Developer posts

31.10.2018, 18:22

The Survarium Halloween event has started, and in honour of the occasion we added a special "Search and Destroy" mode to Survarium playable on the updated "School" location! The game event will last from October 31st to November 9th!

A group of survivors occupied the territory of the abandoned school. Suddenly, they are attacked by five unknown combatants. Their goal is to deliver a strange artifact to one of the two dedicated points on the map, while overriding the defensive side. If the attackers succeed, they will win the round. In case of failure, the victory will go to the defending team. Having played three rounds, the attackers and defenders switch places. Victory in the match is awarded to the first team to score 5!

Play in the "Search and Destroy" mode, earn special currency: pumpkins, spiders and skulls and then exchange them for weapons with unique camouflage! MP-153, AS Val and UMP-45 are available for exchange. All weapons have unlocked slots for modules and orange modifiers are available. Special thanks to John Rivian for his help.

The higher the place you finish in the match results, the more currency you will get! You can also earn symbols in regular PVP matches, however you will receive the maximum currency only by playing "Search and Destroy" mode. For the first victory in a PvP-battle, you are awarded with a special "Voodoo" mask. Put it on your character to get +1 to pumpkins, +2 to spiders and +3 to skulls every time you earn. In addition, an active premium account gives you + 25% to all special currency earned. Missing currency (If you do not manage to earn enough during the event) can be purchased in the Survarium web shop or in the game shop. Also, until November 9th only, you have a chance to acquire a unique mask, enabling you with +5% extra experience.

Good luck!
User avatar
by Андрияш Козловский
 
Forum: Game Discussion
Topic: The Survarium Halloween Event Has Started!

26.10.2018, 19:44

We have updated the Public Test Server to Survarium version 0.55a9! To participate in the test, please download new game version. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than July 20. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.

All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of July 20 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Read find the update notes of Survarium PTS 0.55a9 below. Please note that those are not final and The public server will receive version improved based on the results of the testing! See you on the PTS!

The Complete List of Changes in PTS 0.55a9
Technical Changes

Daily tasks updated.
Treasure hunt updated.
The players' supplies are reset.
Player profiles are reset.
Saved player presets have been deleted due to the new system of supplies.
Reward for completing tasks increased.
The following settings have been added (section “Control”): “Next collimator reticle”, “Previous collimator reticle”, “Change reticle color”, “Increase reticle brightness”, “Decrease reticle brightness”.
The price for repairs is now untied from the item of equipment or weapons. Also, the price for repairs depends on the level of equipment, for example, if a player has put at least one item of equipment level 5, he will pay for repairs the amount charged at the fifth level of equipment. Prices for repairs:

Level 1 - Silver 0
Level 2 - 1000 silver
Level 3 - 2000 silver
4 level - 5000 silver
5 level - 8000 silver

Weapons, equipment and supplies

All weapons across all the tiers have been balanced in line with their class.
Armor-piercing returned to the game as an indicator on the weapon. Now the damage inflicted on the enemy depends not only on his armor and the damage of your weapon, but also on armor-piercing.
Returned dispersion and dispersion when aiming. For each class of weapon, the dispersion parameters are set individually. So, for example, sniper rifles are absolutely not susceptible to the influence of dispersion in sighting mode, and submachine guns - on the contrary, have a small, but noticeable variation when firing in long bursts.
For all weapons in the game, the kill values ​​for opening a slot for a module are revised. Now, at all tiers of equipment, the following values ​​are valid: 100 kills - slot for aims, 250 kills - slot for grips, 500 kills - slot for silencers, muzzle-flashes and more.
Added the ability to customize the reticle for collimators - you can change its type, color and brightness. This functionality depends on the level of rarity of the collimator
The parameters of stopping power and shooting down were unlinked from each other. The stopping power is set to match the caliber of the weapon. The crash of sight with hits weakened.
The recoil on all weapons is reduced and changed to a more convenient one. The recoil graphs and pictures have been saved.
Recoil randomization is noticeably reduced.
The slowdown parameters have been changed and are now based on the weight and dimensions of the equipment.
Ability to get bleeding added to all weapons. Its damage is significantly reduced, and the duration is increased.
Painkiller now reduces the effect of stopping power by 25% and reduces bleeding duration by 25%.
The Defense Totem now increases health regeneration by 4 hp/s and reduces the chance of bleeding by 25%. The duration is now 30 seconds, the recharge time is 5 seconds.
Stationary scanner: reload time is now 10 seconds.
RGD-5: damage is now equal to 150.
RGO: now the damage is 130.
MON-50: now the damage is 200.
PMN-3: Now the damage is 225.
C-4: Now the damage is 300.
The damage modifier on weapons is replaced by the following:
For assault rifles, submachine guns, machine guns and pistols for dispersion
For sniper rifles and carbines for sight sway
For shotguns for shot grouping
The values ​​of the modifier rate of fire on weapons reduced by half.
The shortage of muzzle velocity is reduced to real values ​​for all classes of weapons.
Added display of the muzzle velocity in a weapon.
Reinforced cartridges now give the muzzle velocity +40 m/s, + 80 m/s, + 120 m/s.
Reworked all sets of equipment. Now, for the 3 parts of the kit, the player gets an improvement of one minor parameter, the assembly of the full set will give several more significant improvements.
Modifiers on equipment:

Masks:

'Energy costs' instead of 'Armor' now.
Stamina regeneration' instead of 'Reduced explosion damage' now.
Jackets and pants:

Added a stop action modifier.
The values ​​of the "Energy Costs" and "Energy Recovery" modifiers are halved.
Gloves:

Time to ready a grenade' instead of 'Reduced explosion damage' modifier now. Faster weapon hiding and grenade taken out.
Boots:

'Drop damage' instead of 'Reduced explosion damage' modifier now.
The values ​​of the "Energy costs" modifier halved.
Backpacks:

Reduced the value of "Explosion protection" modifier in half.

Gameplay

The game introduced a single level of match-making. This means that now players of the first-fifth levels of equipment and weapons will be able to play among themselves. The damage coefficient for the higher level game is cut out of the game. Also, the main parameter when collecting teams is ELO
Now all players are divided into 3 categories of players. Players play only in their category, with the exception of a long match search.
New pockets system. Now the game has the concept of "Pocket" and "Capacity". The number of pockets determines the number of different supplies and the number of shortcut keys you can use. The maximum number of pockets is 5. Capacity determines how many supplies you can use. Each supply occupies one unit of capacity. The maximum amount of capacity that can be collected is equal to 8. You can collect pockets and capacity on equipment. Also, the supplies are divided into categories: medicines, explosives, devices and more. You can fill the pockets with supplies, you want to fill all the pockets with different medicines - please. But there are restrictions on the maximum number of transportable special weapons per battle, by category: medicines - 8 pieces, explosives - 2 pieces, devices - 4 pieces and more - 1 piece. This was done so that the player could not take with him a large number of strong special means, for example: 4 RGOs.
Initial movement speed reduced.
The player now has 3 ammo bags at the start.
Skill "Terminator" replaced by "Ammunition" - an additional cartridge pouch for ammo.

Artifacts

Now you can take two identical artifact.
You can not activate two artifact at the same time. You need to wait until the first activated one expires, after that - activate the second artifact.
Onyx: active ability - works 4 seconds, + 75% to the resistance from damage.
Spring: passive ability - + 4% to speed.
Larkspur: active ability - regeneration 25 hp/sec, effect for 4 seconds, gets lost in receiving damage like any first-aid kit.
New lighting on the School location
The lighting on the “School” location was redone, in accordance with the new quality standard. See the pictures below to check the changes.

Bug fixes

Fixed a bug due to which the player when looking on the corpse of another player had the silhouette of that body displayed at the time of his respawn.
Fixed a bug due to which the player at the beginning of the match heard the music of the match end.
Fixed a bug due to which the game client stopped working when shooting at a player from a short distance.

Known bugs

'Regeneration' modifier (when staying) does not work.
Larkspur artifact action can't be stopped.
'Time to ready a grenade' modifier works incorrectly.
The function of changing color, intencity and type of collimator marker is temporarily disabled.
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium: Update 0.55a9 is on the PTS!

24.10.2018, 14:26

Three weeks have passed since the release of update 0.54, and today we are ready to share with you our plans for the near future. Read the preview of the upcoming update below!

Single Matchmaking Tier

With the release of patch 0.55, Survarium moves to a single level of match making. This means that the damage reduction of lower level weapons has been removed. Now the parameters of all weapons are in the range of their respective class, regardless of the level. The main parameter in matching teams is the ELO rating system. According to it players are divided into 3 categories.

We expect that due to the introduction of a single level, the number of bots (AI) in matches will be minimized, which will allow players to enjoy more battles against live opponents. Also, the search time for matches for players from the main ELO rating group will be reduced.

New pockets system

During the development process, we receive a lot of suggestions from players as to how we can improve Survarium. We try to respond to them, in accordance to our capabilities. So, players have often asked to limit the number of grenades that can be taken into battle. Having listened to the community, we introduce the concepts of "Pocket" and "Capacity of Pockets" into the game. The number of pockets can be no more than five and determines the number of different supplies available for use. The capacity of the pockets can be no more than eight and determines the maximum number of supplies that can be taken into battle. Each supply means use of a unit capacity. The number of pockets and their capacity is determined by your equipment. Special items are divided into the following categories: medicines, explosives, devices and other. You can fill pockets with various supplies. However, it is impossible to take more than eight medicines, two explosives and four devices.

https://survarium.com/sites/default/fil ... 20x801.png

Artifacts

Artifact effects are another important change in the future update. With the release of 0.55, you will not be able to activate two artifacts simultaneously. You must wait until the first artifact expires and then activate the second one. The “Onyx” artifact has an active ability of 4 seconds. Player gains + 50% damage resistance. The passive ability of the artifact “Spring” gives + 4% to the speed of movement of the character. “Larkspur” changes; now the active ability of the artifact gives the character 25 health points per second. The action will last 4 seconds, however it gets lost in receiving damage, or when using any first-aid kit.

Weapons and Equipment

In addition to the single level of match making, which was described above, we introduced a number of important changes and innovations. So, we have reduced and changed recoil on all weapons to a more comfortable one. In this regard, the “Spread” and “Spread when aiming” parameters are back in the game. We also reviewed the number of kills required to open slots for modules. Currently, the following values ​​apply:

- 100 kills - slot for aims;
- 250 kills - slot for grips;
- 500 kills - slot for silencers, muzzle flashes and other modules.

The price for repairs also depends on the level, but now it is unlinked from the item of equipment or weapons. For example, if a player has put at least one item of the fifth level of gear, he will pay for the repair at the fifth level of equipment. Below are the prices for repairs:

Level 1 - 0 silver;
Level 2 - 1000 silver;
Level 3 - 2000 silver;
Level 4 - 5000 silver;
Level 5 - 8000 silver.

Please note that these are approximate values ​​that may change according to the results of testing on a public server.

New lighting on the School location

We continue to work on a new graphics renderer. In patch 0.55, the lighting on the “School” location was redone, in accordance with the new quality standard. See the pictures below to check the changes.

https://survarium.com/sites/default/fil ... x912_0.jpg
https://survarium.com/sites/default/fil ... x912_0.jpg
https://survarium.com/sites/default/fil ... x912_0.jpg
https://survarium.com/sites/default/fil ... x912_0.jpg

Other changes

In addition, with the release of the upcoming update, Chinese localization will be available in Survarium, as well as a new server in Taipei (Taiwan), as a replacement for the former SEA server.

These are all the key changes that will appear in Survarium 0.55. We will present a full list with the release of the game update. Leave your comments on the forum and follow the further news of Survarium!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Read: Survarium's 0.55 Update Preview

28.09.2018, 11:57

Watch Survarium 0.54 video overview to learn about the main features of the update!

Survarium Patch 0.54 with the CNPP Cooling Tower map is now live! Read the complete list of changes below.

Survarium Patch 0.54 Change List

Locations

- Added the CNPP Cooling Tower map with game mode "Slaughter". Other modes on this location will be added in the future.

Weapons, modules, equipment and supplies

- Sniper rifles with manual reloading ("bolt rifles"): a new round is only loaded into the barrel after leaving the aiming mode.

Technical improvements

- Improved network synchronization - reduced the difference between the ping and the latency parameter in the game.

Bug Fixes

- Fixed a bug due to which the training mission displayed the wrong battery marking key.
- Fixed a bug due to which the text in the group chat was erased.
- Fixed a bug that caused a notification about the player's inactivity, although the player was active.

Other

- Added decals of the flags of Bolivia, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay and Venezuela.
- In training with bots, a message was added about the inaccessibility of the map if it is disabled.
- Added a user agreement.
- Corrections to German localization.

Download Survarium 0.54 and check it out! Hopefully you'll like the changes.

See you on the battlefield!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Patch 0.54 is Live. Play Now!

21.09.2018, 16:02

We have updated the Public Test Server to Survarium version 0.54a1! To participate in the test, please download new game version. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than July 20. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.

All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of July 20 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Read find the update notes of Survarium PTS 0.54a1 below. Please note that those are not final and The public server will receive version improved based on the results of the testing! See you on the PTS!

The Complete List of Changes in PTS 0.54a1

Locations

- Added the CNPP Cooling Tower map with game mode "Slaughter". Other modes on this location will be added in the future.

Weapons, modules, equipment and supplies

- Sniper rifles with manual reloading ("bolt rifles"): a new round is only loaded into the barrel after leaving the aiming mode.

Technical improvements

- Improved network synchronization - reduced the difference between the ping and the latency parameter in the game.

Other

- Added decals of the flags of Bolivia, Chile, Colombia, Ecuador, Paraguay, Peru, Uruguay and Venezuela.

Known bugs

- Equipment profiles do not always switch upon selection after death.
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Update 0.54a1 is on the PTS!

20.09.2018, 18:11

In late August, our development team announced a new location called "CNPP Cooling Tower". Today we want to lift the veil and tell you a little bit more about the new map. The level is developed on the basis of a real-world prototype, which is located near the Chernobyl Nuclear Power Plant. The structure is impressive in its dimensions - and can be seen from a distance of several kilometers.

https://survarium.com/sites/default/fil ... 00x900.jpg

At one stage, unfinished cooling towers of the third stage of the Chernobyl Nuclear Power Plant were created to cool the water of the fifth and sixth power units. However, the terrible catastrophe changed many things. The first tower was completed up to roughly the 60% stage.

https://survarium.com/sites/default/fil ... 00x900.jpg

We visited the tower to collect material, took photos, video, recorded sounds and enough clear impressions for the subsequent work on the location. There really is something impressive. The cooling tower is surrounded by a small forest, storing artifacts from the old era. For example, at 50 meters, for more than 30 years, there have been refrigerators of inhabitants of the dead city of Pripyat. Staying inside the tower for a long time is very dangerous. Scaffolding, affixed to the top is now very rotten and could fall at any moment. In fact, some of them have fallen already. The radiation level is ten times higher than the norm, and if the dosimeter is moved close to the moss, which here is in excess, the value will increase several times more.

https://survarium.com/sites/default/fil ... 00x900.jpg

Once in the middle of the tower, you are amazed at how huge this structure actually is. Man seems like an ant surrounded by majestic walls. Inside, it's always cool, damp and windy. The sun struggles to shine through.

Acoustic properties in the center of the tower are such that even the soft sound of pebbles under the soles of your feet are amplified several times and is reflected from a 76 meter high circular wall. Nevertheless, in Survarium, we will limit ourselves to only the most important sounds: these are weapons, steps and other well-known game sounds.

On one of the concrete blocks has been painted by an Australian artist Guido Van Helten with a mural in memory of the liquidators. This picture players will be able to see in the game.

https://survarium.com/sites/default/fil ... 0x1080.jpg

But enough memories. Let's go back to the world of Survarium. Why would this uncomfortable place attract survivors? It's all about the design features of the structure. Survivors accidentally found this place and constructed a wind farm to generate electricity. And since the object has value, they erected a fortification inside for the purpose of defense, using various metal debris located around the tower.

We tried to reliably recreate the location, so the number of preserved details is great. From the design itself and to the picture on the block. Nevertheless, there are differences. So, inside the real cooling tower it's quite empty, so to create a location fit for gameplay we added game objects. While we used them from other levels. Nevertheless, in the near future we plan to replace them with new ones in order to present the location as originally planned.

The level is big. 126 meters from one end of the cooling tower to the other and about 30 meters adjacent to the perimeter of the territory.

https://survarium.com/sites/default/fil ... 0x1080.jpg

Players will be offered Slaughter and other modes. The final decision as to which ones exactly we will take based on results of the testing on a public server. We will inform you about the terms of testing accordingly. Follow the news on survarium.com!

"CNPP Cooling Tower" is the main innovation of Survarium - Update 0.54. Also, players will be greeted with technical improvements, but more on that later. A full list of innovations and changes we will published with the release of the game update. Leave your comments on the forum!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Read: Survarium's 0.54 Update Preview

28.08.2018, 18:01

We are happy to announce that a new map for team battles is already in development! The site has been given the name "CNPP Cooling Tower" and is based on a real-world prototype, which is located in the Chernobyl Exclusion Zone. Previously, our developers visited the site to collect information, photos and video in our best efforts to please players with the most realistic implementation of the level.

Keep yourself up to date with further news by regularly visiting the official Survarium website.

https://survarium.com/sites/default/fil ... 0x1080.jpg
https://survarium.com/sites/default/fil ... 0x1080.jpg
https://survarium.com/sites/default/fil ... 0x1080.jpg
User avatar
by Андрияш Козловский
 
Forum: News
Topic: New PvP Location Coming to Survarium!

15.08.2018, 09:45

Survarium Patch 0.53af is now available! Launch Survarium to download and install the patch. Read the complete list of changes below. See you in the game!

Bug Fixes
·Fixed bug causing the character to disappear in the faction section.
·Fixed bug when after leaving the faction menu, promotion banners disappeared.
·Fixed bug in the post-match statistics an exclamation mark on the profile icons was displayed.
·Fixed a crash when simultaneous selection of the battery was made by the two players.
·Fixed a bug were no special tools and equipment were available when reaching a new level of current Faction.
User avatar
by joewillburn
 
Forum: News
Topic: Survarium Patch 0.53 is Live. Play Now!

03.08.2018, 13:48

Survarium Patch 0.53 with the new lobby and voice chat is now live!

Please find the complete list of changes or watch the video overview of the Patch below. Have a good time playing the game!

Survarium Patch 0.53 Change List

Survarium Patch 0.53 Highlights

Voice Chat

Now you can communicate with each other directly in the game without the need of third-party applications. By default, voice chat works for allies. Each player has the ability to turn off both voice and text chat of any player and voice chat can be controlled in the audio settings. Players can always choose not to use voice chat. This is of course if you do not want to listen to allies or want to save on internet traffic. At the moment, voice chat is available during the match, we plan to develop this further, but first we want to gather feedback from the players. At the moment, voice chat is only available during the match. We plan to further develop this feature but first we want to gather feedback from testing.

Improved Weapon Module System

This system was announced earlier in the year, finally, it will be added with the release of 0.53. Now you can use the accumulated weapon modules (of the same type) to obtain rarer modules with improved characteristics. Improving the characteristics of a module can be done using three any other modules of the same type. The chance of successful improvement is 50%, but for gold you will have a 100% success rate. Also, modules which had their modifiers changed in 0.53 have been unlinked. If your module was installed on a weapon, it will stay there, but you can put it on another weapon for free. In this case the module will bind to this weapon.

New Lobby

In 0.53 we draw your attention the new design of the game lobby. A Light, cozy apartment of around 33 square meters, with a well-preserved rug and an old refrigerator, storing a cold bottle that can warm the soul. A place where you want to return to after a long day of wandering, throw your backpack onto the table and relax in a chair, drinking freshly boiled tea with a few teaspoons of sugar. There is everything for a comfortable life: a tub for morning and evening bathing, windows, a deckchair, an improvised workbench and a pair of working lights. The house is made of solid Soviet bricks, which allows you to hear noises from above and below, and the slots in the doors not only provide a neat draft, but also guarantee additional audibility of sound from the outside. The high arrangement of the apartment provides peace and quiet and allows for restful sleep. Try your new abode and share your impressions with us!

Graphics Renderer Changes

We paid close attention to optical effects and light sources. So, in 0.53 you will see the addition of God rays, lens flares, an anamorphic flare (directional bloom) and an effect of lens dirt. We've added SSAO, its implementation turned out to be great for quality, but quite heavy on resources. Therefore, in 0.53, we completely reworked this effect and achieved both good quality and many times better performance. In addition, a new option was added to the graphics settings: dynamic resolution scaling. If you enable this option, the resolution scaling will change in real-time to maintain the specified frame rate, which depends on the frequency of the monitor. We will continue to improve the graphic rendering in Survarium and work on optimization and image quality improvement. As always, we welcome all players to actively help us with this. In particular, improvements to SSAO were made with your help, for which we want to thank you!

Animations

The animation component of any shooter is an important aspect, so we have continued to improve the character's animation in the game. In the 0.53 we will add a new jump animation: character movements will become more responsive and natural. Moreover, now the character will be able to fire without an extra step after jumping.

ASVK: fixed animations for quick reloading and recoil.

Locations

Lighting was remastered on the following locations: Tarakanovsky Fort and Vector Laboratory.
In the game, variations of locations of Vostok Radar Station, School and London.
Vostok Radar Station: The possibility to climb out of the area in the "Slaughter" mode has been removed.
Chemical Plant: redesigned lighting in problematic places.
London: a collision has been removed from the hanging wires. Fixed the texture of the Ocelot car glass.
Mamayev Kurgan: Improved collection of the artifact "Glow of the Forest".
Training Mission: Corrected the wrong textures of bushes.
Dangerous Knowledge: The spherical electrical anomaly is now more original in form - a bright sphere and bright light when coming into contact with the anomaly.
Rudnya: gameplay lighting changes and improvements done.
Vostok Base: location color gamma improved, sun shafts intensity lowered. Bug with the sun casting through the ceiling near military quarters fixed.
Tarakanovsky Fort: general visual fixes on the locations made. Black color for one of the doors fixed.
Cologne: models lighted beyond the location fixed. Lighting has been additionally improved and fixed, though the work has not been fully completed yet.
Dangerous Knowledge co-op mission: woodboards fixed in a particular place to enable guaranteed jumping up. Material texture on the forest mill building corrected.

Weapon Modules

Added the highest level of module quality - modifiers with the maximum positive and minimum (or nonexistent) negative modifiers.

Quality Levels:

Factory-made - green
Industrial - blue
Military - orange
Special - gold
Mastercraft - purple
Duckbill: modifiers "Horizontal grouping" and "Vertical grouping" are replaced by "Spread across" and "Spread across the vertical.

The modifier "Distance" is returned to the weapon. Players will be credited with 10 spare parts for each level of the character. For example, if your character has reached level 50, then you will get 500 spare parts.

Optical sights: the modifier "Distance" is replaced by "Rocking the sight".

Flash suppressor: The positive modifier is changed to "Unmask radius".

Silencer: the negative modifier "Distance" has been reduced for VSK-94, SR-3M and OTs-14.

Foregrip:

FAB-Defense MIKI: positive modifier - "First three shots recoil", negative - "Slowdown when aiming".
AFG-1: positive modifier - "Recoil when aiming", negative - "Recoil from the hip".
FSG2: positive modifier - "Recoil from the hip", negative - "Recoil when aiming",".
Troy Modular: positive modifier - "Recoil when aiming", negative - "Aiming time".
FAB-Defense PTK: positive modifier - "Recoil when aiming", negative - "Slowdown when aiming".
G & P RIS: positive modifier - "First three shots recoil", negative - "Sighting time".
PKP standard foregrip: positive modifier - "Recoil when aiming", negative - "Recoil from the hip".
SR-3M and SR-3M "Vikhr" handle (SR-3M grip and SR-3M "Vikhr" grip): positive modifier - "Recoil when aiming", negative - "Recoil from the hip".
Laser sights:

LMS-UNI: positive modifier - "Dispersion from the hip", negative - "Aiming time".
UTG LS268: positive modifier - "Aiming time", negative - "Slowdown when aiming".
DBAL-D2: positive modifier - "Aiming time", negative - "Slowdown when aiming".
PEQ-15: positive modifier - "Dispersion from the hip", negative - "Aiming time".
Muzzle breaks:

"Kochevnik" muzzle brake: positive modifier - "Shot grouping", negative - "Slowdown when aiming".
Custom muzzle brake: positive modifier - "Shot grouping", negative - "Slowdown when aiming".
Ilgynag k01: the positive modifier is "Shot grouping", the negative modifier is "Slowdown when aiming".
Defcon1: changed the positive modifier to "Stopping power".
Custom muzzle brake, clamp: changed positive modifier to "Stopping power".
Barrels:

VSSK "Vykhlop" long barrel: positive modifier - "Distance", negative - "Bleed chance".
Weighted VSSK barrel: positive modifier - "Distance", negative - "Slowdown".
Glock 17 barrel with a screw thread: the negative modifier is changed to "Aiming time".
Buttstocks:

KS-23M frame stock: positive modifier - "Slowdown", negative - "Recoil from the hip".
KS-23M stock: positive modifier - "Aiming time", negative - "Recoil from the hip".
Mauser M.712 stock-holster: positive modifier - "Recoil when aiming", negative - "Aiming time".
Other:

OTs-14 tactical forend: the negative modifier is changed to "Aiming time".
Glock 17 fire mode selector: the negative modifier is changed to "First three shots recoil".
VZ.58 optics bracket: the positive modifier is removed, the negative modifier is changed to "Aiming time".
Weapons, Equipment and Supplies
RPD: aiming time changed from 0.7 sec to 0.6 sec.
RPK-74M: aiming time changed from 0.5 sec to 0.45 sec.
FORT-401: aiming time changed from 0.7 sec to 0.6 sec.
PKP ‘Pecheneg ”: aiming time changed from 0.75 sec to 0.65 sec.
FN Minimi and FN Minimi NY 2017: aiming time changed from 0.6 sec to 0.5 sec.
Interface
Added filters for modules in inventory - by type of module (handles, optical sights, etc.), by rarity, by Bound/Free
Added display for the the maximum value of the resolution scaling for the current resolution.
Added visibility settings for the chat (all, allies, squad, nobody).
Changed the sound options, added the assignment of PTT keys in sound and control.
Technical changes
Optimized video memory usage, fixed crashes caused by incorrect video memory usage.
Corrections in Polish and Spanish localizations.

Gameplay

Increased stamina consumption when jumping.
Fractures of hands has been removed from the game.
Slightly increased the range of sound of running in third person.
Adapted some textures of walls, objects and cars to the new renderer
3 person's faces adapted to the new renderer
Increased bots' perception in the smoke (generated by a smoke grenade)
Battery explosion warning sound changed

Bug Fixes

Fixed a bug in which the "post-match statistics" screen displayed "defeat" when the match was won.
Fixed a bug that caused an icon of death from bleeding to be displayed in the log while killing the "Sponge" artifact.
Fixed a bug in which the player's nickname was displayed incorrectly in the league TOP-100.
Fixed a bug in which the effect of the modifier "Stopping power" was incorrectly displayed with the standard value on the weapon.
Fixed a bug in which when loading the profile special items were not included.
Fixed a bug that caused the H&K MP5 to unlock slots for modules when it is purchased.
Fixed a bug in which buying Steam weapons (SKS "Arrow Head", AKM "Avenger") were issued the wrong modules.
Fixed a bug that caused the loading screen to not appear when loading into the match.
Fixed a bug in which visually bugged hands when recoiling with a gun.
Fixed a bug in which with the skill "Terminator" (when using it) the number of cartridges in the weapon inventory and in the match did not match.
Fixed a bug in which the "Spectator Mode" interface was displayed in the post-match statistics screen.
Fixed a bug in which it was impossible to leave the squad after passing the team mission "Dangerous Knowledge".
Bug forcing the game client to terminate when losing connection to the game servers fixed.
Bug with the mismatching module characteristics and colour (rareness) fixed. Now if you are improving the ‘green’ (default) with the characteristics of a ‘blue’ one, then as a result of improvement you will receive an ‘orange’-coloured module.
Bug forcing the players to not respawn in the Slaughter mode on Tarakanovsky Fort map has been fixed.
Fixed an issue when the description of installed module was not removed when opening a window with other modules.
Fixed an issue when all game modes were disabled for the player who was kicked from a squad.
Fixed an issue when equipment description didn't have bonuses to "Reduced explosion damage" and "Run Speed" if the player had several equipment profiles.

Known bugs

Sometimes voice chat does not work after reassigning the keys. Repeat the procedure to correct the error.
Download Survarium 0.53 and check it out! Hopefully you'll like the changes.

See you on the battlefield!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Patch 0.53 is Live. Play Now!

12.07.2018, 17:59

Welcome, Survivors! It's time to tell you all about what exactly the Survarium development team has been working on in recent months and what will be added to the game in Update 0.53.

Voice Chat

In 0.53 players are given a new opportunity: voice chat in PvP and PvE matches. Now you can communicate with each other directly in the game without the need of third-party applications. By default, voice chat works for allies. Each player has the ability to turn off both voice and text chat of any player and voice chat can be controlled in the audio settings.

https://survarium.com/sites/default/fil ... hat_en.jpg

Players can always choose not to use voice chat. This is of course if you do not want to listen to allies or want to save on internet traffic. At the moment, voice chat is available during the match, we plan to develop this further, but first we want to gather feedback from the players.

Improved Weapon Module System

This system was announced earlier in the year, finally, it will be added with the release of 0.53. Now you can use the accumulated weapon modules (of the same type) to obtain rarer modules with improved characteristics. Improving the characteristics of a module can be done using three any other modules of the same type. The chance of successful improvement is 50%, but for gold you will have a 100% success rate.

https://survarium.com/sites/default/fil ... 62x993.jpg

Continued Work on the Graphics Renderer

After the release of the 0.52 update, we continued to work on the new graphics renderer's visual effects. We paid close attention to optical effects and light sources. So, in 0.53 you will see the addition of God rays, lens flares, an anamorphic flare (directional bloom) and an effect of lens dirt.

In 0.52, we added SSAO, its implementation turned out to be great for quality, but quite heavy on resources. Therefore, in 0.53, we completely reworked this effect and achieved both good quality and many times better performance. In addition, a new option was added to the graphics settings: dynamic resolution scaling. If you enable this option, the resolution scaling will change in real-time to maintain the specified frame rate, which depends on the frequency of the monitor. We will continue to improve the graphic rendering in Survarium and work on optimization and image quality improvement. As always, we welcome all players to actively help us with this. In particular, improvements to SSAO were made with your help, for which we want to thank you!

New lighting on locations "Tarakanovsky Fort" and "Vector Laboratory"

As the capabilities of the new graphics render increase, we paid much attention to improving lighting in game locations. In 0.53 you will be presented with updated maps Tarakanovsky Fort and Vector Laboratory.

https://survarium.com/sites/default/fil ... x912_0.jpg
https://survarium.com/sites/default/fil ... 12x912.jpg

New Jumping Animation

The animation component of any shooter is an important aspect, so we have continued to improve the character's animation in the game. In the 0.53 we will add a new jump animation: character movements will become more responsive and natural. Moreover, now the character will be able to fire without an extra step after jumping.

https://coub.com/view/1aypqe

New Lobby

In 0.53 we draw your attention the new design of the game lobby. A Light, cozy apartment of around 33 square meters, with a well-preserved rug and an old refrigerator, storing a cold bottle that can warm the soul. A place where you want to return to after a long day of wandering, throw your backpack onto the table and relax in a chair, drinking freshly boiled tea with a few teaspoons of sugar.

There is everything for a comfortable life: a tub for morning and evening bathing, windows, a deckchair, an improvised workbench and a pair of working lights. The house is made of solid Soviet bricks, which allows you to hear noises from above and below, and the slots in the doors not only provide a neat draft, but also guarantee additional audibility of sound from the outside. The high arrangement of the apartment provides peace and quiet and allows for restful sleep. Try your new abode and share your impressions with us!

https://survarium.com/sites/default/fil ... 0x1080.jpg

These are only the key changes that will appear in 0.53. Also, on side note, we fixed the most frequent bugs causing the game to crash, improved network synchronization, reduced the use of video memory and more! A complete list of changes will be provided with the release of the game update. Leave your comments on the forum and follow us on social media for further news from the Survarium team!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Read: Survarium Update 0.53 Preview

14.06.2018, 16:14

Survarium Patch 0.52a1 is Live. Play Now!

The List of Changes in Survarium 0.52a1

- a customized "Sharpness" graphics option has been added
- lighting computations have been optimized
- shadows rendering in aiming mode has been fixed
- maps loading time has been significantly reduced for players who experienced several minutes loading previously
- several memory leaks have been fixed
- reduced textures quality after several matches has been fixed
- crashes when graphics device has been removed have been fixed
- collimators set up on L85 has been fixed
- match servers behavior after OS synchronized time has been fixed
- replays playing has been fixed
User avatar
by Андрияш Козловский
 
Forum: Game Discussion
Topic: Survarium Patch 0.52 with a New Renderer is Out Now!

14.06.2018, 15:14

We present to you an interview with one-man-orchestra, Vladimir Dargalon Savin. He manages to combine work on sound design and lighting of locations in the Survarium! How difficult is it to work on the locations? When will the rain and evening maps appear in the game? And finally: how often do you have to complete tasks in a non-standard way Dargalon answered these and many other questions.

Read the interview below!

Tell us, how did it happen that the employee in charge of the sound design in Survarium began to work on game locations?

A Very few people know, but I have a completed education in art, not related to music :) The talent for drawing as a child brought me to art school, and then ... I'm a lighting artist :) Actually, the love for graphics and the whole CGI thing has been with me for a long time. I like to create worlds in every sense: sound, music and image. It is a pity that the capabilities of the PC of most our players doesn't allow me to reveal the entire graphic potential of the Vostok Engine.

https://survarium.com/sites/default/fil ... artist.jpg

How hard is this work specifically?

The work is more fascinating. It becomes complex when you need to combine a good picture and allow the user to play. Photorealism in the new Vostok Engine Renderer is now available like never before, and it has become much more difficult to use methods to allow the player to see what the camera can not see even in the real world. After all, we now have the same tools as, say, a photographer.

How long does it take to complete one location?

This is a comprehensive activity. There are 3 ways to light a location, and all take a very different amount of time. For example, you can go on a simple path and illuminate the location in a couple of minutes. This method is suitable for creating dynamic weather or the time of day. The image at the same time leaves much to be desired, and additional visual effects are needed to improve such a picture that not all the PCs of our users can draw.

You can go along the path of photorealism, and one location could take 3 days. The result will be logical from the point of view of the real world. Unfortunately, playing with such lighting will not be comfortable.

The last option; Make it so that photorealism does not interfere with the game. For example, a sunny day will not allow you to see a dark room from the street, but inside - on the contrary, the room is seen well, but the street looks like a white wall in which it is difficult to see something. This method takes approximately 2 weeks of hard work and a lot of tests to ensure that most players are happy. This is not easy to do.

The lighting of the "Tarakanovsky Fort" is almost complete. The next step is the "Vector Laboratory". How soon will we be able to experience the changes?

I try to use the maximum amount of time to do the lighting once so there will be no need to come back to this. The history of lighting locations Survarium is full of alterations, and now we are trying to avoid this in principle. I hope the nearest PTS will include locations: "Fort" and "Vector".

How long until the daylight remaster of other locations?

We are trying to complete the work for daylight in several weeks. This means that in the near future all locations will receive new daylight. I hope that nothing will interfere with our plans.

Evening and rainy locations. Is it more difficult to work on them? When will we see them in the Survarium?

Evening locations like rain etc. are not more difficult than daylight. After the completion of work on the day versions, the evening will be ready soon. Rainy maps, in turn, are waiting for several missing effects: wet surfaces and so on. Without them, the rainy weather will feel incorrect, since just walking in the rain is not enough :)

https://survarium.com/sites/default/fil ... ogress.jpg

How difficult was it to make the winter in Survarium? Example: The Olivier Mall.

This is also a fascinating process. The creation of a winter location was not difficult: the particle system was always able to create both rain and snow. We only slightly expanded the functionality, giving the opportunity to choose the texture not only of rain drops, but also snowflakes. The rest is working with models, decals and so on.

Is it possible to make a winter version of the old locations in the future? For example, on New Year's holiday?

To do this, it is necessary to prepare all the game geometry in terms of textures and shaders, because simply replacing the texture to snow will not work. Otherwise, the texture maybe in the room (where snow usually does not fall). Violating this rule makes no sense. So we do not plan to translate old locations into snowfields. We like making new locations :)

Night locations. How can they be introduced, and will they ever be in Survarium?

There is a concept of how to do it. There are no technical problems either. The only thing, in the case of photorealism - this implies the introduction of flashlights and / or PNV. And this, certainly is useful piece of equipment in the game, but at this point we are not ready to discuss it.

Let's return to sound. What tasks are facing you in the near future?

In the near future, I really want to improve the system of explosions in the game and translate it into a modular one, as a weapon. I want the explosion to be different in every concrete place: different types of premises and open spaces. Also I want to improve the sound of firearms and additionally fix / modify some reloading sounds.

How often do you perform tasks in an unconventional way? Can you tell us about such cases?

I am constantly perform work tasks in a non-standard way! One should at least recall the laboratory of the Atlant complex in the cooperative mission. The howling sound behind one of the doors is nothing more than a recorded "glitch" of plumbing from the old Vostok Games office, which became the atmospheric part of this complex :)

https://coub.com/view/19iskl

Do you travel often? Can you combine that with work?

Sometimes yes, sometimes not. My laptop is always with me, a couple of recorders, a small set of microphones. For example, I cannot stop recording the acoustic properties of the streets of Pripyat, the atmosphere of the city, day and night. I visited Pripyat from the 25th to the night of the 26th of April this year. A few weeks ago, as part of a trip to Europe, record a rare sound event - gun shots in the valley of Lauterbrunnen, Switzerland. Or a recent trip to Tarakanovskiy Fort to collect sound and photo materials.

https://www.instagram.com/p/BipUg3inoo_ ... y=dargalon

https://survarium.com/sites/default/fil ... y-fort.jpg
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Interview with Vladimir Savin (Sound Designer & Lighting Art

03.05.2018, 11:57

Survarium Patch 0.52ah is now available! Launch Survarium to download and install the patch. Read the complete list of changes below. See you in the game!

The List of Changes in Survarium 0.52ah

- game crash has been fixed on bullets computation under some specific conditions;
- game crash on the round change when at least one player with the "Anomaly Contact" skill is inside the anomaly;
- game crash on low-end systems with textures pool computations;
- game crash on switching grass LOD simultaneously with render the very same grass patch;
- fixed "Play" button disabling after trying to play a training match with all profiles disabled;
- placeable items shadow fix;
- warmup time after game has been loaded;
- chat is now over tab window.
User avatar
by Андрияш Козловский
 
Forum: Game Discussion
Topic: Survarium Patch 0.52 with a New Renderer is Out Now!

20.04.2018, 11:48

Please find the complete list of changes or watch the video overview of the Patch below. Have a good time playing the game!

Not playing Survarium yet?
Download the latest version of the game here!



Survarium Patch 0.52 Change List
Don't want to read through the complete list? Watch the video highlighting the main features of Survarium 0.52!



The Complete List of Changes in Survarium Patch 0.52
Technical Changes

- Survarium now uses a new graphic renderer.
- Removed the following options from the Graphics menu: Lighting quality, Decorations quality, Postprocessing quality, Particles quality, Renderer version.
- Added the following option to the Graphics menu: Depth of field, Film grain, Lens flares, Chromatic aberration, Radial blur, Channel blur, Color shift, Vignetting, Subsurface scattering, Grass shadows, Ambient occlusion quality, Field of view.
- Added a new visual setting "Field of view" to the Graphics menu.
- Input lag minimized without decreasing frames per second count.
- Added Minimize input lag option to the Game menu.
- Minimize input lag option perfectly matches input lag and frames per second count, and also minimizes network latency.
- Reduced input lag between pressing fire button and a shot (on some weapons).
- Fixed the display of damage decrease modifiers. A blank shield is displayed upon 40% decreased. A half-painted shield is displayed upon 60% decrease. A fully painted shield is displayed upon 80% decrease. Added an option to turn off damage indicators in the Game menu.
- Reworked the visual effects of anomalies, artifacts, fires, tracers.
- Changed materials of muzle brakes, tracers, explosions and particles when shooting some surfaces.
- Added the option to play with bots in a mode when they ignore player characters. The function can be turned on in the "Training with bots" tab.
- Improved client performance when playing with a ping above 50 ms.
- Vertical synchronization is enabled in the game lobby.
- Bots’ visual perception in the fog is weakened.
- Made the first and second rounds of the new renderer optimization.
Changes in the Treasures Hunt: 100th level players and players with the highest reputation in all factions won't get experience and reputation boosters correspondingly anymore
- Improved game performance during shootouts in matches.
- Improved game performance when rendering location geometry.
- Changed shot sound effect at the distance on some open locations (Rudnya, Mamayev Kurgan).
- Fixed poisitioning of sound that is made by enemies running inside buildings.
- Improved screenshot option: now a screenshot not only is saved into a folder, but also copied to exchange buffer.

Locations

- Reworked the lighting on the following locations: Rudnya, Chemical Plant, Mamayev Kurgan and Cologne Bridge,. At the moment the new lighting is ready only for the daytime versions of the locations..
- Changed lighting on the following locations: London, Vostok Radar Station, School, Tarakanovsky Fort & Vector Laboratory. This locations temporarily have lower discrepancies between light and shadowy parts which looks more similar to the Survarium alpha. In the future lighting on this locations will be changed to be more in line with the other locations. At the moment lighting is set only for daytime.
- Reworked the lighting on team and training missions.
- Rudnya received a dense fog on a swamp.
- Rudnya: willows are replaced with apple trees. Medical UAZ returned to its historical place. Small changes in the lighting of the location are made.
- Fixed several issues causing bots to be stuck on the lumberyard in the "Dangerous Knowledge" team mission.

User Interface

- Dead characters on the statistics screen ("Tab" button in a match) are displayed in transparent text.
- Increased performance when the mini-map, crosshair or missions information is updated in a match.
- Improved framerate stability during shootouts with other characters.
- Optimized transition into the Killcam mode.
- It’s now possible to send a clan invite via chat window.
- Fixed the equipment display on the post-match screen and in the history.
- Location loading screens no longer have hints which are not related to the location or the chosen game mode.
- The description of settings is now displayed when you hover not only on the name of the setting, but also on its value.
- Improved game performance after changing character’s profile in a match.

Weapons, Equipment and Supplies

- Damage of all SMGs at max distance increased from 30% to 40%.
- Damage of all shotguns at max distance increased from 20% to 30%.
- AKM, AKM "Avenger", AKM'65.: damage increased from 32 to 34.
- AKS-74U, AKS-74U "Corsair": damage increased from 30 to 32.
- M4A1, M4A1 NY 2017, M4A1 "Hi-Tech": damage increased from 28 to 30, changed recoil pattern.
- PP-2000, PP-2000 "Ornament": damage increased from 32 to 33, effective distance increased from 15 to 20 meter.
- MP-153 "Baykal": damage decreased from 145 to 115, rate of fire increased from 220 to 250, effective distance increased from 10 to 15 м, shot grouping reduced from 4.5 to 4, shot grouping from the hip reduced from 8 to 7.
- TOZ-34: effective distance increased from 13 to 15 meter.
- FN FNC, FN FNC "Halloween 2016": rate of fire increased from 650 to 700, changed recoil pattern.
- OTs-2, OTs-2 "Kiparis": rate of fire reduced from 875 to 850, effective distance of both OTs-2 and OTs-2 "Kiparis" is now the same (15 meter), changed recoil pattern.
- Vz. 58 P, Vz. 58 P "Laboratory": effective distance increased from 25 to 30 meter.
- Vepr, Vepr "Wanderer": changed recoil pattern.
- Benelli M4 Super 90, Benelli M4 "NY 2018": effective distance increased from 10 to 12 meter.
- OTs-14: slow down reduced from 13% to 10%.
- H&K MP7, H&K MP7A1, H&K MP7A1 "Legend": changed recoil pattern.
- H&K UMP45, H&K UMP45 NY 2016: damage increased from 33 to 38, rate of fire reduced from 700 to 650.
- H&K 416A5: damage increased from 27 to 28, slow down reduced from 12% to 10%.
- MSBS Radon: slow down reduced from 13% to 10%, changed recoil pattern.
- SVD, SVD NY 2016: changed recoil pattern.
- SVD: fixed shot animation.
- Changed materials on the most weapons. This makes weapons to look better.
- Remodeled all sights.
- Sights models received lens effect.
- Fixed an issue with a slow reload on SV-98.
- Fixed textures of sights, collimators, grips, and some tactical brackers.
- TOZ-66: fixed reload sound.
- Barrett M82: shot does not deafen like before.
- AK weapons: changed reload sound.
- Fixed textures on all muzzle brakes.
- Optical sights with variable magnification have lower magnification by default.

Bug Fixes

- Fixed characters' haircuts offset.
- Fixed an issue which caused profile menu to appear after you delivered an artifact into the container.
- Fixed an issue which caused the client to crash when using quick commands frequently.
- Fixed an issue when the trajectories of bullets fired from SVD and SOCOM 16 where not aligned with the sights.
- Fixed an issue when Film Grain option was not affecting anomalies. This option will be adjusted in the coming updates.
- Fixed an issue when it was impossible to make a dash if the "Next weapon" and "Previous weapon" bindings were not set.
- Fixed an issue when the game client settings were chaotically flickering after clicking on the "Optimal settings" button.
- Fixed an issue that caused a message about player inactivity to pop up in local matches (training with bots, shooting range).
- Fixed an issue that caused incorrect hit indicators to appear in the kilcam.
- Fixed an issue when it was impossible to make a screenshot while the chat window was opened.
- Fixed an issue when all characters had the same equipment on the post match statistics screen.
- Fixed an issue with flickering capture points in the "Research" game mode.
- Fixed an issue when a message about inactivity in a match was shown even though the player was active.

Download Survarium 0.52 and check it out! Hopefully you'll like the changes.

See you on the battlefield!

by Survarium DevTeam
 
Forum: Game Discussion
Topic: Survarium Patch 0.52 with a New Renderer is Out Now!

30.03.2018, 17:13

We have updated the Public Test Server to Survarium version 0.52a1! To participate in the test, please download new game version. Please note that the temporary shutdowns of the PTS are possible when installing updates and making urgent changes.

You can participate in the test if you registered in Survarium no later than March 26. Unfortunately, you won’t be able to login to the PTS if you have registered via Steam due to a different authentication system.

All testers will receive 10 thousand spare parts, 10 million silver, and 10 thousand gold to make purchases on the PTS. Characters and progress in the main game as of March 26 will be copied to the test server. However, the progress you make during the test will not be transferred back to the main server! The PTS has no way if receiving payments, so purchases made in Survarium shop are automatically credited to your account on the main server.

Read find the update notes of Survarium PTS 0.52a1 below. Please note that those are not final and The public server will receive version improved based on the results of the testing! See you on the PTS!

The Complete List of Changes in PTS 0.52a1

Technical changes

- Survarium now uses a new graphic renderer. Please participate in the testing on the PTS, so we get performance data from as many different PC configurations as possible. This will allow us to fix the majority of the performance related problems.
- Removed the following options from the Graphics menu: Geometry quality, Lighting quality, Decorations quality, Postprocessing quality, Particles quality, Renderer version.
- Added the following option to the Graphics menu: Depth of field, Film grain, Lens flares, Chromatic aberration, Radial blur, Channel blur, Color shift, Vignetting, Subsurface scattering.
- Reduced the input lag.
- Added Minimize input lag option to the Game menu.
- Fixed the display of damage decrease modifiers. A blank shield is displayed upon 40% decreased. A half-painted shield is displayed upon 60% decrease. A fully painted shield is displayed upon 80% decrease.
- Reworked the visual effects of anomalies and artifacts.

Locations

- Reworked the lighting on the following locations: Rudnya, Chemical Plant, Mamayev Kurgan. At the moment the new lighting is ready only for the daytime versions of the locations. Exactly these locations are available on the Survarium 0.52a1 PTS.
- Rudnya received a dense fog on a swamp.
- Team and tutorial missions are not available on the PTS.

Weapons, Equipment and Supplies

- Changed materials on the most weapons. This makes weapons to look better.
- Remodeled all sights.
- Sights models received lens effect.
- Fixed an issue with a slow reload on SV-98.

User Interface

- Dead characters on the statistics screen ("Tab" button in a match) are displayed on a transparent background.
- Increased performance when the mini-map, crosshair or missions information is updated in a match.
- Improved framerate stability during shootouts with other characters.
- Optimized transition into the Killcam mode.
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Patch 0.52a1 is live on the PTS!

14.03.2018, 11:08

Survarium Patch 0.51cb is now available! Launch Survarium to download and install the patch. Read the complete list of changes below. See you in the game!

The List of Changes in Survarium 0.51cb

Bug Fixes

Fixed a bug which caused the quantity of boosters, improved ammo go into negative values.
Fixed a bug which granted victory to one of the teams even when each team had the same number of reinforcement points in the "Team Deathmatch" mode.
Fixed a bug when the game client stopped working upon trying to install a collimator on a bracket.
Fixed a bug when in a match the Laser sight was not turned off at the beginning.
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Patch 0.51 is Live. Play Now!

13.03.2018, 17:21

Hi Everyone!

In the recent podcast with developers we shared what the Survarium team has been busy with and what changes could be expected in near future. So now it is time to talk in more detail about the upcoming update. Read the preview of Survarium’s Update 0.52 and find out what key changes we have made & what will be available in the game soon!

Transition to the New Graphics Renderer

This change was announced long ago and took several years to develop. Finally, in Update 0.52 we are migrating to the new graphics renderer! This means we are not only adding extra functionality for the new renderer, but also discontinue the support of the old one. & subsequently remove it from the game.

Our goal was to improve the quality of graphics in the game, while boosting the performance on most systems. In the case you used the renderer for gaming PCs, the new renderer will see your performance improved. If you used the renderer for low-end PCs and you have a (separate) video card, the performance is expected to be approximately the same level. Finally, if you used the renderer for low-end PCs and you have a built-in video card the level of Intel HD 4000, you will have an improved quality image, but the performance could decrease.

To ensure the transition to the new renderer we have accomplished a massive chunk of work: rearranged the lighting on all the game maps, as well as replaced and readjusted the materials on all the weapons. Unfortunately, not all the materials on the characters have been updated yet, therefore certain gear is not at its final quality (for instance, metal on characters will look rusty) - we will fix those minor elements with the subsequent Survarium patches.

Of course, changes of the caliber as described above require meticulous testing on the computers of all possible configurations, therefore we invite you to play on public test server as soon as the new game version is available. With your help we will be able to achieve the best possible quality with the release of Update 0.52.

It should be noted that the new graphics renderer does not contain all the functionality we would like it to have as yet. Currently in the works are a number of visual effects - ambient occlusion, post-processes, god rays, lens flares, motion blur, 4k & more. We will be adding those to the game as & when they are ready. We will also keep optimizing the existing functionality.

St. Patrick’s Day in Survarium

In Update
0.52 we are preparing a new in-game event dedicated to St. Patrick’s Day! On this occasion, expect to see not only new themed weapons and gear, but also a special map with a new game mode! More details about the in-game event to be shared after the launch of 0.52.

Upgrading The Weapons Module System

Since the introduction of the new weapons module system in Update 0.50 we received multiple ideas and requests as to how the system could be further developed in the game. One of the ideas relates to the possibility of stacking modules by the players to create rarer modules with improved characteristics. So we decided to enable this feature for you!

In Update 0.52 you’ll be able to upgrade characteristics of a module using five other modules of the same level of rarity. The improvement will have a 50% success rate as with other upgrades. With additional payment of in-game silver or gold you’ll be able to improve the module with 100% success.

Since the new renderer and the launch of the St.Patrick’s Day in-game event are the top priorities for us right now, chances are the modules improvement feature could appear in the game a bit later, for example with 0.52b, however not later than a few weeks after the release of 0.52. These are all the key changes awaiting you in Update 0.52. As usual, we will add a number of smaller improvements which we will disclose at the launch of the update.
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Update 0.52 Preview

06.03.2018, 17:08

Today we bring you an interview with 3D Artist Arthur Lugansky. Which manufacturers of weapons does Vostok Games cooperate with? Is it easy to contact manufacturers and receive samples? Can modern modules be installed on a PPS in real life? All these questions and more are answered!

Read the interview below!

Can you tell us, why did you decide to become a 3D modeler?

I first saw video games back in 1993 on an 8-bit console. Then I had a 16-bit one. In 1997, my uncle got our first computer, and already by then, like many of my friends, I decided that I would become a programmer and would make video games. Now at present, I work as a 3D modeler, but sometimes I have to program as well.

Where did you study, and did you have to study for a long time?

I graduated from Kharkiv Aviation Institute as microelectronics engineer. Like all "techies", the first models I did were in CAD-programs, Compass-3D and SolidWorks. These were various jets, propellers and other aircraft parts. I studied modeling myself after on the Internet. In many respect what I know now I owe to the cool guys Artem Tursunov and Nick Barre. By the way, read that interview with a true guru. As for how long it took me to learn things I will surely share with you once I’m finished with it. So far, I’m learning something new every day and the list of things I need to master has just been growing.

In which way do you like to work and why?

At Vostok Games, I'm modeling weapons. In games, I was always interested in how the weapon looks and how realistic it feels. Perhaps this sounds silly, but for me the weapon is the embodiment of beauty. Beauty - when there is nothing superfluous. I have a collection of weapon mock-ups and I'm interested in their history.

Were you directly involved in working on the new system of modules that was recently added to Survarium? If so, why decided to change the system?

Players noticed that the game had a lot of collimators, but you were unable to choose which one you wanted to install on your weapon. We thought that this also applies muzzle devices etc. In the end, we decided that if we did a redesign, then it must be a big one. We went to discuss with the programmers, evaluated our efforts and went down to implement it.

From the video interview it is clear that Vostok Games cooperates with different manufacturers of modules for weapons. Tell us, are these producers from the CIS countries or from abroad too?

Yes, indeed, throughout this time we have established contacts with manufacturers of weapons. We cooperate with Zenith, Armacon arms, AWS, FAB Defense, Matador Arms, and we are also actively negotiating with CAA and others. If suddenly someone from the manufacturers wants Survarium to have a butt or a sight, we are very pleased, because thanks to this interaction, we make it easier for ourselves to work on modeling and, at the same time, make the modules as realistic as possible.

Is it easy for manufacturers to contact you and send samples? Do they ask for something in return?

It all depends on many factors. Sometimes there is a certain degree of mistrust, the responsibilities of the parties have very strong limitations and so on. Sometimes everything goes very smooth and easy: for example, with Armacon Arms we have very friendly relations. In return, they usually ask when the products could be expected to see in the game.

Are you able to get hold of every module? What do you do in case the module is needed, but it’s impossible to get?

The task usually is not in physically getting hold of this or that buttstock, sight or weapon mockup. In order to make a 3D model of a tractor it’s not necessary to bring it into the office and measure it with calipers. The question is, how much faster and in better quality you can create a 3D model with a real sample on hands. If it makes sense, we do our best to obtain it, if not, we model by photos available on the Internet.

How long does it take to work on each model? What kind of body kit was the most difficult to work on?

It all depends on how complex and detailed the model is. The usual time we plan is four weeks of work for one model. Depending on many factors, including the release window for the update, the time may vary. When talking about the level of difficulty, the Fab Defence buttstock instantly comes to mind as an example. I’m not sure who invented that geometry, but I had sweated a lot trying to repeat those dents.

Tell us, is the new module system complete or with future updates will you will add new features? If so, which ones?

The system itself is already quite extensive: it allows you to assemble weapons of almost any complexity. As for the modules, we want to add a lot more, and many of those are already in the "half-ready" stage. Sometimes however, there could arise higher priority tasks, so other work has to be postponed. As for the new modules, we'd like the ability to significantly change the appearance or even the layout of the weapon with the help of the workshop. Let me not make any announcements yet, let's talk about everything when the time comes.

Were there any modules that you would like to put into the game, but they would not have been correct in terms of gameplay?

Of course! For example, the carbine KS-23 in reality can fire grenades with tear gas or even a hook with the rope, while barrel-attached grenade launchers is something which wouldn’t even require a discussion here.

In the grim world of post-apocalypse it is often tough to survive without being smart. What do you think, would something like non-manufacturer-standard modules, but those assembled by ‘artisans’ from what’s available at hand fit well in Survarium? How would a weapon with such modules look?

We are used to seeing in post-apocalyptic universes the weapons and attachments assembled from what’s there at hand. Is it worth adding in Survarium as well? I rather think not. The players to have heated arguments already as to why the damage of these bullets differs from the damage of the other ones. From my perspective, balancing out a hand-made gun on par with the already existing arsenal without raising a wave of criticism would be barely possible. Besides, according to Survarium’s lore, there survived only 1% of the Earth’s population, so there should be sufficient weapons and attachments available from the military warehouses and stores for all out there.

Many players find it difficult to imagine that modern modules can be installed on such old weapons as the PPSh. Tell us, is it the fantasies of the developers or can you actually upgrade old weapons with modern modules?

There was a similar situation when we added a module for the Glock 17 pistol, which allowed you to fire in bursts. We then got a lot of criticism and complaints that it is unrealistic. But in reality such a module exists and is even available to buy. Moreover, if you know where to cut things off, you can well make even Makarov pistol fire in bursts. As for the collimator for the PPSh, I do not see anything unusual there. Especially when no one is bothered by the use of the same collimator on the SKS, which was developed in the same year as the PPSh. On the Internet, there could be found a lot of photos with a similar modification.

Do you have any advice for the novice modelers?

It is difficult to be groundbreaking here. Today you can find multiple free lessons available on the Internet: choose what you like and learn! Just a bit of patience can make you a junior professional. So learning, learning and learning once again!
User avatar
by Андрияш Козловский
 
Forum: News
Topic: READ: Interview With Survarium's 3D Modeler

28.02.2018, 15:56

The List of Changes in Survarium 0.51c5

Technical improvements

Optimized the game client for multi-core systems.
Optimized calculations for the gaming client.
Fixed minor hangups (support) of the game client during the match, due to which users were forced to disable the use_render_device_thread command line argument (including using third-party programs to run the game client).
User interface
Improved interface performance in combat (window "TAB").
Fixed flashing of the character on the V2.0 renderer (Inventory tab).

Weapons (Shotguns)

TOZ-66: Damage is changed from 1.35 to 1.5. Shot grouping reduced from 12 to 8. Shot grouping from the hip is reduced from 6 to 4.
МР-27М: Shot grouping is reduced from 15 to 9. Shot grouping from the hip is reduced from 5 to 4.5.
TOZ-34: Damage is changed from 1.2 to 1.55. Shot grouping is reduced from 12 to 9. Shot grouping from the hip is reduced from 6 to 5.
МР-153: Damage is changed from 1.05 to 1.45. Shot grouping is reduced from 10 to 8. Shot grouping from the hip is reduced from 6 to 4.5.
NEOSTEAD 2000: Damage is changed from 1.85 to 1.9 Shot grouping is reduced from 12 to 7. Shot grouping from the hip is reduced from 6 to 3.5.
BENELLI M4: Shot grouping is reduced from 9 to 7. Shot grouping from the hip is reduced from 6.5 to 3.5. Increased the kick of the weapon when firing.
FRANCHI SPAS-12: Shot grouping is reduced from 10.6 to 5. Shot grouping from the hip is reduced from 5 to 2.5. Increased the kick of the weapon when firing.
VEPR-12: Shot grouping is reduced from 9 to 6. Shot grouping from the hip is reduced from 5 to 3. Increased the kick of the weapon when firing.
REMINGTON 870: Shot grouping is reduced from 11 to 7. Shot grouping from the hip is reduced from 6 to 3.5.
SAIGA-12: Shot grouping is reduced from 9 to 6. Shot grouping from the hip is reduced from 5 to 3.5. Increased the kick of the weapon when firing.
KS-23M: Damage is changed from 2.4 to 2.5. Shot grouping is reduced from 12 to 9. Shot grouping from the hip is reduced from 6 to 5.5.
PANCOR JACKHAMMER: Shot grouping is reduced from 8 to 7. Shot grouping from the hip is reduced from 6 to 4.5.

Bug Fixes

Fixed a bug due to which grenades failed to explode (when throwing a large number of grenades).
Fixed a bug in "Team Missions" in which bots had the wrong level of equipment.
Fixed a bug which caused faulty player footstep sound playback (in some situations). Now the sound is consistent. However, sometimes they do not coincide with the surface the player is walking on. Please tell us which terrain you notice an incorrect match between sound and surface and we will correct them.
Fixed a bug due to which shotguns had 125% damage.
Fixed a bug due to which the client stopped working when changing the profile of several players.
Fixed a bug due to which the client stopped working when trying to set "Optimal settings".
Reduced the number of situations causing micro-juggling of the game client during the match on the renderer for slow PCs.
Fixed a bug causing the flicker of the anomaly on the renderer for gaming PCs.
Fixed a bug when changing the profile the killcam was played from your perspective.
Fixed a bug when the auto-resume on / off did not work.
Fixed a bug when the Treasure Hunt was not displayed.
Fixed a bug when the client stopped working when ammo crate setting.
Fixed a bug when the client stopped working when installing modules on PKP "Pecheneg".
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Survarium Patch 0.51 is Live. Play Now!

23.02.2018, 13:10

The Complete List of Changes in PTS 0.51c3
Weapons (Shotguns)


TOZ-66: Damage is changed from 1.35 to 1.5.
МР-27М: Shot grouping is changed from 8 to 9. Grouping from the hip is changed from 3.5 to 4.5.
TOZ-34: Damage is changed from 1.2 to 1.55. Shot grouping is changed from 8 to 9. Grouping from the hip is changed from 4.5 to 5.
МР-153: Damage is changed from 1.05 to 1.45. Shot grouping is changed from 6 to 8. Grouping from the hip is changed from 2.5 to 4.5.
NEOSTEAD 2000: Damage is changed from 1.85 to 1.9. Grouping from the hip is changed from 3 to 3.5.
REMINGTON 870: Shot grouping is changed from 6 to 7. Grouping from the hip is changed from 2.5 to 3.5.
KS-23M: Damage is changed from 2.4 to 2.5
BENELLI M4: Shot grouping is changed from 6 to 7. Grouping from the hip is changed from 3 to 3.5. Reduced the throwing up of the weapon when firing.
VEPR-12: Shot grouping is changed from 5 to 6. Grouping from the hip is changed from 2.5 to 3.
SAIGA-12: Shot grouping is changed from 4.5 to 6. Grouping from the hip is changed from 2 to 3.5
PANCOR JACKHAMMER: Shot grouping is changed from 6 to 7. Grouping from the hip is changed from 4 to 4.5.

Bug Fixes

Fixed a bug due to which the client stopped working when ammo crate setting.
Fixed a bug due to which the client stopped working when installing modules on PKP "Pecheneg"
User avatar
by Андрияш Козловский
 
Forum: News
Topic: Patch 0.51c1 is live on the PTS!