the AI teaming up playing SP/COOP/Wargames with strategy and tactics. We’ll update [url=https://trello.com/b/sUpeIyQ9/interstellar-marines]Trello[/url] the second we know what we’ll focus on for Update 28. [b]FOR THE LOVE OF THE GAME,[/b] [i]Your small team and awesome volunteer army at Zero Point Software[/i]

Interstellar Marines - Update 27

(0.5.27 - Revision 1354) Platforms available, 32-bit & 64-bit Windows, Linux, OSX

Changelog for Update 27

What's New

[b]ADDED[/b] 64 Bit support for all platforms. [b]ADDED[/b] Tactical Reload. [b]ADDED[/b] 2 light modes (dark/light) to GKBB controlled by a power box & other changes. [b]ADDED[/b] New AR03 Firing sound. [b]ADDED[/b] New OS-1 Pistol Firing sound. [b]ADDED[/b] Support for arrow keys bindings and quality of life changes to the skin menu! [b]ADDED[/b] 10 random Bullet Whiz sounds from Running Man into Marine 1P impact sound list, until we get a proper bullet whiz system implemented [b]ADDED[/b] CheckIfMinAndMaxValuesMatch to IntelligenceBase to eliminate unnecessary calculations [b]ADDED[/b] New Suppressor_2_A model iteration 1, added materials and created Suppressor_2_A.prefab [b]ADDED[/b] Support for CTR's spotting targets with their flashlights.

Improvements

[b]UPDATED[/b] CTR defective, SMG and AR with changes made by Tanner, they're much more reactive and precise now [b]UPDATED[/b] HP for defective (melee) decreased so all CTR's will die if hit in the head, and done some general normalization of the HP on the body parts [b]UPDATED[/b] Movements speed of CTR SMG and AR, so SMG is faster in patrol (walk) and assault (run) and the AR is a bit slower in patrol and assault [b]UPDATED[/b] Get Killed By Bots map with more accurate Navigation mesh and CTR teams 1 and 2 is now White vs Black (no political agenda intended), it was just the two CTR skins most different to each other ;) [b]UPDATED[/b] InputManager.cs to fix the controller firing bug [b]UPDATED[/b] AR Aiming noise time increased from 0.75 to 0.8, equal with SMG [b]UPDATED[/b] SMG Recoil Aim scale reduced from 0.9 to 0.75, equal with AR [b]UPDATED[/b] SMG Breath/noise bob aim ratio lowered from 1 to 0.5, equal with AR [b]UPDATED[/b] Welcome Mission scene with adjusted suppressor pickup prefab and change so you only get one (to share between weapons) [b]UPDATED[/b] Sandbox scene with Arsenal locker + 3 suppressor pickup prefabs. [b]UPDATED[/b] All weapon prefabs to accept new Suppressor prefab [b]UPDATED[/b] Suppressor Pickup to present the Suppressor_2_A model [b]UPDATED[/b] CTR AR/SMG Accuracy values changed [b]UPDATED[/b] Fixed values related to spinning CTR, fixed reaction time [b]UPDATED[/b] Increased pistol ADS recoil scale [b]UPDATED[/b] Reduced AR reload speed to be more consistent with SMG [b]UPDATED[/b] AR and SMG prefab lurch values [b]UPDATED[/b] Made CTR's identification of targets less random and more consistent. [b]UPDATED[/b] CTR SMG/AR accuracy values making them more accurate. [b]UPDATED[/b] increased SMG ammo capacity to 32 and SMG ammo pickups to 32. [b]UPDATED[/b] increased SMG burst mode to 4 rounds. [b]UPDATED[/b] Get Killed By Bots with two different light settings to test CTR’s new ability to “detect/see” players with their flashlight. (Cycle the light switch to re-illuminate red lights that get shot out). [b]UPDATED[/b] Skin menu with new quick select option (Select and stay in the menu or HOLD CTRL to exit as soon as you select a skin). [b]UPDATED[/b] SMG, AR and Pistol with slightly less FOV change for added realism (until we can simulate sight magnification) [b]UPDATED[/b] Recoil lurch V3 system. [b]UPDATED[/b] CTR's spotting targets with their flashlights.[b]UPDATED[/b] SMG ammo capacity to 32, ammo pickups to 32. [b]UPDATED[/b] Minor tweaks in lens flare distance. (visible from a bit further away and close up) [b]UPDATED[/b] Lighter ammo and weapon crate interiors. [b]UPDATED[/b] Defective and Guard CTR damage values updated to correspond to player's. [b]UPDATED[/b] Defective CTR body and limb damage values halved, head shot now 1 hit kill. [b]UPDATED[/b] Weapon recoil values adjusted. [b]UPDATED[/b] Smaller camo patterns for purchasable ZPS created camo skins. [b]UPDATED[/b] Increased the length of the mouse setting scroll reticle so all options fit in all resolutions. [b]UPDATED[/b] NGI CTR medical cross to green, resolving a Geneva Convention compliance issue. [b]UPDATED[/b] Reload mechanics with CTR animation controller. [b]UPDATED[/b] Ammo counter sights optimization. [b]UPDATED[/b] Supply crate Pre-fab updated for more exact placement and new aligned pickup locations. [b]UPDATED[/b] Suit Systems to properly work with reload sound.

Optimizations

[b]OPTIMIZED[/b] recoil view rotation calculations by disabling them unless weapon is being fired.(except in semi-auto mode it always calculates when fire button is hold down) [b]OPTIMIZED[/b] exhaustion view rotation calculations by disabling them when not needed

Fixes

[b]FIXED[/b] canceling suppressor attach, when quickly hitting the key multiple times. [b]FIXED[/b] Ammo counter visible through everything. [b]FIXED[/b] Client not knowing it had suppressors. [b]FIXED[/b] Multiplayer suppressor bug when equipping and unequipping super-fast. [b]FIXED[/b] Revive attachment poof bug. [b]FIXED[/b] Semi-auto aim slow rise. [b]FIXED[/b] Random no recoil bug on burst mode. [b]FIXED[/b] Weapon swap with alpha keys. [b]FIXED[/b] Weapon swap using d-pad on gamepad. [b]FIXED[/b] UI not showing at certain resolution. We will continue utilizing the ITO tester program to test progress on upcoming updates. [i]To become an ITO tester join our [url=https://discord.gg/czdpCbe]official Discord server[/url] and post “!Enlist ITO Tester” in the role-requests channel. Then you'll receive access to the ITO testing announcements where you’ll find the code to unlock the beta branch in Steam.[/i]