Genre: Shooter, Real Time Strategy (RTS), Strategy
Nuclear Dawn
Happy Birthday, Nuclear Dawn!
A year ago today, we were manically refreshing our web browsers, trying to catch the first glimpse of Nuclear Dawn on the Steam store. It was release day, and many of us were slightly swaying on our feet, exhausted from a gruelling last minute development crunch.
Today, Nuclear Dawn is a year old, and looking back on those earlier development builds is a little like watching early toddler pictures of your child. Except that our baby comes with murderous classes armed to the teeth with weapons of mass annihilation. And turrets. And things that go boom.
Another update just went live on Steam for Nuclear Dawn:
Enhancements - Play Now now takes into account servers that friends are playing on.
- Voice speaking display is now more visible in commander view.
Bug fixes - Fixed ranks 61-64 using rank 60 icon.
- Fixed a rare case where R.E.D.s could not be detonated.
- Fixed RED/grenade viewmodel still showing empty after going from none to some ammo at supply station or ammopack.
- Fixed supply station health count going down when hyposprayed players are near it (not actually using health).
- Fixed being able to spam ammo and health kits with secondary fire.
- Fixed commander Lost Signal when reentering commander view after leaving it with signal lost.
- Fixed a rare client crash that could sometimes occur when selection a bunker that had an assembler building.
- Fixed some issues with server browser column headers.
- Fixed resource point untouch inconsistency across maps. Tertiary and Secondary points all now slowly, rather than instantly lose capture when untouched.
- Fixed resource points sometimes showing as completely captured when not captured at all.
- Fixed round_start not being written to game log.
- Fixed console spam when equipping Grenade Launcher with Clip Compressor II gizmo active.
- Fixed resource count being printed as "1,0" when count was exactly 1,000.
- Fixed some Russian localization issues.
Mapping - Added new nd_logic_custom ent to expose more things to mappers, allowing for more custom game modes (see Hammer for details).
- Added support for adding rocket turrets.
- Added new team-color map ping types.
- Various fgd fixes and updates.
- Fixed Consortium armory model in Hammer.
Enhancements - Commander building placement now remembers rotation used for last placed building when placing another.
- Customizations of radialmenu.txt will no longer be overwritten on updates.
- Added mapping support for nd_info_sonic_turret_ct.
Fixes - Fixed sniper no-rezoom-after-shot option only working on local servers.
- Fixed firstperson in-hand weapon model not displaying to Source TV viewers.
- Fixed choppiness when using noclip or spectator free cam mode.
- Fixed commander building placement sometimes unintentionally rotating buildings on click.
Server changes - Updated srcds_run linux server script autoupdate to work with new steamcmd tool.
Nuclear Dawn Update 6.5 released
We have just uploaded another update for Nuclear Dawn on Steam, bringing it to version 6.5. Apart from the new community made map Gate, lots of bug fixes which you can find below:
New Content
- Added new map, Gate, one of the community mapping contest winners
Enhancements
- Added option to disable sniper auto-rezoom.
- Added sound to notify when a vote appears.
- Added community-contributed loading screen tips.
Fixes
- Fixed gizmo effects sometimes taking a second spawn to apply.
- Fixed sorting in gizmo selection window to show the “no gizmo” option first.
- Fixed gizmo selection panel sometimes being stuck open.
- Fixed radar kit viewmodel not going invisible when stealthing.
- Fixed HTML server motd messages not displaying on Macs.
- Fixed What’s New update news screen not working on Macs.
- Fixed Mac http custom content downloads timing out when system is configured to use a proxy server.
- Fixed rank name for rank 58, “Lieutenant General First Class”.
- Fixed sound not playing for “Destroy” radio command.
- Fixed checkbox and radio button glyphs not displaying properly in some dialogs on Mac.
- Fixed Mac showing Half-Life 2 icon when running the game.
- Fixed numerous cases where a building hologram would get stuck on the build grid.
- Fixed issue with invalid build button grid and unbuildable builds when first selecting assembler, then selecting control group containing units that no longer exist.
- Fixed resource counter showing incorrect amount to spectators.
- Fixed “no commander” message always displaying to spectators even when spectated team had commander.
- Fixed issues with NX300 flame sometimes persisting too long in spectated view.
- Fixed a case where unpowered walls were not properly taking health decay.
- Fixed turret radius display being stuck on screen for commanders if leaving chair during first phase of build.
- Fixed radar kits disappearing on death.
- Fixed being able to move when armory class menu is open if scoreboard is also up.
- Fixed chaingun spinning sound persisting through reload.
- Fixed sniper overlay flash that would occur after shooting when using hold-to-zoom ironsight controls.
- Fixed bots sometimes getting stuck on Consortium transport gates.
- Fixed some cases where the scoreboard or MOTD panel could show over top of the map load screen.
- Fixed hitgroups being ignored on in-chair commander for headshot tracking and armor calculation.
- Fixed bloodspatter not showing on in-chair commander.
- Fixed rare client crash when switching weapon.
- Fixed U23 grenade kills showing and logging as from P12 grenade.
- Fixed area in Oilfield where players could get stuck behind tanker truck near Empire base.
Brushes were shaped, props were modelled, and maps submitted – it’s time to announce the winners of the Nuclear Dawn mapping competition.
While not many made it to the finish line, we loved watching the progress and updates to each and every map, and salute all the brave mappers who entered the competition, regardless of map completion and results.
There must be a winner, or two in this case, however, and so we must pick two to stand above the others, and join the official Nuclear Dawn map rotation.
First Place: The Gate
First honours, and the 1000USD grand prize, go to The Gate, by K7-Avenger. This map impressed on many levels, not least of which its atmosphere and polish. Not only does it manage to look radically different from Nuclear Dawn maps, it almost doesn’t look like it was made with the regular tools. It plays damn well too, and presentation, down to the complete loading screen, is flawless. Well done!
Second Place: Coast
Second place, and 500USD, has to go to Coast, by KIPPER. Coast boasts a radically different look from any Nuclear Dawn map or setting, and mixes in some really interesting layout choices that should make for intriguing gameplay. We can hardly wait to see what players will make of it!
The authors of the maps have been notified, and we’re going to start working with them immediately to get the maps up to spec, so that you can enjoy them too, as part of the official Nuclear Dawn map selection.
Nuclear Dawn price change and Free Gift
As of today the price of Nuclear Dawn has dropped and if you purchased a copy of ND already you will get a new free gift of the game to give away. If you purchased a 4-pack of ND you will get 4 new gifts of the game. Those who received a copy of the game as a gift from a 4-pack will not get a gift copy since the original purchaser gets them to give away! Enjoy everyone!
Ladies, gentlemen, mappers. With the Nuclear Dawn mapping competition drawing to a close, it’s time to start submitting your entries, if you haven’t already done so, the contest ends Monday June 25th 2012 at 11:00am GMT+1!
All maps should be submitted to our special file submissions forum, including screenshots.
Our system will automatically create a forum topic in the appropriate section, with download links all set up nicely for the public to peruse. Maps submitted in any other way will not be considered for the competition!
Time to finish up those last make-up touches, and get ready to win 1000USD!
Nuclear Dawn Update 6.4 released
With great pleasure we are proud to announce another update for Nuclear Dawn.
The full changelog can be found below:
New Features
- Added new structures, Barrier and Wall.
- Added ctrl-click for building to allow immediate placement of another instance of same structure.
- Added offline practice mode.
Other Enhancements
- Updated main menu to be cleaner and friendlier.
- Added text on hud to show the effective squad gizmo, if any.
- Improved crash handling/reporting.
- Improved bot logic.
Other Fixes
- Fixed nano skin particle sometimes getting stuck on.
- Fixed radar kit appear at stealth sniper's feet.
- Unit group selection keys are now disabled in commander spectate view.
- Commander can no longer build when signal is lost.
- Fixed round end display showing level 60 for any higher level.
- Fixed more cases where a building hologram could get stuck on commander's screen.
- Fixed multiple issues with custom content http downloads on Mac.
- Fixed a common server crash that would sometimes occur on map change.
- Fixed being able to teleport to EMP'd Transport Gates.
- Fixed some map loading screens showing team bases swapped.
- Fixed some map loading screens having doubled, ghosted text.
- Fixed Squad-only Voice Comm in Options binding to regular Voice Comm button.
- Fixed rank names not displaying for ranks higher than 60.
- Fixed being able to build structures in the ground when commander clipped with world geometry in most maps.
- Slightly reduced the artillery damage to players
- Slightly reduced the BBQ impact on players
Downtown
- Fixed benches disappearing in the metro station
- Fixed a bunch of see through chairs due fade distance
- Fixed clip brush on shopping mall roof blocking the player
Clocktower
- Fixed floating props on tunnel ramp
Authoring Tools
- No longer "Beta".
- Added Metro map source to sdk_content.
- Updated wiki link in launcher, added forum link.
We've released a mandatory update to Nuclear Dawn. The new Nuclear Dawn update brings new loading screens for maps, spray paint support, squad voice chat, new ranks and gizmo's, a new weapon system and lots more. The notes for the ND Update 6.3 are below.
Nuclear Dawn Update 6.3
New Features
Increased rank cap from 60 to 80. Rank is based on xp, so some players may already be higher than 60.
Added new team-based gizmos for levels 65, 70, 75, and 80. Whole team gets effect of highest level one equipped by any player on team.
Added all new loading screen to show map overview, server info, loading progress, and game tips.
Added squad-only voice chat (default is b ).
Added ability for commander to spectate a troop.
Added support for player sprays (can disable serverside with "sv_allowsprays 0" or clientside on Options -> Other ).
Added new particle effects for medpacks, ammo packs, radar kits, and players with Nano Skin active.
Added beta support for Source TV ( most things from here apply, Developer.valvesoftware.com ).
Other enhancements
Transport Gate teleport menu now auto-closed after teleporting (can be changed in Options -> Other)
Scoreboard now shows above other hud elements.
Added bots column to server browser.
Added ach_headshot_progress client command to show detailed progress toward Headshot achievement.
Added an error message (rather than silent failure) to show when server connection failed due to server being VAC-secured with insecure client.
Removed cheat flag from server spawn time convars Tag with Play Now penalty will be applied if changed.
Many engine stability fixes.
Unlocked client viewmodel_fov convar.
Updated localizations.
Balance Changes
Added radarkit to Stealth Sniper kit.
Adjusted damage dropoff factors for all weapons.
Capped max resources at 250,000 to prevent issues when it gets too high.
Other Fixes
Fixed rare occurence where player could be only half-spawned, unable to move.
Fixed team selection panel showing at round start while spectating.
Fixed issue where medpack would sometimes show clipping into view when spectating a Support player.
Fixed some keys getting stuck in commander mode.
Fixed "retry" client console command.
Fixed rare grenade-related server crash.
Fixed a rare listen server crash related to player stats.
Fixed bots not showing in player counts on in-game status command and server queries.
Fixed potential gizmo exploit.
Cleaned up and fixed many console messages and errors.
Oasis
Fixed getting stuck at primary point.
Fixed getting stuck on a corner of a building near the broken glass walkway.
Fixed plants sticking through floor near CT base.
Metro
Fixed getting stuck at primary point.
Added additional no-build areas to avoid structure deployment inside buildings.
Silo
Fixed able to deploy structures inside a pallet stack near Primary area.
Fixed floating secondary point near EMP Base.
Adjusted a few no-build areas.
Removed the roof near the EMP base to make it easier to deploy structures.
Adjusted secondary area near EMP to make more space for placing structures.
Additional optimisation pass due the adjusted secondary area.
Converted a physic prop to a multiplayer physic to improve performance.
Fixed a few small issues throughout the map.
Known issues
In-hand weapon model is not drawn in first-person spectate in Source TV.
As always please report your feedback on our Forums.
Nuclear Dawn Update 6.3 coming...
We are currently finishing up the new Update that should be out end of this week on Steam. The new Nuclear Dawn update brings new loading screens for maps, spray paint support, squad voice chat, new ranks and gizmo's, a new weapon system and lots more. You can find out more about the new patch over here.
New Weapon Changes One of the biggest changes to this update is an entirely new weapon damage model. We have listened to your feedback, taken into account your suggestions, and incorporated them with our own, and came up with a complete overhaul of most weapons in Nuclear Dawn.
To start with, damage output has been toned down by roughly 20% on all bullet weapons, in order to change the pace of combat, and give players more chances to react in a gunfight.
Secondly, the distance falloff system has been re-designed from the ground up. While the basic design concepts remain the same –some weapons will (and are meant to) be more effective than others over long distances – the way this is applied is completely new, and gives us much more control over the falloff curve.
Small, practical examples of this are that the X01 and shotgun no longer are sniping weapons, and that the way assault rifle bullets behave at long distances makes more sense.
We’re quite excited to see what you think of the changes, and hope you find them a further step on the road to awesomeness for Nuclear Dawn. If not, you’re wrong.
But we can talk about it, and keep evolving the game, as we have done for the past (almost) year.