1. Dashboard
  2. Forum
    1. Unerledigte Themen
  3. Downloads
  4. Galerie
    1. Alben
  5. Toolbox
    1. Passwort Generator
    2. Portchecker
  6. Mitglieder
    1. Mitgliedersuche
    2. Benutzer online
    3. Trophäen
    4. Team
Fr: 03 Oktober 2025
  • Anmelden oder registrieren
  • Suche
Alles
  • Alles
  • Artikel
  • Forum
  • Dateien
  • Seiten
  • Bilder
  • Erweiterte Suche

Schön, dass du den Weg zu NodeZone.net gefunden hast! Aktuell bist du nicht angemeldet und kannst deshalb nur eingeschränkt auf unsere Community zugreifen. Um alle Funktionen freizuschalten, spannende Inhalte zu entdecken und dich aktiv einzubringen, registriere dich jetzt kostenlos oder melde dich mit deinem Account an.

Anmelden oder registrieren
    1. Nodezone.net Community
    2. Mitglieder
    3. RSS-BOT

    Beiträge von RSS-BOT

    • Patch Notes 0.1.31.12780 and SCUM comic #5

      • RSS-BOT
      • 5. April 2019 um 18:34
      Zitat von SCUM - RSS Feed

      Hey, everyone!



      It's your fave devs bringing you a

      brand new update

      and a

      brand new comic page

      ! You already got a

      hotfix

      this past week, as well as several blog posts, so the next person who tries to spin the story into anything other than us working like crazy gets

      the same treatment our Goran got this morning

      .



      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Driving skill

      WE HAVE FULLY IMPLEMENTED THE DRIVING SKILL, YAY!!!

      This is how it works now:



      • All existing characters will have No Skill level by default.

      • Driving skill affects: time it takes to turn on the engine, chance for engine stutter when trying to drive vehicle from rest, chance for engine stutter when shifting to higher gear, chance for engine to turn off after stutter, top speed, time it takes to change gears and ability to steer properly.

      • As you level up your skill the chance of car problems gets lower.

      • Also we updated car sounds to better sounding versions.

        f21f9608d61aba5e550efe284df7aa9f37c42026.jpg

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Radio

      • Our radio is finally done! Now you will be able to find it in 2 ways. One is to find a radio in the world and carry it around, the other way is to find a car because each car has its own radio. The radios scattered around the world sound as crappy as you would expect them to sound. The car radio sounds as good as you would expect it to sound. Realism, friends!

      • Car radio controls:
        J - Turn on/off radio
        Ctrl + J - volume down
        Shift + J - volume up

      • For now you will hear some promos for our events, and have different types of cool music to listen to. These are still mostly placeholders because we have some cool plans for it in the future.

        If you are a musician who would like to have your music in the game, or you have a small underground indie band you would like to support this way, please send an email to tena at gamepires dot com for more info!

      • Guess who your radio host is! That's right, it's our John Dick, who else would it be?

        d8f5553c9ba9146911acdbe752d1c15f55fe1b76.jpg

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Blast from the past.

      • Old remnants from a war long forgotten, wonder what can you find there.

        03c30d8b83d199947c8793b28a50734e291d0485.jpg

        9866c256395f125b043e6b196a9e2fdb77c440d2.jpg

        402f6b2758f4f5004bf47c3646ce4289a27782d2.jpg

        c8c770e04e4629c34da9d30c65b9db7675b27e07.jpg

        3f2a16a1418bf8cf0777e17f02231f9b238ccff5.jpg

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Taunts

      We have some more taunts coming your way! This time we will mix it up, so now you have both casual and military taunts!



      • Casual taunts.

        1f9e0b3f7a7b7ab5ea34a2ab9e794928314f5de3.jpg

        605b4261c40d806d1affc38483444cfb46d283ee.jpg

        550457350f5b6e06a9912a23689c82536272ab66.jpg

        2ba34f03e671947d8573fae386eb2ff95b22935a.jpg

        f10347828615c735e7d533aae3275a472afa5454.jpg

      • Military taunts

        158aeb15fa420f8c95f919ac450d29e5edd3e97b.jpg

        cb2b84bd668aa25f643fd55ebfc12dd4a8799436.jpg

        4a850eaae2411a3b0e228e1de56a18c3b731d887.jpg

        e811a34c7561405093327e0ad320008c4a7ad9d2.jpg

        c35e25a51c3b295c8b52f067c579dd7648df0504.jpg

        cf1d8c154599badbe52b94042104afc3c9da5e7b.jpg

        33b8fc034720e3bda8c3e82e0092f041ffaec70b.jpg

        65868e9076ca39a49a2a1ff8306241fc0e77505f.jpg

        5ea4cda81519623e7a9710e4c49228f552b4b1f1.jpg

        66baa581b78ac9b5f54a73a96f6f43d0d7624184.jpg

        6b3bfeef362babaa49513aed8cd128f798c39892.jpg

        813446f3ee09edbb272de1c9b96f4c04077c85f9.jpg

        98c99e21ecb78f589964f9f3023f94820a5b50e0.jpg

      • Also you can bind military taunts to the F keys for more easier usage through the options menu.

        bd33b2879998f1e54a41d638d371c6a22949abfc.jpg

        d4c82ebe58b0103aa0bd0dd7e18b06b30b00b442.jpg

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Loot rework

      We did a small rework on how loot spawns, so now abundant loot is abundant and rare loot is rare, most of the abundant loot can be used for crafting to get better gear. In all we are trying to expand the time you need to get high end gear, but also to make ti feel more rewarding.



      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Logitech LED Illumination

      • We added support for Logitech LED Illumination, so your keyboards, headsets and speakers can scream SCUM as well!

        c4dd60a0337723b4936a049fa73b0c5cdb0fff80.jpg
        This one will be in the menu

        b9582ff104159698d89a8d8e84987390b61d9d65.jpg
        This one will be once you enter the game

        cc26b6496f01846fbbff6a54d3668e59b3aef025.jpg
        This will be a red flash once the player is injured, the red flash is also sent to the headset and speakers if possible.

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Chests in rocks

      • We found the fix for chests in rocks, but if we add it now every chest that is in a rock won't be accessible.

        So we are giving you time until the next patch to get all your lot from those chests to a safe place, as from the next patch you wont be able to place chests in rocks or access them.

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      Bug fixes

      • Fixed a bug where a chest without durability couldn't be destroyed.

      • Fixed a bug regarding item spawning that caused possible server crashes.

      • Fixed a bug where backpacks were clipped to the chest while climbing ladders. We also introduced the bug where in the first person view the camera is a bit offset while climbing ladders, but hey, we're working on it!

      • Fixed a bug where if you had a quiver equipped, after relogging the quiver would drop to the ground.

      • Fixed a bug when a player was killed its ragdoll would pop around.

      061503b236f3b3070a8061b2c1b8baa4f40f7c62.png

      That's it for today's patch notes, but that's not all, kids! Here's a brand new page of our Friday SCUM comic! If you missed the previous ones, here they are:

      1

      ,

      2

      ,

      3

      and

      4

      .



      73fd2832e9f3cccb7dc320564cb3a81b66bc005e.jpg

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…022875551510837

    • PC Stable Update 1.02

      • RSS-BOT
      • 3. April 2019 um 17:25
      Zitat von DayZ - RSS Feed
      f0167aa6628a308aecb9d47249522ddf780f9278.jpg

      Hello Survivors!



      The second Platform Update of DayZ is out on Steam (both the game update and server files update). Along with many quality of live improvements, fixes and tweaks, it reintroduces two .308 caliber weapons and what's arguably the most luxurious transport option the post-apocalyptic Chernarus offers: the mighty Olga 24 sedan.



      While the 1.02 update does not have a strict theme, a lot of work has been done to streamline the inventory design and functionality (yes, you can move with your inventory open again!). The game design team also put emphasis on promoting stealth gameplay when dealing with the infected, and also went through a couple of iterations on the night time experience. Get all the details and full patchnotes below!


      https://www.youtube.com/watch?v=5bJ_sBgLTxo

      New vehicle

      Olga 24

      Once a high end, "Executive" level car, the Olga 24 is a four-door Sedan easily able to reach top speeds on the Chernarussian roads.


      pV0YlXp.png

      New Firearms

      LAR

      The select-fire rifle LAR is used by specialized military forces. It comes with a 20 round magazine, using .308 caliber bullets.


      EOzk7Z7.png


      M70 Tundra

      The M70 Tundra is a bolt-action hunting rifle using .308 caliber ammunition.


      GaBbTjE.png

      New & improved weapon attachments

      • Usable backup iron sight of the ATOG
      • Compensator for the Mosin 91/30
      • Mini Sight (small red dot)
      • RVN sight
      • Individual zeroing of iron sight and telescopic sight for compatible items

      Clothing

      • Holster and pouch for the plate carrier vestc18nTsm.png
      • Assault vest and its butt-pack
      nmOdteu.png

      Inventory

      • Ability to move slowly while displaying the inventory
      • Better visualisation of the inventory content
      • Proper scaling of items in the hands slot
      • Ability to have containers as an attachment (e.g. pouch on a plate carrier)
      • Various icons and visuals
      • Ability to reorder the inventory containers

      Other

      • Possibility to kill an infected in melee hit (e.g. with an axe), from the back
      • Changes to night lighting
      • New Noise indicator to encourage stealthy gameplay

      Patchnotes

      NOTES
      • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
      • Consider de-fragmenting your HDD after downloading large updates.
      • In case of problems, please check the Bohemia Interactive support F.A.Q.[support.bohemia.net], DayZ F.A.Q.[forums.dayz.com], or BattlEye F.A.Q.[http://www.battleye.com]
      • You can help us to further improve the game by posting your feedback on the Feedback Tracker[feedback.dayz.com].
      ADDED
      • Added: OLGA 24 with attachments
      • Added: LAR with attachments
      • Added: M70 Tundra
      • Added: .308 WIN ammunition
      • Added: Assault vest
      • Added: Utility buttpack
      • Added: Plate carrier holster and pouches
      • Added: Mini red dot and RVN sights
      • Added: Mini red dot sights now compatible with CR-75 and BK-133 as well
      • Added: Functional back iron sights on ATOG optics
      • Added: Toggle iron sights/scope aim by pressing RMB
      • Added: Precise weapon lifting by weapon length
      • Added: HUD noise indicator
      • Added: Improved inventory icons rendering
      • Added: Inventory icons dynamic scaling
      • Added: Ability to one hit kill infected from behind with selected items
      • Added: Particle effects visible on the inventory player character
      • Added: Inventory character has items in hands
      • Added: Ability to walk (but not jog or sprint) while inventory is open
      • Added: Quick add to quickbar by hovering and pressing a number key
      • Added: Highlighting to hovered items in inventory
      • Added: Client-side personal night light (environment is subtly illuminated from the camera at night to save players from becoming completely blind without a light source)
      • Added: Mosin 91/30 compensator
      • Added: Independent firearm zeroing for iron sights and scopes
      • Added: Option to change the order of inventory cargo containers
      • Added: Hand cramp for brain disease
      • Added: Injury animation is visible in inventory view
      • Added: Expanded admin log (detailed hit messages, placement & base building action logging, player list printout)
      • Added: Footsteps sounds for movement inside tents
      • Added: Footsteps scuff sounds for grass surface
      • Added: Sounds for lock/unlock doors action
      • Added: Sounds for combination locks
      • Added: Sound animation events for heavy hit animations
      • Added: New set of sounds for male infected
      • Added: Sounds for hot and freezing character animation
      • Added: Foley sounds for movement with heavy items in hands (Power Generator, Barrel, Tents, Sea Chest)
      • Added: Sounds for pick up and drop action for various items
      • Added: Position dispersion when infected cannot see the target, but can hear it
      • Added: Expanded admin log[community.bistudio.com] (detailed hit messages, placement & base building action logging, player list printout)
      • Added: Muzzle flash effect for Mosin compensator
      FIXED
      • Fixed: Client crashes when attempting to connect to the server through launch parameter on Windows 7
      • Fixed: Server crash caused by in-game actions
      • Fixed: Server/client errors upon loading weapon
      • Fixed: Client error when equipping bandana
      • Fixed: Server error when manipulating vehicles parts
      • Fixed: Client error when manipulating barrel
      • Fixed: Client error when manipulating radios
      • Fixed: Client error when manipulating dead infected
      • Fixed: Client error when removing wooden logs from fence or watchtower
      • Fixed: Client error when disconnecting near a radio control panel
      • Fixed: Client error when removing rag from the mouth
      • Fixed: Client error when attaching combination locks
      • Fixed: Client error when committing suicide with weapon
      • Fixed: Multitude of environmental issues (models adjustments, objects collisions, incorrect LODs, )
      • Fixed: Various IK poses (base building and electricity items, seeds packets, ammunition, vehicle parts)
      • Fixed: Blending of textures on Skybox (previously causing sudden flashes)
      • Fixed: Weak dynamic lights during dusk and dawn
      • Fixed: An issue where the majority of the character clothing was rendered in lower resolution than the game was running at
      • Fixed: Items can be picked up through walls (T137847)
      • Fixed: Texture artefacts on the crosshair
      • Fixed: Player can skip vomiting by staying crouched
      • Fixed: Player can skip vomiting by jumping
      • Fixed: Salute gesture keeps items in hand
      • Fixed: BK-133 does not change textures according to damage states
      • Fixed: Speed of inventory scrolling
      • Fixed: FPS drop when dismantling/destroying base building parts
      • Fixed: Barbed wire attached to fence will now move properly when opening gate
      • Fixed: Player does not get proper damage while standing in flames
      • Fixed: Driving over a character with a vehicle does not inflict damage
      • Fixed: Player receives damage from a vehicle while standing close to it
      • Fixed: Some gestures with weapons make arms twitch
      • Fixed: Infected do not inflict any damage to animals
      • Fixed: Player becomes deformed for others while sitting in a car
      • Fixed: Windows cannot be destroyed for some of the vehicles
      • Fixed: Splitting/combining rags will overlay another item in the inventory
      • Fixed: Items can get stacked incorrectly in one slot on top of each other (T136643)
      • Fixed: Items can be put in hands via inventory while sitting in a vehicle
      • Fixed: Projectile impacts do not alert infected
      • Fixed: Swapped clothing items can remain in characters inventory when standing in the vicinity (T136679)
      • Fixed: Sawing off Mosin 91/30 with attached optic/loaded ammo deletes the items completely (T136205)
      • Fixed: Players are able to access dismantle actions on towers from the outside (T136666 + T 137639)
      • Fixed: Switching seat while driving will result in a silent vehicle (T137285)
      • Fixed: Item size changes visually for wielded item when logging off (T136822)
      • Fixed: Selecting survivor in the main menu and pressing play opens old server browser (T136726)
      • Fixed: Environmental damage is not logged correctly in server logs (T137257)
      • Fixed: Attacking infected clip through the player (T137370)
      • Fixed: Missing arrow mark on items with container or attachments (T137103)
      • Fixed: Offline missions cannot be launched on Windows 7 (T137264)
      • Fixed: Hunting scope allows looking through walls (T137033)
      • Fixed: Crafting improvised suppressor takes 1 % from the duct tape (T133200)
      • Fixed: Collision of packed Car Tent remains in the middle of the unpacked Car Tent
      • Fixed: Barrel inventory is misplaced when several barrels are in one place
      • Fixed: Tent and barrel placement is restricted only to flat surfaces
      • Fixed: Weapons cannot be reloaded while lying on the back
      • Fixed: Restrained characters can play freezing animation
      • Fixed: Handheld optic, binoculars or rangefinder were not usable (T137102)
      • Fixed: AIs might get stuck mid-air after being killed by vehicle
      • Fixed: Enduro helmet attachments are out of place in inventory
      • Fixed: Fitting of localized item names in tool-tips and headers
      • Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart
      • Fixed: Server crash upon respawn
      • Fixed: FX-45 was not functional
      • Fixed: Getting shot underwater put the character into falling animation
      • Fixed: Inventory, vicinity, and hands slots were overlapping with each other
      • Fixed: The first gunshot caused FPS drop
      • Fixed: Server VMEs related to the in-game map
      • Fixed: Character noise indicator not being present
      • Fixed: Attachment icon dragged from hands slot to an invalid slot disappears
      • Fixed: Character noise indicator not showing appropriate values
      • Fixed: Collisions of base building objects remaining after their parts have been detached
      • Fixed: Rangefinder drawing its value on other clients' screens, assorted client error, and interference between rangefinders
      • Fixed: When opening doors for the first time, the whole building model can move slightly
      • Fixed: Client error connected to player presence indicator
      • Fixed: It is no longer possible to attach the Hunting Scope to the BK-18
      • Fixed: A client-side crash connected to the base building feature
      • Fixed: Fence gate cannot be opened after server restart
      • Fixed: Fence can be walked through after server restart
      • Fixed: Backwards compatibility for mods using particle API from version 1.01 and older (GoreZ and such).
      • Fixed: Client error tied to base building
      • Fixed: Ruined tires now affect vehicle behaviour
      • Fixed: Fire geometry for offshore worker infected type
      • Fixed: Invisible dynamic events and custom objects
      • Fixed: Adjusted MRDS post-process on FX to make it more usable
      • Fixed: Tuna can miss the "Open" action in certain conditions (player/others nearby manipulating with a Compass)
      • Fixed: Stacks of .308 Ammo spawning with 0 quantity
      • Fixed: The player now dies properly from hypothermia, preventing client errors and other issues
      • Fixed: Only one player in a VoN conversation can hear the others
      • Fixed: Vehicle radiator cannot be refilled until the car has been started
      • Fixed: Character movement speed desynchronization, where the character moves as if aiming down sights even when they are not
      • Fixed: Client error connected to using a water bottle on a fireplace
      • Fixed: Leaving ADS on weapon actions
      TWEAKED
      • Changed: The weather simulation has been reworked, improving the network synchronization and lowering its performance cost. As part of this, SimulWeather and its related options were removed.
      • Changed: Improved the impact of dynamic lights on surfaces (including the roads)
      • Tweaked: Improved quickbar visuals and responsiveness
      • Tweaked: Minor tweaks to the global light config
      • Changed: Major cleanup of CfgWorlds config parameters (and related classes such as CfgSurfaces and Clutter)
      • Tweaked: Alpha channel of mud road texture, so it's lit up properly by the dynamic lights
      • Tweaked: Inventory blur intensity is now at half of the previous value
      • Tweaked: Inventory icons for firearms and their attachments
      • Tweaked: Item sizes for handguards and buttstocks
      • Tweaked: Inventory size of suppressors
      • Changed: Items located in fireplace cargo will now be burned to 'Ruined' state instead of 'Badly damaged'
      • Tweaked: Damage system for ADA 4x4
      • Tweaked: Central economy (minor adjustments)
      • Changed: Item view bounding box enlargement when attachments are added
      • Changed: Improved behavior of all light sources (fade in / fade out effects and more)
      • Changed: Light sources slowly fade out when they are low on energy instead of suddenly going completely dark
      • Tweaked: Slightly darkened breath vapor particle to avoid glowing at night
      • Changed: Improved behavior of smoking chambers on all guns (smoke escapes only while the chamber is open)
      • Tweaked: Decreased intensity of all light sources during daytime
      • Changed: Reflector surface of all light sources now shines properly
      • Tweaked: Chemlight illumination radius increased
      • Changed: Torch is now always transformed to stick when its rags are removed from it
      • Changed: Bear trap damage output is now dynamic (it always causes the victim to start limping, but it won't kill them unless their health is already critical)
      • Changed: Significantly improved quality of vehicle smoke particles during high speed
      • Changed: Melee/weapons to animate with "spine3" bone (different shoulder animation)
      • Optimized: Physics rayRcast & Shapecast callbacks
      • Optimized: Possibility to enable multithreaded replication from server config using "multithreadedReplication" parameter
      • Optimized: Size of entity create network messages
      • Tweaked: In-game map behaviour
      • Changed: All particles are now preloaded during the game's initial loading
      • Changed: 'FullAuto' fire mode set as default mode on all relevant weapons
      • Tweaked: Sneak attack on the Infected now also works when hitting the torso
      • Tweaked: Infected are less perceptive in terms of sounds in general, limited vision at night
      • Tweaked: Blood and health regeneration slowed by roughly 1/3rd
      • Tweaked: Water and energy metabolism slowed down by approximately 1/5th
      • Tweaked: Increased water, energy and healthy penalty by approximately 1/2 when heat comfort is low/high
      • Tweaked: Chemlight illumination range lowered to 7.5 m
      • Changed: Updated tourist trail map model and textures
      • Changed: Lowered the Infected alertness caused by projectile impacts nearby
      • Changed: Disabled attaching of MRDS to CR75 (MRDS currently has issues on the weapon that need to be dealt with first)
      • Changed: Blood regeneration speed lowered
      • Changed: Amount of blood loss from hamolytic reaction raised
      • Changed: Lowered the illumination range of chemlight and the light around character at night
      • Tweaked: Lowered chance of jamming for pistols
      MODDING
      • Added: Script function for disabling flares on light entities
      • Added: Script function for setting the relative position of flare on light entities
      • Added: Particles that are attached on an object can now rotate independently from that object (this fixed unintended directional flame on burning torches, see Particle.PlayOnObject(...) function documentation)
      • Added: Script function PlayerPreviewWidget::GetDummyPlayer
      • Added: New method on particles: ScaleParticleParamFromOriginal(...)
      • Changed: Particle API was refactored. Function Play(...) was replaced by functions PlayInWorld(...) and PlayOnObject(...). Please update your scripts accordingly to prevent compilation errors.
      • Changed: Huge refactor of how scripted lights behave. Please start using this API instead of config Pilot Lights. (Check file ScriptedLightBase.c and see examples in Scripts\4_World\Entities\ScriptedLightBase)
      • Tweaked: Corrected name of config parameter 'slopeLimit' to 'slopeTolerance'
      • Removed: Obsolete/deprecated configuration parameters were removed.
      • Tweaked: Personal light access parameter (PlayerBaseClient.m_PersonalLight) changed from 'private' to 'protected' to allow modding
      KNOWN ISSUES
      • Individual melee hit registration issues against infected
      • Going unconscious with an open map can cause freezes
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/221100/a…378977503197603

    • Developer Showcase #5 - Kristian (QA Lead)

      • RSS-BOT
      • 3. April 2019 um 15:27
      Zitat von SCUM - RSS Feed

      Hey, everyone!



      We have a special treat for you today - you get to meet

      Kristian

      , our

      Quality Assurance Lead

      AND you also get a

      hotfix

      , so don't ever say we don't love you!



      878c9c4557d766e2bf9b92d71137ea2491fcc663.jpg
      "Can you please not look like you're posing for a stock photo?" "Is this better?" "No, it still looks like a stock photo." "Okay, I don't care, just do it already."

      Kristian is one of the newest additions to our team, but we go way back and you'll learn all about it because I love embarrassing people online. I met Kristian back in 2011 during a game of League of Legends. I was a games journalist in a previous life and he was a 15 year old games fanboy - I was playing with some friends, when all of a sudden a message popped up in the in-game chat. It went something like "OMG TENA ARE YOU THE TENA? I'VE READ ALL YOUR COLUMNS OMG I LOVE YOU SO MUCH". The columns objectively sucked, but he was a sweet baby and it was cute.



      A few years later I attended an industry conference - it was the 1st edition of Reboot Develop, the conference that would become the biggest and fanciest one in this part of Europe in just a few years, and lo and behold, Kristian was there - the only attendee who wasn't part of the industry yet. A kid who saved his own pocket money so he could buy an expensive event ticket to meet his industry role models and hopefully one day work with them. It was heartwarming and everyone remembered him.



      69fdd34723cefada7f2db6211f3ff59e3b377036.jpg
      An exclusive photo of our quarterly performance reviews

      He says the first game he ever played was Kula World on PS1, and right now he likes RPGs and survival games. He has dabbled in programming since high school, went on to study computer science at the same college our technical director Andrej went to, and then finished not one, but two courses at Machina, a local gamedev academy - one in Unreal, and one in C++. After that he stayed in Machina for a year and worked as their CM. He knew what he wanted and went after it hard, which is exactly the kind of attitude we were looking for. Today I asked him why he wanted to get into gamedev so bad. He said that video games gave him a sense of comfort and security growing up and he wanted to do the same thing for someone else. And you know what? I could tell he was being honest.



      6b17af33eb83d9456d499d591b517f6ba402e355.jpg
      A picture of Kiki testing my patience instead of the game

      His role here at Gamepires is kinda all over the place, like most of ours are, because we all do a bit of everything. He's our dedicated QA guy, but he's also in charge of handling the community side of bugs and bug reports, as well as our 3 student interns who are part-time QA and part-time CM. That means Kristian is the lead of our small QA team, but also part of our bigger marketing team. Still following? Me neither, I just wanted to brag about being his boss, hi mom!



      68366946f9393f76527332765e8a8e4961da3241.jpg
      Kristian and his interns just being themselves (loud and disruptive)

      His day-to-day life here looks something like this. First he scours our Steam for all the bug reports and reports them in our internal bug tracker. Then he does the same on Discord and Reddit. He'll even join random servers and play on them if he hears something's off - he'll take notes and report everything. By the time he's done with that, we'll already have the first game build of the day to test out, so he'll do that. Over and over again. Then he'll go back to our socials and see if there are any new bug reports to try and reproduce them while he waits for another build to test. It's pretty boring if you ask me, but he seems to enjoy it. He's also a really good ping-pong player, which is also pretty boring, but he seems to enjoy that as well. He's pretty weird, honestly, but we like them weird here.



      15ff0f05c020c53c6129ddee3241566107dbac61.jpg
      "I'm into sports, but not like actual sports, just their weird table versions. Honestly I'm not into sports at all, I just like feeling like I work in a mobile gamedev startup. Sometimes I cry into my nougat cappuccino, but then I say the word 'synergy' over and over again and it makes me calm down."

      Since Kristian is in charge of bugs and the patch we published on Friday created a lot of them, we'll use this opportunity to publish a

      hotfix

      and hopefully squash as many of them as we can. If we fail at that or create some more, make sure to blame Kristian! Just kidding, please report them through the appropriate channels, thank you.



      Here's a list of what we've fixed (Hotfix v. 0.1.30.12666):

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      • Fixed a bug where spawn rates were drastically reduced.

      • Cargo drop now has the correct green smoke effect when dropping.

      • Fixed aiming down the sight on TEC01 shotgun.

      • Fixed an issue when climbing ladders with a backpack that would make the backpack clip through your chest.

      • Reduced the amount of strength required to handle some bows

      • Fixed a bug where you couldn't shoot the compound bow in first person, but it would put you in third person instead.

      • Fixed a bug where a bow would lose all durability after shooting once from it.

      • Feathers now spawn in rural areas as well and you can obtain them by chopping up birds. (seagull, crow, chicken)

      • Made crafting recipes for Improvised quiver, and animal skin quiver.

      • You can now properly craft arrow tips and arrows as well.

      • P223 scope now has correct zoom.

      • Red dot sight now doesn't write any data on the sight. (It was the overlay from the ACOG).

      • Fixed a bug where the archery skill would appear twice.

      • Fixed a bug where you could use ingredients to craft blueprints from a long distance.

      • Fixed a bug where "Spawning on Squadmate" didn't show up.

      • Fixed some models where the player would clip through the roof.

      But that's not all! We're also including a big anti-cheat update!

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      That's all for today's Developer Update, my lovelies! Stay tuned for Josip's Friday post, and I'll see you next Wednesday!



      Love, Tena

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…022875545472110

    • Patch Notes 0.1.29.12610 and SCUM comic #4

      • RSS-BOT
      • 29. März 2019 um 20:21
      Zitat von SCUM - RSS Feed
      980abb9db4c9800c40866b02b522caf00564774a.jpg

      Hello our lovely #scummunity, oh boy do we have a nice little surprise for you all. It starts with an A and ends with "

      rrow in the knee

      " (And no, 2012 is not calling for their joke back).



      Jokes aside, the time has finally come to welcome the

      archery skill

      to the SCUM family, and we're eager to show you what we have for you!



      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Archery


      • Archery is a skill of shooting from bows. There are different types of bows players will be using in the game. Depending on the type, bows are divided into: recurves (one piece bow), takedowns (limbs can be changed and removed, when disassembled it can fit in the backpack), compounds and crossbows. Because crossbows perform more like rifles they will be handled separately.

      • All bows also have different poundage. The poundage (it's common to use the pound sign – # – to indicate pounds, so 40 pounds would be represented as 40#), or draw weight represents the force required to hold the string stationary at full draw. Draw weight is used to define the power of the bow. For pulling the bow string player uses both strength and technique. While strength is related to his attribute, technique is related to his skill.

        For now we have 3 types of bows: Compound bow, Improvised bow, and Recurve bow.

        Compound Bow

        • The compound bow will have a draw weight of 60#, you can attach to it sights, stabilizers , and the silencer.

          92425c19039d7a91a3c1fef7d6ee4496d11b3a18.jpg

        Improvised Bow

        • The improvised bow is the most basic bow in the game, you can craft 4 versions of it with different draw weights: 20#, 25#, 30#, 35#. You can attach the silencer to it.

          9e32a95dfbe1ae7a7c53eff798163f76d1f9486e.jpg

        Recurve Bow

        • The recurve bow is the middle ground when it comes to bows, it has most versions of draw weight: 40#/50#/60#/70#/80#/90#/100# and you can attach the silencer on it.

          f43ea09e52ba207fc4258bce1e30d20832a20635.jpg


      • If the player doesn’t have sufficient strength or skill he/she will not be able to pull the string all the way. In the following table you can see how strength relates with specific draw weight.

        856952b79c74c9cf2c7433e1fe5a8dd8613b5dd9.jpg

      • Archery skill level influences both how long player can hold the bow steady in full draw and gives additional bonuses. Here is a bonus that archery skill gives to player’s strength.

        88ec5a5e43bb00e31f90e16127461db49a63e2ec.jpg

      • The initial time for holding the bow steady in the full draw is shown in the table below.

        12071f6bd91a479c37a31cdb4fb5e3ca4920b5ab.jpg

      • If character’s Strength DW + Skill DW > Bow’s Poundage (DW) then character will be able to draw that bow in full draw position, but if his strength is below the value of strength that can hold that bow steady, he will get penalties. For each 10# over what player’s strength can handle, player will get -1 second penalty to hold that bow steadily. That parameter is not fixed and it should change along with player’s strength (meaning that it can have a decimal value). For each 10# less than what player’s strength can handle player will get +1 second bonus.

        Example 1 - Let’s say the player has Archery skill level ADV+ and STR 5 he can hold 100# in full draw for 8 seconds (10 – 2 seconds penalty because of his strength can hold 80# bow and he is trying 100# bow).

        Example 2 - Let’s say the player has Archery skill level ADV and STR 3 he can’t hold 100# in full draw, but he can hold 80# for 3 seconds (6 – 3 seconds penalty because of his strength can hold 50# bow and he is trying 80# bow).

        Example 3 - Let’s say the player has Archery skill level Basic and STR 5 he can’t hold 100# in full draw, but he can hold 80# for 5 seconds (4 seconds because of Basic skill level +1 second bonus because sum of his strength and Skill bonus is 90# which by 10# > than 80#).

      • We are adding quivers as well, and here is how they will work. There will be 3 types of quivers: Improvised quiver, Animal skin quiver and Military quiver

        bafd75ec8b8be0b860c561c7f16d22faed98327a.jpg

        Improvised Quiver: Can hold up to 1 type of arrow, and durability is low.

        Animal Skin Quiver: Can hold up to 2 types of arrow, medium durability.

        Military Quiver: Can hold up to 3 types of arrow, highly durable.

        If you have a quiver equipped and pick up an arrow it first goes into the quiver and if the quiver is full it will go into the next empty space slot if possible.

        You can also carry a quiver and backpack together.

        5727a5ea4b2ea59680b5728202ed736ac96eca3c.jpg

      • There will be various attachments that you will be able to put on your bow. For now we have: sights, stabilizers and a silencer.

        72a72087aaeea00cfeca96f53ed86107fb657fbd.jpg

        Stabilizers will help you out in stabilizing your bow and calm your hand so the arrow spread is much smaller, there are 2 stabilizers, a professional one and an improvised one.

        Sights will help you to zero in better on your target - there are 3 sights with the same quality, but different amount of zeroing points. The one pin sight is attached by default on the compound bow.

        Silencer will mask down the snapping sound that the bow makes once it's released and the string collides with the bow limbs. For now there is only 1 type of silencer that you can find.

      Please keep in mind this is the first iteration of the archery skill and bugs and issues are possible to happen, if you encounter any please do send us a bug report on our steam forums!

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Red dot

      • The classic attachment used on various guns. You can attach it to any rail, and the M16, TEC01 490 can carry it without any rail.

        a988de7305c3addf21451eb40952275ca509d002.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Fire modes

      • YES WE HEARD YOU, LIKE, REALLY WELL, THE FIRST 12967198264783 TIMES, but yeah we should have added this a bit sooner, but you know how it is in gamedev. All in all, now you can see in what fire mode you are on each weapon through the quick access bar.

        1ab24233a64b839194080a0ac52b356798002837.jpg


      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Damage Indicator.
      • We added a small damage indicator that will appear when you need patching.

        b4909e882e2ae9cf41941f5fae9996b4f0de4989.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Respawn Timers

      • A big issue was when squads were repsawning for an infinite amount of time, so we added respawn timers this is how they will work.

        Random respawn: 25 FP and has no respawn timer or cooldown.

        Sector respawn: 50 FP with an initial cooldown of 15 seconds and increases for 15 seconds for each consecutive use. Time needed for the cooldown to get back to 15 seconds is 60 seconds of wait time, and each time you use it, those 60 seconds get multiplied by 1.25 that way the cooldown reset time will never be lower than the respawn timer itself.

        Shelter respawn: 75 FP with an initial cooldown of 30 seconds and increases for 30 seconds for each consecutive use. Time needed for the cooldown to get back to 30 seconds is 120 seconds of wait time, and each time you use it those 60 seconds get multiplied by 1.5.

        Squad respawn: 100 FP with an initial cooldown of 60 seconds and increases for 60 seconds for each consecutive use. Time needed for the cooldown to get back to 60 seconds is 180 seconds of wait time, and each time you use it, those 180 seconds get multiplied by 2.

        a173fdcc91c76c261a0003d2f73d6d827823fbc3.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Underwater caves

      • Who doesn't love some underwater exploring?

        3595fd1cf108611d443dc34544857c5d22d8d701.jpg

        e6a3d2096c25a2eae0d7fa8f4d16c13da1c384fc.jpg

        74f20e33a48e8b65c26de6452dd70105a8ff154e.jpg

        8e41fb3c4a22beee48a80d237f04e5fb4e0e69fc.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Fashion

      • Just as a small fashion update we added a new line of beanies.

        035a737b8cc2867d3929867257aca8bb923506f9.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Supporter Pack Update

      • We added a new action that all the supporters can use, and that's whistling. If you use it to coordinate military ops, or just want to tell that cute guy that you like him, all up to you!

        3b727ef881856d9b2d6bac89505942f752af4012.jpg

      Bug smashing

      • Fixed the bug with doors staying closed.

      • Fixed a bug with clients crashing if admin drone was active on server.

      • Possible fix for wrong kind of respawning while entering or exiting events.

      • Fixed underwater fog bug when resolution scale is not 100.

      • Fixed heat sources being shared between singleplayer profiles.

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      QoL additions

      • Respawn on squad now disabled if all members are dead or if any squadmate is in combat.

      • Failing lockpicking will correctly give a small amount of experience now.

      • Failing lockpicking will cause a loss of 1 fame point.

      • Lowered Spawn rate on Cargo drops. (Once per hour with an 10min before notification)

      • Added engine sound to admin drone. Gets turned off when entering silent mode.

      Admin commands

      • We added admin commands for the new respawn system, events and cargo drops.

        [SCUM.RespawnSettings]

        RandomLocationPrice - Fame Points required for respawning at random location

        SectorLocationPrice - Fame Points required for respawning at a certain sector

        ShelterLocationPrice - Fame Points required for respawning at shelter

        SquadLocationPrice - Fame Points required for respawning at squadmate

        RandomInitialTime - Initial wait time before 'Random' respawn option becomes available

        SectorInitialTime - Initial wait time before 'Sector' respawn option becomes available

        ShelterInitialTime - Initial wait time before 'Shelter' respawn option becomes available

        SquadInitialTime - Initial wait time before 'Squadmate' respawn option becomes available

        RandomCooldownTime - Penalty wait time applied to 'Random' respawn option after each use

        SectorCooldownTime - Penalty wait time applied to 'Sector' respawn option after each use

        ShelterCooldownTime - Penalty wait time applied to 'Shelter' respawn option after each use

        SquadCooldownTime - Penalty wait time applied to 'Squadmate' option after each use

        RandomCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Random' respawn option

        SectorCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Sector' respawn option

        ShelterCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Shelter' respawn option

        SquadCooldownResetMultiplier - Amount of time required for the penalty to reset for 'Squadmate' respawn option

        [SCUM.WorldEvents]

        TimeBetweenEventsMin - Minimum time between each world event

        TimeBetweenEventsMax - Maximum time between each world event

        CargoDropFallDelay - Delay between the cargo drop notification and it actually appearing

        CargoDropFallDuration - Amount of time the cargo drops spend falling

        CargoDropSelfDestructTime - Amount of time before the cargo drop self-destruct countdown is initiated after it lands


      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Known issue
      • TEC01 490 shotguns down the sight aim is slightly off, we will fix it as fast as possible.

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      You brave souls who stuck through the whole patch notes, here is a little treat for you our #4 comic page! Just in case you missed the previous ones check them out here:



      Page #1
      Page #2
      Page #3

      And our newest addition!



      0fef7c2a9d3e1a6ff318f811724b925c367020a9.jpg

      That's it for today, folks!



      Love, Sippycup Punanisnatch



      Byeeeee
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…112145196939579

    • Developer Showcase #4 - Dobrila (Junior Programmer)

      • RSS-BOT
      • 27. März 2019 um 16:04
      Zitat von SCUM - RSS Feed

      Hey, everyone, I hope you missed me!



      New week, new developer showcase - this Wednesday you're meeting

      Dobrila

      , our

      Junior Programmer

      , who you've asked for, so we're obliging because we're nice like that.



      7f01b7545f81e993f256d17da34a7147aeff68c3.jpg
      A script kitty in a sea of code monkeys. A baby hacker and the 3rd Charlie's Angel. A real life Disney princess with 8 years of karate training.

      Dobrila is a

      computer science student

      in her final year of school studying for her Master's degree, which is pretty impressive in and of itself even if she wasn't working full-time. She's only been with us for several months, but she's blended in perfectly, so now we're just waiting on her to write her damn thesis, so we can give her the forever-contract and make her sign it with blood.



      a1cab09e03bb06f49bcec798ca07e3feb0e4562d.jpg
      Dobrila casually doing some analogue programming before running off to our yoga class

      We sat down for a chat and I asked about her list of tasks to see if there's anything fun I could write about. Honestly, I have no idea. Aside from the fact that she speaks l1k3 7h15 irl, I've soon come to realize that she gets to do the stuff no one else wants to do. She says she doesn't mind too much though, because apparently she likes boring stuff and coding is fun.

      This is an obvious lie, but our bosses are reading this, sup Dini & Pong, love ya.

      Her first task here was to overhaul the way in which we saved the

      event statistics

      . That's the official answer. The unofficial answer is that she created it from scratch. We didn't have a base before and now we do. I asked why we even need one, but it's a secret. I know, but you don't. HA HA. No, really, I can't tell you because it would spoil your fun, but you'll find out eventually.



      db4e23b77045016597408724f13716e28dfce4bd.jpg
      She hates having her pictures taken as much as I hate taking pictures, so it worked out perfectly!

      Dobrila begged me not to write about this next part because she's shy about it, but I feel like great things should be talked about, so I'll just ignore her pleas. She started her programming adventure when she was 8 years old. She went to a fancy elementary school with a good computer science program and she fell in love with the code. She took part in various competitions throughout her primary education and then in high school decided she wanted to try and get into game development. She got into the computer science program at one of the best universities in the region and also enrolled into

      Machina

      , a privately-owned local gamedev academy. Her mentor there was

      Dini

      , who had decided it was a good idea for him to moonlight as a C++ teacher for some reason - she was invited for an interview, aced her tests and the rest is history.



      At the moment, Dobrila is working on implementing

      achievements

      into the game. You're getting them really soon, but the first batch will only have 10(ish) of them just to test them out and see how you guys feel about them. The whole process was honestly very straightforward. She sent us a huge list of achievements she thought would be cool to have in the game, Josip and I are supposed to write the funny names and descriptions,

      Ivona

      is drawing the icons, and then Dobrila does her black magic and actually programs them into the game. Easy-peasy.



      516109bb95215f069a676a84b11807bf49041acd.jpg
      Here's some achievement icons. Dobrila didn't make these, but they're vaguely related and it's still better than screenshots of code.

      That's it for today's Developer Showcase! Show some love to our Dobrila in the comments down below and I'll see you again next Wednesday! Josip will talk to you before that, on Friday, when you'll get to read the next page of our comic and you might also get something else. You know I can't tell you, but I'll never stop teasing.



      Instead of the usual "Love, Tena", I'm leaving you with a goodbye message from Dobrila!


      ed1f71cabe3d7aed21b6c568c5771f7b5d7d4352.png
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…112145190535730

    • Community Radar #03

      • RSS-BOT
      • 26. März 2019 um 13:45
      Zitat von ArmA 3 - RSS Feed
      bff3e04404863f0e02519e669acf5f97ad43cc13.jpg[arma3.com]

      Enjoy our latest issue of the Community Radar, in which we recap the latest and greatest of what's been happening inside the #Arma3 community (including KmdrFarsight's top 5 picks from the #MemeMiller challenge):



      Full COMRAD[arma3.com]

      Quelle: https://steamcommunity.com/games/arma3/an…546805389892899

    • Development Update #3

      • RSS-BOT
      • 25. März 2019 um 15:27
      Zitat von SCUM - RSS Feed
      f2a226bb68d92e2c0586df9ef9a46f05d8bbaaa1.jpg

      Ladies and gentlemen, welcome to our new presentation of features and mechanics that we plan to introduce into our video game over an unknown course of time, and this is the last time I'm constructing this vast visual field of information after a pleasant tea party with an eloquent 8-year-old.



      So, shall we begin?



      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      A new interesting POI that will be a nice event place to duke it out, and an overall simple but interesting location. This is just 1 building, and you can expect more of those.



      • 2edc18c1116e2da5dee2d4060648ed01b7903197.jpgc32c27bca2523cad9c562aa7296bf81a315cfc0e.jpg75eac8ba76305418b5b8de1ffef20ce0f8355ed0.jpge925721a274deb80133dd5c349e6942470830cb3.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      New additions to the weapon family.


      MK-18 will be a fully automatic rifle with single and burst fire modes as well. The mag it uses is from the M16 and 5.56 cal ammo.



      • 3641333ba048f5c81fa241d58feb654d29eea9d0.jpga90953dd97ee15db3794a69e6aa8aa7ac72046b8.jpg

      The RPG doesn't need any introduction, load, aim, pew.



      • 173cfd6ee06f499583b5f1352552704bd1399168.jpg867dbe4bd7b93f22044b7a9c18b5b7d77e644682.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Water collector, the idea is when it rains it collects water, what a shocker.



      • d19dbceffcd58d5342e2bc7fc1bee52e1461f997.jpg39afe46344523583f819eb81c4decda32878129a.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Hair growth.

      Hair is coming along nicely, we are looking at several hair and beard styles once its done.



      • 35dc552eb5dbc185d549a4438b18929df31ef9fb.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Archery

      Yup, the archery skill is finally here, and boy oh boy do we have all sorts of awesome mechanics here. But that one I will cover in the next patch notes and for now have these few snippets scratched off the surface.



      • 2ef8b09d878a50f5cd46f5e66cc7eb484496828d.jpg4ea4002b09cbebe878d7bfd01c67d956dc3ef34c.jpgee0c42fa135f479668551a016f0fa18cf9f59c01.jpg81bec96c05e7efe9567b0644daa5b06f2ab9a764.jpg

      And this is it for today folks thanks for dropping by, and stay tuned for more news!



      Love u, Sippy Seep Sipp

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…924505107851158

    • SCUM comic #3

      • RSS-BOT
      • 22. März 2019 um 16:29
      Zitat von SCUM - RSS Feed

      Hello, everyone!



      Here's a little Friday update from your favorite devs!

      :steammocking:

      We don't have a patch for you today because we've been working on some more complex stuff that take longer than a week to implement, but we still wanted to talk to you and show off the new page of our SCUM comic.



      d8daea2c21933e3d9b26d2d92cb6e98ad6a9977c.jpg

      In case you missed the previous ones, you can find the

      first page here

      and the

      second one here

      .




      All of us at Gamepires wish you a great weekend!



      31337189d678852b801f5a0b10cfe84cb1279cd8.jpg

      Love, Baby J Sipps

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…924505088841084

    • SPOTREP #00087

      • RSS-BOT
      • 20. März 2019 um 22:56
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch


      ACTIVITY

      : Hotfix #2 1.90 (Special Character Compatibility)


      SIZE

      : ~53.0 MB / ~17.9 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…546805356158457

    • Developer Showcase #3 - Gabriel (3D Artist)

      • RSS-BOT
      • 20. März 2019 um 17:07
      Zitat von SCUM - RSS Feed

      Hey, everyone!



      Welcome to our weekly Developer Showcase! You've already met a

      2D artist

      and a

      programmer

      , so this time you're meeting a 3D artist -

      Gabriel

      !



      Gabriel is a junior and has only been with us for a short while. Before joining us he freelanced for a while, dabbled in programming, and worked on some indie projects, but his main expertise are buildings and architecture, so it made sense to task him with creating a bunch of

      urban assets for the upcoming cities

      .



      d2cbeaa850fbd411c7a094493a821d4f9a158fc1.jpg
      Left: Gabriel not building a building. Right: Gabriel building a building.

      We talked a bit about his process and how he creates all the assets from scratch (apparently all our artists do, who would've thought). He says he finds his inspiration on

      Google Maps

      - he finds random Croatian streets and buildings on Street View and uses those to make his models look realistic. Most of the buildings you can see down below are situated in the Croatian city of Osijek. I asked if he has any family there or something, but he said he just liked the buildings, which makes sense because Osijek is a beautiful city.



      c0b0321cfff0720be2fcad5a49a632d785ca78b7.png
      If you're from Osijek and you're the first person to PM me with the exact address of this building, I'll send you a SCUM T-shirt. GO.

      I asked him about fortifying the urban assets and how those will work with the tall urban buildings and found out something really cool. Apparently you'll be able to

      fortify the whole uppermost floo

      r, which will work great with the

      skyscrapers

      he has on his task list in the next few weeks. We don't have any visuals for those yet, but you'll see them in one of our

      Work-In-Progress

      posts as soon as they're ready. In the meantime, take a look at some other urban assets he's working on.



      8295546f62e64517a1c1bd523d45be3d365ee07b.png

      23bd353843d84b5feedf2b08a4eb9a77adc23e37.png

      0a5954d6753205e664b540e289ebcb50eb6ee835.png

      He also showed me this cool

      WW2 bunker

      he's working on, together with this fancy cannon. Remember those new islands we have and how tragically empty they are? Well, we're going to repopulate them and this is going to be one of the assets. We won't tell you its role or the context, but you'll be able to find out for yourself soon enough anyway!



      4e3fed438b620e3613b8bed90efd74099eff7778.png

      fba19bfc1ed1202cb7a16a2a64c59be8a8b127b6.png

      Today's post was short, but I hope it was sweet as well. Josip will talk to you again on Friday when you'll get to see the

      3rd page of our SCUM comic (1,2)

      , and I'll see you again on Wednesday for a brand new Developer Showcase. If there's a specific developer you'd like to read about next, let us know in the comments!



      Love, Tena

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…924505075963211

    • SPOTREP #00086

      • RSS-BOT
      • 20. März 2019 um 13:07
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      UNIT

      : Main Branch (Windows)


      ACTIVITY

      : Hotfix 1.90 (Multiplayer Security, Session Lost Messaging)


      SIZE

      : ~53.0 MB / ~17.9 MB



      More in the

      full changelog and SPOTREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…546805353881081

    • Hotfix me, daddy

      • RSS-BOT
      • 19. März 2019 um 14:30
      Zitat von SCUM - RSS Feed
      7748c96da9437f395bbb7a5500fb6d97b387f895.jpg

      Hey, everyone! It’s Father’s Day here in Croatia, so go hug your dad or your daddy, either will work!



      We have a tiny little baby hotfix for you today:



      • We fixed the doors that couldn’t be opened (bathroom stalls, the coal mine elevator etc.) - if you run into any others please report them to us!

      • We fixed the client crash that was occurring due to a drone bug, so now everything should go back to normal.

      Thanks for reading, talk to you soon!



      Love, Baby J

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…420464183241582

    • Development Update #2

      • RSS-BOT
      • 18. März 2019 um 16:12
      Zitat von SCUM - RSS Feed
      a6682769b23f57685fe107eac4b346f3d025a770.jpg

      Another Monday, another update from us, so you guys can be in the loop of what's cooking in the Gamepires' crocpot.[prntscr.com]



      bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

      We have lots of new things coming up over the next few weeks. Let's talk about some of them down below!



      Female characters


      • Got some fresh new info on the female characters as well, the art team is working hard to adjust all the clothing for the female body, and that's a lot of work - here you can see some classic SCUM clothing!

        dd5153cea338cfd81c90e014835b0818d97b3c84.jpg

        dbe7b040a76325de9cde177920e09951e03c6391.jpg

        3c970cb85ad270ee57a6a0f409c694395a3ad54f.jpg

      bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

      Taunts


      • We've mentioned before that we plan on adding more military taunts, and here you can see some of them.

        eb712b428f8137769d0103d3a47719e80048d35f.jpg
        No one can match my pew pew fingers

        1df06631dfc7acc30471b90291e3b38bfc9e201c.jpg
        I WILL PUNCH A HARD PUNCH

        47499b69ce2247e6122abb5ebde5336a273f138c.jpg
        You talking to me boi?

        3e26a87ea8aaa498bd74a809dcf4a93a6d136ebb.jpg
        Whoa, I have no eyes

      bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

      Bases.


      • We've made some progress with the bases regarding building and shaping them up to be a home sweet home.

        bfd372cb982abf43d6c45097014abd8ae877f89d.jpg

        e22c7a4588745b4edd6b119c5e2ebbc64dd3798e.jpg

        0bf57199413eba8796aee3328d73db2ecfa0399e.jpg

      bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

      • But keep in mind that base building won't replace fortifications. Fortifications will still be the main way to secure a building and the base building will be a way to enhance and double protect your fortified building with different types of walls and watchtowers.

        Hair


        • Yes, yes we know, it's not cool that everyone is bald all the time, so here's some neat cuts that will make all the puppets go crazy for you, stud.

          f0b94399e707179e4e4c8dc1c90d175041767b92.jpg

          6bd77a29318cd38ccad2010347b8db3235bf11c4.jpg

        bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

        Okay, I'm all out of pictures for the art part, but I still have things that we can talk about!

        Sound


        • Right now we are working on redesigning the car sounds and adding the suppressed weapon fire. We're also working hard on getting back the radio we had before. For now, it looks good, and who knows, besides awesome music maybe you will hear something intriguing.

        New points of interest.


        • As you already know, we've recently added some 20ish new islands around the main island, so now we're working on the underwater caverns to go with our maritime theme. However, before we add that to the game, we still need to finish up the sailing and diving skill.

        bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

        Now it's time to talk about the programming background and what's going on there.

        Base building


        • Let's talk about the base building first - the system will work in a way that you'll be able to use blueprints and build up your base in a lego style way.

          c8c8219d174b6dadfd71101bfff7d6d6e38b107d.jpg
          Each beer crate is 1 base segment, and you will be able to stack them to your liking.

          ef2b0ce822e9aad878b0dec33f54d6e6b574177f.jpg
          For safety, we emptied all crates

        bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

        Respawn system


        • For the moment we're still playing around with different options, but for now, this is the plan: adding cooldowns to respawn options that we already have. Cooldowns will differ depending on how precise they are. For now, it would look like the shortest cooldown would have "Random" > "Sector" > "Shelter" > "Squadmate". Also, the idea is to disable respawn on squadmate if he is in combat.

        bbbb7395fadc918312cd8fccca6efa992c9b7c47.png

        Thanks for dropping by and reading our little weekly update, stay tuned for more news coming later this week!

        Love, Sippy Boy
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…420464176565494

    • Patch Notes 0.1.28.12280 & SCUM comic #2

      • RSS-BOT
      • 15. März 2019 um 16:17
      Zitat von SCUM - RSS Feed

      Hello everyone, here we are with a new hotfix for this week. Those damn doors are tricky! We've fixed most of the bigger bugs with them, but some edge cases may still appear, so thanks for bearing with us and, by all means, do report them if you see them!


      Let's get into the notes!



      03c22d68f41a60d57a4c314392a09b37dee602de.png

      Birds!


      We're adding two different bird species for you guys to practice your aim on. If you manage to take them down, you might get yourself a nice lunch!



      • 738f823029aed041550e06aa1e6f3877a46fa52c.jpg 0fa260f81d3d6aa7f4a44a987cc057587a30471d.jpgf8ada8499dfa8c09d0fccf2955cdabe823010462.jpg

      Lockpicking


      [Community Request]

      We made lockpicking even harder to pull off and increased the rarity of lockpicks.



      Bug fixes


      • Fixed character creation where the character disappears during animation.

      • Fixed the bug where examining an item that isn't craftable wouldn't work.

      • Fixed the bug where some food items would spawn with 0 durability.

      • Fixed the bug with windows on airfield where some windows wouldn't be completely covered up with fortifications.

      • Fixed the bug where double clicking food from the vicinity wouldn't pick it up.

      • Fixed the bug where food items would be incorrectly considered as cooking, causing weird behavior such as their durability decreasing fast.

      • Possible fix for syncing initial doors & fortifications state. We're still figuring this out, so make sure to let us know if you run into anything weird.

      • Fixed an issue where vegetation would penetrate through buildings and fences.

      • Fixed a bug when you started SP and MP game it would always be night.

      • Fixed a bug for prisoner not being kicked out of event properly if the player logs out during the event end countdown, resulting in equipment being lost and prisoner rejoining the server naked

      QoL changes


      • [Community Request] You can now play as a drone in SP - while in the main menu press Ctrl+D

      • [Community Request] You can now toggle HUD and lights while playing with the drone. Toggle HUD (H key) toggle lights (X key)

      03c22d68f41a60d57a4c314392a09b37dee602de.png

      SCUM comic!


      That's it for the patch notes, but wait, that's not all. Down below you can find the 2nd page of our SCUM comic! If you haven't read the first part yet, make sure to check it out

      here

      . The comic is made by our art queen

      Ivona

      on a weekly basis and will be out every Friday, so make sure to let us know what you think!




      072fa1280d8cd697a16f28535dfda96092592742.jpg

      Thanks for sticking around and talk to you soon!



      With love, Sippy


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…420277264448663

    • Developer Showcase #2 - Dini (Lead Programmer)

      • RSS-BOT
      • 13. März 2019 um 18:51
      Zitat von SCUM - RSS Feed

      Hey, lovelies!



      I hope you liked our

      last week's Developer Showcase

      where you met Ivona, our 2D artist, and got a chance to see what she's been working on! This week you're meeting

      Dini

      , our

      lead programmer

      , who I talked to about what he's up to, what's already been done, and what he's planning on doing in the future.



      e71b52a72ec87d63deb354c21851bf0acdf3a2b4.jpg
      Here's Dini wearing his favorite salad-colored shirt and looking like a nice person. If you're sick of the salad jokes, I'm sorry, but you're weak and you wouldn't survive a day in our office.


      The first thing he said to me was that we already wrote about the car physics before, so he shouldn't have to do anything again and I should just leave him alone to stare at his code, which is like, okay, nerd, but you do that all day long anyway and you need to change it up a bit. I promised you Dini and Dini you will have, so I took one for the team and dragged him out of his lair.



      Some of the

      new and improved car physics

      we talked about the last time have already been implemented. The car's center of gravity now shifts depending not only on the number of people sitting in the car, but also depending on the side they're sitting on. The car will also react to the items you put in the trunk. That means you'll be able to see the weight pushing the tires down, but you'll also feel it while driving the car - the more people or stuff you have in the car, the harder the car will be to handle.



      5f0eeee715aabf08babf6b87ea8bf84d8f4cc6b5.jpg
      5fbd2bd4621437a8c428a2fe97fb99bd1ee5e000.jpg
      Spot the difference, we'll wait.


      Next up on his task list is the

      driving skill

      and it's going to work something like this: if you suck at driving, you're doomed, basically. Just kidding! It's going to work like this: if your driving skill is low, you'll take longer to accelerate and your top speed will be lower. Your car might even stall or completely stop! After that's done, Dini is going to be reworking the

      damage system

      , which we also mentioned before. The way things are now, the car takes the same amount of damage no matter where you damage it. He says he wants to improve the system in a way where the car will react differently depending on the place you shot at - if you shoot at the car's engine, it will take a lot more damage than if you just shoot at a window. If you shoot a tire, it should obviously go flat. If you get a flat tire, you need to be able to fix it, so Dini will make that possible as well. He says that pretty soon you'll have a basic

      repair system

      where you'll be able to repair different types of damage with different types of materials.



      d5207bd8b569233fc1ea077aaf6560b875a07489.jpg
      Can he fix the emptiness inside his soul, though?


      He also wants to introduce

      claiming and locking the vehicles

      , as well as lockpicking and hotwiring. The issue with this is that right now we're still reworking the house claiming system and trying to find out what the best way to do that would be, so the whole car claiming system will have to take that into account because it's going to work on the same principle. We're also introducing car

      fueling

      and that's gonna be Dini's job as well. And last but not least - proper vehicles need to come with proper

      vehicle sounds

      . It seems pretty simple, but if you take into account that different materials make different sounds and think about all the sounds a real car makes, whether it's the wind, or the tires on concrete, grass or sand, you'll soon realize that it's harder than expected.



      That's all for today - I'll talk to you again next Wednesday when we have another Developer Showcase coming out, but make sure to stay tuned on this Friday as well because good things come to those who wait!



      Love you!




      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…664240336376455

    • SITREP #00232

      • RSS-BOT
      • 12. März 2019 um 16:33
      Zitat von ArmA 3 - RSS Feed
      FROM

      : High Command


      TO

      : Arma 3 Users


      INFO

      : 1.90 Update, Dev-Branch Activity


      PRECEDENCE

      : Flash



      12e14ae6dc08cf7a0218352724bca8220659058d.jpg[dev.arma3.com]

      SITUATION

      In this SITREP we'll primarily discuss some of the highlights of the 1.90 update in greater detail.



      Full SITREP[dev.arma3.com]
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/arma3/an…286540619163721

    • Work in Progress #WeLostCountTBH

      • RSS-BOT
      • 11. März 2019 um 16:05
      Zitat von SCUM - RSS Feed

      Hello our beloved Scummunity! We hope you all had some good time with our last week's patch, so today we wanted to do a small recap of the patch and show you some WiP content!



      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Recap/short Q&A


      We noticed there were some common questions people have asked repeatedly, so we'd like to make a mini-FAQ just to answer those for you guys.



      • There are so many new islands and no boats! When are the boats coming?

        The boats are still in the asset creation and animation phase - we still need to program all the physics and behavior.


      • Will there be a boat that can be made out of materials?

        Yes, for now we plan to have at least one makeshift boat that you can craft for sailing.

      • Some doors are still locked and act weird?

        We are investigating the door behavior and as soon as we have some info we will share it with you guys.

      • Why is lockpicking still too easy?

        Looks like raising the difficulty of picking locks was a good decision, but we still get comments that it's too easy, so please share your thoughts with us on that!

      • The game is still not optimized and I still get lag!

        The main optimization for this patch was to reduce server lag, and in that aspect it went good as we see a lot less lag on our servers than before. This does not affect private servers, as each server can have different parameters that can impact server performance, and those parameters are chosen by the server admin.

      • Some sectors have lost its foliage.

        We are aware of the issue, and are investigating the problem. We are also aware of the foliage that goes into houses and places that shouldn't be.

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Work in progress


      Okay, time to show you some neat new things we're working on!



      • Driving skill

        I won't spoil too much about that because later this week you'll get a developer interview with the person who works on all vehicles.

        b4dc888f9601e83d2a0f7f89bd6fb35f82c8ed20.jpg

      • Boats

        As mentioned above, boats will be added to the game later on, for now we are working on animations and assets for the whole sailing skill. You will be able to craft makeshift boats and use them to get from island to island.
        7a111179f4b1ff297c99ae9c68811545c26866af.jpg

        0a35483cd76a0215c42b5bfb344ac4bafbaa0d80.jpg

      • Spawning system

        The whole spawning/respawning mechanic will undergo some rework due to all the community feedback that the respawning is a bit clunky. The rework will also include the spawning on teammates action.

        bc83df46a0892ebab58fd9d39f48d915d573090e.jpg

      • Achievements

        We talked about this in the past before and we haven't forgotten all the suggestions you guys gave us! We hope it will land in the next patch, but hey, you never know what random meteor can crash in your office, and when.

      • Missions/objectives

        You all have been asking for missions and objectives to do, and that's what we will give you guys. At some point. They are currently under work, there is still quite a lot to do so we can't really say when it will be added into the game.

        0e7f3167d8568824fcf759e5234990b57ab32441.jpg

        For now, each mission will contain several objectives, and to complete the mission you'll need to finish all of them.

      • Cities

        This one is pretty straightforward, the work on city assets is going well, and soon we will have our first real cities and urban areas!

        b4c14bca73a80a138cc867853170a8b8b6592e1f.jpg

        6ba4005b0eee42245367811ee2ff631047594831.jpg

        d4b7f38cbe098abb7e008676ee604c65bde0e48e.jpg

      • Base Building

        Yes, we said it. Base building, this is still big under the microscope, and we are working on it slowly but surely. Here are some snaps of it.

        91f59827ff5d7a7c40aed6ce207c930f57d31e26.jpg

        9a05625eb19e8f85f1f4808e7357646545c9d004.jpg

        ec8155df7d6156c9bfa9b1080d0e47ce8d34af7f.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      This is it for now, thanks again for dropping by. Leave your comments and thoughts down below, and don't forget to share all your art and screenshots with us on Steam and

      Twitter

      under the hashtag #scummunity.



      Please keep in mind that this is a work in progress post, and everything that you read here is prone to changes.
      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…664240330271580

    • Patch Notes 0.1.27.12125

      • RSS-BOT
      • 8. März 2019 um 17:09
      Zitat von SCUM - RSS Feed

      Here we are again, new week, new patch, new awesome thingies on the horizon!



      This week our biggest priority was to handle the issue with storing items into containers. So for now we disabled item storing in world containers (You can still safely store items in chests, your character and vehicle.) more about that you can read up here

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Lets start things of with our new nice vacation place, the Coal mine! For now the omnious and dark depths of the mines lay empty, but for how long?



      • 5a37c5210cd2532043198ffc0f9869232ac21d08.jpg586627c16177cf01570505ea216bf2b111f097c8.jpg88c8ede19ce280b5a730bfab29d11a0e99c08c2c.jpgba2880f3cc0eda065862777c0c30f99b73bba1bc.jpgea9060ea6d05b774436f2c5755fbe01d82867e01.jpg2a02f150dbc0051e042fe733d5b08904942cf74f.png4995c35a491f579db5628b27ed3973512f35df74.jpg
      Here you can see the area that the mine encompasses.c1ebe9f264934b3af316d730922c051935083259.jpgThis is how deep it goes...for now.
      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      M1887 Shotgun


      The M1887 can be your best friend in stick situations, the leave-action shotgun uses 12 gauge shells, and it was used widely on the island by small shop and gas station owners for self defense.




      • c64f0b21d815a26961834078d784ff4519254913.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Pick up truck variations


      Just to spice things up a bit we added more color variations to our pick up truck, also enhanced some of the details on it.



      • 75fd215ceb210470c6007b8ec51f78618ba681a3.jpg
      Here you can see how some of the details looked before and after.2d0c12f7b27bccfb9127a4cc135903dc8140c90f.jpg51774e5daa9082610828f31029e2a95a6ba39d84.jpgc31bc1f01d19701bc4c1fad3caa051317b2f2e17.jpg

      Also next week we will talk a bit more about handling vehicles in SCUM, and how does it work. We did some reworking on our whole pyhsics system, and we can't wait to share all the info with you guys!



      • b4dc888f9601e83d2a0f7f89bd6fb35f82c8ed20.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      20+ New Islands


      Yup, you read it right, we added 24 new smaller islands all around the big island. For now they are still bare but with time interesting things will pop up on them for you to find out!



      • 09be4fd326e89dc8b3dd81ccbebc5d8ef9e0d515.jpg45bb69c44c2f0875c36ad5567907f9b6a2933508.jpg5c0a0a58c01b1038e706f06d068d953d1ddbb372.jpg579b2fc2421eb839f2b35533f1155cc329681b0b.jpgb53f6dac48225a940659c8c85d3ab2c8d65a8c62.jpg

      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Lockpick rework.


      We made little changes to lockpicking and how it works. We had a feel it was too easy to break a lock down, so we made it little harder:


      • Reduced the angle needed to unlock a door successfully.

      • The screwdriver has now 40 uses, before you could it use indefinitlley
        • 202aa97078eca7cad43c27b6b593a02476319858.jpg

      • Normal lockpick uses reduced to 4, and added an advance lock pick with 6 uses.
        • 0f40cbda7b930e9b1628d6eec57bc7ecfb239b0e.jpg

      Server admin commands.


      We added 3 more commands for you guys so you can customize your server even more.



      • AllowSectorRespawn

      • AllowShelterRespawn

      • AllowSquadmateRespawn

      With this you can control how respawning works.



      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      Bug fixes and other goodies.


      • Adjusted third person clipping prevention for crouch stance.

      • Bugfix for players dying when climbing windows.

      • Fixed placement of fortification blueprints being placed wrong sometimes.

      • Maximum resolution scale is now 200%

      • Small improvement for DLSS.

      • More .ini file restrictions.

      • More server optimisations by reducing count of replication objects.

      • Fixed a bug where the player could not level up awareness in multiplayr

      • Fixed a bug where cargo drop would drop multiple cargo drops.

      In case you get a problem of connecting to a server, please keep in mind from the moment of the patch deployment that the servers can take up to 60 minutes to update!


      Now that the patch notes are out of the way, we have a treat for you!


      Down below you will find

      the first page of our new weekly comic series

      that will help you understand SCUM's lore even better! A big thank you to our Ivona - you are a star!



      98410d52ebf751c5060896dcd05516477def5c91.jpg

      That's all for now folks - see you next week!

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…167203062212224

    • Dev Showcase #1 - Ivona (2D artist)

      • RSS-BOT
      • 6. März 2019 um 17:09
      Zitat von SCUM - RSS Feed

      Hey, lovelies!



      I've had this idea that I wanted to try out for a while, so let me share it with you and see how you like it. You might remember the 3-month roadmap post where I talked to the devs to see what they're working on. Well, we need to go DEEPER. I'd like to introduce each and every one of our devs, one by one, hopefully on a weekly basis, and talk to them about what they're currently working on.



      We're going to start with

      Ivona

      , our one and only

      2D/concept artist

      , because she's the only one I could talk into doing this on such a short notice. By the way, for the best possible experience you should listen to

      this song

      while reading this post. This is her theme song and if she has access to a computer, she will play this song on that computer whether you like it or not, so it's best to just embrace it.




      893039bd5fdd779adab436ae7c8fc879f9a54215.jpg
      Here she is, the art mom, queen of weird dances, and a Slenderman impersonator.


      Ivona has been with Gamepires for around 6 months. A fun fact is that she graduated and got hired here literally 2 days later - she was that good. We didn't have an actual 2D artist before her and most of the art we needed before was done by Pong, our creative director, so she took over all of that so he can concentrate on his actual duties.



      Up until now, she has done a bunch of cool stuff - she has made some new tattoos, our first Steam trading cards, visuals for our booths at expos, our first concept art etc. She has recently started working on more lore-related art - you might have seen some drafts of the NPCs we published in one of our previous posts, so without further ado, you can see the upgraded versions down below, along with some commentary from the artist herself.




      fe24d90c863de6833ce088178dac4c41ac3be486.jpg

      Ivona:

      These are some possible variations of TEC1 workers' uniforms. I wanted to keep them simple, but recognizable, and I tried to find the colors and shapes that will emphasize function over form. They are manual laborers, so it only makes sense.


      844e20d4da8662b5f76b5110a7a265b9cae371e9.jpg

      Ivona:

      These are the TEC1 scientists where each color represents a specific ward. I wanted them to look futuristic and science-y, but still be reminiscent of the past fashion trends.


      90700dad9a9a60249af1321147dcf55700562de7.jpg

      Ivona:

      These are the male managers/white collars. The concept I was going for here is vanity. These guys are very vain and for them image is everything, so I tried to communicate that through their clothes, which are very fashionable for that same purpose.


      fa7e712cb601c9b764fb728756177108fc9bbf7a.jpg

      Ivona:

      The male executives are all dressed very flashily - if you look closely, you'll notice the gold details, expensive watches and nice shoes. Obviously, the mood here is money.


      ab564cc00dc25483c4564bfc233de4b14ad169de.jpg
      Ivona was just giggling at this one, so I'll tell you about it. The TEC1 low level security outfits were very obviously inspired by Ivona's thirst for people in uniforms. She can't even be in the same room with someone wearing a uniform without giggling, blushing and making sex jokes. Whether it's military uniforms, police riot uniforms or even club security uniforms, the thirst is real and unquenchable.


      fd1033ed23dbe50060a90df5e1e48f27450c1d31.jpg

      Ivona:

      I did a LOT of iterations for these hazmat suits, some of which you can see on SCUM's Twitter (@scumgame). These two made the final cut, along with several other ones, and I wanted to show them because I was going for a more advanced look than the usual hazmat suits irl. That's why they have these little gadgets and gear on them.


      11ffe28d3df1d99566a4e4fd20292fd679c9a09a.jpg

      Ivona:

      I can't talk about this one yet, so I'll just leave it here as a teaser and let you guess what it is.


      I hope you liked the idea of this, but if not, that's okay, too, because we have another post ready to be published by Friday that you might like a bit better.

      :steamsalty:

      If you liked the post, then good for you and thank you! We have another one coming up next week where you'll meet Dini, his salads and car physics.



      Love you all and talk to you soon!

      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…664240303248866

    • Development update #1

      • RSS-BOT
      • 4. März 2019 um 16:34
      Zitat von SCUM - RSS Feed
      4332b591ff82af0f55eb19ec8b83f65291662622.jpg

      Hello our lovelies, come take a cookie and a cup of tea, relax and listen to what we have to say today!


      Later this week we will have a patch ready for you guys. It's gonna have all sorts of awesome things, from weapons to a new place, and some neat optimizations that we will talk about today.



      2a02f150dbc0051e042fe733d5b08904942cf74f.png

      We're temporarily disabling storing items in anything that is NOT a chest. We found out it takes up a lot of performance and clogs the server up, which can cause many things:



      • Random player teleporting.

      • Random car teleporting.

      • Falling through the ground, player and vehicle.

      • Vaulting and respawning issues.

      • Even more abnormal puppet behaviour.

      • You missing that sweet headshot that should have hit.

      898adff9962545dbb73439ed52761e7c587999ac.jpg
      A few examples of where you won't be able to store items anymore

      We don't plan to remove the storing system, we're working to fix that issue as we speak, and hopefully we'll have it back in no time!



      So, what does all that mean?



      • A new patch coming soon!

      • More content!

      • Removing the storing possibility from non-chest containers.

      • More optimizations and a better experience for everyone.

      • If you don't want to lose all your stored items, make sure to put them in a crafted chest!

      That's it for now, thank you for dropping by and we hope you all enjoy this almost springtime! See you soon with some spicy news!



      2a02f150dbc0051e042fe733d5b08904942cf74f.png


      Alles anzeigen

      Quelle: https://steamcommunity.com/games/513710/a…167203055782883

    Registrieren oder Einloggen

    Du bist noch kein Mitglied von NodeZone.net? Registriere dich kostenlos und werde Teil einer großartigen Community!

    Registrieren

    Wichtige Links & Informationen

    Server & Hosting-Ressourcen

      Server Administration & Hosting Basics

      Windows Server Support & Guides

      Linux Server Configuration & Help

      Setting up TeamSpeak 3 & VoIP Servers

      Domains & Web Hosting for Beginners & Professionals

      Cloud Hosting, Docker & Kubernetes Tutorials

    Gameserver & Modding-Ressourcen

      ArmA 3 Tutorials & Script Collection

      Renting & Operating Gameservers

      DayZ Server Management & Help

      FiveM (GTA V) Server & Script Development

      Rust Server Modding & Administration

      Setting up & Optimizing ARK Survival Servers

    NodeZone.net – Deine Community für Gameserver, Server-Hosting & Modding

      NodeZone.net ist dein Forum für Gameserver-Hosting, Rootserver, vServer, Webhosting und Modding. Seit 2015 bietet unsere Community eine zentrale Anlaufstelle für Server-Admins, Gamer und Technikbegeisterte, die sich über Server-Management, Hosting-Lösungen und Spielemodding austauschen möchten.


      Ob Anleitungen für eigene Gameserver, Hilfe bei Root- und vServer-Konfigurationen oder Tipps zu Modding & Scripting – bei uns findest du fundiertes Wissen und praxisnahe Tutorials. Mit einer stetig wachsenden Community findest du hier Antworten auf deine Fragen, Projektpartner und Gleichgesinnte für deine Gaming- und Serverprojekte. Schließe dich NodeZone.net an und werde Teil einer aktiven Community rund um Server-Hosting, Gameserver-Management und Modding-Ressourcen.

    Wer jetzt nicht teilt ist selber Schuld:
    1. Nutzungsbestimmungen
    2. Datenschutzerklärung
    3. Impressum
    4. Urheberrechts- oder Lizenzverstoß melden
  • Trimax Design coded & layout by Gino Zantarelli 2023-2025©
    Community-Software: WoltLab Suite™