Какая последняя версия paint the town red
This is a minor update to address some issues with some of the changes made in the previous update.
We have a much larger update in the works which will add a huge amount of new functionality to the Level Editor and we'll be showing off some previews of that soon.
- Moved Primitives and Logics to new Level Editor prop subcategories
- Stopped some new workshop level optimisations running on low memory machines to avoid crashes
- Prevented negative scales from being set on primitives in the Level Editor to avoid various bugs
- Fixed decal bug on some combined meshes in workshop levels
- Fixed issues with negatively scaled primitives in groups in workshop levels
- Fixed duplicate mesh data on some combined primitives in workshop levels
As levels continue becoming increasingly large and complicated on the Workshop, it's important that we work on improving how these levels are created and how they play. In 1.0.4 there is now a significant improvement to the editing workflow of large levels. Where before it might take several seconds to place or modify an item on massive levels, this should now be close to instant. Part of this is a new option to reduce the frequency that level undo states are saved.
In addition, both load times and framerates of large levels have been improved, particularly when those levels use a lot of "primitive" shape props. In testing large levels in this update we've seen load times improved by around 25% and framerates improve between 30% and 250% depending on the complexity of the level.
One consistent difficulty with placing characters in levels in the editor has been getting them positioned just right to match the animation they will play. In this update you can now toggle animations on and off for human characters in the editor.
After adding 3D Text props in the last update, many of you wanted to have these be able to be affected by lighting and shadows. We've added a 'Lit' toggle on 3D Text props that add this functionality.
We've added 4 new options on Primitive shape props to give greater control over how they follow paths.
Can Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again.
Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path.
Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted.
Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would allow you to make an elevator stop and change direction halfway for example.
There are many other changes listed in the full changelist below. We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.
This is a minor update to address some issues with some of the changes made in the previous update.
We have a much larger update in the works which will add a huge amount of new functionality to the Level Editor and we'll be showing off some previews of that soon.
- Moved Primitives and Logics to new Level Editor prop subcategories
- Stopped some new workshop level optimisations running on low memory machines to avoid crashes
- Prevented negative scales from being set on primitives in the Level Editor to avoid various bugs
- Fixed decal bug on some combined meshes in workshop levels
- Fixed issues with negatively scaled primitives in groups in workshop levels
- Fixed duplicate mesh data on some combined primitives in workshop levels
As levels continue becoming increasingly large and complicated on the Workshop, it's important that we work on improving how these levels are created and how they play. In 1.0.4 there is now a significant improvement to the editing workflow of large levels. Where before it might take several seconds to place or modify an item on massive levels, this should now be close to instant. Part of this is a new option to reduce the frequency that level undo states are saved.
In addition, both load times and framerates of large levels have been improved, particularly when those levels use a lot of "primitive" shape props. In testing large levels in this update we've seen load times improved by around 25% and framerates improve between 30% and 250% depending on the complexity of the level.
One consistent difficulty with placing characters in levels in the editor has been getting them positioned just right to match the animation they will play. In this update you can now toggle animations on and off for human characters in the editor.
After adding 3D Text props in the last update, many of you wanted to have these be able to be affected by lighting and shadows. We've added a 'Lit' toggle on 3D Text props that add this functionality.
We've added 4 new options on Primitive shape props to give greater control over how they follow paths.
Can Restart Path: Determines whether a non looping primitive, after reaching the end of a path, can be retriggered to begin it's path again.
Restart at Start Point: Determines whether a primitive that is restarted will begin at it's original starting point or the beginning of the path.
Reverse Direction at Path End: Determines whether the primitive will change its direction once it reaches the end of the path. This would be useful for an elevator that you want to be able to send in the opposite direction each time it's restarted.
Reverse Direction when Stopped: This is similar to the above option, but will change direction every time it is stopped and started again. This would allow you to make an elevator stop and change direction halfway for example.
There are many other changes listed in the full changelist below. We have a lot more Level Editor improvements and additions planned, and improvements and additions to other parts of the game.
- Level Editor performance improved when modifying large levels
- Improved rendering performance of some large user created levels
- Improved performance of user created levels featuring lots of 'primitive' shape props
- Added Animate option to the Level Editor to show character animation
- Added new transparent glass materials to the Level Editor
- Added option for 3D text to be lit in the Level Editor
- Added option for primitives to be able to restart their paths when re-triggered
- Added a Delete button to the Level Editor level list
- Added option to Enemy Trackers to set a number of enemies that need to be killed to trigger
- Added a setting to the Level Editor to change how often Undo states are saved
- Added option to always downward swing when jumping
- Added text indicating that progress will be saved when quitting a Beneath run
- Added Beneath Acolyte textures to the Level Editor
- Added Saloon textures as Player Texture option in the Level Editor
- Improved the rendering of most of the UI elements in the game
- Fixed Acid Rain damage
- Fixed selection errors in the Level Editor
- Fixed selection of primitives being inaccurate after scaling in the Level Editor
- Fixed prefab selection allowing multiple options highlighted in the Level Editor
- Fixed some prop positions getting swapping in the Level Editor in some cases
- Fixed the 3D text prop icon showing in the game if unedited
- Fixed bug with grouped primitives on looping paths sometimes shifting relative position
- Fixed not being able to select characters in the Level Editor sometimes
- Fixed some bad props making navmesh generation impossible while editing a level
- Fixed some loading errors of levels with bad prop data
- Fixed shading on characters in the Level Editor
- Fixed M1 Macs having rendering bug with severed enemy body parts with custom textures
Over the next several days Paint the Town Red will be 30% off so it's a great time to jump in if you've been waiting.
Say goodbye to painstakingly arranging pool balls to make letters, because in this update we've added the ability to add 3D text props in the Level Editor so you can add custom text anywhere you need it.
Also for the Level Editor we've added some new options for music. Firstly you can now set a different music track to play when you've won a level. The bigger change though is that you can now set Music props to play music on up to 8 different layers. This will be great for levels with voices or sound effects as they'll now be able to play on a different layer and not interrupt the main music.
We've also added some of the Beneath music tracks to the Level Editor and the old main menu music.
You can now play all the Scenario levels as one of the classes from Beneath with the new modifiers: Brawler, Spectre, Warlock, Vanguard and Corrupted.
In this update we've made some tweaks to attacks to give you more control over when you swing a weapon downwards or uppercut. Instead of being based on looking up or jumping, or random in the case of the uppercut, you can now perform a downward swing or the uppercut by swinging while holding the block button.
Some of the other changes in this update include lighting and shadows from muzzle flares on guns, thrown weapons will now longer sometimes go through enemies, in the Biker Bar enemies can now jump down off the bar if they get stuck up there and some tweaks to the Beneath Facility to help new players know how to start their first run.
Oh, and that one guy that would get stuck at the bottom of the basement stairs in the Biker Bar should now figure out how to make that first step.
The full changelist is below.
- Level Editor now has custom 3D text props
- Level Editor now has the option to set a different music track for victory
- Level Editor Music Logic props now allow music/sounds to play on up to 8 different layers at once
- Added new music to Level Editor: Construct, Sacrifice, Beneath, Transaction, The End, Neo Western
- Added Scenario Modifiers: Brawler, Spectre, Warlock, Vanguard and Corrupted
- Block+Swing now will do the overhead swing attack or uppercut when unarmed
- Overhead swing no longer automatically happens when jumping or looking up
- Uppercut no longer happens at random
- Movement speed while blocking is slightly reduced
- Controls Help shows how to swing a weapon during gameplay
- Beneath blast doors start open to help new players understand where to go
- Some gun muzzle flares now cast light when shooting
- Added some basic translations on the Sandbox
- Added the ability for enemies to jump down from the bar top and bar in the Biker Bar
- Increased vertex limit of blood decals on tables in the Biker Bar
- Improved accuracy of high velocity weapon collisions
- Fixed enemies being able to get stuck inside the basement stairs in the Biker Bar
- Fixed enemies getting stuck trying to run up the basement stairs in the Biker Bar
- Fixed Modifiers button showing when the Sandbox level is selected
- Fixed a bug causing buttons to not show for controls help in some cases
- Fixed thrown weapons going through people sometimes
For this update we've setup all the new scenario music to work in the Level Editor either set directly from the level's settings or played from music logic props. We've also fixed some issues with the Arena and multiplayer including the missing puddles texture on the Arena floor during rain and being forced to quit to the menu after winning an Arena challenge in multiplayer.
We're working on a lot of new Level Editor and multiplayer improvements which we'll be rolling out in small updates like this as well as in larger updates going forward.
The response to the launch of the game over the past week has been amazing and beyond our expectations. Going forward we're going to add more to the game to highlight some of the unbelievable Workshop content that's being created so all the new players can experience the creativity and genius of our community.
- Added new Scenario music to the Level Editor
- Fixed missing puddles in Arena/Endless Arena/Trickster Fight during rain
- Multiplayer: Fixed other player's textures cycling for a few seconds in the Arena
- Multiplayer: Fixed rendering bug on multiplayer gravestones with Bloom and FXAA
- Multiplayer: Fixed being forced to return to the menu after winning a challenge
- Multiplayer: Fixed Arena rain not being around spectated player
- Fixed swapped keyboard and controller button prompt for Use Power
Something we've talked about many times before is how important Early Access was to Paint the Town Red and how influential it was on the scope of the game. What started as a rudimentary game jam game made in 6 days in November 2014 has grown into something far bigger than we ever imagined.
When we started in Early Access in October 2015 we launched with nothing but 2 Scenario levels: the Biker Bar and Disco. Our plan was to add a couple more Scenarios, a few Arena challenges and a (much smaller) rogue-like mode. Within a month we'd hit our hopes for lifetime sales of the game and it became clear we would be able to spend the time we needed to build the game we really wanted.
Some things we never expected to do add was a Level Editor or multiplayer, and while the game wasn't originally built with those in mind, they've proven to be a major part of the Paint the Town Red story. At this moment the Steam Workshop has around 10,000 unique items and counting. We've been continually blown away by the size, complexity and design of Workshop levels over the years and we hope to support the creators with more tools and options for months and years to come.
Once we knew we could make something bigger, we designed the rogue-like mode 'Beneath' to be far more expansive and more intricate than we first planned. We were able to create Beneath without ever cutting content and reducing the scope, which is so unusual in game development. That was just another of the many benefits of Early Access.
Also available now is the fantastic soundtrack from Jeff van Dyck which has 2 hours of music from Paint the Town Red that has been remastered and made available as high quality audio over 32 tracks. You'll find Jeff has taken the dynamic musical elements from Beneath and the Arena and masterfully woven these into new, brilliant pieces of music alongside all the amazing and multi-genre tracks from the Scenarios and other areas of the game.
With this 1.0 update we've finally made available Steam Trading Cards which you can earn by playing the game, and we've added a number of new fun Scenario modifiers. Some of these modifiers are pretty explosive and might put your hardware to the test, but there's nothing more fun than making a mess.
Boom Hands makes every hit you deliver the equivalent of a Berserk punch.
Splatter turns every kill into a shower of blood and chunks. Enemies will explode and bodyparts will fly out away from you with extreme force.
Soft Voxels is a little tamer, but weakens every enemy's voxels so even a jab can put a hole in someone.
There's also a new Everyone Hates Me modifier that makes everyone in a Scenario come after you and Punching Only which takes away your ability to kick and pick up weapons.
In the Level Editor we've add a new projectile weapon: the Nailgun. We currently have over 30 new melee weapons we're in the process of adding to the Level Editor, so we'll be rolling those out soon in updates as they become ready.
We've also added around 50 new props from the Beneath Facility to the Level Editor including the kitchen sink.
We've also added over 20 brand new props to the Level Editor including a range of walls and fence props.
You can see the full changelist below.
We have a lot of updates planned over the coming weeks and months. There are still a lot of multiplayer improvements we'd like to make and more Level Editor content to be added. We'll also be bringing more of the Scenario Modifiers to the Workshop levels. Also, as mentioned above, we already have over 30 new weapons we're in the process of adding to the Level Editor and we'll be adding even more after that. We're also still working on the 3D text props for the Level Editor which we didn't get done for this update, but will have in an update very soon.
In many ways for those that have been watching the game over the years, despite leaving Early Access, what comes next will probably look like business as usual. We have a scroll-wheel-breakingly long list of community suggestions along with a ton of new features we've been wanting to add for a long time so there'll be many more updates to come.
1.0 marks the point where we leave Early Access, but not when we stop working on the game.
Alongside leaving Early Access on Steam, we've also today released the game on the Xbox Series X|S, PlayStation 5, Nintendo Switch, Xbox One and PlayStation 4. While the console versions are single-player only and don't have the Level Editor, Workshop levels or Sandbox level; they're otherwise the same core experience with the Scenarios, Arena and Beneath intact and running great. By keeping development of those versions in-house, we've been able to make sure each version delivers the true PTTR experience.
Since updating the Steam version is considerably simpler, going forward we'll continue updating on Steam more regularly with the option of updating the console versions if and when there are any new additions to the game that they can support.
Thanks to everyone that has bought or just followed and supported the game throughout these past years. We truly wouldn't have been able to create this game without the Early Access process and everything that comes with it.
Special thanks to everyone with suggestions, feedback and help for other members of the community on the Steam forum, the fantastic community Discord server [discord.gg] and everywhere else online, as well as the humbling emails and messages of support we've received over the years. We can highly recommend checking out the Discord server if you're interested in finding out more about the lore of the game or secrets, tips on creating levels, awesome map maker contests, finding other people to play with or just chatting with other players or getting help with the game.
As you may or may not know, Paint the Town Red was made by 1 programmer and 1 artist. That said, there's still a lot more to a game than just those things and we want to give an extra special thanks to everyone involved. We've been unbelievably fortunate to have had Jeff van Dyck so involved and invested in the game over the past few years. The world class music and overhaul of the all the audio in the game has been very special. We can't wait to continue to work with Jeff on what we'll be making next.
We also want to thank the many people that provided various grunts, groans and gurgles for our blocky characters, as well as the SUPERHOT team and the guys at 5 Lives Studios. Also all the members of our community that have been extremely helpful over these past years.
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