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Out of Ammo

 
The 2020 UpdateJun 25, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/23687817/bdaaadae18577decefe15afd22dc956d3e9317c1.png WELCOME BACK, RECRUITS! It's been a LONG time since RocketWerkz originally released Out of Ammo in 2016 and it's sequel, Death Drive in 2017. And a long time since we've updated them. But all of that is about to change. Get ready for... THE 2020 UPDATE How big is this update? REAL BIG. Strap in. We've got a lot of ground to cover. General Improvements to BOTH games: Both Out of Ammo and Death Drive now have... Valve Index support Oculus Rift support HTC Vive Pro / Cosmos support An Unreal Engine 4.24 Update An overhaul of teleport, snap-turn, and control bindings, up to date with more modern VR practices Laser pointers for manipulating menus, instead of having to click buttons with your (chunky) fingertips. Lots of general bug fixing Lots of general quality of life improvements Various frame rate optimizations Adding new achievements and fixes to existing achievements And more more! (Patch Notes TBA) Game specific updates!? You bet. https://media.giphy.com/media/VGK9PEp762skNi7rOK/giphy.gif Out of Ammo Changes / Improvements Out of Ammo is has received a large overhaul to quality of life features, such as manipulating units and structures in Commander Mode, and the ease of handling your weapons in First Person Mode. With these changes, we’re hoping to bring Out of Ammo up to a more modern VR standard, while correcting many issues that have been present, including feedback from the community forums and Steam reviews. Added briefing text for every mission, to give you a better understanding of the goals of a given scenario. Additional quality of life and polish to all missions, and ensuring all missions are fun while still being challenging. We've also taken lots of feedback from the forums and reviews regarding some of the missions being too difficult or unclear. Improvements to the Escape (Pause) Menu, including adding volume settings and floor height settings to the Pause Menu. Better tutorialization and more informative tooltips Large UI updates all over the game, for a more unified look that's up to date with more modern VR practices Improvements to the main menu to help orient the player. Various tweaks to controller rumble, using it in more appropriate places and up to date with more modern VR practices Various sound updates to many aspects of the game, including (but not limited to) new sounds and "Commander" lines for certain gameplay events and better feedback on Units when they move, take damage, and die. Some tweaks to game balance, all across the board. A price drop! Out of Ammo is now only $9.99 USD https://media.giphy.com/media/YSBZ3YRm8pWWOt5Ucc/giphy.gif Out of Ammo 2: Death Drive Changes / Improvements We consider Death Drive to be in a more polished state, already featuring quite a few of the quality-of-life touches that we’re giving to Out of Ammo. Our main priority will be giving the game improved controls and accessibility, with a laser-sharp focus on wha...Patch 1.0.11 Released - Custom Bindings and Quality of LifeApr 23, 2019 - Community AnnouncementsHere's a small but significant patch focused on stability with a few quality of life changes and several more bug fixes. Custom controller binding config files You can now create custom bindings for some actions by editing the input config file. If you're interested there's a guide with a few example configs at the end. Attachments The attachment selection menu can be opened by pressing and holding the grip button of a controller holding a gun, same as before 1.0.9. To activate or deactivate an attachment you still need to place your other hand over it and press the grip button. Another small quality of life change is that attachments spawn already active by default. Interaction Interaction has been updated slightly to work better with both hands at the same time. It also tracks the closest hover target better which should help when there are overlapping deployables or units. There are also a few more checks so that it can recover better from accidentally invalid interaction states. And finally the overlap test tick rate has been increased. Overall it should be a lot more reliable and responsive, but there is still a limitation in that you can only deploy one defence at a time as the deployment system is still legacy code. Other quality of life changes Players rotate around their head rather than the centre of the play space when using snap turn. Players return to their previous location when returning to commander mode. Added SnapTurnYawDegrees as an option in Game.ini to set snap turn angle. Default is 90. See the forum post on resetting game settings for a little more information on how game settings work. Began to add VOIP support back in. Currently by default it is unbound as I couldn't figure out a good button for it. Bind "PushToTalk" to an action to use it. There is an example in the control rebinding guide linked above. Made audio fade in on spawn so that all the objects spawning and settling won't blow out people's headphones. Fixes Fix deploying and moving in Port. The map is playable again! Stop weapons from colliding with teleportation mesh. Prevent many pause interactions that shouldn't be allowed, and force other elements that should never freeze to ignore pause state. Fix Game Over screens being positioned incorrectly. Fix various race conditions and network replication issues with equipping items. Fix various teleportation bugs - including a particularly nasty one that could randomly set your location to world origin. Replicate floor height and HMD type to server so that multiplayer clients are set to the right height. Fix quit menu being hard to reach when possessing a unit. Fix units falling through the floor when defences are dismantled. Fix ammo belts being left behind when MG defences are dismantled. Improve deployment restrictions to make it harder to place defences in invalid areas. Improve defence colliders so that it's easier to select defences and units in defences. Fix medic and engineer field tent possession so it fun...Hotfix 1.0.10 ReleasedMar 25, 2019 - Community AnnouncementsHi, I'm the developer currently working on the latest patches. Here's a quick hotfix for several very important bugs. Lesson learned - release massive reworks on the experimental branch first, then on stable! Version 1.0.10 Fixed weapons despawning after a certain amount of time had passed from last possession. Rebuilt navmesh in D-Day that was preventing unit movement and structure deploying. Fixed mounted machine gun ammo despawning when it shouldn't. Fixed menu polaroids colliding with other polaroids unnecessarily and making it hard to select levels. Fixed radial menu for engineering tent and medic tent not tracking correctly when summoned with left hand. Fixed stat tracking in Icarus mission. Fixed weapon collisions so they always enable themselves when not colliding with a defence. Reflected equipment slots for left-handed players (weapon is equipped on the left, commander radio is equipped on the right). Restored physics to grenades. If knocked away by accident they will respawn quicker. And a bunch of other minor bugs have been fixed. Known Bugs Deploying defences on Port is broken. Apart from Port (which I'm still working on) this should be enough to make the game playable on all other maps. I'll be checking the forums regularly, if you find any more bugs please post them there and I'll get to them as soon as possible.Major Update 1.0.9 : Complete Overhaul of game systemsMar 20, 2019 - Community AnnouncementsA few months ago we assigned more resource to do some substantial updates to the game. This started a long journey of refactoring. Think of it like taking a panel off the wall to replace it, realizing the frame needs replacing, so you replace that... essentially this Malcolm in the Middle episode. This represents a pretty major change in how Out of Ammo is built. So if you like it, please do get the word out there! We've pumped a lot of development time in this, as always let us know your thoughts below. Message from Rory (Programmer) Hi, I'm the guy who's been holed up making an update for Out of Ammo. I haven't seen the sun from my blacked-out room for months! What was supposed to take a matter of weeks has expanded to take over all my waking hours, so let me start this changelog with a cautionary tale… Since the last update I've been working on a refactor of the main player character, a.k.a the Pawn. Out of Ammo was built for an immature platform with rapid iteration of new features being tacked on wherever they would fit. The Pawn was the key component of the entire game; over time anything that happened became somehow integrated with the Pawn. This made the game pretty difficult to work on since the Pawn was so massive that it took several minutes to open, save, compile or do anything. It had become what's known as a God-Object. So, in order to facilitate further development, I volunteered to clean up the Pawn. Just a bit. When I first started writing this changelog I believed I was about halfway done - in fact at the time I was only a sixth of the way through. At least 7 GB of data changed over almost a thousand files, 5 engine updates, a near-endless amount of bugs and 5 months later I've reworked almost the whole core of the game! I had massively underestimated the task. Because the player pawn was involved with everything, reworking the Pawn meant that I was reworking almost everything else as well. But the end result has made the game much more maintainable. ... I'm sure there's a moral in this somewhere. Don't bite off more than you can chew? Don't volunteer for anything? Hindsight is 20/20? I don't know, but hopefully it's helped you gain some insight into what has been a very difficult update! Version 1.0.9 Engine update Out of Ammo has gone from using Unreal version 4.16 to version 4.21 and has gained many benefits from doing so. Screen Percentage has been removed in favour of Pixel Density. Instead of having to figure out an appropriate screen percentage for each headset, and often being slightly off, we can use a normalized number to get the perfect amount. If you have pixel density set to the default you can be certain it will be perfect for your device. You can still down-sample to 0.5x or up-sample to 1.5x normal resolution if you want, but if you just need a few extra frames here and there... Dynamic Resolution is now available. We haven't tested it fully so we're not enabling this by default but if you feel like you need it i...Is this thing on?! Update 1.0.8 releasedOct 17, 2018 - Community AnnouncementsBeen a long time since we released Out of Ammo. We had some new programmers at the studio and we decided to put them through their paces on this project. While VR has been a money pit for us, we love the game and we loved out time with Out of Ammo - so it had been a dream for us for some time to tidy up some of the bugs we had with it. We decided to dust off the old code base and tidy up some of the pesky bugs that remained. While we were there, we also decided to tackle some of the bigger opportunities that changes with Unreal (the engine we use) and VR provided. This means we now have the forward renderer working, giving pretty dramatically better framerate. Please let us know here in the comments if you have any issues or what you would like us to add! Should we do a new map? What else needs to be added to the game? Version 1.0.8 Updated to Unreal Engine to 4.16.3. This gives us lots of fixes and improvements, too numerous to mention! Now uses a forward renderer with MSAA and Temporal Anti-Aliasing for much better performance. Improved ragdoll on characters. Menu follows view better. Fixes potential issues on oculus when turning. Increased Tank base speed Tanks will now be slowed after the tank commander is defeated. (This should make tanks easier to aim with artillery/RPG) Nearby enemy units will have the chance to pop back into the tank commander seat. Slightly buffed artillery against tanks RPG Unit Should no longer kill itself when stationed on sandbags Machine Gun Nest bugs fixed such as difficulty reloading. Improved geometry model to fix this. Fix "Get Steam Friend Avatar" being disconnected After the 4.16 update "Get Steam Friend Avatar" nodes had 3 exec out pins instead of just one. In the worst case it prevented PlayerConnected and UpdateUnitStats from being called. Connected the success and failure nodes to following nodes. Modify and update some networking code Modify client initialization order Now starts in VRPawn.uasset Fix tank not moving in D-Day(Increased Nav Area Bounds) Hey, our new game is out.Aug 16, 2017 - Community Announcementshttps://media.giphy.com/media/l1J3D5O1AVqW7OlJC/giphy.gif What started as an ironic joke by Dean Hall to add zombies to Out of Ammo has exploded into something much larger. We created a standalone sequel, Out of Ammo: Death Drive. We've spent the better part of a year experimenting with the dumbest fun we could possibly imagine, while retaining what made the original game fun in the first place. As owners of Out of Ammo, you'll get a discount if you choose to purchase and play the sequel. We hope you like our new game, and thanks for playing Out of Ammo. Your friends, The Good Boys at RocketWerkz xox Hey, our new game is out.Aug 16, 2017 - Community Announcementshttps://media.giphy.com/media/l1J3D5O1AVqW7OlJC/giphy.gif What started as an ironic joke by Dean Hall to add zombies to Out of Ammo has exploded into something much larger. We created a standalone sequel, Out of Ammo: Death Drive. We've spent the better part of a year experimenting with the dumbest fun we could possibly imagine, while retaining what made the original game fun in the first place. As owners of Out of Ammo, you'll get a discount if you choose to purchase and play the sequel. We hope you like our new game, and thanks for playing Out of Ammo. Your friends, The Good Boys at RocketWerkz xox Hotfix 1.0.7 ReleasedJan 22, 2017 - Community AnnouncementsSummary Oculus users highlighted in the forums (thanks all!) some bugs that crept in with the recent changes to the Oculus SDK. The team fixed these and released the update on experimental over the weekend, confirmed fixed by these same users. Updates FIXED: Floor Height now adjusts "possession" height correctly, and instantaneously. FIXED: Adjusted base floor height for Oculus users as was incorrect Next Steps Please continue to report bugs and issues in the forums. The team is able to pump out updates for this while they continue their work on the standalone expansion.Hotfix 1.0.7 ReleasedJan 22, 2017 - Community AnnouncementsSummary Oculus users highlighted in the forums (thanks all!) some bugs that crept in with the recent changes to the Oculus SDK. The team fixed these and released the update on experimental over the weekend, confirmed fixed by these same users. Updates FIXED: Floor Height now adjusts "possession" height correctly, and instantaneously. FIXED: Adjusted base floor height for Oculus users as was incorrect Next Steps Please continue to report bugs and issues in the forums. The team is able to pump out updates for this while they continue their work on the standalone expansion.Now fully supporting the Oculus Touch!Dec 18, 2016 - Community AnnouncementsSince we released from Early Access we have continued to fix bugs as well as add support for other Virtual Reality devices. We're pleased to announce we now we have fully support for the Oculus Touch when in 360 degree room-scale configuration! Note that, while officially unsupported in less than 360 degree room-scale mode, you can still play the game. However, you have to use the controller buttons to "pivot" on the spot to play. We're not comfortable saying the title is supported in less than 360 degree room scale currently, as the game was really designed with this in mind. Please provide feedback on our new HMD support on the forums, as well as posting bugs.Now fully supporting the Oculus Touch!Dec 18, 2016 - Community AnnouncementsSince we released from Early Access we have continued to fix bugs as well as add support for other Virtual Reality devices. We're pleased to announce we now we have fully support for the Oculus Touch when in 360 degree room-scale configuration! Note that, while officially unsupported in less than 360 degree room-scale mode, you can still play the game. However, you have to use the controller buttons to "pivot" on the spot to play. We're not comfortable saying the title is supported in less than 360 degree room scale currently, as the game was really designed with this in mind. Please provide feedback on our new HMD support on the forums, as well as posting bugs.Hotfix 1.0.6 ReleasedDec 11, 2016 - Community AnnouncementsSummary Afternoon all. A small update here to resolve an issue with the online leaderboards and we improved the screen mirror to allow for full-screen output, so no longer is your second screen limited to 4:3 resolution. Updates Fixed: Scores weren't being recorded locally and displayed on the online leaderboards. Fixed: A rare bug where the exit menu would spawn displaced from usual location Added: The online selection tool will now display "Error" if game is unjoinable Added: A full screen mirror mode has been added, instead of the typical smaller window. Next Steps The team will continue working away on Out of Ammo: Death Drive to Italica, aside from some seasonal New Zealand holiday coming up (You've probably never heard of it).Hotfix 1.0.6 ReleasedDec 11, 2016 - Community AnnouncementsSummary Afternoon all. A small update here to resolve an issue with the online leaderboards and we improved the screen mirror to allow for full-screen output, so no longer is your second screen limited to 4:3 resolution. Updates Fixed: Scores weren't being recorded locally and displayed on the online leaderboards. Fixed: A rare bug where the exit menu would spawn displaced from usual location Added: The online selection tool will now display "Error" if game is unjoinable Added: A full screen mirror mode has been added, instead of the typical smaller window. Next Steps The team will continue working away on Out of Ammo: Death Drive to Italica, aside from some seasonal New Zealand holiday coming up (You've probably never heard of it).Out of Ammo: Death Drive to ItalicaDec 7, 2016 - Community AnnouncementsHey all, So awhile back Dean spoke about doing some more content for Out of Ammo in the form of DLC to add to the main game. This hasn’t happened. Since the inception of said content, the Out of Ammo team have been left to their own devices, in that time they have produced something beyond a minor DLC pack, so we’ve made the call to ‘kick out the jams’ and upgrade this into its own stand-alone follow up. So without further messing about, we are very proud to announce that Out of Ammo: Death Drive to Italica will be coming early next year. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/fd0d9e50dfa5829dd1f0175e73aa18b81864c69d.jpg But what is this new game I hear someone cry from the back, right on cue. Well, we’ve taken to playfully calling it Edgar Wright directs Planet Terror, a grindhouse road-movie in which you lead a group of survivors hanging out the back of an RV across the country, as waves of the infected populus lay waste to civilization. Out of Ammo: Death Drive to Italica will include: Full story based campaign New freeplay maps Brand new weapons All new structures including turrets, barricades, towers (to help you fend off the hordes) A cricket bat, in an actual pub (How’s that for a slice of fried gold?). The reason we’re telling you guys first is we didn’t want to blindside you with this change, we know some of you were looking forward to the DLC and this is pretty different, but we feel that ‘more game’ is the right way to go. If you have any questions, throw them in the comments below and I’ll do my best to answer. In the meantime, please enjoy these screenshots: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/1dab4759983b882e26a547e4871f8c1ecd28800f.jpg http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/3d1e2dd0a8672013a60e77ac3779e2b2d84fa7a9.jpgOut of Ammo: Death DriveDec 7, 2016 - Community AnnouncementsHey all, So awhile back Dean spoke about doing some more content for Out of Ammo in the form of DLC to add to the main game. This hasn’t happened. Since the inception of said content, the Out of Ammo team have been left to their own devices, in that time they have produced something beyond a minor DLC pack, so we’ve made the call to ‘kick out the jams’ and upgrade this into its own stand-alone follow up. So without further messing about, we are very proud to announce that Out of Ammo: Death Drive to Italica will be coming early next year. http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/fd0d9e50dfa5829dd1f0175e73aa18b81864c69d.jpg But what is this new game I hear someone cry from the back, right on cue. Well, we’ve taken to playfully calling it Edgar Wright directs Planet Terror, a grindhouse road-movie in which you lead a group of survivors hanging out the back of an RV across the country, as waves of the infected populus lay waste to civilization. Out of Ammo: Death Drive to Italica will include: Full story based campaign New freeplay maps Brand new weapons All new structures including turrets, barricades, towers (to help you fend off the hordes) A cricket bat, in an actual pub (How’s that for a slice of fried gold?). The reason we’re telling you guys first is we didn’t want to blindside you with this change, we know some of you were looking forward to the DLC and this is pretty different, but we feel that ‘more game’ is the right way to go. If you have any questions, throw them in the comments below and I’ll do my best to answer. In the meantime, please enjoy these screenshots: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/1dab4759983b882e26a547e4871f8c1ecd28800f.jpg http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/23687817/3d1e2dd0a8672013a60e77ac3779e2b2d84fa7a9.jpgHotfix 1.0.4 ReleasedNov 24, 2016 - Community AnnouncementsSummary Another quick bugfix is released, focused on feedback we've received that we felt needed to be addressed urgently. Thanks as always for letting us know! Please do post on the forums with whatever else you find. Bug Fixes FIXED: Left handed mode should always function correctly now, and persists between sessions. FIXED: Fixed a rare bug where friends couldn't join the appropriate session Next Steps The team has been going really hard on our new content. It's likely this will be a standalone expansion for the game, as it's a very big departure from the current gameplay. We'll discuss a bit more closer on the forums what our plans might be for pricing, and what plans are beyond! Most importantly as said above: let us know any issues on the forums.Hotfix 1.0.4 ReleasedNov 24, 2016 - Community AnnouncementsSummary Another quick bugfix is released, focused on feedback we've received that we felt needed to be addressed urgently. Thanks as always for letting us know! Please do post on the forums with whatever else you find. Bug Fixes FIXED: Left handed mode should always function correctly now, and persists between sessions. FIXED: Fixed a rare bug where friends couldn't join the appropriate session Next Steps The team has been going really hard on our new content. It's likely this will be a standalone expansion for the game, as it's a very big departure from the current gameplay. We'll discuss a bit more closer on the forums what our plans might be for pricing, and what plans are beyond! Most importantly as said above: let us know any issues on the forums.Hotfix 1.0.3 ReleasedNov 3, 2016 - Community AnnouncementsSummary The team focused again on bug-fixing for the latest update. The main area of focus was on fixing bugs with the Oculus touch. UE 4.13 introduced a few problems that we have now ironed out. Bug Fixes FIXED: Some weapons wouldn't spawn properly out of the Gun Rack. FIXED: Haptic Feedback missing from some Gun actions FIXED: Engineers becoming stuck in their "Building" Animation FIXED: Possessing a Unit should no longer pause the game FIXED: Material for Golden Deagle is now correctly displaying FIXED: Restored Correct Geometry for the Handgun Model ADDED: The B & Y buttons on the Oculus Touch controller will now rotate the player slightly, allowing a full 360 view of the Battlefield without breaking line of sight to Oculus cameras. Next Steps It might be a few weeks till we do the next update, although we will do updates if anything is identified that needs to be fixed. The team will return back to a focus on some new (paid) content for the game!Hotfix 1.0.3 ReleasedNov 3, 2016 - Community AnnouncementsSummary The team focused again on bug-fixing for the latest update. The main area of focus was on fixing bugs with the Oculus touch. UE 4.13 introduced a few problems that we have now ironed out. Bug Fixes FIXED: Some weapons wouldn't spawn properly out of the Gun Rack. FIXED: Haptic Feedback missing from some Gun actions FIXED: Engineers becoming stuck in their "Building" Animation FIXED: Possessing a Unit should no longer pause the game FIXED: Material for Golden Deagle is now correctly displaying FIXED: Restored Correct Geometry for the Handgun Model ADDED: The B & Y buttons on the Oculus Touch controller will now rotate the player slightly, allowing a full 360 view of the Battlefield without breaking line of sight to Oculus cameras. Next Steps It might be a few weeks till we do the next update, although we will do updates if anything is identified that needs to be fixed. The team will return back to a focus on some new (paid) content for the game!Hotfix 1.0.2 ReleasedNov 1, 2016 - Community AnnouncementsA small hotfix to fix some issues that were in the build was released yesterday. There were issues with the tutorial, that have now been fixed. We look forward to future updates now! FIXED: Tutorial level will now function correctly. FIXED: Texture irregularities in maps with dark grass have been fixed and are now displaying correctly. KNOWN ISSUE: Pulling upward on the MG reload bolt can cause it to detach.