Discussion of the beta version. (Toxikk)
So far we have one tight map, medium bots and some mixture of cons of ut3 and pros of ut2k4.You have to play with people, you don't understand.
So far, the main plus is the most flexible settings over the past ten years: D
Didn't they promise to start the servers right away?
ps Brightskins are not enough = (
upd
It's more interesting with people, of course.
As an example, screenshots at maximum settings (except for the severed blur).
right now, an idea came to my mind - tell me who 51mu, let him try to offer toxicity his HUD work for anril4. in my opinion, had in toxicity - complete shit, at first glance you can't tell where the reservation is, where the hp, and did not understand what the number 100 is in the extreme right corner. and its concept will really fit perfectly into the toxic interface
Well, here's the first patch arrived in time, I think it makes no sense to translate:
TOXIKK PATCH # 001, WASABI BUILD, V0.71
RELEASE DATE: Jan. 29, 2015
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GENERAL
Patch # 001 brings your TOXIKK V0.7 Wasabi Build up to V0.71. It comes with fixes, changes and a new features.
FIXES
F01 - SERVER BROWSER
The server browser occasionally crashed when downloading the list of servers. This should no longer happen.
F02 - MAP INTRO MUSIC VOLUME
The Map Intro Music wasnt properly handled by the Music Volume Slider in the Audio Options, but through the SFX Volume Slider. Therefore it almost always used to be too loud. It can now be controlled through the Music Volume Slider (but is intended to remain a bit louder than the game's background music).
F03 - INVISIBLE CHAR EXPLOIT
There was an exploit which allowed you to remain invisible in the game for a whole match. This should be no longer possible.
F04 - WIREFRAME VIEW EXPLOIT
You can no longer activate the wireframe (or any other dev view mode) in the bootcamp (offline play) and then jump into a multiplayer match without changing the viewmode back to default.
F05 - DESCRIPTIVE WEAPON NAMES IN CONTROL OPTIONS
The names of the weapons in the control options menu are no longer weapon 01, weapon 02 etc. but are now the real names including a short description in the lower bar.
F06 - DODGE TAP DELAY SLIDER
Dodge Tap (the double tap required to perform a dodge) Interval was renamed from "Dodge Tap Inter." to "Dodge Tab Delay". It now shows OFF when set to zero (as originally intended). You may want to set it to OFF, when you want to rely on SHIFT + Movement Direction key as your only dodge method.
F07 - CHAT LOG
The global Chat log in the game (default key: F3) should now properly record and show all global chat during a match.
F08 - CROSSHAIR ISSUE
The crosshair used to disappear when auto-changing weapon while you were zoomed in with the scope of the Falcon. This problem should no longer appear.
F09 - EXIT DRONE VIEW WITH REBOUND KEYS
If you had your primary fire on another key than the left mouse button, you were not able to exit the drone view and to respawn after a kill. This was fixed.
CHANGES
C01 - CHARACTER VISIBILITY
The visibility of the characters against the background was heavily boosted (while still maintaining a somewhat fitting and aesthetical appeal). So, there shouldn't be any need to play around with the INIs to increase visibility anymore.
C02 - FILM GRAIN EFFECT REMOVED
The Film Grain Effect was removed. It was never supposed to be there anyway, so this is more of a fix.
C03 - CERBERUS DAMAGE
The Cerberus rocket launcher was nerfed from doing 100 damage per shot to 85. This also affects the splash damage.
C04 - CERBERUS SPAWN TIME
The spawn time for the Cerberus was increased from 15 seconds to 30 seconds
C05 - CERBERUS FIRE RATE
The fire rate of the Cerberus was nerfed from 0.8 to 1.0 seconds
C06 - CERBERUS INITIAL AMMO
When picked up, the Cerberus now has 8 rockets instead of 10
C07 - CERBERUS AMMO PACK (ROCKET PACK)
The rockets ammo pack at the spawn point of the Cerberus was removed in Foundation.
C08 - RAVEN DAMAGE
The Raven pistol's damage was increased from 20 to 25 per shot.
C09 - DRAGONEER INITIAL AMMO
The intial ammo count of the Dragoneer flamethrower was raised from 30 to 40 units.
C10 - DRAGONEER AMMO PACK (TANK)
The content of a Dragoneer Ammo Pack was raised from 15 to 20 units.
C11 - DRAGONEER AMMO CAP
The ammo cap of the Dragoneer was raised from 60 to 80 units.
C12 - DRAGONEER SELF DAMAGE
The Self damage of the Dragoneer's flames was reduced from 1 to 0.5.
C13 - VIOLATOR DAMAGE
The damage of a hit with the Violator Assault Rifle's primary fire mode was raised from 20 to 25.
C14 - DEFAULT RESOLUTION
The default resolution when launching the game for the first time is now limited around 1080p. Before it tried to determine the highes possible resolution which sometimes caused problems.
C15 - CHANGED LOADING SCREENS
We changed the loading screens to some nicer ones and added a third one.
C16 - WEAPON STAY IN TEAM DEATHMATCH DISABLED
Weapons picked up by team mates will now also be gone for the player until they respawn. Before, this was only true for non-team based deathmatch. It helps to keep teams balanced. For Cell Capture (Capture the Flag) game modes, WeaponStay will remain enabled though, as both teams have their own bases and identical weapon setups.
NEW FEATURES
F01 - GAME OPTIONS MENU
A sub menu for game related settings was added to the Options Menu.
F02 - TOGGLE WEAPON AUTO SWITCH
Allows you to toggle the automated switch to a stronger weapon when picked up.
F03 - TOGGLE GORE
Allows you to toggle gore (gibs and blood when causing high damage) on or off.
F04 - TAB KEY BINDING
The TAB key can now be redefined (eg to show the score table)
F05 - FEIGN DEATH KEY BINDING
The Key to Feign Death (default on F) kan now be redefined.
F06 - HOVER INFO IN SERVER BROWSER
If you now hover over any info in the server browser, you get a description for the item you're hovering above. This also includes a short description of the game modes.
F07 - ONE-CLICK-LAUNCHER FOR DEDICATED SERVERS
You can now easily launch your own dedicated server. Simply go to the following directory: STEAM -> SteamApps -> common -> TOXIKK -> TOXIKKServers -> TOXIKKServerLauncher and start TOXIKKServerLauncher.bat. Select one of the displayed options and there you go: You just launched your own dedicated server. You may want to edit ServerConfigList.ini with any text editor to give your server a unique name, set a password etc. You'll no longer need to play around with complex stuff to launch your own dedicated server.
Norm. Another would be to cut a little bit of splash in the rocket and the slaughter in the shotgun, include vepstays in the dm (as it was in the tdm and yut3), add hitsounds and bright skins - the candy is ready.
And, I would also like a shotgun shot more noticeable in the air.
And add to the corner a small list of selected weapons with the number of cartridges ...
yes, the shotgun is completely nonsense, absolutely no one shoots useless main fire, everyone shoots with alternative fire, they cut the rocket, now the shotgun is a mega-weapon, and the shotgun also has a hitscan - it's impossible to dodge
well, it's the same as considering a bottle on ironic as imboy, relaxation, on an open map you can't do anything with a shotgun :) but close up it should destroy it in cabbage soup
duck here destroys everything in cabbage soup - a flamethrower with alt-fire spends 300, a shotgun spends 200+, a grenade is also about 200, at least weakened the rocket, now, judging by the forum, they will weaken the shotgun
but it seems to me there is nothing to weaken it, to farm with packs of upright walkers who just came in to watch the game and try to breed guys with 10 years of experience in 2004 to direct hit, these are still different things and everything is not so obvious there :)
from the latest news:
towards the end of this week, another small patch with fixes (0.73) is promised,
and around February 12, an update to 0.75 with a large map for cars, the cars themselves and the vCTF mode for them :)
also created an
http group on the incentive : //steamcommunity.com/groups/uToxikk the
essence is simple, everyone who plays toxic and speaks Russian, welcome there, the group is open, it seems to me it will be easier to get together, you can't drag half of the players into irc nowadays, you can't use Skype drag another one :) we
often sit online in the evenings, we have our own server, and to play tdm 4v4, people are not always recruited, otherwise it would be possible to get from the group.
in general, add, poke your friends with a stick, we'll see how it goes
TOXIKK PATCH # 002, WASABI BUILD, V0.73
RELEASE DATE: Feb. 07, 2015
SpoilerGENERAL
Patch # 002 brings your TOXIKK V0.71 Wasabi Build up to V0.73. It comes with fixes, changes and new features. It may look like a small list (compared to the previous patch) but some of the fixed bugs were hard to track down and the in-match options menu was quite a bit of work too (see new features).
FIXES
FIX_01 - RESOLUTION CHANGE VIA VIDEO OPTIONS
Changing the screen resolution via Video Options was broken for many after the last patch. It should now be working flawlessly again.
FIX_02 - BLURRED AND DESATURATED VISION
The blurred and desaturated vision (standard backgroud of the Pause / ESC-Menu) was visible occasionally in the game. This should now be fixed.
FIX_03 - BLACK SCREEN OF DEATH
Very few people had a black screen of death shortly after the intro videos. We've implemented multiple solutions to this, which (hopefully) fixed this issue. Please report, if it still occurs to you.
FIX_04 - MOUSE SETTINGS RESET WITH EACH LAUNCH
For some people the mouse (and other) settings were reset after each launch. This should be fixed now.
FIX_05 - STUCK IN SPECTATOR MODE
Some people were stuck in spectator or third person view after joining a match. This should no longer appear.
FIX_06 - REBINDABLE TAB KEY / SCOREBOARD
The Scoreboard couldn't be bound to TAB to be visible after a match. This should now be fixed.
FIX_07 - NAME OF FACTION IN HUD SCORE COUNTER
The name of the faction in the team score counter in the HUD wasn't visible. This should now be fixed.
CHANGES
CHG_01 - MOUSE SETTINGS IMPROVED
The Mouse sensitivity can now be adjusted in finer steps and we've also done some other fixes to the mouse controls. Test them and let us now what you think. With the in-game options now being accessible from within a match (see new features section below), you should now also be able to tweak your mouse settings way better.
CHG_02 - WEAPON SWITCH TIMES DECREASED
As requested by many, we've lowered the weapon switch times to flow better with the general pace of the game. The switch times were decreased by approximately 20%.
CHG_03 - BULLCRAFT ALTERNATE FIRE DAMAGE DECREASED
As requested by many, we've slightly lowered the Bullcraft shotgun's alternate fire. If all pellets of the double-barrel shot hit (eg if shot from just an inch away), it was possible to cause a damage as high as 288. This was lowered to 216 (twelve pellets times 18 points of damage).
NEW FEATURES
FTR_01 - IN-MATCH OPTIONS MENU
As requested by so many people, the options menu is now accessible from within a match. To have it only accessible outside of a match was pretty stupid, but if you work with a game for years, you sometimes don't see the most obvious flaws. Anyway, it's now there and you can easily access it by pressing ESC (default key) during a match.
FTR_02 - VAC - VALVE ANTI CHEAT ENABLED
TOXIKK is now VAC enabled. If a user connects to a VAC-Secured server from a computer with identifiable cheats installed, the VAC system will ban the user from playing on VAC-Secured servers in the future.
http://forum.toxikk.com/viewtopic.php?f=13&t=1903&p=16433#p16433
went to collect wishes for the sights, post to whom you need :)
VIDEO:
V0.75 CURRY BUILD RELEASE TRAILER
GENERAL
Patch # 003 brings your TOXIKK V0.73 Wasabi Build up to V0.75 Curry Build. It is the first major milestone build since TOXIKK's early access beta launch on our roadmap and comes with fixes, changes and many new features.
It's really a BIG milestone for us and you'll notice that massive maps play almost like an entirely different game from the experience you had with Foundation (ie classic maps). Internally we often refer to the difference of the play-styles in classic versus massive maps to be as big as between eg CoD and BF. It definitely adds a lot variation to the standard non-vehicle based AFPS game style in our opinion.
FIXES
FIX_01 - VIDEO OPTIONS PROBLEM
In some cases, some of the video options were reset after you've ended a match or set back to default values. This shouldn't happen anymore.
FIX_02 - MOUSE SMOOTHING ERASED
As it wasn't an unliked feature anyway, the optional mouse smoothing was removed completely. The whole mouse fine tuning process is still a work-in-progress process though and we'll keep looking into this as we progress with the roadmap.
FIX_03 - BETTER READABILITY FOR IN-GAME OPTIONS MENU
The background of the ingame options menu now has a strong, dark vignetting effect, improving its readability in very bright scenes.
CHANGES
CHG_01 - MAIN MENU VIEW
The main menu view (first layer of the game menu) now shows random game artworks instead of only showing the Exocom Mercenary.
NEW FEATURES
FTR_01 - NEW MAP: TWIN PEAKS
Twin Peaks is a massive map (ie designed for up to 16 players) set in the Banff National Park, Alberta, Canada. EXOCOM and DRAYOS are fighting for control over two EDENIUM mines. More details about the map can be found on our homepage under GAME -> MAPS.
FTR_02 - NEW GAME MODE: CELL CAPTURE
CELL CAPTURE (CC) is closely related to classic CAPTURE THE FLAG (CTF). Pretty much the only difference is that, instead of stealing a flag, you're stealing your opponent's energy cell, sabotaging his operations and return it to your HQ. Eg in Twin Peaks, the mega drills in the mines are operated by these cells.
FTR_03 - NEW VEHICLE: RHINOCEROS
The RHINOCEROS (Rhino) is a small, four-wheel powered, two-passenger vehicle (driver and gunner) that is capable of turbo boosting, self destruction and is extremely well armored. It is armed with a plasma projectiles (similiar to those of the Stingray rifle) minus the focused beam, but with unlimited ammo. Its primary weapon may overheat under heavy use though.
FTR_04 - NEW VEHICLE: PHANTOM
The PHANTOM is a medium sized assault bomber, equipped with a minigun as its primary fire and unguided missiles as secondary fire. It's excellently suited to give air support to infantry units.
FTR_05 - NEW VEHICLE: STREAMER
The STREAMER is a hoverbike that can be spawned by the player (default key is [G]). Spawning the bike will cost you 100% of your power armor's energy (the same energy you use to activate the stealth effect). It is very fast, but entirely unarmed. It is also the only vehicle that can carry the cell in Cell Capture game mode.
FTR_06 - NEW VEHICLE: BANSHEE
The BANSHEE is a combat hover pod. Its primary fire is the exact same gun of the RHINOCEROS, while its alternate fire is a quick descend, allowing its pilot to crush infantry units underneath it.
FTR_07 - NEW WEAPON: HELLRAISER
The HELLRAISER does it exactly what its name says: IT RAISES HELL.
FTR_08 - CROSSHAIR DESIGNER V0.8
As requested by the community, we added a crosshair designer to the game options menu that'll allow you to customize the crosshair for every gun. You'll find it in: MAIN MENU -> OPTIONS -> GAME -> CROSSHAIRS. We'll add more templates to it, but this should already be a good start to work with. Hope you have fun playing around with it ... (we sure had making it). ^^
FTR_09 - NEW SERVER BROWSER FILTERS
You can now toggle the view to not show unofficial or empty servers.
top-end scopes setting
yes, I haven’t seen such a scope customizer yet, and this is only the first version :)
it’s definitely an
imba raptor and not a counter, I’ll complain that the bender was given twin beams instead of plasmas :)
the manta
crush is slow and the personal turbo scooter is finally imbec, the skate goes in the ass))
ZY will the technique be called by the old name? : D
Nubomelochi:
It is difficult to get into people from technology.
The tank is not enough.
But there is a radish.
And on the case - there are not enough Weponstey and Brightskins. And it's easy to get stuck in a jeep.
And yes, the scope setup is awesome.
Jumped with a jetpack and 6% health to my core, hand over the enemy. Crashed on the top edge of the hoop. The enemy core remained on it, surrounded by raging comrades-in-arms.