That's right folks! For those who were waiting for this, it is finally coming!
There are some great news from the dev. team: the long wait is over and Beta 2 is approaching completion. Feature lock is 30th of September, and the patch will be available for download shortly afterwards, following appropriate testing. The development team is now giving the finishing touches to what is meant to be one of our biggest updates - a milestone that will hopefully give those who have been following our mod's progress some good reasons to be happy.
First of all, we'd like to thank you for providing feedback, for playing on the servers and contributing -one way or another- to the discussion, bug-tracking and overall testing of the game. Your suggestions have been very valuable and have given us a great source of information. Some of you have also been very useful as a shooting gallery, by the way, and your sacrifice hasn't been in vain: it helps the dev. team make better death animations. As long as you keep on dying, we'll keep working on the game so you can at least do it with style.
We are aware that there will always be something to work on, something to do better, and the development team appreciates your patience and constructive comments. After all, the game is for you to enjoy!
Now, the meat:
Beta 2, coming out this October, will see some major bugs fixed:
• Aiming with all weapons has been fixed
• Fixed Spawn Protection
• Insurgency will now support third-party TK protection systems, and will come with one in the default installation
• All the maps have been revised and tweaked wherever necessary
• Damage system has been improved
• The scoring system should now work properly
• Player viewheight is fixed
• Fixed loading Screen shows map info of LASTMAP instead of NEXTMAP
• Fixed the bug where dead players/bodies could capture objectives
• Fixed spawning inside other players
• Fixed the bug where grenades sometimes didn't make sound after bouncing off objects
• All objectives are now listed in the commander menu
• The M203 will now reload the 3rd grenade properly
• A primed grenade will now explode if you die
• Fixed several reported crashes
Not all is bug-fixing! There's some extra stuff as well:
• New HUD elements that will help you navigate
• Basic overhead map
• Re-Styling and re-skinning throughout the game.
• Commander promotion system
• Fast switching
• You no longer have to hit the forward key before being able to sprint
A full, detailed list of fixes and new content will be released with the upcoming patch.
The Development Team also welcomes its new members:
Malcolm Young (coding team), smjustice (sound engineer), EKS (coder)
Art Team: Swado, Brutal, Pete, Rek0, Pow89, JamesM, Spanks and Skjalg.
They are all really talented and their work is very impressive. You can expect great things from them in the near future.
In the meantime, stay tuned, and if you want to help, the best you can do is to spread the word about Insurgency. You are what makes Insurgency possible! We have a nice weapons animation test video straight from the dev team and a couple of new weapon renders to show you some of what's being done right now. Check them out!
Again, thanks everyone for your patience, and rest assured: Insurgency is alive, and the new patch is going to make the overall experience much more enjoyable! One thing hasn't changed, though, you will still need to hit the ground after the patch, specially with the ironsights now driving bullets right where they should. You have reasons to be happy, but also reasons to be scared!
Here we have some weapon animations (Dragunov SVD and AKS74U), all are works in progress:
they say it's a "milestone" patch and a huge patch, but...while some of the stuff does look like "big" updates, THAT changelog looks like a pretty small-to-medium sized patch in the things that have changed
Maybe it's not though, more things changed then what i'm actually thinking of about what it said, and they said more changes in the log to come, so *shrugs*
This mod is already really great so keep up the good work!
When the hand pulls back on the charging handle there is some noticeable clipping. It also looks slightly unnatural. The reloading itself is too slow for a trained professional. In between the process of the magazine being inserted and the charging handle being pulled back, the gun is moved to the left side for the right hand to pull the charging handle. Realistically, one does not make such and adaptation during reloading because it takes more time and is unnecessary. In fact, if reloading for speed, the same hand will be used for inserting the cartridge and pulling the charging handle. In this case the right hand is the most optimal. The more the hands switch placement during reloading, mean more steps to reload, which therefore means a longer reloading time. I understand if this was done with a rather unwieldy or heavy rifle. However this is an AK-74u. It is rather light and some even mistake it for being a sub-machine gun. Overall there needs to be less movement of the gun during reloading and the movement that exists needs to be tighter. For example, during the AK-74u when the charging handle is pulled back the gun bobs off to the side. This shouldn't happen though because you brace the butt of the gun against your outside chest or inside shoulder while doing reloading. So there would be little to no movement here off to the side. In this case it bobs too much to the left when the charging handle is pulled back.
Well, Iraqi insurgents ARENT trained pros, but good points about the switching hands thing nonetheless.
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