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Machine World 2 Full Crack [hacked]

Machine World 2 Full Crack [hacked]


Download ->>> DOWNLOAD (Mirror #1)


About This Game

Take control of a range of different machines and operate them in a unique environment. Each new game generates a new and fully dynamic world, and it is yours to develop: Dig and build anything, anywhere!

All machines have been carefully modelled down to small details. They all have opening doors and hatches, switches that control fully simulated systems, and have realistic physics models. You climb into and onto the machines, watch battery and fuel levels, follow realistic procedures that mimic the real machines. Our goal is to make you think of these machines as your own.

What you choose to do is up to you. Machine World revolves around Blueprints, which are generated by us at Trino and by players. Blueprints challenge you to build certain structures, and can have time and fuel limits. But if you just want to develop your own buildings in your own world, you can. In a sense, that is what it is designed to do. Machine World is about total, creative freedom.

Features

  • 16+ unique, fully modelled machines (14 currently unlocked, with more to follow)
  • Component modelled machines. All systems are discretely system modelled, including engines, fuel tanks/pumps, batteries, gear boxes, etc. This means that under the hood, the game simulates these systems interacting individually, which will allow us to add system failures and resource management to the game.
  • Fully deformable terrain. Dig and deform anywhere, without limitations. Dynamic (and removable) trees, rocks and debris.
  • Dynamic water simulation. Takes the dynamic terrain into account and simulates various wave behaviours in real time based on weather and wind.
  • Unlimited number of worlds, procedurally generated on demand (based on real world erosion and other terrain factors).
  • Large catalog of construction parts and materials, including lighting, windows, doors, etc.
  • First person oriented, and you can enter buildings you create and install lights, etc. (Furniture will arrive during Early Access).
  • A labor of love. We love machines and creativity.

Controller and Joystick support

Gamepad or dedicated joystick(s) recommended, but mouse and keyboard can be used.

About Trino Games

We are a small team of developers with a genuine fascination for machines of all kinds. Machine World 2 was mostly developed by two people, supported by a wider network of specialists and consultants. We are community and player oriented and try to interact as much as possible. Your ideas and feedback are important, so please do not hesitate to get in touch through our forums or social media channels. b4d347fde0



Title: Machine World 2
Genre: Indie, Simulation, Early Access
Developer:
Trino Games
Publisher:
Trino AB
Release Date: 28 Jul, 2017


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows Vista or 7
  • Processor: Core 2 Duo
  • Memory: 6 GB RAM
  • Graphics: Shader Model 2 512 MB
  • Storage: 6 GB available space
  • Additional Notes: 64 bit system required

English



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Overall It's a good game, there are a few glitches here and there, but that is to be expected with something in early access. The game does a good job of being realistic, but still catering to those that don't want to do things by the book, and want to just build something. The game still needs to be optimized, as it can get a little laggy when there are a lot of vehicles, but they are working on this, as well as some of the vehicle physics. It's a great concept, and the developers have done a good job so far, so I am excited to see what the future holds for MW2.. Awesome game, I love the bulldozer and the excavator. Badly needs optimisation and bug fixes here and there but that is what to be expected with a game that is currently in early access.. Half the battle is learning the controls, the other half is feeling almost like you have to have certifications on all of the equipment; Pretty darn realistic. When they say simulator, they are not kidding. Great game. 9/10. driving is♥♥♥♥♥♥its like driving on ice no tutorial on how to use anything so you are completely useless boring game cause you cant get started probably a waste of 12.99. The game has so much potential in terms of ground deformation and the modeling of the equipment. I dont know if it was just me or the game but the dozer was very tricky to use. The excavator was amazing, interior was so realistic and the movement of the boom was good , the top speed could be tuned down but thats about it. Overall fun game.. For an early access release, it is fun and has great potential. Great freedom and good graphics - when it gets the polish og MW 1 (on iPad) it will be awesome.


Snapping! EA0.1.5.0:
Greetings,

As requested we have now implemented a snapping function when hoisting parts into place.

By default this is turned off, so you need to engage it. Help prompts will tell you how, but by default the toggle key is R.
You can also turn this on and off in gameplay settings, as well as adjust the snap grid size. By default this is 0.1 meters.

Using this in conjunction with matching part sizes makes construction very easy. (i.e. if you work with a grid with 0.1 meter increments, use the same increments for your part sizes).

As always, questions or feedback is most welcome!

Best regards,
Daniel. Call for blueprints!:
Greetings,

We are currently working on additional features and content for the mission modes (part of the Early Access plan).

As such we would very much like to see community content. Have you created a cool building or structure? Create a blueprint from it, and post a picture in the forums! We will let you know how to send it to us and we may include it in the game (complete with a credit with your steam name!).

So, get creative. Show us what you have created! :)

Best regards,
Daniel. Radio Silence:
Hi,

First of all, I apologise for the lack of communication - and updates. I understand that many of you are disappointed.

As I have mentioned earlier, MW2 as of yet has far from covered the (relatively large) expenses we spent developing it. I really could not spend more funds on the project in the current state. It is unfortunately simple business, too few sales = little resources for development.

I have since taken a long break, partly due to the fatigue after spending 3 solid years developing the game without any pause whatsoever. But also due to health issues (serious) in the family and other projects to ensure financial stability for the company and the family.

I do not expect everyone to understand the situation, but I hope that a few of you are able to sympathise with the harsh realities of running a business, developing a good product, but sadly one that found too small an audience.

Now, this may all sound as if the project is abandoned and there is not hope. That is not the situation. Development will continue, but I have had to step back and take a look at Machine World as a product and where to go next.
There is a plan in place and regardless of how things play out the idea is to bring updates under this product name in the future.

I hope you understand the situation, support us and the product, and we will do our best to keep Machine World rolling in the not too distant future.

Best regards,
Daniel. Update EA0.1.5.1 - Dumper trailer & deformation!:
Greetings,

First things first: I want to thank all of you who have provided feedback to us. This is really invaluable to us and helps us improve the game while in Early Access. Thank you!

Now, on to the update - which again is released first into the iterative beta branch!* We expect it to be the default build sometime tomorrow.

During the last few days we have been focusing on improving deformation and ground material handling in general.

Basically, due to an obscure bug the entire ground deformation system was not entirely performing as intended: dropped material would not level off properly and at some points the dropped dirt could be too spiky, or too flat.
This is now fixed so whenever you dig or dump material, it will always "flow" if it exceeds around 35-40 degrees. We will tune this, and will also be able to have different max angles for various material types in the future.

We have also fixed a visual issue where the dirt particles would continue falling through things. They now die when they hit a surface or object.

Last but not least, the dumper trailer now performs as intended. Material will not fall off unexpectedly and if the latch is unlocked, it will flow out at a controllable pace. (If the latch is locked, it will stay put even at larger angles.)

As always, please let us know if you have any feedback or requests.

Best regards,
Daniel

* The iterative branch and this update is accessed by going into game properties in Steam. Right-click Machine World 2, select properties, go to the beta tab and opt in to the branch called "iterative". Then you are on the bleeding edge and get all our dev updates as they are built!. 5 days to go! Furniture and potatoes...!:


Greetings all,. Multiplayer and more : EA 0.1.5.3:
Greetings,

Yes, it has been a little longer than usual. I personally took some time off to rest and recharge, and then have been head down in MW2 code. I have also been pondering the next steps for Machine World.

So, it is a pleasure to announce that yes, we are now implementing multiplayer for Machine World 2. In fact, the update just released into the iterative branch does contain some of the net code.
Now, before you get extremely excited, here is the network content of the update in the iterative branch:

The update will allow you to start a network server, and to join one. It does not yet allow you to actually play together. We still want you to test this with your friends as your feedback will let us gather info on how well our host and router detection code is working.

So, please try this:
- Get a friend to run MW2.
- Start a network game by loading or starting a new game with the checkbox "Host network game" checked.
- Once the game is started with the world built, have your friend click the New Game button and select the network game tab.
- On your game, the network tab should indicate that the game is running in networked mode and what your IP adresses are (internal and external)
- Your friend should be able to type in your external IP adress and connecting to it.
- You should get a notification that he/she has joined. You should also get a notice when he/she leaves.

Again, this does not affect gameplay at all and you cannot actually join the networked game (but you will soon). Today's update is simply to get help with testing remote connections and that things like router detection/punchthrough works.

Besides this, the update contains some performance improvements, fixes for a few rare bugs, and more debugging code for a few rare issues we are hunting down.

The update will get released into the main branch soon as well. But for now, you have to select the "iterative" branch in the betas tab in Steam to receive the update.

As always, please let us know if you have any questions or feedback.

Best regards,
Daniel
. Welcome to the first week of Early Access!:
Greetings,

First of all a big Thank You to all of you who purchased Machine World 2! We really appreciate it. We are also pleased to learn that you enjoy the concept and the possibilities in the game!

We are also very thankful for all the feedback we have received over the weekend, both positive and negative!

We are now hard at work fixing the reported issues in order of importance. First priority is fixing a few problems which have caused a few (<5 that we know of) who have encountered crashes or freezes at startup.
After that we are fixing a few control issues, primarily related to mouse / keyboard input and a few problems with control remapping for multiple joysticks.

Next in order after this are tweaks to the excavator and bulldozer, along with a few physics fixes.

These fixes will be rolled out continuously and immediately, in the main branch. However, we will create a "legacy" branch available to you in Steam properties. This is useful *if* a new fix build should somehow make something worse for you. You will then be able to select the last build and get on playing.

We will be posting patch notes as announcements along with daily major builds.

As always, any questions or comments; post them here, or better yet in our forums. :)

Best regards,
Daniel. 0.1.5.5 - Performance improvements:
Greetings,

We start the week with a patch focusing on performance. But it also contains tweaks to the new deform/flatten function in the PDA.

- The flattening system will now remove foliage more quickly.

- A number of under the hood tweaks should result in better performance

- A keyboard command to measure FPS natively has been introduced. Standard key is the delete key (can be remapped of course). This function will measure the number of frames rendered per second, and will do so for 5 seconds. After the period it will show an alert with the results.

Please let us know what you are seeing, and also if there are any specific circumstances when you receive especially low or high FPS numbers. Using that info we can further improve and balance performance.

Best regards,
Daniel. 12:00 - A little more than one hour to go...Maybe?:
There was some confusion (on our part) last night regarding AM/PM, but the correct release time is 12:00 CET, so in a little more than an hour.

However - the release date says in 9 hours and we cannot actually change that indication. Having not done a Steam release before, I am not entirely sure what will happen when we press release.
I hope it relates instantly (as it does on a few other stores). But it may be the case that Valve has to do manual processing at release, and if so we may have to wait until they get into the office.
We will see. But regardless, I will hit the release button at 12:00 CET! :)

The first Early Access build is being compiled as I type this and will be uploaded shortly.
At release I will follow up with release notes and plans for the following week. :)

//Daniel. Vacation over!:
Greetings,

As you may have noticed, we took a vacation for a couple of weeks to recharge after the crunch before and after release. Basically, people around us said "You desperately need a vacation. Go. Now.". So, we did. I personally have taken a bit more than two weeks off and it was needed.

Now I am slowly getting back to work. Despite being on vacation, I have spent a bit of time pondering multiplayer. It is still very much something we're considering, although we're still not sure about the timing and scope of it. Stay tuned.

Also, I have been monitoring the forum threads and think we're on top of most known issues. If you have encountered something you do not think we know of, please do post it in the forum and we'll take a look ASAP.

Best regards,
Daniel


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