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Showing posts with label Insurgency 2. Show all posts
Showing posts with label Insurgency 2. Show all posts

Competitiveness Creep: Insurgency on Shitty Laptops

2014-06-15

0 comments

Insurgency is a worthy successor to Insurgency Mod AKA Insurgency Modern Infantry Combat, except several, mostly graphics related problems:

Death Messages. By default death messages are off, which means almost all populated servers are more vulnerable to cheaters and griefers.

Cheat CVARs. Yes, INSMODSCUM is complaining about excessive blacklisting of CVARS.

HDR. It seems it is very hard to turn off HDR.

DXLEVEL/mat_dxlevel. It seems it's impossible to force a lower dxlevel.


Except for death messages, the above are only problems for users of shitty laptops or players who actually prefer shitty graphics.

Noted: Insurgency (NWI) CVARLIST 1

2014-01-01

0 comments
cl_detailfade                "0"    // def. "400"        # Distance across which detail props fade in
cl_detaildist                "0"    // def. "1200"        # Distance at which detail props are no longer visible
r_drawdetailprops            "0"    // def. "1"        # 0=Off, 1=Normal, 2=Wireframe
cl_phys_props_enable            "0"    // def. "1"        # Physical Props on(1)/off(0)
cl_phys_props_max            "1"    // def. "300"        # Count of physical Props
props_break_max_pieces            "-1"    // def. "-1"        # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0)
r_propsmaxdist                "1"    // def. "1200"        # Behind this distance they are not rendered
r_ropetranslucent            "0"    // def. "1"        # Transparent ropes on(1)/off(0)
rope_averagelight            "0"    // def. "1"        # Makes ropes use average of cubemap lighting instead of max intensity. on(1)/off(0)
rope_collide                "0"    // def. "1"        # Collide rope with the world on(1)/off(0)
rope_rendersolid            "0"    // def. "1"        # Render Ropes on(1)/off(0)
rope_shake                "0"    // def. "0"        # Ropes shake around on(1)/off(0)
rope_smooth                "0"    // def. "1"        # Do an antialiasing effect on ropes on(1)/off(0)
rope_smooth_enlarge            "0"    // def. "1"        # How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha            "0"    // def. "0"        # Max Alpha for rope antialiasing effect
rope_smooth_minalpha            "0"    // def. "0"        # Min Alpha for rope antialiasing effect
rope_smooth_minwidth            "0"    // def. "0"        # When using smoothing, this is the min screenspace width it lets a rope shrink to
rope_subdiv                "0"    // def. "2"        # Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist                "0"    // def. "1000"        # Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize            "4"    // def. "128"        # Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend                "2000"    // def. "800"        # End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart            "1"    // def. "500"        # Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_forcewaterleaf            "1"    // def. "1"        # Enable for optimization to water - considers view in leaf under water for purposes of culling
r_waterdrawreflection            "0"    // def. "1"        # If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterdrawrefraction            "1"    // def. "1"        # If set to 0, (Man kann nicht durch Wasser schauen) disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
r_waterforceexpensive            "0"    // def. ""        # 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities        "0"    // def. ""        # 1 = High (reflect all), 0 = Low
fov_desired                "90"    // def. "75"        # Field of View in Degree
fps_max                    "300"    // def. ""        # Maximal count of Frames per Second
mat_bufferprimitives            "1"    // def. "1"        # Primitive Buffer on(1)/off(0)
mat_dxlevel                "81"    // def. ""        # 95 = DirectX 9.5, 90 = DirectX 9, 81 = DirectX 8.1, 80 = DirectX 8, 70 = DirectX 7,60 = DirectX 6
//mat_monitorgamma            "1.6"    // def. "2.2"        # Gammasetting (1.6=min/bright 2.6=max/dark)
mat_reducefillrate            "1"    // def. ""        # Shaderthruput 0 = High (better Quality), 1 = Low (more fps)
tf_particles_disable_weather         "1"    // def. "0"        # Rain like on sawmill on(0)/off(1)
blink_duration                "0"    // def. "0"        # How many seconds an eye blink will last.
r_eyes                    "0"    // def. "1"        # Eyes on(1)/off(0)
r_teeth                    "0"    // def. "1"        # Teeth on(1)/off(0)
r_flex                    "0"    // def. "1"        # Use facial animation on(1)/off(0)
cl_burninggibs                "0"    // def. "0"        # Gibs from burning person stay on fire
cl_playerspraydisable             "1"    // def  "0"        # disable Spraypaints only
lod_TransitionDist            "10"    // def. "800"        # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
mp_usehwmmodels                "0"    // def. "0"        # Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
mp_usehwmvcds                "0"    // def. "0"        # Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
r_lod                    "2"    // def. "-1"        # Details of Models (Level Of Detail), bound by r_rootlod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
r_rootlod                "2"    // def. "0"        # Base-LOD of Model. you cant get a better lod => best(0)/worst(2) | sv_cheats_best(-2)/sv_cheats_worst(-5)
mp_decals                "1"    // def. "200"        # Count of Decals used for Multiplayer
r_decal_cullsize            "15"    // def. "5"        # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals                "2"    // def. "2048"        # Count of Decals used by the entire SourceEngine
r_drawmodeldecals            "0"    // def. ""        # Render decals on the Models on(1)/off(0)
r_maxmodeldecal                "0"    // def. "32"        # Count of Decals to Render on the Models
r_queued_decals                "0"    // def. "0"        # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
r_spray_lifetime            "0"    // def. "2"        # Number of rounds player sprays are visible
r_drawbatchdecals            "0"    // def. "1"        # UNKOWN -> Render decals batched. (Which decals excatly ?)
cl_ragdoll_collide            "0"    // def. "0"        # Collision between corpses on(1)/off(0)
cl_ragdoll_forcefade            "1"    // def. "0"        # If set to "1" then cl_ragdoll_forcefade is used
cl_ragdoll_fade_time            "0"    // def. "15"        # Fadingtime in seconds of corpses 0 => No Corpse
cl_ragdoll_physics_enable        "0"    // def. "1"        # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation
mat_hdr_level                "0"    // def. ""        # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_autoexposure_max            "2"    // def. "2"        # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases.
mat_autoexposure_min            "0.5"    // def. "0.5"        # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1.
mat_bloomscale                "1"    // def. "1"        # Adjustment of the Bloomeffect (how strong it will appear)
mat_disable_bloom            "1"    // def. "0"        # Bloom on(0)/off(1)
mat_motion_blur_enabled            "0"    // def. ""        # Motion Blur on(1)/off(0)
mat_use_compressed_hdr_textures        "1"    // def. "1"        # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less)
mat_fastspecular            "1"    // def. ""        # Faster Spec but lower Quality on(1)/off(0)
mat_filterlightmaps            "0"    // def. "1"        # Filtering ligthmaps on(1)/off(0)
mat_specular                "0"    // def. "1"        # Specular highlight on(1)/off(0)
r_dynamic                "0"    // def. "1"        # Dynamic lighting of Enviroment on(1)/off(0)
r_lightaverage                "0"    // def. "1"        # light averaging on(1)/off(0)
r_maxdlights                "0"    // def. "32"        # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_PhysPropStaticLighting        "0"    // def. "1"        # Static Lighting on props on(1)/off(0)
r_occlusion                "1"    // def. "1"        # Use the occlusion system from the SourceEngine on(1)/off(0)
r_worldlights                "0"    // def. "4"        # Number of world lights to use per vertex
mat_disable_lightwarp             "1"    // def. "0"        # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading.
mat_shadowstate                "0"    // def. "1"        # noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
r_shadows                "0"    // def. "1"        # Shadows on(1)/off(0)
r_flashlightdepthtexture        "0"    // def. "1"        # 1 = High, 0 = Low
r_shadowrendertotexture            "0"    // def. ""        # 1 = High, 0 = Low
r_shadowmaxrendered            "0"    // def. ""        # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
mat_bumpmap                "0"    // def. ""        # Bumpmapping on(1)/off(0)
mat_clipz                "1"    // def. ""        # If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems.
mat_colorcorrection            "0"    // def. ""        # Normaly forced to 0 on Public Servers
mat_compressedtextures            "1"    // def. "1"        # Texturcompression on(1)/off(0) ( on(1) reduces usage of Memory in the GraphicCard but cost a little bit quality)
mat_envmapsize                "8"    // def. "128"        # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_mipmaptextures            "1"    // def. "1"        # Mipmapping on(1)/off(0)
mat_parallaxmap                "0"    // def. "0"        # Use Parallaxmapping
mat_picmip                "2"    // def. "0"        # Set the detail of a used texture (max. -10.000000 min. 4.000000) [TF2-VideoConfigMenu: -1 = High, 2 = Low]
mat_texture_limit            "-1"    // def. "-1"        # Dont change... sets the maximal used amount of Kilobytes used for each frame when rendering. "-1" = Automatic
r_3dsky                    "0"    // def. "1"        # Show 3D Backgrounds (like Buildings)
r_fastzreject                "-1"    // def. "-1"        # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0)
r_renderoverlayfragment            "0"    // def. "1"        # Rendering of multiple Texturelayers on(1)/off(0)
mat_antialias                "0"    // def. ""        # Anti-aliasing on(1,2,4,8)/off(0)
mat_filtertextures            "0"    // def. "1"        # Filter textures on(1)/off(0)
mat_forceaniso                "0"    // def. ""        # Anisotropic filtering on(1,2,4,8,16)/off(0)
mat_trilinear                "0"    // def. ""        # Trilinear filtering on(1)/off(0)
mat_envmaptgasize            "2"    // def. "32"        # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?)

Insurgency 2 "Early Access" Released on Steam - InsMod Is Back! (OLD STICKY)

2013-04-29

2 comments
Insurgency 2, now just "Insurgency" is now available on Steam for $15. Insurgency Mod veterans, griefers, and cheaters, it's time to get mum's credit card and let ... Insurgency begin... or continue if it never really stopped for you.

InsModScum is optimistic, but Insurgency players must be careful. Insurgency cannot be another Insurgency Mod. It is up to you, to make sure that doesn't not happen.

Insurgency Forum already has moderators with, let's say, questionable histories, trolls, some even from old Insurgency Mod Forum, armchair experts, again some are from old Insurgency Mod Forum, and scum that has been mentioned on this blog.

Fifteen American dollars is not much, but when multiplied by thousands, is a lot of money. If you are a proper gamer, you have been burned in the past, so be careful and let's not get disappointed and robbed again.

http://store.steampowered.com/app/222880/

BEST INSURGENCY MOD PLAYER OR MOMENT? (OLD STICKY)

2013-04-28

7 comments
Insurgency2 is coming, before it arrives, one issue has to be settled once and for all...

The best or the most memorable Insurgency Mod player or moment (good or bad) is...

Noted: "Tips For Starting With Insurgency" ("xRev")

2013-04-26

4 comments
Source: http://www.playinsurgency.com/forums/topic/571-tips-for-starting-with-insurgency/

Tip 1: Seek High Areas / Staircases

From high areas, you can overwatch the situation. In Siege, there is a staircase at the beginning of the Security spawn. You can use this to enter a higher area which has a perfect overwatch on point B. Provide this overwatch to your teammates and capturing B will be basically peanuts.

When executing this tip, you might want to look out for snipers lurking around.

Tip 2: Aim for the chest

In Insurgency, I experience it best to shoot at the chest. Shooting in the head might be more effective, but is a lot harder and the efficiency lost in shooting on the chest isn't a lot. Two or three bullets to the chest will usually do the job with the M14. Take advantage of the fact that Insurgency takes weapon realism and lethality serious, and that a player isn't basically invincible when they shoot at the chest!

Tip 3: Help each other

It is always important in games like these to help each other. Best way to do that is to keep microphone contact with each other. When approaching a capzone, you might want to call for cover if you don't already have it.

Tip 4: Take inroute building routes

When approaching the capzone, you can get snapped by snipers lurking around the street. Best is to take the inroute building routes. Doing this will prevent sniper usage against you. Always keep your gun prepared when doing this though, because you can always come across CQB's in building routes. If this happens, you want to quickly squeeze the trigger.

Tip 5: Don't lone-wolf [IMS: unless you really know what you are doing]

Always try to get into a team. Walking alone in Insurgency, and you're basically a dead man walking. This tip is basically directly linked to 'Tip 3'.

Insurgency2 Steam Early Acess Dope or "Insurgency2 Coming to Steam Early Access"

2013-04-19

1 comments
http://www.playinsurgency.com/forums/topic/513-insurgency-coming-soon-on-steam/

Insurgency Coming Soon on Steam

Posted 17 April 2013 - 09:08 PM
Insurgency will soon be available on the early access section of Steam. We've had to do a lot of thinking about our pricing strategy over the long term. We believe this game will be worth $19.99 or $24.99 when we do our full release, and the success and duration of our upcoming early access on Steam will determine this. For the time being however, we have decided to lower the price point of the game to $14.99 for our upcoming early access on Steam.

At New World Interactive it’s incredibly valuable for us to be honest and loyal and as forthright as we can with our community. You are our lifeblood, and we genuinely appreciate all of the early support, feedback, and attention you have provided us. Because of you, we are in business and creating what we believe will be a revolutionary FPS experience with a long life ahead of it.

We are lowering the price point because we want to open our game to a broader audience and bring more players into the servers, and ultimately create a bigger, stronger, more robust player community. We believe the price point drop will enable us to attract more players to Insurgency, which means more people on the servers and better matches for you all to regularly play in.

Don’t think for a second we have forgotten about you. You got this thing started, and helped us craft the game over the past month and a half to be a much better, more realistic experience. You have set us on a new course, which our updates over the months ahead will reflect.

Due to the price drop on Steam, we would like to reward our early purchasers with a gift, a personal thank you to signify and recognize your support. First, we would like to present you all with the credits in the game in our final release, recognizing you as a contributor. Second, NWI will provide you with a specialized Insurgency badge that signifies your early support, which will show on your Steam profile. And third, NWI will provide you with an extra Early Access key. That means you can give your friend/teacher/brother/comrade in arms a free code to play along with you (which actually doubles the value of your original buy-in).

We hope you will enjoy these gifts as a token of appreciation for your loyal support and contribution to the development of Insurgency. We look forward to continue building this game and community together.

Jeremy Blum

New World Interactive

TLDR: Insurgency2, Steam Early Access, two keys for $15. Dates unknown.

Hate this marketing "coming soon" bullshit. You are not pushing crack cocaine New World Interactive and we are not Insurgency fiends... except maybe Sham.

Sham.

BTW is it "Insurgency 2" or "Insurgency2"? IMHO "Insurgency2" is probably better.

Update: BREJIFUS EXPERIENCE
BREJIFUS

1080p/720p High Definition War Porn - "FPS Syria" [GRAPHIC]

2013-04-06

2 comments
If you are a Red Orchestra/Darkest Hour or even maybe an ARMA or Insurgency Mod vet, you might be interested in a lot of 720p or even 1080p YouTube videos coming out of Syria.

For example: https://www.youtube.com/user/newsanna/videos?flow=grid&view=0

The above is the government side, watch the numerous related YouTube videos for Insurgent POV.

InsModScum was scared sitting in a chair watching these, imagine being there, right in front of a T-72...

Also see the following regarding tanks: http://en.wikipedia.org/wiki/Monkey_model

Update: http://insurgencymod.blogspot.com/2013/04/fps-syria-video-games-vs-reality.html

Insurgency2 Idea #3 - Seperate World for Banished Players

2013-04-05

0 comments
Just spitballing here, it's not all going to be gold.

If a player is banned from a server, when he connects, he gets his own separate world, where he is playing against other banned players. The player with the most points gets his ban rescinded and can join the "normal" world, but he has to wear shit-stained uniform/clothes.

Insurgency2 Idea #2 - Night Warfare

1 comments
Just spitballing here, it's not all going to be gold.

Simple. Security Forces get night vision equipment.

Insurgents get flashlights. Some insurgents (those with highest scores) get flashlights with shitty batteries that they have to change.  Insurgents with low scores get no batteries (simulating they just forget them at home) and have to check the map and return to the spawn point and pick them up.

This might turn out to be too one-sided though, so this is still work in progress.

P.S. This will promote communication, so this idea definitely has potential.

Insurgency2 Idea #1 - The Nuclear Option

2013-04-04

0 comments
Just spitballing here, it's not all going to be gold.

If a player caps all the objectives, and kills the entire opposing team, then...

If Insurgent: player gets a dirty nuclear bomb and detonates it, that will turn the entire team into zombies that are only able to be killed with a headshot. Security Forces get bolt-action rifles.

If Security Forces: player calls in a nuclear strike. Every player than sees the player who called in the nuke riding atop the bomb into destruction just like in Dr Strangelove. "AllTalk" is on and everybody else is muted, so the "hero" can say whatever he wants as he is riding down.

P.S. On hardcore mode, Security Forces players either get one clip, or one bolt-action rifle. Insurgent zombies get RPGs.