top of page
Search
pratevratifam

Gang Beasts Keygen Razor1911 Download





















































About This Game Gang Beasts is a silly multiplayer party game with surly gelatinous characters, brutal slapstick fight sequences, and absurd hazardous environments, set in the mean streets of Beef City. Customise your character and fight local and online enemies in the melee game mode or fight with friends against the gangs of Beef City in the gang game mode. Gang Beasts is published by Double Fine™ and made by Boneloaf, a small independent game studio making a series of experimental multiplayer party games. 7aa9394dea Title: Gang BeastsGenre: Action, Adventure, Casual, IndieDeveloper:BoneloafPublisher:Double Fine PresentsRelease Date: 12 Dec, 2017 Gang Beasts Keygen Razor1911 Download This Game used to be fun, but all the recent updates have buggered up the physics, and the game seems to have way more input lag now. Buy "Stick Fight: The Game" instead. https:\/\/store.steampowered.com\/app\/674940\/. does anyone know how to get a refund on this game?. Its good but needs to be like the old version with glichs. Fun as \u2665\u2665\u2665\u2665 with friends. Wheres my faza?. its a trash game. This game has no way of telling you what the controls are there is no keybinding options and to a new buyer it would seem like the game was never intended for pc very disappointed because this game seemed to have promise and i have always wanted to play it but you cant even get on and play with a friend by yourselves without going through hoops and bounds. Patch notes for the Gang Beasts 0.5.5 beta: We have finished testing on the 0.5.5 beta build (published with this post), the list of modifications and fixes made in the 0.5.5 beta build are: added provisional AI enemy costume sets waves gang members for testing fixed an input issue that made character input(s) submitted when invoking the pause menu to span the menu (sending the same set of character inputs as the pause menu is exited) fixed an issue that stopped the audible playback of concussion SFX when characters are rendered unconscious fixed an issue with the server filters implementation that ignored Canada (Montreal) and UK (London) geographies when selecting / deselecting all geographies fixed an issue with calling the pause menu that could stall the game if the menu is invoked immediately before joining a server modified colliders on the chute stage to optimise and stabilise physics simulations modified colliders on the subways stage to optimise and stabilise physics simulations modified the attachment trigger volume for the UID 23 Hobo_woollyHat (HEAD) costume part modified the billboard panels on the billboard stage to make them removable modified the hat attachment implementation to limit the scope for rotation modified the server filters UI implementation to support the selection / deselection of the Canada (Montreal) and UK (London) filters with keyboard and controller input replaced the loading screen and interstitial screen system with placeholder hint content and rasterised compositions of stage geometry (to show the next stage loading)Current issues identified with the 0.5.5 beta build are: 4th wall is still climbable on the subway and vents stages dynamic and static friction parameters need modifying for falling meat paste sacks (to modify and stabilise the velocity of falling meat) missing colliders on the open rucksack model (UID 173 costume_rucksack) missing section of building geometry at left of gondola and elevators stages the screens masking stage loading can fail to dismiss in some context enemy AI are persistently aggressive Please note the 0.5.5 beta build replaces the 0.5.4p2 beta build for server compatibility (moving between the default and “unstable” builds on Steam will download the same 0.5.5 beta build). Patch notes for the Gang Beasts 1.0.6 build: The list of key modifications and fixes made in the 1.0.6 build are: fixed a series of audio issues that stop music and SFX sources from playing in some contexts fixed a series of online syncing issues that could compromise the stability of the physics simulations on numerous stages and some costume parts fixed an issue that calculated the forces from headbutts and punches concurrently modified the draw window to load the next stage in the stage sequence if the stage ends in a draw. Patch notes for the Gang Beasts 0.3.1 "stable" and 0.3.2 "unstable" alpha builds: The modifications and fixes made in the 0.3.1 "stable" build are: added specific tests for removing characters forced into tunnels on the ‘subway’ stage modified SSAO settings for each stage modified specific post effects parameters on game menu (to limit the scope of post effects) modified Colour grading for all scenes modified character SFX volumes on the game menu modified the minimum and maximum distance parameters for the game cameras in each scene modified the Unity launch dialogue to not open on OS X by default modified trigger volume detections modified character system to remove characters that become unstable on the 'subway' stage modified train colliders to reduce the potential for erratic physics on the ’subway' stage fixed an issue that could stop character’s from exiting the grab state fixed an issue that could stop character’s from exiting the slump / standing states (if the character enters a concussive state when slumped) fixed an issue that stopped modifications to the graphics settings menu from writing / saving fixed an issue that made the drop kick damage modifier not apply fixed an issue with the AI spawning system in the ‘waves’ mode (which stopped AI enemies from spawning if the game mode is played multiple times) removed the Xinput menu setting (as the menu setting for enabling / disabling Xinput support needs more testing to stop the disabling Xinput process from triggering an exception)The modifications and fixes made in the 0.3.2 "unstable" build are: added numerous punch SFX added spatialisation to character falling SFX modified / increased brake threshold for grab state modified / lowered character jump height modified / lowered head-butt damage modified / lowered the length of character concussions modified / replaced shaders that demonstrated conflicts with Unity 5.3 / Open GL 4.1 modified / replaced the A side and B side music on the “ring” stage modified build number text to ignore image effects on menu modified “incinerator” scene to remove / recycle objects that fall in to fire pit modified character system to limit the number of wall jumps that can be executed in sequence modified the climbing and targeting systems to make executing the rope climbing mechanic easier modified the fire simulation on the “incinerator” stage to ignore collisions (to optimise game performance) modified the lighting in specific scenes to work with the Unity 5.3 lighting system fixed an issue with character idle states not triggering fixed numerous Unity 5.3 stability issues with the fan implementation fixed Unity 5.3 UI scaling issues updated game project to Unity 5.3 (to use OpenGL 4.1 or Metal on systems with OpenGL 4.1 or Metal support)Please post feedback and game bugs on the 0.3.1 "stable" and 0.3.2 "unstable" alpha build thread if you see bugs in these builds.. Information on the 0.7.0 Gang Beasts beta build and full launch content: We have written this post to summarise current and recent development work and to give more information on launch content for the game as we are still a number of weeks from publishing the next Steam build.We plan to start testing the next build (build 0.7.0) from next week and have scheduled support from Babel, Coatsink, and Double Fine to help with the identification, documentation, and fixing of a small number of persisting issues preventing the release of the next Steam build (and to facilitate and optimise testing cycles).The 0.7.0 build has a glut of fixes and modifications made to optimise, standardise, and refine gameplay, menus, messaging, networking, matchmaking, menus and other UI, interstitial game screens (hint screens, loading screens, and score screens etc.), the following is a summary of key game content modifications in the coming 0.7.0 beta build with information on the work left to finish before the full launch of the game.OnlineThe minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email support@boneloaf.co if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).LocalisationThe game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.InputWe're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.For reference support for VR touch controls is planned to come with full VR support next year.ClimbingWe have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.SpawningWe need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).StagesWe have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).CameraWe have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.ModesWe are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.CostumesWe have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).Thank youThank you for staying with us we push to get to the full launch of the game, we're working on some fun holiday content for next month, and are excited that the full game will be out soon.If you have questions, please comment on this post or Tweet @boneloaf. We plan to make a post with information on testing for the 0.7.0 build later this month with any additional information we can give on the next builds and full release content.. Patch notes for the Gang Beasts 0.2.6 “unstable” alpha build: The 0.2.6 build released with this post is a content release with three new stages (‘billboard’, ‘blimp’, and ‘girders’) and four modified stages (‘buoy’, ‘fans’, ‘ring’, and ’subway’), the build also includes expanded AI behaviours that give AI enemies lifting and throwing abilities.The modifications and fixes made in this build are: fixed an issue that could stop characters entering the climbing state when colliding with walls added the ‘billboard’ stage added the ‘blimp’ stage added the ‘girders’ stage modified the water shader on the ‘buoy’ stage modified the geometry for the ‘vents’ stage (now called ‘fans’) modified the geometry for the ‘ring’ stage modified the geometry for the ’subway’ stage modified climbing implementation to support climbing on grabbed surfaces (including other enemy and player characters) modified climbing implementation to limit / minimise stabilise the accumulation of forces when multiple characters are climbing / lifting each other modified grip limitations (grip will abruptly fail when hanging from the same surface / object for a protracted length of time) modified the force characters have on the wave simulation in the ’buoys’ stage (to limit / minimise the frequency of sudden or erratic high waves) modified the potential delay between AI enemy punches (to increase punch frequency) modified spawn points on some stages to work better with the current game camera modified XInput support to be disabled by default to support 5-8 players with Xbox 360 controllers and variants (XInput limits the number of concurrent Xbox 360 controllers to four, see the 'XInput Support' section of this post for more information) added centripetal forces to subway trains on ‘subway’ stage (trains can pull characters and objects in close proximity towards them) added throwing behaviour for AI enemies (specific throw actions need calibrating to be effective on complex stages) added grabbing behaviour for AI enemies (enemies will attempt to grab surfaces, objects, and other characters when falling) modified (rebuilt) AI enemy nav meshes for all stages (excluding the ‘break’ and ’race’ prototypes) added throw triggers to stages to support the AI enemy throwing behaviour (excluding ‘blimp’, ‘break’, ’buoy’, and ’race’)Stages. Information on the 0.4.0 ‘unstable’ alpha build and the end of the online beta: For the last month we have been working with Coatsink to implement online support in the 0.4.0 ‘unstable’ alpha build (published with this post). The information in this post summarise a number of the key differences between the 0.3.4 'unstable' and the 0.4.0 'unstable' builds.The structure of the 0.4.0 ‘unstable’ alpha build has been significantly modified from the previous 0.3.4 'unstable' alpha build to include placeholder information screens and other planned content and some content is temporarily disabled, specifically the debug spawning commands, the ‘waves’ game mode, and the 'buoy', ‘chute’, ’containers’, and ’fans’ stages (this content needs additional work before it is restored).In the 0.4.0 ‘unstable’ alpha build there are 4 online stages playable and 12 local stages, the online stages are: grind ring trucks subwaythe local stages are: billboards blimp elevators girders gondola grind incinerator ring subway towers trucks wheelThe 'buoy', ‘chute’, ’containers’, and ’fans’ stages and the ‘waves’ game mode will be restored to ‘unstable’ builds in a coming build.Downloading 'unstable' buildsThe instructions for updating from 0.3.1, 0.3.2, 0.3.3, and 0.3.4 builds to the 0.4.0. 'unstable' alpha build are: right-click on the Gang Beasts game name on the Steam library page select “Properties” from the window that opens from the Properties window select the “BETAS” tab and then the 'unstable' option from the dropdown menuTo revert to the default Early Access branch select 'NONE- Opt out of all beta programs' from the same dropdown menu.The rest of this post is a series of paragraphs with current information and summaries on what progress has been made to date on content for the game. Default game modeThe default game mode in the 0.4.0 ‘unstable’ alpha has modified win logic for the default game mode (winning scenarios is currently set to 3 wins to test stage cycling) to let player play in all rounds, the old game logic will be restored in a coming build.0.3.4 and 0.3.1The 0.3.4 ‘unstable’ alpha build has replaced the previous default 0.3.1 alpha build, please move from the ‘unstable’ to the default branches to continue playing with the debug spawning commands, the ‘waves’ game mode, and the ‘chute’, ’containers’, and ’fans’ stages until this content can be restored to the ‘unstable’ branch.Online BetaThe signup process for the online beta ended at the start of July, the online beta itself is scheduled to end and be removed from Steam on Friday 5 August 2016 at 23:59 GMT (as support for online game modes is now included in the 0.4.0 Steam Early Access ’unstable’ alpha build).Private ServersSupport for hosting private servers will be released when the 0.4.0 build and server implementation has been tested and made stable in August.Couch modeSupport for playing online with 1-4 local players (players on the same system) has been tested internally and will be added for testing in a coming build.Linux SupportCurrently there is no Linux version of the 0.4.0 ‘unstable’ alpha build, we plan to make a Linux build available in August.ServersCurrently the 0.4.0 'unstable' alpha supports servers in the following geographies: US East (N.Virginia) US West (N. California) US West (Oregon) EU (Ireland) Asia Pacific (Sydney)we will be working to add servers in the following geographies in August: EU (Frankfurt) South America (São Paulo) Asia Pacific (Tokyo) Asia Pacific (Singapore) Asia Pacific (Seoul)XinputThere is no setting to enable or disable Xinput support in the 0.4.0 ‘unstable’ alpha build currently (this will be restored in a patch release soon). For reference the 0.4.0 build shares preference settings with the 0.3.4 build and defaults to the current XInput setting used for the 0.3.4 build and some earlier builds (a temporary solution for enabling or disabling XInput support is to switch to the 0.3.4 build and use it to enable or disable XInput then revert to the 0.4.0 build).. Information on server configuration modifications to address issues with physics stability: In the last month we have been finishing work on optimising the current public stages and testing fixes for issues introduced in the transition from Unity 5.4 to Unity 5.6, we have identified a potential solution for the current character distorting / freezing and other physics stability issues and have made successful tests with a patched server configuration. We plan to patch public servers over the next hour. Please post information if you still see distorting / freezing issues or missing geometry when playing online following the server update to help us identify if the patch is not working as expected. [1]Server availability and stability will fluctuate for the next hour as servers are patchedOther than work on optimising the current local and online stages (this work is necessary for improving physics stability and standardising collision detections), we have also been working on games modes, a full replacement for the current UI implementation, physics and server stability, standardisation of costume and prop parameters (for existing and new objects), configuring the Unity post processing stack, localisations, and improvements to matchmaking and networking. We expect to publish multiple builds demonstrating this work in June and July with a series of posts giving specific information on the full release content for the game and current plans for post launch content.[1] For reference there is no build published with this post; in tests we have recorded a small number of distorting / freezing issues in local games but instances were significantly less frequent than online games, we will monitor server stability and prioritise publishing modified client builds (with additional optimisations and fixes) when the solution for the distorting / freezing issue has been demonstrated as working.. Information on the Gang Beasts 0.5.0 “unstable” build: Since the 0.4.4 build was published at the end of September we have been working closely with partners to iterate on the character, game mode, and networking systems for Gang Beasts and are now testing release builds for the Gang Beasts 0.5.0 beta.We plan to publish the 0.5.0 beta when testing ends, this should be in December but we can't set a specific date in December currently (as critical issues could still be found in testing).To force server compatibility we need to publish the 0.5.0 build concurrently with the Gang Beasts Dedicated Server tool and significant updates to servers.Please note the 0.5.0 build will replace the 0.3.4 and 0.4.4 Steam Early Access builds and game servers will be intermittently unavailable for an hour following the release of the 0.5.0 build (as servers are modified and restarted)Please note the Dedicated Server Tool will only support Windows operating systems initiallyOther Information. Patch notes for the Gang Beasts 0.5.2 beta: Update Wednesday 11 January 2017

2 views0 comments

Recent Posts

See All

Kommentare


bottom of page