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Toxikk 22.01.2015

Обсуждение бета-версии

Пока мы имеем одну тесную карту, средних ботов и некую смесь из минусов ut3 и плюсов ut2k4.
Надо с людьми поиграть, так не понять.
Пока что главный плюс - самые гибкие настройки за последние лет десять :D
Разве сервера не обещали сразу запустить?
ps Брайтскинов не хватает =(

upd
С людьми интереснее конечно.
В качестве примера, скрины на максимальных настройках (кроме отрубленного блюра).

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

вкратце:
новая карта DEKK, её видео презентация:

патч примечателен даже не столько самой картой, а тем что она исполнена в новом стиле, и этот стиль последний из всех задуманных до релиза, т.е. теперь осталось релизнуть еще 1 новую карту в ноябре и после этого ребята усиленно налягут на релиз SDKK.
ну а релиз SDKK будет автоматически означать кучу новых/старых мап и мутаторов :)

под спойлером все остальное:

Спойлер

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 (i.e. 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.


CHANGES

CHG_01 - INTRO DISPLAY
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.

2

вощим если вкратце:
игра агонь, таким я хотел бы видеть ут3, всё очень динамично, это замечаешь сразу
неткод надо получше конечно потестить, но на первый взгляд гораздо более юзер френдли чем в ут2004, на пинге 70 побегал час, какого-то дискомфорта не ощутил

1

ну это все равно что флаку на иронике считать имбой, релакс, на открытой карте шотганом ничего не нарулишь :) а вблизи он и должен уничтожать в щи

1

виолатор вертит раптора как хочет, да и вообще всю технику, лол

1

не спим, продолжаем идти к победе игрового баланса над нубством :)

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

Спойлер

NEW 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 (i.e. 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 (i.e. it still doesn't work as intended). Full functionality will come with 0.85.

1

пока у меня игра в процессе скачивания, хотел спросить насколько она огонь, тоесть есть ли разница играть в анрил3 с мутатором движения под ют2004 и играть в это?

0

сможет ответить наверное тот кто поиграл в ут3 чуть больше чем две недели в самом начале :)

0

После часа игры, в принципе, рано судить, но, во всяком случае, в дизайне карты есть попытки учесть тукейный мувингстайл, чего не добавлял мутатор для ют3, и вообще как-то порезвее.
Пока что смешанные ощущения от оружия, не достаёт индивидуальности и есть много возможностей для спама.

0

докладываю))
1. да, стиль движения классный, как сказал десп, - то чего и ждали от анрила 3! мешком с говном себя не чувствуешь. все быстро, резко и тп. одним словом - как надо!
2. баланса по оружию АБСОЛЮТНО НЕТ.
имба рокет. рокет летит быстро и убивает с одного попадания. все остальное оружие бред сумасшедшего, огнемет какой то наркоман придумал, когда ты стреляешь из него или в тебя стреляют из него - НЕ ВИДНО АЩЕ НИКУЯ из за огня, какая то казуальщина. пулеметик непонятный, подобие шоки+линка, дробовик какой то, в общем у кого рокет тот и победил.
3. ну и статус раннего доступа о себе говорит. настроек игры практически нет, модель оружия не отключить, ники не влазят в строку и тд и тп, доделывает еще овердокуя, анрил4 еще и раньше выйдет, чем это. без ракраски моделек вообще не играбельно, все слишком темно и быстро.

итог:
игра не плоха, но доделывать еще слишком много.
пока вразумительное оружие не сделают, на мой взгляд, там делать нечего. хотя может виновата бестолковая карта - слишком узкая и коридорная

0

дак суть первого этапа теста как раз в настройке баланса оружия, так что все норм, играем, пишем на форум, они все внимательно изучают и настраивают

ну и если по чеснаку, такая же мапа в ут2004 точно так же изи рулилась бы флакорокетом, на большой карте из следующего билда интересно будет хитсканы посмотреть

З.Ы. задроты настроек инишек в ут3 на вес золота щас)) того что нашел в гайдах из гугла уже хватило для серьёзного улучшения геймлея и видимости, представляю что там ещё можно сотворить умеючи))

0

Поделись плиз скринами, что вышло у тебя.

0

ну и для желающих посмотреть, две игры в ТДМ от многоуважаемого писятпервого:

инишки дефолтные, специально уточняю, потом сравните :)

0

поддерживаю по поводу настроек графики, в игре минималки это не минималки. а вот через ини-файлы.. ))) покрутил - хоть видно стало кто где

0

Да, судить по одной карте пока рано, но в принципе неплохо. Во всяком случае модель передвижения более чем неплохая. А баланс оружия пилить и пилить, чувствуется явный перевес в сторону рокета, хотя как правильно заметил десп - карта маленькая и спам здесь сам собой разумеется.

пс. интересно, конечно, разрабы подошли к проектированию оружия - куда ни глянь - везде скрещенные ежи с ужами. но огнемёт силён сцук :D . надо было, имх, пойти по проторенной дорожке и скопировать (пусть с небольшими) изменениями веапон из ут2к4.

0

51 или десп запилили б на твиче канал, а то там днари какие-то)

0

да есть канал, чего там стримить-то особо

0

тут вот вроде норм чуваки более менее:
http://www.twitch.tv/toxikkplanet

0

toxikk.com
какими настройками ты тени убрал?

0

а это f8 два раза наверное, но чтобы работало в онлайне и сервак должен быть так настроен, впрочем как и для скрытого оружия

на самом деле это единственный раз когда я чуть пожалел что не играл в ут3, развернуть грамотно настроенные сервера и затвикать инишку для ут2004 заняло бы 30 мин, а тут за день кое как с конфигом разобрался и то не до конца, про развертывание своего сервака ваще молчу)

0

кде комбо, шилджампы и транслок?

0

что то мне подсказывает, что в скором времени какой-нибудь энтузиаст сделает мутатор меняющий все виды оружия на аналогичные из анрина 2к4, было бы вообще здорово

0

что то мне подсказывает, что в скором времени какой-нибудь энтузиаст сделает мутатор меняющий все виды оружия на аналогичные из анрина 2к4, было бы вообще здорово

тут все оружия скрещенные получились, так что придётся ещё и допиливать всякие линки и био.
в след билде появится новый веапон, кста.

0

щас пришла идея в голову - подскажи ктонить 51му, пускай попробует предложить токсику свои наработки HUD'а для анрила4. на мой взгляд хад в токсике - полное гавно, с первого взгляде не разберешь где бронь где хп, так и не понял что за цифра 100 в крайне правом углу. а его концепция реально отлично впишется в интерфейс токсика

0

Ну вот и первый патчик подоспел, переводить думаю смысла нет:

TOXIKK PATCH #001, WASABI BUILD, V0.71

Спойлер

RELEASE DATE: Jan. 29, 2015
---

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 (e.g. 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.

0

Норм. Ещё бы порезать чуток сплеш у рокета и убойность у шотгана, включить в дм вепонстей (как было в тдм и в ют3), добавить хитсаунды и брайтскины - конфетка готова.
А, ещё хотелось бы более заметную в воздухе дробь от шотгана.
И добавить в уголок маленький список подобранного оружия с числом патронов...

0

да дробовик вообще полный бред, абсолютно никто не стреляет бесполезным основным огнем, все стреляют альтернативным, порезали рокет, теперь дробовик мега-оружие, еще и у дробовика то хитскан - увернуться невозможно

0

дак тут все уничтожает в щи - огнемет альт-огнем тратит 300, дробовик тратит 200+, граната тоже около 200, рокет хоть ослабили, теперь, судя по форуму, будут ослаблять дробовик

0

а мне кажется нечего его ослаблять, фармить пачками прямоходов, которые зашли просто посмотреть игру и пытаться в ближнем бою развести на директ хит ребят со стажем ут2004 в 10 лет, это все же разные вещи и там не всё так очевидно уже :)

0

из последних новостей:
ближе к концу этой недели обещан еще один небольшой патч с фиксами (0.73)
а в районе 12 февраля апдейт до 0.75 с большой картой для машинок, собственно самими машинками и режимом vCTF для них же :)

также создал в стиме группу
http://steamcommunity.com/groups/uToxikk
суть простая, все кто играет в токсик и говорят по русски, велкам туда, группа открытая, мне кажется так будет попроще собираться, в irc не затащишь одну половину игроков в наше время, в скайпы не затащишь другую :)
часто вечерами сидим онлайн, сервер свой есть, а поиграть тдм 4на4 не всегда набирается народ, а так можно было бы добрать из группы.
в общем добавляйтесь, ткните палочкой знакомых, поглядим как пойдет

0

TOXIKK PATCH #002, WASABI BUILD, V0.73
RELEASE DATE: Feb. 07, 2015

Спойлер

GENERAL
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 (e.g. 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.

0

http://forum.toxikk.com/viewtopic.php?f=13&t=1903&p=16433#p16433

пошел сбор пожеланий на прицелы, постите кому какие надо :)

0

Сегодня должны появиться машинки

0

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 (i.e. classic maps). Internally we often refer to the difference of the play-styles in classic versus massive maps to be as big as between e.g. 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 (i.e. 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. E.g. 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.

настройка прицелов топовая

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да, такого кастомизатора прицелов я еще точно не видел, и это лишь первая версия :)
зачот однозначно

раптор имба и не контрицца, буду жаловаться чтобы бендеру дали твин бимс вместо плазмочек :)
давилка у манты медленная
а личный турбосамокат это ваще имбец, скейт идет в жопо))

З.Ы. все же будут технику называть по старому? :Д

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нене, я про баланс техники между собой :)

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Нубомелочи:
Из техники что-то трудно в человеков попадать.
Танчика не хватает.
Зато есть редька.

А по делу - не хватает вепонстея и брайтскинов. А на джипе легко застрять.
И да, настройка прицелов шикарна.

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вепонстей есть, союзники могут подобрать оружие которое ты только что подобрал

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Прыгнул с джетпаком и 6% здоровья на своё ядро, сдать вражеское. Разбился о верхний край обруча. Вражеское ядро на нём так и оставалось лежать, окружённое беснующимися соратниками.

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Кстати забавный глитч - если падая с высоты, ну хоть с моста в каньон, притвориться шлангом, тобишь трупом, то здоровье вообще не теряется.

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если перед приземлением заюзать ховерборд, то тоже ниче не потеряешь

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все пофиксят, не надейтесь на халяву))

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

Спойлер

GENERAL

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. I.e. 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 (i.e. you cannot see an icon for a stolen cell on your HUD, while the enemy team carries it around). This is intended behaviour.

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 (i.e. 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.

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Ребята,какими настройками в ини файле можно убавить графику до уровня unreal tournament 99?Просто у меня комп древний под игры 90-х годов

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Карта слишком пёстрая, но красивая, зараза

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скидка на токсикк до 12.05.2015 23:59:59
всего 267р за ключик

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

0

а человеки в игре есть? а то в отзывах все пишут, что только с ботами играют

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bmx1221
есть конечно, просто чем дольше тест, тем меньше народа который "зашёл посмотреть"

качаешь свежий патч, заходишь, играешь дня три, постишь фидбек разрабам на форум и ждёшь следующий, довольно продуктивно :)

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скока щас мап в игре? когда финал ориентировачно?

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3 ДМ, 2 ЦТФ, 1 вЦТФ
текущая версия 0.89 (релиз это 1.0 если что)
даты релиза понятное дело нет, но свет в конце тоннеля виден :)
следующий патч кстати будет включать очень занятную карту:
http://forum.toxikk.com/viewtopic.php?f=3&t=3014

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Да-а, походу ребята вообще не стесняются копипасты с UT. Даже Deck стырили. В принципе, это не так уж плохо - всё равно Эпик просрали серию и теперь пытаются сделать свою Дота 2 + UT. Но можно было побольше своих фишек завезти. На форуме UT 2015 у всех пукан разрывается со словами - это жалкий клон UT 3, или типа того)))

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Добавили редактор карт и воркшоп.

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Моих нулёвых знаний хватило вот на такое:

-2