• Running with Rifles - an open world, top-down, tactical sandbox shooter
    122 replies, posted
make it so that npcs and the player can get covered by shadows!
If you buy the game now can you activate it later on steam too when it gets greenlit? I played this at the very early alpha and loved it, these changes look insanely good I am definitly getting it.
[QUOTE=Darkslicer;41492389]If you buy the game now can you activate it later on steam too when it gets greenlit? I played this at the very early alpha and loved it, these changes look insanely good I am definitly getting it.[/QUOTE] Sure thing. Everyone owning the game will receive a steam key once it's greenlit (rank 73 right now, we need more votes!! :) )
Hi guys, we finally have been greenlit woohoo! Also we just released the beta 0.92 with quite a few changes. [code] menu: setting no ai in quick match menu now clears potential initial soldier boosts set up for the map menu: quick match now features XP, RP and soldier count settings as sliders commands: command execution rate increased map-editing: it is now possible to join different types of walls together by marking them for merging gameplay: it is now possible to takeover a vehicle from a friendly soldier by attempting to jump on the occupied seat -- if the soldier is of lower authority (rank, xp), he'll jump out first gameplay: it is no longer possible to use stab to takeover enemy vehicle seat, rather you hit jump to get the seat occupier out from the vehicle; remember to stab him after he's out appearance: buiding roofs now support walls at contours map-editing: mesh offset now works properly with y coordinate general: loading time optimizations, map5 went from 48s to 17s here appearance: most of the trees are again unique, with no apparent extra expense on loading time gameplay: grenade throwing tweaking yet again, behaves better, more like it used to be faction-resources: enemy resources can no longer be spawned with, by default, something needs to happen for the resource to become added as your faction's resource gameplay: shooting at a friendly occupied vehicle requests a ride: driver waits for requester to enter the vehicle and then squad commands can be used to request a target to drive to gameplay: dying dropping only some of backpack items fixed rewards: single event can be set to reward for both xp and rp -- new settings: causing fellows to die reduces RP, killing enemy players gives RP invasion: online Invasion again set to loop menu: quick match and Invasion now ask for profile name -- mostly it's relevant only if you intend to serve the game -- server name can be given separately; fixes the profile persistency issues with served campaign ai: several critical commander ai bugs related to starting attacks fixed gameplay: vehicle spawning by weapon now checks the area if there's enough room to spawn one gameplay: when encumbered by having too high-encumberance items in backpack, a backpack visual is now shown and shooting accuracy is greatly reduced calls: projectile drops now give rewards and penalties properly to caller general: quick match + custom map config + saves didn't work right, now they do appearance: terrain surface supports a new effects layer designed to visualize skidmarks, blood, foot prints and explosion decals appearance: weapon voxel models are no longer outlined, but are shaded and bigger menu: quick match and campaign menu stores settings now menu: visual quality options now feature a toggle for surface effects metagame: Windows game build now uses anonymous pipes by default rather than named pipes with communicating with the metagame component -- some people had issues with named pipes and so campaign didn't work gameplay: sandbag secondary item added - use it to create barriers; can be destroyed with blasts vehicles: MG enabled Humvee added, set up as drop-only via calls calls: artillery strikes, tank and rubber boat drops added calls: calls are no longer purchased at armories, rather you access call dialogue by holding Show calls -key and choose one, or use the shortcuts [/code] Now we'll work on getting into Steam early access as soon as possible. Thanks to all of you who votes for RWR! [IMG]https://dl.dropbox.com/s/u9ft2ids0m0ak2q/barrier_construct.png[/IMG]
Congrats on being greenlit, the game looks like its doing better than ever.
Woo! Greenlit! Will people who bought it on Desura get a Steam key or will I need to buy it again?
[QUOTE=macdoo999;42006033]Woo! Greenlit! Will people who bought it on Desura get a Steam key or will I need to buy it again?[/QUOTE] [quote]RUNNING WITH RIFLES is currently in public beta and is about 90% complete. Pre-purchasing the game at [url]http://www.runningwithrifles.net[/url] will gain you access to the latest beta release and all the upcoming updates including the final game when it's ready. [B][U]If the game becomes greenlit in Steam, existing players will receive a key to activate the game in Steam.[/U][/B] [/quote]
This looks really fun. Especially with vehicles and stuff. Just bought it. :)
Why does no one play this game? Its pretty fun. I'm wondering how hard this game is to mod? I mean with few new skins you could pretty much mod this game into any theater of war past/present/future surely?
Hmmm, this looks interesting. I´ll keep an eye for it :)
[QUOTE=some_hobo;42142010]Why does no one play this game? Its pretty fun.?[/QUOTE] Good question. I couldn't find a single server on multiplayer with people on it. :(
[QUOTE=TheCloak;42143625]Good question. I couldn't find a single server on multiplayer with people on it. :([/QUOTE] I find the same 8 guys on the UK coop persistent server. I'm on there usually leading the masses of troops on my own. First time I went on there I asked them "why does no one play this? its great!" They asked "What do you mean no one?" "....theres fucking 8 of you. total"
I have watched the uncut gameplay video and it looks great. I will definitely buy it, probably soon.
[QUOTE=some_hobo;42152370]I find the same 8 guys on the UK coop persistent server. I'm on there usually leading the masses of troops on my own. First time I went on there I asked them "why does no one play this? its great!" They asked "What do you mean no one?" "....theres fucking 8 of you. total"[/QUOTE] Were they Russian? That is the server that I saw people on too.
[QUOTE=TheCloak;42156467]Were they Russian? That is the server that I saw people on too.[/QUOTE] 2 of them were Russian and one of them was drunk. Standard
Hey guys, has been a freaking long time since our last update but we are finally done and version 0.93 has already been submitted to Desura 1 day ago and should hopefully be there soon... They take so long sometimes to activate a submission. It's especially annoying when you need it asap because of deadline for a vote for "[B]indiedb game of the year 2013[/B]" which has only a few hours left. So before I post the changelog and a few screens, it would be awesome if you guys could vote for RUNNING WITH RIFLES. Just click [B][url=http://www.indiedb.com/events/2013-indie-of-the-year-awards/top100#vote16486]<< HERE >>[/url][/B] and then click on VOTE and that's it. Thanks in advance! 0.93 took us 3.5 months so except quite a big update! Our next update will be Steam early access release, hopefully being done towards the end of January. [code] - items: shield tweaks, can now stop one blast, others protected by the shield will remain unharmed and shield user himself gets stunned, shield becomes consumed - items: remote detonable sticky C4 added - items: impact grenade added, impact grenade is better against vehicles, hand grenade is better against soldiers - items: complete faction specific weapon sets.. meaning plenty of new weapons - items: M16 made into full auto and as Green assault rifle - items: all weapons gone through some rebalancing - items: M79 grenade launcher added - items: certain items are no longer auto-obtained at respawn to avoid RP drainage, also the ones that are, are purchased with 50% fill - vehicles: turret rotation sounds - vehicles: can have any amount of protectors allocated for them - vehicles: some visuals improved - vehicles: static cover cars in maps have now changed into destroyable movable cars - vehicles: some physics bugs fixed, some known issues still exist - vehicles: steering and sliding handling improved - vehicles: park brake state in vehicles removed, instead, armored truck made player-only vehicle i.e. AI doesn't spawn there nor does AI use it - vehicles: transport truck added - vehicles: patrol ship added - vehicles: rubber boats and tanks made faster - vehicles: can be driven over cliff edges now - vehicles: get declared broken if tilted on side now - calls: new artillery sounds, artillery specific ground effect settings - gameplay: medic presence in player's squad is indicated at right bottom corner - gameplay: spotting vehicles gives target specific rewards - gameplay: quick pickup priorities tweaked: valuables and rares first, then any item types fit for empty slots, generally grenades, secondaries, primaries, in that order - gameplay: item drop amount when dying tweaked - gameplay: ability to make call requests when wounded - gameplay: ability to commit suicide when wounded - hold stab for 3 seconds - gameplay: radio tower static target added, present in certain maps; basically functions similar to comms truck, just static, can take more damage and has more protectors - AI: back and forth jumping comms truck driver issue fixed - AI: AI is now able to take over a vehicle properly again - AI: AI doesn't attack with grenades against an occupied enemy vehicle if it's flagged as not meant to be destroyed, i.e. cargo trucks - AI: AI attacks with bazookas too against an own vehicle if it's stolen by an enemy even if it's not meant to be destroyed, i.e. cargo trucks - AI: mortar usage tweaked, is more frequent now - AI: final base attack tweaked - campaign: "peaceful last base" feature removed from KOTH maps - campaign: "overtime" feature added to KOTH maps; losing faction(s) get their capacity set to 0 when the match gets close to an end - campaign: adventure mode enabled for single player or locally hosted campaigns, extraction points are now used to travel between maps - campaign: "peaceful last base" feature extended with boosted attack on the faction with 1 base - campaign: radio chatter tweaked a bit, still heavily work in progress - campaign: armories no longer request enemy weapon deliveries, instead briefcases can be delivered to gain unlocks to weapons otherwise unavailable - campaign: cargo truck deliveries are rewarded with weapon unlocks in addition to RP - campaign: unlocks expire in 1 hour of game time - campaign: KOTH maps now use constant amount of soldiers, regardless of how many bases have been captured - campaign: the specific armory for item deliveries is now marked on the map - visuals: fallen tree have roots pointing out now - visuals: map appearances have gone through a hefty amount of tweaking - visuals: dynamic effect layer now renders properly over decals and platforms - visuals: utility posts with more hanging lines - visuals: gore level option added in menu - UI: inventory UI revamp, LMB to equip an item, RMB to drop (move to world) or store (move to backpack) - UI: map view revamp - UI: new squad icon, specific images for each squad fill status - optimization: batch count reduced - optimization: water rendering is shutdown more accurately now - optimization: leaky HUD panels in views fixed - optimization: CPU side optimizations for vehicles - optimization: characters no longer included in post processing - modding: character configs are out with first batch of parameters; includes most of character state adjust values, default animations, AI/automatic dialogue - modding: amount of RP distributed to bots exposed - modding: hotkey support added, there are 5 hotkey slots in key config, hotkey content (custom script messages with aim positioning data, taunts, smilies..) can be defined in %appdata%\Running with rifles or per mod, ask more on the forum - modding: script can now spawn any dynamic instance, character, weapon/grenade/carry_item, vehicle, anywhere with any initial velocity - modding: randomize_respawn_items keyword added to start_game - modding: script can now plant any item in character's backpack or stash - general: radio chatter about possible neutral faction removed - online: others can no longer join as enemies in hosted campaign - sounds: new ambient sounds for most maps, with added specific sounds for alerted states, i.e. less bird chatter - a bunch of other minor things. [/code] [IMG]https://dl.dropbox.com/s/v78jd5pynv1ox3g/wrecks_093.jpg[/IMG] [IMG]https://dl.dropbox.com/s/0mhikfvc5fw2bkf/patrol_ship_093.jpg[/IMG] [IMG]https://dl.dropbox.com/s/smjvizy7yvwacvb/inventory_093.jpg[/IMG] Have nice xmas holidays and a happy new year!
Hey Runners, RWR will be on Steam Early Access very soon! There will also be a brand new demo and a new trailer. [img]https://dl.dropbox.com/s/8gh5nzyqbkksbe9/steam_ea_announcement.png[/img]
[QUOTE=Zang-Pog;44157929]We will be able to get a steam key from Desura right?[/QUOTE] Says so on the greenlight page. So yes.
[QUOTE=Zang-Pog;44157929]We will be able to get a steam key from Desura right?[/QUOTE] This question is the most asked question we ever had ;) And yes, CommanderPT is right.
Holy shit this looks good. I got this game a long time ago, and there has been so many changes.
Oh man thinks look so different to when I played it all that time ago, looking forward to the steam release!
This is a great game and more people should play it. Combat is very organic and fun. Huge firefights with armor support, use of cover, flanking, grenading.. it all flows together extremely well.
Hi guys, new update released! [code] RWR beta 0.95 out! changelog: * factions: added soldier groups feature, with rare high ranking elite soldiers - thanks to MasterBlaster and DoomMetal for the models! * factions: added brown winter uniform - thanks bwc153! * vehicles: added mobile armory truck * vehicles: added ai fillrate hint support * vehicles: added time to live support *vehicles: added spawn point positioning support * vehicles: added player-only spawn point hint support * vehicles: fixed initial vehicle turret orientation * vehicles: added blast_range modifier * calls: added sandbag cover resource drop * items: light machine guns are generally a bit better now * items: IMI Negev and PKM swapped factions between brown and gray * items: added a throwable flare, it creates a timed player-only paratrooper spawn point! * items: deploayble items can now be placed on roofs, just watch out for the edges for now * items: fixed weapons not being dropped by killed wounded soldiers * items: added deployable minigun - thanks bwc153! * items: added deployable mortar * items: added suppressed pistols - thanks to TheSoldier for the animations and DoomMetal for the models! * items: added an experimental XM25 - once again thanks to DoomMetal for the model! * targets: added destroy targets, fuel tanks, radio jammer * campaign: added secret crates * campaign: added prison break objectives in certain maps * campaign: campaign can now begin in one of two starting maps * campaign: lowered weapon rank restrictions generally * campaign: increased hard difficulty xp reward to 30% * campaign: reduced first map enemy count nerf * usability: added chat log view scrolling * usability: added chat log global/faction/game message filtering * usability: fixed input text fields not showing help text * usability: server list comment does now word wrapping and text truncation * usability: ground, stash and armory now show item category line * visuals in inventory ui, visualizing emptyness better * usability: added options for showing commander chat, global player chat, faction player chat in game view * usability: account credentials used to join servers in server list are stored per server * usability: "click to respawn" is no longer shown in map view spawn points when hovering over them while alive * usability: esc now cancels chat message input * usability: clicking on dimmed radio view item no longer closes the view * usability: clients show server max player setting in serverlist * online: fixed client side carry item ghosts that can't be picked up * maps: minor tweaks * AI: vehicle handling tweaks [/code]
I bought this game today and im surprised at how fun this game is. I'm really sad to see that there aren't thousands of people playing at all times.
Hey guys, new update 0.96 out! The changelog: [quote]* campaign: added ability to play with any faction * campaign: enemy faction order is randomized * campaign: added campaign mod support and list * ai: added ability to use cover deployment items * mapview: player and vehicle movement made smoother, troops distribution is now visualized as clouds rather than numbers * mapview: squad driver command marker added * mapview: base alert markers are now bigger and centerized * mapview: items are no longer inspected on ground at mouse cursor when in *mapview * mapview: AI chat is no longer shown when in mapview, nearby player chat gets redirected to radio message list * scoretable: scroller added * awards: old badge awards are no longer counted, but the notifications are still shown; campaign comes with ranked medals & titles granted by reaching given goals * stats: some new stats added * weapons: added rare/unlock weapons AA-12, Desert Eagle (+gold), Claymore mine * weapons: physical recoil of the deployable minigun and MG set to 0.0 to avoid wandering on shooting * targets: added AA weapons emplacement in campaign for enemies, denies air drops for other factions until destroyed * targets: water tank, mortar ammunition crates added * vehicles: minor bullet exposure reduction of soldiers sitting in a jeep (raised the top of the collision mesh by 0.2) * vehicles: mass of the dumpster raised * special crates: removed ability to spot them * chat log: visual improvements * calls: calls now support spawning soldiers from specific soldier groups; paratrooper calls ensure one medic * elite soldiers: accuracy and sight range increased * maps: several minor tweaks and fixes * sounds: a few reworked weapon sounds * particles: slightly reworked particle effects with textured explosion debris * general: larger horizontal panning factor for less wide than 16:9 aspect ratio resolutions * general: a few crashes fixed, mostly related to servers * modding: some ai parameters exposed * modding: grenade based items can be spawned non-activated now * modding: overlay mods can now be declared to take over campaign script handling, enabling overloading campaign with custom logic or other overlays * modding: generic xml command result class added * modding: faction resources command result class added[/quote] [IMG]https://dl.dropbox.com/s/mqxnxcwhj1i7m5a/096_ss_1.png[/IMG]
[QUOTE=mrx5001;44725808]I bought this game today and im surprised at how fun this game is. I'm really sad to see that there aren't thousands of people playing at all times.[/QUOTE] This game fails at selling itself. I never hear anything about "Running with Rifles" anywhere. I stumbled over it by chance here on Facepunch myself.
[QUOTE=Kindlinho;45006706]This game fails at selling itself. I never hear anything about "Running with Rifles" anywhere. I stumbled over it by chance here on Facepunch myself.[/QUOTE] Yes, it's a bit weird. Most people who have the game enjoy the game a lot, though the sales are behind what we'd have expected so far. The fact that it's still Early Access might scare some people away as you have a lot of games in EA which are buggy as hell, which RWR clearly isn't though, and that since a long while. Also we are focusing more on the single player campaign for now rather than polishing PvP which might be the community magnet for a longer life span of the game. Anyway, we are not that worried and are still hoping for a bigger impact (big youtuber, final release...)
New update 0.97 out! The changelog: [quote]* maps: ninth map, Black Gold Estuary, added * general: removed anti-air from quick matches; can't know which faction is to have the AA as only one can have * character: wounded now falls down properly when crawling over an edge * character: character now visually says spotting of a target * menu: campaign menu clean up * menu: added confirmation for save game deletion * menu: added loading screen and menu soundtrack * menu: possibility to reconnect without going to lobby first * inventory: inventory UI made to support scaling better * mapview: chatting in mapview now works again * usability: when control helpers are enabled, pickup key is shown with on-ground items * usability: deploying sandbags and weapons now automatically align * placement with overlapping elements in front * usability: mod key + pickup key puts an item straight to backpack * campaign: unlockable items now stay in stock for 4x longer time * campaign: armories accept bringing in enemy weapons, 5th will make the weapon available in the armory * campaign: map specific AI-player compensation parameter added, Moorland Trenches made tiny bit easier this way - mostly affects heavily populated online * campaign: hidden vehicles added, can be delivered to armories for a reward * weapons: rare flashbang launcher added * online: fixed respawning on reconnection without a weapon in hands recreating the previous weapon regardless if it was rare * online: "-character now allowed in server name * config: config now offers choosing which monitor to play in, Windows only * hotkeys: pressing hotkey picks up a player id when pointing at a player * Steam: Steam integration work began; player's public SteamID is shared in online, friends IDs are queried; can be used for tagging in 0.98[/quote] [img]http://www.modulaatio.com/runningwithrifles/wp-content/uploads/2014/07/ss_097_2.png[/img]
New update 0.98 out! The changelog: [code] * gameplay: in-air spawn height adjusted * gameplay: fixed enemy weapon deliveries not working after being removed from stock until map change * gameplay: fixed some online bugs with vehicles that utilize locking, like cargo truck * gameplay: remote detonable grenades near a respawning vehicle now get removed * gameplay: enemy anti-air emplacement not prohibiting usage of air drops in fixed * gameplay: added short celebration time after winning a map, AI shoots in air * gameplay: wounded soldiers no longer contribute to capture force * gameplay: fixed squad size not reaching maximum value when capped * gameplay: last base capture timer restart bug fixed * maps: 1st final battle map added * maps: racing mod map and assets added * items: new valuable items added * items: riot shield can now block one blast, only second blast will cause the stun * items: support for resolving the origin item from transform chain in order to attempt respawn with the original item * weapons: 2 new (rare) weapons added * vehicles: vehicle-vehicle collision handling improved * general: pause functionality (SP only) added * general: campaign and quick matches save with different names by default * general: squad chat key added * general: savegame loading handles vehicles properly now * general: saving without weapon made the previous weapon put back to hands when loading; could be used to duplicate rares - fixed * general: surrendered enemies show no longer as battle alert in map view * general: removed neutral faction reports * online: server mode tag field added * online: player squads added, the tag input field is in profile settings in menu; set squad tags same to form a squad; syncs marker color with small variations * online: potential fix for a delivered cargo truck continuously being reported as delivered again, when the cargo truck can no longer respawn * online: fixed online profiles not saved at map change * visuals: squad player and Steam friend player markers added * visuals: improved arm orientation handling in animations * visuals: player markers redesigned * visuals: valuable item icon style matched with rest of items * visuals: soldier/commander head icons for radio bubbles * AI: AI can now attempt to dive to safety from grenades * AI: some bots not alerting the area when shot at with a suppressed weapon fixed * AI: bots not remembering where they were shot at from when shooter is beyond sight range fixed * AI: when fighting, bot turns no longer face to last known enemy when not seeing the enemy * AI: fixed the occasional guarding ai duck dance bug * chatlog: squad chat filter option added * chatlog: radio chat messages no longer popup at left top when in chatlog/statsview * statsview: sorting functionality added * campaign: final battle unlocking support * campaign: first maps in campaign are a little less friendly-boosted * campaign: last maps in campaign are a little less friendly-nerfed * campaign: the enemy faction indices are no longer randomized on each savegame load * quickmatch: new settings added * quickmatch: possibility to pick initial commands from a user defined file; no range checks, start that 10k AI match if you want * usability: ladders now have backside visuals * rewards: base capture gives also XP reward now * rewards: side base capture gives slightly bigger XP and RP rewards * rewards: promotion gives slightly bigger RP reward * achievements: tracker ranks now require delivering hidden cargo pickups * performance: non-nvidia + opengl character rendering optimized * menu: host/join server error message event bubbles show in menu now * menu: menu music and ambient sound fx volume controls added * linux: fixed some black decals on opengl * compatibility: mac stuff added * usability: unaffordable items in armory are no longer draggable * usability: added a different cursor in inventory for hovering over draggable items * usability: option to fade out speech bubbles when hovered over with mouse * modding: quick matches can now be made to start a script at match start, could be used to enable things like cargo truck deliveries and whatnot in quick matches * modding: added active property for commander ai command * modding: added attack_target_base_id property for commander ai command * modding: added backpack_weight_capacity modifier for vests; could have a rare vest that enables arsenal mode * modding: calls are now reported to script, making a variety of call-action bindings possible * modding: detectability factors added in character specification * modding: detectability modifier added for vests * modding: exposed fire_open_min_time, using_cover_min_time and using_cover_max_time AI parameters * modding: update_base XML command added, can be used to control base ownership from script * modding: default squad config parameter added for character * modding: drop_count_factor_on_death parameter added for weapons, projectiles and carry items * modding: time_to_live_out_in_the_open added for weapons, projectiles and carry items * modding: bases now have a new field "key", gets name assigned to it if left empty; can be used when defining starting bases for factions with start_game * modding: camera fov field added * packaging: rwr_server is now included in game releases; SteamCMD could be used to keep the files updated [/code] [IMG]https://dl.dropbox.com/s/bo8s828t8hr6o0r/screenshot219.jpg[/IMG]
I just got this game, and have been enjoying it a lot, but there are a couple of things that don't make sense to me. What determines the kind of equipment I spawn with, other than available RP? I hate having to go to the armory every time for a vest, and it sucks to spawn with random weapons I didn't want, like a shotgun, or rifle with silenced pistol for no reason. [editline]15th September 2014[/editline] Also I pushed some sniper off of a roof in mp. He didn't appreciate it, but snipers are for nerds.
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