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το ζητήσατε και το αποκτήσατε :D , videoπαρουσιαση του insurgency, η ποιότητα του ήχου δεν είναι και τόσο καλή λόγω μικροφώνου....

Ωραιος ρε, τυφλα να χει ο n00boCap... :p

περιμενουμε το επομενο :T:

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Νέεεεοο gameplay video με σχολιασμό κατα πόσο το insurgency μπορεί να γίνει competitive game και με ποιόν τρόπο(άποψή μου ,u mad?)

Δείτε το σε 1080p :D

[ame=http://www.youtube.com/watch?v=KdAGXdCdb_4&list=UU_6MjkO0w-Akm33rTPOlT3w]Ας παίξουμε Insurgency - σχολιασμός περί competitive - YouTube[/ame]

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  • 2 weeks later...

Molotov Spring - News - NWI Forums

We at New World Interactive are excited to announce the launch of our first major content update, Molotov Spring.

This new update for Insurgency will expand upon the experience we delivered in January, with several new game modes, two new maps, an expanded arsenal, and much more.

One of the biggest overhauls is with our cooperative mode Checkpoint. Since the version you all have been playing, we have practically re-written the AI code from scratch.

The new AI are much more intelligent, and Checkpoint is as immersive and challenging as it’s ever been.

Adversarial Match

Game modes that use objective-based respawning.

- Flashpoint (new)

- Firefight

- Infiltrate (new)

Sustained Combat

Game modes that provide players with higher levels of action and respawning.

- Occupy (new)

- Push

- Skirmish

Tactical Operation

Game modes that offer players only one life per match.

- Ambush (formerly VIP Escort)

- Strike (former Search and Destroy but with only one cache)

- Vendetta (new)

[ame=http://www.youtube.com/watch?v=aUgloGYgeug]Official Insurgency Molotov Spring Trailer - YouTube[/ame]

http://www.playinsurgency.com/forums/topic/3491-march-content-update-molotov-spring/

New Content

New maps: Buhriz and Revolt

New weapon: FN FAL

New grenades: ANM-14 incendiary grenade, Molotov cocktail

New upgrades: 2x Aimpoint, Elcan 3.4x Scope, wooden foregrips for AKM/AKS.

New upgrade options for M-40A1 and Mosin Nagant including suppressors and optics.

New game modes:

Infiltrate - Our new Capture the Flag inspired game mode where you must obtain the enemy’s intel and return it to your base. Your team gets reinforced upon taking the enemy's intel or killing an enemy intel carrier.

Flashpoint - One of our new objective-based respawn modes where there is only 1 capture point in the middle, and where each team has two weapon caches. Capturing the point or destroying the caches will bring your team reinforcements, and clearing the entire area will result in victory.

Occupy - Our new King of the Hill inspired game mode where your team must occupy the map in order to slowly force the enemy to run out of reinforcement waves. Controlling the objective allows your team to continue reinforcing without depleting any waves.

Vendetta - A new single life mode where each team has a leader that they must protect and capture an objective with. Capturing or eliminating the enemy’s leader will result in victory.

Updated Game Modes:

Strike - We have removed the old Strike and put Search and Destroy in its place, but with only 1 cache and a single life.

Ambush - Formerly known as VIP Escort.

New matchmaking category specific to single-life game modes. Objective-based respawning modes are now referred to as “Adversarial”.

All new bot AI for Cooperative and offline practice mode.

All new Cooperative missions for each map (plus new maps).

Stability Fixes

Fixed client side crash caused by being deafened by explosions.

Fixed client side crash caused by player death.

Fixed client side “OnDataChanged” crash.

Fixed Linux coop server crash.

Fixed broken radial menu in OSX.

Increased the sound channel limit, which should reduce performance drops caused by the audio system.

Added Level of Detail to player models for improved performance especially on more open maps.

Gameplay Improvements

Added centralized system for HQ messages which also features queueing so radio messages don’t play over one another.

At the end of the round players are now told the winning condition that was met so that players better understand what caused the round to end.

Fixed weapon dropping so weapons and grenades no longer fall through the ground or disappear quickly after being dropped.

Strike is now a single life game mode with only 1 cache to locate and destroy.

Unless you are in a spawn zone, you now must be directly looking at a cache to open the inventory menu with the Use key.

Made all hold/toggle control choices, such as crouch and ironsight, into separate keybindings instead. The game will detect old configs and will setup the new bindings appropriately depending on their settings.

Added “mp_player_spotting” server-side option to disable spotting.

Added resupply delay to prevent people spamming explosives from their spawn/friendly caches.

You no longer get unbipodded when a player walks past you.

Fixed counter-attack being triggered with only 1 player left alive in Checkpoint.

The final objective in Checkpoint now has a counter-attack round with the bots starting from the previous objective.

Added 3 second delay to weapon being lowered in restricted area, time configurable through “mp_restricted_area_wpn_time”.

Hopefully addressed some of the hit detection issues by using specific outer bounds for player collision. Please provide us with feedback on this.

Added “sv_hud_deathmessages_spectator” which allows you to turn on death notices for spectators.

Added “cl_hud_deathnotice_show_demo” which allows you to force on death notices during demo playback, regardless of server setting at the time of recording.

Bug Fixes

Fixed pistol not being deploy when you become the VIP.

Fixed VIP viewmodel hands not being used when playing as the VIP.

Fixed scroll up behavior when you have no primary weapon.

Fixed problem with receiving pistol in training.

Fixed incorrect knife weapon class.

Fixed localization issues with joining the spectator team.

Fixed some materials that had script errors generating console warnings.

Fixed “Spectating” caption sometimes showing up when it shouldn’t.

Cache discovery sounds now play to entire team, not just squad of discoverer.

Fixed floating weapons around the map (still a known bug with floating attachments).

Accessibility and UI Improvements

Added French and Portuguese (Brazilian) localization.

Updated Simplified Chinese and Dutch localization.

Updated Game Controller configuration using settings from CSGO.

New dedicated HUD element for warning players about restricted areas.

Adjusted PO-4x reticule.

Style changes to game instructor.

Milliseconds shown on game timer when there is less than a minute remaining.

New Voice Responses

Friendly subordinate and friendly squad leader down.

Player wounded.

Molotov and Incendiary throw callouts.

Molotov and Incendiary burns.

Cooperative bots performing aggressive investigation for player.

Cooperative bots flashbang reaction.

Cooperative HQ game start, counterattack start, counterattack end.

Cooperative RPG callouts.

Destroy objective radial callouts.

HQ and player objective related dialogue for points Foxtrot through Juliet.

HQ dialogue for Infiltrate, Occupy, Flashpoint, Vendetta, and Strike for both game start and round start.

New Achievements

Recruited

Aced It!

Decisive Victory: Buhriz

Decisive Victory: Contact

Decisive Victory: District

Decisive Victory: Heights

Decisive Victory: Market

Decisive Victory: Ministry

Decisive Victory: Peak

Decisive Victory: Siege

Decisive Victory: Complete

Έγινε επεξεργασία από wolves
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1118002_o.gif

:drool::drool:

Η buhriz τα σπαει !! οργανωθειτε για cocop !

- edit -

πρωτες εντυπωσεις μετα το update :

ΠΑΡΑ ΠΟΛΥ ΚΑΛΗ ΔΟΥΛΕΙΑ ! επαναφερανε οσα μου ειχανε λειψει απο το mod, buhriz - red dot - FN FAL :D

Το νεο occupy mode ειναι οτι πρεπει για να προσαρμοστεις στα νεα map ενω το strike v 2.0 aka search and destroy ειναι πλεον αρκετα πιο balanced για ESL και ας μην εχει timer στο c4 :p

flashpoint δεν δοκιμασα ακομα αλλα στα χαρτια φαινεται κομπλε, το "vendetta" ειναι οτι πιο broken εχω παιξει μετα το VIP ( τωρα το βαφτισανε "ambush" τρομαρα τους )

Η AI εχει βελτιωθει αρκετα ενω οι molotov ταιριαζουν απολυτα στο στυλ του παιχνιδιου οταν θες να κανεις αμυνα ή/και να καταστρεψεις το weapon cache, να δω ποτε θα σουλοπωσουν και το spotting, μεχρι τοτε υπαρχει η επιλογη στον server για να μην εχουμε καθολου :p

Έγινε επεξεργασία από GruntGR
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Hot Fix March 28, 2014 - Game Updates - NWI Forums

Molotov Spring has been well-received so far!

Thanks everyone for your feedback and positive remarks.

We haven't had any rest since then, as today we're issuing a small hot fix to address a few issues:

- Tweaked Coop maps: Market, Peak, Heights, Contact

- Added Elcan attachment for SAW.

- Increased recoil of FN FAL and updated firing sound.

- FN FAL tracers changed to red, since it uses NATO ammunition.

- More visual damage indicator if you've been hit.

- Removed old unused bot difficulty cvars from checkpoint playlist.

- Increased Coop max roundtime and added extra round time on objective capture.

- Fixed RPG hits not destroying caches.

- Moltov model changes.

- Molotov slowed down damage frequency, increased damage a bit to compensate. You can still run through molotov fire but not hover within it for a while and not die.

- You can throw Molotovs directly at your feet and it will explode, most likely burning you to death.

- Added support for playlists to define required minimum and maximum values for maxplayers.

- Added 24 maxplayers minimum requirement for coop matchmaking.

- Set sniper rifle cost to 1 in coop to match PVP

- Disabled AoE nade screams for friendly grenades which didn't explode directly on top of us.

- Added responses for AoE grenades detonating on or near players.

- Fixed a server issue with Sourcemod plugin.

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  • 2 weeks later...

Reporting live from PAX East in Boston, we are delivering a patch we have been working on to address many issues with the current version as well as introduce some new things such as "beta" Workshop integration.

The update is currently being played by those at PAX. We tried to get this update out earlier in the week but we had to delay due to issues with Steam. Now that this is all resolved we figured it would be nice to update the game for you all in time for the weekend. Full changelist below.

PaxEastBooth.jpg

New Content

Added Revolt Coop.

Added "beta" version of Steam Workshop support to the game. Certain features may not work fully, but players should be able to upload their maps and download other maps. Please provide us with feedback and issues related to this so we can keep improving it.

Stability Fixes

Disabled nav mesh loading when no bots are needed. This should improve map loading speed and also reduce server crashing on changelevel.

Fixed client side crash in Revolt specifically.

Fixed crash with vphysics object creation at an invalid position.

Fixed crash in control point guard behavior for bots.

Gameplay Improvements

Changed the damage indicator so it's more minimalist like it was before.

Changed Vendetta so it no longer includes VIP players on both teams. Instead, the goal is simply to control the objective or eliminate enemy team.

Reduced Occupy capture time slightly.

Removed restricted areas from Strike.

Added more chance involved in determining whether a counter-attack will happen, even if most of your team is alive (it's about 75% likely if your whole team is alive instead of 100%).

Improved Peak Coop.

FN FAL now uses a 20 round magazine instead of 30 rounds.

Overview map now correctly updates players outside of your PVS.

Overview map now applies a drop-shadow to highlighted player text/lines and also displays player information when you hover your mouse over someone.

As a spectator you can now use the overview map to click on a player and spectate them.

Free aim angles are now networked to in-eye observers so when you are spectating someone, bullets impact should more properly correspond to where the player is aiming on the screen.

Player who kills VIP in Ambush gets objective score.

Capturing the intel in Infiltrate will now give you an objective score.

End-round menu will take into account number of caches destroyed in objective tally.

Fixed incorrect team for Firefight capture HQ sounds.

Fixed missing Molotov Cocktail response code.

Added simple Infiltrate behavior for bots so you can now play the mode offline vs. AI.

Increased "safe distance" for RPG use by bots.

Fixed some training issues and confusion players have mentioned.

Tweaked Revolt Skirmish cache locations.

Bug Fixes

Fixed broken M249 2x scope.

Potential fix for "flamethrower bug" in spectator (please give us feedback on this).

Fixed incorrect squads being shown for highlighted players in map overview.

Fixed broken classes (always "none") in coop end-round lobby.

Fixed M16A4 "favorite weapon" never showing in end-round menu.

Fixed messed up texture on Mosin Nagant world weapon model.

Fixed water impact sounds.

Talking player names now draw over the end-round menu.

Fixed Coop bug where sniper role wouldn't come with a scope.

Fixed cache positions in Revolt Strike.

User Experience

Added ConVar "sv_vote_kick_ban_owner" which defaults to on. When enabled, if a player gets banned and they're playing through family sharing it will also ban the owner of the game for the same amount of time.

Global ban lists check the game owner's Steam ID to see if they have also been banned.

You can lookup the 64-bit Steam ID as well as the old Steam representation through lookup_id . This will also show the game owner's Steam ID if the game is shared through Family Sharing.

Added and tweaked a bunch of audio in the game including new explosive sound assets.

Updated Dutch language files.

:D

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  • 1 month later...

[ame=http://www.youtube.com/watch?v=p7lEFF5rB9E]Storming Sinjar - YouTube[/ame]

New Insurgency update available June 4th, including a remake of the classic Sinjar map, a new M14 weapon, and more.

Workshop is also will be opened up to the community and servers.

[ame=http://www.youtube.com/watch?v=sYmYsAZ6Jd0]☼ Insurgency - Basic Tips + Giveaway + EU Servers - YouTube[/ame]

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  • 3 weeks later...
αξιζει?

σαν bf2 -ro2 εινια?

Αν το arma και το cod ειχαν παιδι, θα ηταν το insurgency.

Αξιζει και full price.

Aν ριξεις μια ματια στα προηγουμενα βιντεο ειναι πολυ κατατοπιστικα.

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  • 1 month later...

Το κατεβάζω.Για να δούμε.

Επειδή δεν έχω πολυασχοληθεί με steam πως κάνουμε add σε φίλους ; (Πείτε και nicks για όποιον ενδιαφέρεται για add.Το δικόμου black66gr ).

Έγινε επεξεργασία από black66.gr
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Steam Community :: Group Announcements :: Insurgency

August 9 Update Released

We just released a patch to address some issues from the last update. Changes include:

New Features

Basic implementation of tiers, ranks and leaderboards for matchmaking-enabled servers.

Added Practice Mode back into the game, for practicing multiplayer game modes against bots. The mode can be accessed from the Training section.

Gameplay Improvements

Updated Maps: Panj, Uprising and Buhriz.

Fixed M14 and FAL bipod recoil.

FAL now costs 3 supply instead of 2.

UMP now costs 2 supply instead of 3.

Adjusted barrel lengths of weapons so that the weapon collision system is a little bit less sensitive.

HUD icons now show in their proper location when optics are being used.

User Experience Improvements

Fixed non-widescreen resolutions in Main Menu.

Removed Peak Coop from “allowed_maps” in Matchmaking. Should prevent coop servers that fail to load a mapcycle from allowing Peak Coop in the map vote and causing a server crash if voted for.

Player no longer says “Changing Mags” when reloading the M203 or GP25 underbarrel grenade launchers.

Game settings filters now have a “don’t care” option if you don’t care whether it’s on or off.

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