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-- Increased Buzzer base damage (projectile + melee) -- Increased push back on the Riot Shield's shield bash -- Riot Shield now tires more easily when blocking attacks -- Greatly reduced Wrench base damage -- Wrench now does triple damage on headshot, which still does less damage then before -- Slightly reduced Keymaster base damage (rifle + shotgun) -- Added audio filter effects for underwater and flashbanging, which you can turn off -- Started implementing Steam rich presence for a laugh, which you can turn off -- Updated to Game Maker runner 2023.2.1.90 and broke everything -- Fixed a lot of things but not all quite yet, thank you for your patience
Well, that was horrifying! dswilsonscared Apologies for the down time and massive waste of time. I had tried to convert everyone's saves from basic text files to an SQLite database, which took a long time, but it turned out to be the wrong solution in the end. Back to the drawing board on solving this text file horde. Beta17 is ready to go regardless, I'm officially proclaiming the content in the rewrite is now caught up where v1.2.7.7 left off. See for yourself below:
spawnbigboss
killbigboss
beaconstart
setallvice
incteamscore
setteamscore
Hey. Long time no see. Things have been slow since I've been dealing with nightmarish moving. But I've been settled in my new place for the past couple months, sort of, and have started working again. For beta17, I've added and changed some fun stuff, but I think I'd like to share that all in a video soon. Instead, I'm just going to share some boring but important crap first so the video doesn't have to mention any of it.
Hey folks, today I'd like to announce that Boring Man is now available on Ubuntu, for playing and/or hosting with the dedicated server build. On your Ubuntu device, you should be able to install and launch it like normal. We're also getting much closer to the update being 'complete', so I thought I'd share for whats left of the road ahead. To get out of the way, if you've been having any trouble with beta16, make sure your game is up-to-date as I have been patching A LOT of things.
Hey. I've been working on beta15b, which is another code overhaul update. There isn't much content, but it's a rather big update for me because of a lot of technical changes were made in order to optimize things and get the project code up to speed. I've been nervous of pushing this patch but also can't continue with content until it's out, so I've decided to create a testing branch first. There are some fun changes:
This update is mostly bug fixes and hopefully helps with some glaring weapon balance problems. This may be the last update you'll see from me for a while, so I wanted to make sure I fixed as many things as I could.
This update is mostly new content, however be wary of crashes and bugs. Report them how you see fit, and I'll fix everything I can over the weekend. As for the state of overall development, I anticipate the next major update will be release. However I got a shitty spring/summer ahead of me as I'm moving across the country, so it might take a while to prepare the last update until 2.0.0 is finished. In any case, thanks for your support, lets get on with it:
setbotaidivert
moveall
moveenemies
moveteam
copylog
netcodetimerange
netcodemargin
netcodedamageallow
netcodedistance
netcodedeathpredictping
netcodedeathpredictavg
netcodedeathpredicttime
netcodereckon
listreckon
netcodereset
netcodetimerange
netcodemargin
netcodedamageallow
netcodedistance
These commands pertain to the server authority for hitreg. They cannot convert the netcode into server-side, instead their values are used by the server to 'disagree' with hitreg and not apply damage if a desync made the hit too sketchy. These values have already existed since beta14, the defaults make the server authority go mostly unused. I've been unsure what the least frustrating values would be, hence why I made them into console commands that you can help test with.
Keep in mind these commands are meant strictly for testing and experimenting, so their values are reset to their defaults when the map changes. They are not available as server settings, and are unusable with RCON and cmd lists. This is because I don't want joe schmoe running dedicated servers with poorly tweaked netcode values. Players will also get a warning when joining your tweaked netcode server.
For experimenting, you may need to find help from other players in order to test the values, as there is no way to simulate latency at the moment. If you want to do the 2 game windows open thing, then I recommend trying out clumsy which will shit up your device's internet connection on purpose, for the IP addresses or rule you define in the 'Filtering' text field. Clumsy has been a powerful too for me for testing the netcode. Everyone is welcome to tweak these values and share what they find.
Hi, beta15 should hopefully be available January 29th. Some of the new stuff includes:
Just patching things and adding skins. Big update will try to come out later this month.
Changelog
[previewyoutube=r_N9Zd8MO_g;full][/previewyoutube] Check out a new community trailer made by the talented UliZetha, which will be featured on the store page. Be sure to subscribe to support him. And from tomorrow to Monday (9/3 - 9/7), all of my DLC will be 35% off on a sale. Thanks for your support everyone! --
This is a small patch to tie up some loose ends before I start working on the next big update. It's mostly fixing bugs, crashes, and other problems and makes some pretty good optimizations for cloud saving and the server list. Hopefully you should be able to log in faster and the server list should act a little less janky. There's some weapon balance and a couple new features to make this a lil interesting but it's not much, but this game is much more prepared if there were a sudden increase in attention!
Hey. This update was a wild one. I think it contains some of my best programming. Like everyone else, I've been stuck at home avoiding the pandemic, so I decided to take advantage and overhaul a lot of the game's code. From what I saw from testing, this overhaul has improved performance quite a bit, but I'll suppose I'll hear what the jury says.
Last weekend, I posted about the new mutators system being one of the overhauls, becoming very easy to work with when I want to add new mutators and becoming immensely powerful in the console command system.
Before I get started I wanted to announce that this version is now the default launch option, and the old version has been moved to another branch. You can find the instructions to switch in the 1.2.7.7 tech FAQ.
It's a long one, so lets get started.
New Weapon: Nitrogen Mine (Nitrogen Grenade)
The Nitrogen Grenade was probably one of the least used grenades in the old version, so it has been totally reworked. It is now a land mine that freezes enemies on detonation, and frozen enemies will take x2 damage.
Nitrogen Mines can stick to any surface, and can also stick to players and drones. Players can shake off Nitrogen Mines before they explode by rolling or double jumping with no Jetpack. Drones are immune to being frozen, but will still be destroyed if stuck by a Nitrogen Mine and it explodes.
If a frozen enemy manages to kill themselves somehow, you should get the kill for it as long as there wasn't a previous attacker before you. If a teammate kills an enemy you froze, then you should be able to get the assist.
New Weapon: Muleslapper Sentry (Muleslapper Grenade)
The Muleslapper grenade in the old version was also somewhat underpowered by design, so it too has had a total rework. The Muleslapper sentry, when deployed, will menacingly float around the map and shoot down most explosive projectiles that come within its circle.
The sentry will also attack enemies and drones. The sentry can be shot down, but when destroyed it will 'retaliate' against its attacker with an overcharge blast similar to the Muleslapper's alt-fire. This should make avoiding the sentry more appealing then destroying it, and should hopefully be effective against camping. If a sentry's retaliation against you kills the owner, you will get the kill for it.
New Weapon: Light Rockets
The Light Rockets have been added. The Light Rockets function the same as the old version, but have been given a brand new alt-fire, the Flare. When firing a Flare, it will launch a short distance and slowly float down. When any rockets come near the flare, their trajectory will become altered by the Flare's 'orbit'. Flares can also stick to players, making them dangerously attractive to rockets. You can shake off the flares by double jumping or rolling, similar to the Nitrogen Mine.
I'm hoping players will practice with flares and start doing some cool shit with them. I'm not quite sure if its possible, but if you fire a flare and an enemy's rocket orbits around and kills them, you should get the kill for it. The flare should also appear in the kill feed when a rocket you fire was influenced by a flare you launched.
An additional new little buff is The Light Rockets will now continue to reload when you put it away. You can even still see the fancy rocket load animation when put away.
New Weapon: Scoped Rifle
The Scoped Rifle is here, and pretty much functions the same.
It's difference from other sniper weapons is it does not come with a laser sight, and can still only zoom with 1 level. It is not as long range as well, and has gravity drop on its bullets like other non-sniper guns.
New Weapon: Burst Pistol
The Burst Pistol is a pistol that fires 3 bullets at once. It has retained its same stats, but its dual-wieldable like other pistols.
A very simple weapon, not much else was changed about it.
New Weapon: Fire Uzi
The Fire Uzi is back, its a weapon that features ammunition that leaves behind fire where you shoot.
It drops 'mini-fire' which does less damage and has a smaller hitbox. The Fire Uzi can also be dual-wielded.
New Weapon: Dynamite
Here's the Dynamite. The Dynamite is a deadly explosive that does a lot of damage, but does not explode on impact like other grenades, and has a long fuse time. The Dynamite received some neat visual effects, like being able to see the fuse burn down before it explodes.
It can still be detonated early by other explosives, and it can now also detonate from touching fire as well. If you kill an enemy with their own dynamite by using fire or explosives, you should get the kill from it.
New Weapon: Potato Masher
The Potato Masher in the old version was pretty much a long range version of the Frag. It does not emit fragments like the Frag does in this version, but its ammo is 3 instead of 2. The Potato Masher can be thrown farther, but does not bounce when hitting a wall.
This can be seen mostly as a down-side, but there are situations where you don't want a grenade to bounce to kill an enemy, and the extra ammo along with long range will hopefully make it more appealing to use.
New Weapon: Tomahawk
The Tomahawk is back, and deadlier then ever. You can now headshot enemies with the Tomahawk, making them quite deadly even for overhealed players.
Tomahawks can be picked up when thrown. Not much else different about it.
New Weapon: Kunai
It's the cold steel Kunai! The Kunai's total ammo has been increased, and while you still throw 3 knives at once, if you have only 1 or 2 kunai ammo left then its smart enough to throw only 1 or 2. Kunai does not headshot like a lot of the other throwable weapons, and can't be recovered for ammo.
Similar to a bug that existed in the old version, Kunai will bounce off of a surface when struck at an angle. This bug is now a feature that you can predictable perform every time.
Note: The Tomahawk and the Kunai do not have skin support at this time since they use ammo similarly to grenades, keeping track of the skin for each and every Kunai/Tomahawk is a lot of effort, but maybe I'll think of a way to make it work down the line.
New Gamemodes: Weapons Deal and Take Over
The last two original game modes have been remade, and haven't really received much new content like some of the other game modes, but I will try to think of more things to do with them. These two game modes were probably the least popular in the old version, but I still like them and want to see what I can do to make them more fun.
Weapons Deal is a game mode similar to gun-game in Counter Strike, and there are some new settings you can use that let you customize the order of weapons players must work through to win. You can also pick different silly weapons to use as the final weapon needed to win the match, and even enable team functionality even though there can still only be 1 winner. There are other settings too, so go check it out.
In Take Over, teams will need to capture and defend a number of control points to earn points. The more players near a flag, the faster it will be capped. Some of the rules have been slightly changed to make things more exciting.
For example if your team has all flags captured on the map, the speed your team's score earns point is greatly increased which can make comebacks possible. There are also a couple new settings, such as setting the amount of flags to spawn on the map and whether the flags can randomly cycle their positions periodically.
I haven't had time this week to set up my Take Over and Weapons Deal servers, but hopefully they will be up later tonight.
Zombies
Corrupted weapons
Weapon Behavior (Rocket Madness moved here)
Infinite Money (Survival, Zombrains)
BORVID-19
Floor = Lava
Alcoholics Anonymous
Random Deaths
setmutatorplayer
mutatorsetting
reloadmutators
resetmutatorsplayer
listmutators
freeze
thaw
setbotaimode
grappleplayers
playersound
spawnvice
givevice
allvice
detonatebomb
showhud
showplayerinfo (replaced 'playerinfo')
Hey. Sorry this update took so long, but I guess with all the free time off we're all getting, I took it as an opportunity to overhaul the code base. I reworked a lot of back end systems and everything is running a lot more efficiently.
One major rework is the mutators system. Mutators that disable XP gain have been separated into their own class of server settings called "cheats". You can enable Cheats in your Server Setting menu, similar to how you enable Mutators in beta13.
This new mutators system allows me to add mutators quite easily, and be able to efficiently define them as normal mutators, cheats, mutators as a global setting, or cheats only as a team-specific setting. You can also see which mutators or cheats are enabled when in a server
I added a bunch of new console commands, but 2 of them related to above are the commands "mutatorsetting" and "setmutatorplayer". These commands will allow you set Mutator or Cheat settings in-game, and additionally apply a cheat or a mutator to individual players. And yes, you can use these commands through the map editor logic system.
Anyhow thats just one example of a system I've redone. There's a lot more but I'd rather spend the effort sharing all of it through the official change log.
All that is cool but where's da content? There's still quite a bit of new content in this next update, I've already shared a few new weapons such as the Nitrogen Charge and the Mulelslapper Sentry. But wouldn't you know it, next update will have ALL original grenades and equipment available.
Additionally, the Fire Uzi and the Burst Pistol have been added as well. See anything else you might recognize?
Survival mode has also undergone some big changes, and I have reworked a lot of vices. I have also added 3 new vices, but they're a special kind where they're incredibly powerful but hard to find. What do you think will they do?
This is just a teaser announcement for now, but a few more things you can expect:
matchtime, skip, memoryuse, showhitbox, currentwave, revive, reviveall, zombending, listdir, cmdlist, listsfx, globalsound, localsound, spawnbody, explode, explodebig, displayinfo, resetplayer, resetallplayers, resetworld, shootingrange, showdps, setrangetargets
Winter Holiday Event
The winter holiday event for v2.0.0 is here! The 6 holiday hats are now available to wear, but you can still wear the regular hats if you want, unlike the old version. You can also find weapon skins only available during the Winter event.
Weapon skin unlock chance increases during the winter event, and there are comfy decorations in CTF and Survival!
Sorry thi change log isn't much, but I'm exhausted and just wanted to get this build out. After things stabilize, I'm going to be trying to take a break for a little while.
Boring Man now has weapon skins, Workshop support, better netcode, better graphics, better everything! And it's still free! [previewyoutube=WMoiZ3rwk3g;full][/previewyoutube] Launch the game from your Steam library then select the 3rd "v2.0.0 beta" option to launch the beta! Let me know what you think, have fun!! Additionally, the new weapon skin DLCs are also available! https://store.steampowered.com/app/1194780/Boring_Man_Splintered_Weapon_Skins/?beta=0 https://store.steampowered.com/app/1194781/Boring_Man_Rainbow_Weapon_Skins/?beta=0 (Sorry I had to remake the announcement)
This update is just polishing things up before this week. If you're waiting for the game to go free-to-play on November 29th, there is now an in-game count down timer which will unlock automatically. No updating will be needed! It's like pre-loading but stupider.
This update adds the Drone for a little bit of testing by the community before the rewrite beta becomes free. I also polished the game up and fixed a good amount of bugs. Let me know what you think.
I've decided to release a few more weapon skin DLCs when the game goes free, check them out below! https://store.steampowered.com/app/1194781/ https://store.steampowered.com/app/1194780/ These weapon skins and the Boring Man v2.0.0 beta itself will become free-to-play for all players on November 29th! If you've been under a rock, I've been recreating Boring Man from the ground on. Boring Man has a lot of cool new stuff, including a brand new weapon, The Drone! See a video on it below. [previewyoutube=T5q_Jw4ZBso;full][/previewyoutube] The Drone will become available for testing THIS WEEKEND! I HOPE! If you want to try it out early, please consider purchasing any of the already released DLC below: https://store.steampowered.com/app/346170/ https://store.steampowered.com/app/1018760/ https://store.steampowered.com/app/1018761/ https://store.steampowered.com/app/626491/ Thanks for your support. -S
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