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totktonada 19.11.21 09:32 pm

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).

56 Comments
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t
totktonada 19.11.21

By the way, a funny glitch - if you fall from a height, well, at least from a bridge into a canyon, pretend to be a hose, you are a corpse, then health is not lost at all.

P
Psychedel1c 19.11.21

if you use the hoverboard before landing, you won't lose anything either

t
toxikk.com 19.11.21

all will be fixed, do not hope for free))

t
toxikk.com 19.11.21

t
toxikk.com 19.11.21

TOXIKK PATCH # 004, BASIL BUILD, V0.8
RELEASE DATE: Mar. 06, 2015
-------------------------


SpoilerGENERAL

Patch # 004 brings your TOXIKK V0.75 Curry Build up to V0.8 Basil Build. It is the second major milestone since TOXIKK's early access beta launch on our roadmap and comes with fixes, changes, a new map and new features.

With now three very different maps available (small, medium and big), this patch will help us finalizing the weapons. Ie Once we get the weapons balance right for these three maps, they'll also work with every new map to come (or will require only minor changes depending on community feedback).



FIXES

FIX_01 - VIDEO OPTIONS REQUESTER FREEZE
In some cases, the video options requester window freezed, so it wouldn't allow you to confirm or cancel your changes. This shouldn't happen anymore.

FIX_02 - MAP RELATED: PERFORMANCE ON TWIN PEAKS
The performance on the "massive map" Twin Peaks should see a boost of around 20%.

FIX_03 - HEADSHOT HITBOX
The size of the headshot hitbox was adjusted to more accurately represent the actual head of a character (it was a bit too big before). So, expect headshots to be more hard to pull off now ...

FIX_04 - FALL DAMAGE WHEN IN FEIGN DEATH MODE
You could avoid fall damage when in feign death mode. This should be no longer possible.

FIX_05 - OVERRUN TEAM MATES WITH STREAMER HOVERBIKE
You could overrun team mates with the Streamer. This was problmatic, as players drop the flag when being overrun. You shuold no longer be able to run over your team mates with vehicles now.

FIX_06 - HUD CELL INDICATOR
The HUD indicator showing the position of cells in your team's possession sometimes became invisible. This should no longer happen. However, it will remain invisible for cells stolen by the enemy team (ie you cannot see an icon for a stolen cell on your HUD, while the enemy team carries it around). This is intended behavior.

FIX_07 - DRONE VIEW SCREEN CHAT INPUT
The chat input on the end match screen (victory screen) or after-death screen was limited. You can now enter as many characters as you like.

FIX_08 - NVIDIA PHYSX PROBLEM
Some nVidia GPUs occasionally crashed due to PhysX hardware incompatibilites. It happened especially with newer gen nVidia cards. This should no longer happen, since we deactivated the utilization of PhysX hardware by default. As we wanted to keep the game as compatible as possible between AMD and nVidia GPUs, it wasn't used a lot anyway. So, while not having any impact on the performance whatsoever, you should see increased stability on nVidia GPUs.



CHANGES

CHG_01 - WEAPON ON RHINOCEROS (APC)
As the weapon on the Rhino was considered too weak and fuzzy (plasma projectiles) by the community, we added a hitscan secondary fire mode (focused plasma beam). We also reduced the heat emission on the primary fire, so you can now fire a lot longer, before the weapon overheats.

CHG_02 - WEAPON ON BANSHEE (HOVER POD)
As the Banshee is a hover vehicle, it's somewhat difficult to aim precisely. We removed the plasma cannon and gave it a minigun (hitscan) for more accurate and powerful attacks.

CHG_03 - RAVEN (PISTOL) BALANCING
The firerate of the Raven's primary and secondary fire was elevated by 20%. Its damage was nerfed from 25 to 20. The ammo-count was changed from infinite to 50 bullets. We also added a slight spread to make it less accurate on long distances.

CHG_04 - BULLCRAFT (SHOTGUN) BALANCING
The max ammo of the Bullcraft was increased from 18 to 24. The max. damage of the Bullcraft's secondary fire was nerfed from 216 to 192 (12 pellets a 18 damage points = 192). This way it's no longer a one-shot-kill weapon for characters at max HP (200).

CHG_05 - CERBERUS (ROCKET LAUNCHER) BALANCING
The max ammo of the CERBERUS was increased from 20 to 25. The initial ammo count was increased from 8 to 10. The spawn time for the CERBERUS was reduced from 30 to 15 seconds (making it the same as the other weapons again).

CHG_06 - VIOLATOR (ASSAULT RIFLE) BALANCING
The max ammo of the VIOLATOR was increased from 60 to 80. The initial ammo count was increased from 30 to 40. Damage was nerfed from 25 to 23. Ammo Pick-Ups were increased from 15 to 20. We also added a slight spread to make it less accurate on long distances.

CHG_07 - STINGRAY (PLASMA RIFLE) BALANCING
Knockback when getting hit by the plasma beam was doubled. Ammo consumption for the beam was reduced from 5 to 4 units.

CHG_08 - DRAGONEER (FLAME THROWER) BALANCING
The max ammo of the DRAGONEER was increased from 60 to 90. The initial ammo count was increased from 30 to 40. Ammo Pick-Ups were increased from 20 to 25. The primary fire's reach was increased by ~ 40% and its damage was increased by ~ 25%. Its spread was slightly minimized to reduce visual obstruction. However, general visual obstruction is an intended drawback of this weapon. We are aware of the fact that a flamethrower is a new weapon in the AFPS universe, so we might need to continue playing around with its balancing until it feels fully as intended.

CHG_09 - FALCON (SNIPER RIFLE) BALANCING
The max ammo of the FALCON was reduced from 36 to 30. The initial ammo count was increased from 9 to 12. Ammo Pick-Ups were decreased from 9 to 6. We also added a slight spread to make it less accurate on long distances.




NEW FEATURES

FTR_01 - NEW MAP: ARTIFACT
ARTIFACT is a medium-sized classic map (ie designed for up to 8 players) set in El Mirador, deep in the Guatamalan jungle. EXOCOM and DRAYOS fight for control over an ancient temple compound where an Edenium based artifact was found. More details about the map can be found on our homepage under GAME -> MAPS.

FTR_02 - NEW WEAPON: RAVAGER
The RAVAGER was originally used as a mobile demolition tool to tear down constructions without having to rely on heavy wrecking gear, but its effectiveness also make it a powerful melee weapon. The power drill is the Ravager's primary fire, while its secondary fire ignites a plasma based welding beam that can be used for close-range attacks but also to repair damaged vehicles. The Ravager is part of your basic gear and available from the moment you spawn. However, the weapon is not yet fully implemented, but rather a visual interpretation of it. It'll only be fully functional with the next patch.

FTR_03 - CROSSHAIR DESIGNER V0.89
We added a lot of preset shapes to the Crosshair Designer, an offset function and you can now copy and paste your customized crosshairs among all weapons which'll save you the hassle of doing your favorite cross-hair again and again for every weapon.

A
AHYC1995 19.11.21

Guys, what settings in the ini file can be used to reduce the graphics to the level of unreal tournament 99? It's just that I have an ancient computer for games of the 90s

t
totktonada 19.11.21

The map is too colorful, but beautiful, contagion

t
toxikk.com 19.11.21

do not sleep, continue to go to the victory of game balance over nubism :)

TOXIKK PATCH # 005, BASIL BUILD, V0.82
RELEASE DATE: Mar. 28, 2015

SpoilerNEW FEATURES

FTR_01 - WEAPON PRIORITIES MENU
You can now edit the weapon priorities to your personal preference in Options -> Game -> Weapon Priority. So when you switch (or auto-switch) to "best weapon", it'll bring up the weapon you've given the highest priority.

FTR_02 - HITMARKER AND HITMARKER EDITOR
We not only added audio and visual hitmarkers to the game, but also implemented an editor that allows you to customize them to your own preferences. It works a lot like the crosshair editor. You may also choose from a big variety of hitmarker sounds. Known bug: Sometimes the hitmarker effect displays on err. This'll be fixed soon.



CHANGES

CHG_01 - VIOLATOR (ASSAULT RIFLE) BALANCING
While the fire rate of the Violator's primary fire was increased by 10%, its damage per projectile was reduced by from 23 to 20. The fire rate of the Violator's secondary fire was reduced by ~ 6% ... Initial pick-up ammo count for the Violator was raised from 40 to 45. Violator SFX were also reworked to give it more of an own acoustic character (ie to differentiate it further from the Stingray).

CHG_02 - HELLRAISER (NUKE WEAPON) AUDIO OVERHAUL
The SFX for the Hellraiser were completely reworked. The weapon is now considered final.

CHG_03 - CERBERUS (ROCKET LAUNCHER) CHANGES
The travel speed for standard projectiles (rockets) was lowered by 20%, while the speed for guided missiles (missiles fired once a vehicle is locked on) will now accelerate from the new standard speed to 20% above the original maximum speed. The lock-in process (acquiring targets) for the guided missiles was reduced from 1.5 to 1.0 seconds. Damage was increased from 85 to 100. Maximum ammo count was reduced from 25 to 20.

CHG_04 - WALL DODGE Z-VELOCITY RESET
The negative Z-velocity (gravity) used to be carried over through all wall dodges, so it was one downward movement over a sequence of wall dodges. Z-velocity now gets reset with every wall dodge which allows for longer wall dodge sequences.

CHG_05 - WEAPON SWITCH TIMES
Equip and put down times for all weapons was decreased by another ~ 15%.



FIXES

FIX_01 - BANSHEE (HOVER POD) QUICK DESCEND
The "quick descend" feature of the Banshee that allowed you to squash enemies underneath the vehicle was accidentally removed from the alt-fire key (default: right mouse button) with the last patch. This was fixed.

FIX_02 - RAVAGER (OMNI DRILL) FIXES
Due to flawed normal textures on the Ravager, it got wrongly lit. This was fixed. The weapon also got new sounds for equip, lower and the drill running. Its implementation is still not final though (ie it still doesn't work as intended). Full functionality will come with 0.85.

t
toxikk.com 19.11.21

discount on toxick until 12.05.2015 23:59:59
only 267 rubles per key

http://store.steampowered.com/app/324810

b
bmx1221 19.11.21

are there people in the game? otherwise in the reviews everyone writes that they only play with bots

t
toxikk.com 19.11.21

bmx1221
is, of course, just the longer the test, the less people who "came to see" you

download a fresh patch, come in, play for three days, post feedback to developers on the forum and wait for the next one, quite productive :)

E
EDDISON 19.11.21

lope right now map in the game? when is the final rough?

t
toxikk.com 19.11.21

3 DM, 2 CTP, 1 VTsTP
current version 0.89 (release is 1.0 if anything) there is
no release date, of course, but the light at the end of the tunnel is visible :) the
next patch by the way will include a very interesting map:
http://forum.toxikk.com /viewtopic.php?f=3&t=3014

-
-Raixs- 19.11.21

Yes, the guys do not hesitate to copy-paste from UT at all. Even Deck was stolen. In principle, this is not so bad - anyway Epic pissed away the streak and are now trying to make their own Dota 2 + UT. But you could have brought in more of your chips. At the UT 2015 forum, everyone's fart is torn with words - this is a pathetic clone of UT 3, or something like that)))

t
toxikk.com 19.11.21

TOXIKK PATCH # 010, GINGER BUILD GENERATION, V0.9
RELEASE DATE: OCTOBER 21, 2015 in

brief: the
new DEKK card, its video presentation: the


patch is notable not so much for the card itself, but for the fact that it is executed in a new style, and this style is the last of all plans before the release, i.e. now it remains to release 1 more new card in November, and after that the guys will put a lot of pressure on the SDKK release.
Well, the release of the SDKK will automatically mean a bunch of new / old maps and mutators :)

under the spoiler, everything else:
Spoiler GENERAL

This patch brings your v0.89 Parsley build up to v0.9. It's the first patch of the Ginger generation and primarily focuses on a new map and a fresh visual theme (sci-fi / tech). V0.9 also brings some new features and fixes that were requested by the community, including some experimental multi display stuff. More details below.


FIXES

FIX_01 - ACCIDENTALLY LAUNCHING THE SERVER CONFIG VIEW
If you configured a Bootcamp (bot) match and clicked NEXT in the mutator menu, it took you to the listen server configuration view. This should no longer happen.


NEW FEATURES

FTR_01 - SCI-FI / TECH THEME
A new visual theme (sci-fi tech based) that comes with a bazillion of new assets for the game.

FTR_02-14 NEW MAP: DEKK V0.7
DEKK introduces our freshly designed sci-fi theme: The map is based on an over a decade old layout introduced by UT, now reincarnated with clean, yet highly refined / accentuated 3D assets, keeping visual clarity and simplicity in mind.

When testing the map, please keep in mind that it's v0.7 (ie you may still encounter some collision issues and / or other "unusual occurences").

FTR_03 - DISABLE ON-SCREEN LOG
You are an anti-social individual who doesn't care about team-play and you don't want to talk to anyone? You feel distracted by the on-screen log? This feature is for you: "On-Screen log disable" was added to the game options.
Yes, this feature was indeed requested more than once ...

FTR_04 - ADJUSTABLE HEALTH WARNING
If you think that the current HUD is too subtle about how low your health stauts is, you can now set a limit where the health indicator starts to flash in the game options.

FTR_04 - MULTI SCREEN SUPPORT (EXPERIMENTAL)
Yes, we had quite a few requests about advanced multi screen support and we decided to look into it. This whole stuff is still highly experimental, but if you were one of the users waiting for that feature, you may want to try to type "SetHudDimensions [xValue] [yValue]" to distribute the display of the HUD onto your multi-monitor setup ...

EXAMPLE: If you have three screems standing side by side and assuming that all three are set to the same resolution, type: "SetHudDimension 3 1" to allign the HUD to the screen in the middle.





Starting a new map now always brings up the name of the map and its location centered on the screen in big letters. Press left to skip this and to enter the pre-match lobby.

B
Boneyan 19.11.21

Added a map editor and a workshop.